The document discusses how the Internet of Things will connect trillions of smart devices, enabling new types of interactions. It describes how these tiny devices using technologies like nanoelectronics, OLEDs and thermochromic materials can sense their environment and users. This will allow devices, environments and even clothing to recognize users and react accordingly without needing direct interaction. It envisions a future where networked objects and data can influence experiences and tailor them uniquely for individuals.
Designing Our Future: Technologies and Behaviors that Impact DesignMarci Ikeler
As our world becomes increasingly digital, experience design is more important than ever.
And, as experience design gains importance, the discipline and its tools are evolving. The very definition has broadened: rather than considering point-and-click interfaces, experience design is about the way that we engage with technology, the world, and ourselves. As such, it’s no longer the domain of a single expert (a UX designer, IA, or IxD); it’s a view of the broader world that every role must consider.
At Little Arrows, we’re passionate about identifying places where real behavior and technology intersect, and designing solutions to take advantage of these opportunities. These trends in experience design are what we’re excited about for the future.
Topics covered include:
- Everything is an Interface - new interfaces beyond the mouse and screen
- Friction-Free Commerce - evolving ways to pay
- Mobile First, Mobile Everywhere - how mobile interfaces impact design
- Physical / Digital - the disappearing boundaries between the physical and digital worlds
- Surfacing Data - new ways of understanding and consuming information
- Better, Faster, Stronger - how technology can improve our bodies and our selves
Smart Glasses Market report 2015: towards 1 billion shipments Ori Inbar
A new report by AugmentedReality.Org, authored by world expert Ori Inbar, is predicting that the Smart Glasses market will soar towards 1 billion shipments near the end of the decade. The report, "Smart Glasses Market 2015", defines the scope of the Smart Glasses (or Augmented Reality Glasses) market, predicts how fast it will ramp up, and which companies are positioned to gain from it. It forecasts the adoption phases between 2014-2023, the drivers and challenges for adoption, and how hardware and software companies, as well as investors should plan ahead to take part in the next big computing cycle.
Companies Mentioned in this Report
Google, Epson, Microsoft, Intel, Sony, Vuzix, Optinvent, Lumus, Meta, Samsung, Apple, Amazon, Kopin, ODG, Atheer, Glassup, Mirama, Penny, Laster, Recon, Innovega, Elbit, Brother, Oakley, Fujitsu, Canon, Lenovo, Baidu, Nokia, LG, Olympus, Foxconn, Konica Minolta, Daqri, Skully Helmets, Fusar, Seebright, Caputer, RideOn, Zebra Technologies, Magic Leap, Oculus.
Eon Reality provides virtual and augmented reality solutions for education and training. Their EON-XR platform allows for merged reality experiences, spatial meetings, and digital twin creation across devices. They offer various grant programs through partnerships to deploy their platform at academic institutions and for national rollouts, covering infrastructure, hardware, and support. The grants aim to transform education through immersive technologies and enhance skills. Case studies demonstrate successful implementations at technical schools and universities.
Magic Leap is a leading augmented reality (AR) startup company. Magic Leap had raised more than $1.3 billion of venture funding from Alibaba, Google, Qualcomm, and other investors since its foundation in 2010. Financial Times valued Magic Leap at $4.5 billion. Following analysis regarding Magic Leap AR strategy is based on its recent published patent application US20160026253.
1) Users are now able to become designers of their own IT projects due to the increased ease of use of tools like content management systems and video editing software.
2) Parents and professionals supporting individuals with autism are interested in developing their own resources to meet specific needs, but often find research projects inaccessible.
3) New tools now allow non-programmers to more easily create their own apps and games through simplified coding platforms and drag-and-drop interfaces.
The document provides guidance on designing connected products and summarizes key learnings from designing IoT products. It discusses shifts from physical to digital and back again with the rise of IoT. It emphasizes the importance of user experience for IoT, which requires a different skillset than web UX. Multidisciplinary teams are needed that include experts in human factors, business, digital tech, and physical tech. Early prototyping and user testing on location is also recommended to validate assumptions before large investments are made.
The document summarizes research on multi-touch technology. It outlines the objectives to understand multi-touch usage and prevalence in Hong Kong. Background information is provided on the definition and common implementations of multi-touch. An online survey and library research was conducted to collect information on advantages and disadvantages. A survey was administered with questions about multi-touch experience, benefits over traditional devices, preferred applications, and convenience. Analysis found high usage of multi-touch devices and that most respondents feel they are more convenient and fun than traditional devices.
The document discusses how the Internet of Things will connect trillions of smart devices, enabling new types of interactions. It describes how these tiny devices using technologies like nanoelectronics, OLEDs and thermochromic materials can sense their environment and users. This will allow devices, environments and even clothing to recognize users and react accordingly without needing direct interaction. It envisions a future where networked objects and data can influence experiences and tailor them uniquely for individuals.
Designing Our Future: Technologies and Behaviors that Impact DesignMarci Ikeler
As our world becomes increasingly digital, experience design is more important than ever.
