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The Future of Interaction Technology Trends Sensors & Implicit - - PowerPoint PPT Presentation

The Future of Interaction Technology Trends Sensors & Implicit Interaction New Modalities: Gesture & Voice Visions of the future Computing Today 4 The Steady March of Progress Technological advancement happens whether we like


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The Future of Interaction

Technology Trends Sensors & Implicit Interaction New Modalities: Gesture & Voice Visions of the future

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Computing Today

4

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The Steady March of Progress…

§ Technological advancement happens

whether we like it or not.

§ Interaction research needs to lead

keep up.

  • Interaction for new and novel devices

(e.g. a smartphone, tablet, kiosk)

  • Changing how we perform tasks (e.g.

in-car navigation should work with voice)

  • Expanding interaction to address

different contexts (e.g. control music while running) or to be more inclusive.

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Relevant Trends for UI Research

  • 1. Internet of Things

§ Computers are becoming ever smaller, and networkable. § Allows for the capture and processing of data from many sources. § Supports ubiquitous computing + instrumented environments § More personalized computing

  • Notebook
  • Tablet
  • Smartphone
  • Smartwatch
  • Glasses, Rings
  • Appliances
  • Vehicles
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Relevant Trends for UI Research

  • 2. Virtual Reality

§ View and interact with an artificial environment § How do you handle input in virtual space? How do you handle input in an

augmented environment?

§ Uses for VR tech? Gaming, Training (medical, military)… § The headset. Ah, the headset.

Using VR to help manage pain.

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Relevant Trends for UI Research

  • 3. Augmented Reality

§ Blur the lines between virtual and physical;

augment the physical environment.

AR added a novel element to Pokemon Go. Ikea Place: overlay furniture

  • n a real-time video display of

your room. Gatwick Airport Map: provides real- time guidance to your gate (using beacons for location tracking).

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What do we need to do better? Manage data

Types of data that we’re collecting

§ Movement & Orientation

  • inertial sensors like gyroscopes, accelerometers

§ Position & Range

  • geo-location data, distance to an object

§ Occupancy & Motion

  • Infrared motion detectors, computer vision

§ Gaze Detection

  • camera, eye-tracking systems

§ Speech

  • Detect and process voice input e.g. Siri

The use of AI and ML to analyze personal data

  • Intelligent interfaces? Personalized systems?

Finger detection (phones) Heart-rate & EEG (Apple Watch) Detect affect (emotions) Detect context (walking, running) Targeted interaction (FB?)

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What’s Slowing Progress?

§ It’s difficult to make our applications more data-aware

  • Computer vision algorithms are still computationally intensive, and some analysis

cannot easily be performed in real-time (e.g. head-tracking on a phone)

  • Approaches may require aggregating data from multiple sensors.
  • High-volume of continuous data!
  • Sensor data is really, really noisy and requires work to cleanup

§ We don’t know how to build interfaces that support implicit interaction!

  • Explicit systems do what the user tells them to do.
  • Implicit systems infer the users desire from context i.e. patterns of behaviour
  • Data driven applications have the capability to support implicit interaction BUT

we need more nuanced models that can infer context, intent. “If a system does something for me, it had better do it correctly!”

  • Every User
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Key Challenge: Errors is a Balancing Act

False Positive Error § user does not intend to perform a gesture but the system recognizes one § making the system seem erratic or overly sensitive. False Negative Error § user believes he/she has performed a gesture but the system does not recognize it § making system seem unresponsive, like the user is doing something wrong

Wilson, 2007

Our current generation of devices does a great job of balancing this, so that systems feel responsive, without acting erratically. e.g. smartphones w. multitouch

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Interaction for Hands-Off Systems (VR, AR)

(Friday Aug 26th)

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Gestural Interaction in Minority Report

http://www.ted.com/talks/john_underkoffler_drive_3d_data_with_a_gesture (5:30-9:15)

https://vimeo.com/49216050

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Mouse -> Touch-> Touchless Mouse is a three-state input device. Touch Interface is a two-state input device. Touchless Interface is a one-state input device. The challenge is that in-air gesture system is always on, and there is no mechanism that will differentiate gestures from non- gestures. Consider a user who needs to sneeze, scratch his head, stretch, gesture to another person in the room, what would this mean for the three input devices?

