For more than thirty years, people have relied primarily on screen-based text and graphics to interact with computers. Whether the screen is placed on a desk, held in one's hand, worn on one's head, or embedded in the physical environment, the screen has cultivated a predominantly visual paradigm of human-computer interaction. In this chapter, we discuss a growing space of interfaces in which physical objects play a central role as both physical representations and controls for digital information. We present an interaction model and key characteristics for such "tangible user interfaces," and explore these characteristics in a number of interface examples. This discussion supports a newly integrated view of both recent and previous work, and points the way towards new kinds of computationally-mediated interfaces that more seamlessly weave together the physical and digital worlds.
We confirmed the overall prevalence of dementia in adults 65 years and older to be 8.5%. We found that VaD was not a common disorder according to the NINDS-AIREN criteria. Rather, the condition of possible Alzheimer disease with cerebrovascular disease was more common.
T hrough eons of human evolution, we have developed sophisticated skills for sensing and manipulating our physical environment. However, most of them are not used when interacting with the digital world where interaction is largely confined to graphical user interfaces. With the commercial success of the Apple Macintosh and Microsoft Windows systems, the GUI has become the standard paradigm for humancomputer interaction.GUIs represent information (bits) in the form of pixels on bit-mapped displays. These graphical representations are manipulated with generic remote controllers (such as mice and keyboards). By decoupling representation (pixels) from control (input devices) this way, GUIs are malleable enough to graphically emulate a variety of media. However, when interacting with the GUI world, we cannot take advantage of our evolved dexterity or utilize our skills in manipulating physical objects (such as building blocks or clay models) (see Figure 1).Users sculpt and manipulate digital information through such tangible media as clay, sand, and building models, coupled with underlying computation for design and analysis.
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