HCI - Chapter - 1 - 2
HCI - Chapter - 1 - 2
HCI - Chapter - 1 - 2
1. Introduction to
Human-Computer
Interaction
(HCI)
Computers
• Classical situation: a person using an
interactive graphics program on a workstation
• BUT machines are nowadays pervasive:
– Embedded computational machines, such as
parts of spacecraft cockpits or microwave ovens
– Ubiquitous computing, Wearable computing,
smartphones, tablets
– Virtual realities
– Mixed realities
Computers
• Keywords: computing, interaction
=> active machines
• E.g., the relationships between humans and
hammers is not part of HCI!
• Human factors studies the human aspects of
all designed devices, but not the mechanisms
of these devices.
• Human-Computer Interaction studies both the
mechanism side and the human side, but of a
narrower class of devices.
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Humans
• Classical situation: a person using an
interactive graphics program on a workstation
• BUT complex social organizations can also be
considered:
– Group of humans (e.g., collaborating for work, for
leisure, etc., or competing): Computer Supported
Cooperative Work (CSCW)
– Large organizations (e.g., companies, institutions)
Historical roots
• Vannevar Bush’s Memex (1945)
– A proto-hypertext system: an electromechanical device for
reading a large self-contained library, and add or follow
(collaboratively) associative trails of links and notes.
– Visions of future HCI, e.g., head-mounted cameras, voice
recognition, speech synthesis (the Memex desk).
Historical roots
• Man-machine symbiosis (Licklider, 1960)
• Augmentation of human intellect,
oNLineSystem (NLS) (Engelbart, 1963) ->
“Augmenting human intellect”: precursor of
CSCW, pointing devices, windows, RPC
• These works provided the conceptual
framework and the lines of development for a
number of important building blocks for HCI:
e.g., the mouse, bitmapped displays, personal
computers, windows, the desktop metaphor,
point-and-click editors.
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Historical roots
• Ivan Sutherland’s Sketchpad (1963)
uses CRT and pen devices, is the first example of
Graphical User Interface (GUI), is the ancestor of modern
computer-aided drafting (CAD)
Historical roots
• Dynabook (Kay and Goldberg, 1977)
The first prototype of what is now known as a laptop computer or a
tablet PC, aimed at giving children access to digital media; the target
audience was children; the prototype embodied learning theories from
developmental psychology.
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Historical roots
• Xerox PARC (Palo Alto Research Center)
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Goals of HCI
• Basic goal: to improve the interactions
between users and computers by making
computers more usable and receptive to
the user’s needs.
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Goals of HCI
• Methodologies for designing interfaces
– i.e., given a task and a class of users, design the best possible
interface within given constraints
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Example 1
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Example 1
• Problems:
– Inconsistency with prior experience and other applications
(horizontal scrollbar)
– the horizontal scrollbar is an affordance for continuous scrolling,
not for discrete selection
– no shortcuts for frequent users
– The help text has also usability problems: “Press OKAY”? Where
is that? And why does the message have a ragged left margin?
– The presence of a help text is indicative of the presence of
usability bugs.
– A usable interface should not need many explanations!
– Usability bugs should be fixed along the design process and not
patched when the product is delivered!
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Example 1
• The example redesigned
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Example 2
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Example 2
• Problems:
– The date and time look like editable fields (affordance), but you
cannot edit them with the keyboard.
– The dialog box displays time differently, using 12-hour time (7:17
pm) where the original dialog used 24-hour time (consistency)
– The third representation (analog clock) further increases
confusion.
– The way of changing the time using the two mouse buttons is
not familiar.
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Example 3
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Example 3
• Context-menus popping up on right-click
are useful (you don’t have to go up to the
menu bar)
• But the appearing and disappearing of
sub-menus should be carefully managed:
– Sub-menus that appear and disappear too quickly make the
interface difficult to use
– If they are too slow, they make the user uncomfortable with them
Example 4
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Example 4
• “An human-machine interface is modal with respect
to a given gesture when (1) the current state of the
interface is not the user’s locus of attention and (2)
the interface will execute one among several
different responses to the gesture, depending on
the system’s current state”
(J. Raskin, The Humane Interface, 2000)
• Thus, a mode is a distinct setting within a computer
program or any physical machine interface, in
which the same user input will produce perceived
different results than it would in other settings.
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Example 4
• Modes often lead to errors know as mode errors.
• A mode error can be quite disorienting as the user
copes with the violation of her user expectations.
• An interface that uses no modes is known as a
modeless interface.
• An interface is not modal, as long as the user is
aware of its current state.
• The best way to avoid mode errors is to build an
accurate mental model of the system for the users
which allows them to predict the mode accurately.
• Quasimodes are modes that are kept in place
only through some constant action by the user.
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Example 5
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Example 6
Source: www.baddesigns.com
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Example 8
How to design an intuitive, usable phone answering machine?
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Example 8
Marble Answering Machine (Bishop, 1995)
The Marble Answering Machine (by
Durell Bishop, student at the Royal
College of Art) is a prototype
telephone answering machine.
