Thursday, October 23, 2008

Human Computer Interaction in Science Fiction Movies

The role of HCI in Sci-Fi ...

"Science Fiction movies have been a source for speculation about the future of technology and human computer interaction. This paper presents a survey of different kinds of interaction designs in movies during the past decades and relates the techniques of the films to existing technologies and prototypes where possible. The interactions will be categorized with respect to their domain of real-life applications and also evaluated in regard to results of current research in human computer interaction.

1. Introduction

As one can conclude from the term science-fiction movie, these films have a background of an advanced, fictional technology that is normally set in the future. Most of these movies have in common that they expose their own vision of the future, with new technologies commonly being the most noticeable change in these hypothetical worlds. Besides visions about all kinds of scientific areas, the given context of this work concentrates particularly on computer interfaces.

As a part of the seminar "Intelligent Spaces" approaches of mainstream science fiction motion pictures are extracted and analysed regarding their references in real-life human computer interaction (HCI) designs. Similarities to ongoing researches will be outlined - especially to those, which are presented by other talks of this seminar that have already taken place. To be able to draw comparisons to reality it is often necessary to view the ideas and visions of a movie on a relatively abstract level.

At first some key factors that determine or influence the design of HCI in movies will be discussed. Starting from this viewpoint numerous examples from selected movies will be observed. Due to the limitation of the material that was at hand, we cannot claim to provide a complete overview of all movies, but the available selection should suffice and allow a representative inspection of the movie scene.

We will start with a review of movies that do not show any concepts at all or merely adapt common everyday techniques of that time. The second and main part introduces visionary interaction design, divided into different areas of interaction technologies, followed by a brief view at a couple of satiric movie scenes and the conclusions of this work in the end."    (Continued via putting people first, Michael Schmitz)    [Usability Resources]


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