Programming gnome power management - linux

I'm a Linux and gnome user, and I'm currently depending mainly on a notebook, and not surprisingly, I am not satisfied with the power quandary, so i recurred to power-management tools available for my system (currently Linux Mint 11), which is a really simple gui (gnome-power-preferences) with really few really basic features, which I'd love to expand.
I do not intend to work at low level features of power management, the states the are currently available are enough (suspend, hibernate, shutdown, do-nothing, monitor-brightness, downspin-hd, etc...), what I really need is a better way to create conditions in setting those states, which is, in the standard native tool, time and lid-closing, that's extremely limited.
So the question, I want to know what are my options to create scripts in any language(I'm willing to learn if i don't already know) that allow me to take a wider control of power-management conditions, i was think of(my possible settings):
down-spin disks immediately after lid closing and cut connection after n seconds.
don't cut connection after n seconds of lid-closing if bandwidth use is bigger than x bps
provide more statistical tools based on programs using, programs in background... services, etc.
create, save and load profiles that would automatically set monitor brightness, sound volume, wireless power, resource limits, etc... ex: 'college_ba.pp', 'default_ac.pp'...
brightness adjusting based on webcam shot illumination.
suspend or hibernate based on webcam shots without face for n seconds
etc
It may sound impossible and hard, I do not intend to have these stuff ready-to-use, as I said, i intend to use as much manual effort as needed, I just want to avoid low-level with existing libraries and tools, as much as possible, and i wish everyone to share information about any library, tool or project that comes to mind and deal with any subset of these things I've cited in this question.
This is a thing that i want from a long time, and just now i realize that this community could help me wide my options. My English is horrible I know, i learned online. I'm familiar with C++, C, Python and lately bash scripts. Thanks.

Your next step is to learn D-Bus, since most of the tools, both user and system, communicate using it.

Related

Need advice on hardware stack for Wireless Audio solution

Good day!
Problem definition:
Current implementations of Bluetooth does not allow to simply support good quality of Audio(Earphones mode) and 2-way audio transition (Headset mode).
Also, even if one would manage to set this configuration up, which have huge limitations on the hardware/software used, there is no way to handle sound input from 2 different audio devices simultaneously.
So, technically - one cannot just play the Game, communicate on the Discord, and optionally listen to some music, unless he is bound to some USB-bundled earphones. Which are usually really crappy, or really expensive. Or both.
Solution sketch:
So, I came up with an idea that one can actually build such device, using Raspberry Pi, Arduino, or even barebone-component-based stacks.
Theoretical layout of connections per-se would look somehow like that:
Idea is to create 2 "simple" devices
One, not-so-portable, that would handle several analog inputs, and one analog output
One, portable, that would handle single analog Input and Output, and could be used with any analog earphones.
"Requirements" to such system would be quite simple:
This bundle have to handle Data Transition on some distance, preferably up to 10 meters, or more.
The "Inlet" device should be portable enough to keep it in the pocket, or in an arm band, or something
Sound Quality should be at the very least on the level of Bluetooth headphones profile, or if possible - even better
If possible - it would be nice to keep the price of the Solution under 500 Euros, but I'm so tired of current state of things that I might consider raising the budget...
Don't mind the yellow buttons on the Outlet device. Those are optional, and will depend on the implementation stack :)
Question:
Can anyone advice me which component-base would be a better solution to making such a tool, and why?
And maybe someone actually knows of similar systems already existing?
Personally I would prefer anything but the barebone-components-based solution, just because I'm really rusty with that area, and it requires quite the amount of tools, to handle it properly.
While using pre-built modules can save me from buying most of the hardware tools, minifying my "hardware customization" part of this solution, leaving only software part to handle (which is my main area of expertise).
But then again, if there are some experts here, that would consider other stacks non-viable - I would really appreciate to see their reasonings.
P.S. Just to be clear: If this project will prove viable - I will implement it, and share the implementation details with the communities. I am not the first one who needs such system, and unfortunately it seems that Hardware/Software vendors are not really interested in designing similar solutions...
I happen to find a "temporary" solution.
I've came across a wireless headset, that allows to simultaneously support Wireless USB Bundle connection, and Bluetooth connection to different devices, and provide nice way of controlling sound input/output with both connections.
This was almost a pure luck, as this "feature" was not described anywhere in the specs...
Actual headset name is:
JBL Quantum 800
This does not closes the question per-se, as I still plan to implement this "Summer Project" at some point, but I believe this information might be useful to those searching for similar solutions.

