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chapter 20

ubiquitous computing
and augmented
realities
ubiquitous computing and
augmented realities
• ubiquitous computing
– filling the real world with computers

• virtual and augmented reality
– making the real world in a computer!
Challenging HCI Assumptions
• What do we imagine when we think of a
computer?
“The most profound technologies
are those that disappear.”
Weiser
• 1990’s: this was not our imagined
computer!
Ubiquitous Computing
• Any computing technology that permits
human interaction away from a single
workstation
• Implications for
– Technology defining the interactive
experience
– Applications or uses
– Underlying theories of interaction
Scales of devices
• Weiser proposed
– Inch
– Foot
– Yard

• Implications for device size as well as
relationship to people
Device scales
• Inch
– PDAs
– PARCTAB
– Voice Recorders
– smart phones

• Individuals own many
of them and they can
all communicate with
each other and
environment.
Device scales
• Foot
– notebooks
– tablets
– digital paper

• Individual owns
several but not
assumed to be
always with them.
Device scales
• Yard
– electronic whiteboards
– plasma displays
– smart bulletin boards

• Buildings or
institutions own them
and lots of people
share them.
Defining the Interaction
Experience
• Implicit input
– Sensor-based input
– Extends traditional explicit input (e.g.,
keyboard and mouse)
– Towards “awareness”
– Use of recognition technologies
– Introduces ambiguity because recognizers
are not perfect
Different Inputs

Capacitive sensing on a table

Sensors on a PDA
Multi-scale and distributed
output
• Screens of many sizes
– (very) small
– (very) large

• Distributed in space, but coordinated
The output experience
• More than eye-grabbing raster displays
– Ambient: use features of the physical
environment to signal information
– Peripheral: designed to be in the
background

• Examples:
– The Dangling String
– The Water Lamp (shown)
Merging Physical and Digital
Worlds
• How can we remove
the barrier?

A “digital” desk

– Actions on physical
objects have
meaning
electronically, and
vice versa
– Output from
electronic world
superimposed on
physical world
An augmented calendar
Application Themes
• Context-aware computing
– Sensed phenomena facilitate easier
interaction

• Automated capture and access
– Live experiences stored for future access

• Toward continuous interaction
– Everyday activities have no clear begin-end
conditions
New Opportunities for Theory
• Knowledge in the world
– Ubicomp places more emphasis on the physical world

• Activity theory
– Goals and actions fluidly adjust to physical state of
world

• Situated action and distributed cognition
– Emphasizes improvisational/opportunistic behavior
versus planned actions

• Ethnography
– Deep descriptive understanding of activities in
context
Evaluation Challenges
• How can we adapt other HCI techiques
to apply to ubicomp settings?
– Ubicomp activities not so task-centric
– Technologies are so new, it is often hard to
get long-term authentic summative
evaluation
– Metric of success could be very different
(playfulness, non-distraction versus
efficiency)
ambient wood
• real wood! … filled with electronics
• light and moisture meters
– recorded with GPRS location
– drawn on map later

• ‘periscope’
– shows invisible things
– uses RFID

• triggered sound
City - shared experience
• visitors to Mackintosh Interpretation Centre
– some on web, some use VR, some really there

• interacting
– talk via microphones
– ‘see’ each other virtually

• different places
• different modalities
• shared experience
virtual and augmented reality
VR - technology & experience
web, desktop and simulators
AR – mixing virtual and real
virtual reality technology
• headsets allow user to “see” the virtual world
• gesture recognition achieved with DataGlove

(lycra glove with optical sensors that measure hand and finger
positions)

• eyegaze allows users to indicate direction with
eyes alone
• whole body position sensed, walking etc.
VR headsets
• small TV screen for each eye
• slightly different angles
• 3D effect
immersion
• VR
– computer simulation of the real world
• mainly visual, but sound, haptic, gesture too

– experience life-like situations
• too dangerous, too expensive

– see unseen things:
• too small, too large, hidden, invisible
– e.g. manipulating molecules

• the experience
– aim is immersion, engagement, interaction
on the desktop
• headset VR
– expensive, uncomfortbale

• desktop VR
– use ordinary monitor and PC
• cheap and convenient

• in games …
• and on the web
– VRML – virtual reality markup language
VRML … VR on the web
#VRML V1.0 ascii
Separator {
Separator {
# for sphere
Material {
emmissiveColor 0 0 1 # blue
}
Sphere { radius 1 }
}
Transform { translation 4 2 0 }
Separator {
# for cone
Texture2 {
filename "big_alan.jpg"
}
Cone {
radius 1 # N.B. width=2*radius
height 3
} } }
command and control
•
•
•
•
•

scenes projected on walls
realistic environment
hydraulic rams!
real controls
other people

• for:
– flight simulators
– ships
– military
augmented reality (AR)
• images projected over the real world
– aircraft head-up display
– semi-transparent goggles
– projecting onto a desktop

• types of information
– unrelated – e.g. reading email with wearable
– related – e.g. virtual objects interacting with world

