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Interaction Devices Interaction Devices

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Presentation on theme: "Interaction Devices Interaction Devices"— Presentation transcript:

1 Interaction Devices Interaction Devices
The Standard: QWERTY (or Sholes) Keyboard Mobile devices are driving the need for future input devices Pointing devices (mouse, touchscreen) Gestural input Two-handed input 3-d pointing Voice input/output Wearable devices Whole body involvement Niche applications Eye-trackers DataGloves Haptic/force-feedback Brain-controlled mouse movement Perhaps the most common input mechanism today is the The Standard: QWERTY (or Sholes) Keyboard However Mobile devices with their smaller sizes are driving the need for futuristic input devices (e.g., touch gestures) Pointing devices like the mouse and touch screens are of course very common. In the Future we are likely to see applications with the following input mechanisms: Gestural input Two-handed input 3-d pointing Voice input/output Wearable devices Whole body involvement Niche application input devices include: Eye-trackers Data Gloves Haptic devices with force-feedback And Brain-controlled mouse movement

2 Interaction Devices Interaction Devices Multimodal interfaces
Combine several modes of input/output E.g., voice commands with pointing devices Likely direction Giving users the ability to switch between modes depending on their needs E.g., Driving a car Operate navigation systems with touch or voice input Invoke visual or voice output based on location (e.g., moving in traffic vs. at a stop sign) DB adjustment for ambient noise Context-aware computing Sensors: Global Positioning System (GPS) From the output perspective, Color Displays for desktop, laptop, and hand-held devices are very common today Multimodal interfaces involve Combining several modes of input/output E.g., voice commands combined with pointing devices The Likely direction for multimodal interfaces include Giving users the ability to switch between modes depending on their needs E.g., while Driving a car Operate a navigation system with touch or voice input And be able to Invoke visual or voice output from the device based on location (e.g., while moving in traffic vs. at a stop sign) A specific example may be asking the device what restaurants are available at the next exit Context-aware computing involves the use of Sensors such as Global Positioning Systems (GPS). E.g., give me directions to where my friend is located.

3 Interaction Devices From the output perspective,
Color Displays for desktop, laptop, and hand-held devices are very common today Multimodal interfaces involve Combining several modes of input/output E.g., voice commands combined with pointing devices The Likely direction for multimodal interfaces include Giving users the ability to switch between modes depending on their needs E.g., while Driving a car Operate a navigation system with touch or voice input And be able to Invoke visual or voice output from the device based on location (e.g., while moving in traffic vs. at a stop sign) A specific example may be asking the device what restaurants are available at the next exit Context-aware computing involves the use of Sensors such as Global Positioning Systems (GPS). E.g., give me directions to where my friend is located.

4 Interaction Devices Interaction Devices Context-aware computing
Sensors: Global Positioning System (GPS) Cell-phone sources Wireless connections Make detailed information available about the users surroundings Restaurants, gas stations Museum visitors or tourists Auto-connect to a printer based on room location Yelp Privacy issues Context-aware computing involves the use of Sensors like: Global Positioning Systems (GPS) Cell-phone sources And Wireless connections The location information can be used by the device to provide detailed information available about the users surroundings Restaurants, gas stations Museum visitors or tourists Auto-connect to a printer based on room location Of course with such devices Privacy issues become a concern. It is interesting to note that by law the device must provide an indicator while informs the user that their location information is publically available. The user can turn-off this feature should they not wish to share their location information.