online trading bot

I want to code a trading bot for Magic: The Gathering Online. This bot should wait until someone offers to trade, accept, look through the cards available from the other trader (the information is shown on screen), and perform other similar functions. I have several questions:
How can it know that someone is offering a trade?
How can it know that the other trader has some card (the informaion is stored in pictures)?
I just cannot imagine right now how to do it, I have no experience with it, until now I've been coding only console programs for my physics neсessities.
First, you should note that some online games forbid bots, as they can give certain players unfair advantages. The MTGO Terms of Service do not seem to say anything about this, though they do put restrictions on anything that might negatively impact the service. They have also said that there is a possibility they will add an API in the future, so they don't seem to be against the idea of automation, but are not supporting it at the moment. Tread carefully here, but it looks like it should be OK to write a bot as long as it is not harmful or abusive. This is not legal advice, and it would be a good idea to ask the folks who run MTGO for permission. edit since I wrote this, it has been pointed out that there are lots of bots already, so there should be no problems writing bots.
Assuming that it is not forbidden by the terms of service, but they do not have an API, you will have to find a way to detect what's going on, and control the game automatically. There's a pretty good series of articles on writing poker bots (archived copy), which has some good information on how to inject a DLL into an application, scrape the screen, and control the application. That might provide you with a starting point for doing this sort of thing.
You might also want to look for tools that other people have already written for doing this. It looks like there are several existing MTGO bots, but they all seem a bit sketchy (there have been some reports of them stealing passwords), so be careful there.
Edit
Since this answer still seems to be getting upvotes, I should probably update it with some more useful information. Since writing this, I have found a great UI automation system called Sikuli. It allows you to write programs in Python that automate a GUI. It includes image recognition features which make it very easy to recognize buttons, cards, and other UI elements; you just take a screenshot, crop it down to include just the thing you're interested in, and do fuzzy image matching (so that changing backgrounds and the like doesn't cause the match to fail). It even includes a custom IDE that allows you to embed those screenshots directly in your source code, so you can see exactly what the code is looking for. Here's an example from the documentation (apologies for the code formatting, doing images inline in code is not easy given StackOverflow's restricted subset of HTML):
def resizeApp(app, dx, dy):
switchApp(app)
corner = find(Pattern().targetOffset(3,14))
drop_point = corner.getTarget().offset(dx, dy)
dragDrop(corner, drop_point)
resizeApp("Safari", 50, 50)
This is much easier to get started with than the techniques mentioned in the article linked above, of injecting a DLL into the process you are debugging. Sikuli runs entirely at the UI level, so you never have to modify the program you are automating or worry about changes to the internals breaking your script.
One thing it is a bit poor at is handling text; it has OCR features, but they aren't all that good. If the text is selectable, however, you can select the text, copy it, and then look directly at the clipboard.
If I were to write a bot to automate something without a good API or text-based interface, Sikuli is probably the first tool I would reach for.
This answer is constructed from my comments.
What you are trying to do is hard, any way you try and do it.
Arguably the easiest way to do it is to totally mimic the user. So the application presses buttons, moves the mouse etc. The downside with this is that it is dependant on being able to recognise the screen.
This is easier if you can alter the games files as you can then just skin ( changing the image (texture)) the required cards to a single unique colour.
The major down side is you have to have the game as the top level window or have the game running in a virtual machine. Neither of which is ideal.
Another method is to read the processes memory. You may be able to find a list of memory locations, which would make things simpler, otherwise it involves a lot of hardwork, a debugger to deduce the memory addresses. It also helps (a lot) to be able to understand assembly.
The third method is to intercept the packets, and alter them. This is easier that the method above as it (at least for me) is easier to reverse engine the protocol as you have less information to deal with. It is just a matter of setting up a packet sniffer and preforming a action with one variable different (for example, the card) and comparing the differences.
The thing you need to check are that you are not breaking the EULA. I don't know how the game works, but most of the games I have come across have a EULA that prohibits (i.e. You get banned) doing any of the things I have mentioned.

