Multimodal Interaction: An Introduction

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Multimodal Interaction Abdallah ‘Abdo’ El Ali An Introduction h"p://staff.science.uva.nl/~elali/ Some slides adapted from: Gabriel Skantze (KTH Royal Institute of Technology, Sweden), Denis Lalanne (University of Fribourg, Switzerland)

description

A 1-hour introductory lecture on multimodal interaction that I gave to bachelor HCI students. Included a section on how to get started in this exciting line of research.

Transcript of Multimodal Interaction: An Introduction

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Multimodal Interaction!

Abdallah  ‘Abdo’  El  Ali  

An Introduction!

h"p://staff.science.uva.nl/~elali/  

Some slides adapted from: Gabriel Skantze (KTH Royal Institute of Technology, Sweden), Denis Lalanne (University of Fribourg, Switzerland)

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Who am I?!

  Currently:  PhD  in  Mobile  Human-­‐Computer  Interac<on  -­‐UvA  

  Crossmodal  Interac=on  in  Mobile  Environments  

  Msc  in  Cogni<ve  Science  -­‐  UvA      Cogni=on,  Language,  &  Communica=on  track  

  Bsc  in  English  Language  &  Literature  -­‐  American  University  of  Beirut  

  Screenwri=ng,  Copywri=ng,  Edi=ng  

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Outline!

I.  Mul=modal  Interac=on  &  Interfaces  

II.  Mul=modal  Input  

III.  Mul=modal  Output  

IV.  Prac=cal  Ma"ers    

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Multimodal Interaction & Interfaces!

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A Brief History of Computer Interfaces!  Punched  cards  (late  19th  century)  

  Herman  Hollerith    -­‐  Tabula=ng  Machine  Company  (1896)  

  The  Command  Line  Interface  (1960s)    

  Sketchpad  (1963)  by  Ivan  Sutherland  –  light-­‐pen  pointer-­‐based  system  to  create  and  manipulate  objects  in  drawings  

  Alto  personal  computer  (1973)  developed  at  Xerox  PARC  

  Desktop  metaphor,  WIMP  (windows,  icons,  menus,  poin=ng  device)  

  WYSIWYG  

  Xerox  8010  Star  Informa=on  System  (1981)  

  Apple  Macintosh  (1984)  

  Windows  1.01  (1987)  

  Microsoc  Windows  3.0  (1990)  

  Mac  OSX  (2000’s)  

  […]  5

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Multimodal Interfaces!

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Project NATAL for Xbox 360

Kinect for Xbox 360 Playstation Move

Playstation EyePet

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HCI and Human Characteristics !

  HCI  is  a  mul=-­‐disciplinary  topic    Computer  Science  &  AI    Cogni=ve  Science    Sociology    Psychology    Design    […]  

  In  HCI  design,  important  to  understand  something  about  

  Human  informa=on-­‐processing  (cogni=ve  architecture,  memory,  percep=on,  motor  skills,  etc.)  

  How  human  ac=on  is  structured    The  nature  of  human  communica=on    Human  physical  and  physiological  

requirements/constraints  

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Why HCI?!  Humans  are  limited  in  their  

capacity  to  process  informa=on      Implica=ons  for  the  interac=on  

design    Mul=tasking  says  it  all  

  Important  considera=ons    Input-­‐output  channels  (senses  and  

effectors)    Memory    Learning  (acquiring  skills)    Reasoning  /  Problem  solving  

(cogni=ve  ac=vity)    Decision  making  

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Dis=nc=ve  aspects  of  mobile  interac=on  (Chi"aro,  2010):  

 Hardware:  small  screen,  limited  I/O  

 Perceptual:  noisy  street,  sunlight  reflec=on,  no  device  contact  

 Motor:  voluntary  movements  when  in-­‐vehicle,  fat-­‐finger  problem  

  Social:  phone  ring  at  a  conference,  gestures  in  front  of  strangers  

 Cogni<ve:  limited  a"en=on  span,  high  stress  &  load,  limited  memory    

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Use Case: Mobile Interaction!

