Framing TEI

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Abstract

TEI—richer forms of human–computer interaction (HCI) that interlink the physical and digital worlds. For example, the vision of ubiquitous computing—profound interconnected technologies that disappear by “weaving themselves into the fabric of everyday life,” introduced by Weiser [1991] at Xerox PARC in 1991—has inspired numer­ ous researchers and practitioners. In a 2004 paper titled “Bottles: A Transparent Interface as a Tribute to Mark Weiser,” Hiroshi Ishii addressed a misinterpreta­ tion of the concept of ubiquitous computing, which focused on the “anything and anyplace computing” rather than on the transparency of technology and the user interface, and shared an inspiring personal communication with Mark Weiser that highlights a fruitful exchange of ideas. Weiser and Brown’s [1996] concept of calm technology was developed in parallel with the Tangible Bits vision [Ishii and Ullmer 1997] during the ’90s, emphasizing the engagement of both the center and the periphery of our attention and inspiring research on ambient displays. Another influential area is that of tangible augmented reality [Kato et al. 2001], particu­ larly Wellner’s [1993] DigitalDesk, which used projection to augment tangible paper objects on a desk. These ideas have also inspired the research area of Interactive Surfaces and Spaces, which combines novel interaction techniques and emerging technologies. We begin this chapter by surveying these research areas and their shared aspira­ tions. We also consider theoretical frameworks that view TEI as part of an emerging generation of HCI or of a larger interaction paradigm. Framing TEI
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框架TEI
更丰富的人机交互形式(HCI),将物理世界和数字世界联系起来。例如,Weiser[1991]于1991年在施乐帕洛阿尔托研究中心(Xerox PARC)提出的无所不在计算的愿景——通过“将自己编织到日常生活的结构中”而消失的深度互联技术——激励了许多研究人员和实践者。在2004年的一篇名为《瓶子:向Mark Weiser致敬的透明界面》的论文中,石井宏(Hiroshi Ishii)指出了对普惠计算概念的误解,普惠计算关注的是“任何东西和任何地方的计算”,而不是技术和用户界面的透明度,并与Mark Weiser分享了一次鼓舞人心的个人交流,强调了富有成效的思想交流。Weiser和Brown[1996]的平静技术概念在90年代与有形比特视觉(Tangible Bits vision) [Ishii和Ullmer 1997]同时发展,强调我们注意力的中心和外围的参与,并激发了对环境显示的研究。另一个有影响力的领域是有形增强现实[Kato等人,2001],特别是Wellner[1993]的DigitalDesk,它使用投影来增强桌子上有形的纸质物体。这些想法也启发了交互表面和空间的研究领域,它结合了新颖的交互技术和新兴技术。本章开始,我们将调查这些研究领域和他们的共同愿望。我们还考虑将TEI视为新兴一代HCI或更大交互范式的一部分的理论框架。框架TEI
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Weaving Fire into Form: Aspirations for Tangible and Embodied Interaction Appendices Remarks Authors’ Biographies Index
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