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Input Devices




  Amir Dotan - www.amirdotan.com
Input evolution

• As computers become smaller and ubiquitous
  (everywhere and in everything), they can not grab
  all of our attention (sitting in front of a screen)
  and their size doesn’t allow us to use are fingers
  to communicate with them
• Alternative input methods (speech, movement,
  gazing) are considered as ways to make
  computing less attention demanding and more
  intuitive (Accessibility benefits)


                   Amir Dotan - www.amirdotan.com
Input evolution
•   Punch cards
•   Keyboard
•   Mouse
•   Face recognition
•   Facial expression
•   Gaze / eye movement
•   Touch / Multi-Touch
•   Speech recognition
•   Body movement (gestures)



                       Amir Dotan - www.amirdotan.com
Amir Dotan - www.amirdotan.com
Punch Cards




   Amir Dotan - www.amirdotan.com
Text Entry Input - Keyboards
       and Keypads
• The primary mode of textual data entry
• Keyboard size and packaging influences users
  satisfaction and usability
• Large keyboards with many keys give an
  impression of professionalism and complexity
  but may deter novice users
• Small keyboards seem lacking in power to some
  users, but their compact size is an attraction for
  mobile devices

                   Amir Dotan - www.amirdotan.com
The QWERTY layout

• The most commonly used keyboard layout is the
  QWERTY layout
• Also known as the Sholes keyboard, it was
  invented by Christopher Sholes who invented the
  typewriter in 1868
• His layout slowed down users enough that key
  jamming was infrequent




                 Amir Dotan - www.amirdotan.com
Dvorak Layout                        (Schneiderman, 2005)




• Developed in the 1920’s, supposedly reduces
  finger travel, thereby increasing the typing rate of
  expert typists from about 150 words per minute
  to more than 200 words per minute
• Acceptance of the Dvorak layout has been very
  limited, despite the work of devotees
• People who have tried it report that it takes about
  a week of regular typing to make the switch, but
  most users have been unwilling to invest much
  effort
                   Amir Dotan - www.amirdotan.com
Keyboard Layouts




     Amir Dotan - www.amirdotan.com
The Keyboard




   Amir Dotan - www.amirdotan.com
Alternative Ergonomic and
  Adjustable Keyboards




         Amir Dotan - www.amirdotan.com
Alternative Adjustable
      Keyboard




Optimus Maximus keyboard - http://www.artlebedev.com/everything/optimus/




                      Amir Dotan - www.amirdotan.com
Keyboards and Keypads for
     Mobile Devices




 http://amirdotan.multiply.com/video/item/98/The_Evolution_of_Mobile_Phones_1985_-_Today




                               Amir Dotan - www.amirdotan.com
Keyboards and Keypads for
      Mobile Devices
• Mobile-phone functionalities are increasing
  considerably while their size is still shrinking
• Most devices combine normal static keys with
  dynamically labelled softkeys whose functions
  are dependent on status and context




                   Amir Dotan - www.amirdotan.com
Alternative Mobile Phone
         Keypads




http://www.digitwireless.com                                Nokia 7600




                           Amir Dotan - www.amirdotan.com
Pointing Devices

• A device such as a mouse, trackball, or graphics
  tablet that allows users to move a pointer about
  on the workspace and point to graphical objects
• A direct-manipulation approach - No need to
  learn commands or type, attention is focused on
  the display
• Important for small devices and large wall
  displays that make keyboards impractical as
  input devices

                  Amir Dotan - www.amirdotan.com
Pointing Devices
• Direct control devices
   –   Lightpen
   –   Touchscreen (Single input point)
   –   Multitouch (Multiple and simultaneous input points)
   –   Stylus

• Indirect control devices
   –   Mouse
   –   Trackball
   –   Joystick
   –   Touchpad
   –   Trackpoint (for laptops)
   –   Graphics tablet

• Novel devices and strategies
   –   Foot controls
   –   Eye tracking
   –   DataGloves
   –   Tangible user interfaces
   –   Digital paper
   –   Haptic feedback

                                          Amir Dotan - www.amirdotan.com
Criteria for Success                            (Schneiderman, 2005)