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Embodiment!  Embodied  cogni=on,  Situated  Cogni=on,  Embodied  Interac=on,  EEC,    Social  Compu=ng,  Tangible  

Compu=ng,  Ac=ve  percep=on,  […]  

  Gibson  (1979)  “The  Ecological  Approach  to  Visual  Percep=on”    “....perceiving  is  an  act  not  a  response,  an  act  of  a"en=on,  not  a  triggered  impression,  an  achievement,  not  

a  reflex”  

  Heidegger  (1927)  “Being  and  Time”    Present-­‐at-­‐hand  vs.  ready-­‐to-­‐hand      e.g.,  hammer  as  object  (presence)  vs.  hammer  as  tool  (cogni=ve  extension)    E.g.,  mouse  as  hardware  vs.  mouse  as  tool  for  performing  GUI  opera=ons  

  Dourish  (1999)  “Founda=ons  of  Embodied  Interac=on”      “…interac=on  is  an  embodied  phenomenon.  It  happens  in  the  world,  and  that  world  (a  physical  world  and  a  

social  world)  lends  form,  substance  and  meaning  to  the  interac=on.  

  Sensori-­‐motor  coordina=on    Percep=on  for  ac=on    Ac=on  for  percep=on  

Agent

World

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Sensation & Perception!  Humans  perceive  the  world  through  their  

senses  (sensory  input)  and  act  on  it  through  the  motor  control  of  their  effectors    

  Five  major  senses    Sight    Hearing    Touch    Taste    Smell    (Propriocep=on,  thermocep=on,  nociocep=on,  …)  

  Effectors    Limbs  (arms,  legs,  body  posi=on,  …)    Fingers    Eyes    Head  /  Face    Body    Vocal  system  

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Man-Machine Interaction!

  Interac<on  can  be  seen  as  a  dialog  between  the  computer  and  the  user  

  Interac=on  styles  :    Command  language  /  Command  line  

interface    Form-­‐fills  and  spreadsheets    Menus    Natural  language  and  query  language    Ques=on/answer  dialog    WIMP    Point-­‐and-­‐click    Direct  manipula=on    3D  interfaces  (virtual  reality)    Brain-­‐computer  interface  

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Multimodal Interfaces!

  Mul<modal  Interac<on:  the  situa=on  where  the  user  is  provided  with  mul=ple  modes  for  interac=ng  with  a  system  

  Mul<modal  Interfaces  “…process  two  or  more  combined  user  input  modes  (such  as  speech,  pen,  touch,  manual  gesture,  gaze,  and  head  and  body  movements)  in  a  coordinated  manner  with  mul=media  system  output.  They  are  a  new  class  of  interfaces  that  aim  to  recognize  naturally  occurring  forms  of  human  language  and  behavior,  and  which  incorporate  one  or  more  recogni=on-­‐based  technologies  (e.g.  speech,  pen,  vision)”    (Ovia"  et  al.,  2002)  

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Multimodality vs. Multimedia!

  Modality  “refers  to  the  type  of  communica=on  channel  used  to  convey  or  acquire  informa=on.  It  also  covers  the  way  an  idea  is  expressed  or  perceived,  or  the  manner  an  ac=on  is  performed”  (Nigay  &  Coutaz,  1993)    Visual,  Auditory,  Hap=c,  etc.    Mul=-­‐  refers  to  2  or  more  such  modali=es  used  

  Mode  “refers  to  a  state  that  determines  the  way  informa=on  is  interpreted  to  extract  or  convey  meaning”  (Nigay  &  Coutaz,  1993)  

  Mul<media  “focuses  on  the  medium  or  technology  rather  than  the  applica0on  or  user”  (Buxton,  1986)    e.g.,  sound  clip  a"ached  to  a  presenta=on    Media  channels:  Text,  graphics,  anima=on,  video,  etc.  

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Speech  and  gestures  used  simultaneously  

Early Example!

