Human Interface Technology Laboratory ''' moving minds to new worlds - PowerPoint PPT Presentation

Loading...

PPT – Human Interface Technology Laboratory ''' moving minds to new worlds PowerPoint presentation | free to download - id: 52bb1-NTgxY



Loading


The Adobe Flash plugin is needed to view this content

Get the plugin now

View by Category
About This Presentation
Title:

Human Interface Technology Laboratory ''' moving minds to new worlds

Description:

Digital TV trend. blurring of distinction between television ... ITRI project to develop a virtual playground. Museum of Flight -- Project Starship started ... – PowerPoint PPT presentation

Number of Views:342
Avg rating:3.0/5.0
Slides: 84
Provided by: thomasafu
Category:

less

Write a Comment
User Comments (0)
Transcript and Presenter's Notes

Title: Human Interface Technology Laboratory ''' moving minds to new worlds


1
Human Interface Technology Laboratory... moving
minds to new worlds
  • Virtual Worlds Consortium Workshop 13
  • May 6-7 1997

2
New Consortium Workshop Format
  • more emphasis on content
  • short review of HITL status
  • AFOSR research
  • exposure to UW family
  • Dean Denton keynote
  • CSE image rendering projects
  • focus on issues
  • impact of trends

3
(No Transcript)
4
Destiny
Waves
Trends
Forces
5
A three question exercise
  • What are forces driving the future of information
    and media?
  • What are the trends?
  • What are the next waves to ride?

6
Our view
  • HITL staff student observations
  • other sources (e.g. U.S. News World Report
    article, Omron)
  • TAF opinion

7
Forces
  • people
  • economic
  • political
  • technology
  • business

8
People Forces
  • Nature of the population
  • growth
  • aging
  • Attention time constants
  • Boredom push for the ultimate experience

9
Impact of the World Wide Web
  • accessibility (common language)
  • web seems to be accepted by the masses
  • networks are now acceptable
  • viewers are generating content
  • non-textual
  • streamed video/audio/graphics
  • many-to-many versus one-to-many

10
Economic factors - 1
  • last year sales of PC did not increase (for first
    time) -- in spite of 124 jump in advertising
    over past 2 years
  • 1994 -- 42 over previous year
  • 1995 -- 18
  • 1996 -- 8 (60 B/ 40 to households)
  • just 37 of US household own PC
  • comparisons
  • TV achieved 90 saturation in 5 years
  • computers 40 saturation in 10 years

11
why the difference?
  • cost of entry?
  • complexity of entry?
  • TV no maintenance cost
  • Barriers to household
  • ...industry yet to figure out what first time
    consumers really want from a personal computer.
    USNWR May 5, 1997

12
barriers
  • pain of ownership issues vs perceived benefits
  • 1 hairy image (complexity) --son of Univac
    personna
  • 2 muddled messages from marketing
  • 3 in PCs we dont trust (little brand
    loyalty-OS?)
  • 30 from same company for PCs
  • 85 from same company for automobiles
  • PCs lose newness sooner (upgrade concerns)
  • bells and whistles people dont want

13
barriers - cont.
  • 4 abysmal customer service
  • on avg. 25 hours to identify right person
  • nine days to resolve problem
  • 8 percent go unresolved

14
Economic factors - 2
  • who is making the money (not clear how to make
    money)
  • companies who provide the infrastructure
  • Netscape?
  • telcos
  • gateway providers
  • companies that provide the content
  • companies that use it as a medium for business
  • Amazon.com?