Major game components

I am in the process of developping a game, and after two months of work (not full time mind you), I have come to realise that our specs for the game are lacking a lot of details. I am not a professional game developper, this is only a hobby.
What I would like to receive help or advices for is this: What are the major components that you find in games, that have to be developped or already exists as librairies? The objective of this question is for me to be able to specify more game aspects.
Currently, we had specified pretty much only how we would work on the visual, completely forgetting everything about game logic (AI, Entities interactions, Quest logic (how do we decide whether or not a quest is completed)).
So far, I have found those points:
Physics (collision detection, actual forces, etc.)
AI (pathfinding, objectives, etc.)
Model management
Animation management
Scene management
Combat management
Inventory management
Camera (make sure not to render everything that is in the scene)
Heightmaps
Entities communication (Player with NPC, enemy, other players, etc)
Game state
Game state save system
In order to reduce the scope of this queston, I'd like it if you could specifically discuss aspects related to developping an RPG type of game. I will also point out that I am using XNA to develop this game, but I have almost no grasp of all the classes available yet (pretty much only using the Game component with some classes that are related to it such as GameTime, SpriteBatch, GraphicDeviceManager) but not much more.
You have a decent list, but you are missing storage (save load), text (text is important in RPGs : Unicode, font rendering), probably a macro system for text (something that replaces tokens like {player} with the player characters name), and most important of all content generation tools (map editor, chara editor, dialog editor) because RPGs need content (or auto generation tools if you need ). By the way have links to your work?
I do this exact stuff for a living so if you need more pointers perhaps I can help.
I don't know if this is any help, but I have been reading articles from http://www.gamasutra.com/ for many years.
I don't have a perfect set of tools from the beginning, but your list covers most of the usual trouble for RUNNING the game. But have you found out what each one of the items stands for? How much have you made already? "Inventory Management" sounds very heavy, but some games just need a simple "array" of objects. Takes an hour to program + some graphical integration (if you have your GUI Management done already).
How to start planning
When I develop games in my spare time, I usually get an idea because another game lacks this function/option. Then I start up what ever development tool I am currently using and try to see if I can make a prototype showing this idea. It's not always about fancy graphics, but most often it's more about finding out how to solve a certain problem. Green and red boxes will help you most of the way, but otherwise, use Google Images and do a quick search for prototype graphics. But remember that these images are probably copyrighted, so only use them for internal test purposes and to explain to your graphic artists what type of game/graphic you want to make.
Secondly, you'll find that you need to find/build tools to create the "maps/missions/quests" too. Today many develop their own "object script" where they can easily add new content/path to a game.
Many of the ideas we (my friends and I) have been testing started with a certain prototype of the interface, to see if its possible to generate that sort of screen output first. Then we build a quick'n'dirty map/level-editor that can supply us with test maps.
No game logic at this point, still figuring out if the game-engine in general is running.
My first game-algorithm problem
Back when I was in my teens I had a Commodore 64 and I was wondering, how do they sort 10 numbers in order for a Highscore? It took me quite a while to find a "scalable" way of doing this, but I learned a lot about programming too.