And, as experience design gains importance, the discipline and its tools are evolving. The very definition has broadened: rather than considering point-and-click interfaces, experience design is about the way that we engage with technology, the world, and ourselves. As such, it’s no longer the domain of a single expert (a UX designer, IA, or IxD); it’s a view of the broader world that every role must consider.
At Little Arrows, we’re passionate about identifying places where real behavior and technology intersect, and designing solutions to take advantage of these opportunities. These trends in experience design are what we’re excited about for the future.
Topics covered include:
- Everything is an Interface - new interfaces beyond the mouse and screen
- Friction-Free Commerce - evolving ways to pay
- Mobile First, Mobile Everywhere - how mobile interfaces impact design
- Physical / Digital - the disappearing boundaries between the physical and digital worlds
- Surfacing Data - new ways of understanding and consuming information
- Better, Faster, Stronger - how technology can improve our bodies and our selves
Smart Glasses Market report 2015: towards 1 billion shipments Ori Inbar
A new report by AugmentedReality.Org, authored by world expert Ori Inbar, is predicting that the Smart Glasses market will soar towards 1 billion shipments near the end of the decade. The report, "Smart Glasses Market 2015", defines the scope of the Smart Glasses (or Augmented Reality Glasses) market, predicts how fast it will ramp up, and which companies are positioned to gain from it. It forecasts the adoption phases between 2014-2023, the drivers and challenges for adoption, and how hardware and software companies, as well as investors should plan ahead to take part in the next big computing cycle.
Companies Mentioned in this Report
Google, Epson, Microsoft, Intel, Sony, Vuzix, Optinvent, Lumus, Meta, Samsung, Apple, Amazon, Kopin, ODG, Atheer, Glassup, Mirama, Penny, Laster, Recon, Innovega, Elbit, Brother, Oakley, Fujitsu, Canon, Lenovo, Baidu, Nokia, LG, Olympus, Foxconn, Konica Minolta, Daqri, Skully Helmets, Fusar, Seebright, Caputer, RideOn, Zebra Technologies, Magic Leap, Oculus.
Eon Reality provides virtual and augmented reality solutions for education and training. Their EON-XR platform allows for merged reality experiences, spatial meetings, and digital twin creation across devices. They offer various grant programs through partnerships to deploy their platform at academic institutions and for national rollouts, covering infrastructure, hardware, and support. The grants aim to transform education through immersive technologies and enhance skills. Case studies demonstrate successful implementations at technical schools and universities.
Magic Leap is a leading augmented reality (AR) startup company. Magic Leap had raised more than $1.3 billion of venture funding from Alibaba, Google, Qualcomm, and other investors since its foundation in 2010. Financial Times valued Magic Leap at $4.5 billion. Following analysis regarding Magic Leap AR strategy is based on its recent published patent application US20160026253.
1) Users are now able to become designers of their own IT projects due to the increased ease of use of tools like content management systems and video editing software.
2) Parents and professionals supporting individuals with autism are interested in developing their own resources to meet specific needs, but often find research projects inaccessible.
3) New tools now allow non-programmers to more easily create their own apps and games through simplified coding platforms and drag-and-drop interfaces.
The document provides guidance on designing connected products and summarizes key learnings from designing IoT products. It discusses shifts from physical to digital and back again with the rise of IoT. It emphasizes the importance of user experience for IoT, which requires a different skillset than web UX. Multidisciplinary teams are needed that include experts in human factors, business, digital tech, and physical tech. Early prototyping and user testing on location is also recommended to validate assumptions before large investments are made.
The document summarizes research on multi-touch technology. It outlines the objectives to understand multi-touch usage and prevalence in Hong Kong. Background information is provided on the definition and common implementations of multi-touch. An online survey and library research was conducted to collect information on advantages and disadvantages. A survey was administered with questions about multi-touch experience, benefits over traditional devices, preferred applications, and convenience. Analysis found high usage of multi-touch devices and that most respondents feel they are more convenient and fun than traditional devices.
This document discusses the development of a mobile app concept for Tryg, a Danish insurance company. It begins with an introduction on the growing popularity of smartphones and mobile internet usage. It then discusses different types of mobile apps and considerations for achieving success, like solving problems for users. The document presents a concept for a "Tryg på Rejse" travel app that would provide insurance and travel assistance. It provides screenshots of prototype screens and discusses testing the concept. The benefits highlighted are improved customer experience and business outcomes for Tryg.
Theron Burger is a portfolio of work from 2005-2010 that includes projects such as an LED VU meter, LED candles, 3D renderings, a water research center design, and Meye - a device in the form of a hatband that provides location-based information to the wearer through vibration. Other projects include a space for modifying the virtual environment, a music selector using RFID tags, an Arduino accelerometer controller for a robot, a slouch detector worn as a necklace, and a beat machine interface using chips on a grid. Burger studied architecture and industrial design and worked as an educator in robotics.
