The term „interaction“ describes an action between two or more people. Especially in today’s modern age of computers, this term stands for more than just an action between people. Strictly speaking, there is no need for an action partner at all: It is absolutely possible, that a computer system interacts with another system. It is just as conceivable as a cat plays with a toy, which means, that your action partner could be an inanimate object. In particular in computer science, it is often the case, that a person interacts with a system or a general digital object.

For the interaction between people and machines, human senses need to be included – but that is not what happens initially. Objects may have several inherent characteristics with which the attention of the people may be excited, such as visual or acoustic characteristics. There is no interaction, just because there is an interaction-capable system. Interaction is a combination of perception, intention, feedback and also of the medial structure of the interaction object. Interactions start in the real world and involve the entire human body or at least parts of it.

If you read a book, the eye, the mind, the act of reading itself and the book as a medium, involves different human interaction parts. The interaction itself could change with the medium: It makes a difference, whether the same text is read in a book or is projected in a virtual room and is viewed with the Oculus Rift™.

The latter example shows, that interactions are subjected to a process of a continuously media cycle. By introducing new media and technologies, there arise a typ of a metamorphosis. There are new forms of interactions which has to be adapted to human senses. In human interactions, the hand as a sense and action organ, plays a special role. A comparison is the work of a painter, who is subjected to a circular process of perception and design: Constantly the work is changed exactly at the spot, which was at last perceived.

An important feature of today’s HCI is, that interactions in the real wold can not be transferred into the virtual world and vice versa. To mention the example of a painter, a digital graphic designer would not be able to paint his screen directly with color to then refine the image digitally. Instead the mouse is usually used for the virtual movement of a brush. In a broader context, this means that everyday interactions are reconstructed into a virtual world. A disadvantage could be, that the virtual reconstructed image is used in everyday life, that the reference to the real life is lost. For example the creation of virtual folders: only a few think of folders on a shelf.

This ubiquity of technical interactions in everyday life may be regarded as normal. Smartphones, tablets, navigation systems in cars and not least the development of modern approaches such as Google Glass ™ or the Oculus Rift ™. The use of virtual reality glasses is a perfect example of the fusion of people and machines: boundless freedom. Unlimited? Not quite. An empty battery destroys this feeling during watching a movie or playing a game.

The perfect solution to avoid this disturbance is wireless loading. Humans have no cables, so why they should become accustomed to cables? TECFLOWER starts where technic begins: At the interaction between people and technic. Only if we understand how interactions and virtual realities actually work, we can accurately fulfill customers desire for wireless devices. With wireless components of TECFLOWER the energy supply is no longer a major matter.

[This page was created with authorized extracts and partly literal quotations from: Konstantinidis, Antony, and Kopp, Nicolas. “Digitization of a Pen – & -. Paper RPG with transmission of interactions in the real world” (2015). S.129ff.]