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1 
History of HCI 
서 종 훈 
Jonghoon.seo@msl.yonsei.ac.kr
2 
History of HCI 
1. Past 
2. Current and Future 
3. HCI based Startups
3 
History of HCI 
1. Past 
2. Current and Future 
3. HCI based Startups
4 
Significant Event Timeline
5 
Significant Event Timeline
6 
“As We May Think” 
Vannevar Bush
7 
“As We May Think” 
Reprinted in…
8 
“As We May Think” 
• Published in the Atlantic Monthly in 1945! 
• What will the computer of the future look like? 
– Wearable cameras for photographic records 
– Automatic transcripts of speech 
– Memex 
– Trails of discovery 
– Direct capture of nerve impulses 
• “publication has been extended far beyond our present ability to 
make real use of the record” 
• 인간이 이루어 놓은 지식을 한데 보관하는 연구의 필요성 언급 
• 여러 세대에 걸쳐서 축적한 방대한 양의 자료들을 쉽고 빠르게 검색하여 
이용할 수 있다면 인간의 지성은 크게 증가할 것이라고 주장 → Memex 
장치 고안
9 
“As We May Think” 
Memex 
• Memex: Memory + Index 
• Store all personal books, records, communications 
• Items retrieved through indexing, keywords, cross references,... 
• Can annotate text with margin notes, comments... 
• Can construct a trail through the material and save it 
• Acts as an external memory
10 
“As We May Think” 
Memex 
• 사진과 같은 정보들을 스캐닝하여 저장할 수 있는 스캐너(왼쪽) 
• 정보를 검색할 수 있는 타자기 (오른쪽) 
• 검색된 결과를 출력해 주는 스크린 (가운데) 
• 원통형의 장치 → 데이터를 저장하는 마이크로필름(micro film): 이 
부분에 미세하게 저장된 데이터를 찾아 화면에 투사, 사용자가 볼 수 
있게 한다.
11 
“As We May Think” 
Memex
12 
“As We May Think” 
Memex
13 
Significant Event Timeline
14 
Sketchpad 
Ivan Sutherland (1962)
15 
Sketchpad 
Ivan Sutherland (1962) 
• Ivan Sutherland 
– Sketchpad는 memex에 영향을 받아 만들어졌으며, 화면 위의 
geometry shape과 line을 라이트펜을 이용하여 조작하게 하였다 → 
최초의 graphical user interface 
– 펀치카드, 키보드 등을 이용하여 입력하던 기존의 방식에서 벗어나, 
화면에 오브젝트를 그리고, 크기를 변화하고, 집어서 움직이고 
삭제하는 등의 인터랙션을 제공 
– 포인팅디바이스를 사용 → 최초의 direct manipulation interface (B. 
Shneiderman, 1983)
16 
Sketchpad: “Direct Manipulation” 
• Direct manipulation features: 
– Visibility of objects 
– Incremental action and rapid feedback 
– Reversibility 
– Exploration 
– Syntactic correctness of all actions 
– Replacing language with action 
• Term coined by Ben Shneiderman1 
1 Shneiderman, B., Direct manipulation: A step beyond programming languages, in IEEE Computer, 1983, August, 57-69.
17 
Viewable on… 
https://www.youtube.com/watch?v=57wj8diYpgY
18 
Beyond Sketchpad 
• EverybodyLovesSketch 
– Bae, Seok-Hyung, Ravin Balakrishnan, and Karan Singh. 2009. “EverybodyLovesSketch: 3D 
Sketching for a Broader Audience.” In Proceedings of the 22Nd Annual ACM Symposium on 
User Interface Software and Technology, 59–68. UIST ’09. New York, NY, USA: ACM. 
doi:10.1145/1622176.1622189. 
– Sketch-based 3D Modeling
19 
Significant Event Timeline
20 
Invention of the Mouse 
Doug Engelbart (1963) 
Douglas Carl Engelbart 
(January 30, 1925 – July 2, 2013)
21 
Douglas Engelbart 
• The Problem (early ‘50s) 
“...The world is getting more complex, 
and problems are getting more urgent. 
These must be dealt with collectively. 
However, human abilities to deal 
collectively with complex / urgent 
problems are not increasing as fast as 
these problems. 
If you could do something to improve 
human capability to deal with these 
problems, then you'd really contribute 
something basic.” 
...Doug Engelbart
22 
Douglas Engelbart 
• The Vision (Early 50’s) 
…I had the image of sitting at a big CRT screen with all kinds 
of symbols, new and different symbols, not restricted to our 
old ones. The computer could be manipulated, and you could 
be operating all kinds of things to drive the computer 
... I also had a clear picture that one's colleagues could be 
sitting in other rooms with similar work stations, tied to the 
same computer complex, and could be sharing and working 
and collaborating very closely. And also the assumption that 
there'd be a lot of new skills, new ways of thinking that would 
evolve " 
...Doug Engelbart
23 
Douglas Engelbart 
• A Conceptual Framework for Augmenting Human Intellect (SRI 
Report, 1962) 
"By augmenting man's intellect we mean 
increasing the capability of a man to approach a 
complex problem situation, gain comprehension 
to suit his particular needs, and to derive 
solutions to problems. 
