ACAL – Active Capture Automation Language Ana Ramírez Advisors: Marc Davis, Jen Mankoff GUIR 25 February 2004 UC Berkeley - Garage Cinema Research - Group.

Slides:



Advertisements
Similar presentations
Map of Human Computer Interaction
Advertisements

Multimedia Synchronization Brian P. Bailey Spring 2006.
DoD FEAC Activity and Data Modeling in Perspective Dennis E. Wisnosky Wizdom Systems, Inc
Signals and Systems March 25, Summary thus far: software engineering Focused on abstraction and modularity in software engineering. Topics: procedures,
C1 - The Impact of CAD on the Design Process.  Consider CAD drawing, 2D, 3D, rendering and different types of modelling.
Breakout session B questions. Research directions/areas Multi-modal perception cognition and interaction Learning, adaptation and imitation Design and.
Rapid Prototyping Dimensions and terminology Non-computer methods
Virtual Reality Design Virtual reality systems are designed to produce in the participant the cognitive effects of feeling immersed in the environment.
AN OVERVIEW BY JAMIE STARKE The Role of Prototyping.
Requirements Engineering n Elicit requirements from customer  Information and control needs, product function and behavior, overall product performance,
Computational Methods for Management and Economics Carla Gomes Module 3 OR Modeling Approach.
CS160 Discussion Section Feb David Sun. Rapid Prototyping Interface builders can easily show the look-and- feel of a design but requires considerable.
Active Capture and Folk Computing Ana Ramírez and Marc Davis ICME 2004 – Taipei, Taiwan 29 June 2004 UC Berkeley - Garage Cinema Research - Group for User.
Active Capture Design Space Ana Ramírez Chang BiD Seminar 3 November 2005.
Computer Engineering 203 R Smith Requirements Management 6/ Requirements IEEE Standard Glossary A condition or capability needed by a user to solve.
The Information School of the University of Washington Information System Design Info-440 Autumn 2002 Session #10 BOO! BOO!
CAD/CAM Design Process and the role of CAD. Design Process Engineering and manufacturing together form largest single economic activity of western civilization.
© Copyright Eliyahu Brutman Programming Techniques Course.
Chapter 2: IS Building Blocks Objectives
CS320n –Visual Programming Interactive Programs Mike Scott (Slides 5-1)
Chapter 10: Architectural Design
1 User Interface Design CIS 375 Bruce R. Maxim UM-Dearborn.
What is Business Analysis Planning & Monitoring?
Signals and Systems March 25, Summary thus far: software engineering Focused on abstraction and modularity in software engineering. Topics: procedures,
Managing the development and purchase of information systems (Part 1)
Requirements Analysis
Business Analysis and Essential Competencies
1 SYS366 Lecture 1: Introduction to Systems. 2 What is Software Development? Software Development implies developing some software – but it does not involve.
Software Design: An Introduction by David Budgen Presented by Shane Marcus EEL 6883 – Spring 2007 Presented by Shane Marcus EEL 6883 – Spring 2007.
2131 Structured System Analysis and Design By Germaine Cheung Hong Kong Computer Institute Lecture 2 (Chapter 2) Information System Building Blocks.
Software development process ธนวัฒน์ แซ่ เอียบ. The development process Process –set of rules which define how a development project. Methodology and.
Testing Workflow In the Unified Process and Agile/Scrum processes.
1-1 System Development Process System development process – a set of activities, methods, best practices, deliverables, and automated tools that stakeholders.
Nick Draper 05/11/2008 Mantid Manipulation and Analysis Toolkit for ISIS data.
INTRO TO USABILITY Lecture 12. What is Usability?  Usability addresses the relationship between tools and their users. In order for a tool to be effective,
What is Computer Science? “Computer Science is no more about computers than astronomy is about telescopes.” - Edsger Dijkstra “Computer Science is no more.
The Systems Development Life Cycle
® IBM Software Group © 2006 IBM Corporation Writing Good Use Cases Module 1: Introduction to Use-Case Modeling.
IFS310: Module 3 1/25/2007 Fact Finding Techniques.
Use Case Driven Analysis Requirements Use Case Use Case Description System Sequence Diagram Chapter 5.
CMSC 345 Fall 2000 Requirements Overview. Work with customers to elicit requirements by asking questions, demonstrating similar systems, developing prototypes,
PROC-1 1. Software Development Process. PROC-2 A Process Software Development Process User’s Requirements Software System Unified Process: Component Based.
McGraw-Hill/Irwin Copyright © 2007 by The McGraw-Hill Companies, Inc. All rights reserved. Chapter 2 Information System Building Blocks.
2-1 A Federation of Information Systems. 2-2 Information System Applications.
Teleoperation In Mixed Initiative Systems. What is teleoperation? Remote operation of robots by humans Can be very difficult for human operator Possible.
Information Systems Analysis and Design Reviews of IS and Software Process Spring Semester
CSCI1600: Embedded and Real Time Software Lecture 6: Modeling I: Continuous Systems Steven Reiss, Fall 2015.
Video on the Semantic Web Experiences with Media Streams CWI Amsterdam Joost Geurts Jacco van Ossenbruggen Lynda Hardman UC Berkeley SIMS Marc Davis.
1 SYS366 Week 1 - Lecture 1 Introduction to Systems.
Communication Diagrams Lecture 8. Introduction  Interaction Diagrams are used to model system dynamics  How do objects change state?  How do objects.
Lecture #1: Introduction to Algorithms and Problem Solving Dr. Hmood Al-Dossari King Saud University Department of Computer Science 6 February 2012.
Stanford hci group / cs376 u Jeffrey Heer · 19 May 2009 Speech & Multimodal Interfaces.
OCR A Level F453: High level languages Programming techniques a. identify a variety of programming paradigms (low-level, object- oriented,
HCC 831 User Interface Design and Evaluation. What is Usability?
Digital Media & Interaction Design LECTURE 4+5. Lecture 4+5 Draw requirement + Prototyping.
Advanced Higher Computing Science
The Components of Information Systems
Algorithms and Problem Solving
Unified Modeling Language
The Components of Information Systems
CSCI1600: Embedded and Real Time Software
The Role of Prototyping
User Interface Design and Evaluation
Interaction design basics
CSE S. Tanimoto Paradigms
Algorithms and Problem Solving
Applying Use Cases (Chapters 25,26)
Applying Use Cases (Chapters 25,26)
Information System Building Blocks
Map of Human Computer Interaction
Presentation transcript:

