Glossar-English:Interactive Images: Unterschied zwischen den Versionen

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Joerg R.J. Schirra (Diskussion | Beiträge)
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Original: [[Interaktives Bild]]
Original: [[Interaktives Bild]]
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==Image presentation in interactive systems==
==Image presentation in interactive systems==


Like moving images (⊳ [[Film]]), interactive images are a very specific type of image with characteristic use conditions. An ''interactive road map'', for example, is the pictorial output of a computer system that can be used to present a road map; in addition, the expression ‘interactive’ also promises that the map shown and its presentation can be influenced by the user in a non-trivial way, for instance by zooming, moving the section shown, enlarging or reducing the size of the labeling, omitting or adding railroad lines, rivers or sights, searching for an address and highlighting the result on the map, calculating and displaying a route, etc. Similarly, we expect an ''interactive anatomy atlas'', like a traditional paper anatomy atlas, to contain anatomical drawings that can be shown to another person – or to oneself in the role of another person. In addition, however, the interactive version should also allow the user to manipulate the drawings in a manner that goes far beyond the capabilities of a book.
Like moving images (⊳ [[Film]]), interactive images are a pretty specific type of image with characteristic use conditions. An ''interactive road map'', for example, is the pictorial output of a computer system that can be used to present a road map; in addition, the expression ‘interactive’ also promises that the map shown and its presentation can be influenced by the user in a non-trivial way, for instance by zooming, moving the section shown, enlarging or reducing the size of the labeling, omitting or adding railroad lines, rivers or sights, searching for an address and highlighting the result on the map, calculating and displaying a route, among others. Similarly, we expect an ''interactive anatomy atlas'', like a traditional paper anatomy atlas, to contain anatomical drawings that can be shown to another person – or oneself in the role of another person. In addition, however, the interactive version should also allow the user to manipulate the drawings in a manner that goes far beyond the capabilities of a book.
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Strictly speaking, interactive images are a complexly organized set of images from which selected image sequences are automatically presented to an image user by an interactive system – usually a computer system – in such a way that the system reacts to the user's activities ''in real-time'' – i.e., without any noticeable delay. Therefore, they are [[digitale Medien|digital media]]. The images of the set do not have to be available in advance as an image carrier (or in a [[Glossar-English:Image Syntax|syntactic]] [[Notation|notation]] such as ''jpg''), but can be generated ''as required'' by means of [[Computervisualistik|computational visualistics]]. For this reason, the set on which the interactive image is based can also (theoretically) be infinitely large. Formally, the interactive image is the set of possible image sequences the interactive system under consideration can generate with the permitted user input.
Strictly speaking, interactive images are a complexly organized set of images from which selected image sequences are automatically presented to an image user by an interactive system – usually a computer system – in such a way that the system reacts to the user's activities ''in real-time'' – i.e., without any noticeable delay. Therefore, they are [[digitale Medien|digital media]]. The images of the set do not have to be available in advance as an image carrier (or in a [[Glossar-English:Image Syntax|syntactic]] [[Notation|notation]] such as ''jpg'') but can be generated ''as required'' by means of [[Computervisualistik|computational visualistics]]. For this reason, the set on which the interactive image is based can also (theoretically) be infinitely large. Formally, the interactive image is the set of possible image sequences the interactive system under consideration can generate with the permitted user input.
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The concept of interactive images is closely related to other interactive media, such as those exemplified by the so-called natural language systems of “artificial intelligence” (AI). Instead of sequences of images from a set, sequences of verbal utterances from a given set are presented depending on the current user input.<ref> See, e.g., [https://en.wikipedia.org/wiki/Natural_language_generation Wi&shy;ki&shy;pe&shy;dia: Natural Language Generation].</ref>  
The concept of interactive images is closely related to other interactive media, such as those exemplified by the so-called natural language systems of “artificial intelligence” (AI). Instead of sequences of images from a set, sequences of verbal utterances from a given set are presented depending on the current user input.<ref> See, e.g., [https://en.wikipedia.org/wiki/Natural_language_generation Wi&shy;ki&shy;pe&shy;dia: Natural Language Generation].</ref>  
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[[Datei:Tennis-2-4.jpg|thumb|Figure 1: Still image of the oscilloscope screen from «Tennis For Two»]]
[[Datei:Tennis-2-4.jpg|thumb|Figure 1: Still image of the oscilloscope screen from «Tennis For Two»]]
As the existence of interactive images depends on computer systems and corresponding input and output devices, they have only appeared historically since around the mid-1950s. Oscilloscope displays that depend on user activity can be regarded as early forms. The «Tennis For Two» system developed by William Higinbotham in 1959, which used two rotary and two switching knobs for input and a simple laboratory oscilloscope as an output device, was probably one of the very first interactive images: On the circular screen of the oscilloscope, a deep horizontal “baseline” could be seen glowing on a dark background, in the middle of which a small vertical line rose up as a “net”. Above this, a luminous dot moved as a “ball”, the movement of which caused a slight tail to appear on the monitor (Fig. 1). The direction of the movement was reflected on the lines and followed a virtual gravitational force. In particular, however, it could be influenced by means of the buttons so that a game reminiscent of table tennis could be played between two users[2].<ref>
As the existence of interactive images depends on computer systems and corresponding input and output devices, they have only appeared historically since around the mid-1950s. Oscilloscope displays that depend on user activity can be regarded as early forms. The «Tennis For Two» system developed by William Higinbotham in 1959, which used two rotary and two switching knobs for input and a simple laboratory oscilloscope as an output device, was probably one of the very first interactive images: On the circular screen of the oscilloscope, a deep horizontal “baseline” could be seen glowing on a dark background, in the middle of which a small vertical line rose up as a “net”. Above this, a luminous dot moved as a “ball”, the movement of which caused a slight tail to appear on the monitor (Fig. 1). The direction of the movement was reflected on the lines and followed a virtual gravitational force. In particular, however, it could be influenced by utilizing the buttons so that a game reminiscent of table tennis could be played between two users.<ref>It is the forerunner of «Pong», the first commercially successful video game (Bushnell, 1971). A better insight into «Tennis For Two» than the still image is provided by a short film sequence of a reconstruction of the original game, which can be found on [http://www.youtube.com/watch?v=ZlY0PuJeYjo&feature=player_embedded YouTube].</ref>  


It is the forerunner of “Pong”, the first commercially successful video game (Bushnell, 1971). A small film sequence of a reconstruction of the original game, which can be found on youtube, provides a better insight into “Tennis For Two” than the still image.


