Input and Interaction - d.ucsd.eduRecall: Skinput. 3 Recall: Omnitouch. 4 Recall: SenseCam. Input...

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Input and Interaction michael bernstein spring 2013 cs376.stanford.edu

Transcript of Input and Interaction - d.ucsd.eduRecall: Skinput. 3 Recall: Omnitouch. 4 Recall: SenseCam. Input...

Page 1: Input and Interaction - d.ucsd.eduRecall: Skinput. 3 Recall: Omnitouch. 4 Recall: SenseCam. Input and interaction research! How can the user interact fluidly with the world around

Input andInteraction

michael bernsteinspring 2013cs376.stanford.edu

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Recall: Skinput

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Recall: Omnitouch

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Recall: SenseCam

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Input and interaction research

� How can the user interact fluidly with the world around them?� New input modalities: e.g., depth cameras� New output modalities: e.g., pico projectors� New user vocabulary: e.g., gestures

� This research is often driven by, or involves the creation of, new hardware

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Bolt. “Put-that-there”: Voice and gesture at the graphics interface. SIGGRAPH ’80.

Page 7: Input and Interaction - d.ucsd.eduRecall: Skinput. 3 Recall: Omnitouch. 4 Recall: SenseCam. Input and interaction research! How can the user interact fluidly with the world around

Put That There

� Contribution: combined gesture and voice input

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Put That There

� Contribution: combined gesture and voice input� In a closed world

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Put That There

� Contribution: combined gesture and voice input� In a closed world� With a toy goal

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Page 10: Input and Interaction - d.ucsd.eduRecall: Skinput. 3 Recall: Omnitouch. 4 Recall: SenseCam. Input and interaction research! How can the user interact fluidly with the world around

Put That There

� Contribution: combined gesture and voice input� In a closed world� With a toy goal� Using simple manipulation operations

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Put That There

� Contribution: combined gesture and voice input� In a closed world� With a toy goal� Using simple manipulation operations� Using a laser attached to the wrist

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Put That There

� Contribution: combined gesture and voice input� In a closed world� With a toy goal� Using simple manipulation operations� Using a laser attached to the wrist

� In many ways, our goal since 1980 has been to relax those assumptions

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Page 13: Input and Interaction - d.ucsd.eduRecall: Skinput. 3 Recall: Omnitouch. 4 Recall: SenseCam. Input and interaction research! How can the user interact fluidly with the world around

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Wellner. Interacting with paper on the DigitalDesk. CACM ’93.

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Wellner. Interacting with paper on the DigitalDesk. CACM ’93.

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DigitalDesk

� Contribution: fluid boundaries between digital and physical objects

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DigitalDesk

� Contribution: fluid boundaries between digital and physical objects� In a constrained space

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DigitalDesk

� Contribution: fluid boundaries between digital and physical objects� In a constrained space� On a small set of tasks

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DigitalDesk

� Contribution: fluid boundaries between digital and physical objects� In a constrained space� On a small set of tasks� With predefined behaviors

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DigitalDesk

� Contribution: fluid boundaries between digital and physical objects� In a constrained space� On a small set of tasks� With predefined behaviors

� Again, we work to relax these assumptions

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Input technologies

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Sensing biosignals

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Saponas et al. Enabling Always-Available Input with Muscle-Computer Interfaces. UIST ‘09.

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Machine learning model for muscle interfaces et al.

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30 millisecond sample

x6 Sensors

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Machine learning model for muscle interfaces et al.

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30 millisecond sample

Root Mean Square (RMS) ratios between channels

Frequency Energy10 Hz bands

Phase Coherence ratios between channels

x6 Sensors

Features

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Machine learning model for muscle interfaces et al.

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30 millisecond sample

Root Mean Square (RMS) ratios between channels

Frequency Energy10 Hz bands

Phase Coherence ratios between channels

x6 Sensors

Features

Support VectorMachine

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Machine learning model for muscle interfaces et al.

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30 millisecond sample

Root Mean Square (RMS) ratios between channels

Frequency Energy10 Hz bands

Phase Coherence ratios between channels

x6 Sensors

Features

Support VectorMachine

user specific model

gesture classification

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Output technologies

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Willis et al. SideBySide: ad-hoc multi-user interaction with handheld projectors. UIST ’11.

Handheld projectors

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Follmer et al. Jamming user interfaces: programmable particle sti!ness and sensing for malleable and shape-changing devices. UIST ’12.

Physically actuated material

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Skill sets for input research

� Learn “enough to get by” in...� Electrical engineering� Mechanical engineering� Computer graphics

� Known techniques for research in these domains often have direct mappings onto open questions in input

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