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Nui chap18
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Nui chap18

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Natural User Interface chapter 18. keynote

Natural User Interface chapter 18. keynote

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  • Transcript

    • 1. The Anatomy of Gesture NUI Chapter.18 소프트웨어공학과
    • 2.  #45 박준태
    • 3. “Anatomy is destiny.” - Sigmund Freud 해부학은
    • 4.  
    • 5.  운명이다.
    • 6.  -
    • 7.  지그문트
    • 8.  프로이트.
    • 9.  오스트리아의
    • 10.  심리학자(1856∼〜~1939).
    • 11. DESCRIPTIONa gesture consists of three stages Registration : type of action is set Continuation : adjusts the parameters of the gesture Termination : gesture ends
    • 12. 설명제스처를
    • 13.  구성하는
    • 14.  입력의
    • 15.  세단계 등록
    • 16.  단계
    • 17.  :
    • 18.  행동의
    • 19.  종류를
    • 20.  설정함 연속(지속)
    • 21.  단계
    • 22.  :
    • 23.  제스처의
    • 24.  파라미터(매개변수)
    • 25.  지정 종료
    • 26.  단계
    • 27.  :
    • 28.  제스처
    • 29.  종료
    • 30. DESCRIPTIONRegistration Place two fingers on a piece of content (컨텐츠
    • 31.  위에
    • 32.  두
    • 33.  손가락을
    • 34.  올림)
    • 35. DESCRIPTIONContinuation Move the fingers around on the surface of the device (기기표면에서
    • 36.  손가락을
    • 37.  이동시킴)
    • 38. DESCRIPTIONTermination Lift the fingers from the surface of the device (손가락을
    • 39.  뗌)
    • 40. APPLICATION TO NUI Consider the two-finger diverge (“pinch”) gesture that has come to mean zoom in or zoom out두
    • 41.  손가락을
    • 42.  모으거나
    • 43.  벌리는
    • 44.  동작에
    • 45.  대해
    • 46.  생각해보자.이
    • 47.  동작은
    • 48.  화면을
    • 49.  확대하거나
    • 50.  축소하는
    • 51.  기능을
    • 52.  한다.
    • 53. APPLICATION TO NUI multi-touch input provides significant advantages to gesture design. By deeply understanding a model for how gestures are designed, we will be better equipped to build not just individual gestures, but a set of gestures that are both consistent and error-free.멀티
    • 54.  터치
    • 55.  입력을
    • 56.  사용하면
    • 57.  제스처
    • 58.  설계를
    • 59.  할
    • 60.  때
    • 61.  장점이
    • 62.  매우
    • 63.  크다.제스처
    • 64.  설계
    • 65.  방식에
    • 66.  대한
    • 67.  모델을
    • 68.  잘
    • 69.  이해하면,
    • 70.  일관적이고
    • 71.  에러가
    • 72.  없는
    • 73.  제스쳐를
    • 74.  설계하기
    • 75.  위한
    • 76.  기반을
    • 77.  갖출
    • 78.  수
    • 79.  있다.
    • 80.  
    • 81.  
    • 82.  
    • 83.  
    • 84.  
    • 85.  
    • 86. LESSONS FROM THE PAST: AMBIGUITY There is a temptation among designers to try to make every registration and continuation action the same제스처를
    • 87.  설계하는
    • 88.  사람들은
    • 89.  유혹을
    • 90.  받는다.등록행위와
    • 91.  계속행위를
    • 92.  모두
    • 93.  똑같게
    • 94.  만들고
    • 95.  싶다는
    • 96.  ...
    • 97. LESSONS FROM THE PAST: AMBIGUITY put a single finger down on a piece of content and move it on the screen. While this might make for a simple UI, it severely limits the set of possible gestures and can lead to ambiguity.화면의
    • 98.  일부에
    • 99.  한
    • 100.  손가락을
    • 101.  대고,
    • 102.  화면
    • 103.  위에서
    • 104.  손가락을
    • 105.  움직인다.UI가
    • 106.  간단할
    • 107.  때에는
    • 108.  괜찮을
    • 109.  지
    • 110.  모르지만
    • 111.  사용가능한
    • 112.  제스처의
    • 113.  종류를
    • 114.  심하게
    • 115.  제한하고,
    • 116.  애매모호함이라는
    • 117.  문제를
    • 118.  일으킬
    • 119.  수
    • 120.  있다.