It is the forerunner of «Pong», the first commercially successful video game (Bushnell, 1971). A better insight into «Tennis For Two» than the still image is provided by a short film sequence of a reconstruction of the original game, which can be found on [http://www.youtube.com/watch?v=ZlY0PuJeYjo&feature=player_embedded YouTube].</ref>  
==On the concept of interactive systems==
 
Interactivity is, thus, not simply attributed to specific images as such; rather, it is generated by the interactive technical system, with the help of which sequences are presented from a predetermined or on-demand generated set of (“normal”) images. The term ‘interactive’ is somewhat awkward, as it connotes both ‘interaction’ and ‘medial interactivity’, neither of which is indeed meant.<ref>[[Glossar-English:Interaction and Communication|‘Interaction’]] is a specific form of [[Glossar-English:Excursus: Actions|action]] with two agents (to which technical devices are not usually counted). ‘Medial interactivity’ refers to the extent to which a medium provides participation, i.e., by means of letters from the readers.</ref> In the current context, it is really only a matter of ‘technical interactivity’, which initially means that a technical device reacts to user activities at all or even in a particularly pronounced way.
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In the early days of computer science, the “interaction” between humans and computers was essentially limited to first connecting a previously thoroughly prepared program – computer use was expensive, and the calculations were usually lengthy – in the form of punched cards or magnetic tapes, pressing a start button and waiting for the end of the calculation and the output of the result. Intervention during the computer run was not intended (and initially, apart from hard abort, not even possible).<ref>The online system «Aaron» by Harold Cohen is a picture-related example of such a non-interactive way of processing: It is only ever possible to have one new image created in its entirety; the user cannot intervene in its very complex production process. (Unfortunately, the [http://www.kurzweilcyberart.com/ online version of «Aaron»] is no longer available.)</ref> That essentially only changed at the beginning of the 1960s, and the paradigm shifted away from such 'batch jobs', as they were called, to interactive computer systems that could respond directly to user input at any time (<bib id='Licklider 1960a'></bib>).<ref>
In fact, computer scientists often employ the expression ‘human-computer ''interaction''’ as an analogy to human-human interaction. However, that is not a viable metaphor whose limitations become all too clear when one considers how, in each case, responsibility for the “interactions” is attributed.</ref>
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In the case of the media-based computer systems considered here, we are dealing with a particularly pronounced form of reactivity, which is also associated with certain specific features of the communication acts carried out via it. When we talk about interactive computer systems, we are referring, in particular, to [[Typologien der Medien|quaternary media]]. In that type of media, several very different communication actions are intertwined: While the user “interacts” with the device (metaphorically), they also communicate with themselves in primary media, as the output depends decisively on their input; in addition, they are in secondary media communication with the author of the system, who is of course also responsible for the content and formal aspects of the respective outputs and their dependence on user input.




==Zum Begriff des interaktiven Systems==
==Interactive images as quaternary media==


Interaktivität kommt also nicht einfach bestimm&shy;ten Bildern als solchen zu; sie wird viel&shy;mehr erzeugt durch das inter&shy;aktive tech&shy;nische System, mit dessen Hilfe Folgen aus einem vorge&shy;gebenen oder bei Bedarf erzeug&shy;baren Set von (“norma&shy;len”) Bildern präsen&shy;tiert wird. Der Ausdruck ‘inter&shy;aktiv’ ist dabei etwas heikel, da er gleicher&shy;maßen ‘Inter&shy;aktion’ wie ‘mediale Inter&shy;akti&shy;vität’ assoziiert, die beide aller&shy;dings gar nicht gemeint sind.<ref> [[Interaktion und Kommunikation|‘In&shy;ter&shy;aktion’]] ist ei&shy;ne be&shy;son&shy;de&shy;re Form der Hand&shy;lung mit zwei Hand&shy;lungs&shy;sub&shy;jek&shy;ten (zu de&shy;nen tech&shy;ni&shy;sche Ge&shy;rä&shy;te üb&shy;li&shy;cher&shy;wei&shy;se nicht ge&shy;zählt wer&shy;den). ‘Me&shy;di&shy;a&shy;le In&shy;ter&shy;ak&shy;ti&shy;vi&shy;tät’ be&shy;zeich&shy;net das Aus&shy;maß der Bi-Di&shy;rek&shy;ti&shy;o&shy;na&shy;li&shy;tät ei&shy;nes Me&shy;diums, d.h. in&shy;wie&shy;weit In&shy;ter&shy;ak&shy;ti&shy;o&shy;nen zwi&shy;schen den Me&shy;dien&shy;nut&shy;zern mög&shy;lich sind: Bei Büchern et&shy;wa eben&shy;so wie bei tra&shy;di&shy;ti&shy;o&shy;nel&shy;len ma&shy;te&shy;ri&shy;el&shy;len Bil&shy;dern gibt es im Ge&shy;gen&shy;satz z.B. zu Te&shy;le&shy;fon&shy;ge&shy;sprä&shy;chen in der Re&shy;gel so gut wie kei&shy;ne me&shy;di&shy;a&shy;le In&shy;ter&shy;ak&shy;ti&shy;vi&shy;tät, da es sich um uni&shy;di&shy;rek&shy;ti&shy;o&shy;na&shy;le Me&shy;dien han&shy;delt.</ref> Im aktu&shy;ellen Zusam&shy;menhang geht es tat&shy;sächlich ledig&shy;lich um ‘tech&shy;nische Inter&shy;akti&shy;vität’, womit zu&shy;nächst bezeichnet wird, dass ein tech&shy;nisches Gerät über&shy;haupt oder sogar in beson&shy;ders ausge&shy;prägter Weise auf Be&shy;nutzer&shy;akti&shy;vitäten re&shy;agiert.
Not every user dependency leads to interactivity in the sense meant here. After all, the oscilloscope of a lie detector also produces graphic results that depend on the test person's physiological reactions or the questions the experimenter asks in real-time. A characteristic of interactive images in the sense of a quaternary medium lies in the ‘direct manipulation’ as it is called (<bib id='Shneiderman 1983a'></bib>). This term refers to the fact that all objects (in the broad sense) referred to in a computer program, including images, for example, are, after all, merely in the form of coded descriptions. Therefore, changes to those are not really manipulations of corresponding objects but rather manipulations of the ''coded descriptions'' of such objects, i.e., the approximate conversion of one text into another text of the same type according to a certain rule. Direct manipulation occurs when the user is largely enabled to perform such manipulations as if the corresponding objects were actually being changed instead of the descriptions. In the case of interactive images, that means, provided that the image is indeed shown to the user as an image and not as an image-coding data structure (i.e., a corresponding graphic output device must be available), the user must be able to handle these immaterial images at least approximately in the same way as they are used to with material images. Special input devices have been developed for this purpose – from mouse and light pen to virtual buttons, sliders, and data gloves. Consequently, the computer system must feed back the input to the output in pretty fast cycles, namely so fast that the actual processing time required to analyze the input, make corresponding changes to the coded image description, and output the resulting description as an image is no longer (or hardly) noticeable to the user. The manipulation is direct in two respects: (i) (apparently) not via the detour of informatic coding, and (ii) in its effect (almost) without delay.<ref>Indeed, the “desktop” that the graphical user interfaces of modern computers usually offer the user on the screen is also nothing more than an interactive image.</ref>  
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In der Frühzeit der Informatik beschränkte sich die “Inter&shy;aktion” von Mensch und Computer im Wesent&shy;lichen darauf, zunächst ein zuvor gründ&shy;lich vorbe&shy;reite&shy;tes Programm – Computer&shy;nutzung war teuer und die Berech&shy;nungen in der Regel lang&shy;wierig – in Form von Loch&shy;karten oder Magnet&shy;bändern anzu&shy;schließen, einen Start&shy;knopf zu drücken und auf das Ende der Berech&shy;nung und die Aus&shy;gabe des Ergeb&shy;nisses zu warten. Ein Ein&shy;greifen während des Compu&shy;terlaufs war nicht vorge&shy;sehen (und zunächst, vom harten Ab&shy;bruch abge&shy;sehen, auch gar nicht mög&shy;lich).<ref>Ein bild&shy;be&shy;zo&shy;ge&shy;nes Bei&shy;spiel für ei&shy;ne sol&shy;che nicht-in&shy;ter&shy;ak&shy;ti&shy;ve Ar&shy;beits&shy;weise stellt das on&shy;line ver&shy;füg&shy;ba&shy;re Sys&shy;tem «Aaron» von Harold Cohen dar ([http://www.kurzweilcyberart.com/ On&shy;line-Ver&shy;sion von «Aaron»]): Es ist im&shy;mer nur mög&shy;lich, sich ein neu&shy;es Bild komp&shy;lett er&shy;stel&shy;len zu las&shy;sen; in des&shy;sen sehr komp&shy;le&shy;xen Her&shy;stel&shy;lungs&shy;ab&shy;lauf kann der Nut&shy;zer nicht ein&shy;grei&shy;fen.</ref> Im Wesent&shy;lichen erst zu Beginn der 1960er Jahre wandelte sich das Para&shy;digma weg von solchen soge&shy;nannten ‘batch jobs’ zu inter&shy;aktiven Compu&shy;tersys&shy;temen, die annä&shy;herungs&shy;weise zu jedem Zeit&shy;punkt unmit&shy;telbar auf Benut&shy;zerein&shy;gaben rea&shy;gieren können (<bib id='Licklider 1960a'></bib>).<ref>Tat&shy;säch&shy;lich wird in der In&shy;for&shy;ma&shy;tik häu&shy;fig von ‘Mensch-Com&shy;pu&shy;ter-''In&shy;ter&shy;ak&shy;ti&shy;on''’ ganz ana&shy;log zur Mensch-Mensch-In&shy;ter&shy;ak&shy;ti&shy;on ge&shy;spro&shy;chen. Al&shy;ler&shy;dings han&shy;delt es sich da&shy;bei um ei&shy;ne nicht all&shy;zu trag&shy;fä&shy;hi&shy;ge Me&shy;ta&shy;pher, de&shy;ren Gren&shy;zen nur all&shy;zu deut&shy;lich wer&shy;den, wenn man be&shy;denkt, wie je&shy;weils Ver&shy;ant&shy;wort&shy;lich&shy;keit für die “In&shy;ter&shy;ak&shy;ti&shy;o&shy;nen” zu&shy;ge&shy;schrie&shy;ben wird. </ref>
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Im Falle der hier betrach&shy;teten medial verwen&shy;deten Compu&shy;tersys&shy;teme handelt es sich um eine beson&shy;ders ausge&shy;prägte Form der Reak&shy;tivi&shy;tät, die zudem mit gewis&shy;sen Beson&shy;derhei&shy;ten der darü&shy;ber ausge&shy;führten Kommu&shy;nika&shy;tionshand&shy;lungen verbun&shy;den sind: Ist von inter&shy;aktiven Compu&shy;tersys&shy;temen die Rede, so sind näm&shy;lich insbe&shy;sondere [[Typologien der Medien|quar&shy;täre Medien]] gemeint. Bei dieser Medien&shy;art werden mehre&shy;re ganz unter&shy;schied&shy;liche Kommu&shy;nika&shy;tionshand&shy;lungen in&shy;einan&shy;der ver&shy;schränkt: Während der Benut&shy;zer auf meta&shy;phorische Weise mit dem Gerät wechsel&shy;wirkt, kommu&shy;niziert er zugleich mit sich selbst primär&shy;medial, denn die Aus&shy;gabe hängt ent&shy;scheidend von seinen Ein&shy;gaben ab; zudem befindet er sich in einer sekun&shy;därme&shy;dialen Kommu&shy;nika&shy;tion mit dem Autor des Systems, der natür&shy;lich eben&shy;falls für inhalt&shy;liche wie forma&shy;le Aspek&shy;te der jewei&shy;ligen Aus&shy;gaben und deren Ab&shy;hängig&shy;keit von einer Nutzer&shy;eingabe verant&shy;wortlich ist.
When presenting images using interactive systems, two levels of direct manipulation can be distinguished:


* (a) ''Influencing the presentation parameters:'' The image is thus manipulated as an image. That includes, in particular, changing the size and rotation, changing the contrast, or embedding in larger layouts through simple hand movements by the user. The fact that an image can be “dragged” to a certain position with the mouse, enlarged by “pulling the corners”, and rotated by moving the mouse after a specific mouse click, for example, are usually basic options for image editing software.


==Interaktive Bilder als quartäre Medien==
[[Datei:TeleRendering.jpg|thumb|Figure 2: Sketch of the difference between computer graphic image generation when the images are (b) generated in an interactive system or (a) not so]]
Nicht jede Nutzerabhängigkeit führt auch schon zur Inter&shy;aktivi&shy;tät im hier gemein&shy;ten Sinn: Immer&shy;hin  produ&shy;ziert auch das Oszil&shy;loskop eines Lügen&shy;detek&shy;tors graphi&shy;sche Resul&shy;tate, die von bestimm&shy;ten physio&shy;logischen Reak&shy;tionen des Proban&shy;den bzw. den vom Versuchs&shy;leiter gestell&shy;ten Fragen in Echt&shy;zeit abhän&shy;gen. Ein Kenn&shy;zeichen inter&shy;aktiver Bilder im Sinne eines quartä&shy;ren Mediums liegt in der soge&shy;nannten ‘direkten Mani&shy;pula&shy;tion’ (<bib id='Shneiderman 1983a'></bib>): Dieser Begriff bezieht sich darauf, dass alle Gegen&shy;stände (im weiten Sinn), auf die man sich in einem Compu&shy;terpro&shy;gramm bezieht, also etwa auch Bilder, ja ledig&shy;lich in Form kodier&shy;ter Beschrei&shy;bungen vor&shy;liegen. Verän&shy;derun&shy;gen daran sind daher auch nicht wirk&shy;lich Mani&shy;pulati&shy;onen entspre&shy;chender Dinge, sondern Mani&shy;pulati&shy;onen der ''kodier&shy;ten Beschrei&shy;bungen'' solcher Dinge, also nähe&shy;rungswei&shy;se das Über&shy;führen eines Textes in einen ande&shy;ren Text gleicher Art nach einer bestimm&shy;ten Vorschrift. Direk&shy;te Mani&shy;pulation liegt dann vor, wenn es dem Benut&shy;zer weit&shy;gehend ermög&shy;licht wird, derar&shy;tige Mani&shy;pulati&shy;onen so durchzu&shy;führen, als würden statt der Beschrei&shy;bungen tat&shy;säch&shy;lich entspre&shy;chende Gegen&shy;stände ver&shy;än&shy;dert. Im Fall der inter&shy;aktiven Bilder heißt das: Unter der Voraus&shy;setzung, dass dem Benutzer das Bild tat&shy;sächlich als Bild und nicht als bild&shy;kodierende Daten&shy;struktur gezeigt wird (d.h. ein entspre&shy;chendes graphisches Ausga&shy;bege&shy;rät muss vorhan&shy;den sein), muss der Benut&shy;zer die Mög&shy;lichkeit haben, diese immate&shy;riellen Bilder zumin&shy;dest näherungs&shy;weise genau so zu hand&shy;haben, wie er es von materi&shy;ellen Bildern gewöhnt ist. Zu diesem Zweck wurden spezi&shy;elle Einga&shy;bege&shy;räte entwickelt – von Maus und Licht&shy;stift über virtu&shy;elle Knöpfe und Schiebe&shy;regler bis hin zu Daten&shy;handschu&shy;hen. Das Compu&shy;tersys&shy;tem muss also jeweils in sehr schnellen Zyklen die Ein&shy;gaben auf die Aus&shy;gaben rück&shy;koppeln, näm&shy;lich so schnell, dass für einen Benut&shy;zer die tatsäch&shy;liche Verar&shy;beitungs&shy;zeit, die benötigt wird, um die Ein&shy;gabe zu ana&shy;lysie&shy;ren, entspre&shy;chende Verän&shy;derun&shy;gen in der kodier&shy;ten Beschrei&shy;bung des Bildes vorzu&shy;nehmen und die resul&shy;tieren&shy;de Beschrei&shy;bung wieder als Bild auszu&shy;geben, nicht (oder kaum) mehr auf&shy;fällt. Die Mani&shy;pula&shy;tion ist dabei direkt in zweier&shy;lei Hinsicht: (i) (schein&shy;bar) nicht über den Umweg der infor&shy;matischen Kodie&shy;rung; und (ii) in der Wirkung (fast) ohne Verzö&shy;gerung zu sehen.<ref>In der Tat ist das “Desk&shy;top”, das die gra&shy;phi&shy;schen Be&shy;nut&shy;zer&shy;in&shy;ter&shy;fa&shy;ces der mo&shy;der&shy;nen Rech&shy;ner dem Be&shy;nut&shy;zer üb&shy;li&shy;cher&shy;wei&shy;se am Bild&shy;schirm bie&shy;ten, eben&shy;falls nichts an&shy;de&shy;res als ein in&shy;ter&shy;ak&shy;ti&shy;ves Bild.</ref>
* (b) ''Influencing the displayed image content:'' Depending on the image type, this involves (i) a selection from a given set according to variable content criteria, (ii) the [[Computergraphik|computer-graphic generation]] of corresponding images from a modifiable 3D model (Fig. 2) or (iii) computer visualization from influenceable data sets.<ref>For (i) see, for example, <bib id='Van Deemter 1998a'></bib>; for (ii) ⊳ [[Computergraphik|computer graphics]]; for (iii) see also [https://en.wikipedia.org/wiki/Data_and_information_visualization Wikipedia: Data and information visualization].</ref> Direct manipulations of 3D models, which in turn can be differentiated into three subtypes, are particularly revealing:
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:* (b<sub>1</sub>) ''Influencing the visualization type'' (changing the rendering algorithm): In addition to several so-called ''photorealistic'' rendering algorithms, the calculation of the two-dimensional projection from the 3D model can make use of a variety of ''non-photorealistic'' algorithms so that the resulting image can appear in a wide range of stylistic variations (cf. <bib id='Sachs-Hombach & Schirra 2002a'></bib>). In this way, the viewer's attention can be drawn to specific parts of the [[Bildinhalt|image content]] (or to the image character as such, ⊳ [[Glossar-English:Image in reflective use|Image in reflexive use]]).
Bei der Präsentation von Bildern durch inter&shy;aktive Syste&shy;me können zwei Ebe&shy;nen der direk&shy;ten Mani&shy;pula&shy;tion unter&shy;schieden werden:
:* (b<sub>2</sub>) ''Influencing the model'' (transformations of depicted objects, lighting): This type of modification forms a basis for the immersion effects of [[Cyberspace|cyberspace]]. By allowing a user to influence the objects presented in the image (almost) as if they were real objects, for instance, by using a mouse or data glove to push, pull, or turn them with a hand movement, the [[Ikonische Differenz|difference between the image of the object and its unmediated perception]] is at least partially eliminated (⊳ [[dezeptiver und immersiver Modus|Deceptive and immersive mode]]). Influencing the “ball” in «Tennis for Two», “opening” a “door” in a modern computer game, or “moving” a file on a “desktop” are typical examples of this type of manipulation.
* (a) ''Beeinflussung der Präsen&shy;tations&shy;para&shy;meter:'' Das Bild wird also als Bild mani&shy;puliert. Dazu gehö&shy;ren insbe&shy;sonde&shy;re das Ändern der Größe und das Drehen, Verän&shy;derun&shy;gen des Kontrasts oder das Ein&shy;betten in größe&shy;re Layouts mittels ein&shy;facher Handbe&shy;wegun&shy;gen des Nutzers. Dass ein Bild etwa mit der Maus an eine bestimm&shy;te Posi&shy;tion “gezo&shy;gen” werden kann, durch “Ziehen an den Ecken” ver&shy;größert und etwa nach einem bestimm&shy;ten Maus&shy;klick wie&shy;derum durch eine Bewe&shy;gung mit der Maus gedreht werden kann, sind übli&shy;cherwei&shy;se grundle&shy;gende Opti&shy;onen von Bild&shy;bear&shy;beitungs&shy;software.