5 Interaction Devices Keyboards and Keypads QWERTY
Beginners approximate 1 keystroke per second Average office worker is 5 keystrokes per second (50 words per minute) As mentioned earlier Keyboard and Keypad is mostly done through the QWERTY. Input times range from Beginners who approximate 1 keystroke per second to The Average office worker who’s input rate is 5 keystrokes per second (50 words per minute)

6 Interaction Devices Keyboards and Keypads
Potential for higher rates of information input Courtroom recorders (300 words per minute) Piano Keyboard Allows several finger presses at once Responsive to different pressures and durations Chord keyboards One-handed keyboards Useful for tasks requiring one hand manipulation of an object Certain tasks require higher input rates of information For example, Courtroom recorders input approximately 300 words per minute One means of accomplishing this is the Piano Keyboard which Allows several finger presses at once and Responsive to different pressures and durations Chord keyboards are Useful for tasks requiring one hand manipulation of an object while the other hand is used to a different task

7 Interaction Devices Keyboards and Keypads
Reduction of ulnar abduction and pronation Ulnar tunnel syndrome Ulnar tunnel syndrome is caused by pressure on the ulnar nerve at the wrist This nerve is found on the pinkie-finger side of the wrist Keyboards and Keypads have been designed today to Reduce ulnar abduction and pronation Ulnar tunnel syndrome is caused by pressure on the ulnar nerve at the wrist This nerve is found on the pinkie-finger side of the wrist

8 Interaction Devices Keyboards Layouts QWERTY Dvorak
Keep frequently used letters apart, Slow down users to avoid key jamming Dvorak Reduces finger travel time Increases speed, reduces errors While QWERY is the most common Keyboard Layout, a second layout has been provided by Dvorak The QWERTY is designed to Keep frequently used letters apart in order to Slow down users to avoid key jamming The Dvorak is designed to Reduce finger travel time which Increases speed and reduces errors While the Dvorak is the better design layout, the dominance of the QWERTY prevented acceptance of the Dvorak

9 Interaction Devices Keyboards Layouts
Number Pads – phone pads versus calculator pads Most computer keyboards use the calculator layout Performance is slightly better with the phone layout Keyboards Layouts also include Number Pads One interesting comparison is the phone pad versus calculator pads and the layout of the digits The order of digits on the phone layout is While The order of digits on the calculator layout is Most computer keyboards use the calculator layout It has been discovered that Performance is slightly better with the phone layout It is interesting to note the evolution of the phone pad as texting has become more popular with mobile devices

10 Interaction Devices Keyboards Layouts
Keyboard for those with disabilities Combination of small hand movements and small finger presses selects the letters and controls the cursor No finger or wrist movement is needed Helpful to users with carpal tunnel syndrome or arthritis Each dome slides into one of eight zones to type a character Either dome can slide first or move both at the same time. Domes slide toward the center of their color or character zones. (not directly at the characters) Slide the right dome to the zone of the character you wish to type; slide the left dome to the color of that character. Keyboard have been designed for those with disabilities These input device Combine small hand movements and small finger presses to select letters and control the cursor With these input devices No finger or wrist movement is needed They are also Helpful to users with carpal tunnel syndrome or arthritis In the diagram Each dome slides into one of eight zones to type a character Either dome can slide first or move both at the same time. Domes slide toward the center of their color or character zones. (not directly at the characters) The user would Slide the right dome to the zone of the character they wish to type; and slide the left dome to the color of that character.

11 Interaction Devices Keyboards Layouts Dasher
Predicts probable characters and words as users make their selections Continuous two dimensional pointing with a mouse, touchpad or eye-tracker Keyboards Layouts Dasher is an interesting design where the user enters text without a keyboard, but selects letters with a pointing device. Dasher Predicts probable characters and words as users make their selections Using Continuous two dimensional pointing with a mouse, touchpad or eye-tracker Check out the demo of Dasher via the link.

12 Interaction Devices Keys Modern keyboards ½ inch square
Slightly concave surfaces Matte finish 40 to 125 gram force 3 to 5 millimeters of displacement (when the key is pressed far enough to send a signal, both tactile and audible Larger keys (ENTER, SHIFT, CTRL) Keys with indicators (CAPS LOCK, NUM LOCK) Combination Keys (Ctrl-V) Cursor movement keys Other special keys (HOME, PAGE UP, END, PAGE DOWN) Number Pad The ergonomics of keys on Modern keyboards are as follows: ½ inch square Slightly concave surfaces Matte finish 40 to 125 gram force to activate 3 to 5 millimeters of displacement (which is how far the key is pressed before it sends a signal, both tactile and audible of feedback to the user) Larger keys include ENTER, SHIFT, CTRL Specific Keys have indicators (CAPS LOCK, NUM LOCK) Keys can also be used in combination with simultaneous press (Ctrl-V to paste) Cursor movement keys are also imbedded into some keyboards Other special keys (HOME, PAGE UP, END, PAGE DOWN) may also exist Number Pad are also usually imbedded into the keyboard

