Marco Infussi

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Marco Infussi la traduzione, memorizzazione elettronica, la riproduzione e l'adattamento totale o parziale, con qualsiasi mezzo, compresi i microfilm e le copie fotostatiche è concessa senza limiti tra queste note è assurdo trovare, in libri coperti da diritti d'autore, frasi del tipo: l'editore, per quanto di propria spettanza, considera rare le opere fuori del proprio catalogo editoriale. la riproduzione a mezzo di fotocopia degli esemplari di tali opere esistenti nelle biblioteche è consentita, non essendo concorrenziale all'opera. non possono considerarsi rare le opere di cui esiste, nel catalogo dell'editore, una successiva edizione, o le opere antologiche. sono per la proprietà intellettuale ma non per gli ostacoli alla divulgazione dello scibile redazione e impaginazione: marco.infussi per w.graphique™ prima edizione: ® giugno 2006 dallo stesso autore: [ q ] – catalogo generale delle opere; marco.infussi, e-book 500 pagine, 2007. [ laser mbe hybrid-fet ] – tesi di laurea; marco.infussi, e-book 300 pagine, 2005. [ .:frakt_lectures ] - percorso sui rapporti tra arte, matematica e natura; marco.infussi, e-book 365 pagine, 2004. [ amo le nuvolette_ ] - contenitore di stati d’animo; marco.infussi, e-book 75 pagine, 2003. [ …parlo …ascolto ] - raccolta di poesie in grafica; marco.infussi, e-book 33 pagine, 2002. [ tempo&spazio ] – percorso interdisciplinare; marco.infussi, e-book 100 pagine, 2001. realizzare un libro è un'operazione complessa, che richiede numerosi controlli: sul testo, sulle immagini e sulle relazioni che si stabiliscono fra loro. l'esperienza suggerisce che è praticamente impossibile pubblicare un libro privo di errori. sarò quindi grato ai lettori che vorranno segnalarli. per segnalazioni o suggerimenti relativi a questo libro rivolgersi a: [email protected] [ supporta il lavoro di 17¾”skillz_pro con donazioni di qualsiasi genere: [email protected] ] [ & ] [ ǿ ] [ æ ] [ Φ ] [ ђ ] Introduzione Non avrei di certo immaginato che la scienza fosse questo. Il giorno in cui, inconsapevolmente o forse incoscientemente, scelsi di iscrivermi alla facoltà d’ingegneria, non avevo la minima idea di quel che avrebbe potuto esser poi alla mia portata, dopo cinque anni di studio. “There’s plenty of room” per davvero, l’entusiasmo di Richard Feynman nel proferire queste parole agli albori delle micro e nanotecnologie diventa contagioso. Ho deciso di riproporre la stessa formula del saggio sulla geometria frattale e i rapporti tra l’arte, la matematica e la natura, anche perché una parte degli argomenti trattati si inseriscono più o meno sulla stessa linea di ricerca. Il procedimento è il solito, comunissimo, data-mining umano su internet. Lo facciamo tutti, anche se poi lasciamo questo sapere resta nei dischi rigidi. A me piace invece l’idea di mettere a frutto i mesi passati a selezionare articoli e referenze, a distillare gli argomenti studiati, raccogliendo il tutto in un contenitore che sia il più possibile organico ed ordinato, affinché chiunque intenda avvicinarsi alla materia non debba far altro che leggere, usando il mio tempo e risparmiando il suo, saltando il processo di ricerca bibliografica ed introducendosi così subito alla ricerca scientifica. Una grande spinta ad approfondire gli argomenti è nata durante i corsi di sensori e nanosistemi tenuti nella mia università dal prof. Arnaldo D’Amico, un “nonno” ideale per chi ama il sapere, anche perché una parte di questo saggio è l’integrazione di ricerche svolte proprio per i suddetti esami. Aggiornato, dinamico, scherzoso, ha la pazienza di dedicare del tempo ad ascoltare gli studenti, a supportare le loro idee. Differentemente dalla maggior parte di coloro che hanno voluto la riforma dell’ordinamento accademico, è convinto della fondamentale importanza dell’interdisciplinarietà, di una solida base culturale, di collegamenti inusitati e proprio per questo innovativi, della creatività e della curiosità nel campo scientifico: tutti concetti che condivido appieno e che pongo alla base del mio operare. E’ per questo che ho voluto citarlo, perché di docenti con questa apertura mentale ce ne sono davvero pochi. Proprio per questa sua natura, diciamo volo-pindarica, il contenitore si presenta come raccolta di articoli, concetti, idee, senza troppe pretese nell’essere esauriente e rigoroso. La scelta di proporre gli argomenti in italiano/inglese misto può esser vista come esercizio per il lettore (se mai ce ne sarà uno!) novizio al mondo scientifico, anche se l’intenzione vera è quella di tradurre tutto il testo in inglese in una futura rielaborazione. Rivolgo allora questo piccolo saggio a tutti gli studenti delle scuole superiori, che sia utile a trovare un orientamento per proseguire gli studi, e ovviamente agli studenti universitari, per i quali ogni