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Tangible Interfaces and Interactions in Sci-Fi Movies

Victor Cheung, Alissa N. Antle

202024 citationsDOI

Abstract

Science-Fiction (Sci-Fi) movies have long been a frontier in showcasing futuristic computer interfaces and their associated interactions. Unconstrained by technological limitations, they are free to depict the most imaginative systems, including augmenting objects attributes that are not yet possible in reality. We present a case study on Sci-Fi movies where tangible objects are part of these systems, and examine how they illustrate Tangible User Interfaces (TUIs) concepts. We provide three examples of tangible systems and one that deviates considerably (holographic system), and analyze them using a well-established interaction model (MCRpd). We found that TUIs in movies exhibit various levels of the model's characteristics and demonstrate an inclusive and diverse context through combining interaction modalities and catering to audience needs. We argue that these aspects provide valuable lessons and implications in designing future TUIs and hope to broaden the design space by initiating discussions on the fascinating worlds in Sci-Fi movies.

Topics & Concepts

Computer scienceHuman–computer interactionModalitiesContext (archaeology)MultimediaFrontierSpace (punctuation)Augmented realityInterface (matter)Tangible user interfaceUbiquitous computingUser interfaceWorld Wide WebSociologyOperating systemBiologyParallel computingSocial scienceHistoryBubbleMaximum bubble pressure methodPaleontologyArchaeologyInteractive and Immersive DisplaysAugmented Reality ApplicationsVirtual Reality Applications and Impacts
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