universidade de aveiro departamento de electrónica...
TRANSCRIPT
Output devices
Universidade de Aveiro
Departamento de Electrónica,
Telecomunicações e Informática
Interfaces Humano-Computador Beatriz Sousa Santos
Graphics Displays
“A graphics display is a computer interface that
presents synthetic world images to one or several
users interacting with the virtual world.”
(Burdea and Coiffet., 2003)
• Personal displays:
- HMDs (VR/AR)
- Binoculars
- Monitor-based displays/active glasses
- Autostereoscopic displays
• Large volume displays:
–Workbenches
– Caves
– Walls, domes
–…
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Personal Displays
A graphics display that outputs a virtual scene destined to be
viewed by a single user. Such image may be monoscopic or
stereoscopic, monocular (for a single eye) or binocular (displayed
on both eyes).
• Head Mounted Displays (HMDs)
• 3-D Binoculars (hand supported)
• Auto-stereoscopic displays
(desk supported)
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Projector based
large-volume
displays
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• Workbanch-type displays
• CAVE type displays
• Wall-type displays
• Domes
http://www.mechdyn
e.com/cave2.aspx
https://www.tii.se/inside-
explorer-at-the-british-
museum
Graphics Displays
• Main technologies:
- LCD displays
- OLED displays
- Autostereoscopic displays: lenticular/barrier
- Projectors
• Other technologies: plasma, electrophorectic,
electroluminescent displays
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CRTs, LCDs and plasma displays
CRTs (past)
Advantages
• Brightness
• Price
Disadvantages
• Volume, weight
• Consumption
LCDs
Advantages
• Volume, weight
• Consumption
Disadvantages
• Past: Price
(passive LCDs):
Brightness, angle
Plasma
Advantages
• Width
• Size
• Brightness
Disadvantages
• Price
• Comsumption
Electrophoretic displays: “e-paper”
• Form images by rearranging charged pigment particles applying an
electric field and reflect light like ordinary paper
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https://en.wikipedia.org/wiki/Electronic_paper
http://electrophoretic.com/site/index.php/electrophoretic-display
Commercial devices: Kindle, Nook, ...
• Reflect light like paper
• Very low consumption
• Very low refresh rate
• “Ghosting”
Not very interesting for interactive applications
(at least yet)
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• Images provided by computer monitors are poor when compared to the real world
• It is amazing what we get from such simple devices
• Monitors have sevral limitations:
– Small range of intensities and colors
– Lack of focusing distance
– Small field of view
– ...
Stereoscopic Vision
• Depth perception in mono images is based:
- on occlusion (one object blocks another from view)
- shadows
- textures
- motion parallax
(closer images appear to move more than distant ones)
(Burdea and Coiffet., 2003)
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Stereopsis
Stereo ="solid" or "three-dimensional“
opsis = appearance or sight
'binocular vision‘ , 'binocular depth perception' , 'stereoscopic depth
perception'
• Stereopsis is the impression of depth that is perceived when a
scene is viewed with both eyes by someone with normal binocular
vision
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• Binocular disparity is due to the different position of our two eyes
Projection plane
eyes
object
• Need to present two images of the
same scene
• The two images can be presented:
• at the same time on two displays
(HMD)
• time-sequenced on one display
(active glasses)
• spatially-sequenced on one
display (auto-stereoscopic
displays)
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Implications for Stereo Viewing devices
Left eye, right eye images
(Burdea and Coiffet., 2003)
Common ways to produce a 3D sensation
• Anaglyphs: two colored images and color coded glasses
(red/cyan(green))
• Two images with different light polarization and polarizing glasses
– Linear and circular
• Double frame-rate displays combined with LCD shutter glasses
• Autostereoscopic displays
– Parallax barrier and lenticular lens
• Head Mounted Displays (HMDs)
and “exotic displays”
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• All show the right image to the right eye and the left image
to the left eye!
• All these technologies provide:
– stereo parallax
• When combined with headtracking,
they can provide
– movement parallax
for a single viewer
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Voice synthesizers
• There are several types:
Digitized - concatenates recorded basic sounds
Synthesised – concatenates sounds generated with models
• There are several technical challenges due to the nature of human voice:
different pronunciation rules
meaning may be changed by intonation
differences in intonation reflect different moods
• The quality of a synthesizer implies much more than intelligibility
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Advantages:
When the user has:
• physical deficiency
• to move around
• hands and eyes busy
• Adverse conditions: low visibility, low O2, high Gs
Disadvantages:
• Is tiresome and uncomfortable
• Is transient (taxes STM)
• Implies lack of privacy
• May disturb other people
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Some guidelines to use voice output
• Consider voice output as an alternative when the user must
move around, has hands and eyes busy
• Avoid voice output in open environments, when the privacy
and security are important issues and frequency of usage is
high
• Use approx. 180 words per minute
• When messages are not expected, start with non-critical words
that provide context
• Say first the goal and then the solutions
• Allow messages to be repeated
Virtual Reality Cerebral Aneurysm Clipping Simulation With
Real-Time Haptic Feedback
http://journals.lww.com/neurosurgery/Fulltext/2015/0
3002/Virtual_Reality_Cerebral_Aneurysm_Clipping.9.
aspx
Image tools:
A glimpse of the future? Interactive live holography
image-guided therapies for heart diseases (2013)
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https://www.youtube.com/watch?v=AIj2xEd
_z78
http://www.newscenter.philips.com/main/standard/news/pres
s/2013/20131028-Philips-and-RealView-Imaging-conclude-
worlds-first-study-to-evaluate-live-3D-holographic-imaging-
in-interventional-cardiology.wpd#.Um4h9hC3WwB
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• Technology shall not be used only because it is new!
• Independently from the type or state of the art of the input /
output devices it is necessary to understand their usability for
different types of users and tasks
Conclusion
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Main Bibliography
• Dix, A., J. Finley, G. Abowd, B. Russell, Human Computer Interaction,
3rd Ed.Prentice Hall, 2003
• B.Shneiderman.C.Plaisant.M.Cohen.S.Jacobs, Designing the User
Interface- Strategies for Effective Human-Computer Interaction, 5th
ed., Addison Wesley, 2009
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Other Bibliography
• Mann, S., “My ´’Augmediated’ Life, What I’ve learned from 35 years of
wearing computerized eyewear”, IEEE Spectrum, March, 2013, pp. 42-47
• http://electronics.howstuffworks.com
• http://en.wikipedia.org/wiki/Project_Glass
• http://www.lukew.com/ff/entry.asp?1720