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and machine vision; auditory and touch-based output; interfaces
that combine multiple modes of input and output; and visual
displays, including immersive or virtual reality systems. Because
the ECI challenge involves connecting to the information
infrastructure, rather than just to stand-alone systems, this
chapter reviews the current status of and research challenges for
interfaces for systems in large-scale national networks. The
chapter ends with the steering committee's conclusions, based on
workshop discussions and other inputs, about the research
priorities to advance these technologies and our understanding of
how to use them to support every citizen.
Framing The Input/Output
Discussion-Layers Of Communication
The interface is the means by which a user communicates with a
system, whether to get it to perform some function or computation
directly (e.g., compute a trajectory, change a word in a text file,
display a video); to find and deliver information (e.g., getting a
paper from the Web or information from a database); or to provide
ways of interacting with other people (e.g., participate in a chat
group, send e-mail, jointly edit a document). As a communications
vehicle, interfaces can be assessed and compared in terms of three
key dimensions: (1) the language(s) they use, (2) the ways in which
they allow users to say things in the language(s), and (3) the
surface(s) or device(s) used to produce output (or register input)
expressions of the language. The design and implementation of an
interface entail choosing (or designing) the language for
communication, specifying the ways in which users may express
''statements" of that language (e.g., by typing words or by
pointing at icons), and selecting device(s) that allow
communication to be realized-the input/output devices.
Box 3.1 gives some examples of choices at each of these levels.
Although the selection and integration of input/output devices will
generally involve hardware concerns (e.g., choices among keyboard,
mouse, drawing surfaces, sensor-equipped apparel), decisions about
the language definition and means of expression affect
interpretation processes that are largely treated in software. The
rest of this section briefly describes each of the dimensions and
then examines how they can be used to characterize some currently
standard interface choices; the remainder of the chapter provides
an examination of the state of the art.
Language Contrasts and Continuum
There are two language classes of interest in the design of
interfaces: natural languages (e.g., English, Spanish, Japanese)
and artificial languages
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BOX 3.1 Layers of
Communications
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1.
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Language Layer
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Natural language: complex syntax, complex
semantics (whatever a human can say)
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Restricted verbal language (e.g., operating
systems command language, air traffic control language): limited
syntax, constrained semantics
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Direct manipulation languages: objects are
"noun-like," get "verb equivalents" from manipulations (e.g., drag
file X to Trash means ''erase X"; drag message onto Outgoing
Mailbox means "send message"; draw circle around object Y and click
means "I'm referring to Y, so I can say something about it.")
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2.
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Expression Layer
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Most of these types of realization can be used to
express statements in most of the above types of languages. For
instance, one can speak or write natural language; one can say or
write a restricted language, such as a command-line interface; and
one can say or write/draw a direct manipulation language.
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Speaking: continuous speech recognition,
isolated-word speech recognition
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Writing: typing on a keyboard, handwriting
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Drawing
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Gesturing (American Sign Language provides an
example of gesture as the realization (expression layer choice) for
a full-scale natural language.)
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Pick-from-set: various forms of menus
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Pointing, clicking, dragging
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Various three-dimensional
manipulations-stretching, rotating, etc.
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Manipulations within a virtual reality
environment-same range of speech, gesture, point, click, drag,
etc., as above, but with three dimensions and broader field of
view
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Manipulation unique to virtual reality
environment-locomotion (flying through/over things as a means of
manipulating them or at least looking at them)
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3.
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Devices
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Hardware mechanisms (and associated
device-specific software) that provide a way to express a
statement. Again, more than one technology at this layer can be
used to implement items at the layer above.
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Keyboards (many different kinds of typing)
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Microphones
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Light pen/drawing pads, touch-sensitive screens,
whiteboards
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Video display screen and mouse
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Video display screen and keypad (e.g., automated
teller machine)
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Touch-sensitive screen (touch with pen; touch with
finger)
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Telephone (audible menu with keypad and/or speech
input)
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Push-button interface, with different button for
each choice (like big buttons on an appliance)
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Joystick
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Virtual reality input gear-glove, helmet, suit,
etc.; also body position detectors
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