One objective is to develop new techniques, 
procedures, and systems that will better adapt 
people's basic information-handling capabilities to 
the needs, problems, and progress of society." 
...Doug Engelbart
24 
Invention of the Mouse 
Doug Engelbart (1963) 
• Mouse 
– Stanford Research Institute 
– 가장 대표적인 2차원 위치 입력장치 
– 초기에는 두 개의 wheel 이 x, y 축을 
움직임 
– 볼(ball) 이 추가되어 wheel 을 움직이는 
구조로 변화 
– 최근에는 광학 마우스로 발전 
최초의 마우스에 대한 특허 
US 3,541,541 (X-Y position indicator for a display system)
25 
HCI’s First User Study1 
A comparative evaluation of… 
Mouse Joystick 
Lightpen Grafacon Knee-controlled 
lever 
1 English, W. K., Engelbart, D. C., & Berman, M. L. (1967). Display selection techniques for text manipulation. IEEE Transactions on Human Factors in Electronics, HFE-8(1), 5-15.
26 
HCI’s First User Study 
• Experiment Design 
– Participants: 13 
– Independent variable 
• “Input method” with six levels: mouse, light pen, Grafacon, joystick 
(position-control), joystick (rate-control), knee-controlled lever 
– Dependent variables 
• Task completion time, error rate 
• (Note: task completion time = access time + motion time) 
– Within-subjects 
– Task: 
• Press spacebar, acquire device, position cursor on target, select 
target
27 
HCI’s First User Study 
• Results (1) 
Notes: 
1 Access time with the knee-controlled lever was zero (since the device is always “acquired”). 
2 Light pen use is fatiguing, since the user’s arm is held in the air in front of the display.
28 
HCI’s First User Study 
• Results (2)
29 
Significant Event Timeline
30 
Xerox Star (1981)
31 
Star GUI Icons
32 
Significant Event Timeline
33 
Apple Macintosh (1984)
34 
MacWrite Software
35 
Apple Macintosh Commercial (1984)
36 
Henry Mill - The first typewriter patent 
1714 
William Austin Burt - Typographer, used 
"type bars" 
1829 
Augsust Dvorak - Dvorak simplified 
keyboard is designed. 
1936 
Charles Thurber - used moveable carriage 
1843 
Malling Hansen - "Writing Ball", the first 
commercial typewriter 
1870 
Latham Scholes - the "Sholes-Glidden" was 
first placed on the market 
1874 
QWERTY is settle down 
1887 
1714 1756 1798 1840 1882 1924 1966 
Palm - Graffiti 
text entry 
1996 
T9 predictive 
text entry 
1998 
Twiddler is 
invented 
2004 
ShapeWriter 
(similar with 
Swype) is 
invented 
2004 
History of Keyboards
37 
History of Keyboards 
• Typewriters 
Burt’s typewriter 
(used type bars) 
M. Hansen’s typewriter 
Jamming 
the first commercial (but not success) 
“Carroll and Rosson: Paradox of the Active Use”, http://www.cwa.mdx.ac.uk/bis4407/lec12Examples/carroll.html 
Sholes-Glidden typewriter 
the “father” of the typewriter 
Origin of QWERTY 
To prevent to jam between levers 
Assign a far distance to frequently 
consequent characters 
Dvorak layout Vs. 
Production Paradox 
(Carroll and Rosson, 1987)
38 
History of Keyboards 
Newton (Apple) vs. Pilot (Palm) 
Handwriting Recognition vs. Graffiti unistroke text entry 
Twiddler 
Early stage wearable device
39 
History of Keyboards 
Predictive Text Entry 
T9 
Predictive Text Entry 
Swype 
Funding: $15.6M (150억원) 
Sold: Nuance, $102.5M (1,025억원) 
Founded: 2002, Employees: 5 (in CrunchBase)
40 
Future Keyboard 
Various Environments 
Smart Watch Smart Glass 
Minuum Keyboard, “http://minuum.com/”
41 
History of Mouse 
Trackball - Royal Canadian Navy 
1949 
Trackball Mouse - Telefunken Rollkugel 
1968 
Mouse - D. Engelbart 
1963 
Optical Mouse - late 1970s 
Late 1970 
Commercial Mouse - Xerox(for 8010 system) 
1981 
Wireless Mouse - Logitech 
1984 
1960 1970 1980 1990 2000 
Laser Mouse - 
Logitech(MX1000) 
2004 
Consumer Mouse - Apple(for LISA) 
1983 
1949 
3-button Mouse – SRI (D. Engelbart and B. English 
1972
• “A visual history of the computer mouse”, http://www.dvice.com/archives/2011/04/a_visual_histor.php 
• “A Brief History of the Personal Computer Trackball”, http://www.trackballworld.com/trackball-history.html 
• “oldmouse.com”, http://www.oldmouse.com/ 
• “Mouse (computing)”, http://en.wikipedia.org/wiki/Mouse_(computing) 
First Trackball Mouse “Rollkugel” (1968) 
42 
History of Mouse 
First Trackball (1952) 
Tom Cranston and Fred Longstaff (Canadian) 
Canadian Navy’s DATAR(Digital Automated Tracking and Resolving) System 
used a 4" Canadian duck pin bowling ball and weighed several pounds 
First Mouse (1963) 
Douglas Engelbart (Stanford Research Institute) 
2-wheels and 1-button 
Telefunken (Germany) 
for TR66 computer system 
Mystery Wheel Mouse (1968) 
Douglas Engelbart and Bill English (Stanford Research Institute) 
2-wheels and 3-button 
First Wireless Mouse (1984) 
Logitech (U.S.) 
