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Hci Lecture 4

The document discusses virtual reality and 3D interaction, including positioning using devices like data gloves and VR helmets, and viewing 3D content using VR headsets. It also covers topics like VR motion sickness, VR caves and simulators, dedicated displays, sounds, touch feedback, environmental and bio-sensing, and various physical controls and sensors used in virtual reality applications.

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0% found this document useful (0 votes)
34 views43 pages

Hci Lecture 4

The document discusses virtual reality and 3D interaction, including positioning using devices like data gloves and VR helmets, and viewing 3D content using VR headsets. It also covers topics like VR motion sickness, VR caves and simulators, dedicated displays, sounds, touch feedback, environmental and bio-sensing, and various physical controls and sensors used in virtual reality applications.

Uploaded by

Iɱʌɗ Aɭʌɱ
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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HUMAN COMPUTER INTERACTION

LECTURE 4
virtual reality and 3D
interaction
positioning in 3D space
moving and grasping
seeing 3D (helmets and caves)
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
pitch, yaw and roll

yaw

roll
pitch
3D displays
 desktop VR
 ordinary screen, mouse or
keyboard control
 perspective and motion give
3D effect
 seeing in 3D
 use stereoscopic vision
 VR helmets
 screen plus shuttered specs,
etc.
VR headsets
 small TV screen for each eye
 slightly different angles
 3D effect
VR motion sickness
 time delay
 move head … lag … display moves
 conflict: head movement vs. eyes
 depth perception
 headset gives different stereo distance
 but all focused in same plane
 conflict: eye angle vs. focus
 conflicting cues => sickness
 helps motivate improvements in technology
simulators and VR caves

 scenes projected on
walls
 realistic environment
 hydraulic rams!
 real controls
 other people
physical controls, sensors
etc.
special displays and gauges
sound, touch, feel, smell
physical controls
environmental and bio-sensing
dedicated displays
 analogue representations:
 dials, gauges, lights, etc.

 digital displays:
 small LCD screens, LED lights, etc.

 head-up displays
 foundin aircraft cockpits
 show most important controls
… depending on context
Sounds
 beeps, bongs, clonks, whistles and whirrs
(sound of something in rapid motion)

 used for error indications

 confirmation of actions e.g. keyclick

also see chapter 10


Touch, feel, smell
 touch and feeling important
 in games … vibration, force feedback
 in simulation … feel of surgical instruments
 called haptic devices

 texture, smell, taste


 current technology very limited
physical controls

 specialist controls needed …


 industrial controls, consumer products,
etc.
easy-clean
smooth buttons

multi-function
control
large buttons
clear dials

tiny buttons
Environment and bio-sensing
 sensors all around us
 car courtesy light – small switch on door
 ultrasound detectors – security, washbasins
 RFID security tags in shops
 temperature, weight, location

 … and even our own bodies …


 iris
scanners, body temperature, heart rate,
galvanic skin response, blink rate
paper: printing and
scanning
print technology
fonts, page description,
WYSIWYG
scanning, OCR
Printing
 image made from small dots
 allows any character set or graphic to be
printed,
 critical features:
 resolution
 size and spacing of the dots
 measured in dots per inch (dpi)

 speed
 usually measured in pages per minute
 cost!!
Types of dot-based printers
 dot-matrix printers
 use inked ribbon (like a typewriter
 line of pins that can strike the ribbon, dotting the paper.
 typical resolution 80-120 dpi
 ink-jet and bubble-jet printers
 tiny blobs of ink sent from print head to paper
 typically 300 dpi or better .
 laser printer
 like photocopier: dots of electrostatic charge deposited on drum, which
picks up toner (black powder form of ink) rolled onto paper which is then
fixed with heat
 typically 600 dpi or better.
Printing in the workplace
 shop tills
 dot matrix
 same print head used for several paper rolls
 may also print cheques

 thermal printers
 special heat-sensitive paper
 paper heated by pins makes a dot
 poor quality, but simple & low maintenance
 used in some fax machines
Fonts
 Font – the particular style of text
Courier font
Helvetica font
Palatino font
Times Roman font
 §´µº¿Â Ä¿~ (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
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
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
 helpsyour eye on long lines of printed text
 but sans serif often better on screen
Page Description Languages
 Pages very complex
 different fonts, bitmaps, lines, digitised photos, etc.

 Can convert it all into a bitmap and send to the printer


… but often huge !

 Alternatively Use a page description language


 sends a description of the page can be sent,
 instructions for curves, lines, text in different styles, etc.
 like a programming language for printing!

 PostScript is the most common


Screen and page
 WYSIWYG
 what you see is what you get
 aim of word processing, etc.
 but …
 screen: 72 dpi, landscape image
 print: 600+ dpi, portrait
 can try to make them similar
but never quite the same
 so … need different designs, graphics etc, for screen
and print
Scanners
 Take paper and convert it into a bitmap
 Two sorts of scanner
 flat-bed: paper placed on a glass plate, whole page converted into
bitmap
 hand-held: scanner passed over paper, digitising strip typically 3-4” wide

