scholarly journals What Do IT-People Know about the Nordic History of Computers and User Interfaces?

Author(s):  
Anker Helms Jørgensen
Keyword(s):  
2017 ◽  
Vol 20 (1) ◽  
pp. 56-71
Author(s):  
Sasha Crawford-Holland

This article analyzes the use of virtual reality exposure therapy (VRET) to treat combat-related posttraumatic stress disorder. In this therapeutic practice, patients wear a head-mounted virtual reality display and enter a simulation designed to incarnate their triggering memories. VRET visualizes the formerly invisible site of psychotherapy, achieving a medical aspiration that has been pursued since the turn of the twentieth century. This visualization subjects therapy to a mode of surveillance and mediates the conditions in which trauma is processed. In this article, I consider how VRET’s user interfaces produce feelings of agency that reconfigure how power is distributed at the scene of therapy. I situate this novel practice at the intersection of two technological histories: the industrial history of the military-entertainment complex that spawned VRET, and the theoretical history that unites psychoanalysis and computation in their mutual ambition to formalize thought. Contending that neither of these histories can be disarticulated from the violent projects they have sustained, I interrogate the politics of a practice that visualizes and virtualizes psychotherapy, arguing that VRET processes trauma according to a militarized worldview.


2006 ◽  
Vol 5 (2) ◽  
pp. 3-14 ◽  
Author(s):  
Doug A. Bowman ◽  
Jian Chen ◽  
Chadwick A. Wingrave ◽  
John Lucas ◽  
Andrew Ray ◽  
...  

Three-dimensional user interfaces (3D UIs) support user tasks in many non-traditional interactive systems such as virtual environments and augmented reality. Although 3D UI researchers have been successful in identifying basic user tasks and interaction metaphors, evaluating the usability of 3D interaction techniques, and improving the usability of many applications, 3D UI research now stands at a crossroads. Very few fundamentally new techniques and metaphors for 3D interaction have been discovered in recent years, yet the usability of 3D UIs in many real-world applications is still not at a desirable level. What directions should 3D UI researchers next explore to improve this situation? In this paper, we make some observations about the history of 3D UIs and the current state-of-the-art. Using this evidence, in addition to our own experience, we argue that 3D UI researchers should approach this problem using some new research approaches, which cluster around the concepts of specificity, flavors, implementation, and emerging technologies. We illustrate and discuss some of these new directions using case studies of research projects undertaken in our group. These explorations indicate the promise of these directions for further increasing our understanding of 3D interaction and 3D UI design, and for ensuring the usability of 3D UIs in future applications


Author(s):  
Frédéric Adam ◽  
Jean-Charles Pomerol

Many researchers have noted the high levels of abstraction required by the representation and conceptualisation of organisational decisions when these involve more than just simple operational concerns. They have concluded that the difficulty in specifying decisions problems in tangible terms at the early stages of a decision making process makes the analysis of DSS requirements difficult with current methods. If this observation is correct, it means that, despite substantial progress in technology, for example, quicker database engines, better graphical user interfaces, more flexible development platforms, and so forth, DSS developers may not be better equipped now than they were at the beginning of the history of DSS when it comes to understanding the problems they are trying to address. In this article, we argue that this gap in our understanding of the dynamics of DSS development must be addressed by the development of suitable analysis techniques that allow the capture of the less visible dimensions of organisational decision making. In particular, the wider context of decision making processes, for example, their political dimension, must be more finely understood by DSS developers before they propose systems that may embody elements of processes that change the information and communication webs of organisations in tangible ways. This article presents the results of our experimentation with the application of network analysis to a large organisation and shows how this orientation, which has yet to be broadly utilised in IS research, can allow researchers to capture the context of decision making in a modern business. We demonstrate that such approaches can support more complex analysis of the decision problems that must be tackled by DSS personnel.


