Amela

   

TEACHING

Amela Sadagic, PhD
Research Associate Professor
Naval Postgraduate School
Computer Science Department
The MOVES Institute
Monterey, CA


   

home
teaching
research interests
current projects
portfolio
students
thesis topics
work opportunities
publications
resources
private

  • MV4001 - Human Factors in Virtual Environments: details
  • MV3922 - Introduction to Virtual Environments Technology seminar: details
  • MV4924 - Current Topics in Modeling, Virtual Environments & Simulation seminar details
  • CS3004 - Human Computer Interaction: details, past student lab projects


   

MV4001: HUMAN FACTORS IN VIRTUAL ENVIRONMENTS

MV4001

Course Description: This course focuses on human factors issues in virtual environments (VEs). While the similarities of VEs to the real world can often make VE interfaces intuitive and easy to use, the differences between VEs and the real world can be the cause of serious performance problems and physical inability to effectively use a system. The design of effective VE systems depends on an understanding of humans and their interaction with their environment. Only then, can a VE system hope to achieve reasonable performance levels and acceptability. This course will survey the VE literature on issues of human performance, perception, cognition, multimodal interfaces, locomotion, wayfinding, object selection and manipulation, visualization, simulator sickness, and performance differences between individuals.

Goals and Objectives

The main goal of this course is to provide you with detailed understanding of design, use and system issues in Virtual Environments relevant to Human Factors, and prepare you to be able to manage the Human Factors evaluation of Virtual Environment (VE) systems.

The course has two objectives:

  1. Provide a comprehensive knowledge related to the topics of our interest. You should become familiar with major issues in Human Factors relevant to Virtual Environments - this is the primary goal of this course. The approach that is favored in the course and which is integrated throughout the course activities, is to help you form your own opinion about the topics and become the true independent thinkers.

  2. Build the academic skills. In order to help you come out as independent thinkers and have a well rounded set of academic skills necessary for your future careers, this course provides a set of different activities that build and nurture your ability to articulate and argue for your individual position, as well as comment, discuss and evaluate other people's work. Several types of classes have been framed in this light to support the materials and topics that we will study:

    • presentations,
    • paper reviews,
    • class discussions,
    • research paper on chosen topic,
    • panel/advocacy sessions,
    • exploratory lab sessions.

Topics to be Covered

  1. Characteristics of VE,
  2. Human Factor Issues in VE,
  3. Perceptual Modalities,
  4. Visual Modality and Visualization,
  5. Aural Modality,
  6. Vestibular and Kinesthetic Modality,
  7. Haptics and Force Feedback Modality,
  8. Multimodal, Hybrid and Augmented Reality Systems,
  9. Representing People,
  10. Interaction Techniques,
  11. Navigation and Locomotion,
  12. Spatial Awareness and Wayfinding,
  13. Object Manipulation,
  14. Latency,
  15. Performance Efficiency and Evaluation of Human Behavior (real and modeled),
  16. Usability and Virtual Environments,
  17. Health and Safety Issues: Cybersickness (e.g. Simulator Sickness),
  18. Immersion, Presence and Co-Presence,
  19. Social Aspects in VEs and Gaming Systems,
  20. Multiuser Environments and Collaboration in VEs,
  21. Ethics in VE.

Themes

The area of Human Factors in VE is rapidly expanding, and some topics are still in a process of their more formal definition (like Ethics in Virtual Environments) - the breath and the range of the themes one could include in this domain is wide and therefore it is not possible to integrate all of them in a limited number of hours we have assigned for this course. The course therefore presents a selection of topics from this domain. The choice of topics and the way we present them is guided by the following criteria:

  1. They provide a well rounded understanding of the domain, and raise the awareness about other topics not covered in detail in the course,
  2. We make clear distinction between an ideal solutions (a vision of an ideal VE) and currently available solutions, and we discuss the research efforts needed to be invested to bridge the gap between the two,
  3. This domain is characterized with very few absolute rules, and it is not so rare that one will find even contradictory opinions on some issue. Our class activities and individual assignments will help you organize and structure the material, and be able to deal with different issues that at first sight may seem to be less important or simple, but in overall VE context they are quite complex, interconnected and perhaps even counterintuitive,
  4. Wherever possible, we will cover the topics that support the your theses and research interests, and make the connections with the professional expertise and interests you have.