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Solution: Reserved Actions

Take a particular set of gestural actions and reserve them so that those actions are always used for navigation or commands.

Wigdor, 2011

pigtail gesture

http://www.youtube.com/watch?v=WPbiPn1b1zQ

hover widget Question: for hover widget, which type error is more common (false negative or false positive) and why?

  • user might accidentally lift their pen and move it
  • user might exit the zone without realizing it *
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Solution: Reserving a Gesture

A delimiter is an indicator that you want to start or stop the recognition of a gesture. Example: to engage, user pushes past an invisible plane in front Advantages? §provides an a priori indicator to the recognizer that the action to follow is intended to be treated as a gesture or not. §enables the complete gestural space to be used Disadvantages? §where should this invisible plane be? This may be different for different users, or different for the same user over time

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Solution: Reserving a Gesture

Alternative: to engage, user pinches finger and thumb together Advantages: §less likely to be subject to false positive errors (Why?)

  • the action is unlikely to occur outside the context of the app

§less likely to be subject to false negative errors (Why?)

  • the action is easy to recognize and differentiate from other

actions Disadvantages: §cannot use pinching in your gestural set

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Solution: Multi-Modal Input

iPhone is a touch input device, so … Why does have a button?

Wigdor, 2011

The key problem is that users need to be able to exit their application and return to the home screen in a reliable way. What’s the alternative?

  • a reserved action for exit

The multi-modal solution enable touch input to be sent to the application, while hardware buttons control universal parameters (e.g., volume) and navigation (e.g., go home, use Siri). Why can we now design without buttons? e.g. iPhone X

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Solution: Multi-Modal Input

Advantage over Reserved Action or Clutch:

  • does not reduce the vocabulary of the primary modality

Some other examples

  • CTRL-drag becomes copy instead of move
  • speech + gesture (e.g., the “put that there” system)

Wigdor, 2011

Put That There (MIT, 1980) http://www.youtube.com/watch?v=-bFBr11Vq2s

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Speech Interfaces (SUI)

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Speech systems suffer from the “Live Mic” problem.

https://en.wikipedia.org/wiki/We_begin_bombing_in_five_minutes

"My fellow Americans, I'm pleased to tell you I just signed legislation which outlaws Russia

  • forever. The bombing begins in five minutes.”

— Ronald Reagan

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A system designed to monitor and respond to voice input will, not surprisingly, listen to everything that you say.

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GUI to SUI: Challenges

Trust and Privacy Concerns § Difficult to dictate private information in public; users are often uncomfortable § Ethics of services storing private information! Discourse segment pop-up / navigation / context § How do you “navigate” a voice based interface? e.g. telephone based systems Lack of Visual Feedback § Users need immediate feedback if response is slow § No way to display state information (e.g. track progress during a complicated task). § When to ask for confirmation? What if the user did not say “yes” or “no”? Users want to use “human” language § Manager to Alexa: "Next Monday — Can I get into John’s calendar?" § No mention of “browse”, “user ID”; use of “relative date”

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GUI to SUI: Recognition Errors

Recognition errors are frequent (e.g., user speaks before system is ready, background noise, words spoken by passerby, out-of-vocabulary utterances) § Users often say something once and have it recognized, then say it again and have it mis-recognized § Lack of predictability means that users cannot have a useful conceptual model of how the system works Types of Errors § Rejection error: system has no hypothesis about what user has said, so must reject ambiguous input § Substitution error: mistaking utterances (“Seventh” for “send”) § Insertion error: recognize noise as a legal utterance

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SoundHound - modern example

http://www.soundhound.com/hound https://www.youtube.com/watch?v=M1ONXea0mXg

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AT&T's Vision (1993)

https://www.youtube.com/watch?v=yFWCoeZjx8A

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Microsoft Vision (2015)

https://www.youtube.com/watch?v=w-tFdreZB94