Incoming voice messages are
represented by marbles, the user can
grasp and then drop to play the
message or dial the caller
automatically. It shows that
computing doesn’t have to take place
at a desk, but it can be integrated into
everyday objects. The Marble
Answering Machine demonstrates
the great potential of making digital
information graspable
– Tangible interface
– Based on the use of everyday objects
– Easy and intuitive to use
– Requires one-step actions to perform core tasks
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Example 9
Bancomat (cash machine) (our student Andrea Germinario)
– Tangible interface
– Inconsistency of instructions
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Interaction design
Interface design
system
user
interface
Interaction design
interaction
system
user
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Interaction design
• Preece, Sharp, and Rogers, 2015:
Designing interactive products to support the way
people communicate and interact in their everyday
and working lives
• Winograd, 1997:
The design of spaces for human communication
and interaction
• Wikipedia
The discipline of defining the behavior of products
and systems that a user can interact with
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Usability
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Usability
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Usability
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Usability
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Usability
• Usability is contexts
therefore a
relative
concept that
depends on
three users
independent
variables
goals
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Usability
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Usability goals/dimensions
• Effectiveness
– Does the system allow the user to fully
reach the goal? How accurate is it?
• Efficiency
– How many resources have to be spent for
obtaining the result? Is the system fast to
use, once learned?
• Satisfaction
– Is the system enjoyable to use? Do the
users appreciate them?
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Usability goals/dimensions
• When does the system need to be
effective, efficient, and satisfactory? The
first time it is used? After some training?
What happens in case of errors?
• Learnability
– How much is the system easy to learn?
• Memorability
– Is the use of the system easy to remember?
• Safety
– Is the system safe? Are errors few and
recoverable?
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Learnability
• Some systems are designed so that
novice users can quickly and easily learn
how to use them.
• Some other systems are designed for
expert users and expert users only can
use them effectively.
• Some other systems have alternative
modes (for novices and for experts).
• But no user is uniformly novice or expert!
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Learning curve
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Memorability
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Safety
• Protecting the user from dangerous conditions
and undesirable situations:
– Preventing the user to make serious errors (e.g.,
do not place the quit or delete command right next
to the save command in a menu!)
– Providing users with ways of recovery in case of
errors (e.g., undo facilities, confirmatory dialog
boxes).
• Safe interactive systems engender confidence
and allow exploration of functionalities.
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Readings
• Curricula for Human-Computer Interaction, ACM
Special Interest Group on Computer-Human
Interaction, Curriculum Development Group,
http://sigchi.org/cdg/index.html, Last updated: 2008-
04-11.
• Shneiderman, B. (2009). Designing the User
Interface. Addison Wesley, Chapter 1.
• Preece, J., Rogers, Y., Sharp, H. (2019). Interaction
design. Wiley, 5th Ed.
• MIT course on HCI
• Web: Interface Hall of Shame, baddesign.com ….
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2. The Human:
Sensory channels,
Perception, Cognition,
Emotion
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The Human
• Information i/o …
• visual, auditory, haptic, movement
• Information stored in memory:
– sensory, short-term, long-term
• Information processed and applied:
– reasoning, problem solving, skill, error
• Emotion influences human capabilities
• Each person is different
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Perception
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Perception
• One of the oldest fields in psychology
– E.g., the Weber–Fechner law (19th century) on
the logarithmic relationship between physical
magnitudes of stimuli and perceived intensity
• What one perceives is a result of interplays
between past experiences, including culture,
and the interpretation of the perceived.
• If the percept does not have support in any of
these perceptual bases it is unlikely to rise
above perceptual thresholds.
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Sensory modalities
• Law of specific nerve energies: we are
aware not of objects themselves but of
signals about them transmitted through our
nerves, and that there are different kinds of
nerves, each nerve having its own “specific
nerve energy” (Muller, 1830).
• Muller adopted the five primary senses that
Aristotle had recognized: seeing, hearing,
touch, smell, taste.
• The specific nerve energy represented the
sensory modality that each type of nerve
transmitted. 35
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Sensory modalities
• Sensory modality: the sensory channel
through which information is perceived; it
refers to the type of communication channel
used for transferring or acquiring information.
• There are specific receptor cells, tuned to be
sensitive to different forms of physical energy
in the environment
• Mode: a state determining how information is
interpreted to extract or transfer its meaning.
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Sensory modalities
Sensory modalities
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Terminology:
Proximal and Distal Stimuli
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Terminology:
Multimedia Vs. Multimodal
• Medium = information carrier (e.g.,: press,
video, audio, graphic video terminals, e-mails, ...)
• Multimedia system: a system that can
gather information from and produce
information in more than one medium.
• Codes (encoding) = conventions used for
representing information
• E.g., medium press may contain codes such as
pictures, diagrams, text.
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Syntax
Semantics
Pragmatics
Application
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Architecture of a
multimodal system
Syntax
Semantics
Pragmatics
Application
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Sensory modalities
• Major modalities for Human-Computer
Interaction and multimedia:
– Vision
– Hearing
– Somatic senses
• Some of the sensory modalities do not have a
cortical representation (sense of balance,
chemical senses) or just have a very reduced
one (taste) and do not give origin to
“conscious perception”: thus we cannot
speak, for them, of “perceptual channels”.
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Smell
• The senses of smell and taste have not (yet)
been widely used in HCI and multimedia.
• However, especially the sense of smell has
great potentialities, e.g., in man-machine
interaction with mobile robots.