In order to reflect the ever expanding nature of the research in this domain, the materials presented in the course are revised each year and some new topics get introduced in the set.

Course Requirements

The basic requirements for this course are as follows:

  1. Class discussions: This course does not have quizzes. Instead we opt for more interactive form of student knowledge assessment. Several discussion classes have been designed around selected topics where each time one theme we learned more about in most recent presentation - that theme will be explored and debated in the class. There are two goals that need to be accomplished: firstly these classes are the opportunities for the students to make a connection between the material in the paper they reviewed and the material presented for the same topics that far, and secondly to add the supplementary material that any student found while researching the topic him/herself. The students are responsible to provide the material they see relevant for the class, and the instructor will coordinate everyone's input and the debate. Note: Recommendations on how to provide best contribution for class discussion are provided.
  2. Panel/advocacy contribution: Each student will take a part in one panel discussion as a presenter/arguer; in all other sessions of this kind he/she will be a member of the audience that will pose the questions to the presenters. The themes will be given in advance and you will be able to choose the session in which you will be one of the presenters (mutual agreement on who is going to present particular session has to be reached within the group itself). The time allotted for each panelist is 10 minutes, and the remaining class time will be reserved for the discussion with the audience.
  3. Paper reviews: For some presentation days, whether they are led by the instructor or by your colleague, you will be responsible to prepare a short paper review. The paper review will be your personal commentary about the topic, the issues and the content of that paper. This is designed for you to familiarize yourself with the theme that will be presented on the day, and to have more than a very basic level of understanding about the topic.
  4. Individual presentation: The course with start with a set of overview discussions and lectures given by the instructor. This segment will be followed with the presentations prepared by the students, and the course will be concluded with another set of presentations prepared by the instructor.
  5. Research paper: You will:
    • Write a research paper on a topic of your choice (topic should be related to Human Factors in Virtual Environments), or
    • Conduct or participate in an experiment related to human factors issues in virtual environments, and write research paper about that study.
    You will have time to decide which of these two choices you prefer doing for the course. All students are allowed and encouraged to do something related to their thesis research if that work is applicable to this course.
  6. Laboratory work: You will work as a member of a team of 2-3. The description of your team project will be given to you at the beginning of the course. Each group will present its results at the end of the course (each tem member will present his/her contribution in their team project).

Laboratory Sessions

Laboratory Sessions are scheduled for this course. As an integral part of the laboratory sessions we plan to have a hands-on experience with a range of input and output devices and VE systems used at the MOVES for different research activities.


   

MV3922: INTRODUCTION TO VIRTUAL ENVIRONMENT TECHNOLOGY

CS3004

Course Description: This course is an introduction to the technology used in virtual environments and discusses applications which use Virtual Environments. It is intended to give the students an introduction to the items they are likely to use throughout the master's degree program in Modeling, Virtual Environments and Simulation (MOVES). Graded Pass/Fail basis only.

