HCI History
HCI History
Matthias RAUTERBERG
Eindhoven University of Technology (TU/e)
The Netherlands
[TIP: in presentation mode links to additional sources are active]
History of Computer Technology
The history of Zuse is emblematic for at least five reasons: 1) his contribution was completely original, as he was very
isolated from the rest of the world but even from the German research activity; 2) the fact that he has conceived a binary
representation of figures which is that adopted from all the modern computers; 3) the fact that he has independently
achieved an architecture which was already suggested by Babbage; the invention of the first programming language
(Plankalkul, 1943-45); 5) the extremely practical and simple way of facing the problem: the estimated cost of Z2 is 6.500 US
$, only.
© M. Rauterberg, TU/e 3
Z3 (1941)
Zuse’s Z3 was the world’s first reliable working machine for very complicated
arithmetic calculations, which was freely programmable and was based on
a binary floating point number and switching system.
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Eniac (1943)
– A general view of the ENIAC, the first all electronic numerical integrator
and computer in USA.
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Mark I (1944)
•The Mark I paper tape readers.
J. Presper Eckert Jr. and John Mauchly were the first to develop the von Neuman architecture. John von
Neumann wrote "First Draft of a Report to the EDVAC" describing the ideas of a stored memory computer. The
complicated story is described in the wonder history of computers "Engines of the Mind" by Joel Shurkin.
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Princeton Architecture (1946)
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Mainframe Computers
Stretch (1961)
A close-up of the Stretch technical control panel
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Historical overview
1945 Memex
1969 Flex
1973 Alto
1974 Bravo
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Vannevar Bush (1945)
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Memex design sketch (1945)
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J.R. Licklider (1915-1990)
An MIT psychoacoustrician named J.C.R. Licklider took and immediate and intense interest in computer after Clark demonstrated
the TX-0 to him. Licklider applied his background in psychology to research how people interacted with computers, and he
became known as an expert in human-computer interaction. People at ARPA took notice and offered Licklider the job of director
for their new Information Processing Techniques Office (IPTO). He accepted the position as the founding director and continued
his research in human-computer interaction.
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Vision/Goals (1945-1995)
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Mid 1960’s
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DEC PDP-1 (1961)
© DEC Inc.
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Ivan Sutherland (1938-)
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Sketchpad (1963)
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Douglas C. Engelbart (1925 - )
Engelbart invented the mouse at
Stanford Research Labs in 1964.
Landmark system/demo:
– hierarchical hypertext,
multimedia, mouse,
high-resolution display, windows,
shared files, electronic messaging,
CSCW, teleconferencing, …
– Augment/NLS system [NLS: oN Line
System]
© M. Rauterberg, TU/e 21
The First Mouse (1964)
Knee control
Douglas Engelbart
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Augment/NLS (1968)
Augment/NLS Features:
2-dimensional display
text editting, by two
persons from different
consoles, at the same
time.
Links.
Video-conferencing.
Mouse.
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Alan C. Kay (1940-)
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FLEX & Dynabook (1969)
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Nicholas Negroponte (ca 1938-)
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Personal Computers (PC)
Late ‘70’s
Apple II
Z-80 CP/M
IBM PC
Text and command based
Word processing
Spreadsheets
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Input/output devices
Input Output
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IBM (1974)
Mark-8
The Mark-8 was an Intel 8008 based
machine with 256 bytes RAM. It was
introduced in July 1974, and 1000-
2000 were produced. It was the first
portable computer to really be
marketed, and had no ROM. The
market value of a Mark-8 was a round
$12,000.
The machine pictured right was the
precursor to the IBM 5100 machine. It
was introduced in 1975, and was very
costly. It was IBM's first entry into the
microcomputer market.
© IBM
© M. Rauterberg, TU/e 30
IBM (1975)
IBM 5100
IBM 5100, introduced in September
1975, was IBM's first portable
computer.
The 5100 was just one of several
portable computers IBM made before
the Personal Computer (PC).
The 5100 model was followed by the
5110, the 5120, the Datamaster, and
then finally the 5150 PC.