•   Speed and accuracy
•   Learning time
•   Cost and reliability
•   Size and weight




                   Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
- The Lightpen (MIT’s Sketchpad 1963)




              Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
        - The Lightpen
• Had several disadvantages:
  – Users’ arm got tired
  – Users’ hand obscured part of the screen
  – Users had to remove their hands from the
    keyboard to pick up the lightpen
  – The lightpen was too fragile for public-access
    environments




                  Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
       - Touch Screen




            Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
         - The Stylus




            Amir Dotan - www.amirdotan.com
An Alternative to the Stylus -
 Shift (Microsoft Research)


      http://research.microsoft.com/users/baudisch/projects/shift/index.html




                                      http://uk.youtube.com/watch?v=kkoFlDArYks



                       Amir Dotan - www.amirdotan.com
Indirect-Control Pointing
         Devices            (Schneiderman, 2005)



• Eliminate the hand-fatigue and hand-obscuring-
  the-screen problem
• They do however require the hand to locate the
  device and demand more cognitive processing
  and hand/eye coordination to bring the onscreen
  cursor to the desired target
• Among the indirect pointing devices the mouse
  has been the most popular


                 Amir Dotan - www.amirdotan.com
Pointing Device - The Mouse
    On December 9, 1968 in San Francisco, Douglas Engelbart
    presented for the first time the computer mouse




              http://uk.youtube.com/watch?v=1MPJZ6M52dI


                     Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
      Multi-Touch Input




            Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
      - Multi-Touch Input




http://uk.youtube.com/watch?v=9zGDNFpOMcA

                             http://amirdotan.multiply.com/video/item/56/iBar_-_Interactive_Bar_largest_multitouch_touchscreen




                                      Amir Dotan - www.amirdotan.com
Direct-Control Pointing Device
      - Multi-Touch Input




    http://amirdotan.multiply.com/video/item/47/Microsoft_Surface_Business_2.0_Demo




                            Amir Dotan - www.amirdotan.com
Touch Input Gestures




                       Amir Dotan - www.amirdotan.com
Touch Input - Considerations
            (Windows Vista User Experience "Touch" guidelines)




• Small controls are difficult to use
   – The size of the controls greatly affects your ability
     to interact effectively. Controls that are at least
     23x23 pixels are usable with a finger, but larger
     controls of at least 40x40 pixels are even more
     comfortable to use




                           Amir Dotan - www.amirdotan.com
Touch Input - Considerations
          (Windows Vista User Experience "Touch" guidelines)




• Task locality helps
  – While you can move the pointer across a 14-inch
    screen with a 3-inch mouse movement, using
    touch requires you to move your hand the full 14
    inches
  – Repeatedly moving between targets that are far
    apart can be tedious, so it's much better to keep
    task interactions within the range of a resting hand
    whenever possible
  – Context menus are convenient because they
    require no hand movement
                         Amir Dotan - www.amirdotan.com
Touch Input - Considerations
          (Windows Vista User Experience "Touch" guidelines)




• Hover must not be required
  – Most touchscreen technologies don't detect a
    hovering finger, even if they can detect a hovering
    pen. If a program has tasks that depend on hover,
    you won't be able to perform them efficiently using
    touch




                         Amir Dotan - www.amirdotan.com
Touch Input - Considerations
            (Windows Vista User Experience "Touch" guidelines)




• Text input and selection are difficult
   – Lengthy text input is especially difficult using
     touch, so auto-completion and acceptable default
     text values can really simplify tasks. Text selection
     can also be quite difficult




                           Amir Dotan - www.amirdotan.com
Touch Input - Considerations
          (Windows Vista User Experience "Touch" guidelines)




• Small targets near the edge of the display can
  be very difficult to touch
  – Some touchscreen technologies are less sensitive
    at the edges, making controls near the edge
    harder to use. For example, the Minimize,
    Maximize/Restore, and Close buttons on the title
    bar can be harder to use when a window is
    maximized



                         Amir Dotan - www.amirdotan.com
Basic Touch Design Principles
                (Windows Vista User Experience "Touch" guidelines)