Topics:

  1. Virtual Environment Technology: Definition and History
  2. Virtual Environments Architecture and Applications
  3. Input and Output Devices
  4. Software Platforms and 3D Models
  5. Introduction to Delta3D Stage and WalkAbout Viewer
  6. Human Factor Issues in Virtual Environments
  7. Augmented, Mixed, Blended, LVC, Dual Reality

Course Format and Requirements:

  • Attendance: Attendance for this class is mandatory due to the highly interactive nature of the content. Class discussions take large portion of the program and you need to be present to take part in them.
  • Class presentations: Presentations on all topics will be delivered by course instructor. Before each class you will be expected to either read a short text or watch a video illustration about the system, tool, device or some other issue related to the topic of the day (this material will be selected by the instructor). The material will be commented and briefly discussed in the class, and you are expected to come prepared.
  • Team course project: You will work as a member of a self-selected team; each team will be made of 2-3 members. As a team you will build a simple 3D environment using Delta3D application called Stage and test a set of input devices and visual displays made available to you as a part of MOVES Gadgets Den and MOVES Display Hub (all located in WA-212B). Your goal is to select a specific aspect of virtual environments technology and demonstrate how your combination of 3D models, input device(s) and visual display(s) could be used to test it. Each team will present the result of its joint work at the end of the course - you will demonstrate your virtual environment using WalkAbout viewer and discuss what aspect of VE technology could potentially be tested with your solution.

   

MV4924: CURRENT TOPICS IN MODELING, VIRTUAL ENVIRONMENTS AND SIMULATION

Course Description: The course is designed to provide breadth in MOVES not normally provided by other classroom material, as well as focus in major areas of MOVES. Faculty and research staff attend class sessions, providing the opportunity to interact with a broad group once a week, and with a focused group of the student's choosing once a week. Course is expected to be repeated and is required of all MOVES students every quarter starting with their fourth quarter in the curriculum. Includes student presentations and readings. Graded Pass/Fail basis only.

Focus Groups:

  1. Agents focus group
  2. Human Factors and Training Systems focus group

Brown Bag meetings held each Thursday at 1200


   

CS3004: HUMAN COMPUTER INTERACTION

CS3004

Course Description: The focus of the course is on teaching design processes that help prospective engineers and researchers to improve the usability of human-computer interfaces. This goal is accomplished by engaging students in the review of good and bad designs, teaching them how to apply a systematic design process needed to improve human computer interaction, and providing opportunities for them to participate in design teams that apply human factors principles. Course material will survey the field of HCI including interaction techniques and styles, design methodologies, evaluation techniques, software development, and input/output devices. You will learn how to approach problems from the user's point of view, how to study usability issues, and how to appropriately consider the strengths and limitations of people into the design of interactive systems.

The primary learning activity of the course is a human-computer interface design project that will take you through an entire interactive design process, from problem statement and requirements definition through system design, development and evaluation.

NOTE: Although the course, strictly speaking, is not a programming course, students will be requested to develop a prototype system demonstration using HTML, or other software development tool. Students with coding skills may choose to apply Java script and/or C++ components to their prototype demonstration.

Examples of past student lab projects: past projects

Goal: Develop a student's competencies in the design, development, and evaluation of human-computer interfaces.

Learning objectives:

  • Recognize and describe human performance factors issues relevant to designing effective and usable human-computer interfaces.
  • Describe how poor human interface design leads to operator error and tell how to improve design to reduce the chances of human error.
  • Design a human-computer interface with an iterative, design/prototype/evaluate development process and apply specific design guidelines as part of this process.
  • Evaluate and select appropriate interaction devices and information display formats to meet specific user and operational system requirements.
  • Select appropriate human-computer action features and dialogue style for specific users and system requirements.
  • Create a system demonstration prototype using HTML, Dreamweaver, or any other HTML editor and/or programming language (Java, C++). In class we will teach the elements of HTML programming to help you develop your group prototype user interface.
  • Design an experimental setup to evaluate given user interface. Conduct a usability test with specific quantitative measures and qualitative subjective comments.