tanto si scende nei dettagli concreti, e ai curiosi, che troveranno materiale a volontà per alimentare quel senso di stupore che, almeno qui in Italia, è l’unica cosa che fa muovere la comunità scientifica. marco.infussi capitolo 0: interazione uomo:macchina 0.0. interazione uomo:macchina capitolo 4: tecnologie d'interfaccia 0.1. azione umana ed uso degli strumenti 0.2. cognizione distribuita 4.0 attuali tecnologie d'interfaccia 0.3. la progettazione di interfacce uomo-computer 4.1 video touchscreen 0.4. analisi dell’attività umana e del contesto d’uso 4.2 tastiera, mouse, touchpad, graphics tablet, light pen per computer 0.5. sviluppo di prototipi 4.3 gamepad, joystick, light gun, analog stick, power glove per applicazioni videoludiche 0.6. valutazione 4.4 musical instrument digital interface e computer music 0.7. ergonomia, domotica e wearable sensors 4.5 aptica: informazione trasmessa da stimolazioni tattili 0.8. le nuove tendenze di ricerca 0.9. riferimenti bibliografici capitolo 5: mems χ capitolo 1: chi 5.0. micro electro mechanical systems 5.1. accelerometro 1.0. chi: computer:human interaction 5.2. visione artificiale 1.1. una sfida per il designer 5.3. motion capture 1.2. interattività 1.3. evoluzione dei paradigmi di interazione uomo-computer capitolo 6: gesture recognition 1.4. progettare l'interazione 1.5. conclusioni 6.0. gesture recognition 1.6. referenze bibliografiche 6.1. nature of gesture 6.2. representations of gesture capitolo 2: usabilità 6.3. pen-based gesture recognition 6.4. tracker-based gesture recognition 2.0. usabilità 6.5. suggestions for system design 2.1. l'occhio 6.6. summary and future directions 2.2. l'errore 6.7. bibliographic references 2.3. memoria a breve termine 2.4. gestalt, o psicologia della visione capitolo 7: case studies 2.5. religioni informatiche 2.6. the loebner prize 7.0. smart laser scanner for hci 2.7. riconoscimento della scrittura 7.1. physical motion interface 2.8. gesture recognition 7.2. sensorizzazione di una protesi 2.9. tecnologia assistiva 7.3. apple multitouch screen 7.4. nintendo wii remote capitolo 3: arte&scienza: interfacce creative appendice 3.0. valore euristico dell'arte 3.1. letteratura del novecento a.0. alcuni concetti aggiuntivi 3.2. ars electronica a.1. l’intelligenza artificiale: la storia e le idee 3.3. siggraph a.2. rassegna di articoli 0.0. Interazione Uomo-Macchina L’Interazione Uomo-Macchina può essere definita in molti modi. Hewett, et al. (1992) la descrivono come: “…la disciplina che si occupa della progettazione, valutazione e implementazione di sistemi interattivi e dello studio di tutti i fenomeni più importanti connessi con l’interazione tra questo tipo di sistemi e l’essere umano”. In un noto libro Preece et al. (1994) propongono una definizione che pone l’accento su altri aspetti: “l’Interazione Uomo-Macchina si occupa della progettazione di sistemi che siano in grado di sostenere le persone che li usano a svolgere la loro attività in modo produttivo e sicuro”. Qualunque sia la definizione offerta dell’interazione uomo-macchina l’elemento saliente risiede nell’applicazione sistematica sia di conoscenze sulle caratteristiche cognitive degli esseri umani che sulle capacità delle macchine, per consentirci di fare cose che non avremmo potuto fare senza il supporto di strumenti. Presenteremo l’Interazione Uomo-Macchina come la disciplina che studia l'interazione tra il sistema cognitivo umano e gli strumenti per l'elaborazione di informazione e illustreremo come la conoscenza prodotta da questo studio sia utilizzata per progettare strumenti appropriati per i più svariati usi, dal lavoro, all'educazione, al divertimento. In particolare cercheremo di rispondere ad alcune domande. Quali sono le proprietà del sistema cognitivo umano che presiedono al controllo delle azioni ed all’uso di strumenti? Che tipo di interazione si instaura tra il sistema umano di elaborazione dell'informazione e gli strumenti, e che effetti ha sulla mente umana l'uso di sistemi artificiali di elaborazione dell'informazione? Quali sono i requisiti per la progettazione di sistemi artificiali di elaborazione dell'informazione con cui l'uomo può interagire efficacemente? 0.1. L’azione umana e l’uso degli strumenti La psicologia cognitiva ha storicamente trascurato l'azione umana. Ha considerato la percezione e l'azione come due separati domini di studio ed ha privilegiato il primo. Tale distinzione è però ingannevole (vedi ad es. Neisser, 1976; Arbib, 1989), poichè è stato mostrato che la percezione è coinvolta nella selezione delle azioni, nella loro esecuzione e nella continua valutazione dei risultati (Norman e Shallice, 1980). Infatti un'azione non può, sia da un punto di vista fisiologico che psicologico, considerarsi completata senza una fase di valutazione (Arbib,
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