15
Economic factors - 3
  • push instead of pull approach
  • can do it so we do...but what is the value added
  • just a fad
  • whom does it empower
  • lot of motivation to try new ideas
  • be inventive
  • try different strategies
  • make a million

16
Political dimensions
  • people now assume their right to have access to
    the web
  • 2 years ago nerdy
  • now its like a right
  • children deprived if dont have computers in
    classroom
  • impact on national and local policy
  • school district policy
  • regulatory censorship issues

17
Info Overload
  • lots of info but not knowledge
  • a new bred ignorance -- misinformation
  • people dont realize that the WWW doesnt teach
    anything
  • people seem to satisfied with less (e.g.
    Groliers vs Britannica)
  • accessibility is what turns the balance
  • need use of filters not funnels

18
Technology forces
  • Digital TV trend
  • blurring of distinction between television
    computers (e.g. MSNEWS)
  • desktop broadcasting
  • explosion in graphics/computing technology
  • growing influence of entertainment on technology
    development
  • used to be medicine and defense/aerospace
  • WebTV
  • stimulate demand for higher end

19
Computer games
  • computer game production now getting expensive
  • risks high
  • not just two people in garage
  • now competing for shelf space (like movies)
  • half life of content

20
3D content
  • filtered down into home/games
  • not sprite-based anymore
  • but still little 3D interaction/interface
  • tools to build 3D content lacking
  • interface to experience 3D lacking
  • HITL should develop 3D rules of thumb

21
Electronic Collaboration
  • great demand for remote collaborative work
  • people work on projects from anywhere
  • new tools needed (e.g. collaborative white board)
  • collaborative filtering
  • virtual community to filter
  • e.g. peer review of content--a new filter

22
Time constants
  • everything is beta
  • time from generation to dissemination greatly
    reduced (little thoughtful input)
  • short product cycles
  • demand for bandwidth

23
Heterogenuous computing
  • access to info from a variety of devices
  • PDAs
  • servers
  • distributed computing
  • content must consider what end delivery will be
  • pagers, browsers, phones, TVs

24
Opening closing of a frontier
  • collapsing from own weight
  • enormous pull for more bandwidth
  • but web flooded with junk
  • interplay of telcos and cable companies
  • not reaching convergence
  • how establish confidence
  • credibilty of info
  • authenication of info
  • future role of magazines (mainly for peer review)

25
Market driven culture
  • not evolutionary in character
  • lowest common denominator (e.g. WIN95 to date)
  • does not mean survival of the fittest
  • survival of the loudest rather that the
    fittest
  • experiment Gameworks half life

26
Microsoft--for better or worse
  • Microsoft is a force for change and not change
  • 147 in fortune 500 but influence even greater
  • if Microsoft set standard then adhered to
  • controlling of language (difference of poems)
  • playing field is not level
  • alternative just go with a winner
  • everyone way behind on interfaces
  • everyone trying to capture standard

27
State of the VR industry
  • deaths resurrections
  • need for content
  • dramatic increase in graphics computing
    technology
  • VR interfaces not progressing as well--still
    problem of what is it suppose to do
  • potential showstoppers (cybersickness)
  • e.g. Glasstron experience

28
OMRON CO. 1997.2.10
Toward Mass Customization and Human-friendly World
Prediction Social needs will move 1)From Mass
Production to Mass Customization 2)From
Pursuit of Productivity to Realization of
Human-friendliness
Human-friendliness (making joy of life)
Optimization Society
Sphere of New Core Business
OMRON's New Business
Mass Customization
Mass Production
Automation Business
Information Society
Automated Society
Industrial Society
Productivity
29
Burial Grounds
  • Victor Maxx
  • Worldesign
  • Virtual i-o
  • Virtuality
  • Forte

30
Resurrections
  • Virtual Vision
  • Disney
  • Sony

31
Lessons Learned - 1
  • a startup company trying to sell peripherals in
    the consumer electronics marketplace has a low
    probability of success
  • content may be more important than the medium
  • vertical markets seem to work better

32
Lessons Learned - 2
  • potential showstoppers (e.g. cybersickness)
  • successful co-development partnerships with
    consortium members
  • human factors stuff
  • no-one wants to do it
  • but may be the key to success

33
If I had to bet my money
  • hold out for 3D interfaces
  • build alternative for monitor panoramic 3D real
    image display
  • use virtual interfaces for mobile computing
  • dev tools for 3D media generation
  • develop intuitive 3D input devices
  • content learning how to use the medium
  • dev tools for electronically-mediated
    collaboration
  • evolve human interface science

34
A question of destiny
  • Q In business, what is the job of the leader?
  • A Leadership is discovering the companys
    destiny and having the courage to follow it.
  • Q Do you believe that companies have destinies?
  • A Yes, I do. But its not the same as a
    companys vision. A companys destiny is a
    matter of purpose, an expression of why it
    exists. I think were beginning to understand
    that companies that endure have noble purpose.