• Don't assume that if a UI works well for a mouse, it also works
  well for touch
    – While good mouse support is a start, a good touch experience has a
      few additional requirements
• You can assume that if a UI works well for a finger, it also
  works well for a pen
    – Making your program touchable goes a long way to providing good pen
      support. The primary difference is that fingers have a blunter tip, so
      they need larger targets. And again, hover must be optional
• Don't depend on touch pointer to fix touch UI problems
    – Because the touch pointer isn't as easy to use as direct input, view the
      touch pointer as a last resort for programs that haven't been designed
      for touch


                               Amir Dotan - www.amirdotan.com
Comparison of Pointing
           Devices
• Each input device has its strengths and
  weaknesses
• The keyboard is best for text input and giving
  commands with minimal hand movement
• The mouse is best for efficient, precise pointing
• Touch is best for object manipulation and giving
  simple commands
• A pen is best for freeform expression, as with
  handwriting and drawing

                  Amir Dotan - www.amirdotan.com
Comparison of Pointing
      Devices                (Schneiderman, 2005)



• Early studies found that direct pointing devices
  such as a lightpen or touchscreen were often the
  fastest but the least accurate
• Studies have shown that the mouse is the more
  accurate and efficient than alternative devices
• Users’ tasks matter when comparing devices
• Joysticks and trackball are often preferred over
  mice by users with motor disabilities


                  Amir Dotan - www.amirdotan.com
Comparison of Pointing
      Devices               (Schneiderman, 2005)



• Pointing devices, especially indirect-control
  devices such as the mouse, are particularly
  challenging for users who have vision
  impairments - Well designed cursors and
  adjustable size and shape can help
• Alternative keyboard or keypad navigation
  options should be provided whenever possible




                 Amir Dotan - www.amirdotan.com
Novel Devices                       (Schneiderman, 2005)




• The popularity of pointing devices and the quest
  for new ways to engage diverse users for diverse
  tasks has led to provocative innovations
• Since users’ hands might be busy on the
  keyboard, designers have explored other
  methods for selection and pointing
• In some cases, the device is too small or too big
  to be used with a keyboard or a conventional
  pointing device

                  Amir Dotan - www.amirdotan.com
Gestural Interface
• Head gestures
• Hand gestures
• Body gestures




                  Amir Dotan - www.amirdotan.com
Gestural Interface




      Amir Dotan - www.amirdotan.com
Gestural Interface - Example




 G-Speak http://vimeo.com/2229299




                           Amir Dotan - www.amirdotan.com
Gestural Interface - Example




  http://amirdotan.multiply.com/video/item/148/HITACHI_Gesture_operation_TV




                          Amir Dotan - www.amirdotan.com
Gestural Interface - Example




 http://amirdotan.multiply.com/video/item/83/Second_Life_gestural_interface_-_Navigation_Demo


                               Amir Dotan - www.amirdotan.com
Gestural Interface - Example




 http://amirdotan.multiply.com/video/item/80/ShadowReaching_New_Perspective_on_Wall_Display_Interaction



                                  Amir Dotan - www.amirdotan.com
Imaging and Video Input
Device - Webcam Tracking




       http://uk.youtube.com/watch?v=GDINqY9kekU




              Amir Dotan - www.amirdotan.com
Gestural Interface - Example




     http://uk.youtube.com/watch?v=7uixUmxH-Z0



                  Amir Dotan - www.amirdotan.com
Gestural Interfaces - Wii and
           Wii Fit




http://uk.youtube.com/watch?v=mCufArSg-SQ              http://uk.youtube.com/watch?v=5oNVIcMnZh4




                                 Amir Dotan - www.amirdotan.com
Wii Fit




Amir Dotan - www.amirdotan.com
Input - Using physical objects




     http://amirdotan.multiply.com/video/item/101/reactable_basic_demo_


                        Amir Dotan - www.amirdotan.com
Eye tracking systems
• Our eyes are an essential output device with is
  used to point to objects. We use it to
  communicate to the world our intents (Eye
  contact)
• Combined with head gesture, this method of
  pointing can be a powerful communication
  channel




                   Amir Dotan - www.amirdotan.com
Eye tracking - Example
• Squidoo EyeTracking
   – http://www.youtube.com/watch?v=ilq9qeyVjT0




                     Amir Dotan - www.amirdotan.com
The future?
Gamers will soon be able to interact
with the virtual world using their
thoughts and emotions alone.


