Lecture 1: Introduction Flashcards

1
Q

Define the term ‘Digitization’

A

The technical process of converting analogue information into a digital format

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2
Q

Define the term ‘Digitalization’

A

Leveraging digital technologies to improve existing processes in organizations

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3
Q

What does ‘Digital Transformation’ mean?

A

The consequences of digitalization on individuals and society in terms of
new business models, consumption patterns, socio- economic structures,
legal and policy measures, organizational patterns, cultural barriers.

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4
Q

Please give an example of a revolution which is comparable with the digital transformation.

A

Industrial Revolution (especially the steam engine)

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5
Q

Describe the influences of the digital transformation regarding Ubiquitous Media (especially production, distribution and access)

A

Production is simplified and largely automated

Distribution is global, unfiltered, and immediate

Access for everyone, anytime, and everywhere

Long existing temporal and spatial boundaries are overcome

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6
Q

What are consequences from Ubiquitous Media?

A

Ubiquitous Media function as knowledge accelerator

It follows a fundamental transformation of our knowledge and information culture

It is a transformation that is more radical and much faster that the transition from oral traditions to societies based on writing

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7
Q

Give an example of a major revolution in HCI that would have a long lasting impact.

When were the first approaches for such technology?

A

Brain-Computer-Interface

Atari Mindlink (intended for release in 1984)

Current developments: Neuralink (Elon Musk) or Facebook with a ‘mind-reading’ startup.

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8
Q

Briefly sketch the evolution of interfaces in HCI

A

50s - Interface at the hardware level for engineers - switch panels

60-70s - interface at the programming level - COBOL, FORTRAN

70-90s - Interface at the terminal level - command languages

80s - Interface at the interaction dialogue level - GUIs, multimedia

90s - Interface at the work setting - networked systems, groupware

00s - Interface becomes pervasive
- RF tags, Bluetooth technology, mobile devices, consumer electronics, interactive screens, embedded technology

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9
Q

What is the Zuse’s Z3?

A

In 1943:

first working programmable, fully automatic digital computer

  • 22-bit word length
  • clock frequency of 4-5 Hz
  • program code on punched film
  • developed solve wing flutter problems
  • denied funding because it was “nicht kriegswichtig”
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10
Q

Describe how the communication (Input/Output) between human and computer has changed from past till today. What can we predict for the future?

A

Past (Human to Computer):
- by design / electronics-
- wires and switches
- punch cards, teletype

Past (Computer to Human):
- lamps, led
- printer, paper
- Screens (tubes)

Today (Human to Computer):
- keyboard
- mouse/touch pad

Today (Computer to Human):
- TFT Screens
- Speaker

The Future (Human to Computer):
- speech
- gestures
- touch
- eye-gaze
- EEG, EMG
- implicit observation/ubicomp - emotions

The Future (Computer to Human):
- haptic output
- changing physical environments/ubicomp
- smell output
- Direct muscle and nerve
connection
- emotions

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11
Q

Describe what was the vision behind MEMEX? Who was the visionary?

A

Vannevar Bush

MEMEX:
- Extending human memory
- Concept of links and annotations
- Focus on search and indexing
- Many ideas for the WWW

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12
Q

Name two inventions from Ivan Sutherland

A

SketchPad (1963):
- Drawing package
- User interface included:
* icons,
* copying,
* light-peninput

3D Head-mounted Display (1965-1970):
- 3D “visualization” (very basic)
- Large apparatus

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13
Q

What do you know about Douglas Engelbart? What interaction technologies had he invented?

A

Invented:
- Mouse as pointing device (1964)
- Hi-res video conferencing, shared applications, window- concept (1968)

He understand the need of collaborative (also distributed people) and immediate problem solving

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14
Q

Briefly explain “Programming as User Interface”. Are there disadvantages?

A

Programming as User Interface:
Assumes User = Programmer! Configuration and functionality is hard coded into the program. Users can exactly do what they want, but there is a significant overhead in learning how to program is required.

Disadvantage:
Solutions are very specific and can be typically well used by the
programmer but it is hard for others to use it

Summary:
It is an option for specific targeted solutions and provides great freedom.

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15
Q

What does VisiCalc?

A

It instantly calculating electronic spreadsheet and formed a significant value to non-technical users

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16
Q

Name three hardware features and three software features from Xerox Alto

A

Hardware:
Keyboard, Mouse, Monitor (GUI)

Software:
GUI, raster-graphics, bit block transfer

17
Q

What was special about the Xerox Star? How does it look at Apple Macintosh?

A

Xerox Star:
First commercial personal computer (using GUI, Folder, Icons,..)

Apple Macintosh:
Had the first commercially successful GUI

18
Q

Name characteristics of GUIs

A
  • Replacement of command-language
  • Direct manipulation of the objects of interest
  • Continuous visibility of objects and actions of interest
  • Graphical metaphors (desktop, trash can)
  • Windows, icons, menus and pointers
  • Rapid, reversible, incremental actions
19
Q

Name several input or output modalities to provide a Multimodal Interaction

A
  • Seeing
  • Hearing
  • Haptic (Touch, sense of pressure)
  • Proprioception (body awareness)
  • Taste and Smell
  • Thermoception
20
Q

What was the Everywhere Displays Project? List the used basic technologies behind it.

A

The Everywhere Displays project aims to develop systems that allow the transformation of every surface in a space into a projected “touch screen”.

Technologies:
- LCD projector
- pan/tilt mirror
- Camera