© M. Rauterberg, TU/e 31
IBM (1981)
IBM PC
Product shot of IBM Personal Computer (5150),
introduced in 1981;
Features: monitor, keyboard, and pin-feed printer; b/w.
The operating system (OS) was by Microsoft, who
licensed it to IBM as PC-DOS.
Although not necessarily the best machine by
technological standards, IBM's expertise and the fact
that the IBM PC actually looks and feels like a
professional computer system made the IBM PC and the
numerous PC clones extremely popular. They have
evolved into today's so-called Wintel (Windows + Intel)
computer systems, used world-wide. © IBM
From http://www.blinkenlights.com/pc.shtml
© M. Rauterberg, TU/e 32
DOS (history)
1980, April: Tim Patterson begins writing an operating system for use with Seattle Computer Products' 8086-based
computer. Seattle Computer Products decides to make their own disk operating system (DOS), due to delays by Digital
Research in releasing a CP/M-86 OS.
1980, August: QDOS 0.10 (Quick and Dirty OS) is shipped by Seattle Computer Products. Even though it had been created
in only two man-months, the DOS worked surprisingly well.
1980, September: Tim Patterson shows Microsoft his 86-DOS, written for the 8086 chip.
1980, October: Microsoft's Paul Allen contacts Seattle Computer Products' Tim Patterson, asking for the rights to sell
SCP's DOS to an unnamed client (IBM). Microsoft pays less than US$100,000 for the right.
1980, December: Seattle Computer Products renames QDOS to 86-DOS, releasing it as version 0.3. Microsoft then bought
non-exclusive rights to market 86-DOS.
1981, February: MS-DOS 1.0 runs for the first time on IBM's prototype microcomputer.
1981, July: Microsoft buys all rights to DOS from Seattle Computer Products, and the name MS-DOS is adopted.
1981, August: IBM announces the IBM 5150 PC Personal Computer, featuring a 4.77-MHz Intel 8088 CPU, 64KB RAM,
40KB ROM, one 5.25-inch floppy drive, and PC-DOS 1.0 (Microsoft's MS-DOS), for US$3000.
1982, May: Microsoft releases MS-DOS 1.1 to IBM, for the IBM PC. It supports 320KB double-sided floppy disk drives.
Microsoft also releases MS-DOS 1.25, similar to 1.1 but for IBM-compatible computers.
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Bill Gates (1955-)
© M. Rauterberg, TU/e 34
© source http://www.microsoft.com/billgates/bio.asp
MS DOS (1981)
© Microsoft Inc.
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PCs with GUIs
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Xerox Alto (precursor to the Star)
Alto applications:
Bravo WYSIWYG text editor.
BravoX Mesa implementation of
Bravo, an ancestor of Microsoft Word.
Laurel Electronic mail program.
Neptune Disk file manipulation
program, sort of like sweep.
Works like the Font DA mover
program on a Macintosh.
Press Document printing program.
Sil Drawing program.
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Xerox Star (1981)
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Xerox Star (GUI)
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Xerox Star (history)
Commercial flop
– $15k cost
– closed architecture
– lacking key functionality (spreadsheet)
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Apple II (1977)
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Apple Lisa - ‘82
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Apple Lisa (applications)
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Apple Macintosh - ‘84
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Apple Macintosh (1984)
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Apple Macintosh (GUI)
© Apple Inc.
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Apple Macintosh (history)
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MS Windows (1987)
Windows 1.01
was a large
disappointment!
© Microsoft Inc.
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Microsoft Windows (history)
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Oberon at ETH (1985)
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Ben Shneiderman (1947-)
Dr. Shneiderman is the author of ‘Software Psychology: Human Factors in
Computer and Information Systems’ (1980) in which he coined the term
direct manipulation. Later he wrote the influential text book ‘Designing
the User Interface: Strategies for Effective Human-Computer Interaction’
(1987, third edition 1998).
Ben Shneiderman has written over 200 articles and published several
books, including Elements of FORTRAN Style: Techniques for Effective
Programming (with Charles Kreitzberg, 1972); and Hypertext Hands-On!