BBC NEWS 20.02.08
http://news.bbc.co.uk/1/hi/technolo
gy/7254078.stm




                            Amir Dotan - www.amirdotan.com
Thought Control




http://amirdotan.multiply.com/video/item/81/Brainloop_-_Thought_Control




                      Amir Dotan - www.amirdotan.com
Speech and Auditory Input
                (Schneiderman, 2005)




• Hardware designers have made dramatic
  progress with speech recognition, generation,
  and processing but current success are far from
  achieving the results we see in Sci-Fi movies
• They also recognize that voice commanding is
  more demanding of user’s working memory than
  is hand/eye coordination and thus may be more
  disruptive to users while they are carrying out
  tasks


                  Amir Dotan - www.amirdotan.com
Speech and Auditory Input
                 (Schneiderman, 2005)




• Planning and problem solving can proceed in
  parallel with hand/eye coordination, but they are
  more difficult to accomplish while speaking
• Background noise and variations in users speech
  performance make the challenge of speech
  recognition still greater
• The benefits to people with certain disabilities
  can be immense, but general users are not
  rushing to implement speech input

                   Amir Dotan - www.amirdotan.com
Speech Systems -
       Opportunities                    (Schneiderman, 2005)



•   When users have vision impairments
•   When the speaker’s hands are busy
•   When mobility is required
•   When the speaker’s eyes are occupied
•   When harsh or cramped conditions preclude use
    of a keyboard




                   Amir Dotan - www.amirdotan.com
Speech Systems -
      Technologies                      (Schneiderman, 2005)



• Discrete-word recognition -
   – Recognize individual words spoken by a specific
     person
   – 90%-98% reliable
   – 100-10000-word or larger vocabularies
• Continuous-speech recognition




                   Amir Dotan - www.amirdotan.com
Speech recognition -
                 Examples




Flight Simulator Voice Recognition                    Speech recognition in Windows Vista
http://www.youtube.com/watch?v=wZf9Ni6Qocc            http://www.youtube.com/watch?v=v9o72XJcFQI




                                  Amir Dotan - www.amirdotan.com
Speech recognition -
    Examples




   Google Mobile App for iPhone, now with Voice Search
   http://uk.youtube.com/watch?v=y3z7Tw1K17A

