The document discusses the intellectual exploration of human-computer interaction and interfaces over time. It provides examples of early computing technologies from 1935 to 1999 that pushed boundaries, such as the Differential Analyzer, ENIAC, Memex, Whirlwind/SAGE systems, theories of human-computer symbiosis, and Sketchpad. The examples established foundations for fields like computer-aided design, graphical user interfaces, ubiquitous computing, and tangible interfaces.
Presentation Strate Collège digital culture - Crossing TalentsDominique Sciamma
This document summarizes the curriculum and research focus of Strate Digital Culture on designing intelligent objects and living systems. It discusses how chip, software, AI, and new materials are integrating into everyday objects and environments. The curriculum covers interaction design, AI, nanotechnology, robotics, and the societal and ethical issues of intelligent systems. Students undertake projects designing interactive systems and objects. The school conducts research in interaction design and is a member of research centers focused on digital technologies and society. The goal is to train students to invent new methods for designing intelligent behaviors and systems that consider complexity, ethics, and human-object interactions in a shared future world.
MUE2012-Space-aware Design Factors for Located Learning Activities Supported ...Mar Pérez-Sanagustín
presented at the 6th International Conference on Multimedia and Ubiquitous Engineering (MUE, 2012) the paper “Space-aware Design FActors for Located Learning Activities Supported with Smart Phones” a work by Patricia Santos, Mar Pérez-Sanagustín, Davinia Hernández-Leo & Josep Blat.
The document introduces image processing, computer vision, and robot vision. Image processing involves transforming, encoding, and transmitting images. Computer vision uses computational tools to understand images and derive human-understandable descriptions and information. Robot vision allows robots to see their environment and make automated decisions and actions. The document then discusses digital image definitions, noting that a digital image is derived from sampling an analog image. Each pixel in a digital image contains information about illumination, 2D coordinates, depth, color, and time frame.
This document discusses a project called "impulsionsdialogiques" that aims to explore concepts of community and communication through electronic monitoring of users' heart rate variability (HRV) levels. The project will use devices that send biosensitive markers between neighboring users based on their relative positioning and emotional states, revealed through mathematically generated visuals. This allows for anonymous and non-verbal interaction between users. The devices will also allow users to visualize biointeractive spaces and patterns in their environment influenced by hidden bio-dynamics and new local interactivity. The project is informed by precedents in decentralized adaptive systems, visible/invisible technologies, and explores how electronic interventions may affect social experiences and interactions.
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book includes 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It is accompanied by a website providing additional resources, interactivities, and exercises for learning interaction design.
The document discusses OpenGL ES and creating a creature class. It mentions defining and implementing a creature class, using transformations like translate and rotate, vertex and color, orthographic and perspective projection, and defining and implementing a creature class. The document also provides a link to a tutorial on OpenGL ES and transformations.
Presentation Strate Collège digital culture - Crossing TalentsDominique Sciamma
This document summarizes the curriculum and research focus of Strate Digital Culture on designing intelligent objects and living systems. It discusses how chip, software, AI, and new materials are integrating into everyday objects and environments. The curriculum covers interaction design, AI, nanotechnology, robotics, and the societal and ethical issues of intelligent systems. Students undertake projects designing interactive systems and objects. The school conducts research in interaction design and is a member of research centers focused on digital technologies and society. The goal is to train students to invent new methods for designing intelligent behaviors and systems that consider complexity, ethics, and human-object interactions in a shared future world.
MUE2012-Space-aware Design Factors for Located Learning Activities Supported ...Mar Pérez-Sanagustín
presented at the 6th International Conference on Multimedia and Ubiquitous Engineering (MUE, 2012) the paper “Space-aware Design FActors for Located Learning Activities Supported with Smart Phones” a work by Patricia Santos, Mar Pérez-Sanagustín, Davinia Hernández-Leo & Josep Blat.
The document introduces image processing, computer vision, and robot vision. Image processing involves transforming, encoding, and transmitting images. Computer vision uses computational tools to understand images and derive human-understandable descriptions and information. Robot vision allows robots to see their environment and make automated decisions and actions. The document then discusses digital image definitions, noting that a digital image is derived from sampling an analog image. Each pixel in a digital image contains information about illumination, 2D coordinates, depth, color, and time frame.
