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Floor 1
令和野狗
12/31/25 15:09
A History of Touch / Interface # 1: What Does the Future Computer Mouse Look Like?
An English translation of the video transcript of “触觉/interface 史(一)未来的鼠标长什么样”
by An Excellent and Most Improved Youth In Gotham (哥谭市优秀进步青年). The
Chinese leftist content creator goes also by the name of Kinda Sleepie
(有点困了/囿点困了) and Open Absence (按需缺席) [1].
[1] A parody of the expression “open-seating” (按需就座).
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Floor 2
令和野狗
12/31/25 15:10
Sure
machines are also human-invented tools, but their biggest difference
from previous tools is that they are what humans must always consider
how to communicate with. The most distinctive feature of machines is
automaticity: cogwheels engage with one another and hence a chain of
action. You only need to provide the motive power first and not to
bother with the operation afterwards. That is quite different from
previous tools. Even the most proficient cook with the best chef’s knife
won’t possibly just sit by and let it chop vegetables itself, I guess? The
transition from mechanical machines to electronic machines rendered a
problem how humans should provide the motive power. The way machines
receive command wasn’t through mechanical force any more, but through
information represented by electric currents. Of course humans don’t
discharge electricity (extracorporeally), so it was now a question how
to convert human signals into currents.
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Floor 3
令和野狗
12/31/25 15:10
The
earliest way humans communicate with electronic machines was through
punch cards. There are only two states: punched and un-punched. And
there’re probes in the machine. Slot one punch card into the machine,
and they’ll pass through the holes and close the circuits. Of course
it’s unelectrified where it’s unpunched, though. So that’s how the
earliest human-manchine interaction happened: different circuit
combinations meaning different machine action. But
a big problem arose then — the all-too-delayed feedback. You must
think through the whole process because these machines will perform
your commands all at once. Humans are after all humans, and they just
cannot think that thoroughly. For, say, an extremely complicated idea,
they have to test it out and modify it, especially when the machine has
given its feedback.
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Floor 4
令和野狗
12/31/25 15:10
So
the DOS command line input was thus born. Keyboard input in fact. You
know, the codes programmers write and the Matrix-style green characters
rain on the black screen are just examples of this. It naturally saved
us much trouble. You don’t have to write out the whole program on the
punch cards in one go but could see the feedback on the screen while
programming. And you could correct your errors immediately you find
them. No longer will you run to the machine, pull out the punch card,
check hole by hole and slot it back in. A
striking feature of command line input is its linear space. Just think
how the cursor moves when you type: it can only do so left-to-right and
top-to-bottom, or right-to-left and bottom-to-top. It just cannot jump
all the way to the characters several lines away.
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Floor 5
令和野狗
12/31/25 15:10
So
if you have typed for quite a while and find an error above, then to
correct it you definitely have to position the cursor where you’ve got
it wrong. You need to push Backspace. Unfortunately you have to keep
pressing it if the error is far away from where you are. Despite the
hotkeys for line skipping, the cursor itself can only move Back and
Forward. You fret, looking at the error, but the cursor is still on the
way. Wouldn’t it be fantastic if you can
somehow select your errors instantly? And that’s how the computer mouse
appeared. Although monitors did exist in the DOS era, they have been
totally different since. The monitor for command line input adopts an
ant’s perspective, while the GUI kind for mouse inputs a peng’s (鹏) [2],
or a bird’s eye view. Only after the invention of the mouse did we
first feel the synchronization of our perception with the machine.
Think how you tilt your body when playing shooters, which would have
been absolutely impossible in the command-line-input era. When you grip
the mouse, your body won’t treat the game scene before you as from
another world, even though you are perfectly sensible.
[2] The peng (鹏) is a legendary enormous bird in Chinese mythology, much like the ziz and the roc.
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Floor 6
令和野狗
12/31/25 15:11
The
computer mouse has therefore enabled a new freedom. However, it still
follows some trajectory, whether moving straightly or crookedly. Would
it be possible if the cursor could just “blink” elsewhere? That’s
actually what the touch screen is, the major input device for smart
devices for now. The transition from “trajectory” to “blink” is also one
of human operation from click to touch. With the transition of our
gesture comes also the transition of its ambience. In my childhood
playing on the computer was actually an occasion. It should be indoors,
where you’ve got power supply. And it should be at a stretch, so
preferably at weekends, sometimes even when you’ve finished your
homework. In conclusion, the excessive formality created a sharp
distinction between virtuality and reality.
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Floor 7
令和野狗
12/31/25 15:11
The
evolution from the punch card, through the command line and the
computer mouse, to the touch screen, is indeed the gradual expansion of
the screen from the 0-D, through 1-D and 2-D, to 3-D world[3].
It’s also the gradual erosion of the distinction between reality and
viruality. For the biggest dream of the screen is to absorb the whole
real world.
[3] The touchscreen is in essence the mapping of 3-D gestures to the 2-D plane.
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Floor 8
令和野狗
12/31/25 15:11
The
touch screen appeared originally with a Home button, but that was
increasingly regarded as an eyesore afterwards. It’s always reminding us
that still something exists out there, something the screen cannot
totally absorb. And that’s what the screen cannot tolerate. The Home
button must be wiped out. And after that it’s the bezel that became
intolerable. It need to be thinner, thinner, thinner and even disappear.
The annoying front-facing camera, for another, must be wrapped up on
the screen. Through its changing shape, the cutout (the Dynamic Island)
manages to be taken for part of the screen rather than its notch. And
the screen edge should also be curved, allowing the smooth, implicit
transition from the screen to the reality.
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Floor 9
令和野狗
12/31/25 15:11
The
ultimate fantasy of the screen is what we now name as virtual reality.
What’s been gradually forgotten during its expansion is not only the
increasingly softened screen edge but also the practice of mouse
flicking. You may find it hard to locate the pointer because of a
too-high display resolution after you boot up the computer. And you will
flick your mouse randomly and spot that flickering thing. It’s not
just for locating the cursor but also for syncing your body with the
machine. Last year I watched Avatar 2, and I’ve noticed that the
Na’vi will connect their queues with other Pandoran creatures before
they ride them. Once that’s done, the humanoid and the animal will
become almost one. So I believe that the mouse flicking after booting
is actually also a connection between human and machine, which the
screen has been seeking to extinguish but just can’t. It assumes as its
enemies the computer mouse, the screen edge, and the Home button, but
it doesn’t know what really separates the screen and the reality is touching.
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Floor 10
令和野狗
12/31/25 15:11
The
now prevalent conceptions for the next-generation HCI, whether the
wearable device or the most radical brain-machine interface, are
certainly the offshoots of the McLuhanian quote that “the medium is the
extensions of human body [sic]”. In fact they’ve misunderstood not
McLuhan but the human body, which is not the agent of but the vehicle
for touching. It’s just like the pointer already rendered on the desktop
won’t appear on your perceptual screen until you flick the mouse.
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