Chapter 6 Input Technologies and Techniques Input device
















































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Chapter 6 Input Technologies and Techniques
Input device choice example Pen vs touch + accurate pointing + drawing, hand-writing + extra functions on the pen (e. g. buttons) - pen takes one hand - pen should be always available - starting the interaction is slow Choose the input device for your HCI task!
Writing with two hands?
Multiple input devices
Interaction technique • Input devices sense physical properties of people, places, or things. • An interaction technique provides a way for users to accomplish tasks by combining input with appropriate feedback (e. g. pinch-tozoom) • A user interface consists of input device(s), interaction technique(s), a mental model etc.
POINTING INPUT TECHNOLOGIES
Input Device Properties • • linear position vs motion vs force vs angle set of device’s states number of dimensions metrics – pointing speed and accuracy, error rates – device acquisition time: time to move one’s hand to a device – learning time, cognitive comfort
Direct input devices • unified input and display surface • touchscreens or display tablets operated with a pen • Disadvantages: – lack buttons – occlusion – bad scaling for big screens
Direct input devices • • • special input devices (pen) soft-touch vs. hard-touch multi-touch force sensing (7 levels) parallax (<2 mm), lag (<100 ms)
Direct input devices • guestures pl. Second. Light • fingerprint detection • finger identification
Indirect input devices • input and display are on different devices • mouse, keyboard etc • Disadvantages: – input signal has to be shown on the display – no explicit feedback
Indirect input devices • absolute (digitizing tablets) vs relative position (mouse) • touchpad – touchpad and touchscreen are different! • trackball • joystick – isometric vs. isotronic
States of input devices
Text entry • QWERTY (1868): 30 -80 wpm – Alternative keyboard layouts offer ~ 5% performance gain • touchscreen keyboards – size of keys – „attention blinking” – software enhancement: word prediction, guestures • hand-writing (paper and pencil ~ 15 wpm) – might be useful at very short texts (words) • Speech recognition (speech ~150 wpm)
MODALITIES OF INTERACTION
Modalities of interaction • both hands – keyboard + mouse – hand-held devices • geustures – good mental model, association is required • speech – instructions with limited dictionary – speech to text
Modalities of interaction • free-space gestures semiotic, ergotic, epistemic • whole-body input pl: Microsoft Kinect • Sensors…
Trends • new sensors and input devices e. g. fingerprint instead of password • higher abstraction level of APIs e. g. Hungarian speech 2 text is available as a module • syntesis of various modalities, input signals – machine learning – „do less, but do it well”
Chapter 7 Sensor- and recognition-based input for interaction
Sensors • Sensors convert a physical signal into an electrical signal that may be manipulated symbolically on a computer. • cost of sensors has been decreasing • optical mouse • accelerometers (automotive air-bag systems)
Sensor inputs Sensor 1 Sensor 2 Current state of the user Application 1 Application 2 Sensor. N Environment User model Application. N
Sensors in HCI • Occupancy and Motion – Infrared motion detectors (~10 μm) – Air pressure sensors (door opens) – Pressure mat switches – computer vision, acoustic • Range Sensing – triangulation (LED or ultrasonic) – stereo cameras
Sensors in HCI • Position – GPS – in-building GPS: triangulation (RF, Wi. Fi …) – multiple cameras (position of body parts) – time-of-flight • Movement and Orientation – wearable sensors – gyroscope (MEMS)
Sensors in HCI • Touch sensors • Gaze and eyetracking) – computer vision – What object the user is looking at? • Speech – challenges: background noise, speaker identification – non-verbal information (prosody, intonation etc)
Sensors in HCI • Gestures – hand pose, spatial trajectory of the hands, pointing to indicate an object – computer vision or wearable • Identity detection – biometric sensors: fingerpring, retina, shape of hand, hand-writing, speech… – computer vision (eg. face detection, QR code) – RFID
Sensors in HCI • Context – temperature, air pressure, lights • Sensing affect – boredom, interest, pleasure, stress, or frustration – galvanic skin response, blood volume pulse etc… • Brain-computer interfaces – invasive vs non-invasive technologies – EEG: measures electrical activity at local parts of the brain using electrodes placed carefully on the scalp
Sensor inputs Sensor 1 Sensor 2 Sensor. N SIGNAL PROCESSING Current state of the user Application 1 Application 2 Environment User model Application. N
Signal processing Time series analysis 1. Preprocessing eg. Kálmán-filter 2. Feature extraction eg. Fourier transformation 3. Classification/modeling
INPUT TECHNOLOGIES IN TRENDY GADGETS
Wearables
Fitness trackers
Smart watch
Fingerprint reader
Eye-scroll
Smart glass
Voice recognition
Virtual reality
Smart home
Autonomous driving
Self-driving on a motorway
Chapter 61 Social Networks and Social Media
web 1. 0 – static web (content creators and readers) web 2. 0 – users actively create content and consume web 3. 0 – semantic web ? ? ?
• 5. 6 M English Wikipedia article • 50 M Flickr photo/month • 300 h/min video upload to Youtube • 500 M tweet/day
Social networks • information- sharing and finding, gaming, shoping, event organisation, dating, professional forum • Recommender systems – Collaborative filtering – more trust in friends’ preferences than unknow people
Be careful what to share…
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Summary • Direct and indirect input devices • Interaction modalities • Sensor types