 Shines light at paper and note intensity of reflection


 colour or greyscale

 Typical resolutions from 600–2400 dpi


Scanners (ctd)
Used in
 desktop publishing for incorporating
photographs and other images
 document storage and retrieval systems,
doing away with paper storage
+ special scanners for slides and photographic
negatives
Optical character recognition
 OCR converts bitmap back into text
 different fonts
 createproblems for simple “template
matching” algorithms
 more complex systems segment text,
decompose it into lines and arcs, and
decipher characters that way
 page format
 columns, pictures, headers and footers
Paper-based interaction
 paper usually regarded as output only
 can be input too – OCR, scanning, etc.
 Xerox PaperWorks
 glyphs – small patterns of /\\//\\\
 used to identify forms etc.
 used with scanner and fax to control applications
 more recently
 papers micro printed - like wattermarks
 identify which sheet and where you are
 special ‘pen’ can read locations
 know where they are writing
memory

short term and long term


speed, capacity, compression
formats, access
Short-term Memory - RAM
 Random access memory (RAM)
 on silicon chips
 100 nano-second access time
 usually volatile (lose information if power turned off)
 data transferred at around 100 Mbytes/sec

 Some non-volatile RAM used to store basic set-up


information

 Typical desktop computers:


64 to 256 Mbytes RAM
Long-term Memory - disks
 magnetic disks
 floppy disks store around 1.4 Mbytes
 hard disks typically 40 Gbytes to 100s of Gbytes
access time ~10ms, transfer rate 100kbytes/s

 optical disks
 use lasers to read and sometimes write
 more robust that magnetic media
 CD-ROM
- same technology as home audio, ~ 600 Mbytes
 DVD - for AV applications, or very large files
Blurring boundaries
 PDAs
 often use RAM for their main memory

 Flash-Memory
 used in PDAs, cameras etc.
 silicon based but persistent
 plug-in USB devices for data transfer
speed and capacity
 what do the numbers mean?

 some sizes (all uncompressed) …


 this book, text only ~ 320,000 words, 2Mb
 the Bible ~ 4.5 Mbytes
 scanned page ~ 128 Mbytes
 (11x8 inches, 1200 dpi, 8bit greyscale)
 digital photo ~ 10 Mbytes
 (2–4 mega pixels, 24 bit colour)
 video ~ 10 Mbytes per second
 (512x512, 12 bit colour, 25 frames per sec)
virtual memory
 Problem:
 running lots of programs + each program large
 not enough RAM

 Solution - Virtual memory :


 store some programs temporarily on disk
 makes RAM appear bigger

 But … swopping
 program on disk needs to run again
 copied from disk to RAM
 slows t h i n g s d o w n
Compression
 reduce amount of storage required
 lossless
 recover exact text or image – e.g. GIF, ZIP
 look for commonalities:
 text: AAAAAAAAAABBBBBCCCCCCCC 10A5B8C
 video: compare successive frames and store change
 lossy
 recover something like original – e.g. JPEG, MP3
 exploit perception
 JPEG: lose rapid changes and some colour
 MP3: reduce accuracy of drowned out notes
Storage formats - text
 ASCII - 7-bit binary code for to each letter and character
 UTF-8 - 8-bit encoding of 16 bit character set
 RTF (rich text format)
- text plus formatting and layout information
 SGML (standardized generalised markup language)
- documents regarded as structured objects
 XML (extended markup language)
- simpler version of SGML for web applications
Storage formats - media
 Images:
 many storage formats :
(PostScript, GIFF, JPEG, TIFF, PICT, etc.)
 plus different compression techniques
(to reduce their storage requirements)

 Audio/Video
 again lots of formats :
(QuickTime, MPEG, WAV, etc.)
 compression even more important
 also ‘streaming’ formats for network delivery
methods of access
 large information store
 long time to search => use index
 what you index -> what you can access
 simple index needs exact match
 forgiving systems:
 Xerox “do what I mean” (DWIM)
 SOUNDEX – Smith ~ Schmidt
 access without structure …
 free text indexing (all the words in a document)
 needs lots of space!!
processing and networks

finite speed (but also Moore’s law)


limits of interaction
networked computing
Finite processing speed
 Designers tend to assume fast processors, and make interfaces
more and more complicated

 But problems occur, because processing cannot keep up with all the
tasks it needs to do
 cursor overshooting because system has buffered keypresses
 icon wars - user clicks on icon, nothing happens, clicks on another, then
system responds and windows fly everywhere

 Also problems if system is too fast - e.g. help screens may scroll
through text much too rapidly to be read
Moore’s law
 computers get faster and faster!
 1965 …
 Gordon Moore, co-founder of Intel, noticed a pattern
 processor speed doubles every 18 months
 PC … 1987: 1.5 Mhz, 2002: 1.5 GHz
 similar pattern for memory
 but doubles every 12 months!!
 hard disk … 1991: 20Mbyte : 2002: 30 Gbyte
 baby born today
 record all sound and vision
 by 70 all life’s memories stored in a grain of dust!
the myth of the infinitely
fast machine
 implicit assumption … no delays
an infinitely fast machine
 what is good design for real machines?
 good example … the telephone :
 type keys too fast
 hear tones as numbers sent down the line
 actually an accident of implementation
 emulate in deisgn
Limitations on interactive
performance
Computation bound
 Computation takes ages, causing frustration for the user
Storage channel bound
 Bottleneck in transference of data from disk to memory
Graphics bound
 Common bottleneck: updating displays requires a lot of effort -
sometimes helped by adding a graphics co-processor optimised to take
on the burden
Network capacity
 Many computers networked - shared resources and files, access to
printers etc. - but interactive performance can be reduced by slow
network speed
Networked computing
Networks allow access to …
 large memory and processing
 other people (groupware, email)
 shared resources – esp. the web

Issues
 network delays – slow feedback
 conflicts - many people update data
 unpredictability

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