(From an interview with Joe Jaworski, Fast
Company, June/July 1996)
35
Bottom line solve real problems
  • rather than surfing waves that issue from forces
    and trends
  • HITL should make own waves...using the trends and
    forces as accelerators (much like Jupiter)
  • goal is to solve problems and make a profit at
    the same time!!!

36
Problems we have to solve
  • growth of population
  • hunger
  • expenditure of fossil fuels
  • crime
  • aging of population
  • medicine quality of life
  • management of pain
  • people with disabilities (e.g. low vision)

37
Mission
To empower people by building better interfaces
with advanced machines that will unlock the power
of human intelligence and link minds globally
into the 21st century.
38
Themes
unlocking intelligence

linking minds
39
Doors to Unlock
  • accelerate learning
  • enhance creation
  • extend communications
  • assimilate information rapidly
  • recapture lost world citizens

40
Keys to Doors
  • exploit the 3rd dimension
  • make computers human like
  • adaptive/multimodal interfaces
  • intelligent agents
  • virtual worlds

41
HITL Objectives
  • 1 Bring together the best minds
  • 2 Research how humans work
  • 3 Develop enabling technologies (that tap
    match human capabilities)
  • 4 Work on driving problems
  • 5 Educate future workforce
  • 6 Transition technology to industry
  • 7 Win-win formula for all stakeholders

42
Application Domains
  • education training
  • design
  • manufacturing
  • health care
  • automotive aerospace
  • entertainment

43
HIT Lab Status
44
New Consortium Members
  • Sense8
  • BHP (Australia)
  • Battelle Pacific Northwest National Laboratory
  • Museum of Flight

45
Consortium Members
  • Alias, American Express, Battelle - PNNL, BHP,
    Boeing, Digital, Division, Fluke, Ford, Franz,
    Fujitsu, Hewlett-Packard, Hughes, Industrial
    Technology Research Institute, Insight, Inst. for
    Information Industry, Kopin, Microsoft,
    Microvision, Museum of Flight, NBBJ, Philips,
    Rockwell, Samsung, Sense8, Sharp, Starke
    Diekstra, Stratos, Sun Microsystems, Tektronix,
    Telecom Italia, Teleres, Texas Instruments, USAF,
    US Navy, US WEST, Virtual Reality Inc., Virtual
    Vision

46
Farewell
  • Rich Johnston
  • Heather Patrick
  • Steve White
  • David Melville
  • Mike Tidwell

47
Hail - Faculty Staff
  • Faculty
  • Dr. John Kelly (Childrens Hospital)
  • Dr. Randy Babbitt (UW Electrical Engrg. Dept)
  • Dr. Chris Shaw (Univ. of Regina, Comp. Sci)
  • Staff
  • Dr. Mike Weissman (video, 3D displays)
  • Mike Tidwell (optics engineer)
  • Chris Airola (lab assistant)

48
Hail -- Visiting Scholars
  • Stig Hollup (MS Cognitive Sci, Norwegian Univ. of
    Science Technology)
  • Rita Salon
  • Dr. Sarah Sloane (English, Univ. of Puget Sound)

49
Hail -- Students
  • Michele Malarney (PhD Student-Education)
  • Bruce Havelock (PhD Student-Education)
  • Loudon Williams (PhD Student-Education)
  • Linda Gobessi (MS Student-Tech. Comm)
  • Debra Revere (MA student, Lib Info Sci)
  • Rachel Ennis (Soph. - Prelaw )
  • Kristi Hatch (Soph. - Sociology)