2021 ◽  
Vol 88 (1) ◽  
pp. 79-106
Author(s):  
Christoph Ernst ◽  
Jens Schröter

Der vorliegende Text widmet sich der Bedeutung von Technologie-Demonstrationen in der Geschichte digitaler Medien. Diese werden als performative Praktiken betrachtet, in denen die Zukunft einer Technologie im Fokus steht. Unter Bezug auf einschlägige sozialwissenschaftliche Forschung diskutiert der Text die Rolle sogenannter imaginaries im Rahmen von Technologie-Demonstrationen. Diese theoretische Schwerpunktsetzung wird im Folgenden auf die Geschichte der Technologie-Demonstration im Bereich digitaler Medientechnologien bezogen. Aufbauend auf dem Gedanken, das speziell die Demonstration von User-Interfaces als Anker für die Mobilisierung von Imaginationen rund um die Zukunft digitaler Technologien dient, sichtet der Text drei Fallbeispiele: 1. die Präsentation des ‚oN-Line-System (NLS)‘ am 9. Dezember 1968 durch Douglas Engelbart; 2. die 100-tägige Demonstration des interaktiven Fernsehens Piazza virtuale während der documenta IX im Sommer 1992 durch die Medienkünstlergruppe Van Gogh-TV; 3. die Keynote-Präsentation des damaligen Apple CEO Steve Jobs anlässlich der Markteinführung des ersten iPhones am 9. Januar 2007. Anhand dieser teils kanonischen, teils vergessenen Beispiele zeigt sich die Bedeutung von Technologie-Demonstrationen für die soziale Vermittlung von neuen Technologien. Der Text schließt mit dem Argument, dass die Geschichte der Imagination digitaler Medien, wie sie in diesen Demonstrationen exemplarisch analysierbar wird, als ein integraler Bestandteil der Geschichte digitaler Medientechnologien generell zu betrachten ist.


Author(s):  
Annette Bailey ◽  
Godmar Back

LibX is a platform that allows libraries to create customized web browser extensions that simplify direct access to library resources and services. LibX provides multiple user interfaces, including popups, context menus, and contextualized cues to direct the user’s attention to these resources. LibX is supported by two toolbuilder applications - the Edition Builder and the LibApp Builder – which allow anyone to create, manage, and share LibX configurations and applications. These tools automate the process of software creation and distribution, allowing librarians to become software distributors. This chapter provides background and history of the LibX project, as well as in-depth analysis of the design and use of the LibX Edition Builder that has helped enable its success.


Connectivity ◽  
2020 ◽  
Vol 148 (6) ◽  
Author(s):  
D. V. Kravetsʹ ◽  
◽  
A. M. Tushych ◽  
V. V. Shkapa ◽  
V. R. Mykolaychuk

This article discusses the standard library for creating graphical user interfaces in Python. The relevance of graphical user interface creation tools, the value of the graphical user interface, the latest research and publications related to the tkinter library, the history of the library, the main widgets and geometry managers were analyzed. All the functions responsible for placing the elements of the graphical interface in the window are considered. There are three functions for placing widgets in the window — pack (), grid () and place (). Conclusions are drawn about the disadvantages and advantages of this library. The standard Python GUI library is closely related to the long-known and widely described Tk library, but the most relevant source of information will always be the library documentation on the Python programming language documentation site. The purpose of this article is to review the standard library for creating graphical interfaces in Python. Tkinter is a multi-platform graphical interface library based on Tk tools (widespread in the world of GNU/Linux and other UNIX-like systems, ported to Microsoft Windows, Apple Mac OS), distributed with open source, written by Wall Lumholt and Guido van Rossum. Included in the standard Python library. Tk has long been an integral part of Python. It provides a robust and platform-independent set of tools for windows that is available to Python programmers. However, in terms of usage, Tkinter is relatively easy compared to other libraries. This is a great choice for creating GUI applications in Python, especially if the modern look is not a priority for the program, and a big role is played by functionality and cross-platform speed.


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