This document discusses a project called "impulsionsdialogiques" that aims to explore concepts of community and communication through electronic monitoring of users' heart rate variability (HRV) levels. The project will use devices that send biosensitive markers between neighboring users based on their relative positioning and emotional states, revealed through mathematically generated visuals. This allows for anonymous and non-verbal interaction between users. The devices will also allow users to visualize biointeractive spaces and patterns in their environment influenced by hidden bio-dynamics and new local interactivity. The project is informed by precedents in decentralized adaptive systems, visible/invisible technologies, and explores how electronic interventions may affect social experiences and interactions.
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book includes 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It is accompanied by a website providing additional resources, interactivities, and exercises for learning interaction design.
The document discusses OpenGL ES and creating a creature class. It mentions defining and implementing a creature class, using transformations like translate and rotate, vertex and color, orthographic and perspective projection, and defining and implementing a creature class. The document also provides a link to a tutorial on OpenGL ES and transformations.
Lift 07: Embracing The Real World's MessinessUri Levanon
The document discusses the concept of "seamful design", which embraces the imperfections and messiness of everyday life when designing interactive technologies. It argues that striving for seamlessness, invisibility, and calmness ignores the inherent messiness and limits of technologies. Instead, seamful design acknowledges uncertainties, cultural biases, and the mismatch between what technologies can sense and what users expect. It reveals the "seams" or boundaries in systems to account for limitations and unpredictability.
Early ubiquitous computing research projects focused on developing smart devices, smart environments, and new models of human-computer interaction. Notable examples included the Active Badge system, which used infrared signals to determine a user's location, as well as experimental rooms like Classroom 2000 that were equipped with sensors to automatically record lectures. While early projects demonstrated innovations in areas like location awareness, distributed access, and calm computing interfaces, widespread commercial adoption of ubiquitous computing concepts took additional time as mobile and wireless technologies continued to advance. The vision of ubiquitous access to information and services through embedded, context-aware systems remains an ongoing area of research.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
This document provides an overview of physical and embodied user interfaces. It begins with definitions of physical user interfaces and a brief history of their emergence related to ubiquitous computing. It then discusses frameworks for designing physical interfaces, including MCRit and Reality-Based Interaction, that aim to combine physical and digital aspects. The document showcases several research projects applying physical interfaces in domains like learning, social interaction, and information visualization. It concludes by outlining pros like increased usability and enjoyment, as well as challenges like requiring design of both physical and digital aspects and accounting for social/cultural contexts of physical interaction.
EI3 - Intelligent Infrastructures in the Internet of the FutureMario Vega Barbas
The Internet of Things technology vision represents a future in which Internet extends into the real world including the everyday objects as new players in the ecosystem. This paper aims to show the lines of research of the authors within a future where physical objects can be remotely monitored and controlled through the virtual world, where intelligent control systems enable monitoring of human activity from a non-intrusive role.
Ubiquitous computing is one of the most prodiously growing topic which will be covering all facets of life.In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is considered an advancement from the older desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs".
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Ubiquitous computing aims to make computing services available everywhere in an intuitive and invisible manner using smart devices, environments, and interaction, with trends including smaller more powerful devices and a vision of three waves of computing outlined by Weiser. The document discusses scenarios that could be enhanced by ubiquitous computing and outlines properties like distribution, implicit human-computer interaction, context awareness, autonomy, and intelligence that ubiquitous computing systems may possess. It proposes a model of ubiquitous computing systems based on smart devices, environments, and interaction.
Ubiquitous computing aims to establish an environment where people can access information and computing power anywhere and anytime without being constrained by specific devices. It envisions computing technologies being embedded in everyday objects and the environment. Key aspects include devices that can sense their surroundings and adapt accordingly, as well as making computing virtually invisible to users. The document discusses several scenarios that could benefit from ubiquitous computing technologies and outlines some of the core properties and system designs needed to realize this vision, such as distributed, context-aware and autonomous systems.
