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Title: Perception and Cognition w'r't' Large Highresolution Displays


1
Perception and Cognition w.r.t. Large
High-resolution Displays
  • Yonca Haciahmetoglu
  • CS6724 Display Wall User Interfaces
  • Spring 2006

2
Topics - Papers
  • Perceptual user interfaces
  • Turk, M. Robertson, G. (Eds.), 2000.
    "Perceptual user interfaces," Communications of
    the ACM (special issue), 43(3), 32-70.
  • Productivity Benefits of Very Large Displays
  • Czerwinski, M., G. Smith, T. Regan, B. Meyers, G.
    Robertson and G. Starkweather. Toward
    Characterizing the Productivity Benefits of Very
    Large Displays. INTERACT, 2003, pp. 9-16.
  • Human Memory
  • Tan, D.S., Stefanucci, J.K., Proffitt, D.R.
    Pausch, R. (2001) The Infocockpit Providing
    Location and Place to Aid Human Memory. Workshop
    on Perceptive User Interfaces 2001, Orlando,
    Florida.

3
Part I
  • Perceptual User Interfaces

4
Perceptual User Interfaces (PUI)
  • Special section on PUIs in the March 2000 issues
    of Communications of the ACM, edited by Matthew
    Turk and George Robertson.
  • Definition
  • PUIs combine natural human capabilities of
    communication, motor, cognitive, and perceptual
    skills with computer I O devices, machine
    perception, and reasoning.
  • Different disciplines
  • Vision, speech, graphics and visualization, user
    modeling, haptics, and cognitive psychology

5
Introduction
  • No Moores Law for user interfaces
  • HCI had not changed fundamentally for nearly two
    decades. Most users interact with computers by
    typing, pointing, and clicking.
  • Large-scale displays are becoming more common
  • One size does not fit all (Desktop, large
    display, mobile handheld devices)
  • WIMP will not scale to match the computers in the
    future
  • The need for more general and intuitive ways to
    interact

6
Essence of PUI
  • How people interact with each other and with real
    world
  • PUIs are characterized by interaction techniques
    that combine understanding of natural human
    capabilities (particularly communication, motor,
    cognitive and perceptual skills) with computer
    I/O devices and machine perception and reasoning.

7
PUI integrates perceptive, multimodal and
multimedia interfaces
  • Perceptive UI
  • Adding human-like capabilities to the computer
  • Making the computer aware of what the user is
    saying or what the users face, body and hand are
    doing
  • Multimodal UI
  • Emphasizes human communication skills
  • Using multimodal output modalities to engage
    human perceptual, cognitive and communication
    skills
  • Multimedia UI
  • Focuses on the media

8
Challanges
  • Oviatt and Cohen
  • Summarize multimodal interfaces
  • Pentland
  • Perceptual interfaces smart room, smart cloths
  • Crowley et al
  • Vision-based sensing and perception of human
    activity
  • Visual perception to enhance graphical interfaces
  • Reeves and Nass
  • The need to better understand human perception
    and psychology as it relates to interaction with
    technology
  • Bobick
  • Large scale PUI application called KidsRoom

9
Multimodal Interfaces (Oviatt and Cohen)
  • Toward embracing users natural behavior as the
    center of the human-computer interaction
  • Our voice, hands, entire body, once augmented by
    sensors such as microphones and cameras, are
    becoming the ultimate transparent and mobile
    multimodal input devices

10
Why multimodal?
  • Accessibility for diverse users and usage
    contexts
  • Usage for different ages, skill levels, cognitive
    styles, sensory and motor impairments, native
    languages
  • Performance stability and robustness
  • Expressive power and efficiency
  • For accessing and manipulating information, such
    as increasingly sophisticated visualization
    capabilities

11
Perceptual Intelligence (Pentland)
  • Desks, doors, TVs, cars, eyeglasses, shoes are
    changing from static, inanimate objects to
    adaptive, reactive systems that can be more
    friendly, useful and efficient
  • Ethological view of behavior
  • Most appropriate, adaptive biological behavior
    results from perceptual apparatus
  • Classifies the situation correctly
  • Triggers simple, situation-specific learned
    responses
  • In strong contrast to cognitive theories
    adaptive behavior is primarily the result of
    complex reasoning mechanism

12
Perceptual Intelligence - cont
  • Key point
  • To make machines aware of their environment and
    sensitive to the people who interact with them
  • They should
  • Know who we are
  • See our expressions and gestures
  • Hear the tone and emphasis of our voice
  • Not George Orwells dark vision of a government
    observing your every move
  • Local intelligence

13
Smart Rooms
14
Smart Rooms
  • Where are the people?
  • 2D, 3D tracking
  • Who is it?
  • recognition
  • Facial expression detection
  • To detect if the student is bored
  • Recognize hand and body gestures
  • Danger modifies user behavior?