50
Hail -- Laboratory Associates
  • Jeremy Cottle (Junior, Industrial Design)
  • Mark Phillips (Senior, History)
  • Lydia Matheson (Grad, Art)
  • Doug Pyle (MS Student, Tech. Comm)
  • Eric Lin (PhD Student, IE)

51
Personnel Summary (5/97)
26 HITL Staff 22 Faculty Associates 30 Graduate
Students 5 Student Aides 2 Interns 16 Visiting
Scholars 4 Industrial Fellows 1 Consultants
5 Lab Associates 111 TOTAL
33 Graduates
52
Reinventing the HIT Lab
  • Derived from strategic plan
  • Switch from process-centered model to a
    project generation model
  • Goal to create cadre of principal investigators
    who share vision and who can generate
    projects
  • from UW faculty
  • internal to HITL
  • outside of UW
  • HITL seeds new concepts

53
HITL OLD ORGANIZATION
54
(No Transcript)
55
HITL NEW ORGANIZATION

Office of the

Office of the
Director
Director
Operations
Research
Development
Tech Xfer
Program Council
Program Council
Principal Investigators
Principal Investigators
Project Managers
Project Managers
HITL Technical Staff
HITL Technical Staff
56
New Projects -1
  • Ford Scientific Research Laboratory to
    investigate how to communicate spatial awareness
    to drivers
  • Defense University Research Instrumentation
    Program grant to build collaboratory - acoustic
    subsystem
  • Japanese government grant (w/Univ of Hiroshima)
    to upgrade HITL graphics workstations
  • Wearable Interfaces for Tactical Security (Naval
    Research Development)

57
New Projects - 2
  • NSF grant awarded for investigating the effects
    of scanned retinal displays
  • UW Royalty Research grant to link Childrens
    Hospital patients to Schools--Global Warming
    World
  • NSF Workshop funded to investigate future
    directions for use of virtual reality in K-12
    education

58
New Projects - 3
  • USAF Armstrong Lab -- Telesavance
    proof-of-concept
  • Searchable on-line Virtual Interface Technology
    bibliographic database
  • VRML product interface design tool
  • ITRI project to develop a virtual playground
  • Museum of Flight -- Project Starship started

59
Museum of Flight Starship Center
  • A virtual learning environment for future leaders
    and explorers of the universe

60
Starship Objectives
  • To enhance the educational mission of the MOF
    for space exploration and astronomy
  • To empower students, through the use of
    state-of-the-art 3D virtual interfaces, to
    understand the mysteries of the universe.
  • To excite and awaken students to pursue further
    education and careers in science and engineering
  • To enlarge the base of support of the MOF to
    include electronics and computing industries

61
Progression of Interaction
HOME
Configuration I Starbase Training
Classroom Preparation
Starbase Preparation
Classroom Follow-up Activities
Starbase Debriefing
Configuration II Starship
MOF
Summer Academy
Configuration III Starship Fleet
62
(No Transcript)
63
(No Transcript)
64
Operating a probe--Viking photo
65
Starship Missions
  • work as a team
  • group problem solving
  • mission to Mars
  • orbit to map
  • explore surface
  • look for life
  • tour of solar system
  • tour of galaxy
  • search for ideal world for colonization

66
(No Transcript)
67

68
Project Highlights -1
  • Lockheed/HITL Sinus Surgery Simulator evaluation
  • VR Effects Laboratory upgrades
  • Low Vision Experiments with VRD
  • Two functional testbeds developed
  • Lab for Integ. Medical Interface Technology
    (LIMIT)
  • electro-cardiogram (Stan Kauffman)
  • VR Manipulation Testbed (VRMAT) (Ivan Poupyrev)

69
Project Highlights -2
  • NBBJ connection to the HITLab
  • Hosted UIST demonstrations in November
  • Media appearances (e.g. NPR, KOMO TV, BBC,
    Business Week, New Scientist)