ACAL – Active Capture Automation Language Ana Ramírez Advisors: Marc Davis, Jen Mankoff GUIR 25 February 2004 UC Berkeley - Garage Cinema Research - Group for User Interface Research

2 10/21/2003 Overview What is Active Capture Challenges in  design  Implementation Support at toolkit level for  design  implementation

3 10/21/2003 Motivation Systems that direct human actions  Keep awake system  Sports instruction (golf swing)  Automated health screening  Video Door locks Interactions that control timing of interaction

4 10/21/2003 Active Capture CaptureInteraction Processing Direction/ Cinematography Human- Computer Interaction Computer Vision/ Audition Active Capture

5 10/21/2003 Active Capture CaptureInteraction Processing Direction/ Cinematography Human- Computer Interaction Computer Vision/ Audition Active Capture

6 10/21/2003 Active Capture CaptureInteraction Processing Direction/ Cinematography Human- Computer Interaction Computer Vision/ Audition Active Capture

7 10/21/2003 Active Capture CaptureInteraction Processing Direction/ Cinematography Human- Computer Interaction Computer Vision/ Audition Active Capture

8 10/21/2003 Active Capture CaptureInteraction Processing Direction/ Cinematography Human- Computer Interaction Computer Vision/ Audition Active Capture

9 10/21/2003 Implemented Applications See Video at:

10 10/21/2003 Head Turn Recognizer Uses  Gross motion detector  Eye detector Looks for  No eyes and No motion followed by  Motion followed by  Eyes followed by  No motion Uses mediation if something goes wrong.

