Vermelding onderdeel organisatie 1 MKT project 1 & Mens-Machine-Interactie slides chapter 2 Dix et al. Charles van der Mast.

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Presentation transcript:

Vermelding onderdeel organisatie 1 MKT project 1 & Mens-Machine-Interactie slides chapter 2 Dix et al. Charles van der Mast

Chapter 2 November 2004 Web Lectures2 The Computer a computer system is made up of various elements each of these elements affects the interaction input devices – text entry and pointing output devices – screen (small&large), digital paper virtual reality – special interaction and display devices physical interaction – e.g. sound, haptic, bio-sensing paper – as output (print) and input (scan) memory – RAM & permanent media, capacity & access processing – speed of processing, networks

Chapter 2 November 2004 Web Lectures3 Interacting with computers to understand human–computer interaction … need to understand computers! what goes in and out devices, paper, sensors, etc. what can it do? memory, processing, networks

Chapter 2 November 2004 Web Lectures4 A ‘typical’ computer system screen, or monitor, on which there are windows keyboard mouse/trackpad variations desktop laptop PDA the devices dictate the styles of interaction that the system supports If we use different devices, then the interface will support a different style of interaction ?

Chapter 2 November 2004 Web Lectures5 Interactivity? Long ago in a galaxy far away … batch processing punched card stacks or large data files prepared long wait …. line printer output … and if it is not right … Now most computing is interactive rapid feedback the user in control (most of the time) doing rather than thinking … Is faster always better?

Chapter 2 November 2004 Web Lectures6 Richer interaction sensors and devices everywhere

Chapter 2 November 2004 Web Lectures7 Keyboards Most common text input device Allows rapid entry of text by experienced users Keypress closes connection, causing a character code to be sent Usually connected by cable, but can be wireless

Chapter 2 November 2004 Web Lectures8 phone pad and T9 entry use numeric keys with multiple presses 2 – a b c6 - m n o 3 - d e f7 - p q r s 4 - g h i8 - t u v 5 - j k l9 - w x y z hello = [ pause ] surprisingly fast! T9 predictive entry type as if single key for each letter use dictionary to ‘guess’ the right word hello = … but 26 -> menu ‘am’ or ‘an’

Chapter 2 November 2004 Web Lectures9 Handwriting recognition Text can be input into the computer, using a pen and a digesting tablet natural interaction Technical problems: capturing all useful information - stroke path, pressure, etc. in a natural manner segmenting joined up writing into individual letters interpreting individual letters coping with different styles of handwriting Used in PDAs, and tablet computers … … leave the keyboard on the desk!

Chapter 2 November 2004 Web Lectures10 Speech recognition Improving rapidly Most successful when: single user – initial training and learns peculiarities limited vocabulary systems Problems with external noise interfering imprecision of pronunciation large vocabularies different speakers

Vermelding onderdeel organisatie 11 positioning, pointing and drawing mouse, touchpad trackballs, joysticks etc. touch screens, tablets eyegaze, cursors

Chapter 2 November 2004 Web Lectures12 Trackball and thumbwheels Trackball ball is rotated inside static housing like an upsdie down mouse! relative motion moves cursor indirect device, fairly accurate separate buttons for picking very fast for gaming used in some portable and notebook computers. Thumbwheels … for accurate CAD – two dials for X-Y cursor position for fast scrolling – single dial on mouse

Chapter 2 November 2004 Web Lectures13 Joystick and keyboard nipple Joystick indirect pressure of stick = velocity of movement buttons for selection on top or on front like a trigger often used for computer games aircraft controls and 3D navigation Keyboard nipple for laptop computers miniature joystick in the middle of the keyboard

Chapter 2 November 2004 Web Lectures14 Touch-sensitive screen Detect the presence of finger or stylus on the screen. works by interrupting matrix of light beams, capacitance changes or ultrasonic reflections direct pointing device Advantages: fast, and requires no specialised pointer good for menu selection suitable for use in hostile environment: clean and safe from damage. Disadvantages: finger can mark screen imprecise (finger is a fairly blunt instrument!) difficult to select small regions or perform accurate drawing lifting arm can be tiring

Chapter 2 November 2004 Web Lectures15 Eyegaze control interface by eye gaze direction e.g. look at a menu item to select it uses laser beam reflected off retina … a very low power laser! mainly used for evaluation (ch x) potential for hands-free control high accuracy requires headset cheaper and lower accuracy devices available sit under the screen like a small webcam

Chapter 2 November 2004 Web Lectures16 anti-aliasing Jaggies diagonal lines that have discontinuities in due to horizontal raster scan process. Anti-aliasing softens edges by using shades of line colour also used for text

Chapter 2 November 2004 Web Lectures17 Liquid crystal displays Smaller, lighter, and … no radiation problems. Found on PDAs, portables and notebooks, … and increasingly on desktop and even for home TV also used in dedicted displays: digital watches, mobile phones, HiFi controls How it works … Top plate transparent and polarised, bottom plate reflecting. Light passes through top plate and crystal, and reflects back to eye. Voltage applied to crystal changes polarisation and hence colour N.B. light reflected not emitted => less eye strain

Chapter 2 November 2004 Web Lectures18 large displays used for meetings, lectures, etc. technology plasma – usually wide screen video walls – lots of small screens together projected – RGB lights or LCD projector –hand/body obscures screen –may be solved by 2 projectors + clever software back-projected –frosted glass + projector behind

Vermelding onderdeel organisatie 19 virtual reality and 3D interaction positioning in 3D space moving and grasping seeing 3D (helmets and caves)

Chapter 2 November 2004 Web Lectures20 positioning in 3D space cockpit and virtual controls steering wheels, knobs and dials … just like real! the 3D mouse six-degrees of movement: x, y, z + roll, pitch, yaw data glove fibre optics used to detect finger position VR helmets detect head motion and possibly eye gaze whole body tracking accelerometers strapped to limbs or reflective dots and video processing

Chapter 2 November 2004 Web Lectures21 Sounds beeps, bongs, clonks, whistles and whirrs used for error indications confirmation of actions e.g. keyclick also see chapter 10

Chapter 2 November 2004 Web Lectures22 Fonts Font – the particular style of text Courier font Helvetica font Palatino font Times Roman font   (special symbol) Size of a font measured in points (1 pt about 1/72”) (vaguely) related to its height This is ten point Helvetica This is twelve point This is fourteen point This is eighteen point and this is twenty-four point

Chapter 2 November 2004 Web Lectures23 Fonts (ctd) Pitch fixed-pitch – every character has the same width e.g. Courier variable-pitched – some characters wider e.g. Times Roman – compare the ‘i’ and the “m” Serif or Sans-serif sans-serif – square-ended strokes e.g. Helvetica serif – with splayed ends (such as) e.g. Times Roman or Palatino

Chapter 2 November 2004 Web Lectures24 Readability of text lowercase easy to read shape of words UPPERCASE better for individual letters and non-words e.g. flight numbers: BA793 vs. ba793 serif fonts helps your eye on long lines of printed text but sans serif often better on screen