Human Media Lab

Last updated
Human Media Lab
Established2000
Field of research
Human-computer interaction
Flexible displays
Location Kingston, Ontario, Canada
Affiliations Queen's University

The Human Media Lab(HML) is a research laboratory in Human-Computer Interaction at Queen's University's School of Computing in Kingston, Ontario. Its goals are to advance user interface design by creating and empirically evaluating disruptive new user interface technologies, and educate graduate students in this process. The Human Media Lab was founded in 2000 by Prof. Roel Vertegaal and employs an average of 12 graduate students.

Contents

The laboratory is known for its pioneering work on flexible display interaction and paper computers, with systems such as PaperWindows (2004), [1] PaperPhone (2010) [2] and PaperTab (2012). [3] HML is also known for its invention of ubiquitous eye input, such as Samsung's Smart Pause and Smart Scroll [4] technologies.

Research

In 2003, researchers at the Human Media Lab helped shape the paradigm Attentive User Interfaces, [5] demonstrating how groups of computers could use human social cues for considerate notification. [6] Amongst HML's early inventions was the eye contact sensor, first demonstrated to the public on ABC Good Morning America. [7] Attentive User Interfaces developed at the time included an early iPhone prototype that used eye tracking electronic glasses to determine whether users were in a conversation, [7] an attentive television that play/paused contents upon looking away, mobile Smart Pause and Smart Scroll (adopted in Samsung's Galaxy S4) [4] as well as a technique for calibration-free eye tracking by placing invisible infrared markers in the scene.

Current research at the Human Media Lab focuses on the development of Organic User Interfaces: user interfaces with a non-flat display. In 2004, researchers at the HML built the first bendable paper computer, PaperWindows, [1] which premiered at CHI 2005. It featured multiple flexible, hires, colour, wireless, thin-film multitouch displays through real-time depth-cam 3D Spatial Augmented Reality. In May 2007 HML coined the term Organic User Interfaces. [8] Early Organic User Interfaces developed at HML included the first multitouch spherical display, [9] and Dynacan, an interactive pop can: early examples of everyday computational things with interactive digital skins. [10] [11]

In 2010, the Human Media Lab, with Arizona State University, developed the world's first functional flexible smartphone, PaperPhone. It pioneered bend interactions and was first shown to the public at ACM CHI 2011 in Vancouver. [2]

Main laboratory space featuring a large wall-sized display with remote gestural interaction Human Media Lab by Karim Rashid.jpg
Main laboratory space featuring a large wall-sized display with remote gestural interaction

In 2012, the Human Media Lab introduced the world's first pseudo-holographic, live size 3D video conferencing system, [12] TeleHuman. [13]

In 2013, HML researchers unveiled PaperTab, [3] the world's first flexible tablet PC, at CES 2013 in Las Vegas, in collaboration with Plastic Logic and Intel.

Location and Facilities

The Human Media Lab is located in Jackson Hall on Queen's University campus in Kingston, Ontario. The facilities were designed by Karim Rashid.[ citation needed ]

Related Research Articles

Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials.

<span class="mw-page-title-main">WIMP (computing)</span> Style of human-computer interaction

In human–computer interaction, WIMP stands for "windows, icons, menus, pointer", denoting a style of interaction using these elements of the user interface. Other expansions are sometimes used, such as substituting "mouse" and "mice" for menus, or "pull-down menu" and "pointing" for pointer.

<span class="mw-page-title-main">Handheld projector</span> Image projector in a handheld device

A handheld projector is an image projector in a handheld device. It was developed as a computer display device for compact portable devices such as mobile phones, personal digital assistants, and digital cameras, which have sufficient storage capacity to handle presentation materials but are too small to accommodate a display screen that an audience can see easily. Handheld projectors involve miniaturized hardware, and software that can project digital images onto a nearby viewing surface.

<span class="mw-page-title-main">Gesture recognition</span> Topic in computer science and language technology

Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures. Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. One area of the field is emotion recognition derived from facial expressions and hand gestures. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition is a path for computers to begin to better understand and interpret human body language, previously not possible through text or unenhanced graphical (GUI) user interfaces.

<span class="mw-page-title-main">Tangible user interface</span>

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.

