Human-Machine Interaction: A Comprehensive Overview

 
HUMAN MACHINE
INTERACTION
 
Paolo Gallina
pgallina@units.it
040 5583829
Ed. C5, first floor
 
INTRODUCTION
 
Examples of Interacting machines
 
 
 
 
Output:
-
Video
-
Audio
-
vibration
 
Input:
-
Keyboard
-
Mouse
-
Eye tracking
-
Voice
 
Interface
 
Interaction can be complex
 
Interface
 
Concept: - Degree of freedom (DoF)
DoFMapping
 
IN EVERY DAY LIFE
 
 
EXAMPLES
 
EXOSCHELETON EXAMPLES
 
 
https://www.youtube.com/watch?v=2Ysb-Oko3Bg
 
Even simple tools change the our brain (short term neuroplasticity
phenomena)
 
Citare da «L’anima delle macchine,
Dedalo ed.»
Collaborazione con Carlo Fantoni
 
TRAINING
 
S-Curve or Sigmoid function
 
-With repetition of 
almost any motor task
, learning
occurs, and a person becomes more efficient
 
-measure of 
skill
 on the Y axis
and
number of trials 
on the X-axis
 
An S-shaped curve of growth levels off because
stability
 is attained, a 
resource
 needed for growth is
limited, or a 
ceiling
 
of performance is reached.
 
The S-shaped learning curve is most obvious when
someone learns a highly complex task. The initial part
of the curve rises slowly as a person becomes familiar
with basic components of a skill. The steep
ascending phase occurs when there is enough
experience with rudiments or simple components to
start "putting it all together."
 
Quantitative Assessment of
Backhoe Operator Skill
(book)
 
See: 
Research methods in
human-computer interaction
 
SYLLABUS
 
FINAL TEST
 
2 questions about the program in class
Slide presentation about a topic chosen by the student
15 mninutes
It will be evaluated: clarity, quality of the presentation, language
skills, originality, scientific soundness
Slide Note
Embed
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This comprehensive overview explores the intricacies of human-machine interaction, delving into topics such as output modalities, interacting machines, complex interfaces, real-life applications, examples, neuroplasticity effects, training dynamics, and key concepts in HMI design. Covering a wide array of subjects, from the basics of input devices to advanced technologies like exoskeletons and wearable tech, this content provides valuable insights into the evolving field of HMI.

  • Human-machine interaction
  • Technology
  • User interface design
  • Neuroplasticity
  • Exoskeletons

Uploaded on Sep 21, 2024 | 1 Views


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  1. HUMAN MACHINE INTERACTION Paolo Gallina pgallina@units.it 040 5583829 Ed. C5, first floor

  2. INTRODUCTION Output: - Video - Audio - vibration Examples of Interacting machines Input: - Keyboard - Mouse - Eye tracking - Voice Interface

  3. Interaction can be complex Interface Concept: - Degree of freedom (DoF) DoFMapping

  4. IN EVERY DAY LIFE

  5. EXAMPLES

  6. https://www.youtube.com/watch?v=2Ysb-Oko3Bg EXOSCHELETON EXAMPLES

  7. Even simple tools change the our brain (short term neuroplasticity phenomena) Citare da L anima delle macchine, Dedalo ed. Collaborazione con Carlo Fantoni

  8. TRAINING S-Curve or Sigmoid function

  9. -With repetition of almost any motor task, learning occurs, and a person becomes more efficient -measure of skill on the Y axis and number of trials on the X-axis An S-shaped curve of growth levels off because stability is attained, a resource needed for growth is limited, or a ceiling of performance is reached. Quantitative Assessment of Backhoe Operator Skill (book) The S-shaped learning curve is most obvious when someone learns a highly complex task. The initial part of the curve rises slowly as a person becomes familiar with basic components of a skill. The steep ascending phase occurs when there is enough experience with rudiments or simple components to start "putting it all together." See: Research methods in human-computer interaction

  10. ARGOMENTI Introduzione SUB-ARGOMENTI Esempi di macchine interagenti Strategie di progettazione Usabilit e Human-centered interface Human-centered interface, coadattamento Attuatori e riduttori Sensori di forza Sistemi vibrotattili Controlli Interfacce aptiche Interazione meccanica SYLLABUS Interazione visiva visori e telecamere realt virtuale realt aumentata sonificazione Interazione sonora Interazione uomo computer tecnologia indossabile interfacce grafiche Tecnologia persuasiva Macchine anti-edonistiche Da tecnologia persuasiva panoptico Interazione uomo-robot tamagotchi e Clifford Nass cobot uncanny valley empatia artificiale affective computing

  11. 2 questions about the program in class Slide presentation about a topic chosen by the student 15 mninutes It will be evaluated: clarity, quality of the presentation, language skills, originality, scientific soundness FINAL TEST

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