[[Datei:TeleRendering.jpg|thumb|Abbildung 2: Skiz&shy;ze zum Un&shy;ter&shy;schied zwi&shy;schen com&shy;pu&shy;ter&shy;gra&shy;phi&shy;scher Bild&shy;er&shy;zeu&shy;gung, wenn die Bil&shy;der (b) in ei&shy;nem in&shy;ter&shy;ak&shy;ti&shy;ven Sys&shy;tem er&shy;zeugt wer&shy;den oder (a) nicht ]]
:* (b<sub>3</sub>) ''Influencing the perspective'' (movements and parameters of the virtual “camera”); although these manipulations are at least partially equivalent in effect to the changes mentioned under (a), they do not affect the reception situation of the image, but rather its production situation. In combination with (b<sub>2</sub>), however, the decisive prerequisite for immersion in cyberspace arises: the virtual camera becomes the user's “eye”, so to speak, which the user can move “directly” through the virtual world determined by the 3D model (⊳ [[Virtualität|Virtuality]]), if not in the same way as their own, then at least in close analogy to their body orientation and movement.
* (b) ''Beein&shy;flus&shy;sung des ge&shy;zeig&shy;ten Bild&shy;in&shy;halts:'' Je nach Bild&shy;art han&shy;delt es sich da&shy;bei (i) um ei&shy;ne Aus&shy;wahl aus ei&shy;ner vor&shy;ge&shy;ge&shy;be&shy;nen Men&shy;ge nach ver&shy;än&shy;der&shy;li&shy;chen in&shy;halt&shy;li&shy;chen Kri&shy;te&shy;rien, (ii) dem [[Computergraphik|com&shy;pu&shy;ter&shy;gra&shy;phi&shy;schen Ge&shy;ne&shy;rie&shy;ren]] ent&shy;spre&shy;chen&shy;der Bil&shy;der aus ei&shy;nem mo&shy;di&shy;fi&shy;zier&shy;ba&shy;ren 3D-Mo&shy;dell (Abb. 2) oder (iii) der Com&shy;pu&shy;ter&shy;vi&shy;su&shy;a&shy;li&shy;sie&shy;rung aus be&shy;ein&shy;fluss&shy;ba&shy;ren Da&shy;ten&shy;sät&shy;zen.<ref>Zu (i) vgl. et&shy;wa <bib id='Van Deemter 1998a'></bib>; zu (ii) ⊳ [[Computergraphik|Com&shy;pu&shy;ter&shy;gra&shy;phik]]; zu (iii) sie&shy;he auch [http://de.wikipedia.org/wiki/Informationsvisualisierung Wi&shy;ki&shy;pe&shy;dia: In&shy;for&shy;ma&shy;tions&shy;vi&shy;su&shy;a&shy;li&shy;sie&shy;rung].</ref> Be&shy;son&shy;ders auf&shy;schluss&shy;reich sind di&shy;rek&shy;te Ma&shy;ni&shy;pu&shy;la&shy;ti&shy;o&shy;nen von 3D-Mo&shy;del&shy;len, die wie&shy;de&shy;rum in drei Un&shy;ter&shy;ar&shy;ten dif&shy;fe&shy;ren&shy;ziert wer&shy;den kön&shy;nen:
:* (b<sub>1</sub>) ''Beeinflussen der Visu&shy;ali&shy;sierungs&shy;art'' (Verän&shy;derung des Rendering-Algo&shy;rithmus): Die Berech&shy;nung der zwei&shy;dimen&shy;sionalen Projek&shy;tion aus dem 3D-Modell kann neben einer Reihe soge&shy;nannter ''foto&shy;realisti&shy;scher'' Algo&shy;rithmen auch auf eine Viel&shy;zahl ''nicht-foto&shy;realisti&shy;scher'' Rendering-Algo&shy;rithmen zurück&shy;greifen, sodass das resul&shy;tierende Bild in einem breiten Bereich stilisti&shy;scher Varia&shy;tionen erscheinen kann (vgl. <bib id='Sachs-Hombach & Schirra 2002a'></bib>). Auf diese Weise lässt sich die Aufmerk&shy;samkeit eines Betrach&shy;ters auf bestimm&shy;te Teile des [[Bildinhalt|Bild&shy;inhalts]] lenken (oder auch auf den Bild&shy;charak&shy;ter selbst; ⊳ [[Bild in reflexiver Verwendung|Bild in refle&shy;xiver Verwen&shy;dung]]). 
:* (b<sub>2</sub>) ''Beeinflussen des Modells'' (Trans&shy;forma&shy;tionen abge&shy;bildeter Gegen&shy;stände, Beleuch&shy;tung): Dieser Typ von Modi&shy;fika&shy;tionen bildet eine Grund&shy;lage für die Immer&shy;sionsef&shy;fekte des [[Cyberspace|Cyber&shy;space]]. Indem ein Benut&shy;zer die bild&shy;lich präsen&shy;tierten Gegen&shy;stände (fast) so beein&shy;flussen kann, als würde es sich um entspre&shy;chende wirklich anwe&shy;sende Gegen&shy;stände handeln, indem er sie etwa per Maus oder Daten&shy;hand&shy;schuh durch eine Hand&shy;bewe&shy;gung stoßen, an ihnen ziehen oder sie drehen kann, wird zu&shy;gleich zumin&shy;dest partiell der [[Ikonische Differenz|Unter&shy;schied zwischen dem Bild des Gegen&shy;stands und seiner unver&shy;mittel&shy;ten Wahr&shy;nehmung]] aufge&shy;hoben (⊳ [[dezeptiver und immersiver Modus|dezep&shy;tiver und immer&shy;siver Modus]]). Die Beein&shy;flussung des “Balls” bei «Tennis for Two», das “Öffnen” einer “Tür” in einem moder&shy;neren Compu&shy;terspiel oder das “Verschie&shy;ben” einer Datei auf einem “Desk&shy;top” sind typische Bei&shy;spiele für diese Mani&shy;pula&shy;tions&shy;art.
:* (b<sub>3</sub>) ''Beeinflussen der Perspek&shy;tive'' (Bewe&shy;gungen und Para&shy;meter der virtu&shy;ellen “Kamera”); diese Mani&shy;pula&shy;tionen sind zwar im Effekt zumin&shy;dest teil&shy;weise äqui&shy;valent zu den unter (a) genann&shy;ten Verän&shy;derun&shy;gen, betref&shy;fen nun aber gewis&shy;sermaßen nicht die Rezep&shy;tionssi&shy;tuation des Bildes, sondern seine Produk&shy;tionssi&shy;tuation. In der Kombi&shy;nation mit (b<sub>2</sub>) erwächst darü&shy;ber hinaus aller&shy;dings die ent&shy;scheiden&shy;de Voraus&shy;setzung für die Immer&shy;sion in den Cyber&shy;space: Die virtu&shy;elle Kamera wird ge&shy;wisser&shy;maßen zum “Auge” des Benut&shy;zers, das dieser, wenn schon nicht so, wie sein eige&shy;nes, so doch in enger Ana&shy;logie zur eige&shy;nen Körper&shy;ausrich&shy;tung und -fort&shy;bewegung “direkt” durch die von dem 3D-Modell bestimm&shy;te virtu&shy;elle Welt bewe&shy;gen kann (⊳ [[Virtualität|Virtu&shy;ali&shy;tät]]).  