The second problem I found
How do I make a tank/cannon fire a bullet in the correct direction when I fly my helicopter around the screen?
I sat down and drew quick sketches of the actual problem, looked at the bullet lines, tried some theories of my own and found something that seemed to be working (by dividing and multiplying positions etc.) later on in school I discovered this to be more or less Pythagoras. LOL!
Years and many game attempts later
I played "Dune" and the later C&C + the new game Warcraft (v1/v2) - I remember it started to annoyed me how the lame AI worked. The path finding algorithms were frustrating for the player, I thought. They moved in direction of target position and then found a wall, but if the way was to complex, the object just stopped. Argh!
So I first sat with large amounts of paper, then I tried to draw certain scenarios where an "object" (tank/ork/soldier) would go from A to B and then suddenly there was a "structure" (building/other object) in the pathway - what then?
I learned about A-star pathfinding (after solving it first on my own in a similar way, then later reading about the reason for this working). A very "cpu heavy" way of finding a path, but I learned a lot from the process of "cracking this nut". These thoughts have helped me a lot developing other game algortimes over time.
So what I am saying is: I think you'll have to think more of:
How is the game to be played?
What does the user experience look like?
Why would the user want to come back to the game?
What requirements are needed? Broadband? 19" monitor with 1280x1024?
An RPG, yes - but will it be multi-user or single?
Do we need a fast network/server setup or do we need to develop a strong AI for the NPCs?
And much more...
I am not sure this is what you asked for, but I hope you can use it somehow?
There are hundreds of components needed to make a game, from time management to audio. You'll probably need to roll your own GUI, as native OS controls are very non-gamey. You will probably also need all kinds of tools to generate your worlds, exporters to convert models and textures into something suitable for your game etc.
I would strongly recommend that you start with one of the many free or cheap game engines that are out there. Loads of them come with the source code, so you can learn how they have been put together as you go.
When you think you are ready, you can start to replace parts of the engine you are using to better suit your needs.
I agree with Robert Gould's post , especially about tools and I'd also add
Scripting
Memory Management
Network - especially replication of game object states and match-making
oh and don't forget Localisation - particularly for text strings
Effects and effect timers (could be magical effects, could just be stuff like being stunned.)
Character professions, skills, spells (if that kind of game).
World creation tools, to make it easy for non-programmer builders.
Think about whether or not you want PvP. If so, you need to really think about how you're going to do your combat system and any limits you want on who can attack whom.
Equipment, "treasure", values of things and how you want to do the economy.
This is an older question, but IMHO now there is a better answer: use Unity (or something akin to it). It gives you 90% of what you need to make a game up front, so you can jump in and focus directly on the part you care about, which is the gameplay. When you run aground because there's something it doesn't do out of the box, you can usually find a resource in the Asset Store for free or cheap that will save you a lot of work.
I would also add that if you're not working on your game full-time, be mindful of the complexity and the time-frame of the task. If you'll try to integrate so many different frameworks into your RPG game, you can easily end up with several years worth of work; maybe it would be more advisable to start small and only develop the "core" of your game first and not bother about physics, for example. You could still add it in the second version.

