Consumer electronics (CE) devices, providing multimedia entertainment and enabling communication, have become ubiquitous in daily life. An important challenge for the modern CE industry is the design of user interfaces for CE products that enable natural interactions that are convenient, intuitive and fun. As many CE products are supplied with microphones and cameras, the exploitation of both audio and visual information for interactive multimedia is a growing field of research.Collecting together contributions from an international selection of experts, including leading researchers in industry, this unique text presents the latest advances in applications of multimedia interaction and user interfaces for consumer electronics. Covering issues of both multimedia content analysis and human-machine interaction, the book examines a wide range of techniques from computer vision, machine learning, audio and speech processing, communications, artificial intelligence and media technology.
Multimedia Interaction and Intelligent User Interfaces Principles, Methods and Applications
Introduces novel computationally efficient algorithms to extract semantically meaningful audio-visual eventsInvestigates modality allocation in intelligent multimodal presentation systems, taking into account the cognitive impacts of modality on human information processingProvides an overview on gesture control technologies for CEPresents systems for natural human-computer interaction, virtual content insertion, and human action retrievalExamines techniques for 3D face pose estimation, physical activity recognition, and video summary quality evaluationDescribes features that characterize the new generation of CE and examines how web services can be integrated for improved user experienceThis book is an essential resource for researchers and practitioners from both academia and industry working in areas of multimedia analysis, human-computer interaction and interactive user interfaces. Graduate students studying computer vision, pattern recognition and multimedia will also find it a beneficial and a useful reference.
Describes recent advances in multimedia interaction and intelligent user interfaces, with applications for consumer electronics Covers different techniques in computer vision, machine learning, audio and speech processing, communications, artificial intelligence and media technology Contains contributions from leading researchers in industry, with an emphasis on practical issues of multimedia interaction Uniquely combines multimedia content analysis and human-machine interaction
Composite user interfaces (CUIs) are UIs that interact with two or more senses. The most common CUI is a graphical user interface (GUI), which is composed of a tactile UI and a visual UI capable of displaying graphics. When sound is added to a GUI, it becomes a multimedia user interface (MUI). There are three broad categories of CUI: standard, virtual and augmented. Standard CUI use standard human interface devices like keyboards, mice, and computer monitors. When the CUI blocks out the real world to create a virtual reality, the CUI is virtual and uses a virtual reality interface. When the CUI does not block out the real world and creates augmented reality, the CUI is augmented and uses an augmented reality interface. When a UI interacts with all human senses, it is called a qualia interface, named after the theory of qualia.[citation needed] CUI may also be classified by how many senses they interact with as either an X-sense virtual reality interface or X-sense augmented reality interface, where X is the number of senses interfaced with. For example, a Smell-O-Vision is a 3-sense (3S) Standard CUI with visual display, sound and smells; when virtual reality interfaces interface with smells and touch it is said to be a 4-sense (4S) virtual reality interface; and when augmented reality interfaces interface with smells and touch it is said to be a 4-sense (4S) augmented reality interface.
Early batch systems gave the currently running job the entire computer; program decks and tapes had to include what we would now think of as operating system code to talk to I/O devices and do whatever other housekeeping was needed. Midway through the batch period, after 1957, various groups began to experiment with so-called "load-and-go" systems. These used a monitor program which was always resident on the computer. Programs could call the monitor for services. Another function of the monitor was to do better error checking on submitted jobs, catching errors earlier and more intelligently and generating more useful feedback to the users. Thus, monitors represented the first step towards both operating systems and explicitly designed user interfaces.
Command-line interfaces (CLIs) evolved from batch monitors connected to the system console. Their interaction model was a series of request-response transactions, with requests expressed as textual commands in a specialized vocabulary. Latency was far lower than for batch systems, dropping from days or hours to seconds. Accordingly, command-line systems allowed the user to change his or her mind about later stages of the transaction in response to real-time or near-real-time feedback on earlier results. Software could be exploratory and interactive in ways not possible before. But these interfaces still placed a relatively heavy mnemonic load on the user, requiring a serious investment of effort and learning time to master.[10]
Summary: Several new user interface technologies and interaction principles seem to define a new generation of user interfaces that will move off the flat screen and into the physical world to some extent. Many of these next-generation interfaces will not have the user control the computer through commands, but will have the computer adapt the dialogue to the user's needs based on its inferences from observing the user. This article defines twelve dimensions across which future user interfaces may differ from the canonical window systems of today: User focus, the computer's role, interface control, syntax, object visibility, interaction stream, bandwidth, tracking feedback, interface locus, user programming, and software packaging.
Several new user interface technologies and interaction principles seem to define a new generation of user interfaces that will move off the flat screen and into the physical world to some extent. Many of these next-generation interfaces will not have the user control the computer through commands, but will have the computer adapt the dialogue to the user's needs based on its inferences from observing the user. This article defines twelve dimensions across which future user interfaces may differ from the canonical window systems of today: User focus, the computer's role, interface control, syntax, object visibility, interaction stream, bandwidth, tracking feedback, interface locus, user programming, and software packaging.Keywords: Agents, Animated icons, BITPICT, DWIM, Embedded help, Eye tracking, Generations of user interfaces, Gestural interfaces, Help systems, Home computing, Interactive fiction, Interface paradigms, Noncommand based user interfaces, Prototyping, Usability heuristics, Virtual realities, Wizard of Oz method.
Most current user interfaces are fairly similar and belong to one of two common types: Either the traditional alphanumeric full-screen terminals with a keyboard and function keys, or the more modern WIMP workstations with windows, icons, menus, and a pointing device. In fact, most new user interfaces released after 1983 have been remarkably similar, and it is that category of canonical window system that is referred to as "current" in the rest of this article. In contrast, the next generation of user interfaces may move beyond the standard WIMP paradigm to involve elements like virtual realities, head-mounted displays, sound and speech, pen and gesture recognition, animation and multimedia, limited artificial intelligence, and highly portable computers with cellular or other wireless communication capabilities [44]. It is hard to envision the use of this hodgepodge of technologies in a single, unified user interface design, and indeed, it may be one of the defining characteristics of next-generation user interfaces that they abandon the principle of conforming to a canonical interface style and instead become more radically tailored to the requirements of individual tasks.
Several examples of next-generation interfaces can be characterized as noncommand-based dialogues. This term may be a somewhat negative way of characterizing a new form of interaction but the unifying concept does seem to be exactly the abandonment of the principle underlying all earlier interaction paradigms: that a dialogue has to be controlled by specific and precise commands issued by the user and processed and replied to by the computer. These new interfaces are often not even dialogues in the traditional meaning of the word, even though they obviously can be analyzed as having some dialogue content at some level since they do involve the exchange of information between a user and a computer.
As mentioned in the previous section, many next-generation user interfaces seem to be based on some form of noncommand interaction principles in order to allow users to focus on the task rather than on operating the computer. Some systems may be as specialized as appliances and take on a single role without further need for user instruction.
Even though some forms of agents can be implemented without the use of artificial intelligence [116], the use of agents in the interface will probably be most successful if they can rely on some form of limited artificial intelligence in the system. This does not mean, however, that it will be necessary to wait until full artificial intelligence is achieved and perfect natural language understanding becomes possible. Several of the interface techniques discussed in this article require the computer to make some kind of semi-intelligent inferences, to build up knowledge-based models of the users and their tasks, and to perform fairly complex pattern recognition. It is not necessary, though, for the computer to fully understand the domain or to exhibit human-like qualities in other ways. The interaction is still that: an interaction between two participants; and the human can supplement the computer's limited intelligence. 2ff7e9595c
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