Saturday, March 17, 2007

Talk by John Canny: Toward Natural Human-Computer Interaction:

The talk will be held 2/9/2007 at 2:00pm at the UCI McDonnel Douglas Engineering Auditorium. There will be no Informatics seminar as a result. More details on the talk are located here:

Abstract: This talk covers several current projects at the Berkeley Institute of Design (BID) on more natural human-machine interaction. Multiview is a video-conferencing system that preserves eye contact in group situations, and closely mimics face-to-face for certain high-stakes communication tasks. We are pursuing several projects on technology for developing regions. This work covers language learning, story writing, speech interfaces and micro-finance. In this setting, "naturalness" is particularly important and strongly tied to the context of the interaction.

The remainder of the talk will discuss a general framework for natural interaction. The key again is to expose and use context. We argue that context must be studied on 3 planes (roughly time scales). One of these, the activity plane, has been reified in a prototype called CAAD that builds models of user work activity from desktop logs. The other two planes are being explored through current and inter-related projects on natural speech interfaces and story understanding.

About the Speaker: John Canny is a Professor in Computer Science at UC Berkeley, working in human-computer interaction, ubicomp and privacy. He holds the Paul and Stacy Jacobs Distinguished Professorship. His 1987 Ph.D. from MIT received the ACM dissertation award. His publications span HCI, ubiquitous computing, computer vision, robotics, cryptography, IR, and CSCW, with best paper awards in three of these areas.




http://luci.ics.uci.edu/blog/archives/2007/02/talk_by_john_ca.html




Human Computer Interaction

Over the holidays I read a magnificent book titled Designing Interactions by Bill Moggridge. It’s an incredible collection of history combined with interviews from many of the great computer interface designers and entrepreneurs from the past 30+ years. The stories are superb, the interviews well done, and the pictures are incredible. It’s a must read for anyone serious about designing computer software of any sort. It’s a big book – I petered out about two thirds of the way through it as Moggridge shifted from storytelling to predicting the future – but I fault myself for trying to consume it at one time (and expect I’ll go back and try some of the later chapters again.)

The other day, as I pounded away on my keyboard and moved my mouse around the screen clicking away feverishly, my mind started wandering on the “there must be a better way theme.” My mind wandered to an afternoon that I spent playing Guitar Hero with my friend Dave Jilk and it occurred to me that there have been three companies that came out of my fraternity at MIT (ADP) that have built companies commercializing unique models of human computer interaction.

Guitar Hero from Harmonix Music Systems is the first and one that Dave and I were both involved in early in their life. While the first person shooter video game metaphor has been around forever (think Asteriods and Space Invaders – the category was NOT created by Doom – just made more fun and bloodier), I eventually wore out on video games because I got bored of killing things. When Harmonix came out with Guitar Hero, I got a copy but didn’t do anything with it. A few months ago I finally started playing with it and immediately became addicted. So have a bunch of other people as it became one of the top ten games of 2006. Interestingly, much of the buzz around the Nintendo Wii has been similar – rather than using a joystick to move a killing machine around a fantasy world, we get to interact with games much more physically – through a different interaction metaphor.

The Roomba from iRobot is another example of this. Colin Angle and his partners ultimately created a consumer based robot that does one thing extremely well – vacuum your floor. Metaphorically, they’ve simply wrapped a bunch of software in a consumer device that enables a radically different and fascinating human computer interaction model. If you’ve got a Roomba and a dog, you’ve also learned that the animal computer interaction model is a blast to observe.

Oblong is another company that came out of someone’s brain that resided at 351 Mass Ave in Cambridge (yup – it must have been something in the water.) The best way to describe Oblong is to ask the question “do you remember Tom Cruise in Minority Report? Remember the wall sized computer he controlled with his hands. That’s what John Underkoffler and his partners at Oblong have created.

It didn’t dawn on me how important this was until I started putting the pieces together that our current UI metaphor – which started at Xerox, was popularized by Apple, and mainstreamed by Microsoft – is starting to grow long in the tooth. I’ve been using a T-mobile Dash for the past few months and while I love the device, the Microsoft UI is immensely frustrating. I’ve trained myself to be incredibly efficient with in (and largely control the phone functions with speech), but the iPhone bashed me over the head with the current level of fatigue that I (and I expect others) have with their current UI metaphors.

While Amy likes to ask me - when she gets frustrated with Windows – “what was wrong with DOS and the command line anyway?” it prompts me to wonder why I’m sitting at my desk pounding away at a keyboard. There are – and will be – better ways. It’ll be fun to look back N years from now and say “boy – that WIMP UI sure was quaint” kind of the way we think of “C:\>” today.

