human computer interaction

Latest

  • Apple secures multitouch-related patent dating back to 1995 from inventor

    by 
    Donald Melanson
    Donald Melanson
    07.24.2012

    Apple has come into possession of a number of patents owned by Canadian inventor Timothy R. Pryor in recent years (see the More Coverage link below for a few examples), and it's just today been granted another that's particularly interesting. Described rather broadly as a "method for providing human input to a computer," the patent (filed in July of 2009) is a continuation of one dating all the way back to 1995, and appears to cover some fairly basic multitouch-related functions. As detailed in the patent's claims, that includes controlling a virtual object on a screen with two simultaneous touch inputs, as well as virtual controllers displayed on the screen that can also respond to touch input. The patent also describes responses to touch input, including both visual and force feedback cues, and it offers a whole range of possible applications beyond the independent claims, including an aircraft cockpit or vehicle display. Those independent claims are clearly focused on general computer interfaces, though, not specific implementations. Naturally, all of this has simply been revealed by the USPTO -- we wouldn't expect to hear anything from Apple or Mr. Pryor on the terms of the deal.

  • Microsoft Research's MirageTable brings some augmented reality to your tabletop

    by 
    Donald Melanson
    Donald Melanson
    05.12.2012

    We got a look at a holographic telepresence project from Microsoft Research earlier this week, but that's far from the only Kinect-enhanced rig it's working on these days. This setup dubbed a MirageTable was also shown off at the Computer-Human Interaction conference in Austin, Texas this week, offering a glimpse of one possible future where two people can interact with virtual objects on a table as if they were sitting across from each other (or simply do so on their own). To make that happen, the setup relies on a ceiling-mounted 3D projector to display the images on a curved surface, while a Kinect on each end of the connection both captures the person's image and tracks their gaze to ensure images are displayed with the proper perspective. You can check it out in action after the break, although some of the effect is lost without 3D glasses.

  • Arduino-powered glove brings real sound effects to your make believe gun show (video)

    by 
    Daniel Cooper
    Daniel Cooper
    10.24.2011

    The days of air-punching invisible Daleks and making your own sound effects are over: a team from Carnegie Mellon's Human-Computer Interaction course have built a glove that does it all for you. The Augmented Hyper-Reality Glove can identify upper-cuts and karate chops using flex and tilt sensors and play the accompanying sound effect using an Arduino-powered Adafruit wave shield. We can see some potential downsides -- flirtatious finger-gun fusillades accompanied by the sound of cannon fire might just ruin your date. If you're undaunted by such social faux pas, see the toy your inner-child always wanted in action after the break.

  • Standard Dell mouse gets GSR electrode implant

    by 
    Darren Murph
    Darren Murph
    11.09.2008

    Looking to spark up a makeshift psychology lab in the basement of your house? Look no further than the galvanic skin response computer mouse. For those unaware, GSR electrodes can gather data about human interactions with computers, though most rigs are so invasive that test subjects end up freaking out rather than passing on useful information. This non-obtrusive method relies on a device that the vast majority of computer users already use (that'd be a mouse), and by simply installing the sensors into the left and right click buttons, you're left with an analyzing tool that may not even tip off your kid sister, significant other, or your most favorite poker pal. At any rate, hit the read link to get your mad scientist on.[Via MAKE]

  • A cognitive look at World of Warcraft

    by 
    Mike Schramm
    Mike Schramm
    09.22.2008

    The Human/Computer Interaction Design group at Indiana University seems interesting -- they're apparently working on the connections between the Human/Computer interface, both studying what's already being done between humans and technology and thinking of new ways for the two to interact. And they're concerned with abstracts, not specifics -- they look not at which buttons are being pressed, but why and how the software informs you what to do next.One of the students in a class there has written up a cognitive account of what it's like to play World of Warcraft, which is a look at the game strictly through sense perception. Even if you're an experienced player, it's interesting to see the game in a new light like this -- rather than talk about the lore or the mechanics of gameplay, the writeup is all about the sights and sounds of the game, and how Blizzard's overall design clues you in to what can and can't be done in Azeroth.There's probably lots more work that could be done on this as well -- lots of games, including World of Warcraft, use design elements like colors and lighting to nonverbally clue you in on the next door to go through or where to send your attention during a scene or fight. Most of their other cognitive accounts are about actual UI design, but there are many, many things left for those studying user interfaces to mine out of the way videogames express themselves to the user.

  • Sony confirms plans to chuck boomerang controller (and it won't come back)

    by 
    Vladimir Cole
    Vladimir Cole
    03.22.2006

    Sony today confirmed they plan to toss the much-reviled boomerangamajig PS3 controller thingy, according to CNNMoney.com reporter Chris Morris. A redesigned controller is expected to be unveiled at E3, in May. What's funny about this is that the decision was most likely fueled by gamer reaction to the controller's mere looks. The controller might have turned out to be the most comfortable ever released, but the world will never know because gamer reaction to the design of the thing was nearly unanimously negative after its unveiling at E3 in May 2005. Was Sony unfairly slapped down by gamers and the video games press for being too forward-thinking? We all sure talk a big game about wanting change, but we've shown (over and over again) very little acceptance of schemes that represent a true visual or mechanical departure from the norm. The Nintendo DS touch-screen interface, for instance, also faced quite a bit of negative reaction prior to its release. [Image comes from Joystiq PS3 controller redesign contest. This particular concept was designed by Joystiq reader Adam Portilla of Chicago.] [Via Engadget]