MUSIC Spces 0.0 [jjl1]

JJ Lay csjjlay@knuth.mtsu.edu
Sat, 17 Apr 1993 22:46:04 -0500 (CDT)


Greeting MOOSErs!
I unfortunately could not clean up my specs before Friday as promised.
Who knew planning a wedding was so much work!  In order to get some
feedback, I have mailed you my original specification in hopes to get
some ideas.  this is by no means a rough draft.  that would be
exagerating!  Read over it and let me know how you feel.  This is a week
old...  Enjoy  (I hope)


                                        MUSIC
                              Multimedia USer InterFace

                             Copyright JJ Lay April 1993

                                    REVISION 0.00
                                    10 APRIL 1993
                                    09:00 PM CST


            Permission is given to use the ideas presented in this
            document without prior permission from the author under the
            condition that it is not for profit, monetary or otherwise.

            I.  INTRODUCTION

            A. SCOPE AND PURPOSE
            The following document will cover all aspects of a human-
            computer interface, and is meant to serve as a definitive
            guide for programmers.  There are two reasons for this:  all
            programs using written for this interface will have a common
            "look-and-feel" resulting in a smaller learning curve for
            users.  Secondly, development time for programs should be
            drastically reduced becuase of the underlying assumptions
            built into the interface.

            B. OVERVIEW
            The objective of this MUSIC (as it will be called from here
            on) will be to provide an user interface that is easy to use
            for both user and programmer.  Historically, most interfaces
            have been one or the other.  For example, a text oriented
            interface is easy to program but rather cumbersome for an
            end-user.  An advanced graphical environment such as
            OSF/Motif is somewhat complex to program in, but is easier
            for beginnners to learn based on my experience.  There is
            one exception - Microsoft Windows - which is difficult for
            everyone to use.

            There are two extremely important philosophies on which
            MUSIC is built.
            The first:  The end-user is more concerned with getting a
            job done and producing results.  A computer is a tool.  She
            is not concerned with how the tool works, but with what it
            produces.  An example: a journalist wants to type his news
            article.  He doesn't want to worry about which word
            processor to use or which looks the slickest.  He wants his
            article typed, formatted, and printed.  The interface should
            hide as much about the inner-workings of the program as
            possible and make intelligent assumptions when needed.  This
            type of assumption could be a "document-oriented" approach
            versus a "process-oriented approach."  Contemporary
            operating-systems makes the user worry about which program
            to use, if the files will be compatible, etc.  Who cares?





            The second assumption: Certain end-users have specialized
            needs.  MUSIC will not be able to meet all users' needs.
            Therefore the user should be able to replace those parts of
            the interface with components that better meets his needs.
            It should be "customizable to its atoms."  Equivalent
            components can be exchanged without any side-effects.

            C. SYSTEM REQUIREMENTS AND CONSTRAINTS
            The basic hardware requirements are as follows:
            a 386DX operating at 33MHz with 2Mb of RAM and 80Mb of
            external storage (the term hard disk was avoided because of
            alternative media such as flopticals and network devices).
            The video quality for a graphical interface (GUI) is
            recommended to be a VGA monitor and adapter (640 x 480
            resolution) with 1 Mb of RAM capable of 256 colors.  Text
            quality can be as poor as a text-only dumb terminal.  Input
            can come from a number of various devices.  Currently,
            keyboard and mouse are considered the main input channels.
            MUSIC will have no such prejudice.  It will be built
            assuming anything can give input.  The same will hold for
            output.


            II. INFORMATION DESCRIPTION

            A. OVERVIEW
            The user will have a variety of information which needs to
            be processed.  Therefore MUSIC should handle it all.  Basic
            input can take the form of keyboard commands, mouse motions
            and clicks, and voice commands.  Complex input can be in the
            form of hand motions using a PowerGlove type device, video
            and audio from a camcorder mounted on the monitor, or
            thoughts from some unknown device.  Other inputs not known
            should also be handled.  Similarly for output, standard
            output is text on a screen, icons and graphics, audio in the
            form of beeps, horns, and simulated voice.  Full motion
            video and audio or perhaps 3-D holographics.  Information to
            and from users will be shipped to processes through "ports."

