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SFWR ENG 4GC3Sensory Perception, Cognition and
Human/Computer Interfaces for Game Design
First Lecture
Course Description
� Time� Lectures: Tue, Wed, Fri 12:30–13:20� Labs: Mon 14:30–17:20 EOW
� Instructor� Andriy Pavlovych, PhD
� Pronunciation: Ahn-DREE PavlOHvych
� E-mail: [email protected]|gmail.com
� Course Web-Page� TBA
� Notes, updates
� Textbook (tentative)� Cognitive Psychology: A Student's Handbook, 6th Edition.
by Michael Eysenck, Mark T. Keane
What the course is about
� Human sensory perception
� Learning and cognition
� Precise control and feedback mechanisms
� Alternate input devices
� Use of music and sounds
� Game aesthetics
� Critical analysis of existing interfaces
Evaluation (tentative)
� Assignments* 20%� Project 20%� Midterm 25%� Final 35%
� * – number of assignments to be determined (approx. 4)
� Missed work� Makeups of missed assignments, exams will not be possible
� Need extension?� Contact the instructor well ahead of time explaining why you
should be granted an extension
Possible Challenges
� Strong programming skills
� Some understanding of computer architecture and human perception
� Ability to pay attention to detail
� Ability to be open-minded
Human Performance Limits
� Sensory limits� thresholds
� deficiencies
� Responder limits
� Cognitive processing limits� reaction time (next slide)
� speed
� accuracy
� estimating
� multitasking
Sensory Limits
Senses:� Sighta
� Hearinga
� Tastea
� Smella
� Toucha
� Kinesthetic� Cutaneous� Temperature� Vestibular
a The five “classical senses”
Sensory Thresholds
Sense Detection ThresholdSight Candle flame seen 30 miles on a dark clear nightHearing Tick of a watch under quiet conditions at 20 feetTaste Teaspoon of sugar in 2 gallons (7.5 L) of waterSmell Drop of perfume diffused into a three-room
apartmentTouch Wing of a bee falling on your neck from a
distance of 1 cm
Visual-Cognitive Interaction“The Stroop Effect” (Stroop, 1935)
Say the words (orcolours) in each list asquickly as possible
Record the speed andaccuracy of responses
Are the results thesame for each list?
Stroop Effect in HCI
Is there Stroop interference when entering aphone number, such as 1-800-HELLO, on atelephone keypad?
Sound Localization
� Interaural Level Differences
� Dominate for higher frequencies (> 1600 Hz)
� Interaural Time Differences
� Dominate for lower frequencies (< 800 Hz)
� Phase difference for sound arrival
� Group Delay Differences
� Sound onset, etc. Higher frequencies
� Spectral Differences
� Shape of head, pinna + ear canal modify the sound
Kinesthesia and Proprioception
� Definition � Kinesthetic sense:
� a sense mediated by receptors located in muscles, tendons, and joints and stimulated by bodily movements and tensions; also : sensory experience derived from this sense
� Proprioception:
� the reception of stimuli produced within the organism
� Probably 3rd most important, next to vision and audition
� To control our actions, we need to know the position of body parts both before and after movements
� Kinesthesia and proprioception provide information on the position of limbs, how far they have moved, etc.
Task Difficulty
� Fitts proposed the following "Index of
� Difficulty" for target selection tasks:
� Where
� A is the amplitude of movement
� W is the width of the target
Unit: bits
Throughput
� Slope of the ID-MT relationship is a performance measure
� Depends on…
� Human
� Activity
� Context
E.g., mouse vs trackball vs …
Throughput in HCI
� Mouse
� Trackball
� Joystick
� Touchpad
But…Controlling for, or understanding, other effects is extremelydifficult (e.g., learning, individual differences,apparatus, procedures)
Short Term Memory Limit
� Miller’s “magic number 7±2”?
� Experiment
� Sequence of numbers is said
� Subjects transcribe it after it’s said
� Sequence started with 4 numbers and increased to 13 numbers
Sequences
A 7 4 9 2
B 3 0 5 8 2
C 9 3 7 1 4 6
D 3 6 5 0 7 2 4
E 2 1 9 7 8 5 4 3
F 3 7 5 6 2 5 4 5 0
G 3 5 2 7 0 8 9 3 2 5
H 0 8 7 3 9 1 2 3 5 1 6
I 3 5 2 4 9 0 6 5 8 2 0 4
J 7 5 3 9 1 8 4 5 1 3 4 3 0
Controls and Displays
� “Control”
� An input device actuated/manipulated by a human
� Examples: keyboard, mouse, joystick, button, microphone, etc
� “Display”
� An output device stimulating a human sense
� Visual display (e.g., LCD, CRT, any light)
� Auditory display (e.g., speaker)
� Tactile display (e.g., a solenoid-driven pins)
� Smell display (?)
Tactile Displays
� Sense of touch extremely important in user interfaces
� Passive tactile displays are everywhere� E.g., contour of keys on a keyboard
� Active tactile displays not as common, but still possible� E.g., vibro-tactile feedback on mobile phones
� Two more examples� Tactile feedback added to a mouse
� Tactile feedback added to a touchpad
Next few slides
Tactile Mouse
� A mouse re-engineered to include tactile feedback on the button
� Improved target selection
� Employs a solenoid-driven pin embedded in the button
http://www.yorku.ca/mack/Ergonomics.html
Tactile Touchpad
� Button clicks without separate buttons or tapping the pad surface
� Just press down (like a mouse button)