:
:
Wie bei allen quartären Medien stellt sich auch bei inter&shy;aktiven Bildern insbe&shy;sondere die Frage, wer hier eigent&shy;lich auf welcher Ebene mit wem kommu&shy;niziert. Einer&shy;seits besteht eine Ähn&shy;lich&shy;keit zu Sekun&shy;därme&shy;dien, inso&shy;fern die (meist unbe&shy;kannten) Auto&shy;ren des inter&shy;aktiven Systems (in Abbil&shy;dung 2 als ‘die Compu&shy;tervi&shy;sualis&shy;ten’ bezeich&shy;net) als die eigent&shy;lichen Sender betrach&shy;tet werden können. Indem aber auch der Nutzer des Systems wenig&shy;stens partiell zugleich als Sender und Emp&shy;fänger jener Inter&shy;aktionen auftritt, da er sich ja selbst mit dem erzeug&shy;ten Bild etwas zeigen will (z.B. eine Route in der inter&shy;aktiven Straßen&shy;karte), ergibt sich eben&shy;so eine Verwandt&shy;schaft zu Primär&shy;medien mit der Mög&shy;lich&shy;keit von direk&shy;ter Deixis: Da die Auswahl der aktu&shy;ali&shy;sierten Zeichen&shy;handlung durch das System in der aktu&shy;ellen Situ&shy;ation erfolgt, können ent&shy;sprechen&shy;de Zeige&shy;gesten und deik&shy;tische Äuße&shy;rungen, Zugang des Systems zu den dort vorhan&shy;denen Gegen&shy;ständen voraus&shy;gesetzt, darin vor&shy;kommen.<ref>Zumindest für das, was auf dem Com&shy;pu&shy;ter&shy;mo&shy;ni&shy;tor (oder sons&shy;ti&shy;gem Aus&shy;ga&shy;be&shy;ge&shy;rät) vom Sys&shy;tem selbst kon&shy;trol&shy;liert dar&shy;ge&shy;stellt wird, gilt je&shy;ne Vo&shy;raus&shy;set&shy;zung. An&shy;sons&shy;ten muss das Sys&shy;tem über sen&shy;so&shy;ri&shy;sche Zu&shy;gän&shy;ge zur Nut&shy;zungs&shy;si&shy;tu&shy;a&shy;tion ver&shy;fü&shy;gen.</ref> Diese Les&shy;arten sind untrenn&shy;bar in&shy;einan&shy;der ver&shy;schlungen. [[Interaktions-, Selbst- und Sachbezug|Inter&shy;aktions-, Selbst- und Sach&shy;bezüge]] vari&shy;ieren ent&shy;sprechend. Es ist daher auch eine Haupt&shy;aufgabe bei der Konstruk&shy;tion solcher Syste&shy;me, durch Kompo&shy;nenten, wie etwa Nutzer&shy;modelle, eine möglichst gute ''Passung'' mit den Hand&shy;lungen und Kommu&shy;nika&shy;tions&shy;inten&shy;tionen des Nutzers sicher&shy;zustellen. Anderer&shy;seits muss sich jeder Nutzer darüber im Klaren sein, dass es sich um eine durch ein hoch&shy;komple&shy;xes Medium vermit&shy;telte Kommu&shy;nika&shy;tion handelt mit allen dadurch beding&shy;ten Einschrän&shy;kungen und Beson&shy;derhei&shy;ten, so sehr sie im Einzel&shy;fall auch der Kommu&shy;nika&shy;tion in einem Primär&shy;medium ähneln mag.
As with all quaternary media, the question arises as to who is communicating with whom and on what level using interactive images. On the one hand, there is a similarity to secondary media in that the authors of the interactive system (usually unknown to the system users and referred to as ‘the computer visualists’ in Figure 2) can be regarded as the actual senders. However, since the system users each also appear at least partially as both the sender and receiver of those interactions, as they want to show themselves something with the generated image (e.g., a route in the interactive road map), there is also a relationship to primary media with the possibility of direct deixis. Since the selection of the updated sign act is made “autonomously” by the system in the ''current'' situation, corresponding pointing gestures and deictic utterances can occur in it, assuming that the system has access to the objects present there.<ref>This requirement applies at least to what is displayed on the computer monitor (or other output device) in a controlled manner by the system itself. Otherwise, the system must have “sensory” access to the usage situation.</ref> These interpretations are inseparably intertwined. [[Interaktions-, Selbst- und Sachbezug|Interactional, expressive, and propositional angles]] vary accordingly. Consequently, one of the main tasks in designing such systems is to ensure the best possible fit with the user's actions and communication intentions through components such as user models. On the other hand, every user must be aware that this is communication mediated by a highly complex medium, with all the limitations and peculiarities that this entails, no matter how much it may resemble communication in a primary medium in individual cases.
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<div class="thumbcaption">Abbildung 3: Bei&shy;spiel für ein ein&shy;fa&shy;ches in&shy;ter&shy;ak&shy;ti&shy;ves Bild ''(aktuell leicht fehlerhaft)''
<div class="thumbcaption">Figure 3: Example of a simple interactive image ''(currently slightly faulty)''
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==Ein einfaches Beispiel==
==A simple example==
 