            B. SAMPLE APPLICATIONS
            A simple example but one that can not be ignored is the user
            with a word processor.  A keytboard takes the information
            and the output is produced on the screen or the printer.
            Building on that, the user is stuck, so he clicks on help,
            and window opens with a video complete with audio that
            demonstrates the proper sequence to perform whatever task is
            needed.
            Assume the user is blind.  Input comes via voice.  The
            computer generates responses with audio.  No video or
            keyboard is required.
            The extreme example, virtual reality.  The user uses a
            helmet and suit that gives the user senses of "being there,"
            and input is taken from the motions of his body.  ("Look and
            feel" takes on whole new meanings here.)






            C. EXAMPLE  INFORMATION
            Information can come in all forms:
            Audio
            Video (camcorder)
            Keyboard
            Motion (mouse, joystick, body movement)
            Text
            Graphics
            Physical Analog (temperatures, pressure)
            Processes

            D. REQUIREMENTS
            Information has the nature that it can easily be converted
            from one type to another.  This will be the key to MUSIC.
            Text can be easily converted to audio and vice versa.
            Unfortunately, the same cannot be said for more complex
            information types such as video amd other graphical forms.
            This will be one of the limiting fasctors for now.  Basic
            types must be identified and will be termed "basics."  The
            following basics are proposed:
                 - text
                 - audio
                 - graphics (computer generated mainly)
                 - video
                 - motion
            Keyboard input takes the form of text input.  Mouse would
            fall under motion.  Camcored input could be a combination of
            audio and video.


            III. DEVELOPMENT

            A. OVERVIEW
            Before serious code can be written, the process of
            converting basics to other basics must be developed.  Once
            this is completed, other work can begin.  There is much
            discussion going on as to which is better: a GUI or TUI
            (text user interface).  Both are.  But as shown in previous
            examples, so is an AUI (audio user interface) and so on.
            Certain design criteria should be put down as to what the
            interface will do with input once it is accepted from the
            user and how it will deal with output from processes.  From
            here on out, to avoid the concept that the interface will
            deal only with keyboard input and CRT output, the user will
            be considered to "experience" the interface.

            B. PORTS
            Input and Output will travel through bi-directional PORTS.
            It is a continuous stream of information that has a
            beginning and an ending with no breaks inserted by the
            system.  PORTS can take both input and output, and it is up
            to whatever is on the two ends to decide if they want
            whatever is coming through.  Examples of PORTS include: A





            window on the screen which the user makes active and sends
            her audio input to and receives results from the process on
            the other end.  A PORTS could be a virtual connection to
            between a thermometer that gives a continuous reading of the
            temperature anda process that monitors it.  Or a PORTS could
            be a connection between two or three processes.  This
            implies that some form of interprocess communication will
            need to be developed early on.

            C. PARTITIONING
            At first glance, it appears that the interface will
            extremely complex and bulky.  By using object-oriented
            programming and design and the concepts of modularity, this
            interface could be oparting in very little time.
            1. Concentrate on the text and motion basics.  This will
            give keyboard and mouse capability at the very minimum.
            2. Concntrate on the graphics basic.  This will give both
            text and graphical outputs capability.
            3. Build the basics manager.  It will manage how basics are
            given to the user and received from her.
            3. Go back to 1 and start over until everything works
            perfectly.  Once we have the "simple" basics down, we should
            be able to crank out the others in no time.
            4.  Fgure out how to convert between the various basics
            developed thus far.  This will give some insight into how
            the others should work.

            D. SAMPLE CODE
            class BASIC {
                 private:
                 protected:
                      convert_to (BASIC)
                 public:
                      BASIC(initialization)
                      ~BASIC()
                      INPUT(PORT)
                      OUTPUT(PORT)
            }

            class TEXT is a BASIC {
                 private:
                      BYTE *information
                 protected:
                      convert_to(BASIC) {
                           stuff to handle conversions
                      }
                 public:
                      TEXT(BYTE initial_strings)
                      ~TEXT()
                      INPUT(PORT) {
                           get bytes until eof or whatever
                           and store them in information
                      }
                      OUTPUT(PORT) {





                           write the data to PORT
                      }
							------
							JJ LAY

------------------------------------------------------------------------
JJ LAY                                  CENTER FOR HISTORIC PRESERVATION
COMPUTER SPECIALIST                    MIDDLE TENNESSEE STATE UNIVERSITY
csjjlay@mtsu.edu                                             MTSU BOX 80
(615) 898-2658                                   Murfreesboro, TN  37132
------------------------------------------------------------------------
"Marriage is a noble institution...  If you want to be institutionalized
the rest of your life!" -Dr. Paul Hutcheson, MTSU Computer Science Dept