3D Graphical User Interfaces on Personal Computers
نویسنده
چکیده
In this essay I consider Graphical User Interfaces (guis) as instruments that generate spatiality according to the logic of the cartographic representation of reality. By analyzing the history of guis I explore how some latest generation interfaces can partly transform space into place by making use of a three-dimensional representation of reality. This is also made possible by the introduction of high customizable guis and by the exploitation of graphical elements derived from the language of cinema and video games. I then analyze some of the most widespread current three-dimensional guis, showing the different spatial conception of the guis produced in the world of proprietary software as compared with those produced according to free and opensource software models. I also present the results of a preliminary survey involving fifty 3d gui users on Linux platforms. The purpose of this survey was to determine whether users perceived the interface as an instrument that generates space or an instrument that generates place. I also aimed to verify whether users perceived utility or visual appeal as the dominant function of the interface. I demonstrate that the contrasts between the meaning and perception of space and place as well as between those of utility and visual appeal are becoming less apparent and less significant. Graphical computer interfaces as reality representation models: space and place concepts In the historical development of computer science, one pivotal innovation that facilitated the spread of personal computers among a large number of people with limited technical skills was the introduction of the graphical user interfaces (gui) in operating systems. These interfaces have been useful instruments for permitting users to interact Aether Vol. ii, 71–83, April 2008 © Copyright 2008, The Center for Geographic Studies • California State University, Northridge Andreucci • 3D Graphical User Interfaces on Personal Computers 71
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