    • 121. LESSONS FROM THE PAST: AMBIGUITY Let’s build up a theoretical gesture language, beginning with a possible delete gesture: To delete something, we’ll flick it to the left side of the screen.가상으로
    • 122.  제스처
    • 123.  언어를
    • 124.  만들어보자.
    • 125.  우선
    • 126.  삭제하는
    • 127.  제스처부터
    • 128.  시작해보자:무언가를
    • 129.  지우려고
    • 130.  할
    • 131.  때,
    • 132.  그것을
    • 133.  화면의
    • 134.  왼쪽으로
    • 135.  잽싸게
    • 136.  이동시킨다.
    • 137. LESSONS FROM THE PAST: AMBIGUITY Stages of out theoretical delete flicking gesture Registration : 1. Place finger on an item 2. Flick to the Left Continuation : None Termination : Lift the finger from the surface of the device가상으로
    • 138.  제스처
    • 139.  언어를
    • 140.  만들어보자.
    • 141.  우선
    • 142.  삭제하는
    • 143.  제스처부터
    • 144.  시작해보자:무언가를
    • 145.  지우려고
    • 146.  할
    • 147.  때,
    • 148.  그것을
    • 149.  화면의
    • 150.  왼쪽으로
    • 151.  잽싸게
    • 152.  이동시킨다.
    • 153. LESSONS FROM THE PAST: AMBIGUITY The first is that there is no continuation phase of this gesture the system doesn’t know it’s a flick to the left until the user has flicked, and there is no next step.이
    • 154.  제스처에는
    • 155.  지속단계가
    • 156.  없다시스템
    • 157.  입장에서는
    • 158.  유저가
    • 159.  잽싸게
    • 160.  이동시키지
    • 161.  전에는
    • 162.  유저의
    • 163.  제스처가
    • 164.  잽싸게
    • 165.  이동
    • 166.  시키는
    • 167.  것인지
    • 168.  알지
    • 169.  못함,
    • 170.  다음동작이
    • 171.  없음
    • 172.  (이를테면
    • 173.  손가락을
    • 174.  이동하거나..)
    • 175.  
    • 176. LESSONS FROM THE PAST: AMBIGUITY This isn’t surprising, since the delete command has no parameters— there isn’t more than one possible way to delete something.삭제
    • 177.  행위에
    • 178.  대한
    • 179.  명령이
    • 180.  아무런
    • 181.  파라미터를
    • 182.  가지지
    • 183.  않음.삭제
    • 184.  방법
    • 185.  한가지
    • 186.  뿐이다.
    • 187. LESSONS FROM THE PAST: AMBIGUITY The second striking thing is that the registration requires two steps. First, the user places her hand on an element, then she flicks to the left.등록
    • 188.  단계에
    • 189.  두
    • 190.  가지
    • 191.  단계가
    • 192.  필요하다는
    • 193.  점단계
    • 194.  하나는,
    • 195.  사용자가
    • 196.  손을
    • 197.  어떤
    • 198.  요소
    • 199.  위에
    • 200.  두는
    • 201.  것이고,
    • 202.  그
    • 203.  다음
    • 204.  단계는
    • 205.  왼쪽으로
    • 206.  잽싸게
    • 207.  이동시키는
    • 208.  것
    • 209. LESSONS FROM THE PAST: AMBIGUITY Requiring two steps to register a gesture is problematic.어떤
    • 210.  제스처를
    • 211.  등록하기
    • 212.  위해서
    • 213.  두
    • 214.  개의
    • 215.  단계가
    • 216.  필요한
    • 217.  것은
    • 218.  문제가
    • 219.  있다.
    • 220. LESSONS FROM THE PAST: AMBIGUITY First, it increases the probability of an error, since the user must remember multiple steps.첫번째
    • 221.  문제는
    • 222.  에러가
    • 223.  발생할
    • 224.  확률이
    • 225.  증가한다는
    • 226.  점이다.
    • 227.  에러발생
    • 228.  확률이
    • 229.  증가하는
    • 230.  이유는,
    • 231.  유저가
    • 232.  여러
    • 233.  스텝을
    • 234.  기억해야
    • 235.  하기
    • 236.  때문이다.
    • 237.  즉
    • 238.  삭제하려는
    • 239.  경우,
    • 240.  두
    • 241.  가지
    • 242.  단계를
    • 243.  기억해서
    • 244.  정확하게
    • 245.  누르지
    • 246.  않으면,
    • 247.  의도한
    • 248.  결과를
    • 249.  얻지
    • 250.  못할
    • 251.  것이다.