IrDA(1984)  Radio (1991, Cordless MouseMan) 
Xerox PARC (1971~) 
Bill English moved from SRI to PARC, and his group 
developed PARC’s first mouse 
(Left) Bill’s track-ball mouse, (right) first commercial 
mouse Star-2 optical mouse (center also) 
First Laser Mouse (2004) 
Logitech, MX1000 
LED  Laser
43 
Special Mice 
6-DoF Mouse 
Nintendo Wiimote (2006) Logitech MX Air (2007) Hillcrest Lab. Scoop Pointer (2011) 
6-DoF (x, y, z, 
roll, pitch, yaw) 인식 
Wiimote 성공 이후 
다양한 6DoF 개발됨 
Multi touch Mouse 
Apple Magic Mouse (2009) MS Touch Mouse (2011) Apple Magic Trackpad (2010) Logitech Wireless Touchpad (2011) 
더 다양한 상호작용 입력 가능
44 
Future Mice 
• Mouseless 
– Mistry, Pranav, and Patricia Maes. 2010. “Mouseless.” In Adjunct Proceedings of the 
23Nd Annual ACM Symposium on User Interface Software and Technology, 441–42. 
UIST ’10. New York, NY, USA: ACM. doi:10.1145/1866218.1866261.
45 
Future Mice 
• Ring 
– Logbar, Japan
46 
Display - HMD 
Sensorama 
Prototype built in 1962 
• Displayed stereoscopic 3D images in a wide-frame view 
• Supplied stereo sound 
• Simulated wind, body tilt and could produce aromas 
Sword of Damocles 
Prototype built in 1968 
• First virtual reality head-mounted display 
• Supported head tracking 
• Displayed 3D graphics using wireframes
47 
Display - HMD 
The EyePhone 
Released in 1984 
• First consumer head-mounted display 
• Displayed color graphics 
• Used hand gestures to interact with a virtual world 
Nintendo Virtual Boy 
Released in 1995 
• Marketed as the first portable game console that 
could display “true 3D graphics” 
• Monochromatic display 
• Used oscillating mirrors to create a 3D effect
48 
TOSHIBA Headgear 
Released in 2006 
• 360-degree image on a dome-shaped screen 
• Wearing an old-style TV set on your head 
• Toshiba has no plans yet to turn the helmet into 
a commercial virtual-reality product. 
Display - HMD
49 
Oculus Rift 
Prototype released in 2011 
• Uses lenses and a split screen to display 3D 
graphics 
• Tracks movement using gyroscope and 
accelerometer 
• 110 degree field of view 
Display - HMD
50 
Display - HMD 
John Carmack
51 
Display - HMD 
Facebook $2 Billion (2조원)
52 
History of HCI 
1. Past 
2. Current and Future 
3. HCI based Startups
53 
Current and Future Technology 
• NUI 
• Wearable Computing 
• Augmented Reality
54 
NUI: Natural User Interface 
Four Computing Eras* 
C o m p u t i n g P a r a d i g m 
C o m p u t i n g I n t e r f a c e 
* Microsoft Research Cambridge, “Beging Human”, http://research.microsoft.com/en-us/um/cambridge/projects/hci2020/
55 
NUI: Natural User Interface 
• 1970년대 MIT Media Lab.의 Wearable Computer 
연구에 참여한 Steve Mann이 자신의 “Metaphor-free 
Computing” 연구를 “Natural Interface”로 언급하며 
시작됨* 
• 2008년 MS의 Surface Computing의 Principal User 
Experience Director였던 August de los Reyes가 “Web 
Directions South 2008” 학회에서 “Predicting the 
past”라는 세션에서 언급하면서 더움 알려짐** 
• 현 IT 산업에서 “Natural”의 의미는 마우스나 키보드 같은 
인공적 제어장치 없이도, 사람의 자연스런 감각/행동/인지 
능력을 통해 직접 교감하는 방식을 의미함 
* Steve Mann, “Metaphor-free Computing”, Intelligent Image Processing, John Wiley and Sons, 2001 
** August de los Reyes, “Predicting the past”, http://www.webdirections.org/resources/august-de-los-reyes-predicting-the-past/
56 
NUI 기술의 분류 
56
57 
Motion Controllers using Sensors 
3축가속도 센서, Gyro 센서, 
지자기 센서, Color LED Tracking 
IR Tracking, 3축 가속도 센서 
3축 가속도 센서, Gyro 센서 
자기 센서 
IR Tracking, 3축 가속도 센서
58 
2D Camera based 
Skin-Color based 
Movement based 
[1] http://blog.cvisionlab.com/ 
