The document discusses input and output modalities for multimodal, cross-media, and multi-platform user experiences. It provides information on different input devices like touchscreens, motion controllers, and cameras. It also covers concepts like gestures, ergonomics, and patterns for designing touch interfaces. The workshop assignment involves building demonstrators for different input devices and analyzing the user experience.
Microsoft Surface Computing and BlueJackingMohitgupta8560
This slide is about the surface computing technology and also a another topic include in it which is related to the Bluetooth security i.e. BlueJacking
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Microsoft Surface Computing and BlueJackingMohitgupta8560
This slide is about the surface computing technology and also a another topic include in it which is related to the Bluetooth security i.e. BlueJacking
COMP 4026 Lecture 6 on Wearable Computing and methods for rapid prototyping for Google Glass. Taught by Mark Billinghurst from the University of South Australian on September 1st 2016.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
NCrafts.IO 2015 - Future of User eXperiencesVincent Guigui
Kinect, Oculus, Holograms, Wearables, Smart Objects...
Over the past few years, we have seen a rise of the new devices and sensors coming to our everyday life.
This session will explain the principles of interfaces, what is innovation and how to use these new devices to create more natural and more personal computing experiences by blurring the line between our world and the digital one.
Video available on NCrafts Vimeo Channel: https://vimeo.com/131932860
A 2.5-hour workshop I created and shared with my colleagues at Razorfish Austin in October 2012. Inspired by Dan Saffer's half-day workshop on the same topic, presented at Webvisions 2012.
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Lynn Marentette
The following paper was one of my presentation references:
Shen, C., Ryall, K., Forlines, C., Esenther, A., Vernier, F. D., Everitt, K., Wu, M., Wigdor, D., Morris, M. R., Hancock, M., and Tse, E. 2006. Informing the Design of Direct-Touch Tabletops. IEEE Comput. Graph. Appl. 26, 5 (Sep. 2006), 36-46.
http://www.dgp.toronto.edu/~dwigdor/research/shen_cga_2006.pdf
Clifton Forlines, one of the paper's authors, is a researcher at Mitsubishi. He's posted all of his research papers, as well as links to video clips related to table top computing, all on one page: http://www.cliftonforlines.com/publications.php
This is the ppt of Upcoming "Microsoft Hoolens" which is a whole new technology. It is different from google glass. It makes us feel like,the digital world of our's is blended with our real world. As MICROSOFT is developing this concept, it was named as MICROSOFT HOLOLENS. This technology really leaves us perplexed.
Surface computing is the use of a specialized computer GUI in which traditional GUI elements are replaced by intuitive, everyday objects. Instead of a keyboard and mouse, the user interacts directly with a touch-sensitive screen. It has been said that this more closely replicates the familiar hands-on experience of everyday object manipulation.
Early work in this area was done at the University of Toronto, Alias Research, and MIT.Surface work has included customized solutions from vendors such as LM3LABS or GestureTek, Applied Minds for Northrop Grumman.Major computer vendor platforms are in various stages of release: the iTable by PQLabs, Linux MPX,the Ideum MT-50, interactive bar by spinTOUCH, and Microsoft PixelSense (formerly known as Microsoft Surface).
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...Joe McCarthy
ActiveMap is a visualization tool that enables users to gain greater awareness of the location of people in their workplace environment, increasing each person's ability to seek out colleagues for informal, face-to-face interactions. Our initial implementation of the tool places images of each person's face on a map of the building. We have explored variations on how to best represent a range of features: the "freshness" of location information, groups of people in a single office, and the movement of people throughout the environment. We describe the context of the environment in which the tool is used, the features embodied in this tool, variations we have implemented for representing location and movement information, and some potential extensions for future versions of the tool.
This presentation was given at the First International Symposium on Handheld and Ubiquitous Computing (HUC99), which later evolved into the UbiComp conference series. The paper associated with this conference can be found here: http://interrelativity.com/joe/publications/ActiveMap-HUC99-abstract.html
NCrafts.IO 2015 - Future of User eXperiencesVincent Guigui
Kinect, Oculus, Holograms, Wearables, Smart Objects...