    • 252. LESSONS FROM THE PAST: AMBIGUITY Second, error probability is also increased if the second step has too small a space relative to other gestures (e.g., if flicking in another direction leads to another action—or worse, if sim- ply moving something, rather than flicking, is a gesture)두번째
    • 253.  문제는,
    • 254.  등록
    • 255.  단계에
    • 256.  필요한
    • 257.  스텝중
    • 258.  두
    • 259.  번째에
    • 260.  해당하는
    • 261.  제스쳐가
    • 262.  다른
    • 263.  제스쳐에
    • 264.  비해서
    • 265.  너무
    • 266.  작은
    • 267.  공간을
    • 268.  가지면,
    • 269.  에러가
    • 270.  발생할
    • 271.  확률이
    • 272.  증가한다.예를
    • 273.  들어,
    • 274.  잽싸게
    • 275.  이동하는
    • 276.  방향이
    • 277.  왼쪽이
    • 278.  아니라
    • 279.  다른
    • 280.  방향인
    • 281.  경우에
    • 282.  에러발생
    • 283.  확률이
    • 284.  높아진다.
    • 285.  더욱
    • 286.  안좋은
    • 287.  경우는,
    • 288.  뭔가를
    • 289.  잽싸게가
    • 290.  아니라,
    • 291.  그냥
    • 292.  이동시키는
    • 293.  것
    • 294.  자체가
    • 295.  하나의
    • 296.  제스쳐일
    • 297.  때에
    • 298.  에러발생
    • 299.  확률이
    • 300.  높아진다.)===
    • 301.  유저는
    • 302.  적절한
    • 303.  반응을
    • 304.  얻지
    • 305.  못할
    • 306.  가능성이
    • 307.  높아진다.
    • 308. LESSONS FROM THE PAST: AMBIGUITY Third, it requires an explicit mechanism to transition between registration and continuation phases: if flick right is “resize,” how does the user then specify the size?어떤
    • 309.  제스처를
    • 310.  등록하기
    • 311.  위해서
    • 312.  두
    • 313.  개의
    • 314.  단계가
    • 315.  필요한
    • 316.  경우의
    • 317.  세번째
    • 318.  문제점은
    • 319.  이런
    • 320.  것이다.
    • 321.  시스템의
    • 322.  입장에서는
    • 323.  등록단계에서
    • 324.  계속단계로
    • 325.  전환하는
    • 326.  것에
    • 327.  대한
    • 328.  명확한
    • 329.  매커니즘이
    • 330.  있어야
    • 331.  한다:
    • 332.  오른쪽으로
    • 333.  잽싸게
    • 334.  이동하는
    • 335.  것이
    • 336.  “크기를
    • 337.  재조정”하는
    • 338.  재스처라면,
    • 339.  사용자는
    • 340.  어떻게
    • 341.  새로운
    • 342.  크기를
    • 343.  지정할
    • 344.  수
    • 345.  있을까?
    • 346. LESSONS FROM THE PAST: AMBIGUITY Either it’s a separate gesture, requiring a modal interface, or the user will keep her hand on the screen and require a mechanism to say “I am now done registering; I would like to start the continuation phase.”modal
    • 347.  Interface
    • 348.  를
    • 349.  필요로하는
    • 350.  구분된
    • 351.  제스처
    • 352.  나,
    • 353.  유저가
    • 354.  화면에
    • 355.  손을
    • 356.  대고
    • 357.  기계에
    • 358.  말한다.
    • 359.  “나
    • 360.  지금
    • 361.  등록완료했어;
    • 362.  난
    • 363.  이제
    • 364.  계속단계로
    • 365.  넘어가고
    • 366.  싶어”
    • 367.  
    • 368. LESSONS FROM THE PAST: AMBIGUITY Last, the system cannot respond to the user’s gesture in a meaningful way until the registration step is complete, and so this prolongs this feedback.시스템은
    • 369.  등록단계가
    • 370.  완료될
    • 371.  때까지
    • 372.  사용자
    • 373.  제스처가
    • 374.  의미있는
    • 375.  건지,
    • 376.  응답할
    • 377.  수
    • 378.  없다.
    • 379.  그리고
    • 380.  피드백의
    • 381.  지연을
    • 382.  야기시킴
    • 383. LESSONS FROM THE PAST: AMBIGUITYLet’s considera system thatimplements justfour gestures
    • 384. LESSONS FROM THE PAST: AMBIGUITYOne finger down- ambiguousspeed,directionregistrationphase.