[2] E. S. Nielsen, et. al., “Hand Gesture Recognition for Human-Machine Interaction”, Journal of WSCG, Vol. 12, No. 1-3, ISSN 1213-6972 
[3] S. M. Benoit, “Monocular Optical Flow For Real-Time Vision Systems”, http://www.cim.mcgill.ca/~apl/Research/OpticalFlow/benoits.htm 
Mobile NUI
59 
Depth Camera 1) Time-of-Flight 방식
60 
Depth Camera 2) Stereo Vision 방식
61 
Depth Camera 3) Structured Light 방식 
[1] “Tutorial Coded Light Projection Techniques”, http://eia.udg.es/~qsalvi/Tutorial_Coded_Light_Projection_Techniques_archivos/v3_document.html 
[2] K. Mcdonald, “Structured Light 3D Scanning”, http://www.instructables.com/id/Structured-Light-3D-Scanning/
62 
NUI: Kinect 
Kinect 1: Structured Light 
Kinect 2: ToF
63 
NUI: Leap Motion Family 
Competitors 
• announced at May 21, 2012 
• Price: $99.99 
• 3D in-air 추적(tracking), 인식(recognition) 
• 0.01mm 의 정밀도로 객체 추적 제공 
• 개발 플랫폼 제공 
• 빠른 인식 속도 
DUO 
DIY 3D sensor kit 
Funding unsuccessful ($62,529 / $110,000) 
Nimble VR (Link) 
Designed for VR Input 
Funding successful ($103,922 / $62,500)
64 
NUI: Natural User Interface
65 
Wearable Computing 
Display Always 
Sense Your Body Log Your Life 
Wearable 
Computing
66 
Display Always 
스마트 Glasses 
Google Glass META SpaceGlasses Vuzix Smart Glasses 
Sony Smart Watch I’m Watch 
스마트 Watch 
Samsung Galaxy Gear Qualcomm toq 
Wearable Computing 기기들은 항상 사용자의 신체에 부착되어 
있기 때문에 Smart Phone에 비하여 접근성이 높다. 이러한 특징을 
극대화 하기 위여 사용자에게 필요한 정보를 상시적으로 제공하는 
Always Display 기기로써 기대되고 있다.
67 
Sense Your Body 
Wearable Interface 
Wearable Computing 기기들은 항상 사용자의 신체에 부착되어 
있기 때문에 사용자의 신체의 변화를 가장 빠르고 정확하게 수집할 
수 있 다 . 이 러 한 특 징 을 이 용 하 여 사 용 자 의 신 체 정 보 를 
적극적으로 활용한 다양한 기기들이 등장하고 있다. 
Fitness Devices 
Fitbit Flex / Jawbone Up Nike FuelBand 
Authentication 
Misfit Shine 
MYO Interaxon Nymi
68 
Log Your Life 
Fitness Devices 
Wearable Computing 기기들은 항상 사용자의 신체에 부착되어 
있기 때문에 사용자의 경험들을 가장 근접하게 공유할 수 있다. 
이를 활용하여 사용자가 체험하는 오감의 경험들을 기억하고 
저장하기 위한 여러 기기들이 등장하고 있다. 
Memoto – Video logging 
Kapture – Audio logging
69 
Wearable Computing 
• Mistry, Pranav, Pattie Maes, and Liyan Chang. 2009. “WUW - Wear Ur 
World: A Wearable Gestural Interface.” In CHI ’09 Extended 
Abstracts on Human Factors in Computing Systems, 4111–16. CHI EA 
’09. New York, NY, USA: ACM. doi:10.1145/1520340.1520626.
70 
Augmented Reality 
Wearable (HMD) Mobile Pervasive 
Meta Space Glass 
HMD의 대가인 Steve Mann과 
Steven Feiner 와 합작 
Display 뿐만 아니라, Interaction 
쪽에도 상당한 개발 
Atheer labs 
https://www.atheerlabs.com/ 
Google Project Tango 
Google의 Mobile 3D 
Recognition Platform 
증강현실 뿐만 아니라 NUI, 로봇 
등의 분야에서 사용 예상 
Microsoft IllumiRoom 
프로젝션을 이용하여 현실 
환경에 부가적인 정보를 제공 
현실 환경에 몰입형 증강현실 
구현
71 
Augmented Reality: Wearable AR
72 
Augmented Reality: Mobile AR
73 
Augmented Reality: Pervasive AR
74 
History of HCI 
1. Past 
2. Current and Future 
3. HCI based Startups 
서종훈 (Jonghoon.seo@msl.yonsei.ac.kr) 
강나형 (nahyung.kang@msl.yonsei.ac.kr) 
양윤식 (yoonsikyang@msl.yonsei.ac.kr)
75 
Human Computer Interaction Startups 
• https://angel.co/human-computer-interaction
76 
3Gear Systems 
• At 3Gear, we believe that the future of human computer interaction isn't a better mouse or a bigger 
touchscreen. 
• We're building technology that engages the full dexterity of the human hand for gestural 
computing. 
• Our business model is to be the fastest and easiest way to add gestural control to any product, 
whether that's a laptop, a car or a refrigerator.
77 
Tobii Technology 
• Tobii creates market leading gaze interaction and eye tracking solutions for computer interaction, 
integration as well as research and tests.