An Introduction to a New Way of Organizing and Accessing Information
(with Greg Kearsley, 1989). He has also edited numerous articles and
several books, including Directions in Human/Computer Interaction
(1982) and Sparks of Innovation in Human-Computer Interaction (1993).
Ben Shneiderman was a Professor in the Department of Computer Science, Founding Director (1983-
2000) of the Human-Computer Interaction Laboratory, and Member of the Institutes for Advanced
Computer Studies and for Systems Research, all at the University of Maryland at College Park.
© M. Rauterberg, TU/e 53
Historical Overview (1945-1995)
[source: Brad A. Myers (1998). A brief history of human-computer interaction technology. Interactions, vol 5(2), pp. 44-54]
© M. Rauterberg, TU/e 54
Mobile Phone (1954)
Growing up in Chicago, Martin Cooper earned a degree in electrical engineering at the
Illinois Institute of Technology. Later hired by Motorola in 1954, he lead a group of
research team to develop the first ever portable phone, the Motorola Dyna Tac, which
stands for Dynamic Adaptive Total Coverage. Weighing 1089 gram, the first
commercially viable version of the Dyna Tac was released in 1983. It measures 9 x 5 x
1.75 inches in size with 30 circuit boards. Unlike handsets today, there was no display
available and the only feature was call, dial and listen (what else would you expect?).
The heavy batteries can only withstand 35 minutes of talk time and need a long 10 hour
recharge.
Martin Cooper
Some important years in the mobile history,
1955 introducing the worlds first whole automatic mobile-phone system.
1972 A global system is presented. Covers all the oceans of the world.
1978 introducing the worlds first person searching-system with a number-display.
1981 The world’s first automatic and boundless mobile-phone system.
1986 First time when you can transfer computer services via a mobile system.
Dyna Tac 1988 The pocket-phone is introduced.
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What is Virtual Reality (VR)?
In 1989, Jaron Lanier, CEO of VPL, coined the term virtual reality to bring all of the
virtual projects under a single rubric. The term therefore typically refers to three-
dimensional realities implemented with stereo viewing goggles and reality gloves.
P. Greenbaum (1992):
Virtual Reality is an alternate world filled with computer-generated images that respond
to human movements. These simulated environments are usually visited with the aid of
an expensive data suit which features stereophonic video goggles and fiber-optic gloves.
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Dimensions to define VR
Vividness
(richness of an environments representation)
• breadth (visibility, audibility, touch, smell)
• depth (quality, fidelity)
Interactivity
(extend to which a user can modify form and content of a mediated
environment)
• speed (update rates, time lag)
• mapping (text, speech, gestures, gaze, complex behavior patterns)
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Classification of VR and other Media
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History of VR (technological milestones)
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Morton Heilig
In the late '50s, a quiet man named Morton Heilig began
designing the first multisensory virtual experiences. He
developed something called the Sensorama. Resembling
one of today's arcade machines, the Sensorama combined
projected film, audio, vibration, wind, and even
prepackaged odors, all designed to make the users feel as
if they were actually in the film rather than simply
watching it. Since real-time computer graphics were many
years away, the entire experience was prerecorded, and
played back for the user.
Although he was a gifted and visionary inventor, Heilig
was less successful as a businessman. He was unable to get
funding for his Sensorama machines, and they were never
manufactured. Fortunately, he didn't give up there;
Heilig had an idea that would later prove to be the basis for
an entire industry: the first Head-Mounted Display
(HMD), which he patented in 1962.