• In nature odors are not only important from
the point of view of “chemical” analysis, but
also from the navigation point of view, for
“marking” the territory and setting “landmarks”
which are of great help in path planning.
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Smell
• Biological memory is linked to odors, most
probably because the phylogenetically oldest
systems of territory representation are based
on the chemical senses.
• Spatial memory is probably related to the
hippo-campus, a cortical area in the immediate
neighborhood of the olfactory cortex.
• Some experiments of robotical path planning,
following the gradient of some odor
(e.g., Russell, 2000).
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Smell
• It seems reasonable to consider odor as a
creative bidirectional channel of
communication between man and a moving
machine.
• Unlike sound, olfactory marks have a physical
persistence, like visual traces, but are
invisible themselves and may thus be used in
parallel to visible traces.
• Human chemical senses such as taste and
smell create particularly salient memories.
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Vision
• “vision: [...] 2b (1): mode of seeing or
conceiving; [...] 3a: the act or power of
seeing: SIGHT; 3b: the special sense by
which the qualities of an object [...]
constituting its appearance are perceived and
which is mediated by the eye; [...]”
• Vision plays the most important role as input
modality for information processing.
• There is a large body of experimental
knowledge about the properties of vision
(even if we cannot fully understand it yet).
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Vision
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The eye
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Receptors
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Receptors
• Rods cannot distinguish colors, but are
responsible for low-light black-and-white vision
• Rods work well in dim light as they contain a
pigment, visual purple, which is sensitive at
low light intensity, but saturates at higher
intensities.
• Rods are distributed throughout the retina but
there are none at the fovea and none at the
blind spot. Rod density is greater in the
peripheral retina than in the central retina.
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Receptors
• Cones are responsible for color vision.
• They require brighter light than rods.
• There are three types of cones, maximally
sensitive to long-wavelength, medium-
wavelength, and short-wavelength light (often
referred to as red, green, and blue).
• The color seen is the combined effect of stimuli
to, and responses from, these cone cells.
• Cones are mostly concentrated in and near the
fovea. Only a few are present at the sides.
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Receptors
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• Colour
– made up of hue, intensity, saturation
– cones sensitive to colour wavelengths
– blue acuity is lowest
– 8% males and 1% females are colour blind
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Visual acuity
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Eye movement
• Saccades: very fast (even more than 400°/s)
eye movements with very short time duration
(20~50 ms), aiming at moving the fovea so
that small parts of a scene can be sensed with
greater resolution.
• Fixation: maintaining of the visual gaze on a
single location. Humans typically alternate
saccades and visual fixations. During fixation
(~60-700 ms) visual information is captured
• Scanpath: 2D trajectory followed by eyes
while exploring a scene (alternation of
saccades and fixations, duration: ~230 ms).
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Eye movement
Fixation Fixation
Saccade
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Eye tracking
• The process of measuring either the point of
gaze (“where we are looking”) or the motion of
an eye relative to the head.
• Eye tracker: device for
measuring eye
positions movements.
• Video-based eye
trackers: an infrared
light is used to create
a corneal reflection
(CR), which is tracked
with a video-camera.
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Yarbus, A. L., 1967. Eye Movements and Vision. Plenum. New York.
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Vision
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Cone
sensitivity
curves
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Temporal response
• It is responsible for many effects like
perception of light intensity changes, and
rendering of motion.
• The response can also be very high in
specific conditions but in practice it can be
considered to be limited to a maximum of
100 Hz for very good motion rendering and
few tens of Hz for light intensity change.
• This is dependent on the type of visual
stimulation, distance, lighting conditions.
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Spatial response
• Spatial response deals with the problems of
visual resolution, width of the field of view,
and spatial vision.
• Resolution: while in normal scenes the
resolution to details needs not to be very
high, in specific situations the eye is very
sensitive to the resolution: this is the reason
why magazine printing might require a
hundred times higher resolution than TV.
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Spatial response
• Width of the field of view: while the central
visual field which brings most information is
essential, there is a much wider peripheral
vision system which has to be activated in
order to increase the perceptual involvement
(cinema vs. TV effect).
• On top of this there is a sophisticated spatial
vision system which is partially based on
binocular vision and partially on spatial
feature extraction from monocular images.
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Optical illusions
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Optical illusions
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Physiological illusions
• Stimuli have individual dedicated neural paths in
the early stages of visual processing; repetitive
stimulation of only one or a few channels causes a
physiological imbalance that alters perception.
• Mach bands is an illusions that is best explained
using a biological approach: in the receptive field
of the retina light and dark receptors compete with
one another to become active.
• We therefore see bands of increased brightness
at the edge of a color difference.
• Once a receptor is active it inhibits adjacent
receptors.
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Mach Bands
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Reading
Several stages:
- visual pattern perceived of the structure of the word on the page
- decoded using internal representation of language
- interpreted using knowledge of syntax, semantics, pragmatics
Hearing
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Hearing
• Provides information about the surrounding environment:
distances, directions, identification of objects and of the physical matter
and actions of objects (e.g. the sound of “friction”, of “rolling”, of “walking
steps” on different matter, e.g. snow, sand, stone…”, etc).
