New Human-computer Interaction Techniques for the Digital Library
Robert J.K. Jacob
Horn-Yeu Shiaw
Holly Taylor
Gregory R. Crane
Department of Electrical Engineering and Computer Science
Department of Psychology
Department of Classics
Tufts University
Medford, Mass. U.S.A.
With thanks to:
Principal support: NSF and NEH DLI Phase 2 Program
Additional support: NSF Interactive Systems Program,
Office of Naval Research,
Berger Family Fund,
Tufts Selective Excellence Fund
Graduate students:
Leonidas Deligiannidis,
Stephen Morrison,
Vildan Tanriverdi
Invent New Interaction Techniques
for Interacting with Digital Libraries
Focus on spatial information
As ancillary aspect of text in library
Communicate some spatial information...
Without distracting from main reading
"Lightweight," "non-command" interface
Follows user
Responds appropriately
Require little explicit action or attention
User just reads text normally
Provide ancillary spatial information "for free"
Communicate Spatial Information
Related to text user is reading
With minimal distraction to reader
Conventional solution:
Traditional hypertext link in the text
Disrupt reading, lose context
Lightweight Interaction
Get more information from user, without much effort from user
User not really give explicit commands
But system observes, guesses, infers, takes hints
Examples
Physiological measurements
Behavioral measurements
Other, independent interactions
Affect
Mental models
Agents
But:
Midas touch problem
Must use lightweight input judiciously
Interaction Technique:
A way of using a physical device to perform an interaction task
Background Display
Metaphor: Text on clear plastic
Faint view behind
Subtly provide approximate sense of place
Indoors or outdoors
Street or forest
Daytime or nighttime
Implementation
Collect background images
Mark each point in text
Process image
Filter to 3x3 pixels
Enlarge 9-pixel image back to full size
Blur, convolve with filter whose base > newly-enlarged pixels
Increase brightness, reduce contrast
To make more subdued background
"9-pixel walkthrough"
Follows scroll bar input
Sample text in the foreground, blurred image behind
After user scrolls, new background appears
Peripheral Border Display
Peripheral vision instead of background behind text
Metaphor: Read text while riding bus
Without looking up from text, could still get rough sense place,
through peripheral vision:
Indoors, outdoors, urban, rural, daytime, nighttime
Reading task is primary
Use no real estate on main screen for spatial
Spatial information projected onto a wall just behind screen
Need not ever look up at it
Can view peripherally
Peripheral vision for general rough sense of place
Foveal vision for reading
Implementation
Two workstations (SGI)
Main CRT display
Drive video projector
Two Java apps
On the two workstations
Communicate via network socket
Notify when the background image should change
Photograph of setup for Peripheral Border Display
Schematic picture of Peripheral Border Display:
Outer window = image on video projector.
CRT icon = image on real CRT screen.
3-D London Walkthrough
Generate spatial view from 3-D model, not 2-D images
Tallis maps, Bolles Collection, Tufts University Archives
Use as texture maps for VR model
Can view on screen, as "fishtank VR," or regular VR with head-mounted display
Example of original Tallis map
Screendump from walkthrough
Another screendump from walkthrough
Head-mounted display (with eye tracker)
Peripheral Workspace
Metaphor: Large reading table
Can only read clearly in center
Use outer to maintain context: cross-references, dictionary, atlas,
Implementation
Two workstations, video projector as previous
Center workstation runs regular Unix Netscape
Projector workstation communicates with it via command-line feature
Schematic of peripheral workspace prototype
3-D Drag
Same approach
But peripheral workspace contains full 3-D image, with 3-D "icons"
Schematic of 3-D drag prototype
Conclusions and Future Work
Lightweight user interface approach
Interaction techniques for spatial information in DL
While reading
Text is primary
Spatial is ancillary
Non-distracting
Feed to reader in background/periphery
Prototype implementations of new interaction techniques
Showing technical feasibility
But not yet mature enough to evaluate usefulness
Next step: Narrow down to most promising
Refine the prototypes
Test usability and usefulness to users
Psychological experiments on spatial awareness
N.B. Perseus digital library is normally accessed from WWW browsers
But this research envisions future platforms