The document discusses context and contextual design. It provides an overview of the ICT&S Center at the University of Salzburg and defines context as any information that can be used to characterize the situation of an entity. The document reviews several models of context, including those proposed by Schmidt, Abowd and Mynatt, Tarasevich, Bradley and Dunlop, and Grill and Tscheligi.
The document provides an overview of the history and components of personal computers. It discusses how early computers led to developments in input/output devices and graphical user interfaces. It describes the major hardware components of a PC, including the motherboard, processor, memory, storage devices, and input/output ports. The motherboard serves as the central connection point and contains the CPU, memory, and expansion slots. Buses on the motherboard allow communication between the CPU and other devices.
The document summarizes different multi-touch screen technologies, including resistive, capacitive, and FTIR (Frustrated Total Internal Reflection) screens. Resistive screens use two conductive layers that are pressed together to detect touch points. Capacitive screens use electrodes to create an electric field and detect disruption when touched. FTIR screens use infrared light and cameras to detect where light paths are interrupted by touch. The document also discusses the history and applications of multi-touch technology, including products from Apple and research by Perceptive Pixel using the FTIR method.
The document provides an overview of ubiquitous computing (ubicomp). It discusses key concepts like ubicomp being computing that is integrated into everyday objects and environments. The document outlines some of the underlying technologies that enable ubicomp like sensors, networks, and context-aware computing. It also discusses Weiser's vision of calm and invisible computing and describes example application scenarios for personal memories, transportation, food management, and utilities. Finally, it introduces concepts like smart devices, environments, and interactions as architectural patterns for ubicomp systems.
Ubiquitous computing (ubicomp) involves integrating computation into everyday objects and environments. It aims to make many computers available throughout the physical world and make them effectively invisible to the user. Ubicomp enhances computer use by bringing computing capabilities to any device or location. Key aspects of ubicomp include ubiquity, adaptation to the environment, and intuitive interfaces. Ubicomp raises issues around privacy, adaptability to different contexts, and availability in various locations. It involves context-aware computing that tailors services to a user's location, activities, and environment.
2012 summer studio_Medical Center DesignEui Jun Jeong
The new patient care tower at Advocate Christ Medical Center will add 308,000 square feet to the campus. It will include 183 private patient rooms across 7 floors. The design focuses on communication with users, the neighborhood, and nature through outdoor green spaces and atriums bringing natural light inside. A bridge between the new tower and a parking garage across the street will act as a promenade. The "healing way" of green spaces is intended to benefit both patients and the surrounding community.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
This document provides a brief history of human-computer interaction (HCI). It discusses early developments like Vannevar Bush's 1945 proposal for the Memex, Ivan Sutherland's 1963 Sketchpad system which introduced the first graphical user interface, and Doug Engelbart's 1968 "Mother of All Demos" which debuted elements like the mouse, hyperlinks, and word processing. It then covers the 1970s work at Xerox PARC that influenced Apple and Microsoft, as well as the launches of the Apple Lisa in 1983, Macintosh in 1984, and Windows 2.0 in 1987. Finally, it outlines common interface paradigms like command-line, GUI/WIMP, and advanced interfaces.
The document describes the evolution of Azar's data pipeline over 6 phases from 2014 to present. The data volume handled has grown from 50GB to multiple terabytes as more data sources like Firebase and Adjust were integrated. The pipeline has become more real-time using technologies like Spark Streaming, Kafka and Elasticsearch. It also transitioned from batch processing to a hybrid batch/real-time system using tools like Airflow, Hive and Presto. The end goal is to enable data-informed decision making and applications like analyzing customer segments and ROI.
Lift 07: Embracing The Real World's MessinessUri Levanon
The document discusses the concept of "seamful design", which embraces the imperfections and messiness of everyday life when designing interactive technologies. It argues that striving for seamlessness, invisibility, and calmness ignores the inherent messiness and limits of technologies. Instead, seamful design acknowledges uncertainties, cultural biases, and the mismatch between what technologies can sense and what users expect. It reveals the "seams" or boundaries in systems to account for limitations and unpredictability.
