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User Interfaces: Disappearing, Dissolving, and Evolving

User Interfaces: Disappearing, Dissolving, and Evolving. July 2002. Andries van Dam. Brown University. Roadmap. Why user interfaces are critical Computing environment trends: ubiquitous, pervasive, invisible Immersive Virtual Reality and Augmented Reality Research agenda Conclusion.

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User Interfaces: Disappearing, Dissolving, and Evolving

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  1. User Interfaces: Disappearing, Dissolving, and Evolving July 2002 Andries van Dam Brown University

  2. Roadmap • Why user interfaces are critical • Computing environment trends: ubiquitous, pervasive, invisible • Immersive Virtual Reality and Augmented Reality • Research agenda • Conclusion

  3. Compute Graphics Computing Capacity Human Capacity t t Why Do We Need Dramatic Improvements in the User Interface? Use this power to increase bandwidth to the brain

  4. An Unanticipated and Revolutionary Result of GUIs GUIs are the “killer app” for graphics. Even young children who can’t yet read and write can be productive computer users.

  5. But Are Today’s GUIs Good Enough?

  6. Dan Robbins

  7. Impedance-matchingLimitations of WIMP GUIs Limited Vision (Flat, 2D) No Speech No Gestures Limited Audio One Hand Tied Behind Back Limited Tactile

  8. The Ultimate User Interface • None! UIs are a necessary evil • Counterpoint: the aesthetics of a good UI • Want to communicate and control as we do in and with the real world • objects • tasks • other participants (real and software agents) • Models: Jeeves, HAL-9000 • Best today: transparency • Future: Raj Reddy’s SILK, ultimately cogito ergo fac?

  9. Roadmap • Why user interfaces are critical • Computing environment trends: ubiquitous, pervasive, invisible • Immersive Virtual Reality and Augmented Reality • Research agenda • Conclusion

  10. Computing Environment Trends (1/2) • Multimodal post-WIMP interfaces • parallel sensory channels (sight, hearing, haptics) • Ubiquitous, pervasive, invisible computing • profusion of form factors - embedded in ordinary everyday devices, and even in/directed by our bodies • smart appliances, furniture, rooms, vehicles, jewelry… • MIT LCS’s Oxygen, • MIT Media Lab’s Smart Rooms, Things that Think,…

  11. Computing Environment Trends (2/2) • Federation of devices mediating human-human interaction

  12. Wall,displays+ personal notepads to • provide private space in addition • to any shared space(s) Smart Office Scenario • User isvideo-trackedfor identification, location, gaze, gesture (and in the future, affect?) • Continuous speech recognition: • + natural language understanding + intelligent information processing allows dialog withintelligent assistants(agents) • Furniture: chair is instrumented to help detect posture, (affect?), adjust to the user’s preferred position

  13. smart toilet to monitor bodily wastes Medical Scenario • Scaled-down officecomputingenvironment • Implanted delivery mechanisms • Prostheses(today, heart pacemakers, hearing aids, cochlear implants, voice boxes, artificial joints and organs…) • Avatarsof • health-care providers • family and friends, support group • Electro-chemicalsensors/probes • (increasingly less obtrusive), to monitor • stress, body chemistry, etc.

  14. Roadmap • Why user interfaces are critical • Computing environment trends: ubiquitous, pervasive, invisible • Immersive Virtual Reality and Augmented Reality • Research agenda • Conclusion

  15. CAVE™ and its derivatives Fishtank VR on a monitor GMD’s Responsive workbench, Barco, Immersadesk™ • Augmented Reality (AR) Video or optics superimposes computer-generated data on real world e.g., Columbia’s MARS Immersive Virtual Reality (IVR) & Augmented Reality (AR) • Psychophysical sensation created by hardware • and software • Fully-immersive VR Head-mounted displays (HMD’s) • Semi-immersive VR

  16. Workshops for today • increasing use in design studios and laboratories • artistic, therapeutic, and educational use increasing CMU CUBE Elumens’ VisionStation Uses of IVR and AR • Testbeds for the future • time machines that will become personally affordable, e.g., • smart environments will make use of tools developed for IVR and AR

  17. Augmented Reality: LCD Projection • Thad Starner, formerly MIT Media Lab, Wearable Computing group, now at Georgia Tech • Micro Optical Corporation, 320x240x8 LCD Display • High- resolution Virtual Retinal Display (laser-based)at Dr. Furness’ HITLab@ U. of Washington

  18. CFD Scientific Visualization • Blood flow through an arterial bypass graft • fully 3D, time-dependent, viscous Navier-Stokes • 3562 Spectral Elements: 1064 Prisms and 2498 Tetrahedra. • only 50K triangles for artery wall, never came close to visualizing the LOD available from simulation results. • this is a driving force for hierarchical, level-of-detail visualization • Post-WIMP interaction

  19. Archeological research • and analysis tool • Walkthrough of excavation of • Great Temple at Petra, Jordan • show excavation layers, • trenches, to aid understanding • of digging process • Analysis • 3D in situ presentation of • artifacts ARCHAVEVirtual Archeology • abstract codings of multi- • valued data • multi-scale navigation and • visualization

  20. Roadmap • Why user interfaces are critical • Computing environment trends: ubiquitous, pervasive, invisible • Immersive Virtual Reality and Augmented Reality • Research agenda • Conclusion

  21. User interfaces to seamlessly • integrate a federation of devices • and users, through different • environments Research Agenda (1/3) • User interfaces to impedance-match all our senses • component technologies are wholly inadequate • Interaction styles to be task, • user, and computing • device/environment specific, • unlike desktop WIMP

  22. Research Agenda (2/3) • Integration of direct and indirect (through agents) manipulation to be at a higher level of abstraction than point-and-click • Knowledge representation techniques to deal with federations of devices and users • Toolkits for these new styles of interfaces

  23. Research Agenda (3/3) • Privacy, noise, sensory and cognitive overload issues • “Universal design” principles to address needs of different cultures, physical, and mental capabilities • User studies to show what is effective • formal • useful • application-specific

  24. Roadmap • Why user interfaces are critical • Computing environment trends: ubiquitous, pervasive, invisible • Immersive Virtual Reality and Augmented Reality • Research agenda • Conclusion

  25. Need a New Interdisciplinary Design Discipline • Perceptual, cognitive, and social sciences and engineering • Design disciplines: Industrial Design, User Interface Design, … • Storytelling and communication arts: theater, film & video, advertising,… • Computer science and engineering • Early examples • Pixar • CMU’s Entertainment Technology Center • USC’s Institute for Creative Technologies • NPS’ MOVES (Modeling, Virtual Environments and Simulation) Institute • UCF’s Digital Media program

  26. “To Infinity and Beyond…”

  27. Recommended Reading • “The Unifinished Revolution,” Michael Dertouzos, HarperCollins, 2001 • “The Next 1,000 Years,” Communications of the ACM, March 2001 • “Virtually There,” Jaron Lanier, Scientific American, April 2001 • “The Invisible Future,” Peter J. Denning, editor, McGraw Hill, 2001

  28. The End

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