Update: This morning, as I was reading the Wall Street Journal Online, I saw Walt Mossberg’s review of Enso from Humanized. Excellent retro stuff – now I get to type “Run Firefox” to run Firefox.



http://www.feld.com/blog/archives/002154.html

Thursday, March 1, 2007

SWAN System To Help Blind And Firefighters Navigate Environment

Imagine being blind and trying to find your way around a city you've never visited before -- that can be challenging for a sighted person. Georgia Tech researchers are developing a wearable computing system called the System for Wearable Audio Navigation (SWAN) designed to help the visually impaired, firefighters, soldiers and others navigate their way in unknown territory, particularly when vision is obstructed or impaired. The SWAN system, consisting of a small laptop, a proprietary tracking chip, and bone-conduction headphones, provides audio cues to guide the person from place to place, with or without vision.

"We are excited by the possibilities for people who are blind and visually impaired to use the SWAN auditory wayfinding system," said Susan B. Green, executive director, Center for the Visually Impaired in Atlanta. "Consumer involvement is crucial in the design and evaluation of successful assistive technology, so CVI is happy to collaborate with Georgia Tech to provide volunteers who are blind and visually impaired for focus groups, interviews and evaluation of the system."

Collaboration

In an unusual collaboration, Frank Dellaert, assistant professor in the Georgia Tech College of Computing and Bruce Walker, assistant professor in Georgia Tech's School of Psychology and College of Computing, met five years ago at new faculty orientation and discussed how their respective areas of expertise -- determining location of robots and audio interfaces -- were complimentary and could be married in a project to assist the blind. The project progressed slowly as the researchers worked on it as time allowed and sought funding. Early support came through a seed grant from the Graphics, Visualization and Usability (GVU) Center at Georgia Tech, and recently Walker and Dellaert received a $600,000 grant from the National Science Foundation to further develop SWAN.

Dellaert's artificial intelligence research focuses on tracking and determining the location of robots and developing applications to help robots determine where they are and where they need to go. There are similar challenges when it comes to tracking and guiding robots and people. Dellaert's robotics research usually focuses on military applications since that is where most of the funding is available.

"SWAN is a satisfying project because we are looking at how to use technology originally developed for military use for peaceful purposes," says Dellaert. "Currently, we can effectively localize the person outdoors with GPS data, and we have a working prototype using computer vision to see street level details not included in GPS, such as light posts and benches. The challenge is integrating all the information from all the various sensors in real time so you can accurately guide the user as they move toward their destination."

Walker's expertise in human computer interaction and interface design includes developing auditory displays that indicate data through sonification or sound.

"By using a modular approach in building a system useful for the visually impaired, we can easily add new sensing technologies, while also making it flexible enough for firefighters and soldiers to use in low visibility situations," says Walker. "One of our challenges has been designing sound beacons easily understood by the user but that are not annoying or in competition with other sounds they need to hear such as traffic noise."

SWAN System Overview

The current SWAN prototype consists of a small laptop computer worn in a backpack, a tracking chip, additional sensors including GPS (global positioning system), a digital compass, a head tracker, four cameras and light sensor, and special headphones called bone phones. The researchers selected bone phones because they send auditory signals via vibrations through the skull without plugging the user's ears, an especially important feature for the blind who rely heavily on their hearing. The sensors and tracking chip worn on the head send data to the SWAN applications on the laptop which computes the user's location and in what direction he is looking, maps the travel route, then sends 3-D audio cues to the bone phones to guide the traveler along a path to the destination.

The 3-D cues sound like they are coming from about 1 meter away from the user's body, in whichever direction the user needs to travel. The 3-D audio, a well-established sound effect, is created by taking advantage of humans' natural ability to detect inter-aural time differences. The 3-D sound application schedules sounds to reach one ear slightly faster than the other, and the human brain uses that timing difference to figure out where the sound originated.

The 3-D audio beacons for navigation are unique to SWAN. Other navigation systems use speech cues such as "walk 100 yards and turn left," which Walker feels is not user friendly.

"SWAN consists of two types of auditory displays - navigational beacons where the SWAN user walks directly toward the sound, and secondary sounds indicating nearby items of possible interests such as doors, benches and so forth," says Walker. "We have learned that sound design matters. We have spent a lot of time researching which sounds are more effective, such as a beep or a sound burst, and which sounds provide information but do not interrupt users when they talk on their cell phone or listen to music."

The researchers have also learned that SWAN would supplement other techniques that a blind person might already use for getting around such as using a cane to identify obstructions in the path or a guide dog.

Next Steps

The researchers' next step is to transition SWAN from outdoors-only to indoor-outdoor use. Since GPS does not work indoors, the computer vision system is being refined to bridge that gap. Also, the research team is currently revamping the SWAN applications to run on PDAs and cell phones, which will be more convenient and comfortable for users. The team plans to add an annotation feature so that a user can add other useful annotations to share with other users such as nearby coffee shops, a location of a puddle after recent rains, and perhaps even the location of a park in the distance. There are plans to commercialize the SWAN technology after further refinement, testing and miniaturizing of components for the consumer market.

Article Source: http://www.content.onlypunjab.com

Contact: Elizabeth Campell Georgia Institute of Technology