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Sensorama (1956)
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Headsight System (1961)
(© nVision)
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Ultimate Display (1965)
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Grope (1967)
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Sayre Glove (1977)
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Digital Data Entry Glove (1985)
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Virtual Cockpit (1987)
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Input Devices (overview)
Sensor Devices
1. Spatial Position/Orientation Sensors
• 2DOF (Mouse)
• 3DOF (Microscribe, FreeD Joystick)
• 6DOF (Polhemus Fastrack)
2. Directional Force Sensors
• 5 DOF (Spacemouse)
• 2 DOF (Joystick)
3. Gesture Recognition
• Data Gloves
4. Eye Tracking
5. Speech Recognition Systems
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Input Devices (1)
SpaceMaster
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Input Devices (2)
Gesture Recognition
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Input Devices (3)
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Input Devices (4)
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Output Devices (2)
An Immersive VR Environment
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Output Devices (3)
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Output Devices (4)
CyberSphere (1998)
The scientists Eyre and Eureka in VR-Systems UK
have been researching a CyberSphere, a device,
which consists of a large, translucent sphere
containing the user.
The images are distortion-corrected and then
projected on the surface of the sphere, allowing the
user a full 360 degree field of view.
It also allows the user to move around in the world,
by walking inside the ball, which will move in
response to the users movements.
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Ubiquitous Computing (1991)
Ubiquitous computing is just now beginning. First were
mainframes, each shared by lots of people. Now we are in the
personal computing era, person and machine staring uneasily at
each other across the desktop. Next comes ubiquitous
computing, or the age of calm technology, when technology
recedes into the background of our lives.
Mark Weiser is the father of ubiquitous computing (1991).
[Mark Weiser, "The Computer for the Twenty-First Century”, Scientific American, Mark Weiser (1952-1999)
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Apple’s Newton (1992)
Apple Computer's Newton line of personal
digital assistants (PDA) began as CEO
John Scully's pet project in 1992. Since
then, seven different Newton models were
released before "iCEO" Steve Jobs came
back to Apple: in 1998 he quickly axed
the newly formed subsidiary responsible
for the Newton line, Newton, Inc.
A small, hand-held device with pen-input,
personal organizational functions, and
communication capabilities becomes the
first shipped Newton product by Apple Inc.
Although intelligent software is an
essential element, this product is viewed
as a smaller, cheaper, stripped-down
version of the initial Newton concept that
can be mass produced.
© Apple Computing Inc.
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PARCtab (1993)
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Unistroke alphabet
Techniques for handwriting recognition
have improved in recent years, and
are used on some PDAs for text entry.
But they are still far from ideal since they
respond differently to the unique
writing characteristics of each
operator.
Xerox PARC have experimented on the
PARCTAB with Unistrokes, which
depart from the traditional approach
in that they require the user to learn
a new alphabet---one designed
specifically to make handwriting
easier to recognize
© Xerox PARC
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Half-QWERTY (1993)
Bill Buxton
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PalmPilot (1996)
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PalmPilot alphabet
Input similar to
“natural” alphabet
not user specific
minimize the user’s
learning and
adapting costs
© Palm Computing Inc.
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Newton MessagePad 2x00 (1997)
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Brian Shackel (ca 1920-)
Brian Shackel is Emeritus Professor of Ergonomics at Loughborough
University and the founder of the HUSAT Research Institute. He is
one of the pioneers in applying human factors and ergonomics to
computer systems. After graduating from Cambridge and following
military service, he set up EMI’s human factors group and worked
on many systems and product user interfaces. He joined
Loughborough University of Technology and set up HUSAT in 1970.
He has been an advocate international standards committees and
publishing widely. He is the founder and first chairman of the IFIP
Technical Committee “Human-Computer Interaction” in 1989.
The prestigious BRIAN SHACKEL AWARD is associated with each IFIP TC13 INTERACT
Conference, usually biennial, and is to recognise the most outstanding contribution in the form
of a refereed paper submitted to and delivered at the INTERACT conference.