11 10/21/2003 Exercise Given raw materials  User actions  System actions  Recognizers system uses Write down a representation of the interaction of the head turn recognizer. Work in groups of two

12 10/21/2003 Designing Active Capture Applications Describe path of “righteousness” Describe what to do if something goes wrong (mediation) Use good mediation techniques  Progressive assistance  Freshness  Graceful failure

13 10/21/2003 Path of “righteousness” is not obvious Tedious to write Expression of time flow cumbersome Head Turn Application

14 10/21/2003 Challenges Difficult to represent  Control process with feedback (mediation)  Timing  Strict and non strict ordering

15 10/21/2003 Goals of ACAL In general  Natural to describe Active Capture applications.  Support mediation strategies  Include time flow primitives Support brain storming  Visual “language” Support rapid prototyping  Support for Wizard-of-Oz prototypes Support implementation  Make path of “righteousness” apparent in code  Be able to prove an implementation will reach the “done” state.

16 10/21/2003 Current Status of ACAL Visual “Language”  Started with Ka-Ping Yee in Marc Davis’ class on Multimedia Information in Spring 2003 Toolkit level support  Main focus this semester Support Wizard-of-Oz protoyping  Future work Link visual language, toolkit and wizard-of-oz support together.  Future Work

17 10/21/2003 Current Research Areas Design Guidelines  Jeff Heer, Nathan Good, Ana Ramirez, Marc Davis, Jen Mankoff. “Presiding Over Accidents: System Mediation of Human Action” CHI’04 Language Support  ACAL New Application  “Say Cheese”

18 10/21/2003 Visual “Language” Path of “righteousness”  Observations  Commands  Capture  Time Constraints

19 10/21/2003 Visual “Language” Path of “righteousness”  Observations  Commands  Capture  Time Constraints

20 10/21/2003 Visual “Language” Path of “righteousness”  Observations  Commands  Capture  Time Constraints

21 10/21/2003 Visual “Language” Path of “righteousness”  Observations  Commands  Capture  Time Constraints

22 10/21/2003 Visual “Language” Path of “righteousness”  Observations  Commands  Capture  Time Constraints

23 10/21/2003 Visual “Language” Path of “righteousness”  Observations  Commands  Capture  Time Constraints

24 10/21/2003 Visual “Language” Add mediation for case when actor is looking at camera before turn.

25 10/21/2003 Visual “Language” Add freshness to mediation

26 10/21/2003 Add progressive assistance

27 10/21/2003 Language Design Process Two key challenges: 1.Control-oriented vs. time-oriented representation 2.Absolute vs. relative time relationships

28 10/21/2003 Control vs. Time State machines and procedural programs describe control flow well...but they visualize time poorly Timeline representation allows concurrency to be fully expressed...but decisions and control flow don’t fit easily on a timeline

29 10/21/2003 Control vs. Time Hybrid visual representation: timelines with flow arrows

30 10/21/2003 Absolute vs. Relative Time Horizontal scale on timeline implies particular lengths of intervals Problem: sometimes want ordering; sometimes want specific intervals Solution: arrangement on timeline yields ordering; min/max specifiers constrain time intervals

31 10/21/2003 Each point on a track specifies “true”, “false”, or “don’t care” Example: doesn’t matter whether when waving or speaking begins or ends, as long as both happen at some point within a 5-second period Flexibility in Ordering waving speaking < 5 sec

32 10/21/2003 Lessons Learned Difficult to balance between:  Control-oriented vs. time-oriented representation  Absolute vs. relative time relationships Difficult to manage complexity Important to be able to see path of “righteousness” Easy to get mediation wrong.

33 10/21/2003 Future Work Visual Language  Better solution to absolute vs. relative time relationships challenge  Better support for mediation strategies Implementation support “Say Cheese” Automated health screening

34 10/21/2003 Questions

35 10/21/2003 System Architecture

36 10/21/2003 ACAL Design Goals Natural to describe Active Capture applications Support key strategies for mediation  Progressive Assistance  Graceful Failure  Freshness Include time flow primitives Support brainstorming process

37 10/21/2003 ACAL Toolkit level support for applications with:  Mediation  Complex timing  Rich media input and output

38 10/21/2003 Future Applications “Say Cheese” Folk Computing  Support remote, more frequent medical screening.

39 10/21/2003 Methodology Theoretical  Active Capture Design Space  Mediation strategies / guidelines Practical  Reverse engineer implemented applications  Design a new application