Early ubiquitous computing research projects focused on developing smart devices, smart environments, and new models of human-computer interaction. Notable examples included the Active Badge system, which used infrared signals to determine a user's location, as well as experimental rooms like Classroom 2000 that were equipped with sensors to automatically record lectures. While early projects demonstrated innovations in areas like location awareness, distributed access, and calm computing interfaces, widespread commercial adoption of ubiquitous computing concepts took additional time as mobile and wireless technologies continued to advance. The vision of ubiquitous access to information and services through embedded, context-aware systems remains an ongoing area of research.
Introducing a simple way of programing robots, hardware in general and various approaches developed by Microsoft Research Cambridge. The talk was held at the MSRC Christmas Lecture 2005.
This document provides an overview of physical and embodied user interfaces. It begins with definitions of physical user interfaces and a brief history of their emergence related to ubiquitous computing. It then discusses frameworks for designing physical interfaces, including MCRit and Reality-Based Interaction, that aim to combine physical and digital aspects. The document showcases several research projects applying physical interfaces in domains like learning, social interaction, and information visualization. It concludes by outlining pros like increased usability and enjoyment, as well as challenges like requiring design of both physical and digital aspects and accounting for social/cultural contexts of physical interaction.
EI3 - Intelligent Infrastructures in the Internet of the FutureMario Vega Barbas
The Internet of Things technology vision represents a future in which Internet extends into the real world including the everyday objects as new players in the ecosystem. This paper aims to show the lines of research of the authors within a future where physical objects can be remotely monitored and controlled through the virtual world, where intelligent control systems enable monitoring of human activity from a non-intrusive role.
Ubiquitous computing is one of the most prodiously growing topic which will be covering all facets of life.In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is considered an advancement from the older desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs".
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Ubiquitous computing aims to make computing services available everywhere in an intuitive and invisible manner using smart devices, environments, and interaction, with trends including smaller more powerful devices and a vision of three waves of computing outlined by Weiser. The document discusses scenarios that could be enhanced by ubiquitous computing and outlines properties like distribution, implicit human-computer interaction, context awareness, autonomy, and intelligence that ubiquitous computing systems may possess. It proposes a model of ubiquitous computing systems based on smart devices, environments, and interaction.
Ubiquitous computing aims to establish an environment where people can access information and computing power anywhere and anytime without being constrained by specific devices. It envisions computing technologies being embedded in everyday objects and the environment. Key aspects include devices that can sense their surroundings and adapt accordingly, as well as making computing virtually invisible to users. The document discusses several scenarios that could benefit from ubiquitous computing technologies and outlines some of the core properties and system designs needed to realize this vision, such as distributed, context-aware and autonomous systems.
The document discusses context and contextual design. It provides an overview of the ICT&S Center at the University of Salzburg and defines context as any information that can be used to characterize the situation of an entity. The document reviews several models of context, including those proposed by Schmidt, Abowd and Mynatt, Tarasevich, Bradley and Dunlop, and Grill and Tscheligi.
The document provides an overview of the history and components of personal computers. It discusses how early computers led to developments in input/output devices and graphical user interfaces. It describes the major hardware components of a PC, including the motherboard, processor, memory, storage devices, and input/output ports. The motherboard serves as the central connection point and contains the CPU, memory, and expansion slots. Buses on the motherboard allow communication between the CPU and other devices.
The document summarizes different multi-touch screen technologies, including resistive, capacitive, and FTIR (Frustrated Total Internal Reflection) screens. Resistive screens use two conductive layers that are pressed together to detect touch points. Capacitive screens use electrodes to create an electric field and detect disruption when touched. FTIR screens use infrared light and cameras to detect where light paths are interrupted by touch. The document also discusses the history and applications of multi-touch technology, including products from Apple and research by Perceptive Pixel using the FTIR method.
The document provides an overview of ubiquitous computing (ubicomp). It discusses key concepts like ubicomp being computing that is integrated into everyday objects and environments. The document outlines some of the underlying technologies that enable ubicomp like sensors, networks, and context-aware computing. It also discusses Weiser's vision of calm and invisible computing and describes example application scenarios for personal memories, transportation, food management, and utilities. Finally, it introduces concepts like smart devices, environments, and interactions as architectural patterns for ubicomp systems.