    • 385. LESSONS FROM THE PAST: AMBIGUITYrename gestureThe simplest approach is for the system to assume that each gesture is a “move”until it knows better.This is good, - because the user gets immediate feedback.It’s bad, however, - because the feedback is wrong:the system is showing the feedback for the “move” gesture,but the user is actually performing a “rename” flick;
    • 386. LESSONS FROM THE PAST: AMBIGUITYmove gestureproviding no response until the user’s action is clear.This would correct the bad feedback in the “rename” case,but consider the consequence for the “move” case
    • 387. LESSONS FROM THE PAST: AMBIGUITY this too is a problem The system does not provide the user with any feedback at all until it is certain that the user is not performing a flick. The problem is ambiguity: because we have overloaded one-finger sliding with a large number of possible gestures, the recognizer can’t tell us quickly enough which one is being performed.시스템은
    • 388.  유저가
    • 389.  flick
    • 390.  을
    • 391.  안한게
    • 392.  명백할
    • 393.  때까지
    • 394.  응답불가.애매모호.
    • 395.  한손가락
    • 396.  슬라이딩은
    • 397.  어느
    • 398.  게
    • 399.  실행되어야
    • 400.  하는지
    • 401.  빠르게
    • 402.  응답해
    • 403.  줄
    • 404.  수
    • 405.  없음.
    • 406. Solving AmbiguityThe goal, ultimately, is to avoid thetime during which the user’sintention is ambiguous.
    • 407. Solving Ambiguity Multi-touch gives us a solution. By allowing us to move registration up to the moment of contact, set of possible gestures without increasing the possibility of error등록을
    • 408.  이동하는
    • 409.  것은
    • 410.  접촉의
    • 411.  시점,
    • 412.  손가락
    • 413.  수에
    • 414.  의해
    • 415.  제스처
    • 416.  세트를
    • 417.  엄청나게
    • 418.  확장시킨다.
    • 419. Solving AmbiguityiPhone gesture language : move andzoom
    • 420. Solving Ambiguity The beauty of a multi-touch system is immediately apparent: The gestures are disambiguated not only by the movement of the contacts on the device, but also by the posture of the hand (in this case, how many fingers are touching).멀티터치
    • 421.  시스템
    • 422.  -
    • 423.  곧바로
    • 424.  명확해짐기기에
    • 425.  손가락을
    • 426.  댔을
    • 427.  때의
    • 428.  움직임
    • 429.  뿐
    • 430.  아니라,
    • 431.  손의
    • 432.  위치를
    • 433.  사용해서
    • 434.  제스쳐의
    • 435.  모호함을
    • 436.  제거.(손가락을
    • 437.  몇
    • 438.  개나
    • 439.  대고
    • 440.  있는
    • 441.  것이
    • 442.  손의
    • 443.  위치에
    • 444.  관한
    • 445.  정보)
    • 446. Solving Ambiguity
    • 447. Solving Ambiguityonly direction
    • 448. Design GuidelinesMust Minimize the number of steps - the user must take before in order to register the gesture mode Minimize overlap in the initial action Minimize the load required to transition - between registration and continuation phases. Provide clear feedback -for the user at each step, ensuring she understands when she has transitioned from registration to continuation, and how to terminate the gesture.
    • 449. Design GuidelinesShould Map registration to the moment the user makes contact with the display Map termination to the moment the user breaks contact with the display.
    • 450. Design GuidelinesCould Take this to a logical extreme, and register only based on the number of fingers. This approach is called a “chording gesture,” similar to playing a piano.
    • 451. SummaryGesture registration is perhaps themost important step to design.등록단계에서
    • 452.  애매한
    • 453.  행동을
    • 454.  지정하거나,
    • 455.  flick과
    • 456.  move처럼
    • 457.  서로
    • 458.  구분하기
    • 459.  어려운
    • 460.  행위를
    • 461.  지정하면,
    • 462.  시스템에는
    • 463.  에러가
    • 464.  많아질
    • 465.  것이고,
    • 466.  피드백이
    • 467.  제대로
    • 468.  안
    • 469.  나올
    • 470.  것임
    • 471. Summary문제
    • 472.  방지를
    • 473.  위한
    • 474.  제스처
    • 475.  설계의
    • 476.  두가지
    • 477.  요소Multi-touch input 제스처가
    • 478.  다양해짐
    • 479.  뚜렷히
    • 480.  구분됨겹치지
    • 481.  않게
    • 482.  설계하기 등록단계
    • 483.  행위가
    • 484.  최대한
    • 485.  겹치지
    • 486.  않게. end - 감사합니다.

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