“From early days (cf Licklider & Clark, 1962) the need for larger displays has been emphasised; but just when it seemed, in the late
1980s, that full page and larger displays would come with lower prices, the focus in the industry turned to portability and we moved
backward to smaller screens. While there was some improvement, larger screens (eg 21 inch CRT displays) are still not available at
an acceptable price; as long ago as 1977 Kay & Goldberg (1977) in their Dynabook concept specified a display the size of a full
paper page, but I know of no portable laptop, let alone notebook, which has an A4 page size screen.” (Brian Shackel, 2000)
© M. Rauterberg, TU/e 86
Tim Berners-Lee (1955-)
BORN June 8, 1955, in London
1976 Graduates from Queen's College, Oxford
1980 While at CERN, writes "Enquire"
1989 Proposes global hypertext project called "WorldWideWeb"
1991 The Web debuts on the Internet
1993 University of Illinois releases Mosaic browser
1994 Joins M.I.T. to direct the W3 consortium
Tim Berners-Lee is
considered to be the
1999 Today nearly 150 million people log on to the Internet via
founder of the
WWW World Wide Web.
“First of all, let's get clear the difference. The internet is a collection of computers, which was put together during the 1970's.
When I proposed the Web in 1989, the internet had been around for 15 years. You could use e-mail, you could store files on ftp
servers, and people could access them, but it was very complicated. The web was the step to make accessing a remote document
just one click. The internet spread really quite slowly. It started in research, moved into universities, and many people only heard
about it when the web became available as an easy way to use it. “ (T. Berners-Lee, 1999)
© M. Rauterberg, TU/e 87
World Wide Web (1990)
In Europe, researchers at CERN (the European Laboratory for Particle Physics) were struggling with their own computer networking
problems. Throughout the system people used different techniques, protocols, and equipment, making communication between
computers very complex. In 1980, Tim Berners-Lee, a consultant at CERN, wrote a program called "Enquire-Within-Upon-Everything,"
enabling links to be made between any point in the system. Nine years later Berners-Lee wrote "Information Management: A Proposal:"
Instead of standardizing the equipment or software, they created standards for data, and a universal addressing system. That way any
document on the Internet could be retrieved and viewed. In 1990, CERN was the largest Internet site in Europe. Over the next year or
two, the proposal was circulated and revised, resulting in an initial program being developed that was dubbed the World Wide Web. At
least one expert has called the Web a "side effect of CERN's scientific agenda." In 1992, the World Wide Web was demonstrated and
distributed, and browser software was released throughout and beyond CERN. That November there were about 26 reliable Web servers.
All you needed to use the Web was a browser. The early browsers were functional but not especially "user-friendly." A young
programmer at the National Center for Supercomputing Applications (NCSA) named Marc Andreesen created a new graphical Web
browser. This was pleasing to the eye and easy to use -- just point-and-click. Users didn't need to know any programming or even any
Internet addresses. It also made it fairly simple for users to add their own material to the Web. Andreesen and his coworkers called this
browser Mosaic, and released free versions for Windows and Macintosh in August of 1993. Interest in the Web -- especially commercial
interest -- exploded with the arrival of Mosaic. By October there were more than 200 Web servers, and at the end of 1993, Mosaic was
being downloaded from NCSA at a rate of 1,000 copies per day. By June 1994, there were 1,500 Web servers.
In July 1993, there were 1,776,000 hosts in 26,000 domains; by July 1996, there were 12,881,000 hosts in 488,000 domains. In July
1996, there were 3,054 Internet service providers and projections of Web user sessions rising to 15.79 billion in the year 2000.
© M. Rauterberg, TU/e 88
Historical Overview: Robots
1818 Mary Shelley, Frankenstein
1827 Joseph Atterly, A Voyage to the Moon
1863 Jules Verne, A Journey to the Center of the Earth
1865 Edward S. Ellis, The Steam Man of the Prairies
1870 Jules Verne, 20,000 Leagues Under the Sea
1895 H.G. Wells, The Time Machine
1920 Karel Capek, R.U.R. (first use of the word "robot")
1921 - The term "robot" was first used in a play called "R.U.R." or
"Rossum's Universal Robots" by the Czech writer Karel Capek.
1941 - Science fiction writer Isaac Asimov first used the word "robotics"
to describe the technology of robots and predicted the rise of a powerful robot industry.
1948 - "Cybernetics", an influence on artificial intelligence research was published by Norbert Wiener.
1956 - George Devol and Joseph Engelberger formed the world's first robot company.