13 Interaction Devices Keyboards and Keypads for Small Devices
Foldable Keyboards Virtual Keyboards Keyboards and Keypads for Small Devices Include innovative technologies such as Foldable Keyboards and Virtual Keyboards

14 Interaction Devices Keyboards and Keypads for Small Devices
Mobile Phones and Devices Multi-tap to select a letter Word prediction Palm Graffiti Keyboards and Keypads for Small Devices Multi-tap to select a letter Word prediction software (e.g., T9) Palm Graffiti is also a short-hand method to input text into small devices

15 Interaction Devices Pointing Devices Avoids learning commands
Reduces the chances of typographical errors Keeps the user’s attention on the display Operations Select Position (e.g., move) Orient (e.g., rotate) Path (e.g., curving line in a drawing program) Quantity (e.g., numeric selection) Text (e.g., enter, move, edit) Direct Control Devices Examples: Light Pen, Touch Screen Indirect Control Devices Examples: Mouse, Trackball, Joystick Pointing Devices avoids learning commands and reduces the chances of typographical errors Pointing Devices also Keeps the user’s attention on the display and perform the following Operations: Select Position (e.g., move) Orient (e.g., rotate objects) Path (e.g., curving line in a drawing program) Quantity (e.g., numeric selection) Text (e.g., enter, move, edit) Direct Control Devices include Light Pens and Touch Screen Indirect Control Devices include the Mouse, Trackball, and Joystick

16 Interaction Devices Pointing Devices Criteria for success
Speed and accuracy Learning time Cost and reliability Size and weight Example: Touch screen Gestures Touch screen is the only input that has survived the Disney theme parks Indirect Control Pointing Devices Eliminate hand fatigue and hand obscuring the screen of direct input Required more cognitive processing and eye/hand coordination Examples: Mouse, trackball, joystick, graphics tablet Criteria for success for Pointing Devices include: Speed and accuracy Learning time Cost and reliability Size and weight Example: Touch screen Tap Gesture Flick Gesture iPhone two finger pinch gesture to expand and contract information on the display It is interesting to note that the Touch screen is the only input technology that has survived in Disney theme parks Indirect Control Pointing Devices Eliminate hand fatigue and the hand obscuring the screen of direct input They Required more cognitive processing and eye/hand coordination Examples: include the Mouse, trackball, joystick, graphics tablet

17 Interaction Devices Comparison of Pointing Devices
Light pen and touch screen (fast but inaccurate) Mouse (fast and accurate) Keyboard entry in sometimes faster than the mouse (e.g., data entry) Joysticks and trackballs are often preferred over mice by users with motor disabilities Alternative keyboard entry should be provided Touch screen and trackball are durable for public access Mouse, trackball, graphic tablet and touch pad are good for pixel level pointing Comparison of Pointing Devices reveals that: The Light pen and touch screen (fast but inaccurate) Mouse (fast and accurate) Keyboard entry in sometimes faster than the mouse (e.g., data entry) Joysticks and trackballs are often preferred over mice by users with motor disabilities Alternative keyboard entry should be provided Touch screen and trackball are durable for public access Mouse, trackball, graphic tablet and touch pad are good for pixel level pointing