• Physical apparatus:
– outer ear – protects inner and amplifies sound
– middle ear – transmits sound waves as
vibrations to inner ear
– inner ear – chemical transmitters are released
and cause impulses in auditory nerve
• Perceived and objective qualities of sound:
– pitch – sound frequency
– loudness – amplitude
– timbre – type or quality
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• Sound:
– changes in air pressure (vibrations)
• Sounds are produced:
– physical objects vibrate according to their
properties and thus cause movements of the air
• Sounds are perceived:
– air vibrations are picked up by eardrums, and
later in the inner ear are transformed to nerve
impulses
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1
Sound
0.8
0.6
0.4
Amplitude
0.2
-0.2
-0.4
-0.6
-0.8
-1
0 0.2 0.4 0.6 0.8 1 1.2 1.4 1.6
Time
A sound of a note on a pianoforte: the initial wave (left) is the sum of the periodic
sound of the note and the noise of the hammer hitting the strings; after a while (right)
the noise fade off only remains the periodic component of the sound.
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Sound
Pressure waves
air
Sound source
(vibrating object) Ear
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The ear
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The ear
• The ear has external, middle, and inner portions. The outer
ear is called the pinna and is made of ridged cartilage covered
by skin. Sound funnels through the pinna into the external
auditory canal, a short tube that ends at the eardrum
(tympanic membrane).
• Sound causes the eardrum and its tiny attached bones in the
middle portion of the ear to vibrate, and the vibrations are
conducted to the nearby cochlea. The spiral-shaped cochlea
is part of the inner ear; it transforms sound into nerve
impulses that travel to the brain.
• The fluid-filled semicircular canals (labyrinth) attach to the
cochlea and nerves in the inner ear. They send information on
balance and head position to the brain. The eustachian
(auditory) tube drains fluid from the middle ear into the throat
(pharynx) behind the nose.
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Hearing
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Sound Intensity
• Sound pressure or acoustic pressure is the local pressure deviation
from the ambient (average, or equilibrium) atmospheric pressure,
caused by a sound wave.
• In air, sound pressure can be measured using a microphone, and in
water with a hydrophone.
• In a sound wave, the complementary variable to sound pressure is the
particle velocity. Together they determine the sound intensity of the
wave:
• Sound intensity, denoted I and measured in W·m−2, is given by:
I=pv
where:
– p is the sound pressure, measured in Pa;
– v is the particle velocity, measured in m·s−1.
• The Distance Law of sound pressure p for a spherical sound wave at a
distance r from a punctual sound source is given by:
pα1/r
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Loudness
• Perceived sound intensity
• Used to arrange sounds on a scale from quiet to loud
• Perceived physical quality:
– measured as dB SPL (sound pressure level):
SPL=20log(p/p0)
where
• p is the root mean square sound pressure;
• p0 is the commonly used reference sound pressure in air (20 μPa RMS) which is
usually considered the threshold of human hearing (roughly the sound of a
mosquito flying 3 m away). Sound level measurements are made relative to this
level (Standard ANSI S1.1-1994)
• The lower limit of audibility is defined as SPL of 0 dB,
– 10 dB SPL – barely audible
– 60 dB SPL – moderately loud
– The upper limit is not as clearly defined. Approx 120 dB SPL – threshold of pain
• In general: twice as loud is ~6 dB of difference
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Loudness
Shot
(Pain threshold)
Rock concert
Conversation
Clock
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Pitch
• Perceptual property:
– Property that can be used to arrange sounds
on a scale from low to high
– is equal to the frequency of a sine-wave,
for which a listener says it has the same pitch
as the sound
• Sounds:
– do cause a sensation of pitch: harmonic
sounds (tones)
– do not cause a sensation of pitch
– sounds in between
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Pitch
• Range: 20 Hz – 20 kHz
• We perceive pitch on a logarithmic scale
with the base of 2:
– sound 2x as high – frequency 2x as high
– sound 3x as high – frequency 4x as high
– sound 4x as high – frequency 8x as high
– ...
• In western music, an octave is divided into
12 semitones with frequencies 21/12 apart
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Frequency spectrum of
sounds
• The frequency spectrum of harmonic
sounds contains one or more stable
frequency components, called partials
4000
Amplitude
3000
2000
1000
0
0 220 440 880 1760 2000
Frequency
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Frequency spectrum of
sounds
• The frequency spectrum of non-harmonic
sounds is usually noisy – there are no
prominent partials
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250
Amplitude
200
150
100
50
00 1000 2000 3000 4000
Frequency
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Auditory illusions
– Shepard scale
– Risset scale
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Timbre
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Spatial attributes:
distance and direction
• The perception of the direction of a sound source
depends on
– the differences in the signals between the two ears
(interaural cues):
• interaural level difference (ILD)
• interaural time difference (ITD)
– the spectral shape at each ear (monaural cues).
• Interaural and monaural cues are produced by
reflections, diffractions and damping caused by the
body, head, and pinna.
• The transfer function from a position in space to a
position in the ear canal is called head-related
transfer function (HRTF).
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Spatial attributes:
distance and direction
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Interactive Sonification
http://www.interactive-sonification.org/
• Sound is intrinsically related to movement: acoustic
waves are generate by a movement generating an
excitatory pattern.
• Music alludes to movement: scientific literature
studying “what movements are evoked by music?”
