Monday 28 April 2008

Thoughts on pervasive computing

From Shyam Raithatha

The group talked about all the different types of computer equipment, that general people were using on a day to day routine. This included things that were used in peoples cars and other types of technology devices, for example, mobile phone device, PDA, Internet and games stations.

An insight into how your chosen technology ‘breaks’ the paradigm of desktop computing.

I had a look into the Virtual Reality aspect and how it is different from desktop computing. The companies that are developing the 3D Interaction with Virtual Reality are trying to make it easier for surgeons to practice, and help them understand the different concepts. They show how it could be brought into universities that are training doctors and surgeons. This technology is also being used for virtual gaming. This is for people that like to play internet games and like the way it makes the images look so realistic.

At the moment this is using computers to create the interaction but there are virtual reality head sets beginning to be introduced for the people to use. For example, Virtual reality video games where you feel like you are in the game it makes it more interesting for the user. The users are then able to physically see what they are doing and how they have to try and fix the problem e.g. surgeons can carry out operations on the virtual body and can demonstrate how they would do it in real life. The lectures can also observe what the surgeon student is doing and it is easier to give them advice of how to improve.

Examples of this technology in the real world

Exploratory system: this is used with computer screen to Conducted through the use of a computer to exhibit the virtual world (used in games)

Video Mapping: This is where video input is showing the shadow of a 2D Graphical Images (used when presenting news/weather presenting)

Immersive system: This is where the users are using a helmet or 3D glasses which allows the user to have interaction with the virtual world and the different environments that the can visibly imagine.

Cave system: This is where a 3D image is incorporated within a cube which has different screens round the users. For Example “The Jaguar car manufacturer uses this to promote new models to businesses before manufacture.”

Telepresence: This is where sensors are linked up with the real world with the human sensors operator. This is so that user can experience the different environment that they can be in for example NASA plan to use telepresence for future space explorations this is to help the astronauts experience what it will be like to be out of space.

Mixed Reality: This is where two different technologies are used to create a computer generated input and then compound it with teleprence.

Surgery: “A surgeon can see the brain, with a CAT scan super-imposed on it along with a real-time ultrasound.” (Every 2005)

The different types of software that is out there at the moment:
· Driving simulators
· Flight simulators
·NASA
http://www.coventry.ac.uk/ec/~pevery/306is/T6/cnurds/3d_interaction.htm#Potential%20Applications

I agree with the other posts and their opinion concerning Augmented Perspectives. I have also found some things to add to it.

This is a small example of how Virtual Reality and Augmented Reality works together:

“We demonstrate basic 2D and 3D interactions in both a Virtual Reality (VR) system, called the Personal Space Station, and an Augmented Reality (AR) system, called the Visual Interaction Platform. Since both platforms use identical (optical) tracking hardware and software, and can run identical applications, users can experience the effect of the way the systems present their information to them (as VR or AR). Since the systems use state-of-the-art tracking technology, the users can also experience the opportunities and limitations offered by such technology at first hand. Such hands-on experience is expected to enrich the discussion on the role that VR and AR systems (with optical tracking) could and/or should play within Ambient Intelligence.”
(http://portal.acm.org/citation.cfm?id=1031419.1031425)

As shown above that both technologies can work together and they are both used for the same sort of job. There is a good video to show how the VR is made
http://www.youtube.com/watch?v=Jd3-eiid-Uw&feature=related.

Examples of the Technologies begin used:

Lexus

This is an example of how virtual reality work within cars industry. The new Lexus has a computerise system which let it automatically park the car. This show how technology is improving and it will park a car.(
http://gizmodo.com/gadgets/clips/lexus-self-parking-car-video-and-review-196551.php)

Toyota, VW

There is also a sample of the new VW and Toyota that is out in the US that also has this parking facility.
http://motoring.sky.com/news_features/vws-selfparking-car-story.aspx
http://www.engadget.com/2006/04/05/toyotas-self-parking-car-coming-soon-to-us/.

These shows have 3D virtual reality software can help new technologies.There are other organisations that also use virtual reality to create new designs within the field they of work. For example architecture uses the software to create new design and to virtual see what the structure will looking like after the construction has been done. Car design new the software to also have a look at their design before creating a prototype this is to make sure that have the angles they required and also to make sure that the car looks like the company want it to.

Here are a few example of this
  1. http://news.bbc.co.uk/1/hi/technology/3472589.stm
  2. http://www.carbodydesign.com/articles/2005/2005-09-08-digital-car-design/2005-09-08-digital-car-design.php

An analysis of the usability and HCI problems still to be overcome before your chosen technology becomes widely adopted in the market.

Helmets are too heavy: - which can cause the users to get headaches.

Computers are slow: - this would be due to all the graphical design and speed of everything which cause the computer to crash because it doesn’t have enough power or speed to run what the user want.

Touch feedback systems: - This is an issues due to lack of experience that the user has with the system.

Side-effects of using helmets: - nausea, headaches and claustrophobia

Full details of your research sources, including working links.

  1. http://www.cwi.nl/research/2005/31MulderEs.pdf
  2. http://graphics.tudelft.nl/~vrphobia/dissertation.pdf
References:

Jean-Bernard Martens (n. d.) Experiencing 3D Interactions in Virtual Reality and Augmented Reality [online] available from http://portal.acm.org/citation.cfm?id=1031419.1031425 [1st May 2008]

Dr. J.D. Mulder (n. d.) VIRTUAL REALITY: 3D-INTERACTION IN AVIRTUAL WORLD [online] available from http://www.cwi.nl/research/2005/31MulderEs.pdf [1st May 2008]

Prof.dr.ir. F.W. Jansen (n. d.) Human-Computer Interaction and Presence inVirtual Reality Exposure Therapy [online] available from http://graphics.tudelft.nl/~vrphobia/dissertation.pdf [1st May 2008]

Peter Every (n. d.)
3D Interaction - Virtual Reality [online] available from http://www.coventry.ac.uk/ec/~pevery/306is/T6/cnurds/3d_interaction.htm#Potential%20Applications [1st May 2008]

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