18 Interaction Devices Fitts’s Law
Predicts the amount of time to point at an object Helps to decide the location and size of buttons Helps to decide on the types of pointing devices as a function of task The time for hand movements was dependent on the distance users had to move (D) and the target size (W) Doubling the distance took longer, but not twice as long Increasing the target size enabled the user to point at the object more rapidly MT = a + b log2(D/W + 1) a = approximates the start/stop time in seconds for a given device b = inherent speed of the device if a = 300 msec, b = 200 msec/bit, D = 14 cm, W = 2 cm then MT (movement time) = 900 msec Fitts’s Law Predicts the amount of time to point at an object Helps to decide the location and size of buttons Helps to decide on the types of pointing devices as a function of task The time for hand movements is dependent on the distance the user has to move (D) and the target size (W) Increasing the target size enabled the user to point at the object more rapidly The equation for Fitts’s Law is as indicated on the screen, and can be used for determining object sizes and distances on displays MT = a + b log2(D/W + 1) a = approximates the start/stop time in seconds for a given device b = inherent speed of the device if a = 300 msec, b = 200 msec/bit, D = 14 cm, W = 2 cm then MT (movement time) = 900 msec

19 Interaction Devices Fitts’s Law
The farther away a target is, the longer it takes to acquire it with the mouse The smaller a target is, the longer it takes to acquire it with the mouse The inverse of both statements is true as well (closer and bigger targets can be more quickly acquired) There are two main ways to improve mouse efficiency: put the controls closer, or make them bigger As monitors have gotten bigger and screen resolutions have increased, Fitts' law dictates that actual mouse efficiency has gone down In other words, the same button takes much longer to click than it did fifteen years ago Office 2007 and Fitts' Law Most controls in the Ribbon are labeled. This helps discoverability and usability considerably, but it also makes the buttons bigger and easier to target. Fitts’s Law states that The farther away a target is, the longer it takes to acquire it with the mouse The smaller a target is, the longer it takes to acquire it with the mouse The inverse of both statements is true as well (closer and bigger targets can be more quickly acquired) There are two main ways to improve mouse efficiency: First put the controls closer Second make them bigger As monitors have gotten bigger and screen resolutions have increased, Fitts' law dictates that actual mouse efficiency has gone down In other words, the same button takes much longer to click than it did fifteen years ago The relationship between Microsoft 2007 and Fitts' Law is displayed in the graphic. Most controls in the Ribbon are labeled. This helps discoverability and usability considerably, but it also makes the buttons bigger and easier to target.

20 Interaction Devices Fitts’s Law
The Mini Toolbar was designed with Fitts' Law in mind as well. Whenever you select text or right-click selected text, a small toolbar appears directly next to the mouse cursor. As you move closer to it, it fades in; as you move away, it fades out. The controls on the Mini Toolbar are small, but because they're located directly next to your cursor, they're easy to target The Mini Toolbar was designed with Fitts' Law in mind as well. Whenever you select text or right-click selected text, a small toolbar appears directly next to the mouse cursor. As you move closer to it, it fades in; as you move away, it fades out. The controls on the Mini Toolbar are small, but because they're located directly next to your cursor, they're easy to target

21 Interaction Devices Fitts’s Law Mile-High Menus and Magic Corners
One of the most useful aspects of applying Fitts' Law to computers is that screen size is bounded. No matter how far you move your mouse to the left, the cursor will never go farther than the left side of the screen Because the Quick Access Toolbar is in the title bar, the buttons are effectively infinitely tall. You can target and click each of the buttons very quickly; they're a "mile high." Fitts’s Law also relates to the concept of Mile-High Menus and and Magic Corners One of the most useful aspects of applying Fitts' Law to computers is that screen size is bounded. No matter how far you move your mouse to the left, the cursor will never go farther than the left side of the screen Because the Quick Access Toolbar is in the title bar, the buttons are effectively infinitely tall. Office Button