78 
Ubi Interactive 
• ubi provides a plug-and-play gesture control solution that can turn any existing display or surface 
into a 3D touch-screen. 
• We are one of the eleven startups in the first class of Microsoft Accelerator for Kinect, powered by 
Techstars.
79 
Tactus Technology 
• Tactus Technology makes touch-screens tactile, providing real physical buttons that dynamically 
appear from the surface of any touchscreen.
80 
Appendix
81 
How the Wiimote works
82 
Special Mice 
Microsoft Research Multitouch Mouse Prototypes

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Hci history

  • 1. 1 History of HCI 서 종 훈 Jonghoon.seo@msl.yonsei.ac.kr
  • 2. 2 History of HCI 1. Past 2. Current and Future 3. HCI based Startups
  • 3. 3 History of HCI 1. Past 2. Current and Future 3. HCI based Startups
  • 6. 6 “As We May Think” Vannevar Bush
  • 7. 7 “As We May Think” Reprinted in…
  • 8. 8 “As We May Think” • Published in the Atlantic Monthly in 1945! • What will the computer of the future look like? – Wearable cameras for photographic records – Automatic transcripts of speech – Memex – Trails of discovery – Direct capture of nerve impulses • “publication has been extended far beyond our present ability to make real use of the record” • 인간이 이루어 놓은 지식을 한데 보관하는 연구의 필요성 언급 • 여러 세대에 걸쳐서 축적한 방대한 양의 자료들을 쉽고 빠르게 검색하여 이용할 수 있다면 인간의 지성은 크게 증가할 것이라고 주장 → Memex 장치 고안
  • 9. 9 “As We May Think” Memex • Memex: Memory + Index • Store all personal books, records, communications • Items retrieved through indexing, keywords, cross references,... • Can annotate text with margin notes, comments... • Can construct a trail through the material and save it • Acts as an external memory
  • 10. 10 “As We May Think” Memex • 사진과 같은 정보들을 스캐닝하여 저장할 수 있는 스캐너(왼쪽) • 정보를 검색할 수 있는 타자기 (오른쪽) • 검색된 결과를 출력해 주는 스크린 (가운데) • 원통형의 장치 → 데이터를 저장하는 마이크로필름(micro film): 이 부분에 미세하게 저장된 데이터를 찾아 화면에 투사, 사용자가 볼 수 있게 한다.
  • 11. 11 “As We May Think” Memex
  • 12. 12 “As We May Think” Memex
  • 14. 14 Sketchpad Ivan Sutherland (1962)
  • 15. 15 Sketchpad Ivan Sutherland (1962) • Ivan Sutherland – Sketchpad는 memex에 영향을 받아 만들어졌으며, 화면 위의 geometry shape과 line을 라이트펜을 이용하여 조작하게 하였다 → 최초의 graphical user interface – 펀치카드, 키보드 등을 이용하여 입력하던 기존의 방식에서 벗어나, 화면에 오브젝트를 그리고, 크기를 변화하고, 집어서 움직이고 삭제하는 등의 인터랙션을 제공 – 포인팅디바이스를 사용 → 최초의 direct manipulation interface (B. Shneiderman, 1983)
  • 16. 16 Sketchpad: “Direct Manipulation” • Direct manipulation features: – Visibility of objects – Incremental action and rapid feedback – Reversibility – Exploration – Syntactic correctness of all actions – Replacing language with action • Term coined by Ben Shneiderman1 1 Shneiderman, B., Direct manipulation: A step beyond programming languages, in IEEE Computer, 1983, August, 57-69.
  • 17. 17 Viewable on… https://www.youtube.com/watch?v=57wj8diYpgY
  • 18. 18 Beyond Sketchpad • EverybodyLovesSketch – Bae, Seok-Hyung, Ravin Balakrishnan, and Karan Singh. 2009. “EverybodyLovesSketch: 3D Sketching for a Broader Audience.” In Proceedings of the 22Nd Annual ACM Symposium on User Interface Software and Technology, 59–68. UIST ’09. New York, NY, USA: ACM. doi:10.1145/1622176.1622189. – Sketch-based 3D Modeling
  • 20. 20 Invention of the Mouse Doug Engelbart (1963) Douglas Carl Engelbart (January 30, 1925 – July 2, 2013)
  • 21. 21 Douglas Engelbart • The Problem (early ‘50s) “...The world is getting more complex, and problems are getting more urgent. These must be dealt with collectively. However, human abilities to deal collectively with complex / urgent problems are not increasing as fast as these problems. If you could do something to improve human capability to deal with these problems, then you'd really contribute something basic.” ...Doug Engelbart
  • 22. 22 Douglas Engelbart • The Vision (Early 50’s) …I had the image of sitting at a big CRT screen with all kinds of symbols, new and different symbols, not restricted to our old ones. The computer could be manipulated, and you could be operating all kinds of things to drive the computer ... I also had a clear picture that one's colleagues could be sitting in other rooms with similar work stations, tied to the same computer complex, and could be sharing and working and collaborating very closely. And also the assumption that there'd be a lot of new skills, new ways of thinking that would evolve " ...Doug Engelbart
  • 23. 23 Douglas Engelbart • A Conceptual Framework for Augmenting Human Intellect (SRI Report, 1962) "By augmenting man's intellect we mean increasing the capability of a man to approach a complex problem situation, gain comprehension to suit his particular needs, and to derive solutions to problems. One objective is to develop new techniques, procedures, and systems that will better adapt people's basic information-handling capabilities to the needs, problems, and progress of society." ...Doug Engelbart
  • 24. 24 Invention of the Mouse Doug Engelbart (1963) • Mouse – Stanford Research Institute – 가장 대표적인 2차원 위치 입력장치 – 초기에는 두 개의 wheel 이 x, y 축을 움직임 – 볼(ball) 이 추가되어 wheel 을 움직이는 구조로 변화 – 최근에는 광학 마우스로 발전 최초의 마우스에 대한 특허 US 3,541,541 (X-Y position indicator for a display system)
  • 25. 25 HCI’s First User Study1 A comparative evaluation of… Mouse Joystick Lightpen Grafacon Knee-controlled lever 1 English, W. K., Engelbart, D. C., & Berman, M. L. (1967). Display selection techniques for text manipulation. IEEE Transactions on Human Factors in Electronics, HFE-8(1), 5-15.