• Industry applications: for example
– Sonification of human movement or of scientific data
(counterpart of visual displays / data visualization)
– Therapy and rehabilitation
– Wellness and fitness (music listening while doing
sport decreases 5% oxygen consumption: music is
forbidden in sport competitions: technological
doping)
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smcnetwork.org
– European Roadmap on the ACM discipline of
“Sound and Music Computing”
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Somatic senses
• “somatic: 1: of, relating to, or affecting the body [...];
2. of or relating to the wall of the body”
• The main keywords related to somatic senses are
tactile and haptic which are both related to the
sense of touch.
• Concerning this sense, there is a lot more than only
touch itself.
• Researchers distinguish five “senses of skin”: the
sense of pressure, of touch, of vibration, of cold,
and of warmth.
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Somatic senses
• Provide important feedback about environment.
• A key sense for someone who is visually impaired.
• Stimulus received via receptors in the skin:
– Thermoreceptors (heat and cold)
– Nociceptors (pain)
– Mechanoreceptors (pressure)
• Some are instantaneous, some continuous
• Some areas more sensitive than others e.g. fingers.
• Kinethesis: awareness of body position
– affects comfort and performance.
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Touch
• Skin is the largest
sense organ in the
body. It covers
about 2 mq
(Quilliam, 1978).
Sensory
• Mechanoreceptors
sensitive to
pressure or
deformation.
• Concentration of
mechanoreceptors
is not uniform.
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Sensory homunculus
frekvenca
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Two-points threshold
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The hand
• Spatial acuity about 1 mm (Loomis, 1979)
• Temporal acuity 700 Hz vibrations (1.4 ms
intervals) (Verrillo 1963)
• The output response of each receptor
decreases over time (called stimulation
adaptation) for a given input stimulus.
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Multisensory integration
• Hand poorer than eye and better than
ear in spatial details.
• Hand better that eye and poorer than
ear in temporal details.
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Haptics
• The word haptic, from the Greek ἁπτικός
(haptikos), means pertaining to the sense
of touch
• Haptic technology refers to technology
that interfaces to the user via the sense of
touch by applying forces, vibrations,
and/or motions to the user.
• By touching an object, which information is
it possible to obtain?
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Haptics
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Exploratory procedures
Exploratory procedures
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Braille Bar
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Kinesthesis
• Kinesthesis (perception of body movements):
the perception that enables one person to
perceive movements of the own body.
• It is based on the fact that movements are
reported to the brain (feedback), as there are:
– angle of joints
– activities of muscles
– head movements (vestibular organ in the inner ear)
– position of the skin, relative to the touched surface
– movements of the person within the environment
(visual kinesthesis)
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Paradigms of perception
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Behaviourism
• I.P.Pavlov -> J.B.Watson (1913) ->
B.F.Skinner
• Deny consciousness.
• Chains of conditioned reflex would explain
all learned behavior, even language.
• Method: measure innate reflex in babies and
strengths of drives for rewards.
• A sort of “atomism” to explain complex
behavior from simple components.
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... Behaviourism
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Gestalt Psychology
• A very different rival school, founded in
Germany in the 1920s, then in USA.
• Emphasis on dynamics and “holism”.
• Gestalt: a grouping of elements such
that the whole is greater than the sum of
its parts.
• Analysis into perceptual components is
not supposed to be possible
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Law of prägnanz
• The fundamental principle of gestalt
perception is the law of prägnanz (German
for conciseness) which says that we tend to
order our experience in a manner that is
regular, orderly, symmetric, and simple.
• Gestalt psychologists attempt to discover
refinements of the law of prägnanz, and this
involves writing down laws which
hypothetically allow us to predict the
interpretation of sensation, what are often
called “gestalt laws of organisation”.
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… Gestalt Principles
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Cognitive Psychology
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Cognitive Psychology:
the Symbolic Approach
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Cognitive Psychology:
the Symbolic Approach
• Symbolic processors as model of the mind: by using
symbolic language it is possible to represent a subject’s
complete knowledge (an explicit representation of
knowledge). From this knowledge base, it is then possible to
draw the conclusions necessary to make the agent act in an
“intelligent” way.
• In this way, the structural characteristics of human cognitive
processes are largely independent from the type of hardware
(the brain, the human body) on which they operate, just as a
piece of software is independent from the type of computer
on which it is installed: the same piece of software can be
used on very different computers.
• Artificial Intelligence started from these assumptions.
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Cognitive Psychology:
Situated Cognition
• Recent discoveries in neuroscience led to the redefinition of
the concept of cognition.
• An early attempt at this redefinition was made within the
Situated Cognition movement: in the majority of situations,
learning is not the result of an individual process, but of
social interaction (Lave and Wenger 2006): members of a
community, by means of common experience, come to share
a culture, a language and a way to express themselves: a
community of customs.
• This process is only possible if all the subjects share a
common ground, a range of beliefs, expectations, and
collective knowledge. This common heritage is continually
updated through a process defined as grounding, the
process of collaboratively establishing common ground
during communication.
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Cognitive Psychology:
Embodied Cognition
• A second attempt came as the result of the Embodied
Cognition movement: corporeity – the sum of organism’s
motor-sensory skills which allow it to successfully interact in
its environment – as being necessary for its development of
social and cognitive processes.
