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Human Computer Interaction HCI Then & Now

Human Computer Interacton

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Page 1: Human Computer Interacton

Human Computer Interaction

HCI Then & Now

Page 3: Human Computer Interacton

Punched Cards (1950)

• According to IBM punched card became

the basic I/O methodology for computers.

• 18th century used for textile looms.

• 19th century used for enter data in to

tabulate machine.

.

Page 4: Human Computer Interacton

Light Pen (1951)

• A device that senses the change of the

brightness of the screen.

• Whirlwind was the first computer, which

used this revolutionary new device

.

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Command Line Interface

• Teletype keyboard help to input the

command through the command line.

• Later cathode ray tube use to display the

commands.

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Computer Mouse (1963)

• First mouse was developed in 1963. Only

one button with wooden block.

• 1972 mouse developed with two roller

wheals with metal balls.

• 1980 made the special mouse pads and

utilize sensors to detect light and dark.

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Before 1960

• There was no focus on HCI

• Focus was on computations rather than

presenting it attractively.

• Graphical and gestural user interfaces

(Sutherland 1963),

• Synchronous collaboration through direct

pointing and shared windows (Engelbart

and English 1968)

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Apple Lisa (1983)

First Personal Computer with

GUI

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Multi touch (1984)

• First transparent multi touch screen

overlay was build on 1984.

• Surface of voltage applied across it and

touch sensors laid above the CRT display

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Factors led to HCI development after 1980s

1. Prototyping and Iterative Development

2. Software Psychology and Human Factors

3. New User Interface Software

4. Models, Theories, and Frameworks

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The modern HCI principles

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Methodologies of HCI Design

• Activity Theory

• User Centered Design

• Principles of UI design

• Value sensitive design (VSD)

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Responsive Web designs

• Responsive web design (RWD) is an

approach to web design aimed at crafting

sites to provide an optimal viewing

experience—easy reading and navigation

with a minimum of resizing, panning, and

scrolling—across a wide range of devices

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Gesture Recognition

• Gesture recognition involves determining the

movement of a user’s fingers, hands, arms, head

or body in three dimensions through the use of a

camera; or via a device with embedded sensors

that may be worn, held or body-mounted.

• The primary application for gestural interfaces at

present is in the gaming and home

• entertainment market.

• potential of hands-free control of devices

• Ability for several people to interact with large

datasets.

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Kinect Technology

• Kinect is a line of motion sensing input

devices by Microsoft

• Came with Xbox 360 and Xbox One video

game consoles and Windows PCs.

• Based around a webcam-style add-on

peripheral, it enables users to control and

interact with their console/computer

without the need for a game controller,

through a natural user interface using

gestures and spoken commands

Page 17: Human Computer Interacton

Multi touch Devices

• Provides a realistic User Experience

• Became popular with handheld devices

• Still have some drawbacks when adopting

for critical systems.

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Intelligent Personal Assistants

• Siri by Apple Inc.

• Cortana by Microsoft

• Speech recognition

• Natural language processing

• Knowledge management

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Virtual Reality

Microsoft developing VR

applications

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Virtual Reality

• Virtual Reality sometimes referred to as

immersive multimedia, is a computer-

simulated environment that can simulate

physical presence in places in the real

world or imagined worlds. Virtual reality

can recreate sensory experiences, which

include virtual taste, sight, smell, sound &

touch

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Devices Used in a VR system

• Head Mounted Displays

• Head Trackers

• Motion Trackers

• Data Gloves

• 3D Controllers

• Haptic Devices

• Stereoscopic 3D Displays

• VR Domes.

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Advantages of VR

• Real life simulations

• Cost effective

• Safe environments

• More practical than a theoretical lesson

• Real life situations

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Disadvantages of VR

• Cost

• Uncomfortable devices

• Communication problems

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Augmented Reality

• Augmented reality (AR) is a live direct or

indirect view of a physical, real-world

environment whose elements are

augmented (or supplemented) by

computer-generated sensory input such as

sound, video, graphics or GPS data.

Page 26: Human Computer Interacton

Advantages of AR

• Mobility

• Wear ability

• Hands free

• Multi model (google Glass)

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Augmented Reality Demo

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Thank you

Haritha Thilakarathne | Hashan Hikkaduwa

Shehan Chathuranga | Manoj Vidanage

Anjalee Ekanayake | MF Shafra