The document discusses Microsoft HoloLens, an augmented reality headset. It begins by defining augmented reality and holograms. HoloLens uses these concepts to overlay holographic images onto the real world. The document then details how HoloLens works, its internal components, specifications, features, advantages like being untethered, and disadvantages like short battery life. It concludes by stating the era of holographic computing is here with HoloLens leading the way to experience applications like Netflix in new immersive ways.
Introduction to the touch projector technologyeSAT Journals
This document discusses touch projector technology, which allows users to project content from a mobile device onto any surface and interact with it using touch. It describes some examples of touch projectors including interactive projectors for education, pocket-sized touch pico projectors, and a bracelet projector that projects onto the user's skin. The document also compares specifications of different touch projector devices and notes areas for improvement in touch projection technologies.
SparkLabs operates an accelerator program that has hosted the largest startup demo days in the world. This document provides information about a new Internet of Things accelerator program SparkLabs plans to launch in Songdo, South Korea. The 6-month program will select 5-10 startups and provide $40,000 in funding, over $900,000 in free perks, and mentorship. Songdo is described as a smart city that will serve as an ideal test bed for IoT startups.
This document discusses several topics related to emerging technologies including artificial intelligence, augmented reality, and virtual reality. It provides an overview of how AI has developed since the 1960s and how algorithms are designed to make decisions using real-time data. Augmented reality is presented as a technology that can help with tasks like navigation and control programs through glasses. Virtual reality is traced back to the 1950s and discusses how the technology has advanced with headsets and how it is used mainly for entertainment through gaming and films. Health and privacy concerns are also mentioned regarding prolonged VR usage.
This presentation provides an overview of AR & VR smart glasses and contact lenses, and provides forecasts of future growth.
Learn more at http://www.idtechex.com
Haptic Technology- Interaction with Virtualityvivatechijri
The document discusses haptic technology, which uses tactile feedback to allow users to interact with virtual objects. It begins by defining haptics and describing how it enhances features of virtual reality like immersion and interaction. It then explains how haptic devices work by applying forces, pressures, or vibrations using actuators. Common haptic devices like the Phantom and CyberGrasp are described. The document outlines several applications of haptics in fields like virtual reality, surgical simulation, mobile phones, and wearable devices. It concludes by discussing the future of haptics, including its growing role in medical training through virtual reality and a shift toward more digital controls using haptic feedback.
Want to Learn More About This Topic or Any Other?
Go to labs.psfk.com to learn more about accessing in-depth trend reports on industries, markets, and topics, database access, workshops, presentations and events.
my students use ideas from my class on business models to develop a business model for the LEAP, a new user interface for electronic systems. Users can interact with electronic products by moving their hands and the LEAP system recognizes and interprets the gestures. These slides discuss the value propositions for various customer segments including video games, robotics, and 3D modeling. Also discussed are the methods of value capture and strategic control for the LEAP.
The document discusses emerging technologies related to virtual reality, 3D displays, and brain-computer interfaces. It describes how these technologies could enable highly immersive virtual worlds, thought-controlled devices and games, and potentially restore sight through "bionic eyes". The pattern of the future is seen as the convergence of massively multiplayer online games, virtual worlds, realistic 3D display, brain interfaces, and visual immersion technologies.
Team Liberty UOA Imagine 2010 Finals Presentation (text-narrated)Dmitry Selitskiy
These are the slides we used at the UOA Imagine 2010 finals presentation that took us to the second place.
Our project is aimed at using the emerging commercial brain-computer interface technology in building hardware/software solutions for people with disabilities. These solutions will allow people to perform the simple daily tasks without the help of caregivers.
The document discusses Microsoft's HoloLens augmented reality headset. It begins with definitions of holograms and how HoloLens uses augmented reality technology to overlay digital objects onto the real world. Details are provided about the parts of HoloLens like its cameras, processors, lenses and sensors. Applications are explored such as remote instruction, 3D modeling, education and gaming. The document concludes that HoloLens provides a glimpse of future technologies and has potential uses in many industries, though improvements could be made to aspects like viewing angle and battery life.
The document discusses the design of a winter survival kit for Mountain Equipment Co-op that was created for non-expert outdoor enthusiasts to be portable, lightweight, and provide support for survival needs. The kit was designed through research and prototyping to ensure it aligned with the MEC brand and met the needs of customers participating in winter activities like skiing, snowshoeing, and trekking.
The document discusses the evolving landscape of smart objects and the Internet of Things. It covers several topics:
- Smart objects are becoming more intelligent, able to sense their environment, communicate with each other and users, and act proactively. They are part of interconnected ecosystems.
- Technology trends that are shaping smart objects include increased sensors, connectivity between devices, self-awareness, pattern recognition, augmented reality, and big data.
- User needs around smart objects include emotional comfort, awareness, managing time efficiently, identity expression, and maintaining privacy amid more connected devices.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
Interactive Technology & Marketing In 2012tomchapman
The document discusses emerging trends in interactive technology, including touch screens, augmented reality, gestures, facial recognition, eye tracking, and voice control. It provides examples of how each trend is being applied across different contexts like retail displays, games, mobile devices, vehicles, and televisions. The document aims to analyze present and future interactive technology trends as they relate to business, culture and society.