• Enaction, Enactive Systems (Varela 1991): knowledge
defined as “capacity towards interactive action”, resulting
from the interaction which occurs in real time between a
corporeal organism and its environment directed toward an
objective.
• Knowledge is necessarily situated and embodied: it
requires continual external feedback in order to coordinate
perception and action.
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Cognitive Psychology:
Common Coding Theory
• Common Coding theory: based on the discovery of two
types of bimodal neurons, in which sensory faculties are
linked to motor faculties (Rizzolatti et al):
• Canonical neurons: activated when a subject sees an object
with which can potentially interact;
• Mirror neurons: activated when the subject sees another
individual performing the same action.
• Perceptual representations (action perceived) and motor
representations (actions to be performed) are based on the
same motor code.
• Embodied simulation: internal representations of corporeal
objects associated with given actions and sensations are
generated within the subject, as she were performing a
similar action or experiencing similar emotions or sensations.
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Cognitive Psychology:
Common Coding Theory
• Example: the sight of a red apple is believed to activate a simulation of
the motor functions necessary to pick it up, while the sight of a person who
reaches out to pick up the apple is believed to activate a motor simulation
which allows the subject to understand this person’s intention.
• A subject’s knowledge of objects and space is pragmatic
knowledge (Rizzolatti and Sinigaglia 2006):
• Objects are conceptualized through a process of simulation,
like points of virtual action defined by the intentions directed
toward them.
• Space is defined by the “system of relationships which such
virtual actions utilize, and which are limited by various parts of
the body”.
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Cognitive Psychology:
Common Coding Theory
• Multisensory integration of bodily inputs is a key mechanism
underlying the experience of oneself within a body, which is
perceived as one’s own (body ownership), which occupies a
specific location in space (self-location), and from which the
external world is perceived (first person-perspective), i.e., the
different components of what has been called bodily self-
consciousness.
• The manipulation of bodily inputs has been used to induce the
feeling that an artificial or virtual body is one’s own and to
generate the sensation of being located within a virtual
environment. These findings thus highlight the particularly
relevant role of bodily inputs for virtual reality (VR)
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Cognitive Psychology:
Common Coding Theory
• Multisensory integration of bodily-relevant inputs naturally
happen within a limited space immediately surrounding the
body, where external stimuli can have direct contacts with the
body, i.e., the peripersonal space (PPS), to index the self-
space and to represent the space wherein the individual
interacts with external stimuli.
• Evolutionarily, until very recently, all direct body-objects
interactions have been experienced within a physical PPS.
• However, as human interactions are increasingly occurring not
within the real, but also within virtual or mixed realities, it is
interesting to study and characterize how PPS is represented
in VR, delineating interpersonal space in virtual and real
environments.
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Cognitive Psychology:
Common Coding Theory
• Bimodal neurons: combine sensory input from two different
modalities (in the rubber hand illusion, light and touch). A
unimodal neuron only responds for one sense.
• In bimodal neurons activation is influenced by intention: the
visual information about an object is transformed into the motor
functions required to interact with it.
• Canonical neurons permit an immediate and intuitive
(prereflexive) understanding of opportunities for interaction
with various objects may offer: in the case of the handle of a
coffee cup, there is the possibility of being taken hold of, if the
subject wants to drink.
• But how can we define “intuitive”?
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Cognitive Psychology:
Kahneman theory
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Cognitive Psychology:
Kahneman theory
• The existence of two separate cognitive systems is made
evident by the distinction between being able to do something,
and knowing something.
• On the one hand, we are able to control complex dynamic
systems without being capable of explaining the rules which
enable us to do so (Intuition), e.g. ski, ride a bike, play a
musical instrument.
• On the other hand, we can describe the rules which permit a
system to function (Reasoning) without being able to put them
into practice.
– Example: reading the highway code and knowing all necessary info to
drive a car does not mean that you will not fail your driving test.
• The ability to understand a subject’s intentions is an intuitive
process of which the subject is unaware (Riva and Mantovani 2012).
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Kahneman theory:
Thinking Fast and Slow
The Farmer or Librarian example:
• As you consider the next question, please assume that
Steve was selected at random from a representative
sample.
• An individual has been described by a neighbor as
follows: “Steve is very shy and withdrawn, invariably
helpful but with little interest in people or in the world of
reality. A meek and tidy soul, he has a need for order and
structure, and a passion for detail.”
• Is Steve more likely to be a librarian or a farmer? …
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Kahneman theory:
Thinking Fast and Slow
…The Farmer or Librarian example:
• According to Kahneman, most people assume Steve is a
librarian (due to prevailing Fast thinking/Intuition).
• That answer is wrong, because it depends on occupational
stereotypes while ignoring “equally relevant statistical
considerations.”
• “Did it occur to you that there are more than 20 male farmers
for each male librarian in the United States? Because there
are so many more farmers, it is almost certain that more ‘meek
and tidy’ souls will be found on tractors than at library
information desks.”
• This question is supposed to illustrate the shallowness of our
intuitions about probability.