A relatively simple example is given in this glossary on the [[GIB - Glossar der Bildphilosophie:Hauptseite|main page]] and is taken up in a slightly varied form in Figure 3: The list of categories by which the glossary is organized, rendered with typographical variations as a word cloud, reacts to movements of the cursor across the image area that the viewer triggers with the mouse. The word cloud begins to appear to rotate in three-dimensional space, with the angle and speed of rotation being determined by the distance of the cursor position currently selected by the user from the center of the image. The movement would stop if the cursor were positioned precisely on the center point. Incidentally, it does this automatically after an extended deceleration phase when the cursor leaves the screen. (''Note: The current version reacts somewhat differently.'')


Ein verhältnismäßig einfaches Bei&shy;spiel ist in diesem Glossar auf der [[GIB - Glossar der Bildphilosophie:Hauptseite|Haupt&shy;seite]] gegeben und wird in Abbil&shy;dung 3 in etwas vari&shy;ierter Form aufge&shy;griffen: Die mit typo&shy;graphi&shy;schen Varian&shy;ten als Wort&shy;wolke wieder&shy;gege&shy;bene Liste der Kate&shy;gorien, nach denen das Glossar orga&shy;nisiert ist, re&shy;agiert auf Bewe&shy;gungen des Cursors über die Bild&shy;fläche, die der Betrach&shy;ter mit der Maus auslöst. Die Wort&shy;wolke beginnt, sich scheinbar im drei&shy;dimen&shy;siona&shy;len Raum zu drehen, wobei Rota&shy;tionswin&shy;kel und -geschwin&shy;digkeit in Abhän&shy;gigkeit von der jewei&shy;ligen Distanz der vom aktu&shy;ellen Benut&shy;zer gerade gewähl&shy;ten Cursor&shy;position zum Bild&shy;mittel&shy;punkt bestimmt werden. Würde der Cursor exakt auf dem Mittel&shy;punkt posi&shy;tioniert, würde die Bewe&shy;gung auf&shy;hören. Das tut sie im Übrigen auch von selbst nach einer ausge&shy;dehnten Verlang&shy;samungs&shy;phase, wenn der Cursor die Bild&shy;fläche verlässt.


{{GlossarSiehe}}
{{GlossarSieheE}}
* [[Bildinhalt]]
* [[Bildinhalt|Image Content]]
* [[Bild in reflexiver Verwendung]]
* [[Glossar-English:Image in reflective use|Image in reflective use]]
* [[Bildsyntax]]
* [[Glossar-English:Image Syntax|Image Syntax]]
* [[Computergraphik]]
* [[Computervisualistik|Computational Visualistics]]
* [[Computergraphik|Computer Graphics]]
* [[Cyberspace]]
* [[Cyberspace]]
* [[dezeptiver und immersiver Modus]]
* [[dezeptiver und immersiver Modus|Dezeptive and immersive Modes]]
* [[digitale Medien]]
* [[digitale Medien|Digital media]]
* [[Film]]
* [[Film]]
* [[Ikonische Differenz]]
* [[Ikonische Differenz|Iconic difference]]
* [[Interaktion und Kommunikation]]
* [[Glossar-English:Interaction and Communication|Interaction and Communication]]
* [[Interaktions-, Selbst- und Sachbezug]]
* [[Glossar-English:Interactional, Expressive, and Propositional Angles|Interactional, Expressive, and Propositional Angles]]
* [[Notation]]
* [[Notation]]
* [[Typologien der Medien]]
* [[Typologien der Medien|Typologies of Media]]
* [[Virtualität]]
* [[Virtualität|Virtuality]]


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''Ausgabe 1: 2013''
''Version 1: 2013''
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''Verantwortlich:''  
''Responsible:''  


* [[Benutzer:Joerg R.J. Schirra|Schirra, Jörg R.J.]]
* [[Benutzer:Joerg R.J. Schirra|Schirra, Jörg R.J.]]


