BIID10 Lektion 4 Tangible computing Mogens Jacobsen / moja@itu.dk
Læringsmål 2 Forstå begreberne Tangible Computing, Ubiquitous Computing og Augmented Reality. Redegøre for forskelle mellem traditionel GUIbaseret interface-teknologi og ubiquitous computing. Reflektere over udfordringer i design af tangible interfaces
Indhold 3 Tilbagemelding på evaluering Opsamling fra sidst: GUI-historie Verden er ikke et skrivebord VR, AR og Ubiquitous Computing Pause Eksemplarium (5,6,7 og 8) Status på øvelserne Pause Bits og atomer Dimser, gadgets & devices Introduktion til øvelse 4
Historisk 4 Sutherland Sketchpad Engelbart NLS & mus Kay OOP/GUI, Dynabook
Mark Weiser (1952-99) 5 Chief scientist, Xerox PARC The Computer for the 21st Century (1991) The World is not a Desktop (1994) Ubiquitous Computing Trommeslager i Severe Tire Damage
Xerox Alto (74) / Xerox Star (81) 6
GUI / WIMP 7 Window Icon Menu Pointing
Tidlig GUI 8 Apple Lisa 1983 Microsoft Windows 1985
Den tredje fase 9 Shared (Mainframe) Personlig Mange
Motor analogien 10
Ubiquitous Computing 11 Usynlig Pervasive Calm tech. Everyware Bogforside: Everyware, Adam Greenfield
Location & Scale 12 Ubiquitous computers must know where they are Computing by the inch (post-it) Computing by the foot (bog) Computing by the yard (væg)
Post-PC Computing 13 Ubiquitous/Pervasive Computing Distributed Computing Nomadic / Mobile / Wearables Smart / Augmented Environments Tangible User Interfaces Physical Computing Ambient Media
14 Virtual & Augmented Reality
VR vs UbiComp 15 Weiser: VR put the interface at the center of attention, leaving the real world behind.
Augmented Reality 16 Reality forstærket med et VR lag Traditionel AR : Briller+kamera
Augmented Reality 17
Bits and Atoms 18 Hiroshi Ishii MIT, Tangible Media Group Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms (1997)
Ishii et al: Bits & Atoms 19 We live between two realms: our physical environment and cyberspace. Despite our dual citizenship, the absence of seamless couplings between these parallel existences leaves a great divide between the worlds of bits and atoms. Although we have developed various skills and work practices for processing information through haptic interactions with physical objects most of these practices are neglected because of the lack of diversity of input/output media, and too much bias towards graphical output
Ishii: Key Concepts 20 Interactive Surfaces: Transformation of each surface within architectural space into an active interface between the physical and virtual worlds. Coupling of Bits and Atoms: Seamless coupling of everyday graspable objects with the digital information that pertains to them. Ambient Media: Use of ambient media such as sound, light, airflow, and water movement for background interfaces at the periphery of human perception.
InTouch 21 Ishii, Brave og Dahley 1997 Haptic Communication
Sanserne 22 Syn Hørelse Smagssans Lugtesans Balancesans Følesans Tactition (tryk) Thermoception (varme) Proprioception eller Kinæstese (placering i rummet) Nociception (smerte)
Marshall McLuhan 23 Technology as Extensions of the Human Body Hot & Cold Media
MS vs. Sony vs. Nintendo 24
Case: Nintendo Wii 25
26 Japansk Game Culture
Device Art 27 Tsukuba Series 1 (Maywa Denki) 2003
Dourish: Udfordringer 28 No single cursor No single focus No single point of interaction No sequential organization for interaction Modal dialog box Affordance
Introduktion til øvelse 4 29 Funktionsnedsættelse Sanser Motorisk Kognitive
Introduktion til øvelse 4 30 Funktion ift. given opgave Permanente vs. midlertidige Miljøbestemte
Introduktion til øvelse 4 31 Kompenserende Assisterende
32 ØVELSE 4: OPLEV TEKNOLOGIEN NÅR EVNERNE SVIGTER Find en måde hvorpå I midlertidigt kan nedsætte funktionen af en af jeres sanser eller jeres motorik Vælg en teknologi I vil prøve at bruge med den nedsatte evne. Undersøgelsen skal filmes og dokumenteres i en video på 1-3 minutter Reflekter over resultatet af undersøgelsen. BIID10 ØVELSE 4 BIID Lektion 2 32
Slut. 33