Monday 28 April 2008

Pervasive computing - an overview

(From Shaun Wilson)

A clear and concise description and explanation of the chosen technology

The groups chosen topic for discussion is 3D Interaction (Virtual Reality / Augmented reality). Virtual reality is a technology that allows a human to interact in a virtual computer simulated environment. This argues against Mark Weiser’s idea about what the core of ubiquitous computing is. Mark Weiser says the following:

“Ubiquitous computing is roughly the opposite of virtual reality. Where virtual reality puts people inside a computer-generated world, ubiquitous computing forces the computer to live out here in the world with people. Virtual reality is primarily a horse power problem; ubiquitous computing is a very difficult integration of human factors, computer science, engineering, and social sciences.”

(Weiser 1996)

What he means by this is that the human should not be thrown into a virtual environment but in fact we should work towards the computer bending to our world and bringing the computing experience into it.

The idea of 3D interaction follows on from this, creating spaces and using new styles of input devices to create a more open and flowing interaction experience for the user. The input methods it centres around are usually either streaming video from augmented spaces or using 3-Dimensional digitalization of physical objects.

Interactions that involve issuing commands to the application in order to change the systems mode or activates some functionality falls under the category of system control. Techniques that support system control tasks in 3-Dimensions are classified as:


  • Graphical menus
  • Voice commands
  • Gestural interaction
  • Virtual tools with specific functions

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

The first thing that breaks the paradigm are the ways that the users interact with the systems. The world of desktop computing uses the long standing interaction devices of mice and keyboards. 3D augmented virtual reality uses a wide variety of interaction tools, specifically tailoring to a users environment and usage.

The second way it breaks the paradigm is the way it lets users interact with multiple parts of the system, in the case of virtual reality allowing them to perceive a whole world and environment, which adds to the overall user experience.

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

Just some of the problems that need to be overcome before this technology is adapted are:

  • Long standing habit of computer users
  • Manufacturing costs
  • Use problems such as space at home to house necessary equipment
  • Manufacture changes to using the new interaction methods

References

Mark Weiser (1996) Ubiquitous Computing [online] available from http://www.ubiq.com/hypertext/weiser/UbiHome.html [1st May 2008]

Bibliography

http://en.wikipedia.org/wiki/Ubiquitous_computing

http://www.dcs.gla.ac.uk/~johnson/papers/validation/3dpaper.html

http://www.se.rit.edu/~jrv/research/ar/introduction.html

http://www.sics.se/dive/

http://tele-immersion.citris-uc.org/

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