Smart Glasses and the Evolution of Human-Computing Interfacesn-tech Research
Within the emerging category of wearable computing, arguably the most characteristic product to emerge is "smart glasses" which mesh the communications capabilities of smartphones with additional visual and other sensual enhancements, including augmented reality. The primary selling feature of smart glasses is their ability to display video, navigation, messaging, augmented reality (AR) applications, and games on a large virtual screen, all completely hands-free. The current poster child for smart glasses is Google’s "Glass" product, but there are more than 20 firms offering smart glasses or planning to do so.
The hands-free nature of smart glasses opens up new possibilities for human-computer interfaces (HCI), drawing from smart phones as well as interfaces developed in other contexts (e.g. virtual reality). Early smart glasses models are leaning on mature and low-cost technologies with notable influence from smartphones; however we see a gradual trend for smart glasses (and other wearable computing devices) to be driven by more natural interface controls, once these technologies have time to mature as well -- and they're getting remarkably close.
CES Rewind
Fallon Creative Technologist Jacob Abernathy presents 10 trends you and your brands need to know about the gadgets revealed at this year's Consumer Electronic Show – ground zero for the future of consumer electronics and technology!
Jacob will put perspective on everything you missed in an engaging multimedia demonstration that details trends ranging from the rise of tablet computing, and gaming everywhere, to the explosion of car technologies powering our everyday driving.
This document discusses the development of a mobile app concept for Tryg, a Danish insurance company. It begins with an introduction on the growing popularity of smartphones and mobile internet usage. It then discusses different types of mobile apps and considerations for achieving success, like solving problems for users. The document presents a concept for a "Tryg på Rejse" travel app that would provide insurance and travel assistance. It provides screenshots of prototype screens and discusses testing the concept. The benefits highlighted are improved customer experience and business outcomes for Tryg.
Theron Burger is a portfolio of work from 2005-2010 that includes projects such as an LED VU meter, LED candles, 3D renderings, a water research center design, and Meye - a device in the form of a hatband that provides location-based information to the wearer through vibration. Other projects include a space for modifying the virtual environment, a music selector using RFID tags, an Arduino accelerometer controller for a robot, a slouch detector worn as a necklace, and a beat machine interface using chips on a grid. Burger studied architecture and industrial design and worked as an educator in robotics.
The document discusses Microsoft HoloLens, an augmented reality headset. It begins by defining augmented reality and holograms. HoloLens uses these concepts to overlay holographic images onto the real world. The document then details how HoloLens works, its internal components, specifications, features, advantages like being untethered, and disadvantages like short battery life. It concludes by stating the era of holographic computing is here with HoloLens leading the way to experience applications like Netflix in new immersive ways.
Introduction to the touch projector technologyeSAT Journals
This document discusses touch projector technology, which allows users to project content from a mobile device onto any surface and interact with it using touch. It describes some examples of touch projectors including interactive projectors for education, pocket-sized touch pico projectors, and a bracelet projector that projects onto the user's skin. The document also compares specifications of different touch projector devices and notes areas for improvement in touch projection technologies.
SparkLabs operates an accelerator program that has hosted the largest startup demo days in the world. This document provides information about a new Internet of Things accelerator program SparkLabs plans to launch in Songdo, South Korea. The 6-month program will select 5-10 startups and provide $40,000 in funding, over $900,000 in free perks, and mentorship. Songdo is described as a smart city that will serve as an ideal test bed for IoT startups.
This document discusses several topics related to emerging technologies including artificial intelligence, augmented reality, and virtual reality. It provides an overview of how AI has developed since the 1960s and how algorithms are designed to make decisions using real-time data. Augmented reality is presented as a technology that can help with tasks like navigation and control programs through glasses. Virtual reality is traced back to the 1950s and discusses how the technology has advanced with headsets and how it is used mainly for entertainment through gaming and films. Health and privacy concerns are also mentioned regarding prolonged VR usage.
This presentation provides an overview of AR & VR smart glasses and contact lenses, and provides forecasts of future growth.
Learn more at http://www.idtechex.com
Haptic Technology- Interaction with Virtualityvivatechijri
The document discusses haptic technology, which uses tactile feedback to allow users to interact with virtual objects. It begins by defining haptics and describing how it enhances features of virtual reality like immersion and interaction. It then explains how haptic devices work by applying forces, pressures, or vibrations using actuators. Common haptic devices like the Phantom and CyberGrasp are described. The document outlines several applications of haptics in fields like virtual reality, surgical simulation, mobile phones, and wearable devices. It concludes by discussing the future of haptics, including its growing role in medical training through virtual reality and a shift toward more digital controls using haptic feedback.
Want to Learn More About This Topic or Any Other?
Go to labs.psfk.com to learn more about accessing in-depth trend reports on industries, markets, and topics, database access, workshops, presentations and events.
my students use ideas from my class on business models to develop a business model for the LEAP, a new user interface for electronic systems. Users can interact with electronic products by moving their hands and the LEAP system recognizes and interprets the gestures. These slides discuss the value propositions for various customer segments including video games, robotics, and 3D modeling. Also discussed are the methods of value capture and strategic control for the LEAP.