Ubiquitous computing (ubicomp) involves integrating computation into everyday objects and environments. It aims to make many computers available throughout the physical world and make them effectively invisible to the user. Ubicomp enhances computer use by bringing computing capabilities to any device or location. Key aspects of ubicomp include ubiquity, adaptation to the environment, and intuitive interfaces. Ubicomp raises issues around privacy, adaptability to different contexts, and availability in various locations. It involves context-aware computing that tailors services to a user's location, activities, and environment.
2012 summer studio_Medical Center DesignEui Jun Jeong
The new patient care tower at Advocate Christ Medical Center will add 308,000 square feet to the campus. It will include 183 private patient rooms across 7 floors. The design focuses on communication with users, the neighborhood, and nature through outdoor green spaces and atriums bringing natural light inside. A bridge between the new tower and a parking garage across the street will act as a promenade. The "healing way" of green spaces is intended to benefit both patients and the surrounding community.
keynote speech by Mark Billinghurst at the Workshop on Transitional Interfaces in Mixed and Cross-Reality, at the ACM ISS 2021 Conference. Given on November 14th 2021
This document provides a brief history of human-computer interaction (HCI). It discusses early developments like Vannevar Bush's 1945 proposal for the Memex, Ivan Sutherland's 1963 Sketchpad system which introduced the first graphical user interface, and Doug Engelbart's 1968 "Mother of All Demos" which debuted elements like the mouse, hyperlinks, and word processing. It then covers the 1970s work at Xerox PARC that influenced Apple and Microsoft, as well as the launches of the Apple Lisa in 1983, Macintosh in 1984, and Windows 2.0 in 1987. Finally, it outlines common interface paradigms like command-line, GUI/WIMP, and advanced interfaces.
The document describes the evolution of Azar's data pipeline over 6 phases from 2014 to present. The data volume handled has grown from 50GB to multiple terabytes as more data sources like Firebase and Adjust were integrated. The pipeline has become more real-time using technologies like Spark Streaming, Kafka and Elasticsearch. It also transitioned from batch processing to a hybrid batch/real-time system using tools like Airflow, Hive and Presto. The end goal is to enable data-informed decision making and applications like analyzing customer segments and ROI.
This document appears to list dates from October 26th through October 27th, 2011. On each of these dates, an unspecified event occurred that was documented. The document provides dates but no other contextual information, making it difficult to determine the purpose or content of the listed events.
2. Longing the boundary
border | enclosure | interface | vehicle
Border
Spatial Colonization
Contours, boundaries, and
geographies are called upon
to stand in for the contested
realms of identity, from the
national to ethnic.
Its contours and voids are
occupied by bodies that
replicate internally the
external conditions of
political and social struggles
as well as private and public
Man-made Political Borders | Ingo
Gunter 1997 interventions.
3. Longing the boundary
border | enclosure | interface | vehicle
Enclosure
Territorial Mapping
All intellectual and
experimental reversals
involving in both the
construction and de-
construction, as well as the
inevitable ambiguities
between the reality and its
imagination.
Perhaps space has always
been deconstructed to
generate a massive work of
A Room in the Room | Jay Lee 1999 reconstruction.
4. Longing the boundary
border | enclosure | interface | vehicle
Interface
Constant Interaction
In between the spaces and
enclosures, there are always
transition that is made between
two elements which form
common boundary between two
parts of matter or space.
We live on the boundary between
physical space and cyberspace.
However, these interfaces are
confined to GUI boxes that are
separated from physical space
Tangible Bits | Hiroshi Ishii & TMG 1998 and impoverish human senses.
5. Longing the boundary
border | enclosure | interface | vehicle
Media Room
hybrid media space
By sitting on a chair facing a large
projection wall, embedded sensors all
over the room are used for accessing
electronic content. In this hybrid
architectural space, a room serves as
a computer terminal in which bits
meet atoms and the electronic
Nicholas Negroponte and AMG 1980 information overlaps with everyday
physical world and human life.