1961 - The first industrial robot was online in a General Motors automobile factory in New Jersey. It was called
UNIMATE.
1963 - The first artificial robotic arm to be controlled by a computer was designed. The Rancho Arm was designed as a
tool for the handicapped and it's six joints gave it the flexibility of a human arm
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UNIMATE (1961)
© M. Rauterberg, TU/e 90
Wabot-1 (1973)
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SONY’s AIBO (1999)
1999 marked a turning point for the world of entertainment when Sony
introduced the electronic robot AIBO in Japan. AIBO, referred to as the
Entertainment Robot means “companion” and is an acronym for Artificial
Intelligence RoBOt.
Sony has developed two versions of AIBO, the first run ERS-110 and the newer
ERS-111. Both of the models have proven to be a large success. When the first
5,000 ERS-110 models were introduced 3,000 sold in Japan within twenty
minutes on the Internet. The 2,000 models that remained were made available
exclusively for the United States and were sold within four days on the Internet.
Demand for the new AIBO ERS-111, which has a 64-bit microprocessor and 32
bytes of memory, rose immensely. Ten thousand ERS-111 AIBO models were
made available despite receiving 135,000 orders. “The digital ‘bot is more
dexterous than its predecessor: In addition to all the usual tricks—heeling or
chasing a ball—it does a little dance and waves a front paw on hearing its name.
Speech-recognition software lets it learn up to 50 commands” (International
Business, # 3709, page 170). The cost for AIBO in the United States has
remained thus far steady at $2,500 with the option to purchase a $500 performer
kit. AIBO is attempting to become popular all over the world, however, 90% of
AIBO purchases still come from Japan.
© M. Rauterberg, TU/e 92
SDR-3X (2000)
Much like its predecessors Aibo and Aibo II, Sony's 50cm-tall, 50kg prototype SDR-3X has been designed to
entertain. It can perform a variety of relatively high-speed, autonomous movements, including walking at a
speed of 15 meters a minute and dancing to a tune with a quick tempo. It's equipped with speech- and image-
recognition functions.
The SDR-3X gave a demonstration by walking at a high speed, moving its body like a gymnast, dancing to a
disco tune with a quick tempo and kicking a ball into a goal net as instructed by voice.
The SDR-3X model employs the same OPEN-R architecture as Sony's autonomous entertainment canine robot
"AIBO." Similar to AIBO, the SDR-3X model recognizes human voices and images. It has an 18,000-pixel CCD
color camera in its head area. The SDR-3X model can maintains its balance in the upper half of the body by
twisting its body and moving its arms, thereby realizing stable walking movements with alternating feet.
The SDR-3X model has 24 joints, with actuators for each joint that help move the joints. It has two joints in the
neck, two in the trunk, four in each arm and six in each leg. Two 64-bit RISC processors enable real-time control
of the joints to realize autonomous movement.
Sony's original real-time operating system called "Aperios" is used for the SDR-3X.
The biggest challenge for a humanoid robot is to keep its body in full balance. The SDR-3X keeps balance by
moving its arms and twisting at the waist to counteract the yaw-axis moment, the force needed to turn the body
right and left, which is generated from the lower half of the body every time the robot takes one step forward in
the high-speed walking movement.
And the robot's posture is controlled in real-time, to prevent it from falling over. It uses a variety of information,
such as the angle of the floor, gathered from contact sensors in the torso section as well as from a "dual-axis
accelerometer" and a "dual-axis angular rate sensor" in the waist section, whenever the robot walks up slopes
and moves its whole body.
It can (1) move forward or backward and walk sideways at a speed of up to 15 meters a minute; (2) turn left or
right when walking (with the maximum 90 degrees of freedom for each step forward); (3) get up from the
position of lying on its stomach or its back; (4) stand on one leg (possible even on inclined ground); (5) walk on
a bumpy road; (6) kick a ball; and (7) dance to a wide range of tunes.