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Affordance
• Some objects lack affordance:
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Affordance
Compromise between affordance and aesthetics
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Embodied Cognition:
Enactive knowledge
• Three kinds of knowledge:
– Symbolic
– Iconic
– Enactive
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Symbolic knowledge
• Abstract sequences of reasoning, text, logics, mathematics
• A printed or written form of knowledge that makes use of text and vocabulary-
signs to represent operations, processes, elements or relations, …
• Typical forms are: procedural, declarative, episodic
• Typical use: languages
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Iconic knowledge
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Enactive knowledge
• The word ‘Enactive’ has been
attributed to the psychologist
Jerome Bruner
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Enactive knowledge
• Enactive knowledge is • Enactive knowledge is not
far from our everyday life.
constructed on motor o SPORT
skills, such as o MUSIC
manipulating objects, o ART
riding a bicycle, o DANCING
playing a musical o CRAFTING
instrument, etc. o WORK
o PLAYING
• Enactive
representations are As a consequence of the above
assumptions, physical embodiment is
acquired by doing a necessary condition for the
acquisition of enactive knowledge.
Elena Pasquinelli, 2004
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Sonification Vs visualization of
movement
• Visual feedback might be used instead of
audio, like the large mirrors in gym
sessions, but
• Temporal resolution of auditory perception
is about two orders of magnitude better then
visual
• Audio feedback does not require eye
contact on a screen: audio is naturally
immersive
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Audio feedback
System
Motoric performance
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Apparatus
Custom-built platform mechanical frame:
roll freedom degree
angular range: 13° right/left
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Auditory feedback
x: roll value
.....amplitude modulation!
y: loudness and frequency
f: linear function
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Auditory feedback
The idea: to provide users with a “metronome”- like
feedback related to their motion
• How ?
Working on rhythm and lateralization of sound.
• Why ?
Rhythm: a feature easily perceived and tightly
linked to movement
- the more the rhythm becomes persisting, the more the user
is induced to move quickly
Lateralization: it seems natural to be attracted by
the location of a sound source.
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Auditory feedback
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Cross-modal mapping
• Scientific literature on the correspondences
between sensory modalities, e.g.
• Spence, C. (2011). Crossmodal correspondences: A
tutorial review. Attention, Perception, &
Psychophysics, 73(4), 971-995.
• Spence, C. (2015). Cross-modal perceptual
organization. The Oxford handbook of perceptual
organization, 649-664.
• T.Hermann, The sonification handbook, 2011
https://pdfs.semanticscholar.org/d86f/4cfc71da6fb6dd606
b94bed4cad61d33ea05.pdf
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Auditory feedback
Real-time feedback
Input-output time latency: ~20 ms
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The experiment
• 23 participants grouped in 4 groups
• Each group performs the balance task under
different conditions of auditory feedback:
– Group A: full auditory feedback
– Group B: rhythmic component only
– Group C: lateralization component only
– Group D: no auditory feedback.
• Recorded data:
– Angular position (sampling rate 25 Hz)
– Angular acceleration (sampling rate 160 Hz)
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Discussion
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Discussion
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Experimental Conditions
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• Statistical analysis
Inferential statistics
– 2-way ANOVA on mean achieved orientations
• Factors: Target, Trials
• Statistical significance: p < .05
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Embodied Cognition
• Embodied cognition studies focus on human
action as revealing of cognition, emphasizing the
inter-related roles of environment and the body in
shaping mental process and experience.
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Memory
• Memory as an organism’s mental ability to
store, retain and recall information.
• Three types of memory (questionable…):
– Sensory memory (Short-term sensory store)
– Short-term memory (STM) and
Working memory
– Long-term memory (LTM)
• Embodiment and memory
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Memory process
• From an information processing perspective
there are three main stages in the formation
and retrieval of memory:
– Encoding or registration (receiving, processing
and combining of received information)
– Storage (creation of a permanent record of the
encoded information)
– Retrieval or recall (calling back the stored
information in response to some cue for use in
a process or activity)
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Sensory memory
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Sensory memory
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Short-term memory
• Used as temporary memory by cognitive processes
• Rapid access: ~70ms
• Rapid decay: from ~200ms to 15-30s
• Capacity very limited: the store of short term
memory is 7±2 items (G. Miller, 1956).
• Persistence increases with rehearsals: but this
requires attention.
• New inputs remove old content: interference
(that’s why we should not use the cell phone while
driving!)
• Memory capacity can be increased through a
process called chunking: chunk the information into
meaningful groups, e.g. phone numbers
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Working memory
• Short-term memory: theory-neutral short term
storage of information.
• Working memory: a theoretical framework that
refers to structures and processes used for
temporarily storing and manipulating information.
• As such, working memory might also be referred
to as working attention.
• Several theories exist as to both the theoretical
structure of working memory as well as to the
specific parts of the brain responsible for it.
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Short-term memory
and interaction design
• Do not overload the short term memory of the user:
ask the user to remember only few (7±2) significant
or familiar items.
• While the user is engaged in other cognitive
activities, minimize the use of his/her short-term
memory.
• Anxiety dramatically reduces short-term memory
performances: avoid stress for the user.
• Allow the user to clean the short-term memory
=> simple, well defined tasks in sequence,
rather than in parallel => use of narration techniques
from humanistic theories (e.g., theatre, literature)
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Example 1
Microsoft Word 97
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Example 2
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Example 3
Impossible
to remember which
characters are allowed
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Example 4
A good
solution
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Long-term memory
• Long access time
• Long persistence: it can remember certain information for
almost a lifetime; huge capacity;
• It encodes information semantically for storage.