6. Designing the boundary
Intellectual Exploration
1935 Mathematical Computing 1972 Personal Computing
1945 Electronic Computing Hybrid Media Space
Nature of Computer 1981 Direct Manipulation
1953 Graphical Communication 1983 Graphical User Interface
1960 Synergetic Coupling 1991 Ubiquitous Computing
1963 Literary Machine 1993 Augmented Reality
Computer Aided Design Graspable User Interface
Computer Networking 1995 Tangible User Interface
1968 Interactive Hypermedia 1999 Pervasive Computing
1970 Head-Mounted Display 2006 Cloud Computing
7. Designing the boundary
Intellectual Exploration
Differential Analyzer
mathematical computing
An analog computer using
mechanical integrators, gears for
constant multiplication, (+/-), was
primarily used for evaluating and
solving differential equations by
mechanical integration. A series of
rotating shafts and wheels, powered
by electric motors, ran problems
through ten integration units to
produce a solution.
[Vannevar Bush and MIT ’35]
Photos courtesy MIT Museum
8. Designing the boundary
Intellectual Exploration
ENIAC
electronic computing
Consisted of 1500 relays and
hundreds of thousands of resistors,
capacitors, and inductors. All of this
electronics were held in 42 panels: 9
feet tall, 2 feet wide, and one foot
thick.
Applications: atomic energy
problems, computing ballistic
trajectories, weather prediction,
astronomical cosmic ray studies.
[Eckert and Mauchly ‘45]
9. Designing the boundary
Intellectual Exploration
MEMEX
nature of computer
Computer as a fundamental tool for
transforming human thought and
creative activity.
As we may think, the form of a desk,
a device for individual, is a sort of
mechanized private file and library:
Information Storage, Retrieval, and
Multimedia.
[Vannevar Bush ’45]
10. Designing the boundary
Intellectual Exploration
Whirlwind | SAGE
graphical communication
An air-defense command and control
system which allows human to
manipulate pictures as well as
numbers and texts on display.
- Internal hierarchic structure of
iconic representations pictures
- Master picture and its instances
(object oriented programming)
- Operations: copy, move, delete
[MIT Lincoln Lab ’53]
11. Designing the boundary
Intellectual Exploration
Man-Machine
Symbiosis
synergetic coupling
Computer as a intellectual partner or
a facilitator of aspects of human
creativity and problem solving.
Human brains and computing
machines will be coupled together
very tightly, and that the resulting
partnership will think as no human
brain has ever thought. [J.C.R. Licklider
’60]
12. Designing the boundary
Intellectual Exploration
SketchPad
computer-aided design
The display, a lightpen, and a bank
of switches were the interface as the
first interactive computer graphics.
Highly precise drawings could be
created, manipulated, duplicated,
and stored. The software provided a
scale of 2000:1, offering many acres
of drawing space. [Ivan Surtherland ’63]
13. Designing the boundary
Intellectual Exploration
Hypertext
literary machines
Computer as the tool that makes
explicit the interdependence of
ideas, drawing out connections
between literature, art, music and
science.
Human brains and computing
machines will be coupled together
very tightly, and that the resulting
partnership will think as no human
brain has
ever thought. [Ted Nelson ’63]
14. Designing the boundary
Intellectual Exploration
ARPANET
networking: resource sharing
Virtually all the world is linked by
packet switched communications
service which become the revolution
of Human Communication:
ARPANET>TELNET > USENET >
INTERNET
[Lawrence Robert ’66]
15. Designing the boundary
Intellectual Exploration
Ultimate Display
head-mounted display (HMD)
A helmet shaped apparatus designed
to immerse the viewer in a visually
simulated 3D toward marrying the
computer to the design, construction,
navigation and habitation of virtual
worlds.
This ineffable potential of computers
to transform the abstract nature of
mathematical constructions into
habitable, expressive worlds.
[Ivan Sutherland ’66]
16. Designing the boundary
Intellectual Exploration
oNLine System (NLS)
interactive hypermedia
Augmenting the human intellect will
exhibit more of what can be called
intelligence by organizing his
intellectual capabilities into higher
levels of synergistic structuring and
physical interface
A collaborative method of sharing
knowledge through interactive linking
is now modern on-line system.