22 Interaction Devices Novel Devices
Foot Controls – Foot Mouse (takes twice as long as a hand operated mouse) Eye-tracking – still mostly a research tool Data Glove Haptic Feedback – moving a control (e.g., a mouse) and feeling resistance Bimanual Input – non-dominant hand makes a coarse selection, the dominant hand performs a precise movement Ubiquitous Computing Embeds sensing technologies in a room The user wears badges so the sensors detect the presence of a user Application: tracking patients in a hospital Novel Devices include: Foot Controls which is actually a Foot Mouse (takes twice as long as a hand operated mouse). It could be useful in situations where the hands cannot perform the mouse related tasks Eye-tracking is still mostly a research tool. Data Glove which allows the user to interact with objects and communicate hand and finger positions and pressures back to the computer. Haptic Feedback is often times coupled with data gloves which involves moving a object and feeling resistance Bimanual Input involves the non-dominant hand making coarse selections, while the dominant hand performs precise movements Ubiquitous Computing Embeds sensing technologies in a room and The user wears badges so the sensors detect the presence of a user Applications include tracking patients in a hospital or firefighters in a burning building

23 Interaction Devices Novel Devices Digital Pen (by Logitech)
Records the strokes written on digital paper When the pen is placed back in its holder, the data is transferred to the computer Digital Microscopes Stores magnified pictures and annotations Additional types of Novel Devices include: Digital Pen (by Logitech) which Records the strokes written on digital paper and When the pen is placed back in its holder, the data is transferred to the computer Digital Microscopes also exist which Stores magnified pictures and allow for user annotations

24 Interaction Devices Speech and Auditory Interfaces
The vision of computers chatting with users may be more of an uninformed fantasy than a desirable reality Voice commanding is more demanding of user’s working memory than is hand/eye coordination Speech requires use of limited resources, while hand/eye coordination is processed elsewhere in the brain, enabling a higher level of parallel processing Planning and problem solving can proceed in parallel with hand/eye coordination, but they are more difficult to accomplish while speaking Variations related to speech and audio technologies Discrete-word recognition Continuous-speech recognition Voice information systems Speech generation Non-speech auditory interfaces With regard to Speech and Auditory Interfaces The vision of computers chatting with users may be more of an uninformed fantasy than a desirable reality Voice command interfaces are more demanding of user’s working memory than is hand/eye coordination Interestingly Speech requires use of limited resources, while hand/eye coordination is processed elsewhere in the brain, enabling a higher level of parallel processing Planning and problem solving can proceed in parallel with hand/eye coordination, but they are more difficult to accomplish while speaking Variations related to speech and audio technologies include: Discrete-word recognition Continuous-speech recognition Voice information systems Speech generation Non-speech auditory interfaces

25 Interaction Devices Speech Systems Siri Potential uses
Users with vision impairments When the user’s hands are busy When mobility required When the speaker’s eyes are occupied When harsh or cramped conditions preclude use of a keyboard Technologies Speech store and forward Discrete-word recognition Voice information systems Speech generation Issues with speech recognition Increases cognitive load when compared to pointing Speaking commands or listening disrupts planning and problem solving Interference from noisy environments Unstable recognition across changing users, environments and time Siri Potential uses of Speech Systems include: Users with vision impairments When the user’s hands are busy When mobility required away from a device When the speaker’s eyes are occupied and When harsh or cramped conditions preclude use of a keyboard Technologies related to speech systems include: Speech store and forward Discrete-word recognition Voice information systems and Speech generation Issues related to speech recognition include: Increases cognitive load when compared to pointing Speaking commands or listening disrupts planning and problem solving Interference from noisy environments and Unstable recognition across changing users, environments and time

26 Interaction Devices Speech Systems Issues with speech output
Slow pace of speech output when compared to visual displays Ephemeral nature of speech Difficulty in scanning/searching Issues related to Speech output include: Slow pace of speech output when compared to visual displays Ephemeral nature of speech (not being able to easily move back to a previous segment of communication) And Difficulty in scanning and searching steaming voice