{{GlosTab4}}
{{GlosTab4}}
''Lektorat:''  
''Editing:''  
* [[Benutzer:Mark A. Halawa|Halawa, Mark]]
* [[Benutzer:Mark A. Halawa|Halawa, Mark]]
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<bib id='Schirra 2013g-n'></bib>
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Aktuelle Version vom 22. Januar 2024, 13:59 Uhr

Sub-Item to: Image Usage Types

Original: Interaktives Bild


Image presentation in interactive systems

Like moving images (⊳ Film), interactive images are a pretty specific type of image with characteristic use conditions. An interactive road map, for example, is the pictorial output of a computer system that can be used to present a road map; in addition, the expression ‘interactive’ also promises that the map shown and its presentation can be influenced by the user in a non-trivial way, for instance by zooming, moving the section shown, enlarging or reducing the size of the labeling, omitting or adding railroad lines, rivers or sights, searching for an address and highlighting the result on the map, calculating and displaying a route, among others. Similarly, we expect an interactive anatomy atlas, like a traditional paper anatomy atlas, to contain anatomical drawings that can be shown to another person – or oneself in the role of another person. In addition, however, the interactive version should also allow the user to manipulate the drawings in a manner that goes far beyond the capabilities of a book.

Strictly speaking, interactive images are a complexly organized set of images from which selected image sequences are automatically presented to an image user by an interactive system – usually a computer system – in such a way that the system reacts to the user's activities in real-time – i.e., without any noticeable delay. Therefore, they are digital media. The images of the set do not have to be available in advance as an image carrier (or in a syntactic notation such as jpg) but can be generated as required by means of computational visualistics. For this reason, the set on which the interactive image is based can also (theoretically) be infinitely large. Formally, the interactive image is the set of possible image sequences the interactive system under consideration can generate with the permitted user input.

The concept of interactive images is closely related to other interactive media, such as those exemplified by the so-called natural language systems of “artificial intelligence” (AI). Instead of sequences of images from a set, sequences of verbal utterances from a given set are presented depending on the current user input.[1]

Figure 1: Still image of the oscilloscope screen from «Tennis For Two»

As the existence of interactive images depends on computer systems and corresponding input and output devices, they have only appeared historically since around the mid-1950s. Oscilloscope displays that depend on user activity can be regarded as early forms. The «Tennis For Two» system developed by William Higinbotham in 1959, which used two rotary and two switching knobs for input and a simple laboratory oscilloscope as an output device, was probably one of the very first interactive images: On the circular screen of the oscilloscope, a deep horizontal “baseline” could be seen glowing on a dark background, in the middle of which a small vertical line rose up as a “net”. Above this, a luminous dot moved as a “ball”, the movement of which caused a slight tail to appear on the monitor (Fig. 1). The direction of the movement was reflected on the lines and followed a virtual gravitational force. In particular, however, it could be influenced by utilizing the buttons so that a game reminiscent of table tennis could be played between two users.[2]


On the concept of interactive systems

Interactivity is, thus, not simply attributed to specific images as such; rather, it is generated by the interactive technical system, with the help of which sequences are presented from a predetermined or on-demand generated set of (“normal”) images. The term ‘interactive’ is somewhat awkward, as it connotes both ‘interaction’ and ‘medial interactivity’, neither of which is indeed meant.[3] In the current context, it is really only a matter of ‘technical interactivity’, which initially means that a technical device reacts to user activities at all or even in a particularly pronounced way.

In the early days of computer science, the “interaction” between humans and computers was essentially limited to first connecting a previously thoroughly prepared program – computer use was expensive, and the calculations were usually lengthy – in the form of punched cards or magnetic tapes, pressing a start button and waiting for the end of the calculation and the output of the result. Intervention during the computer run was not intended (and initially, apart from hard abort, not even possible).[4] That essentially only changed at the beginning of the 1960s, and the paradigm shifted away from such 'batch jobs', as they were called, to interactive computer systems that could respond directly to user input at any time ([Licklider 1960a]Licklider, Joseph C. R. (1960): Man-Computer Symbiosis. IRE Transactions on Human Factors in Electronics, 1, 1.
).[5]

In the case of the media-based computer systems considered here, we are dealing with a particularly pronounced form of reactivity, which is also associated with certain specific features of the communication acts carried out via it. When we talk about interactive computer systems, we are referring, in particular, to quaternary media. In that type of media, several very different communication actions are intertwined: While the user “interacts” with the device (metaphorically), they also communicate with themselves in primary media, as the output depends decisively on their input; in addition, they are in secondary media communication with the author of the system, who is of course also responsible for the content and formal aspects of the respective outputs and their dependence on user input.


Interactive images as quaternary media

Not every user dependency leads to interactivity in the sense meant here. After all, the oscilloscope of a lie detector also produces graphic results that depend on the test person's physiological reactions or the questions the experimenter asks in real-time. A characteristic of interactive images in the sense of a quaternary medium lies in the ‘direct manipulation’ as it is called ([Shneiderman 1983a]Shneiderman, B. (1983): Direct Manipulation - A Step Beyond Programming Languages. IEEE Computer, 16, 8.
). This term refers to the fact that all objects (in the broad sense) referred to in a computer program, including images, for example, are, after all, merely in the form of coded descriptions. Therefore, changes to those are not really manipulations of corresponding objects but rather manipulations of the coded descriptions of such objects, i.e., the approximate conversion of one text into another text of the same type according to a certain rule. Direct manipulation occurs when the user is largely enabled to perform such manipulations as if the corresponding objects were actually being changed instead of the descriptions. In the case of interactive images, that means, provided that the image is indeed shown to the user as an image and not as an image-coding data structure (i.e., a corresponding graphic output device must be available), the user must be able to handle these immaterial images at least approximately in the same way as they are used to with material images. Special input devices have been developed for this purpose – from mouse and light pen to virtual buttons, sliders, and data gloves. Consequently, the computer system must feed back the input to the output in pretty fast cycles, namely so fast that the actual processing time required to analyze the input, make corresponding changes to the coded image description, and output the resulting description as an image is no longer (or hardly) noticeable to the user. The manipulation is direct in two respects: (i) (apparently) not via the detour of informatic coding, and (ii) in its effect (almost) without delay.[6]

When presenting images using interactive systems, two levels of direct manipulation can be distinguished:

  • (a) Influencing the presentation parameters: The image is thus manipulated as an image. That includes, in particular, changing the size and rotation, changing the contrast, or embedding in larger layouts through simple hand movements by the user. The fact that an image can be “dragged” to a certain position with the mouse, enlarged by “pulling the corners”, and rotated by moving the mouse after a specific mouse click, for example, are usually basic options for image editing software.
Figure 2: Sketch of the difference between computer graphic image generation when the images are (b) generated in an interactive system or (a) not so
  • (b) Influencing the displayed image content: Depending on the image type, this involves (i) a selection from a given set according to variable content criteria, (ii) the computer-graphic generation of corresponding images from a modifiable 3D model (Fig. 2) or (iii) computer visualization from influenceable data sets.[7] Direct manipulations of 3D models, which in turn can be differentiated into three subtypes, are particularly revealing:
  • (b1) Influencing the visualization type (changing the rendering algorithm): In addition to several so-called photorealistic rendering algorithms, the calculation of the two-dimensional projection from the 3D model can make use of a variety of non-photorealistic algorithms so that the resulting image can appear in a wide range of stylistic variations (cf. [Sachs-Hombach & Schirra 2002a]Sachs-Hombach, Klaus & Schirra, Jörg R.J. (2002): Selecting Styles for Tele-Rendering: Toward a Rhetoric in Computational Visualistics. In: Butz, A. & Krüger, A. & Olivier, P. & Schlechtweg, S. & Zhou, M. (Hg.), Proc. 2nd International Symposium on Smart Graphics. ACM Press, Hawthorne, NY.
    ). In this way, the viewer's attention can be drawn to specific parts of the image content (or to the image character as such, ⊳ Image in reflexive use).
  • (b2) Influencing the model (transformations of depicted objects, lighting): This type of modification forms a basis for the immersion effects of cyberspace. By allowing a user to influence the objects presented in the image (almost) as if they were real objects, for instance, by using a mouse or data glove to push, pull, or turn them with a hand movement, the difference between the image of the object and its unmediated perception is at least partially eliminated (⊳ Deceptive and immersive mode). Influencing the “ball” in «Tennis for Two», “opening” a “door” in a modern computer game, or “moving” a file on a “desktop” are typical examples of this type of manipulation.
  • (b3) Influencing the perspective (movements and parameters of the virtual “camera”); although these manipulations are at least partially equivalent in effect to the changes mentioned under (a), they do not affect the reception situation of the image, but rather its production situation. In combination with (b2), however, the decisive prerequisite for immersion in cyberspace arises: the virtual camera becomes the user's “eye”, so to speak, which the user can move “directly” through the virtual world determined by the 3D model (⊳ Virtuality), if not in the same way as their own, then at least in close analogy to their body orientation and movement.

As with all quaternary media, the question arises as to who is communicating with whom and on what level using interactive images. On the one hand, there is a similarity to secondary media in that the authors of the interactive system (usually unknown to the system users and referred to as ‘the computer visualists’ in Figure 2) can be regarded as the actual senders. However, since the system users each also appear at least partially as both the sender and receiver of those interactions, as they want to show themselves something with the generated image (e.g., a route in the interactive road map), there is also a relationship to primary media with the possibility of direct deixis. Since the selection of the updated sign act is made “autonomously” by the system in the current situation, corresponding pointing gestures and deictic utterances can occur in it, assuming that the system has access to the objects present there.[8] These interpretations are inseparably intertwined. Interactional, expressive, and propositional angles vary accordingly. Consequently, one of the main tasks in designing such systems is to ensure the best possible fit with the user's actions and communication intentions through components such as user models. On the other hand, every user must be aware that this is communication mediated by a highly complex medium, with all the limitations and peculiarities that this entails, no matter how much it may resemble communication in a primary medium in individual cases.

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Dauert ein bißchen!
Figure 3: Example of a simple interactive image (currently slightly faulty)

A simple example

A relatively simple example is given in this glossary on the main page and is taken up in a slightly varied form in Figure 3: The list of categories by which the glossary is organized, rendered with typographical variations as a word cloud, reacts to movements of the cursor across the image area that the viewer triggers with the mouse. The word cloud begins to appear to rotate in three-dimensional space, with the angle and speed of rotation being determined by the distance of the cursor position currently selected by the user from the center of the image. The movement would stop if the cursor were positioned precisely on the center point. Incidentally, it does this automatically after an extended deceleration phase when the cursor leaves the screen. (Note: The current version reacts somewhat differently.)


Notes
  1. ↑ See, e.g., Wi­ki­pe­dia: Natural Language Generation.
  2. ↑ It is the forerunner of «Pong», the first commercially successful video game (Bushnell, 1971). A better insight into «Tennis For Two» than the still image is provided by a short film sequence of a reconstruction of the original game, which can be found on YouTube.
  3. ↑ ‘Interaction’ is a specific form of action with two agents (to which technical devices are not usually counted). ‘Medial interactivity’ refers to the extent to which a medium provides participation, i.e., by means of letters from the readers.
  4. ↑ The online system «Aaron» by Harold Cohen is a picture-related example of such a non-interactive way of processing: It is only ever possible to have one new image created in its entirety; the user cannot intervene in its very complex production process. (Unfortunately, the online version of «Aaron» is no longer available.)
  5. ↑ In fact, computer scientists often employ the expression ‘human-computer interaction’ as an analogy to human-human interaction. However, that is not a viable metaphor whose limitations become all too clear when one considers how, in each case, responsibility for the “interactions” is attributed.
  6. ↑ Indeed, the “desktop” that the graphical user interfaces of modern computers usually offer the user on the screen is also nothing more than an interactive image.
  7. ↑ For (i) see, for example, [Van Deemter 1998a]Van Deemter, K (1998): Retrieving Pictures for Document Generation. In: Hiemstra, D. & de Jong, F.M.G. & Netter, K. (Hg.), Proc. of 14th Workshop on Language Technology. University of Twente, Twente.
    ; for (ii) ⊳ computer graphics; for (iii) see also Wikipedia: Data and information visualization.
  8. ↑ This requirement applies at least to what is displayed on the computer monitor (or other output device) in a controlled manner by the system itself. Otherwise, the system must have “sensory” access to the usage situation.
Literature
[Licklider 1960a]Licklider, Joseph C. R. (1960): Man-Computer Symbiosis. IRE Transactions on Human Factors in Electronics, 1, 1.[Sachs-Hombach & Schirra 2002a]Sachs-Hombach, Klaus & Schirra, Jörg R.J. (2002): Selecting Styles for Tele-Rendering: Toward a Rhetoric in Computational Visualistics. In: Butz, A. & Krüger, A. & Olivier, P. & Schlechtweg, S. & Zhou, M. (Hg.), Proc. 2nd International Symposium on Smart Graphics. ACM Press, Hawthorne, NY.[Shneiderman 1983a]Shneiderman, B. (1983): Direct Manipulation - A Step Beyond Programming Languages. IEEE Computer, 16, 8.[Van Deemter 1998a]Van Deemter, K (1998): Retrieving Pictures for Document Generation. In: Hiemstra, D. & de Jong, F.M.G. & Netter, K. (Hg.), Proc. of 14th Workshop on Language Technology. University of Twente, Twente.

Version 1: 2013

Responsible:

Editing:

Contributions by: Joerg R.J. Schirra und Marcel Lemmes — (Note)

Quote as:

Schirra, Jörg R.J. (2013). Interactive Images. (Ausg. 1). In: Schirra, J.R.J.; Halawa, M. & Liebsch, D. (Hg.), Glossar der Bildphilosophie. (2012-2026). [bildglossar.org/index.php?title=Glossar-English:Interactive_Images].