[Douglas Elgelbart ’68]
17. Designing the boundary
Intellectual Exploration
Dynabook
personal computing
User interface design first happened
when we better understand how our
minds worked would completely shift
the paradigm of interaction.
As a dynamic medium for creative
thought through synthesizing static
media with the intimacy and
responsiveness of the personal
computer.
[Xerox Parc and Alan Kay ’72]
18. Designing the boundary
Intellectual Exploration
Media Room
hybrid media space
By sitting on a chair facing a large
projection wall, embedded sensors all
over the room are used for accessing
electronic content. In this hybrid
architectural space, a room serves as
a computer terminal in which bits
meet atoms and the electronic
information overlaps with everyday
physical world and human life.
[Nicholas Negraponte + AMG ’80]
19. Designing the boundary
Intellectual Exploration
Star
direct manipulation (WYSWYG)
8010 Star Information System:
Pioneering for User Interface
Networking: file/print server
Knowledge Workers
[Xerox Parc ’81]
20. Designing the boundary
Intellectual Exploration
Apples
graphical user interface (GUI)
Lisa [Apple ’83]
Together with the use of icons and
windows in the desktop metaphor.
Macintoshi 128K [Apple ’84]
8Mhz CPU, 128K Ram, Graphical
User Interface and Desktop
Publishing a computer intended to
be literally revolutionary.
21. Designing the boundary
Intellectual Exploration
Ubiquitous Computing
transparent interface
The most profound technologies are
those that disappear. They weave
themselves into the fabric
of everyday life until they are
indistinguishable from it.
Computational services are delivered
through a variety of computational
devices such as Tabs, Pads, and
Boards, with the infrastructure to allow
these devices to talk with each other.
[Mark Weiser ‘91]
22. Designing the boundary
Intellectual Exploration
Wearable Computing
augmented reality
With heads-up displays, unobtrusive
input devices, etc. , the wearable
computer can act as an intelligent
assistant. Through the consistency
and mediation, user can interact with
digital information based in the
context of the situation.
[Steve Mann ’81 MIT, VuMan: CMU ’91, Thad
Starner: MIT ‘92]
23. Designing the boundary
Intellectual Exploration
KARMA
computer-augmented env.(CAE)
One of the most powerful uses of
virtual worlds will not be to replace
the real world, but rather to augment
the user's view of the real world with
additional information.
Graphics and text overlaid on the
surrounding world could explain how
to operate, maintain, or repair
equipment.
[Steven Feiner ‘93]
24. Designing the boundary
Intellectual Exploration
digitalDESK
augmented reality
Exploratory Interfaces between
atom, bits, and people; making
physical forms to digital information
and talking advantage of direct
manipulation and physical
affordances in Human-Computer
Interaction.
[Pierre Wellner ‘93]
25. Designing the boundary
Intellectual Exploration
Chameleon
graspable user interface
As input devices that can be held in a
hand and moved on a surface, bricks
can control the computer directly
manipulating the objects.
-Direct control of virtual objects
through physical handles
- Blend physical / virtual afford.
- Distribute cognitive load more
evenly from visual to tactile system
[Fitzmaurice, Ishii, Boxton ‘95]
26. Designing the boundary
Intellectual Exploration
Tangible Bits
tangible user interface (TUI)
Physical Interfaces between
atom, bits, and people;
making physical forms to
digital information and
talking advantage of human
senses and skills in
everyday life.