The document discusses emerging technologies related to virtual reality, 3D displays, and brain-computer interfaces. It describes how these technologies could enable highly immersive virtual worlds, thought-controlled devices and games, and potentially restore sight through "bionic eyes". The pattern of the future is seen as the convergence of massively multiplayer online games, virtual worlds, realistic 3D display, brain interfaces, and visual immersion technologies.
Team Liberty UOA Imagine 2010 Finals Presentation (text-narrated)Dmitry Selitskiy
These are the slides we used at the UOA Imagine 2010 finals presentation that took us to the second place.
Our project is aimed at using the emerging commercial brain-computer interface technology in building hardware/software solutions for people with disabilities. These solutions will allow people to perform the simple daily tasks without the help of caregivers.
The document discusses Microsoft's HoloLens augmented reality headset. It begins with definitions of holograms and how HoloLens uses augmented reality technology to overlay digital objects onto the real world. Details are provided about the parts of HoloLens like its cameras, processors, lenses and sensors. Applications are explored such as remote instruction, 3D modeling, education and gaming. The document concludes that HoloLens provides a glimpse of future technologies and has potential uses in many industries, though improvements could be made to aspects like viewing angle and battery life.
The document discusses the design of a winter survival kit for Mountain Equipment Co-op that was created for non-expert outdoor enthusiasts to be portable, lightweight, and provide support for survival needs. The kit was designed through research and prototyping to ensure it aligned with the MEC brand and met the needs of customers participating in winter activities like skiing, snowshoeing, and trekking.
The document discusses the evolving landscape of smart objects and the Internet of Things. It covers several topics:
- Smart objects are becoming more intelligent, able to sense their environment, communicate with each other and users, and act proactively. They are part of interconnected ecosystems.
- Technology trends that are shaping smart objects include increased sensors, connectivity between devices, self-awareness, pattern recognition, augmented reality, and big data.
- User needs around smart objects include emotional comfort, awareness, managing time efficiently, identity expression, and maintaining privacy amid more connected devices.
Merged Reality: Understanding how virtual and augmented realities could trans...Ericsson Latin America
Incorporating technology into our everyday lives is quickly becoming the norm. The World Economic Forum calls the idea of merging the real with the digital – the Fourth Industrial Revolution. Virtual and augmented realities could encourage a similar technological revolution – one where consumers transition between virtual and physical worlds effortlessly for their everyday life activities.
However, in their current form, virtual and augmented technologies collide rather than merge with our physical reality. Today the bulky headsets cut off the user from their surroundings, as well as hinder mobility, and a highly interactive VR experience can induce nausea for some users.
Consumers expect next-generation networks like 5G to address these challenges and enrich shared experiences by providing a fast and high-bandwidth network.
In this Ericsson ConsumerLab report, we explore the impact of these imminent changes on consumer lifestyles, from the perspective of early adopters, laggards and consumers who are planning to use a headset in the future. We also look at the enabling role that next-generation networks like 5G could play.
Interactive Technology & Marketing In 2012tomchapman
The document discusses emerging trends in interactive technology, including touch screens, augmented reality, gestures, facial recognition, eye tracking, and voice control. It provides examples of how each trend is being applied across different contexts like retail displays, games, mobile devices, vehicles, and televisions. The document aims to analyze present and future interactive technology trends as they relate to business, culture and society.
Smart Glasses and the Evolution of Human-Computing Interfacesn-tech Research
Within the emerging category of wearable computing, arguably the most characteristic product to emerge is "smart glasses" which mesh the communications capabilities of smartphones with additional visual and other sensual enhancements, including augmented reality. The primary selling feature of smart glasses is their ability to display video, navigation, messaging, augmented reality (AR) applications, and games on a large virtual screen, all completely hands-free. The current poster child for smart glasses is Google’s "Glass" product, but there are more than 20 firms offering smart glasses or planning to do so.
The hands-free nature of smart glasses opens up new possibilities for human-computer interfaces (HCI), drawing from smart phones as well as interfaces developed in other contexts (e.g. virtual reality). Early smart glasses models are leaning on mature and low-cost technologies with notable influence from smartphones; however we see a gradual trend for smart glasses (and other wearable computing devices) to be driven by more natural interface controls, once these technologies have time to mature as well -- and they're getting remarkably close.
CES Rewind
Fallon Creative Technologist Jacob Abernathy presents 10 trends you and your brands need to know about the gadgets revealed at this year's Consumer Electronic Show – ground zero for the future of consumer electronics and technology!
Jacob will put perspective on everything you missed in an engaging multimedia demonstration that details trends ranging from the rise of tablet computing, and gaming everywhere, to the explosion of car technologies powering our everyday driving.