              Amir Dotan - www.amirdotan.com

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Input devices

  • 1. Input Devices Amir Dotan - www.amirdotan.com
  • 2. Input evolution • As computers become smaller and ubiquitous (everywhere and in everything), they can not grab all of our attention (sitting in front of a screen) and their size doesn’t allow us to use are fingers to communicate with them • Alternative input methods (speech, movement, gazing) are considered as ways to make computing less attention demanding and more intuitive (Accessibility benefits) Amir Dotan - www.amirdotan.com
  • 3. Input evolution • Punch cards • Keyboard • Mouse • Face recognition • Facial expression • Gaze / eye movement • Touch / Multi-Touch • Speech recognition • Body movement (gestures) Amir Dotan - www.amirdotan.com
  • 4. Amir Dotan - www.amirdotan.com
  • 5. Punch Cards Amir Dotan - www.amirdotan.com
  • 6. Text Entry Input - Keyboards and Keypads • The primary mode of textual data entry • Keyboard size and packaging influences users satisfaction and usability • Large keyboards with many keys give an impression of professionalism and complexity but may deter novice users • Small keyboards seem lacking in power to some users, but their compact size is an attraction for mobile devices Amir Dotan - www.amirdotan.com
  • 7. The QWERTY layout • The most commonly used keyboard layout is the QWERTY layout • Also known as the Sholes keyboard, it was invented by Christopher Sholes who invented the typewriter in 1868 • His layout slowed down users enough that key jamming was infrequent Amir Dotan - www.amirdotan.com
  • 8. Dvorak Layout (Schneiderman, 2005) • Developed in the 1920’s, supposedly reduces finger travel, thereby increasing the typing rate of expert typists from about 150 words per minute to more than 200 words per minute • Acceptance of the Dvorak layout has been very limited, despite the work of devotees • People who have tried it report that it takes about a week of regular typing to make the switch, but most users have been unwilling to invest much effort Amir Dotan - www.amirdotan.com
  • 9. Keyboard Layouts Amir Dotan - www.amirdotan.com
  • 10. The Keyboard Amir Dotan - www.amirdotan.com
  • 11. Alternative Ergonomic and Adjustable Keyboards Amir Dotan - www.amirdotan.com
  • 12. Alternative Adjustable Keyboard Optimus Maximus keyboard - http://www.artlebedev.com/everything/optimus/ Amir Dotan - www.amirdotan.com
  • 13. Keyboards and Keypads for Mobile Devices http://amirdotan.multiply.com/video/item/98/The_Evolution_of_Mobile_Phones_1985_-_Today Amir Dotan - www.amirdotan.com
  • 14. Keyboards and Keypads for Mobile Devices • Mobile-phone functionalities are increasing considerably while their size is still shrinking • Most devices combine normal static keys with dynamically labelled softkeys whose functions are dependent on status and context Amir Dotan - www.amirdotan.com
  • 15. Alternative Mobile Phone Keypads http://www.digitwireless.com Nokia 7600 Amir Dotan - www.amirdotan.com
  • 16. Pointing Devices • A device such as a mouse, trackball, or graphics tablet that allows users to move a pointer about on the workspace and point to graphical objects • A direct-manipulation approach - No need to learn commands or type, attention is focused on the display • Important for small devices and large wall displays that make keyboards impractical as input devices Amir Dotan - www.amirdotan.com
  • 17. Pointing Devices • Direct control devices – Lightpen – Touchscreen (Single input point) – Multitouch (Multiple and simultaneous input points) – Stylus • Indirect control devices – Mouse – Trackball – Joystick – Touchpad – Trackpoint (for laptops) – Graphics tablet • Novel devices and strategies – Foot controls – Eye tracking – DataGloves – Tangible user interfaces – Digital paper – Haptic feedback Amir Dotan - www.amirdotan.com
  • 18. Criteria for Success (Schneiderman, 2005) • Speed and accuracy • Learning time • Cost and reliability • Size and weight Amir Dotan - www.amirdotan.com
  • 19. Direct-Control Pointing Device - The Lightpen (MIT’s Sketchpad 1963) Amir Dotan - www.amirdotan.com
  • 20. Direct-Control Pointing Device - The Lightpen • Had several disadvantages: – Users’ arm got tired – Users’ hand obscured part of the screen – Users had to remove their hands from the keyboard to pick up the lightpen – The lightpen was too fragile for public-access environments Amir Dotan - www.amirdotan.com
  • 21. Direct-Control Pointing Device - Touch Screen Amir Dotan - www.amirdotan.com
  • 22. Direct-Control Pointing Device - The Stylus Amir Dotan - www.amirdotan.com
  • 23. An Alternative to the Stylus - Shift (Microsoft Research) http://research.microsoft.com/users/baudisch/projects/shift/index.html http://uk.youtube.com/watch?v=kkoFlDArYks Amir Dotan - www.amirdotan.com