15
Smart Clothes
  • Computer can help you find your way by whispering
    directions to your ear
  • Scenario for large displays
  • You are collaborating with couple other people
  • Your smart cloth can listen to you and notify you
    only when you are not talking to others by
    whispering Do you want to see the detail view
    of that section you are looking? only after you
    have looked to a specific region on the large
    display for more than 2 secs.
  • It automatically updates the view only
  • If you are autorized to do so
  • If you confirm the systems request

16
Haptic Interfaces (Tan)
  • Haptic sensory system has two components
  • Tactile awareness of the stimulation to the
    outer surface of the body
  • Kinesthetic awareness of limb position and
    movement
  • Unlike vision and audition (mainly input systems
    to human), haptic system is bidirectional

17
Haptic Interface - Example
  • Imagine a chair to communicate with large
    high-resolution displays
  • The system tracks the sitting postures of the
    user
  • Automatic control of the display, pan and zoom

18
Things that see (Crowley et al)
  • Computer-vision based sensing and perception of
    human activity
  • Research in HCI developed cognitive theories,
    design methods for building useful systems
  • However, direct manipulation still in the form of
    desktop metaphor
  • Jeopardizing the directness and affordance of the
    physical world

19
Magic Board
20
Perceptual Window
  • Hand and mouse form the dominant stream
  • Head is used as non-dominant stream
  • Better than eye tracking
  • Fixation and saccades

21
Perceptual Bandwidth (Reeves and Nass)
  • The need to better understand human perception
  • How machines might change or facilitate human
    perception
  • Speaking, touching, gesturing, emoting, gazing

22
Definitions of Perception in HCI
23
Psychology of perception
  • Stimulation of the senses
  • Chemical senses (taste and olfaction)
  • Cutaneous senses (skin and its receptors)
  • Vision and hearing
  • Vision
  • visual mechanics, color, brightness and contrast,
    objects and forms, depth, size and movement
  • Hearing
  • Psychophysics (loudness, pitch, sound
    localization)
  • Physiological mechanisms (auditory components of
    the ear, neural activity associated with hearing)
  • Perception of speech (units of speech, such as
    phonemes and mechanics of wod recognition)

24
Implications for perceptual interfaces
  • Social issues
  • How interfaces should present consistent
    personalities, various social roles
  • Prominence of vision and hearing
  • Human speech
  • Sense of touch
  • Mechanoreceptor (indentation of the skin)
  • Thermoreceptor (changes in the temperature)
  • Nociceptor (intense pressure and heat)

25
Their conclusion
  • New media engage old brains to the extent that
    new interactions mimic real life
  • Then the principles that explain perception in
    real life can be applied straightforwardly to
    computers and other media
  • Perception of
  • Motion
  • Can guide attention
  • Novelty
  • Novel people and places are perceptually more
    interesting than familiar ones
  • They get attention
  • Visual discontinuity increase cortical arousal
    (indicated by brain patterns during viewing)

26
Display size and the perception of media content
  • The perception of size and distance is a
    significant psychological issue, largely because
    size matters a lot in the world of perception
  • How far are you from danger or opportunity
  • Size is a benefit in everything from job
    interviews to presidential elections (the taller
    candidate almost always wins)

27
Larger displays?
  • Their research shows larger displays are
    preferred and they create greater sense of
    presence (see their ref 10)
  • Larger displays are more arousing
  • measured by skin conductance levels and heart
    deceleration when visual material first appears
  • Solid relationship between arousal and memory
  • The higher the arousal the better the memory
  • The arousal competes for the same mental effort
    that could otherwise be given to thinking hard
    about information
  • So, best not to overdo size when learning and
    memory for information are the important goals

28
KidsRoom (Bobick et al 2000)
29
Part II
  • Productivity Benefits of Very Large Displays

30
Performance Benefits
  • Larger displays are becoming increasingly
    available due to multi-monitor capability built
    into many systems and rapid decrease in their
    cost
  • Little is know about their performance benefits
  • Current software designs and interaction
    techniques have been tuned to these large
    displays?

31
Problem with single monitors
  • Most users posses displays whose display surface
    area is less than 10 of their physical workspace
    area
  • Productivity benefit with larger displays
  • Task time, and overall preference
  • Less cognitive load
  • Reduction in the need of window management

32
Study
  • Multi-application office work
  • Significant benefits in the use of larger display

33
Part III
  • Human Memory

34
Infocockpit
  • Providing location and place to aid human memory
  • Goal
  • to build computer system interfaces that make
    information memorable
  • People remember spatially distributed information
    based on its location relative to their body, as
    well as the environment in which the information
    was learned.

35
System
36
Various topics
37
  • Cognitive load
  • Perceptual and physical limitations of human
  • Visual scalability

38
Basic perceptual issues of large high-resolution
displays.
  • Questions from BalN05
  • How do these results change as the data/pixel
    count scales up?
  • How do the different navigation strategies, such
    as overviewdetail, and focuscontext, affect
    high resolution visualization?
  • As resolution scales up, what are the physical
    navigation tradeoffs with large high resolution
    screens?
  • How do our results differ when using a
    non-bezeled tiled display?

Ball R and North C. Effects of Tiled
High-Resolution Display on Basic Visualization
and Navigation Tasks. CHI 2005 (Portland,
Oregon), ACM 1196-1199
39
References
  • Paper1
  • TurR00 Turk, M. Robertson, G. (Eds.), 2000.
    "Perceptual user interfaces," Communications of
    the ACM (special issue), 43(3), 32-70.
  • ReeN00 Reeves, B. and Nass, C. 2000. Perceptual
    user interfaces perceptual bandwidth. Commun.
    ACM 43, 3 (Mar. 2000), 65-70.
  • Paper2
  • Czerwinski, M., G. Smith, T. Regan, B. Meyers, G.
    Robertson and G. Starkweather. Toward
    Characterizing the Productivity Benefits of Very
    Large Displays. INTERACT, 2003, pp. 9-16.
  • Paper3
  • Tan, D.S., Stefanucci, J.K., Proffitt, D.R.
    Pausch, R. (2001) The Infocockpit Providing
    Location and Place to Aid Human Memory. Workshop
    on Perceptive User Interfaces 2001, Orlando,
    Florida.
  • Others
  • BalN05 Ball R and North C. Effects of Tiled
    High-Resolution Display on Basic Visualization
    and Navigation Tasks. CHI 2005 (Portland,
    Oregon), ACM 1196-1199.
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