HCI Chap 3
HCI Chap 3
HCI Chap 3
IT 5507
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Introduction
Levels of interaction – batch processing
Years ago, information was entered into the computer in a
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TEXT ENTRY DEVICES
Entering text is one of our main activities
when using the computer.
The most obvious means of text entry is the
plain keyboard,
There are several variations on this: (different
keyboard layouts)
◦ ‘chord’ keyboards that use combinations of fingers
to enter letters
◦ Phone key pads
◦ Handwriting and speech recognition
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TEXT ENTRY DEVICES
The alphanumeric keyboard
The keyboard is still one of the most common input devices
in use today.
Standardized layout, known by the first six letters of the top
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TEXT ENTRY DEVICES
The QWERTY keyboard
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TEXT ENTRY DEVICES
Presentations on:
◦ DVORAK keyboard
◦ Chord keyboards
Phone pad and T9 entry
◦ A phone only has digits 0–9, not a full
alphanumeric keyboard.
◦ To overcome this for text input the numeric keys
are usually pressed several times
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TEXT ENTRY DEVICES
Handwriting recognition
If we were able to write as we would when we
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TEXT ENTRY DEVICES
The most significant information in handwriting is the
stroke information
◦ the way in which the letter is drawn.
So, online recognition is far easier than reading
handwritten text on paper.
Pen-based systems that use handwriting recognition are
computers
But is facing challenges as laptop and
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POSITIONING, POINTING AND DRAWING
The mouse
For ball based mouse, rotation is detected by
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POSITIONING, POINTING AND
DRAWING
Optical mice
Work differently from mechanical mice.
◦ A light-emitting diode emits a weak red light from
the base of the mouse,
◦ this is then reflected off a special pad with a
metallic grid-like pattern, upon which the mouse
has to sit, and the fluctuations in reflected intensity
as the mouse is moved over the gridlines are
recorded by a sensor in the base of the mouse and
translated into relative x, y motion.
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POSITIONING, POINTING AND
DRAWING
Other inputs devices include:
Touchpad
◦ Touchpads are touch-sensitive tablets
◦ They are operated by stroking a finger over their
surface, rather like using a simulated trackball.
Trackball and thumbwheel
Joystick and keyboard nipple
Touch-sensitive screens (touchscreens)
Stylus and light pen
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POSITIONING, POINTING AND
DRAWING
Eyegaze systems
Allow you to control the computer by simply looking at it!
Some systems require you to wear special glasses or a
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POSITIONING, POINTING AND
DRAWING
Used in:
◦ Military applications
◦ For disabled users
◦ For workers in environments where it is impossible
for them to use their hands
The rarity of the eyegaze is due partly to its
newness and partly to its expense, and it is
usually found only in certain domain-specific
applications.
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DISPLAY DEVICES
Interactive computer systems would be
unthinkable without some sort of display screen
◦ But many such systems do exist, though usually in
specialized applications only
Bitmap displays – resolution and color
All computer displays are based on some sort of
bitmap.
That is the display is made of vast numbers of
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DISPLAY DEVICES
Technologies
Cathode ray tube
◦ the television-like computer screen
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DISPLAY DEVICES
Liquid crystal display
◦ light, flat plastic screens
◦ utilize liquid crystal technology and are smaller,
lighter and consume far less power than traditional
CRTs
◦ no radiation problems associated with them
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DISPLAY DEVICES
Large displays and situated displays
Digital paper
◦ A new form of ‘display’ that is still in its infancy
◦ Thin flexible materials that can be written to
electronically, just like a computer screen, but
which keep their contents even when removed from
any electrical supply
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DEVICES FOR VIRTUAL REALITY AND 3D
INTERACTION
Positioning in 3D space
Virtual reality systems present a 3D virtual
world
Individual presentation on:
◦ Cockpit and virtual controls
◦ The 3D mouse
◦ Dataglove
◦ Virtual reality helmets
◦ Whole-body tracking
◦ 3D displays
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Other Outputs
Sound output
Often designed to be used in conjunction
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MEMORY
RAM and short-term memory (STM)
At the lowest level of computer memory are
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MEMORY
Disks and long-term memory (LTM)
two main kinds of technology used in disks:
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MEMORY
Related Issues
Compression
Storage format and standards
Methods of access
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PROCESSING AND NETWORKS
Computers that run interactive programs will process in the
order of 100 million instructions per second.
Speed of processing can seriously affect the user interface.
There are two sorts of faults due to processing speed: those
when it is too slow, and those when it is too fast!
◦ As an example: the system is supposed to draw lines from where the
mouse button is depressed to where it is released.
◦ However, the program gets it wrong – after realizing the button is
down, it does not check the position of the mouse fast enough, and
so the user may have moved the mouse before the start position is
registered.
◦ This is a fault at the implementation stage of the system rather than
of the design
◦ Another example: the program does the right thing, but the feedback
is too slow, leading to strange effects at the interface.
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PROCESSING AND NETWORKS
Problems related with fast processing, for
instance, is when the user can not be able to
read and understand the output of the
system.
◦ In displaying a demo for example, if a demo pass in
a blur over the screen with nothing remaining on
the screen long enough to read.
Many high-resolution monitors suffer from a similar
problem when they display text.
◦ Another example is the rate of cursor flashing
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PROCESSING AND NETWORKS
Networked computing
It is often the case that we use computers not in their
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PROCESSING AND NETWORKS
Such networked systems have an effect on
interactivity
◦ Networks sometimes operate over large distances,
and the transmission of information may take some
time, which affects the response time of the system
and hence the nature of the interactivity.
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