  • 24. Indirect-Control Pointing Devices (Schneiderman, 2005) • Eliminate the hand-fatigue and hand-obscuring- the-screen problem • They do however require the hand to locate the device and demand more cognitive processing and hand/eye coordination to bring the onscreen cursor to the desired target • Among the indirect pointing devices the mouse has been the most popular Amir Dotan - www.amirdotan.com
  • 25. Pointing Device - The Mouse On December 9, 1968 in San Francisco, Douglas Engelbart presented for the first time the computer mouse http://uk.youtube.com/watch?v=1MPJZ6M52dI Amir Dotan - www.amirdotan.com
  • 26. Direct-Control Pointing Device Multi-Touch Input Amir Dotan - www.amirdotan.com
  • 27. Direct-Control Pointing Device - Multi-Touch Input http://uk.youtube.com/watch?v=9zGDNFpOMcA http://amirdotan.multiply.com/video/item/56/iBar_-_Interactive_Bar_largest_multitouch_touchscreen Amir Dotan - www.amirdotan.com
  • 28. Direct-Control Pointing Device - Multi-Touch Input http://amirdotan.multiply.com/video/item/47/Microsoft_Surface_Business_2.0_Demo Amir Dotan - www.amirdotan.com
  • 29. Touch Input Gestures Amir Dotan - www.amirdotan.com
  • 30. Touch Input - Considerations (Windows Vista User Experience "Touch" guidelines) • Small controls are difficult to use – The size of the controls greatly affects your ability to interact effectively. Controls that are at least 23x23 pixels are usable with a finger, but larger controls of at least 40x40 pixels are even more comfortable to use Amir Dotan - www.amirdotan.com
  • 31. Touch Input - Considerations (Windows Vista User Experience "Touch" guidelines) • Task locality helps – While you can move the pointer across a 14-inch screen with a 3-inch mouse movement, using touch requires you to move your hand the full 14 inches – Repeatedly moving between targets that are far apart can be tedious, so it's much better to keep task interactions within the range of a resting hand whenever possible – Context menus are convenient because they require no hand movement Amir Dotan - www.amirdotan.com
  • 32. Touch Input - Considerations (Windows Vista User Experience "Touch" guidelines) • Hover must not be required – Most touchscreen technologies don't detect a hovering finger, even if they can detect a hovering pen. If a program has tasks that depend on hover, you won't be able to perform them efficiently using touch Amir Dotan - www.amirdotan.com
  • 33. Touch Input - Considerations (Windows Vista User Experience "Touch" guidelines) • Text input and selection are difficult – Lengthy text input is especially difficult using touch, so auto-completion and acceptable default text values can really simplify tasks. Text selection can also be quite difficult Amir Dotan - www.amirdotan.com
  • 34. Touch Input - Considerations (Windows Vista User Experience "Touch" guidelines) • Small targets near the edge of the display can be very difficult to touch – Some touchscreen technologies are less sensitive at the edges, making controls near the edge harder to use. For example, the Minimize, Maximize/Restore, and Close buttons on the title bar can be harder to use when a window is maximized Amir Dotan - www.amirdotan.com
  • 35. Basic Touch Design Principles (Windows Vista User Experience "Touch" guidelines) • Don't assume that if a UI works well for a mouse, it also works well for touch – While good mouse support is a start, a good touch experience has a few additional requirements • You can assume that if a UI works well for a finger, it also works well for a pen – Making your program touchable goes a long way to providing good pen support. The primary difference is that fingers have a blunter tip, so they need larger targets. And again, hover must be optional • Don't depend on touch pointer to fix touch UI problems – Because the touch pointer isn't as easy to use as direct input, view the touch pointer as a last resort for programs that haven't been designed for touch Amir Dotan - www.amirdotan.com
  • 36. Comparison of Pointing Devices • Each input device has its strengths and weaknesses • The keyboard is best for text input and giving commands with minimal hand movement • The mouse is best for efficient, precise pointing • Touch is best for object manipulation and giving simple commands • A pen is best for freeform expression, as with handwriting and drawing Amir Dotan - www.amirdotan.com
  • 37. Comparison of Pointing Devices (Schneiderman, 2005) • Early studies found that direct pointing devices such as a lightpen or touchscreen were often the fastest but the least accurate • Studies have shown that the mouse is the more accurate and efficient than alternative devices • Users’ tasks matter when comparing devices • Joysticks and trackball are often preferred over mice by users with motor disabilities Amir Dotan - www.amirdotan.com