Learning about low-level graphics programming

I'm interesting in learning about the different layers of abstraction available for making graphical applications.
I see a lot of terms thrown around: At the highest level of abstraction, I hear about things like C#, .NET, pyglet and pygame. Further down, I hear about DirectX and OpenGL. Then there's DirectDraw, SDL, the Win32 API, and still other multi-platform libraries like WxWidgets.
How can I get a good sense of where one of these layers ends and where the next one begins? What is the "lowest possible level" way of creating a window in Windows, in C? What about C++? (A code sample would be divine.) What about in X11? Are the Windows implementations of OpenGL and DirectX built on top of the Win32 API? Where can I begin to learn about these things?
There's another question on SO where Programming Windows is suggested. What about for Linux? Is there an equivalent such book?
I'm aware that this is very low-level, and that there are many friendlier tools available, but I would like to at least learn the basics of what's going on beneath the surface. As much as I'd like to begin slinging windows and vectors right off the bat, starting with something like pygame is too high-level for me; I really need to make the full conceptual circuit of how you draw stuff on a computer.
I will certainly appreciate suggestions for books and resources, but I think it would be stupendously cool if the answers to this question filled up with lots of different ways to get to "Hello world" with different approaches to graphics programming. C? C++? Using OpenGL? Using DirectX? On Windows XP? On Ubuntu? Maybe I ask for too much.
The lowest level would be the graphics card's video RAM. When the computer first starts, the graphics card is typically set to the 80x25 character legacy mode.
You can write text with a BIOS provided interrupt at this point. You can also change the foreground and background color from a palette of 16 distinctive colors. You can use access ports/registers to change the display mode. At this point you could say, load a different font into the display memory and still use the 80x25 mode (OS installations usually do this) or you can go ahead and enable VGA/SVGA. It's quite complicated, that's what drivers are for.
Once the card's in the 'higher' mode you'd change what's on screen by accessing the memory mapped to the video card. It's stored horizontally pixel by pixel with some 'dirty regions' of pixels that aren't mapped to screen at the end of each line which you have to compensate for. But yeah, you could copy the pixels of an image in memory directly to the screen.
For things like DirectX, OpenGL. rather than write directly to the screen, commands are sent to the graphics card and it updates its screen automatically. Commands like "Hey you, draw this image I've loaded into the VRAM here, here and here" or "Draw these triangles with this transformation matrix..." take a fraction of the time compared to pixel by pixel . The CPU will thank you.
DirectX/OpenGL is a programmer friendly library for sending those commands to the card with all the supporting functions to help you get it done smoothly. A more direct approach would only be unproductive.
SDL is an abstraction layer so without bothering to read up on it I'd guess it would have different ways of working on each system. On one it might use semi-direct screen writing, another Direct3D, etc. Whatever's fastest as long as the code stays cross-platform..able.
The GDI/GDI+ and XWindow system. They're designed specifically to draw windows. Originally they drew using the pixel-by-pixel method (which was good enough because they'd only have to redraw when a button was pressed or a window moved, etc.) but now they use Direct3D/OpenGL for accelerated drawing (and special effects). Optimizations depend on the versions and implementations of these libraries.
So if you want the most power and speed, DirectX/openGL is the way to go. SDL is certainly useful for getting the most from a cross-platform environment and integrates with OpenGL anyway. The windowing system comes last but don't underestimate it. Especially with the stuff Microsoft's coming up with lately.
Michael Abrash's Graphics Programming 'Black Book' is a great place to start. Plus you can download it for free!
