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Adaptive User Interfaces with Force Feedback

Christophe Ramstein, Jean-François Arcand, Martin Deveault

Performance Support Systems Group, Centre for Information Technology Innovation

1575, Chomedey Blvd, Laval (Québec), Canada

{cramstein, jarcand, mdeveault}@citi.doc.ca

ABSTRACT

A software and hardware system related to the design of a force feedback assistance service (FAS) for human-computer interfaces is described. FAS is a service which can be applied to human-computer interfaces utilizing a force feedback pointing device. The force feedback device guides the user's hand in order to facilitate direct manipulation tasks either for training or for improving performance and comfort. Artificial neural networks are used to adapt, in real-time, to the user's task. In order to facilitate the design and understanding of the FAS, a Wizard of Oz technique was designed.

KEYWORDS

Adaptive multimodal user interface, force feedback, human-computer interface design, artificial neural networks.

INTRODUCTION

Current research is investigating the feasibility of a new kind of user interface designed to act as an assistant, rather than as a rigid tool, in order to find ways to make human machine processes more productive. The goal of adaptive systems is to increase system suitability for specific tasks; facilitate handling the system for specific users, thus enhancing user productivity; and optimize workload and increase user satisfaction. Traditional adaptivity in the form of an adaptive system is based on the assumption that a system is able to adapt itself to the wishes and tasks of the user through an evaluation of user behaviour.

Force feedback technology offers a new performance support system paradigm: since a force feedback device is used as the pointing device, it allows a system to physically guide the user's hand. This video presents underlying principles and systems investigated for designing such a service: the Pantograph device, a Wizard of Oz technique and an artificial neural network.

APPROACH

The Pantograph is a force feedback device intended for direct manipulation. Its mechanical structure is based on a five bar linkage that guarantees stability, little friction and provides a comfortable 10x16 cm workspace with a 10 newton peak-force [3].

The Pantograph is mainly used for providing visually impaired users with access to GUIs [4], i.e. for pointing, selecting and resizing graphical objects while returning a haptic translation of the graphics to the user.

Since Pantograph offers force feedback, it can also be used to guide the hand of the user: for instance, quickly pointing to small icons, selecting the thin window frames, opening pop-up menus and selecting items. It is assumed that during learning stages, users will benefit from such physical help: the learning stage would be quicker and comfort would be improved.

THE WIZARD OF OZ TECHNIQUE

In order to design the physical guide, a Wizard of Oz technique (WOz) was investigated. WOz is an experimental evaluation mechanism which allows observation of a user operating an apparently fully functioning system whose missing services are supplemented by a hidden wizard. In the absence of generalizable theories and models, the WOz technique is an appropriate approach to the identification of design solutions [2,6].

Our WOz system is composed of two workstations linked via a local network (using Network Dynamic Data Exchange under Microsoft Windows). A user (visually impaired or sighted) is put into a work situation and uses Pantograph as a pointing device. An observer (the Wizard) monitors the user via a second machine which reproduces all or part of the first machine's reciprocal objects and actions. Thus, the Wizard is able to analyze and estimate, in real time, how and when it should take control of the Pantograph and guide or suggest actions to the user. For instance, in a training stage, the Wizard may notice that the user has difficulties with pointing tasks. The Wizard will then realize these tasks using the mouse. Meanwhile, Pantograph will move according to mouse motions, giving the user physical guidelines.

ARTIFICIAL NEURAL NETWORK (ANN)

The user interface is the part of a system responsible for getting input from the user and for presenting system output to the user. A system that adapts either of these functions to the user's task or user characteristics or user preferences is an adaptive interface [1]. Current research proposes the use of ANNs as the kernel of a user model for adapting the haptic channel. ANNs have been developed to simulate human problem solving resources and mechanisms and have shown stronger abilities in learning and flexible knowledge processing (e.g., generalizing knowledge to novel situations) than conventional AI techniques, such as symbolic processing [2].

How the ANN works

The ANN designed for the FAS presents itself to the user as a box of knowledge. The box receives a coordinate (Xn,Yn) representing Pantograph's position, supplies a coordinate (Xn+1,Yn+1) and then auto-organizes according to these last coordinates.