Over the past few years, we have seen a rise of the new devices and sensors coming to our everyday life.
This session will explain the principles of interfaces, what is innovation and how to use these new devices to create more natural and more personal computing experiences by blurring the line between our world and the digital one.
Video available on NCrafts Vimeo Channel: https://vimeo.com/131932860
A 2.5-hour workshop I created and shared with my colleagues at Razorfish Austin in October 2012. Inspired by Dan Saffer's half-day workshop on the same topic, presented at Webvisions 2012.
Interactive Tables And Displays, Ubiquitous Computing Lynn Marentette March 2...Lynn Marentette
The following paper was one of my presentation references:
Shen, C., Ryall, K., Forlines, C., Esenther, A., Vernier, F. D., Everitt, K., Wu, M., Wigdor, D., Morris, M. R., Hancock, M., and Tse, E. 2006. Informing the Design of Direct-Touch Tabletops. IEEE Comput. Graph. Appl. 26, 5 (Sep. 2006), 36-46.
http://www.dgp.toronto.edu/~dwigdor/research/shen_cga_2006.pdf
Clifton Forlines, one of the paper's authors, is a researcher at Mitsubishi. He's posted all of his research papers, as well as links to video clips related to table top computing, all on one page: http://www.cliftonforlines.com/publications.php
This is the ppt of Upcoming "Microsoft Hoolens" which is a whole new technology. It is different from google glass. It makes us feel like,the digital world of our's is blended with our real world. As MICROSOFT is developing this concept, it was named as MICROSOFT HOLOLENS. This technology really leaves us perplexed.
Surface computing is the use of a specialized computer GUI in which traditional GUI elements are replaced by intuitive, everyday objects. Instead of a keyboard and mouse, the user interacts directly with a touch-sensitive screen. It has been said that this more closely replicates the familiar hands-on experience of everyday object manipulation.
Early work in this area was done at the University of Toronto, Alias Research, and MIT.Surface work has included customized solutions from vendors such as LM3LABS or GestureTek, Applied Minds for Northrop Grumman.Major computer vendor platforms are in various stages of release: the iTable by PQLabs, Linux MPX,the Ideum MT-50, interactive bar by spinTOUCH, and Microsoft PixelSense (formerly known as Microsoft Surface).
ActiveMap: A Visualization Tool for Location Awareness to Support Informal In...Joe McCarthy
ActiveMap is a visualization tool that enables users to gain greater awareness of the location of people in their workplace environment, increasing each person's ability to seek out colleagues for informal, face-to-face interactions. Our initial implementation of the tool places images of each person's face on a map of the building. We have explored variations on how to best represent a range of features: the "freshness" of location information, groups of people in a single office, and the movement of people throughout the environment. We describe the context of the environment in which the tool is used, the features embodied in this tool, variations we have implemented for representing location and movement information, and some potential extensions for future versions of the tool.
This presentation was given at the First International Symposium on Handheld and Ubiquitous Computing (HUC99), which later evolved into the UbiComp conference series. The paper associated with this conference can be found here: http://interrelativity.com/joe/publications/ActiveMap-HUC99-abstract.html
Multi-Touch Tangible Interface; HCI trends, projects, and developmentJazmi Jamal
Lecture series on Multi-touch. Topic covers; History of HCI, Environment computing, Introduction to tangible interface, IT Project management, and multi-touch workshop. Created in Q1 2010
An Introduction to Wearable Computers given on Thursday December 11th 2014 by Mark Billinghurst. Presented to people from CitiGroup and so case studies were from the financial sector.
My introductory slides on interaction design and the basics of prototyping for the Intelligent Interactive Systems master's Information Science course given at the University of Amsterdam.
As the internet changes our life, cloud of things will change our life again This new technology cloud of things Emerging the following technology(iot-cloud-5g-nano tech-Hci-context awareness-natural interaction) that change the concept from love things and use people to love people and use things •we all specially developing countries /Africa
must catch the cloud of everything (thing-people-process-data)train to address
the 17 SDG Goals but if any one miss it will no hope at all
•The cloud of things technology, helping elderly and handicapped people and holds the promise of fixing the millennium-old human problems of poverty, disease, violence, and poor leadership in Africa and all the world
At a time when all the world are worried about the fast spreading Zika virus, it is figured out that a wearable device could be an effective tool for preventing it, "You can compute the genome of a human being in less than seven days," "One day we will have the genome sequence of all our patients and we are then in the position to compare [that] data on a regular base with reference data."