• Several subsystems:
– Declarative Memory refers to all memories that are consciously
available. Two major subdivisions: Episodic Memory refers to
memory for specific events in time; Semantic Memory refers to
knowledge about the external world, such as the function of a pencil.
– Procedural Memory refers to the use of objects or movements of the
body, such as how exactly to use a pencil or ride a bicycle.
– Emotional Memory, the memory for events that evoke a particularly
strong emotion; it involve both declarative and procedural memory
processes; it elicits a powerful, unconscious physiological reaction.
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Long-term memory
• Semantic memory structure
– provides access to information
– represents relationships between bits of information
– supports inference
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Long-term memory
Semantic networks are a possible computation model for long-term memory.
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Fixed
legs: 4
Default
diet: carniverous
sound: bark
Variable
size:
colour
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interference
– new information replaces old: retroactive interference
Example: It is difficult to remember the old phone number when you
learn the new one.
– old may interfere with new: proactive inhibition
Example: drive your car involuntarily to the old home address.
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recall
information reproduced from memory can be assisted by cues,
e.g. categories, imagery
recognition
information gives knowledge that it has been seen before
less complex than recall - information is cue
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Attention
• The cognitive process of selectively concentrating
on one aspect of the environment while ignoring
other things.
• Example: listening carefully to what someone is
saying while ignoring other conversations in a
room (cocktail party effect)
• It is influenced by exogenous (external stimuli)
and endogenous factors (motivations, mental
models).
• Endogenous factors are deemed more relevant.
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Example
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Attention
and interaction design
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Example 1
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Example 2
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Example 3
(MAC OS 8)
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Example 4
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Example 5
The active
window is
emphasized
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Example 6
Interfaces for Museum visitors:
How to convey the desired content to
visitors ?
How to adapt the interface to different
typologies of visitors ?
Example 7
Interaction design for children:
RGB-D sensors
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Adopted at Gaslini
Children Hospital (Genoa):
Joint Laboratory
DIBRIS-Unige and
Gaslini Hospital:
ARIEL - Augmented
Rehabilitation in
Interactive/multimodal
Environment Lab
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Emotion
• Neuroscientific evidence:
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References
• K.R.Scherer, T.Banzinger, E.B.Roesch (2010) Blueprint for
Affective Computing – A Sourcebook. Oxford University Press.
• Kleinsmith, A., & Bianchi-Berthouze, N. (2012). Affective body
expression perception and recognition: A survey. IEEE
Transactions on Affective Computing, 4(1), 15-33.
• A.Damasio (1994) Descartes’ Error: Emotion, Reason, and the
Human Brain. ( “L’errore di Cartesio – Emozione, ragione e cervello umano”, Adelphi)
• http://emotion-research.net/ Research community emerged
from the EU Network of Excellence HUMAINE (2004-2007)
• Scientific journals:
– IEEE Transactions on Affective Computing
– ACM Transactions of Interactive Intelligent Systems
– International Journal of Human-Computer Studies
– IEEE Transactions on Human-Machine Systems
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Computational Approaches to
Emotion
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Theories of Emotion
• Component Process Model (Scherer, 2004): emotion is
defined as a sequence of state changes in five subsystems:
– Cognitive processes, i.e., appraisal processes. Emotional
responses are consequence of a subjective evaluation of
events with respect to their relevance for individuals.
– Physiological arousal: changes activated by the autonomic
nervous system, such as an increase or decrease in heart
rate, breath rate.
– Motor expression: behavioral responses such as facial and
vocal expressions, body gesture and posture.
– Action tendency: behavior preparation consequent to the
elicitation of emotion.
– Subjective feeling: the result of all the changes in
components during an emotional process
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Models of emotion
Ego-Nos space
Camurri and Ferrentino,
ACM Multimedia Systems Journal,1999
277
Emotional agents
Emotional agent
Camurri and Coglio, IEEE Multimedia Journal, 1998
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Levels of understanding
• Physical level: evaluation the basic physical
components of the perceived signal (e.g.,
loudness of a sound, brightness of an image).
• Logical level: combining perceived physical
information using rules and logic in order to
extract meaning.
• KANSEI level: extraction of higher level
information. The KANSEI level interacts with
both logical and physical levels in order to
provide better understanding and perform
problem solving tasks in a non-logical way.
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Entrainment
• Refers generally to spatiotemporal coordination between two
or more individuals, often in response to a rhythmic signal
• In music and dance: rhythmic synchronization as a product of
individuals’ interaction (Clayton et al., 2005) – that is,
rhythmic coordination with simple (e.g., 1:1 in-phase or anti-
phase) or more complex (e.g., 2:3 or 3:4 polyrhythmic) phase
relations.
• Entrainment is characterized by two intertwined components:
• Temporal component: observed at hierarchical levels of
metrical periodicity in the body and brain
• Affective component: mutual sharing of an affective state
between individuals; Affective entrainment involves the for-
mation of interpersonal bonds and is related to the pleasure
in moving the body to music and being in time with others
(e.g., “groove”)
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