University Interaction Technologies Report: A Comprehensive Overview

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This report provides an overview of several interaction technologies, including Tangible User Interfaces (TUI), Ubiquitous Computing, Augmented Reality (AR), Haptic Interaction, Wearable Technology, and Proxemic Interaction. The report discusses the advantages and disadvantages of each technology, offering insights into their applications and limitations. TUI allows users to interact with digital information through physical surroundings, while Ubiquitous Computing aims to make computing accessible everywhere. AR enhances real-world environments with computer-generated data, and Haptic Interaction enables touch-based feedback. Wearable technology encompasses smart electronic devices, and Proxemic Interaction focuses on using spatial relationships for more seamless interfaces. The report also includes a bibliography of relevant sources.
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University
Interaction Technologies
by
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Date
Lecturer’s Name and Course Number
Tangible User Interface (TUI)
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The interface that an individual interacts with digital information through the
physical surroundings this interface is referred as a tangible user interface. Initially, it was
referred as Graspable User Interface that is now considered as outdated (Eckhardt, 2016). The
concept with the tangible user interface is to have a direct connection between the system and the
way to regulate it over physical influences by having basic direct relationship or meaning, which
links the physical operations to the behaviors, which they activate on the system.
Advantages
o Tangible user interfaces have new physical activities to the collection of computer-based
learning exercises.
o The coupling of augmented reality with TUI (the framework projects data over physical
antiquities) takes into account a nearby mapping between digital output and tangible
input, between the physicality of an object, the controls it manages, and the abstraction of
representation.
o A face-to-face is collaborative is supported by TUI, enabling numerous clients to
communicate with the SYSTEM while teaming up with each other
Disadvantages
o Some diverse points of view on directing physical material recommend that TUI can
similarly prompt no or negative learning results.
o Manipulative are more often than not translated as representing something unique, and
the challenge to view them as symbols cause these mix outcomes.
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o The risk of physical material is to compel reflection and abstract reasoning by obstructing
the student in an active mode.
Ubiquitous computing
Ubiquitous computing is an idea in programming and software engineering where computing is
made to appear whenever and all around. As opposed to desktop processing, ubiquitous
computing can happen using any gadget, in any area, and in any arrangement. A client interacts
with the computer, with an existence of many forms, comprising laptop computers, terminals and
tablets in day-to-day objects, for example, a pair of glasses and refrigerators.
Advantages
o Nevertheless, ubiquitous computing makes numerous everyday activities quick and more
cost-productive.
o Utilizing the data collected from sensors, the computerized home can always change
lighting and temperature to keep up a maximally comfortable condition.
Disadvantages
o Ubiquitous computing could make moral dilemmas involving client assent. With a couple
of expectations, people have customarily utilized computer frameworks consensually.
o However if the computer frameworks end up persuasive in all aspects of everyday life,
this could drive individuals to engage in without assent.
o It is possibly hard to implement ubiquitous computing whereas at the same time retaining
adequate security assurances.
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Augmented Reality (AR)
Augmented reality is an indirect or direct live perspective of a physical, real-world
situation whose components are "enlarged" by computer-created perceptual data, in an ideally
over numerous sensory modalities, comprising haptic, visual, audio, olfactory and
somatosensory. The overlaid sensory data can be useful (i.e. added substance to the indigenous
habitat) or ruinous (i.e. concealing of the indigenous habitat) and is spatially enlisted with the
physical world to such an extent that it is seen as an immersive aspect of the real situation.
Advantages
o AR one gives clients an instrument for making the content that they could not initially do
without anyone else's input.
o An opportunity to make something extraordinary and in this manner to express one's
individuality is much more captivating than standard media content.
o The informal exchange and social sharing rise the acquisition of new clients.
Disadvantages
o Current execution levels in terms of how first the current iPhone or comparable touch
gadgets such as the Google G1 will take some generations to brand Augmented Reality
achievable as a common interface approach open to the general population.
o Privacy control can turn into a greater issue than with the present data immersion levels.
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o Content may narrow or obscure a user's tastes or interests. Such as, having knowledge
where McDonald's or Starbucks is in Paris or Rome won't intrigue clients as much as "off
the beaten track data" that you may search out for adventures experiences.
Haptic interaction
Haptic alludes to detecting and control through touch. By utilizing special output\input
gadgets (data gloves, joysticks, or different gadgets), clients can get feedback from computer
software in form of feelings in the hand or various parts of the body. Mixing this with a visual
display, in this technology haptic can be utilized to train peoples for assignments requiring hand-
eye, for example, surgery and space ship moves.
Advantages
o Correspondence is focused on touch and the computerized world can act like the real
world.
o Working time is lessened since objects can be manipulated, captured rescaled and altered
electronically.
o Medicinal field test systems permit surgeons to practice electronically, building the
confidence in the process prior working on breathing patients.
o Haptic software and hardware, the designer can manipulate the part and feel the outcome,
as though he/she were dealing with the physical object.
