DataTiles: a modular platform for mixed physical and graphical interactions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Connectables: dynamic coupling of displays for the flexible creation of shared workspaces
Proceedings of the 14th annual ACM symposium on User interface software and technology
The Interactive Workspaces Project: Experiences with Ubiquitous Computing Rooms
IEEE Pervasive Computing
Mobile computing in the retail arena
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CT '97 Proceedings of the 2nd International Conference on Cognitive Technology (CT '97)
Table-Top Spatially-Augmented Reality: Bringing Physical Models to Life with Projected Imagery
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
The museum visit: generating seamless personalized presentations on multiple devices
Proceedings of the 9th international conference on Intelligent user interfaces
Modelling personality in voices of talking products through prosodic parameters
Proceedings of the 12th international conference on Intelligent user interfaces
Rendering for an interactive 360° light field display
ACM SIGGRAPH 2007 papers
Performing physical object references with migrating virtual characters
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
UbiSOA Dashboard: Integrating the Physical and Digital Domains through Mashups
Proceedings of the Symposium on Human Interface 2009 on ConferenceUniversal Access in Human-Computer Interaction. Part I: Held as Part of HCI International 2009
International Journal of Internet Technology and Secured Transactions
Science fiction in computer science education
Proceedings of the 43rd ACM technical symposium on Computer Science Education
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hi-index | 0.01 |
Science Fiction movies have always been a medium for speculation about the future of technology. The most visible part of technology often is its interaction design, which therefore appears prominently in these movies. This paper presents a survey of human-computer interaction designs in SciFi movies during the past decades and it relates the techniques shown there to existing technologies and prototypes in research. Different types of interaction are categorized according to their application domain in real life and compared to current research in human-computer interaction.