© M. Rauterberg, TU/e 93
Augmented Reality (AR)
Core aspects:
© M. Rauterberg, TU/e 94
AR (historical overview)
© M. Rauterberg, TU/e 95
AR at Boeing (1990)
© Ronald Azuma,
HRL Laboratories
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Fiducial tracking (1994)
What's a Wearable?
To date, personal computers have not lived up to their
name. Most machines sit on the desk and interact with
their owners for only a small fraction of the day. Smaller
and faster notebook computers have made mobility less of
an issue, but the same staid user paradigm persists.
Wearable computing hopes to shatter this myth of how a
computer should be used. A person's computer should be
worn, much as eyeglasses or clothing are worn, and
interact with the user based on the context of the situation.
With heads-up displays, unobtrusive input devices,
personal wireless local area networks, and a host of other
context sensing and communication tools, the wearable
computer can act as an intelligent assistant, whether it be
through a Remembrance Agent, augmented reality, or
intellectual collectives.
© M. Rauterberg, TU/e 99
Digital Desk (1991)
Pierre Wellner
The DigitalDesk is built around an ordinary physical desk and can be used as such, but it has extra capabilities. A video camera is
mounted above the desk, pointing down at the work surface. This camera's output is fed through a system that can detect where the
user is pointing (using an LED-tipped pen) and it can recognise the documents that are placed on it. The more advanced version
also has a computer-driven projector mounted above the desk enabling electronic objects to be projected onto real paper
documents -- removing the burden of having to switch attention between screen and paper and allowing additional user-interaction
techniques. [invented and built by Pierre Wellner, Xerox EuroPARC, ACM CHI paper]
© Xerox EuroPARC, UK
© M. Rauterberg, TU/e 100
ImmersaDesk (1994)
© ETH, Zurich
Application areas
J. Dreyfus-Graf (1949).
“Sonograph and Sound Mechanics”.
The Journal of the Acoustic Society of America, 22, pp. 731-739
This was not a real speech recognizer but an oscilloscope that would put
the beam at a different spot depending of the content of the speech.
Raymond Kurzweil: "[Bell's] insights into separating the speech signal into different frequency
components and rendering those components as visible traces were not successfully
implemented until Potter, Kopp, and Green designed the spectrogram and Dreyfus-Graf
developed the steno-sonograph in the late 1940s. These devices generated interest in the
possibility of automatically recognizing speech because they made the invariant features of
speech visible for all to see."
The first real pattern matcher was developed at AT&T Bell Labs:
Davis, K., Biddulph, R. & Balashek, S. (1952).
“Automatic recognition of spoken digits”.
The Journal of the Acoustic Society of America, 24(6), 637-642.
MIT Speech
group with
TX-0, c1959.
Speech, handwriting
recognition, neuro data
analysis, etc.
Interactive editors,
debuggers, etc.
Spontaneous natural
speech 2-way conversation
dialogue
network transcription
Fluent word system driven agent &
speech spotting dialogue intelligent
Speaking style
messaging
digit
strings name
Read dialing
speech
form fill office
by voice dictation
Connected
speech
directory
voice assistance
Isolated commands
words
100%
Switchboard
Conversational
Speech foreign
Read
Speech
WSJ
Broadcast
WORD ERROR RATE
1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003
© M. Rauterberg, TU/e 112
Speech controlled application
1. Dragon
2. L&H
3. IBM Pure Speech
4. Kurzweil
Based on the path-breaking work of Dzida, Herda and Itzfeld (1978) twenty years ago, the
German national standard DIN 66234, part 8 was developed and published in 1988.
Dzida, W., Herda,S. and Itzfeld, W.D. 1978, User-perceived quality of interactive systems. IEEE Transactions on Software
Engineering, SE-4, 270 – 276.
Its definitions of usability principles for software user interfaces for office work became the
basis for the international and European standard ISO EN 9241-10 (ISO 1996). This standard
serves as the reference for the European Community directive 90/270/EEC for minimum safety
and health requirements to be guaranteed by an employer for his staff working at computer
workstations.
1995: ISO 9241: Ergonomic requirements for office work with display terminals (VDTs).