• issues
– registration – aligning virtual and real
– eye gaze direction
applications of AR
maintenance
– overlay instructions
– display schematics

examples
– photocopier engineers
• registration critical arrows point to parts

– aircraft wiring looms
• registration perhaps too hard, use schematic
applications of VR
• simulation
– games, military, training

• VR holidays
– rainforest, safari, surf, ski and moon walk
… all from your own armchair

• medical
– surgery
• scans and x-rays used to build model
then ‘practice’ operation
• force feedback best

– phobia treatment
• virtual lifts, spiders, etc.
information and data visualisation
VR, 3D and 2D displays
scientific and complex data
interactivity central
scientific and technical data
• number of virtual dimensions that are ‘real’
• three dimensional space
– visualise invisible fields or values
– e.g. virtual wind tunnel

• two dimensional space
– can project data value up from plane
– e.g. geographic data
– N.B. viewing angle hard for static visualisation

• no ‘real’ dimensions
– 2D/3D histograms, scatter plots, pie charts, etc.
virtual wind tunnel
• fluid dynamics to simulate air flow
• virtual bubbles used to show movements
• ‘better’ than real
wind tunnel …
– no disruption of
air flow
– cheaper and faster
structured informnation
• scientific data – just numbers
• information systems … lots of kinds of data
• hierarchies
– file trees, organisation charts

• networks
– program flow charts, hypertext structure

• free text …
– documents, web pages
visualising hiererchy
• 2D organisation chart
– familiar representation
– what happens when it gets wide?
managing
director

sales
manager

F. Bloggs

F. Bloggs
J. Smith

marketing
manager

A. Jones

R.Carter

production
manager

K. West

B. Firth
P. Larkin
wide hierarchies … use 3D?
managing
director

sales
manager

F. Bloggs

F. Bloggs
J. Smith

marketing
manager

A. Jones

R.Carter

production
manager

K. West

B. Firth
P. Larkin

• cone trees (Xerox)
• levels become rings
• overlap ‘OK’ in 3D
networks in 2D
• network or ‘graph’:
– nodes – e.g. web pages
– links – may be directed or not – e.g. links

• planar – can drawn without crossing
• non-planar – any 2D layout has crossings

Planar graph

Non-planar graph
time and interactivity
• visualising in time
– time dimension mapped to space
– changing values: sales graphs, distance-time
– events: Gantt chart, timelines, historical charts
e.g. Lifelines – visualising medical and court records

• using time
– data dimension mapped to time
– time to itself: fast/slow replay of events
– space to time: Visible Human Project

• interactivity
– change under user control
e.g. influence explorer
between two worlds
• ubiquitous computing
– computers fill the real world

• virtual reality and visualisation
– real world represented in the computer

• augmented reality, ambient displays …
– physical and digital intermingled

… maturity
– VR and visualisation – commonplace
– AR, ubiquity … coming fast!