The document discusses trends seen at CES 2017 related to connection, cognition, and immersion. Key trends highlighted include the emergence of connected product ecosystems from brands like LG; Alexa becoming the dominant interface for IoT devices; augmented reality gaining capabilities through object recognition and spatial freedom in VR; and autonomous vehicles expanding beyond cars to devices like drones and delivery robots. The trends showcase an ambient computing future where artificial intelligence and new data types simplify tasks and predict needs.
The document discusses trends seen at CES 2017 related to connection, cognition, and immersion. Key trends highlighted include connected product ecosystems from brands like LG that integrate various smart home appliances; the emergence of Alexa and voice assistants as the dominant interface for IoT devices; augmented reality and virtual reality technologies providing more immersive and spatial experiences; and autonomous vehicles expanding beyond cars to delivery robots and personal mobility devices. Pervasive artificial intelligence and machine learning were seen embedded in many new products, moving towards an ambient computing future.
Consumer behavior and expectations around user interfaces are rapidly evolving. As mobile devices become more integrated into daily life, consumers are accessing content in new ways and shifting away from traditional television and DVDs towards digital streaming. This has driven the development of more seamless, intuitive interfaces that improve the overall user experience. Major technology companies are pursuing new interface technologies like touchscreens, gestures, voice commands and augmented reality to create more immersive experiences and stay ahead of rising consumer demands. The user interface market is expected to grow significantly in coming years as interfaces continue to transform how people interact with technology.
The Consumer Electronics Show (CES) is the worlds leading Technology confrnece held at the start of the year. VCCP have pulled together its thoughts on what this could mean for Advertisers and Brands over the next 6-12 months.
We recently ran an agency briefing session on interactive technology; the underlying theme of the presentation was the emergence of natural user interface or NUI.
This document discusses the history and development of touchscreen technology. It describes early touchscreen devices from the 1980s that used infrared sensors to detect touch input. It then covers the development of multi-touch screens in the 2000s and 2010s, including innovations like Frustrated Total Internal Reflection that enabled intuitive multi-touch interfaces. The document also provides details on the working of different types of touchscreen sensors and controllers. Finally, it introduces touchless touchscreen technology developed by Elliptic Labs that allows control of devices through hand gestures without physical contact.
Struggling to understand the differences between competing touch technologies? Decoding Touch Technology is an insider's guide to the top ten touch screen technologies in the market today. Written by industry leader, Touch International, this guide answers questions like "why should I choose this technology?" and "how does it work?".
This document discusses the evolution of digital design and the internet of things (IoT). It notes that every tool and service that utilizes digital technology will follow Moore's law and experience accelerated change. As more "things" become connected online, the number of touchpoints and opportunities for stories will multiply. The internet of things (IoT) will connect billions of objects, creating the potential for any object to tell stories and become an interactive experience. New tools like virtual and augmented reality will provide new ways to create and experience stories, potentially turning any object or space into an interactive theater.
power point presentation on 'Internet of things' by Utkarsh Sinh currently pursuing B.tech in Electronics & Instrumentation Engineering at IIT(ISM) Dhanbad. all the FAQs regarding it has been answered here.Amazon Alexa popular among it is also discussed on this ppt.
The document discusses how interactions with technology are becoming more natural and intuitive through innovations that require no interface. It highlights emerging technologies like voice recognition, gesture control, haptic feedback, and augmented reality that are fueling consumer demand for more seamless interactions with devices. Heavy mobile usage and the rise of connected devices and notifications are intensifying the need for more natural ways to access digital information and services without staring at screens.
The document provides an overview of mixed reality, including definitions of virtual reality, augmented reality, and mixed reality. It discusses the history and how mixed reality works by merging the real and virtual worlds. The types of mixed reality apps are enhanced environment apps, blended environment apps, and immersive environment apps. Examples of current and future applications are given across various industries like education, medicine, games, and more. Advantages include a detailed view while disadvantages are high costs and inability to touch.
Ogilvy London attended CES 2014 to identify emerging technologies and trends that would impact business and consumer markets. Key trends included growth in cloud computing services, biometrics, sensors in devices, tablets, and wearable technology like smart watches and virtual reality headsets. 4K ultra-high definition TVs and flexible displays were highlighted. The connected home sector expanded with smart appliances, security systems, and ecosystems to control multiple devices. Ogilvy increased its presence at CES to stay aware of technological shifts and their effects on marketing.
Consumer Electronic Show 2014 Ogilvy London Labs ReportPrayukth K V
The Consumer Electronics Show (CES) this year
played host to 150,000 visitors. They came to see a
collection of companies showcase their latest
products, services and technologies that they hope
and predict will make a splash in 2014...find out who did what, how and who walked away with the honors
OgilvyOne London's Digital Labs presents a comprehensive report about this year's Consumer Electronic Show that took place in Las Vegas. For the third year in a row, the London Labs attended the show with an aim to scan, scope out and bring back the latest and most exciting technologies and trends that will have most impact in the ever-expanding business and consumer technology market. These findings help inform the predictions we make for our clients about potential future commercial application, and the potential use of those trends within the Marketing and Communication space.
