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Multimodal Design & Technologies. Sidney Fels. Overview. Introduction Human I/O: Interface Examples Bringing Modalities Together Summary. Introduction. Two messages knowledge of modalities motivates design modalities can complement each other challenges and pitfalls
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Multimodal Design & Technologies Sidney Fels
Overview • Introduction • Human I/O: Interface Examples • Bringing Modalities Together • Summary
Introduction • Two messages • knowledge of modalities motivates design • modalities can complement each other • challenges and pitfalls • Applications in virtual environments • communication of experience • intimacy and embodiment
Human Information Processing • Input • 5 usual senses • vision, hearing, touch, taste, smell • position and motion sensing systems • Output • intentional • neuromuscular, movable, verbal • non-intentional / biopotentials • galvanic skin response (GSR), heart rate, brain, muscle activation • Cognitive • memory, decision making, tracking, learning
Visual Display Technologies • examples of designs exploiting human capabilities • Virtual Retinal Display (VRD) • Cubby • CAVE Automatic Virtual Environment
Virtual Retinal Delay (VRD) From HIT lab, U. Of Washington (Furness et al., 1991) Microvision continuing work
Haptics Display Technologies • examples of touch and force feedback • Pantograph • Phantom • CyberForce
Pantograph (Hayward, McGill) • 2 dof translation - 10cm X 10cm • FF/B mouse • acceleration best for shock and hard contacts
Phantom (Massey, SensAble Devices) • thimble on finger • single point force feedback • 3 degrees of freedom
CyberForce (Kramer, Immersion Corp.) • Exoskelton • arm forces • Tendons • grasp forces
tricks: visual / aural illusionsexamples of metacognitive gap • visual: never show the point penetrating the surface, even if it is • aural: play a crisp contact sound on contact this makes the surfaceappear stiffer/harder(very robust effect) actual: displayed: BUT: if time offset too great, opposite effect
Other Haptic Devices • Tactile feedback • Temperature • Sheer forces
challenges for haptic interaction design • continuous vs. discrete manual control • displaying interaction potential • embedding haptic interfaces • ensuring tight sensory coupling • interacting with other modalities
Olfactory Devices • How do we smell? • different theories: • i.e. chemical, infrared absorption • different perceptual mappings: • smell prism • four odors: fragrant, acrid, burnt and caprylic • domain specific: wine, beer, etc. • many, many others... • Acuity is great - 10,000 times more sensitive than taste • negative adaptation occurs • you get used to the smell
Olfactory Interfaces • Smell camera • Susnick & Raknow, Nature, 2000, 406, 710-714. • Smell display • liquids, gels, microencapsulation • Application Research: • Joe Kaye: • inStink, Dollars & Scents, Scent Reminder, and more... • Fels, Gauthier, Smith: Interactive Yoga system • Smell Display Research and Products: • DigiScents (bankrupt), TriSenx (bankrupt) • DIVEpak (Southwest Research Institute, 1993) • see notes
Olfaction Display Challenges • smell synthesis • many smells vs. mixing base smells • control breathing space • sealed room with air filtration • air control in front of and behind user • sealed pod • tethered mask • tubes into an HMD from pack • built into HMD
Taste • taste buds for • sensations of sour, salty, bitter, sweet and umami • receptors not completely resolved • umami receptor (Zucker et al., 2002) • extremely complex and poorly understood • interacts with olfaction • display = food?
Biopotentials: Examples • Galvanic Skin Response (GSR) • Affective Computing, i.e. Galvactinator, Scheirer and Picard • Heart Rate (HR) • 2 Hearts Musical System, (McCaig and Fels, 2002) • Brain activity (EEG) • Brain Computer Interface (BCI) • Muscle activity (EMG)
Summary of Human I/O • Multitude of input/output systems • all active at once • I/O mechanisms usually depend upon • cognitive context • emotional contexts • All these systems available for applications • complement each other • Multimodal design looks at: • integration • substitution • complement
Multimodal Design: Bringing it Together • User centred and non-user centred • Intimacy and Embodiment • automatic behaviour • sources of aesthetics
Intimacy and Embodiment • Want interfaces that feel “good” to use • Humans and machines intimately linked • degree of intimacy supported may determine success • Types of relationships: • human to human • human to machine
Intimacy • Intimacy is a measure of subjective match between the behaviour of an object and the control of that object. • extension of “control intimacy” from electronic musical instruments analysis (Moore, 1997) • High intimacy implies: • object feels like an extension of self • satisfaction derives from interacting with object • emotional expression flows • requires cognitive effort to prevent
Intimacy, Embodiment and Aesthetics Aesthetic self object Result Case 1: Object disembodied from Self Case 2: Self embodies Object self object Control Case 3: Self disembodied from Object Reflection object self Case 4: Object embodies Self object Belonging self
Intimacy and Embodiment Design Examples • Many excellent examples out there of interesting designs • Many at Siggraph: • Jam-o-Drum (Blaine et al.), Wooden Mirror (Rozin), etc. • Tangible Bits work (Ishii et al.) • Ubicomp (Weiser and more) • Wearable computing (Mann and others) • Art, Entertainment • Virtual reality
FlowField: Semantics of Caress(Chen, Fels and Min, 2003) • Whole hand interaction in VR • use multi-touch sensitive pad • immersive display • Idea: • allow users direct manipulation of fluid • use particle simulation for fluid • aesthetics was important • hand manipulation on hard surface mapped to obstructions in the flow field
Summary • Multimodal interfaces need to consider • human information processing • matching interface to task • use complementary modes where appropriate • intimacy and embodiment • Plenty of research opportunities
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