In this way, the ANN realizes two functions:

1. location of a coordinate: this consists of offering the user a means of using the interface in a quasi-natural manner, thereby allowing the user to better effect a task.

2. learning: this consists of restructuring information concerning the force parameters returned to the user.

A single layer of neurons is used. It grids-off the interface, with a neuron located in each space, according to graphic complexity. The layer contains all the possible positions within the interface. According to the granularity of the grid, a neuron could represent a coordinate on the user's path.

The underlying principle is to reward the neurons which compose the last path the user followed when accomplishing a task, and punish those not along the path. This has the effect of increasing the links between the selected neurons while decreasing the links with the neurons of their neighbours. In this way, the force parameters associated with the path are augmented, literally using force-feedback to pull the user from point A to point B in the interface.

Mathematical Model of the Metaphor

We define:

Px,y representing the vector of the coordinates making up the path used by Pantograph.

Mx,y the matrix corresponding to the screen's neuron grid

Nij(Px,y) represents the vector of the value nij (nul except for value nij)

The ANN Activation Algorithm

1. Initialization. Select random values to initialize the weight vectors of each neuron wij(0). The only restriction is that weight be randomly negative or positive.

2. Activity vector. Create vector position Px,y= [(x1,y1), (x2,y2), (x3,y3), (x4,y4), (x5,y5), (x6,y6), ..... (xn,yn), representing Pantograph's activity during a period of time S.

3. Similarity framework. Activation of neuron nij is propagated using element h of Nij(Px,y) = Mx,y = nij using the following formula:

xij(t)= k * Nij(Px,y) * W(t)

where xij(t-1) OE]0,1].

4. Next coordinate Px,y. To determine the next coordinate Px,y: Px,ynew = MAX Nij(Px,y)

Learning Algorithm

For each element of vector Px,y

Determine nij : the element h of Nij(Px,y) = Mx,y = nij

Determine nkh : the element h+1 of Nij(Px,y)=Mx,y = nij

Apply the following function to the links of matrix W:

For all wij linking neuron nij to neuron nkh

wij(t) = wij(t-1) + b(1 - wij(t-1)) where 0£b£1.

For all wij linking nij to all other neurons

wij(t) = - wij(t-1) - b(1 - wij(t-1)) where 0£b£1.

CONCLUSION

The introduction of an adaptive mechanism reduces iteration at a number of levels: 1) the interface is designed and programmed to be modifiable during interaction time, and 2) all or part of the modifications are left to the system, including 3) evaluation of the adaptive mechanism. As for the FAS, the ANN evaluates and defines manipulation parameters-force, speed and direction-without modifying the graphic interface. The FAS considers the ergonomic reality of the interface, without directly changing it, and offers the user the means to bypass design errors as if they were physical obstacles. At the same time, it becomes an indicator of design problems.

REFERENCES

1. Arcand, J.F, Ramstein, C. (1995). An Artificial Neural Network for the Design of an Adaptive Multimodal Interface, in proceedings of IEEE 7th International Conference on Tools with Artificial Intelligence, november 5-8, Washington.

2. Arcand, J.F., (1994). An Artificial Neural Network for the Ergonomic Evaluation of a Human-Computer Interface, in proceedings of IEEE 6th International Conference on Tools with Artificial Intelligence, New-Orleans, Louisiana. pp. 606-608

3. Hayward, V., Choksi, J., Lanvin, G., & Ramstein, C. (1994). "Design and multi-objective optimization of a linkage for a haptic device." in proc. of the 4th workshop on Advances in Robot Kinematics, ARK'94, Ljubljana, Slovenia:Kluver academic

4. Ramstein, C., Martial, O., Dufresne, A., Carignan, M., Chasse, P., Mabilleau, P. (1996) "Touching and Hearing GUIs. Design Issues in PC-Access System", in proc. of ACM ASSETS'96 conference, Vancouver, April 14-17 1996.

5. Salber, D., Coutaz, J. (1993) Applying the Wizard of Oz Technique to the Study of Multimodal Systems, in EWHCI'93, pp219-230, Springer-Verlag, Berlin