This document discusses the design of products for an "internet of things" where physical objects are connected to the internet and can be identified by computers. It summarizes different levels of user experience in designing such products, including tangible interactions with physical interfaces, connectivity and sharing of data between objects and services, and visualization and reflection on collected usage data over time. Examples discussed include RFID-enabled objects, sensors in devices like the iPhone for tracking activity, and products that connect physical usage and data to online social networks and services.
The touch screen technology is widely used in PDA, smart phone, PMP, ATM, information kiosk and many other types of equipment in industrial, medical and commercial environment. Actually the technology enabling these devices is not new, since it was invented by Dr. Samuel C. Hurst in 1971. But it becomes hotter after the release of popular iPhone and iPod touch. With new patents filed for the touch screen technology, Apple brings a new wave to this mature segment and more companies are involved in this revolution with improved interactive UI, ICs, assembly modules and software components.
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Haptic Technology Trend Assessment Paper
1. Marketing 7546 Trends Assessment
Haptic Technology
What Does The Future Hold For Touch?
Sam McDaniel
4/10/12
2. Haptic Technology
April 10, 2012
Historical Overview
Haptic technology (haptics), is a tactile feedback technology which takes advantage of
the sense of touch by applying various motions to the user (Mashpedia - Haptic Technology).
Haptics is essentially a mechanical stimulation, which has been described as “doing for the sense
of touch what computer graphics does for vision” (Mashpedia - Haptic Technology). Devices
that typically incorporate haptics will have sensors of some sort that measure forces exerted by
the user. The work haptic comes from the Greek word haptikos, which means pertaining to the
sense of touch and comes from the Greek verb haptesthai, meaning to contact or to touch
(Mashpedia - Haptic Technology).
Modern use of the technology dates back to the 1950s with the invention of the
teleoperators, which were remote controlled robotic tools that were used for things like
radioactive material removal, and were later incorporated into simulators used by pilots
(Mashpedia - Haptic Technology). Haptic’s entrance into gaming occurred during the 1970s
with Sega’s Moto-Cross, which was the first video game in which you felt vibrations as part of
the game (in the game, your handlebars would vibrate when you crashed). Most often, they are
found in video game controllers, including the Xbox and Playstation rumble controllers. Recent
applications include computers and mobile devices (Mashpedia - Haptic Technology). To give
an idea as to the width of the haptics industry, it is estimated that by 2012, nearly 2/3rd of all
smartphones will be shipped with some form of haptic technology (Mena, 2012). The primary
hardware associated with the technology is actuators, which provide mechanical motion in
response to some sort of electrical stimulus (Mashpedia - Haptic Technology).
While the use of haptics has been around for decades, there has been a recent push and
resurgence of the technology across many industries and products, as will be discussed later.
The trend is driven by the need of consumers to have a better user experience with products, as
well as partly by individuals’ need for touch sensations. The trend is evolving as haptics become
better and more efficient, as well as take on new iterations that continue to push the horizon for
use and feasible applications. Consumers are demand more touch and more real experiences,
and the future of the trend is to meet those needs.
Financial Implications
While there are no direct figures related to the financial impact of haptic technology,
there are a few figures related to the industry readily available.
According to DisplaySearch, the global touch screen market is estimated to reach $9B by
2015, which come from twelve (12) major technology areas for the market (Senseg
Unveils First Feelscreen Product, 2012).
Nintendo recently disclosed that its latest iteration of the Wii will incorporate haptic
technology, but the cost of building a haptic based shell will be approximately $90 per
unit, with a more fully integrated shell costing significantly more (James, 2012).
Immersion Corporation, which is a leading innovator in haptic technology, recently
disclosed 4th quarter/FYE 2011 financials. Of total revenues of $30.6MM in 2011,
royalty and licensing income related to its haptic technology accounted for $26.9MM
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3. Haptic Technology
April 10, 2012
during the year. Royalty income increase for the company by 13% during 2011
(Immersion Corporation: Will Its Haptic Technology Become Part Of Most
Smartphones?, 2012). The below chart documents the Company’s royalty income since
2008 and was included in the article.
Current Use
Various forms of haptics are utilized in all electronics, from touch screens on phones to
rumble controllers to the Wii and Microsoft Kinect. The latest iterations of the technology are
opening up vast new possibilities and increasingly meeting consumers’ need to touch, feel, and
have a more personal experience with their technology. I want to touch on three current
iterations of the technology.
Electronic Paper E-Readers
The “Magic” Touch Screen
The Vibrating Tattoo
Electronic Paper E-Readers
At the end of March, LG announced they would begin production on a flexible plastic
electronic paper E-Reader for use in Europe (Toor, 2012). The E-reader would have a 6-inch
high resolution display and have the ability to bend up to 40 degrees and resist damage from
approximately 1.5 meters, which is close to the average height a person reads from when
walking (Toor, 2012). The innovation was derived from E-Book users’ desire to have a more
durable product, which LG is now delivering. There is also added benefit, as the thinner product
also is a better consumer of energy. While this is not along the lines of traditional haptics, the
need for flexibility and more real-like experience while reading from electronic devices has been
the driver of this innovation.
