Understanding Human-Machine Interaction: A Comprehensive Overview

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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.


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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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