<span class="mw-page-title-main">Ben Shneiderman</span> American computer scientist

Ben Shneiderman is an American computer scientist, a Distinguished University Professor in the University of Maryland Department of Computer Science, which is part of the University of Maryland College of Computer, Mathematical, and Natural Sciences at the University of Maryland, College Park, and the founding director (1983-2000) of the University of Maryland Human-Computer Interaction Lab. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.

In the field of human–computer interaction, a Wizard of Oz experiment is a research experiment in which subjects interact with a computer system that subjects believe to be autonomous, but which is actually being operated or partially operated by an unseen human being.

Attentive user interfaces (AUI) are user interfaces that manage the user's attention. For instance, an AUI can manage notifications, deciding when to interrupt the user, the kind of warnings, and the level of detail of the messages presented to the user. Attentive user interfaces, by generating only the relevant information, can in particular be used to display information in a way that increase the effectiveness of the interaction.

<span class="mw-page-title-main">Flexible display</span> Type of computer monitor

A flexible display or rollable display is an electronic visual display which is flexible in nature, as opposed to the traditional flat screen displays used in most electronic devices. In recent years there has been a growing interest from numerous consumer electronics manufacturers to apply this display technology in e-readers, mobile phones and other consumer electronics. Such screens can be rolled up like a scroll without the image or text being distorted. Technologies involved in building a rollable display include electronic ink, Gyricon, Organic LCD, and OLED.

<span class="mw-page-title-main">Multi-touch</span> Technology

In computing, multi-touch is technology that enables a surface to recognize the presence of more than one point of contact with the surface at the same time. The origins of multitouch began at CERN, MIT, University of Toronto, Carnegie Mellon University and Bell Labs in the 1970s. CERN started using multi-touch screens as early as 1976 for the controls of the Super Proton Synchrotron. A form of gesture recognition, capacitive multi-touch displays were popularized by Apple's iPhone in 2007. Plural-point awareness may be used to implement additional functionality, such as pinch to zoom or to activate certain subroutines attached to predefined gestures.

In computing, post-WIMP comprises work on user interfaces, mostly graphical user interfaces, which attempt to go beyond the paradigm of windows, icons, menus and a pointing device, i.e. WIMP interfaces.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

<span class="mw-page-title-main">Organic user interface</span> Type of user interface

In human–computer interaction, an organic user interface (OUI) is defined as a user interface with a non-flat display. After Engelbart and Sutherland's graphical user interface (GUI), which was based on the cathode ray tube (CRT), and Kay and Weiser's ubiquitous computing, which is based on the flat panel liquid-crystal display (LCD), OUI represents one possible third wave of display interaction paradigms, pertaining to multi-shaped and flexible displays. In an OUI, the display surface is always the focus of interaction, and may actively or passively change shape upon analog inputs. These inputs are provided through direct physical gestures, rather than through indirect point-and-click control. Note that the term "Organic" in OUI was derived from organic architecture, referring to the adoption of natural form to design a better fit with human ecology. The term also alludes to the use of organic electronics for this purpose.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

In computing, a natural user interface (NUI) or natural interface is a user interface that is effectively invisible, and remains invisible as the user continuously learns increasingly complex interactions. The word "natural" is used because most computer interfaces use artificial control devices whose operation has to be learned. Examples include voice assistants, such as Alexa and Siri, touch and multitouch interactions on today's mobile phones and tablets, but also touch interfaces invisibly integrated into the textiles furnitures.

<span class="mw-page-title-main">DiamondTouch</span> Multiple person interface device

The DiamondTouch table is a multi-touch, interactive PC interface product from Circle Twelve Inc. It is a human interface device that has the capability of allowing multiple people to interact simultaneously while identifying which person is touching where. The technology was originally developed at Mitsubishi Electric Research Laboratories (MERL) in 2001 and later licensed to Circle Twelve Inc in 2008. The DiamondTouch table is used to facilitate face-to-face collaboration, brainstorming, and decision-making, and users include construction management company Parsons Brinckerhoff, the Methodist Hospital, and the US National Geospatial-Intelligence Agency (NGA).

Roeland "Roel" Vertegaal is a Dutch-Canadian interaction designer, scientist, musician and entrepreneur working in the area of Human-Computer Interaction. He is best known for his pioneering work on flexible and paper computers, with systems such as PaperWindows (2004), PaperPhone (2010) and PaperTab (2012).

