Two Fronts of Immersion: Hardware
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Human computer immersion is occurring on the level of hardware and software simultaneously. On a hardware level, new interfaces are being built and on a software level new algorithms are being built. The iPhone's input system exemplifies this combination by providing both a touch screen keypad, which is for most a new type of hardware interface in this context, and software algorithms that distinguish keystrokes for letters in close physical proximity on the virtual keyboard, interpret "gestures" (finger movements, as displayed to the left), and handle other multi-touch features. |
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On the hardware front the touch screen's ease of use and popularity demonstrates that there is demand for and adoption of interfaces which place less physical burden on the user. In many situations a touch screen will place a lower physical burden on the user compared to the mouse because a mouse must be moved and forces the hand into a certain shape. Other negative aspects of the mouse, related to it's dimensions, include the need for a cord, its size, and its lack of precision. We are not arguing that the touch screen is superior to the mouse, certainly in some environments this will not be the case. We argue that the current implementation of the mouse is inefficient and alternatives, such as the ring mouse (as displayed below right), should be explored more vigorously. |
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A further lesson from the iPhone's touch screen is that the mouse interface need not be distinct from the keyboard interface. This lesson applies in common computing scenarios were motion capture, projection, and various other methods can be explored to combine the functions of the mouse and keyboard. We will never know what method will be superior if we continue in the tunnel vision of a separate keyboard and mouse. Because of users' differing needs (compare a console user who rarely uses the mouse and a graphic artist who often uses it) the best tools are a matter of environment and context. |
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