Today's computer systems rely on standard input and output hardware which often complicates the tasks of interacting and mapping. The Tangible Reminder introduced in this paper presents an highly usable, self explanatory, real life interface. It's task is to keep track of appointments, giving an overview over their current states and reminding the user of upcoming events. For that purpose it integrates calm ambient display technology with tangible interfaces to give a non interruptive overview. While it supports peripheral perception it nonetheless grasps the user's attention whenever necessary.
This chapter gives an overview of the broad range of interaction techniques for use in ubiquitous computing. It gives a short introduction to the fundamentals of human-computer interaction and the traditional user interfaces, surveys multi-scale output devices, gives a general idea of hands and eyes input, specializes them by merging the virtual and real world, and introduces attention and affection for enhancing the interaction with computers and especially with disappearing computers. The human-computer interaction techniques surveyed here help support Weiser’s idea of ubiquitous computing (1991) and calm technology (Weiser & Brown, 1996) and result in more natural interaction techniques than in use of purely graphical user interfaces. This chapter will thus first introduce the basic principles in human-computer interaction from a cognitive perspective, but aimed at computer scientists. The humancomputer interaction cycle brings us to a discussion of input and output devices and their characteristics being used within this cycle. The interrelation of the physical and virtual world as we see it in ubiquitous computing has its predecessors in the domain of virtual and augmented realities where specific hands and eyes interaction techniques and technologies have been developed. The next step will be attentive and affective user interfaces and the use of tangible objects being manipulated directly without using dedicated I/O devices.
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In response to the heterogeneity of previous knowledge of the students when beginning their studies, we present a solution, where undergraduate students as well as advanced students (hopefully) will benefit from 'AdLeR' (Additive Learning Resources): A tool for the rapid generation of small e-learning courses. The undergraduates can catch up lack of knowledge by our mini courses (self-regulated). The advanced students are involved in the development of our tool or in the creation process of learning material, which is suited for self-regulated learning. When implementing the tool, the students have to deal with various aspects of computer science domains for example, which consolidates their knowledge and their competences.
The Tangible Reminder Mobile brings together tangible mnemonics with ambient displays and mobile interaction. Based on the Tangible Reminder Project we present a new interface for mobile devices that is capable of viewing and editing data linked to real world objects. An intelligent piece of furniture equipped with RFID-sensors and digitally controlled lighting keeps track of appointments linked to real world objects that are placed in its trays. The mobile interface now allows the complete waiving of classic computer interaction for this ambient shelf. Instead, by implementing the toolglas metaphor, the mobile interface can be used to edit and view linked data to objects.
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