History of HCI Flashcards

1
Q

What is the input and output of past, present and future interfaces?

A

In the past, interfaces primarily used text-based input and output, such as command-line interfaces (CLIs). Present-day interfaces commonly use graphical user interfaces (GUIs) with input via mouse and keyboard and output displayed on screens. Future interfaces may involve more diverse input methods, including voice commands, gestures, and brain-computer interfaces, and more immersive output, like augmented and virtual reality displays.

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2
Q

What is the memex? What is the metaphor or conceptual model of the memex?

A

The Memex is a hypothetical information storage and retrieval system described by Vannevar Bush in 1945. Its conceptual model is that of a personal device that allows users to store, access, and link information, creating a web of associative trails. It’s like an “external memory” that helps users organise and access their knowledge efficiently.

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3
Q

What current day concepts did the memex inspire?

A

The Memex inspired the idea of hypertext and the World Wide Web. Tim Berners-Lee’s invention of the web drew inspiration from the associative links and ease of navigation proposed by the Memex.

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4
Q

What is similar or different about these current day concepts compared to the memex?

A

The key difference is that the Memex was a conceptual vision while the World Wide Web is a practical, globally accessible system. The Memex was a standalone device, whereas the web is a distributed network. However, the concept of organising and linking information remains a common thread.

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5
Q

What is a tab, pad and board?

A

These terms are associated with Mark Weiser’s vision of ubiquitous computing. A “Tab” is a small, handheld device, like a smartphone. A “Pad” is a slightly larger, portable device, like a tablet. A “Board” is a larger, interactive display that can serve as a shared workspace.

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6
Q

What current day concepts did the Weiser’s ideas inspire?

A

Weiser’s ideas inspired the development of smartphones and tablets, as well as the concept of the Internet of Things (IoT), where everyday objects are interconnected. Smartwatches and smart homes are examples of such inspirations.

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7
Q

What are possible future interfaces that could be developed?

A

Possible future interfaces include brain-computer interfaces, immersive augmented and virtual reality, holographic displays, and more intuitive gesture-based interfaces. The development of AI and machine learning may enable more natural language and conversational interfaces.

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8
Q

What is the Reality-Virtuality (RV) Continuum?

A

The RV Continuum is a spectrum that ranges from full physical reality (Real Environment or RE) to full virtual reality (Virtual Environment or VE), with various levels of mixed or augmented reality (AR and AV) in between.

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9
Q

Give an example of a device in RE, AR, AV, VE.

A

Real Environment (RE): A physical environment with no digital augmentation.

Augmented Reality (AR): Augmented Reality glasses that overlay digital information on the real world.

Augmented Virtuality (AV): Autonomous vehicles that blend real-world navigation with digital assistance.

Virtual Environment (VE): Fully immersive virtual reality headsets that create entirely digital environments.

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10
Q

What are the 7 classes of mixed reality (MR) displays? Give an example of a device in each of the 7 classes.

A
  1. Monitor based (non-immersive) video displays. Showing video of the real world onto which digital images are superimposed
  2. A HMD showing video. The same as type 1, but the content is in an immersive HMD (head-mounted displays)
  3. Optical see-through HMD. A see-through display that allows virtual images to appear superimposed over the real world
  4. Video see-through HMD. The same as 3, but showing video of the real world in front of the user with virtual graphics superimposed on it.
  5. Monitor based AV system. Showing 3D graphics on a monitor with superimposed video.
  6. Immersive or partially immersive AV. Showing 3D graphics in an immersive display with video superimposed on it.
  7. Partially immersive AV systems. AV systems which allow additional real-object interactions, such as interacting with one’s own (real) hand.
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11
Q

What is the taxonomy for mixing real and virtual worlds?

A

The taxonomy classifies mixed reality along two axes: real-virtual (from entirely real to entirely virtual) and environment-object (from real objects to entirely virtual objects). This classification helps describe and categorise mixed reality experiences more precisely.

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12
Q

The memex is the name of an imaginary hypothetical device Vannevar Bush described in the 1945 The Atlantic Monthly article “As We May Think”. The memex is “a device in which an individual stores all his books, records, and communications, and which is mechanized so that it may be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory.”

Describe two concepts of the world-wide-web (www) that are inspired by the ideas of the memex. Explain how are they similar to what Vannevar Bush describes?