27 Interaction Devices Discrete-word recognition
Recognition of individual words Accurate 90% to 98% for 100 to 10,000 word vocabularies Speaker-dependent training (the user trains the system) Speak-independent (not as accurate) Keyboards and pointing devices are more rapid, and actions and command are more visible for easy editing Error handling is difficult and slow Continuous-speech recognition Difficult to recognize the boundaries between spoken words Problems with accents, variable speaking rates, disruptive background noise, and changing emotional conditions Fields with distinct terminology may be able to use this technology due to the limited and precise vocabulary Discrete-word recognition involves Recognition of individual words. Such applications are 90% to 98% accurate for vocabularies of 100 to 10,000 words Speaker-dependent training (involves the user training the application to their voice) Speak-independent which refers to recognizing speech from different users is not as accurate Keyboards and pointing devices are more rapid and actions and commands are more visible to support easy editing Error handling for correction of discrete-word recognition is difficult and slow Continuous-speech recognition involves the recognition of strings of words from the user. It is Difficult for applications to recognize the boundaries between spoken words Also, Problems occur with regard to accents, variable speaking rates, disruptive background noise, and changing emotional conditions However, Fields with distinct terminology may be able to use this technology due to the limited and precise vocabulary

28 Interaction Devices Voice information systems
Interactive Voice Response (IVR) Examples: Help support, banking, ordering, voice mail Challenges Complex, deep structures Slow pace of voice output Difficulty scanning Apple’s iPod Management of large audio databases Retrieval of specific segments Voice information systems or Interactive Voice Response (IVR) systems have existing for many years, but have evolved to be more usable. Examples: include Help support, banking, ordering, voice mail A specific example is when an automated assistance asks the reason for your call (e.g., help support, order status, or verification of payment) Challenges to these types of applications include: Complex deep structures where the caller traverses multiple levels of a hierarchy and gets frustrated or lost in the navigation path There is also a problem related to the Slow pace of voice output (that is, reading back information to the caller) The application also makes it Difficult for callers to scan the information space looking for an answer to their problem Apple’s iPod provides this type a capability where the user Manages large audio databases Retrieves specific segments

29 Interaction Devices Speech Generation Non-Speech Auditory Interfaces
Automobiles systems (e.g., “Turn left onto Route 896) Control rooms (e.g., “Danger, temperature rising”) Privacy related to audio messages Is the human voice a better means of communication (e.g., Atlanta Airport)? Are tones sometimes better than voice (e.g., “Headlights on”) Microsoft’s Windows Narrator (reads text display on screens) Voice tagging of web pages (VoiceXML) Googles TalkBack Non-Speech Auditory Interfaces MIDI (Musical-instrument digital interfaces) for music composition Auditory icons – distinctive familiar sounds Earcons – abstracts sounds whose meanings must be learned Example Earcons Speech Generation is used in various user interfaces includeing: Automobiles systems (e.g., “Turn left onto Route 896) Control rooms (e.g., “Danger, temperature rising”) However, there are Privacy issues related to audio messages One question to ask Is whether the human voice a better means of communication (e.g., Atlanta Airport)? Studies were conducted to determine whether a human speaking commands was better that computer generated commands. An example would be “Step away from the doors). It was discovered that neither was the best method. The best method ended up being the human voice modified to make the human voice sound more synthesized. In some cases tones work better than voice (e.g., “Headlights on versus just playing a tone”) Another application related to Speech Generation is Microsoft’s Windows Narrator (which reads text display on screens) Related to that is Voice tagging of web pages (using VoiceXML) which can read out the text on a web page to the user. Non-Speech Auditory Interfaces include” MIDI (Musical-instrument digital interfaces) used for music composition Auditory icons – distinctive familiar sounds (e.g., tone for the national emergency broadcast system)

30 Interaction Devices Displays – Small and Large
The primary source of feedback to the user Physical dimensions (diagonal) Resolution (number of pixels) Number of available colors Luminance, contrast and glare Power consumption Refresh rates Cost Reliability Displays both Small and Large are The primary source of feedback to the user. The attributes of displays include” Physical dimensions (diagonal) Resolution (number of pixels) Number of available colors Luminance, contrast and glare Power consumption Refresh rates Cost Reliability