70
Student Highlights
  • Mark Draper/Jerry Prothero completed general
    examinations for Ph.D.
  • Bruce Campbell published book on VRML
  • Dace Campbells thesisHITL Gallery published in
    IEEE Multimedia Magazine
  • outstanding new crop of students coming in

71
Company Spinoffs from HIT Lab
  • Virtual Vision
  • Oz International...Ltd.
  • Worldesign
  • VIDI----gtSeattle Sight Systems
  • Ambiente---gtVR Softworks---gtF5 Labs
  • First Hand
  • Head to Head
  • Outcome Research Technologies

72
HITL Project Overviews
  • Understanding Human Capabilities
  • Interfaces that Amplify
  • Hypercollaboration
  • Super Learning
  • Power Creation
  • Vanquishing Human Limitations
  • Collaborative Projects

73
Dream Projects (unlocking linking)
  • 3D panoramic projection display
  • intuitive 3D inputs
  • Painman
  • sight to the blind low vision
  • Greenspace City and virtual classrooms
  • Putting eyes into small places towards the
    ultimate endoscope
  • Virtual World creation

74
A Sort of Splendid Torch
I am of the opinion that my life belongs to the
whole community and a long as I live it is my
privilege to do for it whatever I can. I want to
be thoroughly used up when I die, for the harder
I work the more I live. I rejoice in life for
its own sake. Life is no brief candle to me.
It is a sort of splendid torch which I have got
hold of for the moment, and I want to make it
burn brightly as possible before handing it on to
future generations.
-- George Bernard Shaw
75
Understanding Human Capabilities
  • VOR adaptation effects in virtual
    environments/cybersickness (AFOSR/VWC)
  • effect of scanned coherent light on retinal image
    processing (NSF/Microvision)
  • spatial model building via virtual interfaces
    (AFOSR)
  • robust measurement of presence (AFOSR)

76
Interfaces that Amplify - A
  • virtual retinal display (Microvision)
  • high speed graphics generator (WTC/Silicon
    Reality)
  • virtual motion controller (WTC/Head to Head)
  • precision head/eye large volume tracking

77
Interfaces that Amplify - B
  • 3D working surface interface (WTC)
  • 3D laser projection TV(WTC)
  • panoramic 3D projection workstation
  • speech gesture input (WTC)
  • mobile computing interfaces (Navy)
  • multiparticipant spatialized sound

78
Hypercollaboration
  • Collaboratory (DURIP/TAO/VWC)
  • GreenSpace III (VWC)
  • Shared Space (WTC)
  • Virtual Playground (ITRI)
  • Virtual Pilot (AFOSR)
  • Symbiotes (ARPA/Hughes)

79
Super Learning
  • HITL Learning Center (VWC)
  • Virtual Reality Roving Vehicle (US West)
  • Childrens Hospital (UW Royalty Research Fund)
  • Teaching with VR (NSF)
  • Project Starship (Museum of Flight)

80
Power Creation
  • BLOCKSMITH-virtual erector set (WTC)
  • Community Envir Design Sim (Coll. of Arch)
  • APEC-Edunet-Virtual University

81
Vanquishing Human Limitations
  • Low Vision (NSF/Microvision)
  • pain assessment/management (VWC)
  • LIMIT-advanced medical interfaces (ARPA)
  • sinus surgery simulator (Lockheed)

82
Collaborative Projects
  • Small Precision Optics Manuf. (ARPA
    TRP-Rockwell, Ford, Polaroid, UCSD, BU, OCA, et
    al.)
  • Human Symbiotes (ARPA, Hughes, ISX, Univ of
    Houston)
  • Communicating Spatial Awareness in Automobiles
    (Ford)
  • Sinus Surgery Simulator (Lockheed, Madigan,
    Immersion, Ohio Supercomp. Cntr)

83
HITL Success Formula (Past)
  • HITL Success

WTC
Consortium
Grants/Contracts
About PowerShow.com