  • 38. Comparison of Pointing Devices (Schneiderman, 2005) • Pointing devices, especially indirect-control devices such as the mouse, are particularly challenging for users who have vision impairments - Well designed cursors and adjustable size and shape can help • Alternative keyboard or keypad navigation options should be provided whenever possible Amir Dotan - www.amirdotan.com
  • 39. Novel Devices (Schneiderman, 2005) • The popularity of pointing devices and the quest for new ways to engage diverse users for diverse tasks has led to provocative innovations • Since users’ hands might be busy on the keyboard, designers have explored other methods for selection and pointing • In some cases, the device is too small or too big to be used with a keyboard or a conventional pointing device Amir Dotan - www.amirdotan.com
  • 40. Gestural Interface • Head gestures • Hand gestures • Body gestures Amir Dotan - www.amirdotan.com
  • 41. Gestural Interface Amir Dotan - www.amirdotan.com
  • 42. Gestural Interface - Example G-Speak http://vimeo.com/2229299 Amir Dotan - www.amirdotan.com
  • 43. Gestural Interface - Example http://amirdotan.multiply.com/video/item/148/HITACHI_Gesture_operation_TV Amir Dotan - www.amirdotan.com
  • 44. Gestural Interface - Example http://amirdotan.multiply.com/video/item/83/Second_Life_gestural_interface_-_Navigation_Demo Amir Dotan - www.amirdotan.com
  • 45. Gestural Interface - Example http://amirdotan.multiply.com/video/item/80/ShadowReaching_New_Perspective_on_Wall_Display_Interaction Amir Dotan - www.amirdotan.com
  • 46. Imaging and Video Input Device - Webcam Tracking http://uk.youtube.com/watch?v=GDINqY9kekU Amir Dotan - www.amirdotan.com
  • 47. Gestural Interface - Example http://uk.youtube.com/watch?v=7uixUmxH-Z0 Amir Dotan - www.amirdotan.com
  • 48. Gestural Interfaces - Wii and Wii Fit http://uk.youtube.com/watch?v=mCufArSg-SQ http://uk.youtube.com/watch?v=5oNVIcMnZh4 Amir Dotan - www.amirdotan.com
  • 49. Wii Fit Amir Dotan - www.amirdotan.com
  • 50. Input - Using physical objects http://amirdotan.multiply.com/video/item/101/reactable_basic_demo_ Amir Dotan - www.amirdotan.com
  • 51. Eye tracking systems • Our eyes are an essential output device with is used to point to objects. We use it to communicate to the world our intents (Eye contact) • Combined with head gesture, this method of pointing can be a powerful communication channel Amir Dotan - www.amirdotan.com
  • 52. Eye tracking - Example • Squidoo EyeTracking – http://www.youtube.com/watch?v=ilq9qeyVjT0 Amir Dotan - www.amirdotan.com
  • 53. The future? Gamers will soon be able to interact with the virtual world using their thoughts and emotions alone. BBC NEWS 20.02.08 http://news.bbc.co.uk/1/hi/technolo gy/7254078.stm Amir Dotan - www.amirdotan.com
  • 55. Speech and Auditory Input (Schneiderman, 2005) • Hardware designers have made dramatic progress with speech recognition, generation, and processing but current success are far from achieving the results we see in Sci-Fi movies • They also recognize that voice commanding is more demanding of user’s working memory than is hand/eye coordination and thus may be more disruptive to users while they are carrying out tasks Amir Dotan - www.amirdotan.com
  • 56. Speech and Auditory Input (Schneiderman, 2005) • Planning and problem solving can proceed in parallel with hand/eye coordination, but they are more difficult to accomplish while speaking • Background noise and variations in users speech performance make the challenge of speech recognition still greater • The benefits to people with certain disabilities can be immense, but general users are not rushing to implement speech input Amir Dotan - www.amirdotan.com
  • 57. Speech Systems - Opportunities (Schneiderman, 2005) • When users have vision impairments • When the speaker’s hands are busy • When mobility is required • When the speaker’s eyes are occupied • When harsh or cramped conditions preclude use of a keyboard Amir Dotan - www.amirdotan.com
  • 58. Speech Systems - Technologies (Schneiderman, 2005) • Discrete-word recognition - – Recognize individual words spoken by a specific person – 90%-98% reliable – 100-10000-word or larger vocabularies • Continuous-speech recognition Amir Dotan - www.amirdotan.com
  • 59. Speech recognition - Examples Flight Simulator Voice Recognition Speech recognition in Windows Vista http://www.youtube.com/watch?v=wZf9Ni6Qocc http://www.youtube.com/watch?v=v9o72XJcFQI Amir Dotan - www.amirdotan.com
  • 60. Speech recognition - Examples Google Mobile App for iPhone, now with Voice Search http://uk.youtube.com/watch?v=y3z7Tw1K17A Amir Dotan - www.amirdotan.com