If you really want to start at the bottom then drawing a line is the most basic operation. Computer graphics is simply about filling in pixels on a grid (screen), so you need to work out which pixels to fill in to get a line that goes from (x0,y0) to (x1,y1).
Check out Bresenham's algorithm to get a feel for what is involved.
To be a good graphics and image processing programmer doesn't require this low level knowledge, but i do hate to be clueless about the insides of what i'm using. I see two ways to chase this - high-level down, or bottom-level up.
Top-down is a matter of following how the action traces from a high-level graphics operation such as to draw a circle, to the hardware. Get to know OpenGL well. Then the source to Mesa (free!) provides a peek at how OpenGL can be implemented in software. The source to Xorg would be next, first to see how the action goes from API calls through the client side to the X server. Finally you dive into a device driver that interfaces with hardware.
Bottom up: build your own graphics hardware. Think of ways it could connect to a computer - how to handle massive numbers of pixels through a few byte-size registers, how DMA would work. Write a device driver, and try designing a graphics library that might be useful for app programmers.
The bottom-up way is how i learned, years ago when it was a possibility with the slow 8-bit microprocessors. The direct experience with circuitry and hardware-software interfacing gave me a good appreciation of the difficult design decisions - e.g. to paint rectangles using clever hardware, in the device driver, or higher level. None of this is of practical everyday value, but provided a foundation of knowledge to understand newer technology.
see Open GPU Documentation section:
http://developer.amd.com/documentation/guides/Pages/default.aspx
HTH
On MSWindows it is easy: you use what the API provides, whether it is the standard windows programming API or the DirectX-family API's: that's what you use, and they are well documented.
In an X windows environment you use whatever X11-libraries that are provided. If you want to understand the principles behind windowing on X, I suggest that you do this, nevermind that many others tell you not to, it will really help you to understand graphics and windowing under X. You can read the documentation on X-programming (google for it). (After this exercise you would appreciate the higher level libraries!)
Apart from the above, at the absolutely lowest level (excluding chip-level) that you can go is to call the interrupts that switch to the various graphics modes available - there are several - and then write to the screen buffers, but for this you would have to use assembler, anything else would be too slow. Going this way will not be portable at all.
Another post mentions Abrash's Black Book - an excellent resource.
Edit: As for books on programming Linux: it is a community thing, there are many howto's around; also find a forum, join it, and as long as you act civilized you will get all the help you can ever need.
Right off the bat, I'd say "you're asking too much." From what little experience I've had, I would recommend reading some tutorials or getting a book on either directX or OpenGL to start out. To go any lower than that would be pretty complex. Most of the books I've seen in OGL or DX have pretty good introductions that explain what the functions/classes do.
Once you get the hang of one of these, you could always dig in to the libraries to see what exactly they're doing to go lower.
Or, if you really, absolutely MUST learn the LOWEST level... read the book in the above post.
libX11 is the lowest level library for X11. I believe the opengl/directx talk to the driver/hardware directly (or emulate unsupported ops), so they would be the lowest level library.
If you want to start with very low level programming, look for x86 assembly code for VGA and fire up a copy of dosbox or similar.
Vulkan api is an api which gives you very low level access to most if not all features of the gpu, computational and graphical, it works on amd and Nvidia gpus (not all)
you can also use CUDA, but it only works on Nvidia gpus and has access to computational features only, no video output.