This allows clinicians to easily identify defects in the genome and can also be used to compute the chance that someone will get a type of cancer
. A true success comes when you help others be successful leaders create leader not followers. s. It is estimated that approximately 50 billion things will be connected to each other through the communication network by 2020. A massive set of data will be created
Or by 2030 for Africa…it will be good for 10 years difference so we can fix all Africa and developing countries problems in 2030 for developed countries in 2020
The IOT will create new services based on real-time physical world data and will transform businesses, industries, and the daily life of people. Smart cities (connected communities), smart planet (green environment), smart building (building, smart homes), smart industry (industrial environment), smart energy (electric grid), smart transport (intelligent transport system), smart living (entertainment, leisure), smart health (health care system) are examples of the Internet of things.
a true success comes when you help others be successful and this true success comes in case of universal adoption of cloud of things in Africa and all the world.
“If cloud of things opportunity does not knock, build a door for it” the only impossible cloud of things journey is the one you never begin
https://onedrive.live.com/?id=94B6ABA85272A3A5%21443&cid=94B6ABA85272A3A5&group=0
http://globecom2015.ieee-globecom.org/program/industry-program/posters
http://www.ijird.com/index.php/ijird/issue/view/6167
https://www.slideshare.net
search by :assem abdl hamied moussa/assem abdel hamed mousa/assem moussa/assem mousa
http://www.ipoareview.org/wp-content/uploads/2016/05/Statement-by-Dr.Assem-Abdel-Hamied-Mousa-President-of-the-Association-of-Scientists-Developers-and-FacultiesASDF.pdf
1. UXD minor theme ‘Multimodal, Crossmedia and Multi-Platform
INPUT MODALITIES
2. Theme program
March 23: ‘Input modalities’ (Hans), workshop
and assignment kick-off
March 30: ‘Output modalities’ (Rolf) and
assignment progress
April 6: Workshop with Pieter Jongerius
(Fabrique)
April 13: No class, Easter
April 20: Final presentations assignment
3. Theme in the scheme of things
Media, modalities and
platforms provide us
the nuts and bolts of
the user experience.
The quality of the user
experience is
determined by our
ability to utilize the
media, modalities and
platforms at our
disposal.
4. Crossmedia
‘Crossmedia (also known as Cross-Media, Cross-
Media Entertainment, Cross-Media
Communication) is a media property owned,
service, story or experience distributed across
media platforms using a variety of media
forms.’
http://en.wikipedia.org/wiki/Crossmedia
5. Multi-platform
‘In computing, cross-platform (also known as
multi-platform) is a term used to refer to
computer software or computing methods
and concepts that are implemented and inter-
operate on multiple computer platforms.’
http://en.wikipedia.org/wiki/Multiplatform
6. Multimodal
‘Multimodal interaction provides the user with
multiple modes of interfacing with a system
beyond the traditional keyboard and mouse
input/output.’
http://en.wikipedia.org/wiki/Multimodal_interaction
7. Modality
‘A modality is a path of communication between
the human and the computer.’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
8. Input modalities and output modalities
‘In human-computer interaction, a modality is
the general class of:
a sense through which the human can receive the
output of the computer (for example, vision
modality)
a sensor or device through which the computer
can receive the input from the human’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
9. Output modalities (computer-to-human)
‘Any human sense can be translated to a modality:
Major modalities
Seeing or vision modality
Hearing or audition modality
Haptic modalities
Touch, tactile or tactition modality — the sense of pressure
Proprioception modality — the perception of body awareness
Other modalities
Taste or gustation modality
Smell or olfaction modality
Thermoception modality — the sense of heat and the cold
Nociception modality — the perception of pain
Equilibrioception modality — the perception of balance’
http://en.wikipedia.org/wiki/Modality_(human-computer_interaction)
10. Input modalities (human-to-computer)
An input device is any peripheral (piece of
computer hardware equipment) used to
provide data and control signals to an
information processing system (such as a
computer).
http://en.wikipedia.org/wiki/Input_devices
12. Pointing devices
‘Pointing devices are input devices used to
specify a position in space.