  • 26. 26 HCI’s First User Study • Experiment Design – Participants: 13 – Independent variable • “Input method” with six levels: mouse, light pen, Grafacon, joystick (position-control), joystick (rate-control), knee-controlled lever – Dependent variables • Task completion time, error rate • (Note: task completion time = access time + motion time) – Within-subjects – Task: • Press spacebar, acquire device, position cursor on target, select target
  • 27. 27 HCI’s First User Study • Results (1) Notes: 1 Access time with the knee-controlled lever was zero (since the device is always “acquired”). 2 Light pen use is fatiguing, since the user’s arm is held in the air in front of the display.
  • 28. 28 HCI’s First User Study • Results (2)
  • 30. 30 Xerox Star (1981)
  • 31. 31 Star GUI Icons
  • 35. 35 Apple Macintosh Commercial (1984)
  • 36. 36 Henry Mill - The first typewriter patent 1714 William Austin Burt - Typographer, used "type bars" 1829 Augsust Dvorak - Dvorak simplified keyboard is designed. 1936 Charles Thurber - used moveable carriage 1843 Malling Hansen - "Writing Ball", the first commercial typewriter 1870 Latham Scholes - the "Sholes-Glidden" was first placed on the market 1874 QWERTY is settle down 1887 1714 1756 1798 1840 1882 1924 1966 Palm - Graffiti text entry 1996 T9 predictive text entry 1998 Twiddler is invented 2004 ShapeWriter (similar with Swype) is invented 2004 History of Keyboards
  • 37. 37 History of Keyboards • Typewriters Burt’s typewriter (used type bars) M. Hansen’s typewriter Jamming the first commercial (but not success) “Carroll and Rosson: Paradox of the Active Use”, http://www.cwa.mdx.ac.uk/bis4407/lec12Examples/carroll.html Sholes-Glidden typewriter the “father” of the typewriter Origin of QWERTY To prevent to jam between levers Assign a far distance to frequently consequent characters Dvorak layout Vs. Production Paradox (Carroll and Rosson, 1987)
  • 38. 38 History of Keyboards Newton (Apple) vs. Pilot (Palm) Handwriting Recognition vs. Graffiti unistroke text entry Twiddler Early stage wearable device
  • 39. 39 History of Keyboards Predictive Text Entry T9 Predictive Text Entry Swype Funding: $15.6M (150억원) Sold: Nuance, $102.5M (1,025억원) Founded: 2002, Employees: 5 (in CrunchBase)
  • 40. 40 Future Keyboard Various Environments Smart Watch Smart Glass Minuum Keyboard, “http://minuum.com/”
  • 41. 41 History of Mouse Trackball - Royal Canadian Navy 1949 Trackball Mouse - Telefunken Rollkugel 1968 Mouse - D. Engelbart 1963 Optical Mouse - late 1970s Late 1970 Commercial Mouse - Xerox(for 8010 system) 1981 Wireless Mouse - Logitech 1984 1960 1970 1980 1990 2000 Laser Mouse - Logitech(MX1000) 2004 Consumer Mouse - Apple(for LISA) 1983 1949 3-button Mouse – SRI (D. Engelbart and B. English 1972
  • 42. • “A visual history of the computer mouse”, http://www.dvice.com/archives/2011/04/a_visual_histor.php • “A Brief History of the Personal Computer Trackball”, http://www.trackballworld.com/trackball-history.html • “oldmouse.com”, http://www.oldmouse.com/ • “Mouse (computing)”, http://en.wikipedia.org/wiki/Mouse_(computing) First Trackball Mouse “Rollkugel” (1968) 42 History of Mouse First Trackball (1952) Tom Cranston and Fred Longstaff (Canadian) Canadian Navy’s DATAR(Digital Automated Tracking and Resolving) System used a 4" Canadian duck pin bowling ball and weighed several pounds First Mouse (1963) Douglas Engelbart (Stanford Research Institute) 2-wheels and 1-button Telefunken (Germany) for TR66 computer system Mystery Wheel Mouse (1968) Douglas Engelbart and Bill English (Stanford Research Institute) 2-wheels and 3-button First Wireless Mouse (1984) Logitech (U.S.) IrDA(1984)  Radio (1991, Cordless MouseMan) Xerox PARC (1971~) Bill English moved from SRI to PARC, and his group developed PARC’s first mouse (Left) Bill’s track-ball mouse, (right) first commercial mouse Star-2 optical mouse (center also) First Laser Mouse (2004) Logitech, MX1000 LED  Laser
  • 43. 43 Special Mice 6-DoF Mouse Nintendo Wiimote (2006) Logitech MX Air (2007) Hillcrest Lab. Scoop Pointer (2011) 6-DoF (x, y, z, roll, pitch, yaw) 인식 Wiimote 성공 이후 다양한 6DoF 개발됨 Multi touch Mouse Apple Magic Mouse (2009) MS Touch Mouse (2011) Apple Magic Trackpad (2010) Logitech Wireless Touchpad (2011) 더 다양한 상호작용 입력 가능
  • 44. 44 Future Mice • Mouseless – Mistry, Pranav, and Patricia Maes. 2010. “Mouseless.” In Adjunct Proceedings of the 23Nd Annual ACM Symposium on User Interface Software and Technology, 441–42. UIST ’10. New York, NY, USA: ACM. doi:10.1145/1866218.1866261.
