INFORMAZIONI SU

Advanced Human-Computer Interaction

Programma dell'insegnamento - Corso di laurea Magistrale in Comunicazione multimediale e Tecnologie dell'Informazione

 

Docente

  • Prof. Luca Chittaro

Indirizzo e-mail

luca.chittaro@uniud.it

Indirizzo Pagina Web Personale

Sito Web http://www.dimi.uniud.it/chittaro

Crediti

6 CFU

Finalità

Scopo primario del corso e' quello di esplorare i piu' recenti sviluppi e tendenze nel settore dell'Interazione Uomo-Macchina e di approfondirne le piu' importanti ricadute applicative. I temi trattati rientrano in tre categorie di pari importanza: (i) l'interazione con dispositivi e servizi mobili (ad esempio, telefoni cellulari, PDA, strumenti di bordo degli autoveicoli), (ii) la Realta' Virtuale (Immersiva, Desktop o Web-based), (iii) la visualizzazione delle informazioni (progetto di interfacce visuali e tecniche di Information Visualization).

Programma

Information Visualization (IV): Information Visualization (IV): definitions. Data vs. Information. Goals of IV. Information Visualization vs. Scientific Visualization. Issues involved in IV Design. Mapping: principles, visual attributes. Mapping examples. 2D vs. 3D visualizations. Typical IV design problems. A classification of data types: Categorical, Numerical, Topological, Symbolic, Textual Data.

 

Techniques for visualizing and interacting with data: Bivariate, Trivariate, Multivariate data: Scatterplots, Mosaic Display, Parallel coordinate plots, Starplot, Chernoff Faces. Hierarchical Axis. Dimensional Stacking. A general model for information visualization systems. A classification of task types: overview, zoom, filter, details-on-demand, relate, history, extract. Dynamic Queries, Alphasliders, The Attribute Explorer. InfoZoom. Demonstration of XMDV software. Pixel-oriented visualizations: screen-filling curves, recursive pattern, circle segments.

 

The presentation problem: Overview+Detail techniques. Focus+Context techniques. Distortion-oriented techniques. Table Lens. Perspective Wall. Fish-eye view. An alternative classification of data types: 1-dimensional, 2-dimensional, 3-dimensional, temporal, multi-dimensional, tree, network. Trees: Treemaps, Cone Trees, Camtrees, Star Tree, Hyperbolic Trees. Networks: SeeNet, HierNet, NetMap. Demonstration of Many Eyes software. Temporal data: Lifelines, AsbruView, Paint Strips. Documents: TileBars, document Galaxies, Themescape, Citeseer-Relator, MDS-interactive.

 

Case study: IV in Medicine. Visualizing medical data: medical imaging vs. IV. Demonstration of a DICOM interactive visualizer. A gallery of medical IV examples: Interactive Data Exploration of clinical databases, Digital libraries of anatomical images. Visual data mining of Hemodialysis data.

 

Case study: IV for the Web. Visual interfaces to Web search engines. Web page caricatures. Visualizing Social activities on the Web. NattoView. Self-organizing maps. Skitter. Cichlid. Web Forager. Disk tree. Time tube. Dome tree.

 

Perception, Cognition and Human Factors aspects: Visual perception aspects. Neurophysiological basis of visual perception: visual cortex, ventral pathway, dorsal pathway. Colour vision: trichromatic theory, opponent process theory, dual-process theory. Depth and size perception: monocular cues, binocular and oculomotor cues. Perception without awareness. Perceptual organization and Gestalt laws. Uniform connectedness. Contours. Feature, pattern, and object processing. Object recognition theories. Face recognition. Basic facial expressions. Motion recognition. Optic Flow. Bottom-up and top-down visual processing. Visual attention. Eye movement planning. Attention and performance. Focused and divided attention. Perceptual load theory. Visual task analysis. Visual salience in simple task. Visual salience in complex task. Controlled and automatic processes. Navigation in abstract or physical spaces. Improving navigation. Navigation aids.

 

Mobile HCI: Differences between the mobile context and the desktop PC context: device, users, context. Size issues in mobile devices. Interface Elements of Menu-based Mobile Phones. Menu Interfaces in Mobile Phones. Dual tasking. Attentional blink. Perceptual, motor, social and cognitive aspects of mobile interaction. Workload and stress mitigation issues. Cross-modal effects. Eyes-free interfaces. Multimodal Mobile Interfaces. Cross-modal attention.

 

Mobile phones: User Interfaces (UIs) of Mobile Phones. Mobile Product Categories. UI Styles in Mobile Phones. Example: Two-softkey UI vs. Navi-key UI. Usability of different UI Styles. Evolving different UI Styles. Case Study: unexpected reactions to Nokia Ringo. Case Study: the Nokia Navi-roller failure.

 

Evaluation in Mobile HCI: Ethnographic methods. Case study: Indian users. Social aspects of Mobile HCI. Longitudinal User Studies. Example: the Nokia One-Row Keyboard. The Mobile User Experience.

 

Mobile Information Visualization: Interactivity in mobile visualization. The selection problem and the presentation problem on mobile devices. The off-screen objects issue. New trends in mobile visualization. Mobile Persuasion. Visualizing data about mobile users.

 

In-Car User Interfaces and Safety Issues: Centralized Control Systems. Examples: COMAND, Connect, iDrive, future concepts. The Keystroke-level model in the Automotive Domain (SAE J2365). Distraction-related crashes. Types of driver distraction. Task performed by drivers with mobile devices (cell phones, navigation systems, Internet services). Measuring driver distraction and behavior.

 

Interaction with Virtual Reality Systems: Virtual reality and its applications. Examples of medical applications: Treatment of Phobias. Virtual Prototyping. Types of Virtual Reality. Immersion. Presence. Case studies. General architecture of a virtual reality (VR) system. Input peripherals: trackers, data glove, phantom. Output peripherals: head-mounted displays, 3D Glasses, new types of display, 3D projection, CAVE, retinal display, 3D positional audio. Virtual reality in learning, education and training. Serious games. Issues in serious games and virtual reality for education and training.

 

Virtual Humans: Avatars. Ergonomic dummies. Autonomous agents. Embodied interface agents. General architecture. Applications. Virtual humans in learning and training.

Attività di Laboratorio

Nessuna attività di Laboratorio obbligatoria.

Prerequisiti

Nozioni di base di Interazione Uomo-Macchina.

Bibliografia

1)Materiali forniti dal docente.

2) R. Spence. Information Visualization: Design for Interaction, 2nd edition, Prentice Hall, 2007.

Modalità d'esame

L'esame di Interazione Uomo-Macchina Avanzata si compone di un progettino e di una prova orale.

Il progettino (il cui tema va concordato con il docente) riguarda le tematiche trattate nel corso e puo' consistere nella lettura di alcuni articoli su di una di tali tematiche oppure nel progetto sulla carta di un'interfaccia oppure nella scrittura di una parte di codice dedicata all'interazione con l'utente oppure nella valutazione su utenti di un software.

L'orale verte sulla discussione dei temi trattati a lezione. Puo' essere sostenuto sia prima di realizzare il progettino che dopo, a scelta dello studente. L'orale si svolge su appuntamento.