Glossar-English:Interactive Images: Unterschied zwischen den Versionen
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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 actually meant.<ref>[[Glossar-English:Interaction and Communication|‘Interaction’]] is a specific form of [[Glossar-English:Excursus: Action|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. | 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 actually meant.<ref>[[Glossar-English:Interaction and Communication|‘Interaction’]] is a specific form of [[Glossar-English:Excursus: Action|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 | 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 not available any longer.)</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, the expression ‘human-computer ''interaction''’ is often used in computer science as an analogy to human-human interaction. However, that is not a very viable metaphor whose limitations become all too clear when one considers how responsibility for the “interactions” is attributed in each case. </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. | |||
Version vom 20. Dezember 2023, 16:46 Uhr
Sub-item to: Bildverwendungstypen
Original: Interaktives Bild
Image presentation in interactive systemsLike 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. 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] 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]
On the concept of interactive systemsInteractivity 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 actually 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. 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.
Interaktive Bilder als quartäre MedienNicht jede Nutzerabhängigkeit führt auch schon zur Interaktivität im hier gemeinten Sinn: Immerhin produziert auch das Oszilloskop eines Lügendetektors graphische Resultate, die von bestimmten physiologischen Reaktionen des Probanden bzw. den vom Versuchsleiter gestellten Fragen in Echtzeit abhängen. Ein Kennzeichen interaktiver Bilder im Sinne eines quartären Mediums liegt in der sogenannten ‘direkten Manipulation’ ([Shneiderman 1983a]Shneiderman, B. (1983): Direct Manipulation - A Step Beyond Programming Languages. IEEE Computer, 16, 8. Bei der Präsentation von Bildern durch interaktive Systeme können zwei Ebenen der direkten Manipulation unterschieden werden:
Wie bei allen quartären Medien stellt sich auch bei interaktiven Bildern insbesondere die Frage, wer hier eigentlich auf welcher Ebene mit wem kommuniziert. Einerseits besteht eine Ähnlichkeit zu Sekundärmedien, insofern die (meist unbekannten) Autoren des interaktiven Systems (in Abbildung 2 als ‘die Computervisualisten’ bezeichnet) als die eigentlichen Sender betrachtet werden können. Indem aber auch der Nutzer des Systems wenigstens partiell zugleich als Sender und Empfänger jener Interaktionen auftritt, da er sich ja selbst mit dem erzeugten Bild etwas zeigen will (z.B. eine Route in der interaktiven Straßenkarte), ergibt sich ebenso eine Verwandtschaft zu Primärmedien mit der Möglichkeit von direkter Deixis: Da die Auswahl der aktualisierten Zeichenhandlung durch das System in der aktuellen Situation erfolgt, können entsprechende Zeigegesten und deiktische Äußerungen, Zugang des Systems zu den dort vorhandenen Gegenständen vorausgesetzt, darin vorkommen.[8] Diese Lesarten sind untrennbar ineinander verschlungen. Interaktions-, Selbst- und Sachbezüge variieren entsprechend. Es ist daher auch eine Hauptaufgabe bei der Konstruktion solcher Systeme, durch Komponenten, wie etwa Nutzermodelle, eine möglichst gute Passung mit den Handlungen und Kommunikationsintentionen des Nutzers sicherzustellen. Andererseits muss sich jeder Nutzer darüber im Klaren sein, dass es sich um eine durch ein hochkomplexes Medium vermittelte Kommunikation handelt mit allen dadurch bedingten Einschränkungen und Besonderheiten, so sehr sie im Einzelfall auch der Kommunikation in einem Primärmedium ähneln mag. . Dauert ein bißchen!
Abbildung 3: Beispiel für ein einfaches interaktives Bild (aktuell leicht fehlerhaft)
Ein einfaches BeispielEin verhältnismäßig einfaches Beispiel ist in diesem Glossar auf der Hauptseite gegeben und wird in Abbildung 3 in etwas variierter Form aufgegriffen: Die mit typographischen Varianten als Wortwolke wiedergegebene Liste der Kategorien, nach denen das Glossar organisiert ist, reagiert auf Bewegungen des Cursors über die Bildfläche, die der Betrachter mit der Maus auslöst. Die Wortwolke beginnt, sich scheinbar im dreidimensionalen Raum zu drehen, wobei Rotationswinkel und -geschwindigkeit in Abhängigkeit von der jeweiligen Distanz der vom aktuellen Benutzer gerade gewählten Cursorposition zum Bildmittelpunkt bestimmt werden. Würde der Cursor exakt auf dem Mittelpunkt positioniert, würde die Bewegung aufhören. Das tut sie im Übrigen auch von selbst nach einer ausgedehnten Verlangsamungsphase, wenn der Cursor die Bildfläche verlässt. |
Anmerkungen
Literatur
[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. Ausgabe 1: 2013 Verantwortlich: Lektorat: Seitenbearbeitungen durch: Joerg R.J. Schirra und Marcel Lemmes — (Hinweis) Zitierhinweis: [Schirra 2013g-n]Schirra, Jörg R.J. (2013). Interaktives Bild. (Ausg. 1). In: Schirra, J.R.J.; Halawa, M. & Liebsch, D. (Hg.), Glossar der Bildphilosophie. (2012-2026). [bildglossar.org/index.php?title=Interaktives_Bild]. |