  • 45. 45 Future Mice • Ring – Logbar, Japan
  • 46. 46 Display - HMD Sensorama Prototype built in 1962 • Displayed stereoscopic 3D images in a wide-frame view • Supplied stereo sound • Simulated wind, body tilt and could produce aromas Sword of Damocles Prototype built in 1968 • First virtual reality head-mounted display • Supported head tracking • Displayed 3D graphics using wireframes
  • 47. 47 Display - HMD The EyePhone Released in 1984 • First consumer head-mounted display • Displayed color graphics • Used hand gestures to interact with a virtual world Nintendo Virtual Boy Released in 1995 • Marketed as the first portable game console that could display “true 3D graphics” • Monochromatic display • Used oscillating mirrors to create a 3D effect
  • 48. 48 TOSHIBA Headgear Released in 2006 • 360-degree image on a dome-shaped screen • Wearing an old-style TV set on your head • Toshiba has no plans yet to turn the helmet into a commercial virtual-reality product. Display - HMD
  • 49. 49 Oculus Rift Prototype released in 2011 • Uses lenses and a split screen to display 3D graphics • Tracks movement using gyroscope and accelerometer • 110 degree field of view Display - HMD
  • 50. 50 Display - HMD John Carmack
  • 51. 51 Display - HMD Facebook $2 Billion (2조원)
  • 52. 52 History of HCI 1. Past 2. Current and Future 3. HCI based Startups
  • 53. 53 Current and Future Technology • NUI • Wearable Computing • Augmented Reality
  • 54. 54 NUI: Natural User Interface Four Computing Eras* C o m p u t i n g P a r a d i g m C o m p u t i n g I n t e r f a c e * Microsoft Research Cambridge, “Beging Human”, http://research.microsoft.com/en-us/um/cambridge/projects/hci2020/
  • 55. 55 NUI: Natural User Interface • 1970년대 MIT Media Lab.의 Wearable Computer 연구에 참여한 Steve Mann이 자신의 “Metaphor-free Computing” 연구를 “Natural Interface”로 언급하며 시작됨* • 2008년 MS의 Surface Computing의 Principal User Experience Director였던 August de los Reyes가 “Web Directions South 2008” 학회에서 “Predicting the past”라는 세션에서 언급하면서 더움 알려짐** • 현 IT 산업에서 “Natural”의 의미는 마우스나 키보드 같은 인공적 제어장치 없이도, 사람의 자연스런 감각/행동/인지 능력을 통해 직접 교감하는 방식을 의미함 * Steve Mann, “Metaphor-free Computing”, Intelligent Image Processing, John Wiley and Sons, 2001 ** August de los Reyes, “Predicting the past”, http://www.webdirections.org/resources/august-de-los-reyes-predicting-the-past/
  • 56. 56 NUI 기술의 분류 56
  • 57. 57 Motion Controllers using Sensors 3축가속도 센서, Gyro 센서, 지자기 센서, Color LED Tracking IR Tracking, 3축 가속도 센서 3축 가속도 센서, Gyro 센서 자기 센서 IR Tracking, 3축 가속도 센서
  • 58. 58 2D Camera based Skin-Color based Movement based [1] http://blog.cvisionlab.com/ [2] E. S. Nielsen, et. al., “Hand Gesture Recognition for Human-Machine Interaction”, Journal of WSCG, Vol. 12, No. 1-3, ISSN 1213-6972 [3] S. M. Benoit, “Monocular Optical Flow For Real-Time Vision Systems”, http://www.cim.mcgill.ca/~apl/Research/OpticalFlow/benoits.htm Mobile NUI
  • 59. 59 Depth Camera 1) Time-of-Flight 방식
  • 60. 60 Depth Camera 2) Stereo Vision 방식
  • 61. 61 Depth Camera 3) Structured Light 방식 [1] “Tutorial Coded Light Projection Techniques”, http://eia.udg.es/~qsalvi/Tutorial_Coded_Light_Projection_Techniques_archivos/v3_document.html [2] K. Mcdonald, “Structured Light 3D Scanning”, http://www.instructables.com/id/Structured-Light-3D-Scanning/
  • 62. 62 NUI: Kinect Kinect 1: Structured Light Kinect 2: ToF
