>>Community Report
COMMUNITY REPORT 2001: Matthew Kirschenbaum
Matthew Kirschenbaum
Professor of English
University of Maryland
http://www.glue.umd.edu/~mgk/
Major
technical advances have been taking place in the areas of
interface, visualization, and display. I myself believe
that the days of both the desktop metaphor and even the
monitor itself (that box or flat panel youre
looking at right now) may be numbered. Therefore, the
most important humanities computing and digital library
projects will be those that move us beyond normative
desktop interface conventions as well as the material
constraints of current display hardware. Here are a few
that are doing this already, as well as some prototypes
from our most innovative computer science labs.
The Human-Computer
Interaction Lab at the
University of Maryland, College Park (founded by Ben
Shneiderman and now under the direction of Ben Bederson),
has a distinguished history, having pioneered such
concepts as dynamic queries, tree-maps, the fish-eye
menu, and Zoomable User Interfaces (ZUIs). Much of this
work is potentially applicable to digital
librariesnot surprising, given that digital library
collections often consist of large bodies of
heterogeneous source materials. Of particular interest
are two recent imaging applications, PhotoFinder
(which demonstrates drag-and-drop image annotation) and PhotoMesa,
a zoomable image browser. Either or both of these tools
would be extremely powerful if integrated into
image-based digital library collections or humanities
research archives.
Michael
S. Brown, who now teaches
at Hong Kong University of Science and Technology, earned
his doctorate from the University of Kentucky with work
on the DLI-2 Digital Atheneum project. Brown has developed reliable
techniques for 3-D imaging of cultural artifacts (such as
the Old English manuscripts that are at the center of the
Digital Atheneum). Brown argues persuasively that 2-D
planar representations of cultural artifacts are often
inadequate, even for ostensibly flat objects
such as manuscript pages. Scalable techniques for 3-D
imaging are thus a major advance for digital library
research, moving us beyond the flatland limitations of
current on-screen representations. In addition, the Metaverse
Lab, also at the
University of Kentucky, has produced fascinating work on
advanced projection techniques and wall-sized displays,
creating the possibility of virtual galleries and other
room-oriented environments for interacting with digital
library collections. Indeed, there is broad interest
throughout the HCI community in wall displays, electronic
whiteboards, and the like; see also the work of
Stanfords FranÁois GuimbretiËre, for example.
Finally, theres always something
happening at MITs Media Lab. Here Id like to
call attention to the remarkable work of the Tangible Media Group, and particularly Brygg Ullmer, who works on Tangible User Interfaces
(TUIs). His research on MediaBlocks
reverses much of the conventional wisdom on interface
design, dislodging the screen from the center of
human-computer interaction and replacing it with physical
tokens and objects to represent abstract data
typesmanually moving and arranging the tokens,
which rather resemble Scrabble chits in their
characteristic wooden holders, controls computational
operations. The importance of this for humanities
computing and particularly digital library/museum
research may lie on our commitment to diverse user
communities, whose needs can (sometimes, maybe) be met by
these tangible interface models. The pedagogical
potential for fields such as knowledge representation is
perhaps even greater. While youre at MIT, also look
in on the Aesthetics and Computation Group, under the direction of John Maeda. Simon
Greenwolds Installation, for example, shows us how we might think
about installing virtual objects in real (physical)
space.
Computing beyond the desktop indeed.
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