HCI: UI beyond the WIMP Paradigm

With the popularity of the Apple iPhone, the potential of the Microsoft Surface, and the sheer fluidity and innovation of the interfaces pioneered by Jeff Han of Perceptive Pixel ...
What are good examples of Graphical User Interfaces which have evolved beyond the
Windows, Icons, ( Mouse / Menu ), and Pointer paradigm ?
Are you only interested in GUIs? A lot of research has been done and continues to be done on tangible interfaces for example, which fall outside of that category (although they can include computer graphics). The User Interface Wikipedia page might be a good place to start. You might also want to explore the ACM CHI Conference. I used to know some of the people who worked on zooming interfaces; the Human Computer Interaction Lab an the University of Maryland also has a bunch of links which you may find interesting.
Lastly I will point out that a lot of innovative user interface ideas work better in demos than they do in real use. I bring that up because your example, as a couple of commenters have pointed out, might, if applied inappropriately, be tiring to use for any extended period of time. Note that light pens were, for the most part, replaced by mice. Good design sometimes goes against naive intuition (mine anyway). There is a nice rant on this topic with regard to 3d graphics on useit.com.
Technically, the interface you are looking for may be called Post-WIMP user interfaces, according to a paper of the same name by Andries van Dam. The reasons why we need other paradigms is that WIMP is not good enough, especially for some specific applications such as 3D model manipulation.
To those who think that UI research builds only cool-looking but non-practical demos, the first mouse was bulky and it took decades to be prevalent. Also Douglas Engelbart, the inventor, thought people would use both mouse and (a short form of) keyboard at the same time. This shows that even a pioneer of the field had a wrong vision about the future.
Since we are still in WIMP era, there are diverse comments on how the future will be (and most of them must be wrong.) Please search for these keywords in Google for more details.
Programming by example/demonstration
In short, in this paradigm, users show what they want to do and computer will learn new behaviors.
3D User Interfaces
I guess everybody knows and has seen many examples of this interface before. Despite a lot of hot debates on its usefulness, a part of 3D interface ongoing research has been implemented into many leading operating systems. The state of the art could be BumpTop. See also: Zooming User Interfaces
Pen-based/Sketch-based/Gesture-based Computing
Though this interface may use the same hardware setup like WIMP but, instead of point-and-click, users command through strokes which are information-richer.
Direct-touch User Interface
This is ike Microsoft's Surface or Apple's iPhone, but it doesn't have to be on tabletop. The interactive surface can be vertical, say wall, or not flat.
Tangible User Interface
This has already been mentioned in another answer. This can work well with touch surface, a set of computer vision system, or augmented reality.
Voice User Interface, Mobile computing, Wearable Computers, Ubiquitous/Pervasive Computing, Human-Robot Interaction, etc.
Further information:
Noncommand User Interface by Jakob Nielsen (1993) is another seminal paper on the topic.
If you want some theoretical concepts on GUIs, consider looking at vis, by Tuomo Valkonen. Tuomo has been extremely critical of WIMP concept for a long, he has developed ion window manager, which is one of many tiling window managers around. Tiling WMs are actually a performance win for the user when used right.
Vis is the idea of an UI which actually adapts to the needs of the particular user or his environment, including vision impairment, tactile preferences (mouse or keyboard), preferred language (to better suit right-to-left languages), preferred visual presentation (button order, mac-style or windows-style), better use of available space, corporate identity etc. The UI definition is presentation-free, the only things allowed are input/output parameters and their relationships. The layout algorithms and ergonomical constraints of the GUI itself are defined exactly once, at system level and in user's preferences. Essentially, this allows for any kind of GUI as long as the data to be shown is clearly defined. A GUI for a mobile device is equally possible as is a text terminal UI and voice interface.
How about mouse gestures?
A somewhat unknown, relatively new and highly underestimated UI feature.
They tend to have a somewhat steeper learning curve then icons because of the invisibility (if nobody tells you they exist, they stay invisible), but can be a real time saver for the more experienced user (I get real aggrevated when I have to browse without mouse gestures).
It's kind of like the hotkey for the mouse.
Sticking to GUIs puts limits on the physical properties of the hardware. Users have to be able to read a screen and respond in some way. The iPhone, for example: It's interface is the whole top surface, so physical size and the IxD are opposing factors.
Around Christmas I wrote a paper exploring the potential for a wearable BCI-controlled device. Now, I'm not suggesting we're ready to start building such devices, but the lessons learnt are valid. I found that most users liked the idea of using language as the primary interaction medium. Crucially though, all expressed concerns about ambiguity and confirmation.
The WIMP paradigm is one that relies on very precise, definite actions - usually button pressing. Additionally, as Nielsen reminds us, good feedback is essential. WIMP systems are usually pretty good at (or at least have the potential to) immediately announcing the receipt and outcome of a users actions.
To escape these paired requirements, it seems we really need to write software that users can trust. This might mean being context aware, or it might mean having some sort of structured query language based on a subset of English, or it might mean something entirely different. What it certainly means though, is that we'd be free of the desktop and finally be able to deploy a seamlessly integrated computing experience.
NUI Group people work primarily on multi-touch interfaces and you can see some nice examples of modern, more human-friendly designs (not counting the endless photo-organizing-app demos ;) ).
People are used to WIMP, the other main issue is that most of the other "Cool" interfaces require specialized hardware.
I'm not in journalism; I write software for a living.
vim!
It's definitely outside the realm of WIMP, but whether it's beyond it or way behind it is up to judgment!
I would recommend the following paper:
Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., and Zigelbaum, J. 2008. Reality-based interaction: a framework for post-WIMP interfaces. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 201-210. see DOI

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