  • 63. 63 NUI: Leap Motion Family Competitors • announced at May 21, 2012 • Price: $99.99 • 3D in-air 추적(tracking), 인식(recognition) • 0.01mm 의 정밀도로 객체 추적 제공 • 개발 플랫폼 제공 • 빠른 인식 속도 DUO DIY 3D sensor kit Funding unsuccessful ($62,529 / $110,000) Nimble VR (Link) Designed for VR Input Funding successful ($103,922 / $62,500)
  • 64. 64 NUI: Natural User Interface
  • 65. 65 Wearable Computing Display Always Sense Your Body Log Your Life Wearable Computing
  • 66. 66 Display Always 스마트 Glasses Google Glass META SpaceGlasses Vuzix Smart Glasses Sony Smart Watch I’m Watch 스마트 Watch Samsung Galaxy Gear Qualcomm toq Wearable Computing 기기들은 항상 사용자의 신체에 부착되어 있기 때문에 Smart Phone에 비하여 접근성이 높다. 이러한 특징을 극대화 하기 위여 사용자에게 필요한 정보를 상시적으로 제공하는 Always Display 기기로써 기대되고 있다.
  • 67. 67 Sense Your Body Wearable Interface Wearable Computing 기기들은 항상 사용자의 신체에 부착되어 있기 때문에 사용자의 신체의 변화를 가장 빠르고 정확하게 수집할 수 있 다 . 이 러 한 특 징 을 이 용 하 여 사 용 자 의 신 체 정 보 를 적극적으로 활용한 다양한 기기들이 등장하고 있다. Fitness Devices Fitbit Flex / Jawbone Up Nike FuelBand Authentication Misfit Shine MYO Interaxon Nymi
  • 68. 68 Log Your Life Fitness Devices Wearable Computing 기기들은 항상 사용자의 신체에 부착되어 있기 때문에 사용자의 경험들을 가장 근접하게 공유할 수 있다. 이를 활용하여 사용자가 체험하는 오감의 경험들을 기억하고 저장하기 위한 여러 기기들이 등장하고 있다. Memoto – Video logging Kapture – Audio logging
  • 69. 69 Wearable Computing • Mistry, Pranav, Pattie Maes, and Liyan Chang. 2009. “WUW - Wear Ur World: A Wearable Gestural Interface.” In CHI ’09 Extended Abstracts on Human Factors in Computing Systems, 4111–16. CHI EA ’09. New York, NY, USA: ACM. doi:10.1145/1520340.1520626.
  • 70. 70 Augmented Reality Wearable (HMD) Mobile Pervasive Meta Space Glass HMD의 대가인 Steve Mann과 Steven Feiner 와 합작 Display 뿐만 아니라, Interaction 쪽에도 상당한 개발 Atheer labs https://www.atheerlabs.com/ Google Project Tango Google의 Mobile 3D Recognition Platform 증강현실 뿐만 아니라 NUI, 로봇 등의 분야에서 사용 예상 Microsoft IllumiRoom 프로젝션을 이용하여 현실 환경에 부가적인 정보를 제공 현실 환경에 몰입형 증강현실 구현
  • 71. 71 Augmented Reality: Wearable AR
  • 73. 73 Augmented Reality: Pervasive AR
  • 74. 74 History of HCI 1. Past 2. Current and Future 3. HCI based Startups 서종훈 (Jonghoon.seo@msl.yonsei.ac.kr) 강나형 (nahyung.kang@msl.yonsei.ac.kr) 양윤식 (yoonsikyang@msl.yonsei.ac.kr)
  • 75. 75 Human Computer Interaction Startups • https://angel.co/human-computer-interaction
  • 76. 76 3Gear Systems • At 3Gear, we believe that the future of human computer interaction isn't a better mouse or a bigger touchscreen. • We're building technology that engages the full dexterity of the human hand for gestural computing. • Our business model is to be the fastest and easiest way to add gestural control to any product, whether that's a laptop, a car or a refrigerator.
  • 77. 77 Tobii Technology • Tobii creates market leading gaze interaction and eye tracking solutions for computer interaction, integration as well as research and tests.
  • 78. 78 Ubi Interactive • ubi provides a plug-and-play gesture control solution that can turn any existing display or surface into a 3D touch-screen. • We are one of the eleven startups in the first class of Microsoft Accelerator for Kinect, powered by Techstars.
  • 79. 79 Tactus Technology • Tactus Technology makes touch-screens tactile, providing real physical buttons that dynamically appear from the surface of any touchscreen.
  • 81. 81 How the Wiimote works
  • 82. 82 Special Mice Microsoft Research Multitouch Mouse Prototypes