<span class="mw-page-title-main">Jacob O. Wobbrock</span> American computer scientist

Jacob O. Wobbrock is a Professor in the University of Washington Information School and, by courtesy, in the Paul G. Allen School of Computer Science & Engineering at the University of Washington. He is Director of the ACE Lab, Associate Director and founding Co-Director Emeritus of the CREATE research center, and a founding member of the DUB Group and the MHCI+D degree program.

Andrew Cockburn is currently working as a Professor in the Department of Computer Science and Software Engineering at the University of Canterbury in Christchurch, New Zealand. He is in charge of the Human Computer Interactions Lab where he conducts research focused on designing and testing user interfaces that integrate with inherent human factors.

<span class="mw-page-title-main">Shumin Zhai</span> Human–computer interaction research scientist

Shumin Zhai is a Chinese-born American Canadian Human–computer interaction (HCI) research scientist and inventor. He is known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. His studies have contributed to both foundational models and understandings of HCI and practical user interface designs and flagship products. He previously worked at IBM where he invented the ShapeWriter text entry method for smartphones, which is a predecessor to the modern Swype keyboard. Dr. Zhai's publications have won the ACM UIST Lasting Impact Award and the IEEE Computer Society Best Paper Award, among others, and he is most known for his research specifically on input devices and interaction methods, swipe-gesture-based touchscreen keyboards, eye-tracking interfaces, and models of human performance in human-computer interaction. Dr. Zhai is currently a Principal Scientist at Google where he leads and directs research, design, and development of human-device input methods and haptics systems.

References

  1. 1 2 Holman, D., Vertegaal, R. and Troje, N. (2005). PaperWindows: Interaction Techniques for Digital Paper. In Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems. ACM Press, 591-599.
  2. 1 2 Lahey, B., Girouard, A., Burleson, W. and R. Vertegaal. (2011). PaperPhone: Understanding the Use of Bend Gestures in Mobile Devices with Flexible Electronic Paper Displays. In Proceedings of ACM CHI’11 Conference on Human Factors in Computing Systems, ACM Press, 1303-1312.
  3. 1 2 Warner, B. (2013). PaperTab a Fold-Up, Roll-Up Tablet Computer. Bloomberg Businessweek, May 2013.
  4. 1 2 Dickie, C., Vertegaal, R., Sohn C., and Cheng, D. (2005). eyeLook: using attention to facilitate mobile media consumption. In Proceedings of the 18th annual ACM symposium on User interface software and technology (UIST '05). ACM Press, 103-106.
  5. Vertegaal, R. (2003). Attentive User Interfaces. Editorial, In Special Issue on Attentive User Interfaces, Communications of ACM 46(3), ACM Press, 30-33.
  6. Gibbs, W. (2005) Considerate Computing. Scientific American 292, 54 - 61
  7. 1 2 Vertegaal, R., Dickie, C., Sohn, C. and Flickner, M. (2002). Designing attentive cell phone using wearable eyecontact sensors. In CHI '02 Extended Abstracts on Human Factors in Computing Systems. ACM Press, pp. 646-647.
  8. Vertegaal R., and Poupyrev, I. (2008). Introduction to Organic User Interfaces. In Special Issue on Organic User Interfaces, Communications of the ACM 51(6), 5-6.
  9. Holman, D. and Vertegaal, R. (2008). Organic User Interfaces: Designing Computers in Any Way, Shape, or Form. In Special Issue on Organic User Interfaces, Communications of the ACM 51(6), 48-55.
  10. Akaoka, E., Ginn, T. and R. Vertegaal. (2010). DisplayObjects: Prototyping Functional Physical Interfaces on 3D Styrofoam, Paper or Cardboard Models. In Proceedings of TEI’10 Conference on Tangible, Embedded and Embodied Interaction. ACM Press, 49-56.
  11. Vertegaal, R. (2011). The (Re)Usability of Everyday Computational Things. In ACM Interactions Magazine, ACM Press, Jan/Feb 2011, 39-41
  12. Kingsley, J. with will.i.am. (2013). Use Your Illusion. Wired UK, August 2013, 140-141.
  13. Kim, K., Bolton, J., Girouard, A., Cooperstock, J. and Vertegaal, R. (2012). TeleHuman: Effects of 3D Perspective on Gaze and Pose Estimation with a Life-size Cylindrical Telepresence Pod. In Proceedings of CHI’12 Conference on Human Factors in Computing Systems, ACM Press, 2531-2540.