A

Two concepts of the World Wide Web (WWW) inspired by the Memex are hyperlinks and the idea of a vast, interconnected information repository. Hyperlinks in the WWW allow users to create associations between different pieces of information, similar to the Memex’s notion of “associative trails.” Users can navigate seamlessly from one web page to another by clicking on hyperlinks, fostering a non-linear and associative way of exploring information, just as Vannevar Bush envisioned.

The WWW also mirrors the Memex’s idea of a mechanized device for storing and retrieving vast amounts of information. In the WWW, this is realized through the internet, where users can store and access books, records, and communications with extraordinary speed and flexibility. The WWW serves as a global repository, akin to the Memex’s function as an “enlarged intimate supplement to memory.” Both systems enable individuals to store, retrieve, and consult extensive amounts of information, albeit on a much larger scale in the case of the WWW.

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13
Q

In the 1991 Scientific American article “Computer for the 21st Century”, Mark Weiser described a vision for ubiquitous computing where people live more comfortably and efficiently by being surrounded by computers that assist us yet “disappear” into the
environment. Weiser envisions devices of several form factors: “My colleagues and I have built what
we call tabs, pads, and boards: inch-scale machines that approximate active Post-It notes…” and describes an “Active Badge” consisting a microprocessor and infrared transmitter.

(a) Give some current real-world examples of “tabs”, namely the inch-scale machines
described in the articles. How close are they to Weiser’s predictions?

(b) What do you think are possible benefits of such inch-scale machines? What do you think are potential interface issues for such inch-scale machines?

A

(a) Current real-world examples of inch-scale machines, often referred to as “tabs” in the context of ubiquitous computing, can be seen in various IoT (Internet of Things) devices. These devices include small sensors and actuators that are embedded in everyday objects and environments. For instance, smart thermostats like the Nest Learning Thermostat, which is designed to optimise heating and cooling based on user behaviour, can be considered a modern-day realisation of Weiser’s “tabs.” These devices are relatively close to Weiser’s predictions as they contribute to a more intelligent and responsive environment, although they may not be as universally pervasive as he envisioned.

(b) The benefits of inch-scale machines lie in their ability to enhance the environment’s efficiency and user experience. They can automate tasks, conserve resources, and provide context-aware information. For example, smart environmental sensors can optimise energy usage, leading to cost savings and reduced environmental impact. However, potential interface issues include privacy concerns, as these devices collect data about users and their surroundings. Additionally, ensuring seamless interoperability and user-friendliness across a variety of such devices can be a challenge. Ubiquitous computing systems must strike a balance between automation and user control to ensure that users are comfortable with their level of engagement with these technologies.

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14
Q

In the 1994 scientific paper “Augmented Reality: A class of displays on the reality-virtuality continuum”, Milgram & Kishino describe the concept of Augmented Reality (AR) and the Reality-Virtuality (RV) continuum.

(a) What is the Reality-Virtuality (RV) continuum? Where do current devices fall on the continuum?

(b) Table 1 describes 7 classes of mixed reality (MR) displays based on prior technology. Is it still valid to describe today’s technologies? How would the Table
be re-conceptualized?

A

(a) The Reality-Virtuality (RV) continuum, as described by Milgram and Kishino, is a spectrum that ranges from the fully physical, real environment (RE) at one end to the completely virtual environment (VE) at the other. In between, it includes various levels of mixed or augmented reality (AR and AV). Current devices have evolved to encompass a range of positions on this continuum. For example, smartphones with AR applications, like Pokémon Go, fall under Class 2, which is AR. Augmented reality glasses, like Google Glass, also belong to Class 2. However, more immersive AR experiences, such as those offered by Microsoft’s HoloLens, move further along the continuum and might fit into Class 3 (Augmented Virtuality) as they combine elements of both AR and AV.

(b) Table 1’s classification of mixed reality (MR) displays is still relevant today, but it would benefit from some adaptations to account for technological advancements and evolving terminology. For instance, it could be re-conceptualized to include new categories reflecting recent developments in the field, such as extended reality (XR) devices, which combine AR, VR, and MR. Additionally, the classes may need to be expanded to encompass more specific variations of AR and MR experiences. The essence of the RV continuum remains valid, but it should be updated to reflect the broader range of devices and experiences available in the contemporary technological landscape.

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