“Put  That  There”  system    (Bolt,  1980)  

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Why Multimodal Interaction?!

Advantages  over  GUI  and  unimodal  systems:  

  Natural/realism:  making  use  of  more  (appropriate)  senses  

  New  ways  of  interac=ng    Flexible:  different  modali=es  excel  at  

different  tasks    Wearable  computers  and  small  devices  

  e.g.,  keyboard  typing  devices  require  training    Helps  the  visually/physically  impaired    Faster,  more  efficient,  higher  informa=on  

processing  bandwidth    Robust:  mutual  disambigua=on  of  

recogni=on  errors    Mul=modal  interfaces  are  more  engaging  

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Why Multimodal Interaction?!

Human  –  Human  protocols     Ini0a0ng  conversa0on,  

turn-­‐taking,  interrup0ng,  direc0ng  a:en0on,  …  

Human  –  Computer  protocols     Shell  interac0on,  drag-­‐and-­‐

drop,  dialog  boxes,  …      

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  Use more of users’ senses   Users perceive multiple things at once   Users do multiple things at once (e.g., speak and use

hand gestures, body position, orientation, and gaze)

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Questions?!

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Multimodal Input!

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Multimodal Input Overview!

  Mul=modal  Input:    allows  humans  to  

communicate  naturally  

  provides  user  with  mul=ple  input  modali=es  

  permits  mul=ple  styles  of  interac=on  

  may  be  simultaneous  or  not  

  must  consider  modality  fusion  and  temporal  constraints  

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Multimodal Input!  Poin=ng  (deixis),  (Mul=-­‐)Touch      Mo=on  controller  

  Accelerometer,  gyro  

  Speech    Free  form,  fixed,  non-­‐speech  sounds  

  Body  movement/Gestures    Gait,  posture    

  Head  posi=on  &  movements    Facial  expression,  Gaze  

  Tangibles    Digital  pen  and  paper  

  Biometrics    Sweat,  pulse,  respira=on,  skin  conductance  

  Brain  ac=vity  (neural)    EEG  signals,  fMRI  signals,  blood  oxygena=on  

  Scent?    Odor  detec=on  

   Taste?      

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Speech and Gesture Interaction! Speech   User  sa=sfac=on  is  highly  dependant  on  their  profiles  and  tasks   The  learning  rate  is  fast   Error  handling  is  getng  be"er  

 Perceptual  &  social  usage  constraints  are  important  (ambient  noise,  confiden=ality,  disturbance,  etc.)  

 Good  spoken  languages:  short  sentences  with  prosody  clearly  demarca=ng  end  of  words  

   Gesture     Habits  are  inherited  from  the  usage  of  mouse     Gesture  poin=ng  is  direct  and  reliable  (deixis)     Gesture  signs  may  not  be  natural  making  recogni=on  hard  

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Fundamental Problems !

 Aligning  HCI  tasks  with  modali<es  (and  vice  versa)  

 Aligning  mul=modal  usage  to  user  profiles  (and  vice  versa)  

 Mul<modal  Fusion    the  integra=on  of  communica=on  modali=es  in  interac=ve  systems    Input  

 Mul<modal  Fission      the  repar==oning  of  informa=on  among  several  communica=on  modali=es    Output  

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Multimodal Man-Machine Interaction Model!

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Levels of Multimodal Fusion!

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Data  Level:  e.g.,  combining  2  webcam  video  streams,  mul=ple  

perspec=ves  

Feature  level:  e.g.,  combining  speech  and  lip  movements  

Decision  level:  e.g.,  combining  gestures  and  speech  

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Unimodal or Multimodal?!

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MATCH: Multimodal Access to City Help (Johnston et al., 2002)!

