Emerging Frameworks for Tangible User Interfaces(新兴框架切实的用户界面).pdf
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In “Human-Computer Interaction in the New Millenium,” John M. Carroll, ed.; © Addison-Wesley, August 2001, pp. 579-601.
Emerging Frameworks for Tangible User Interfaces
Brygg Ullmer and Hiroshi Ishii
ABSTRACT
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 to-
gether the physical and digital worlds.
INTRODUCTION
The last decade has seen a wave of new research into ways to link the physical and digital worlds. This work
has led to the identification of several major research themes, including augmented reality, mixed reality,
ubiquitous computing, and wearable computing. At the same time, a number of interfaces have begun to
explore the relationship between physical representation and digital information, highlighting kinds of interac-
tion that are not readily described by these existing frameworks.
Fitzmaurice, Buxton, and Ishii took an important step towards describing a new conceptual framework with
their discussion of “graspable user interfaces” [Fitzmauri
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