Topics (AY11, AY12 and AY13 schedule: 3 lectures + 2 lab classes / week):

  1. Overview of HCI - What it is and why we study it
  2. History of HCI
  3. Defining the Requirements
  4. Design Process and Methods
  5. UI Software Architecture
  6. Human Sensory System and Perceptual Modalities
  7. Displays: Visual, Auditory, Tactile, Force-feedback, Olfactory
  8. User Interface Input Devices (Interactive Devices)
  9. Human Interaction, Interactive Styles and Techniques
  10. GUIs and Design for the Web
  11. Evaluation and Usability
  12. Prototyping: Paper Prototyping and Computer Prototyping
  13. User Testing, Research Ethics and IRB
  14. Experimental Design
  15. Future UIs

Topics (AY14 schedule: 2 lectures + 1 lab class / week):

  1. Overview and History of HCI
  2. Defining the Requirements
  3. Design Process and Methods
  4. UI Software Architecture
  5. Prototyping
  6. Human Sensory System, Input and Output Devices
  7. Human Interaction, Interactive Styles and Techniques
  8. GUIs and Design for the Web
  9. Evaluation, Usability and User Testing

Course Format and Requirements:

All course materials will be available online on SAKAI. A heavy emphasis will be placed on your hands-on design work, which will be accomplished by working with other students in small teams (up to 3 students) to design, develop and test a prototype (proof-of concept) human-computer interface.

Students are expected to attend all classes and to participate fully as a team member in their individual design groups. The instructor will provide lecture materials and encourage a high level of interaction with students regarding the subject material, previous design work, and student experiences with human computer interfaces (the good, bad and ugly design examples). The instructor will provide guidance (written instructions and consultations) on all individual assignments and for all team design activities as needed. Students should never be reluctant to ask for guidance, assistance and clarification regarding course materials, assignments, and student performance expectations and grading criteria.

Students must demonstrate an understanding of usability engineering, evaluation and design methods and a general knowledge of human computer interaction design and software development principles over the duration of this course and project series. Assessment of student performance will be completed through a combination of quizzes, round table discussion sessions, paper discussion sessions, and relative contribution to the team prototype design and evaluation process.

Attendance: Attendance for this class is mandatory due to the highly interactive nature of the content. You cannot participate in discussions if you are not here. Routinely missing class can and will cause your grade to slip. Inform the instructor when you have to be absent.

Class Participation (20%): interaction during class lectures, paper discussion sessions and round table class discussions. We expect this to be a highly interactive class. We will not learn much if this becomes purely a lecture course. As you will soon learn, there are very few absolutes in user-interface design. It is imperative that we keep an open mind about what "good" design really is, how we can identify and achieve it, making sure the design and user requirements have been met. We expect lively dialogue in class. Speaking in class at least once per week is expected as average participation.

  • Interactions during class lectures: The instructor will initiate discussions on given topics during the lecture time. Each student is strongly encouraged to actively engage in class discussion - this is the best time to ask questions that you have and to seek answers to all topics and issues that are not clear to you.
  • Paper discussion session: Three (3) paper discussion sessions will provide the opportunity to learn how to understand and critique research papers. Ultimately, this should also equip you with the skills that would help you write your own research papers and ultimately your thesis.
    ** A template of usual questions and issues one should consider when evaluating a research paper is provided in a separate document.
  • Round table class discussions: Two (2) discussion classes have been designed around selected topics. All students will coordinate their work in pre-selected groups - each group will research, select, present and discuss their input with other colleagues in the class (slot for each group will be 10 min long). We aim to accomplish two objectives: firstly this class is the opportunity for everyone to make a critical connection between the material elaborated in the class lectures and material you find in resources provided to you and one the web, and secondly it offers you a chance to add the supplementary material that you find while researching the topics yourself. The instructor will coordinate everyone's input and the debate.
    ** Recommendations on how to provide best contribution for class discussion are provided in a separate document.

Group Project (40%): You will form project groups of up to three (3) students each. You will stay in these groups for the entire project set. The project set takes us through a full iteration of the design-prototype-analyze cycle. There is one individual and three group projects that will be graded.

Selected Subject Matter Quizzes (40%): All students will complete 3 quizzes; each quiz will cover one segment of the lecture material presented in our classes.


MOVES     |     NPS