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  Interac=ve  city  guide  and  naviga=on  applica=on:  provides  restaurant  and  subway  informa=on  for  NY  and  DC  

  Dynamic  map-­‐based  interface  on  tablet    Input  modali=es:    

  Speech,  pen  gesture,  handwri=ng,  GUI    Commands  can  be  speech,  pen,  or  

mul=modal    Visual  parsing  of  complex  gestural  input  

  Output  modali=es:      Coordinated  mul=modal  output  combining  

synthe=c  speech  and  dynamic  graphics    Example:    

  Speech:  “show  inexpensive  italian  places  in  chelsea”  

  Mul=modal:  “cheap  italian  places  in  this  area”  (pen  gesture;  right)  

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NUMACK (Foster and White, 2005)!

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  NUMACK  (Northwestern  University  Mul=modal  Autonomous  Conversa=onal  Kiosk)  

  Embodied  Conversa=on  Agent  (ECA)  that  gives  direc=ons  around  Northwestern's  Campus  

  Combina=on  of  speech,  gestures  and  facial  expressions  

  Uses  a  grammar-­‐based,  computa=onal  model  of  language  and  gesture  planning  system  

  NUMACK's  verbal,  non-­‐verbal  and  mul=modal  behaviors  realized  through  synthesized  speech  and  kinema=c  body  model    

  System  updates  its  model  of  context  and  the  world  by  fusing  mul=modal  user  input  

  Stereoscopic,  head-­‐tracking  system    Speech    Pen      

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Multimodal Input Advantages!

  Improved  error  handling  &  efficiency    fewer  errors    faster  task  comple=on  

  Greater  expressive  power    Greater  precision  in  visual-­‐spa=al  tasks  (e.g.,  map  

scrolling  &  item  localiza=on)    Support  for  users’  preferred  interac=on  style    Accommoda=on  to  diverse  users,  tasks  &  usage  

environments      e.g.,  accented  speakers  &  mobile  environments  

  Shorter  &  less  complex  linguis=c  construc=ons      e.g.,  fewer  loca=ve  descrip=ons  

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Questions?!

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Multimodal Output!

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Multimodal Output! Visual  

  Text    Graphics    Anima=ons    Virtual/Augmented  Reality  

 Auditory    Speech  (e.g.,  Embodied  

Conversa=onal  Agent)    Non-­‐speech  Sound  

 Hap=cs  (tac=le)    Force  feedback  (e.g.,  PS3  

controller)    Vibrotac=le  (e.g.,  phone  vibrate)    

  Scent?    Scented  mobile  phones  

  Taste?  

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Multimodal Output!    

 Advantages  (Sarter,  2006;  Ovia",  2002):    Synergy    Redundancy    Higher  Informa=on  bandwidth  

 Wicken’s  Mul=ple  Resource  Theory  (1984)  

 More  modali=es  =  be"er?    Higher  resource  compe==on  

when  people  have  to  a"end  to  two  sources  at  once  (Reeves  et  al.,  2004).  

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Mobile Multimodal Interfaces!      Mobile  context  means  a"en=onal  

and  memory  resources  are  limited  (Tamminen  et  al.,  2004)  

  E.g.,  map  scrolling,  talking  with  friend,  crossing  the  street  

  Poten=al  of  mul=modal  feedback  cues  in:  1.  addressing  issues  of  accessibility  (e.g.,  to  

support  blind  users  in  naviga=on)  (Magnusson  et  al.,  2009)    

2.  developing  pedestrian  naviga=on  aids  to  support  situa=onal  impairment  and  awareness  (Brewster  et  al.,  2003)  

  Examples:      Pocket  Navigator  (Pielot  et  al,  2010)      AudioGPS  (Holland  et  al.,  2002)    

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http://feelspace.cogsci.uni-osnabrueck.de/

http://www.lalyagaye.com/

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Tactile and Non-Speech Auditory Feedback!