Disadvantages
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o The exactness of touch requires a lot of design advancement. With just a sense of touch, a
warning cannot be delivered by haptic interfaces.
o Haptics applications can be to a great degree be complex, requiring particular impressive
processing power and specialized hardware.
o The many haptic implies the complexity depends on the fixed installation of equipment
and not portable.
o Troubleshooting issues, these are entangled since they include constant information
examination.
o When the objects are being controlled in haptic are virtual, customize a compelling
cooperation with the gadget needs all physical properties and forces included in the
application. Accordingly, costs for haptic activities can be significant.
Wearable technology
Wearable technology, wearable's, popular innovation, wearable gadgets, tech togs, or
mold hardware are smart electronic gadgets (electronic gadget with micro-controllers) which can
be worn on the body as accessories or implant.
Advantages
o More prompt: The use of numerous applications regularly requires some preparing of
time.
o Enables one to remain better drew in with the existing condition.
o The discreetness of gadgets like Google Glass could likewise lend the item to some less
savory applications also.
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o A standout amongst the fascinating ways that convenient innovation has advanced is in
the area of touch.
Disadvantages
o Unmistakably, wearable technology can do bounty that standard cell phones and tablets
cannot do, yet they likewise have some serious confinements.
o Unlike the average phone or tablets, the wearable technologies are smaller.
o This type of technology is one of the things that will change in time as individuals get
used to its quality; however for a long time to come individuals who use wearable
technologies will be viewed as outcasts.
Proxemic Interaction
Proxemics Interaction visualizes interactive computer frameworks that exploit
individuals’ and gadgets’ spatial connections (proxemics) to offer more seamless and natural
interfaces with ubicomp technology.
Advantages
o The positioning of wireless, which is used by the technologies to offer a distinctive
identifier of the tracked device, specifically a hardware address.
o The concept of having small devices committed to offering proxemics input allows other
interesting chances as well.
o Low cost
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Disadvantages
o correcting and avoiding mistakes
o Challenge in establishing connections
o Challenge in managing privacy and security
Bibliography
Yang, R., Newman, M.W., and Forlizzi, J., 2014, April. Making sustainability sustainable:
challenges in the design of eco-interaction technologies. In Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems (pp. 823-832). ACM.
Bach B, Dachselt R, Carpendale S, Dwyer T, Collins C, Lee B. Immersive analytics: Exploring
future interaction and visualization technologies for data analytics. InProceedings of the 2016
ACM on Interactive Surfaces and Spaces 2016 Nov 6 (pp. 529-533). ACM.
Gorecky, D., Schmitt, M., Loskyll, M., and Zühlke, D., 2014, July. Human-machine-interaction
in the industry 4.0 era. In Industrial Informatics (INDIN), 2014 12th IEEE International
Conference on (pp. 289-294). IEEE.
Redondo, T., 2015. The digital economy: Social interaction technologies-an
overview. IJIMAI, 3(2), pp.17-25.
Potamianos, A., Tzafestas, C., Iosif, E., Kirstein, F., Maragos, P., Dauthenhahn, K., Gustafson,
J., Ostergaard, J.E., Kopp, S., Wik, P. and Pietquin, O., 2016. BabyRobot---next generation
social robots: Enhancing communication and collaboration development of TD and ASD
children by developing and commercially exploiting the next generation of human-robot
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interaction technologies. In Proceedings of the Workshop on Evaluating Child-Robot Interaction
(CRI) at the ACM/IEEE International Conference on Human-Robot Interaction (HRI) (Vol.
495).
Evans, J., Brown, M., Coughlan, T., Lawson, G. and Craven, M.P., 2015. Human-computer
interaction: interaction technologies. In 17th International Conference, HCI International.
Romero, D., Stahre, J., Wuest, T., Noran, O., Bernus, P., Fast-Berglund, Å. and Gorecky, D.,
2016, October. Towards an operator 4.0 typology: a human-centric perspective on the fourth
industrial revolution technologies. In International Conference on Computers and Industrial
Engineering (CIE46) Proceedings.
Böcker, M. and Schneider, M., 2014. EHealth Applications for Those in Need: Making Novel
Interaction Technologies Accessible. In Pervasive Health (pp. 47-68). Springer, London.
Bhushan, A., Martucci, N.J., Usta, O.B. and Yarmush, M.L., 2016. New technologies in drug
metabolism and toxicity screening: organ-to-organ interaction.
Eckhardt, J.T., 2016. Welcome contributor or no price competitor? The competitive interaction
of free and priced technologies. Strategic Management Journal, 37(4), pp.742-762.
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