Direct/indirect
Absolute/relative’
http://en.wikipedia.org/wiki/Input_devices
13. Fitts’ law
‘The time it takes to move from a starting
position to a final target is determined by the
distance to the target and the size of the
object.’ (Saffer, 2007)
19. Alphanumeric input: handwriting recognition
‘Recognition’ patents
as early as 1914
‘Electronic ink’ and
recognition in Vista
http://www.freepatentsonline
.com/1117184.pdf
21. Tap is the New Click
quot;One of the things our grandchildren will find
quaintest about us is that we distinguish the
digital from the real.“
William Gibson - from: Saffer (2009)
22. Ubiquitous computing
‘Ubiquitous computing (ubicomp) is a post-
desktop model of human-computer
interaction in which information processing
has been thoroughly integrated into everyday
objects and activities.’
http://en.wikipedia.org/wiki/Ubiquitous_computing
27. Ergonomics of Interactive Gestures
quot;Hands are underrated. Eyes are in charge, mind
gets all the study, and heads do all the talking.
Hands type letters, push mice around, and grip
steering wheels, so they are not idle, just
underemployed.quot;
—Malcolm McCullough, Abstracting Craft
(from: Saffer, 2009)
28. Ergonomics of Interactive Gestures
Limitations due to anatomy, physiology and
mechanics of the human body (kinesiology)
Left-handedness (7-10%)
Fingernails
Screen Coverage
29. Designing Touch Targets
No smaller than 1x1cm
in an ideal world
In a not so ideal world:
Iceberg Tips
Adaptive Targets
43. Reader
Wearable computers:
Steve Mann. Eyetap.org. http://about.eyetap.org/
Ubiquitous computing:
Mark Weiser (1991). The Computer for the 21st Century.
http://www.ubiq.com/hypertext/weiser/SciAmDraft3.h
tml
Adam Greenfield (2006). Everyware: The Dawning Age of
Ubiquitous Computing. New Riders, Berkeley, CA.
Donald Norman (1998). The Invisible Computer: Why
Good Products Can Fail, The Personal Computer Is so
Complex, and Information Appliances Are the Solution.
The MIT Press, Cambridge, MA
44. Reader
Input devices
Doug Engelbart (1968). The mother of all demos.
Google video stream
Wikipedia.
http://en.wikipedia.org/wiki/The_Mother_of_All_
Demos
45. Reader
Fitts’ Law
Dan Saffer (2007). Designing for Interaction: Creating
Smart Applications and Clever Devices. New Riders,
Berkeley, CA. (page 53)
Speech recognition
Microsoft. Microsoft Speech Technologies.
http://www.microsoft.com/speech/speech2007/d
efault.mspx
46. Reader
Handwriting recognition
Wacom. Unleash Windows Vista With A Pen.
http://www.wacom.com/vista/index.php
Gestural Interfaces
Dan Saffer (2009). Designing Gestural Interfaces. O’Reilly
Media, Sebastopol, CA
Ergonomics
Henry Dreyfuss (1955). Designing for People. Allworth
Press, New York, NY.
48. Today’s workshop assignment
Work together in teams of 2-3 students on one input device
Each team will be investigating the following:
What’s the typical application of this device?
What are typical patterns applied with this device?
How can this device connect to a computer?
What driver or other software is available for this device?
How can I adjust the parameters of this device?
How can I create application prototypes with this device?
Build a simple demonstrator for the device, using your laptop
computer
Analyze the user experience with your demonstrator
Present your demonstrator at the end of the afternoon
Document your findings in a pdf document
Link the document to a post on your blog
49. Today’s workshop assignment
Available devices
Touch screen (2)
Wii mote (4)
Xbox USB controller (2)
Wacom (3)
Web cam (5)
SpaceNavigator (1)
Presenter (3)
Smartboard (1)
iPhone (?)