Physical Direct Manipulation
(WYGIWIG)
[Hiroshi Ishii and Tangible Media Group
at the MIT Media Lab ‘97]
27. Designing the boundary
Intellectual Exploration
Augmentation
paradigm Hypertext | NLS | Ubicomp
principle
WYSIWYG | WYSIWIS | WYGIWIG
idea
hunch ”Demo or Die”
hack
prototype Paolo Alto (GUI) | Collab (CSCW)
Mosaic: Univ. of Illinois
product Lisa / Mac (GUI): Apple
Navigator: Netscape
market
PC, Internet, Web
[Bill Verpank ’98]
28. Designing the boundary
Intellectual Exploration
Physical - Digital Mapping Characteristics
Static Digital Media
Physical States Idea Motivation
Image, a/v files
Digital States Error Observation
Dynamic Digital Media
Physical Live Video, Audio
Representation
Digital Information Metaphor Meaning Model Consistency
Data Structure
Scenario Inventing Task Engineering Combination of data,
attributes, operations
Physical
Representation
Digital Mediation Control Manipulation Digital Attribute
Display Mapping Material Properties
Physical
Representation Information storage, retrieval, and manipulation | Information visualization | Remote Interaction
Simulation Modeling and construction | Systems management,
Digital Control configuration, and control | Education | Interaction in social spaces | People Places, Devices
Remote communication and awareness | Augmentation Entertainment
29. Designing the boundary Beyond GUI:
grasp and manipulate “bits”
Intellectual Exploration in the center of users’ focus
metaDESK inTouch
CHI ‘97, UIST ‘97 CSCW ‘98
Touch
PSyBench Counters
CSCW ‘98 CHI ‘99
PingPongPlus Urp
Illuminating Light Triangles mediaBlocks CHI ‘99,
CHI ‘98, CHI ‘99
CHI ‘98 CHI ‘98 SIGGRAPH ‘98 SIGGRAPH ‘99
SIGGRAPH ‘98
musicBottles
SIGGRAPH ‘99
curlybot
CHI ‘00, HandSCAPE
SIGGRAPH ‘99 CHI ‘00, SIGGRAPH ‘99
30. Beyond the boundary
Interactive System and Interface Design
HandSCAPE
Computer augmented digital measuring tape,
Presented at Emerging Technology at SIGGRAPH
1999, LA Convention Center, Los Angeles and CHI
2000, The Hague, Netherlands
HandSCAPE is a vectorizing digital tape
measure as an input device for digitizing
field measurements, and visualizing the
volume of the resulting vectors with
computer graphics.
Using embedded orientation-sensing
hardware, HandSCAPE captures
relevant vectors on each linear
measurements and transmits this data
wirelessly to a remote computer in real-
time. Combining physical measuring and
computer modeling as a seamless step
enhances the efficiency of on-site
measuring tasks with the addition of
digital functionality.
33. Designing the boundary
Intellectual Exploration
Music Bottles
Evocative Interface
Seamless extension of physical
affordances and aesthetical metaphors
into the digital domain is a key principle
for the design of this transparent
interfaces.
Upon opening the bottles, users can hear
the sound of music, or narrative stories
with computer control light projections.
Electromagnetic tags enable each bottle
to be wirelessly identified and sensed.
The resonant frequencies of the various
tags embedded in the bottles are
detected and transmitted to the computer
through the use of a custom designed tag
reader board.
35. Designing the boundary
Intellectual Exploration
Data LiFT
Hybrid Navigation
In between the two elevators, a
intricately framed elevator is
constructed in existing architecture.
By displaying and manipulating the
building data, viewers can seamlessly
navigate the building virtually before
physically walking around.
[Jay Lee, Brygg Ullmer | Inter-design Workshop 1999]
36. Designing the boundary
Intellectual Exploration
Suspended Windows
Fictitious Space
“Window-within-a-Window” provides
an impetus in which a second window
is built having the same scales and
multi-window configuration. While
viewers are in the space between two
windows, the projected image is
broken apart in squares in the
corresponding area.
[Jay Lee, Bill Keays | Interactive Expression at MIT
Center for Advanced Visual Studies, ACM SIGGRAPH
2000]
37. Designing the boundary
Intellectual Exploration
Extruded Windows
Illusion Extended
“Window-within-a-Window” provides an
impetus in which a second window is
built having the same scales and multi-
window configuration. While viewers are
in the space between two windows, the
projected image is broken apart in
squares in the corresponding area.
[Jay Lee, Bill Keays | Interaction 2001, Fourth Biennale of
The World Forum for Media and Culture, Ogaky City, Gifu
Prefecture, Japan]