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  Tactons:  “Structured,  abstract  messages  that  can  be  used  to  communicate  non-­‐visually”  (Brown,  2005).  Informa=on  encoded  in  parameters  such  as:  

  Waveform,  dura=on,  rhythm,  spa=al  loca=on,  frequency,  […]  

  Earcons:  “Non-­‐verbal  audio  messages  that  are  used  in  the  computer/user  interface  to  provide  informa0on  to  the  user  about  some  computer  object,  opera0on  or  interac0on"  (Bla"ner,  1989).  Informa=on  encoded  in:  

  Pitch,  amplitude,  dura=on,  spa=al  loca=on,  […]  

  Amodal  parameters:  consist  of  informa=on  that  is  not  specific  to  any  one  sensory  modality  (Lewkowickz,  1994).  Parameters  common  to  both  tac=le  and  auditory  domains  (Lewkowickz,  1994;  Hoggan  et  al.,  2009):  

  Spa=al  loca=on,  rhythm,  texture,  dura=on,  frequency,  intensity/amplitude    

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Crossmodal Interaction!

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     Subset  of  mul=modal  interac=on  where  the  

senses  receive  the  ‘same’  informa=on  content  across  invoked  sensory  modali=es  (Gibson,  1966;  Lewkowicz,1994)  

  Cf.,  Sensory  Subs=tu=on  (Visell,  2008)    vOICe:  Seeing  with  Sound  applica=on;  Braille  

  Crossmodal  Interac=on  refers  to  situa=ons  where  characteris=cs  of  one  sensory  modality  may  be  bi-­‐direc=onally  transformed  into  the  characteris=cs  of  another  (e.g.,  audio  ⇿  tac=le)  (Hoggan,  2007;  2009)    Redundancy  

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Crossmodal Output Advantages!

     Crossmodal  output  advantages:    Unlike  mul=modal  interac=on,  

li"le  risk  of  informa=on  processing  overload  

  When  one  sensory  modality  is  knocked  out  (e.g.,  noise  environment,  body  contact),  informa=on  is  s=ll  received  

  Permits  both  ‘eyes-­‐free’  and  ‘hands-­‐free’  interac=on  

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Questions?!

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Practical Matters !

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Multimodal Input Research Areas!

   

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     Applied  Machine  Learning  

  Speech  Recogni=on,  Speech  Synthesis  

  Gesture  Recogni=on,  Mo=on  Tracking  

  Head,  Gait  and  Pose  Es=ma=on  

  Mul=modal  Fusion  

  HCI  

  Usability  issues  in  diverse  tasks  

  Social  acceptability  

  Context-­‐aware  and  ubiquitous  compu=ng  (which  modality  to  use  when)  

  Design/Prototyping  of  Mul=modal  Interfaces  (e.g.,  wizard  of  Oz)  

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Multimodal Output Research Areas!

   

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     Virtual  and  Mixed  Reality  (Immersive  

Environments)    Embodied  Conversa=on  Agents  

  Hap=cs:  force-­‐feedback,  vibrotac=le  feedback  

  Audio:  feedback,  synthesis  

  Crossmodal  Integra=on  

  HCI  (Usability,  Ssa<sfac<on)  

  Mul=modal  Feedback  (in-­‐vehicle/pedestrian  naviga=on,  safety  and  control,  surgery,  ergonomics,  etc.)    

  Crossmodal  Feedback  

  (Mobile)  Mul=modal  Interface  design  

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International Communities!

   

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     CHI:  ACM  CHI  Conference  on  Human  Factors  in  Compu=ng  

Systems  

  MobileHCI:  ACM  conference  on  Human-­‐computer  interac=on  with  mobile  devices  and  services  

  ICMI:  ACM  Interna=onal  Conference  on  Mul=modal  Interac=on  

  CSCW:  ACM  Conference  on  Computer  Supported  Coopera=ve  Work  

  ACM  MM:  ACM  Mul=media  Conference    

  INTERACT:  IFIP  conference  on  Human-­‐Computer  Interac=on  

  WHC:  World  Hap=cs  Conference  

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Resources!