31 Interaction Devices Displays Technologies
Raster-scan cathode-ray tubes (CRTs) Similar to televisions Electron beams sweeping out lines of dots to form letters and graphics Liquid-crystal displays (LCDs) Voltage changes influence the polarization of tiny capsules of liquid crystals Displays Technologies include: Raster-scan cathode-ray tubes (CRTs) which are Similar to televisions Electron beams sweep out lines of dots to form letters and graphics Another type of technology is Liquid-crystal displays (or LCDs) In this case Voltage changes influence the polarization of tiny capsules of liquid crystals

32 Interaction Devices Displays Technologies Plasma display panels (PDPs)
Rows of horizontal wires are slightly separated from vertical wires by small glass- enclosed capsules of neon-based gases When the horizontal and vertical wires receive a high voltage, the gas glows Light-emitting diodes (LEDs) Certain diodes emit light when a voltage is applied The curved display in New York’s Time Square Additional Displays Technologies include Plasma display panels and Light-emitting diodes Plasma display panels (or PDPs) involve Rows of horizontal wires that are slightly separated from vertical wires by small glass-enclosed capsules of neon-based gases When the horizontal and vertical wires receive a high voltage, the gas glows Light-emitting diodes (or LEDs) are where Certain diodes emit light when a voltage is applied And example is the the curved display in New York’s Time Square

33 Interaction Devices Displays Technologies Electronic ink
Paper-like resolution (80 to 200 dpi) Uses tiny capsules containing negatively charged black particles and positively charged white particles Portable Displays Technologies also include concepts like electronic books. Electronic ink has developed such devices with Paper-like resolution (specifically 80 to 200 dpi) The devices Uses tiny capsules containing negatively charged black particles and positively charged white particles

34 Interaction Devices Displays Technologies Smart Phone penetration
Portable Displays Technologies also include concepts like electronic books. Electronic ink has developed such devices with Paper-like resolution (specifically 80 to 200 dpi) The devices Uses tiny capsules containing negatively charged black particles and positively charged white particles

35 Interaction Devices Displays Technologies Large Displays
Informational wall displays (control room usage) Large Displays are often used in team or crew type settings such as mission control or control rooms And may link information from local computers. That is, be able to project the local PC screen onto the wall display

36 Interaction Devices Display Technologies Large Displays
Interactive Wall Displays SMART board Large Displays also include Interactive Wall Displays and SMART boards where Large displays can accept and respond to user input.

37 Interaction Devices Display Technologies 3D Smart Phones
Visual Strain? Large Displays also include Interactive Wall Displays and SMART boards where Large displays can accept and respond to user input.

38 Interaction Devices A world of Glass Display Technologies
Perceptive pixel on CNN Check this out: CNN Perceptive Pixel Notice Gestures Resizing capabilities Selection capabilities A world of Glass Check out the Perceptive Pixel clip on you tube. Very cool technology. Notice the use of gestures along with selection and resizing capabilities

39 Interaction Devices Display Technologies Multiple desktop displays
Six 19” Monitors Facilitate side-by-side comparisons of documents, software debugging, information visualization and analysis In some cases a specific user may require Multiple desktop displays, for example Six 19” Monitors This would Facilitate side-by-side comparisons of documents, software debugging, information visualization and analysis

40 Interaction Devices Display Technologies
Heads-up and helmet-mounted displays Project information on a partially silvered windscreen of an airplane cockpit or car Operators can remain focused on the surroundings while receiving computer generated information Mobile device displays Making phone calls Texting Checking appointments Reading Finding a locations Obtaining directions Listening to music Internet browsing Additional Display Technologies include Heads-up and helmet-mounted displays which Project information on a partially silvered windscreen of an airplane cockpit or car Operators can remain focused on the surroundings while receiving computer generated information Mobile device displays support tasks related to Making phone calls Texting Checking appointments Reading Finding a locations Obtaining directions Listening to music Internet browsing 8 minutes into video

41 Interaction Devices Display Technologies Printers
Speed Quality Cost Compactness Quietness Type and size of paper Support for special formats Reliabilty Display Technologies One last category of display technology includes Printers. Printers are measured in accordance with the following criteria Speed Quality Cost Compactness Quietness Type and size of paper used Support for special formats Reliability


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