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E3 chap-20

  • 2. ubiquitous computing and augmented realities • ubiquitous computing – filling the real world with computers • virtual and augmented reality – making the real world in a computer!
  • 3. Challenging HCI Assumptions • What do we imagine when we think of a computer? “The most profound technologies are those that disappear.” Weiser • 1990’s: this was not our imagined computer!
  • 4. Ubiquitous Computing • Any computing technology that permits human interaction away from a single workstation • Implications for – Technology defining the interactive experience – Applications or uses – Underlying theories of interaction
  • 5. Scales of devices • Weiser proposed – Inch – Foot – Yard • Implications for device size as well as relationship to people
  • 6. Device scales • Inch – PDAs – PARCTAB – Voice Recorders – smart phones • Individuals own many of them and they can all communicate with each other and environment.
  • 7. Device scales • Foot – notebooks – tablets – digital paper • Individual owns several but not assumed to be always with them.
  • 8. Device scales • Yard – electronic whiteboards – plasma displays – smart bulletin boards • Buildings or institutions own them and lots of people share them.
  • 9. Defining the Interaction Experience • Implicit input – Sensor-based input – Extends traditional explicit input (e.g., keyboard and mouse) – Towards “awareness” – Use of recognition technologies – Introduces ambiguity because recognizers are not perfect
  • 10. Different Inputs Capacitive sensing on a table Sensors on a PDA
  • 11. Multi-scale and distributed output • Screens of many sizes – (very) small – (very) large • Distributed in space, but coordinated
  • 12. The output experience • More than eye-grabbing raster displays – Ambient: use features of the physical environment to signal information – Peripheral: designed to be in the background • Examples: – The Dangling String – The Water Lamp (shown)
  • 13. Merging Physical and Digital Worlds • How can we remove the barrier? A “digital” desk – Actions on physical objects have meaning electronically, and vice versa – Output from electronic world superimposed on physical world An augmented calendar
  • 14. Application Themes • Context-aware computing – Sensed phenomena facilitate easier interaction • Automated capture and access – Live experiences stored for future access • Toward continuous interaction – Everyday activities have no clear begin-end conditions
  • 15. New Opportunities for Theory • Knowledge in the world – Ubicomp places more emphasis on the physical world • Activity theory – Goals and actions fluidly adjust to physical state of world • Situated action and distributed cognition – Emphasizes improvisational/opportunistic behavior versus planned actions • Ethnography – Deep descriptive understanding of activities in context
  • 16. Evaluation Challenges • How can we adapt other HCI techiques to apply to ubicomp settings? – Ubicomp activities not so task-centric – Technologies are so new, it is often hard to get long-term authentic summative evaluation – Metric of success could be very different (playfulness, non-distraction versus efficiency)
  • 17. ambient wood • real wood! … filled with electronics • light and moisture meters – recorded with GPRS location – drawn on map later • ‘periscope’ – shows invisible things – uses RFID • triggered sound
  • 18. City - shared experience • visitors to Mackintosh Interpretation Centre – some on web, some use VR, some really there • interacting – talk via microphones – ‘see’ each other virtually • different places • different modalities • shared experience
  • 19.
  • 20. virtual and augmented reality VR - technology & experience web, desktop and simulators AR – mixing virtual and real
  • 21. virtual reality technology • headsets allow user to “see” the virtual world • gesture recognition achieved with DataGlove (lycra glove with optical sensors that measure hand and finger positions) • eyegaze allows users to indicate direction with eyes alone • whole body position sensed, walking etc.
  • 22. VR headsets • small TV screen for each eye • slightly different angles • 3D effect
  • 23. immersion • VR – computer simulation of the real world • mainly visual, but sound, haptic, gesture too – experience life-like situations • too dangerous, too expensive – see unseen things: • too small, too large, hidden, invisible – e.g. manipulating molecules • the experience – aim is immersion, engagement, interaction
  • 24. on the desktop • headset VR – expensive, uncomfortbale • desktop VR – use ordinary monitor and PC • cheap and convenient • in games … • and on the web – VRML – virtual reality markup language
  • 25. VRML … VR on the web #VRML V1.0 ascii Separator { Separator { # for sphere Material { emmissiveColor 0 0 1 # blue } Sphere { radius 1 } } Transform { translation 4 2 0 } Separator { # for cone Texture2 { filename "big_alan.jpg" } Cone { radius 1 # N.B. width=2*radius height 3 } } }
  • 26. command and control • • • • • scenes projected on walls realistic environment hydraulic rams! real controls other people • for: – flight simulators – ships – military
  • 27. augmented reality (AR) • images projected over the real world – aircraft head-up display – semi-transparent goggles – projecting onto a desktop • types of information – unrelated – e.g. reading email with wearable – related – e.g. virtual objects interacting with world • issues – registration – aligning virtual and real – eye gaze direction
  • 28. applications of AR maintenance – overlay instructions – display schematics examples – photocopier engineers • registration critical arrows point to parts – aircraft wiring looms • registration perhaps too hard, use schematic
  • 29. applications of VR • simulation – games, military, training • VR holidays – rainforest, safari, surf, ski and moon walk … all from your own armchair • medical – surgery • scans and x-rays used to build model then ‘practice’ operation • force feedback best – phobia treatment • virtual lifts, spiders, etc.
  • 30. information and data visualisation VR, 3D and 2D displays scientific and complex data interactivity central
  • 31. scientific and technical data • number of virtual dimensions that are ‘real’ • three dimensional space – visualise invisible fields or values – e.g. virtual wind tunnel • two dimensional space – can project data value up from plane – e.g. geographic data – N.B. viewing angle hard for static visualisation • no ‘real’ dimensions – 2D/3D histograms, scatter plots, pie charts, etc.
  • 32. virtual wind tunnel • fluid dynamics to simulate air flow • virtual bubbles used to show movements • ‘better’ than real wind tunnel … – no disruption of air flow – cheaper and faster
  • 33. structured informnation • scientific data – just numbers • information systems … lots of kinds of data • hierarchies – file trees, organisation charts • networks – program flow charts, hypertext structure • free text … – documents, web pages
  • 34. visualising hiererchy • 2D organisation chart – familiar representation – what happens when it gets wide? managing director sales manager F. Bloggs F. Bloggs J. Smith marketing manager A. Jones R.Carter production manager K. West B. Firth P. Larkin
  • 35. wide hierarchies … use 3D? managing director sales manager F. Bloggs F. Bloggs J. Smith marketing manager A. Jones R.Carter production manager K. West B. Firth P. Larkin • cone trees (Xerox) • levels become rings • overlap ‘OK’ in 3D
  • 36. networks in 2D • network or ‘graph’: – nodes – e.g. web pages – links – may be directed or not – e.g. links • planar – can drawn without crossing • non-planar – any 2D layout has crossings Planar graph Non-planar graph
  • 37. time and interactivity • visualising in time – time dimension mapped to space – changing values: sales graphs, distance-time – events: Gantt chart, timelines, historical charts e.g. Lifelines – visualising medical and court records • using time – data dimension mapped to time – time to itself: fast/slow replay of events – space to time: Visible Human Project • interactivity – change under user control e.g. influence explorer
  • 38.
  • 39. between two worlds • ubiquitous computing – computers fill the real world • virtual reality and visualisation – real world represented in the computer • augmented reality, ambient displays … – physical and digital intermingled … maturity – VR and visualisation – commonplace – AR, ubiquity … coming fast!