   

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  Books:    Paul  Dourish  (2004)  “Where  the  Ac=on  is:  The  founda=ons  of  

embodied  interac=on”    Andy  Clark  (2003)  “Natural-­‐Born  Cyborgs:  Minds,  Technologies,  

and  the  Future  of  Human  Intelligence”    Bill  Buxton  (2007)  “Sketching  User  Experiences:  Getng  the  

design  right  and  the  right  design”    Adam  Greenfield  (2006)  “Everyware:  The  dawning  age  of  

ubiquitous  compu=ng”  

  Ar<cles:    Mark  Weiser  (1991)  “The  Computer  for  the  21st  Century”,  

Scien0fic  American    Sharon  Ovia"  (2002)  “Perceptual  user  interfaces:  mul=modal  

interfaces  that  process  what  comes  naturally”,  Communica=ons  of  the  ACM  

  Sharon  Ovia"  (1999)  “Ten  myths  of  mul=modal  interac=on”,  Communica=ons  of  the  ACM  

  Nadine  Sarter  (2006)  “Mul=modal  informa=on  presenta=on:  Design  guidance  and  research  challenges”,  Interna=onal  Journal  of  Industrial  Ergonomics  

  Leah  Reeves  et  al.  (2004)  “Guidelines  for  mul=modal  user  interface  design”,  Communica=ons  of  the  ACM  

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Summary!

   

45

   

  We  are  embodied  and  embedded  creatures,  and  this  influences  the  way  we  interact  with  the  world  and  computa=onal  ar=facts  

  Mul<modal  Interfaces  aim  at  making  communica=on  with  machines  more  natural,  more  efficient,  and  more  engaging  

  Mul<modal  Input  and  Output  focus  on  different  aspects  within  HCI,  requiring  different  skill  sets,  but  mul=modal  research  and  development  requires  both  

  Mul<modal  Interac<on  is  an  exci=ng  and  rapidly  growing  area  that  hugely  benefits  from  HCI  work    

Page 46: Multimodal Interaction: An Introduction

The Future of Computing is Multimodal…!

   

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Page 47: Multimodal Interaction: An Introduction

Contact!

47

  Address:    

  Room  C3.258,  Informa=cs  Ins=tute,  Science  Park  904,  1098  XH  Amsterdam,  NL  

e:  [email protected]  

w:  h"p://staff.science.uva.nl/~elali/  

t:  +31  (0)20  525  8661  

Slides  available  at:  h"p://staff.science.uva.nl/~elali/hci_abdo_2011.pdf

Abdo  El  Ali  

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principles.  Human-­‐Computer  Interac=on,  4,  1,  11-­‐44  Bolt.,  R.  A.  (1980).  “Put-­‐that-­‐there”:  Voice  and  gesture  at  the  graphics  interface.  SIGGRAPH  Comput.  Graph.  14,  3,  

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Hoggan,  E.  and  Brewster,  S.A.  (2007)  Designing  Audio  and  Tac=le  Crossmodal  Icons  for  Mobile  Devices.  In  ACM  Interna=onal  Conference  on  Mul=modal  Interfaces  (Nagoya,  Japan).  ACM  Press,  pp  162-­‐169  

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Holland,  S.,  Morse,  D.  R.,  and  Gedenryd,  H.  (2002).  AudioGPS:  Spa=al  audio  naviga=on  with  a  minimal  a"en=on  interface.  Personal  Ubiquitous  Comput.,  6(4):253–259,  2002  

Kopp,  S.,  Tepper,  P.  and  Cassell,  J.  (2004).  "Towards  Integrated  Microplanning  of  Language  and  Iconic  Gesture  for  Mul=modal  Output.“  ICMI  2004.        

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Magnusson,  C.,  Tollmar,  K.,  Brewster,  S.,  Sarjakoski,  T.,  Sarjakoski,  T.,  &  Roselier,  S.  (2009).  Exploring  future  challenges  for  hap=c,  audio  and  visual  interfaces  for  mobile  maps  and  loca=on  based  services.  In  Proceedings  of  the  2nd  interna=onal  workshop  on  loca=on  and  the  web  (pp.  8:1{8:4).  New  York,  NY,  USA:  ACM.  

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