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4. Haptic Technology
April 10, 2012
I think this innovation falls a bit short. While the current use is tremendous for
consumers, LG could have taken this one step further. One suggestion would be to use the
technology to make a true blend of the existing products, where the E-Reader is made from the
plastic product and has total internet connectivity and storage, but is much more flexible and
bendable to fit in smaller places and be much more user friendly. Another idea LG could have
taken was to take the E-Paper product, provide wi-fi connectivity, and created a blank book with
pages, which would change based on the download. This would provide a real book experience
along with the ability to download new books and minimize the physical space associated with a
person’s library. I see the uses of this to dramatically change going forward.
The “Magic” Touch Screen
The “magic” touch screen was rumored to be in the new iPad 3, which was announced
during the first quarter of 2012 (Rose, 2012). Designed by Senseg, Inc., the feelscreen product
produces tactile sensations for touch interface devices. With the feelscreen, users will be able to
feel textures, contours, edges, and other things like peaks and valleys all from their screen. The
technology creates layers of “tixels”, texture pixels, that allow for control over the feel of the
screen (Rose, 2012). According to the article, the real innovation of the system is to its haptics
approach, which uses electrostatic attraction to modulate the friction between fingers and
surface, unlike the moving parts typically found in other haptic models (Rose, 2012).
I think the possibilities are endless for the integration and uses of the “magic” screen.
With Apple working closely with Senseg, this could lead to a real “game-changer” in tablets, as
Apple likely will lock up Senseg into some sort of exclusivity contract along the way and gain an
even bigger competitive advantage with the iPad. Going one step further, this technology would
tremendously open up the gaming world, as you could see developers, etc. incorporating this
new technology and making the gaming experience much more realistic. I think this technology
would have immediate impact in several commercial uses (medical, real estate, etc.), and could
have been introduced in those arenas first. Overall, I think this current example of haptic
technology will further advance people’s desire to feel and touch.
The Vibrating Tattoo
In March 2012, Nokia announced that a patent had been filed for a vibrating tattoo. The
premise for the vibrating tattoo is similar to Bluetooth in that the tattoo would be connected and
would talk with your cell phone. The similarities stop there, as haptic technology is the key
element to this patent. Using ferromagnetic ink, the tattoo will be created and will be highly
magnetized (Bobleanta, 2012). For knowledge purposes, ferromagnetic ink is a heavier, more
charged type ink relative to traditional tattoo inks. After charging the tattoo, the tattoo will
vibrate differently based on the notifications from your phone (Bobleanta, 2012). Whether the
notification is a call, text, email, or low battery warning, there will be individual, recognizable
vibrations from the tattoo. From a business standpoint, the tattoo would allow users to recognize
a call, etc. in either a quiet setting, meeting, or noisy function, which could lead to improved
efficiency over the long term. This tattoo would be one step above tattoos that use red ink,
which are heavily concentrated with iron and react to magnets (Bobleanta, 2012).
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5. Haptic Technology
April 10, 2012
Sodahead, an online news outlet, conducted a survey to get peoples’ thoughts on the new
technology (PUBLIC OPINION > There's No Need for Vibrating Tattoos, 2012). An
overwhelming 78% of respondents felt the vibrating tattoo technology was “too wacky”. I fall
into the 78%. Youth under the age of 18 and atheists were the most receptive to the technology,
with 41% of youth and 50% of atheists saying it was wonderful. All other groups surveyed
overwhelmingly said the technology was wacky (PUBLIC OPINION > There's No Need for
Vibrating Tattoos, 2012). To me, this technology is redundant: I don’t need a tattoo to vibrate in
order to tell me something my phone has already indicated. Not only does it seem redundant to
me, I don’t think it will catch on commercially with this iteration. The tattoo will have to do a
lot more than vibrate, or will have to be integrated with other platforms before the technology
would catch on. I don’t think Nokia did anything wrong with the announcement, but there is still
a great deal of stumble room for Nokia and other adopters going forward. One other additional
problem worth mentioning relates to MRI machines, which rely on magnets to generate images.
Any person going through an MRI with the vibrating tattoo could be susceptible to burning,
irritation, or other bodily harm as the magnetic nature of the tattoo would react with the magnets
in the MRI machine (Melina, 2010).
Future Uses
The future of haptic technology is one of endless possibility and opportunity. I think
future haptic applications will be integrated and incorporated across several businesses and
industries. In my opinion, below is a couple of example in which haptics would be utilized in the
future.
My first example relates to the medical field. Currently, a surgeon has to be in the same
room as the patient in order to perform any type of surgery, from tonsil removal to triple bypass
heart surgery. The surgeon could work remotely from any location, which would not only
increase the availability of surgeries, but also increase the availability of expert specialty
surgeons as needed. While the procedures would be performed with robots in the room and the
surgeon operating via internet or other system, the surgeon would use haptic technology. Via a
touch screen (similar to the “magic” screen discussed earlier), the surgeon would be able to feel
every muscle and ligament in the patient’s body. The surgeon could feel all incisions and skin
movement as if they were in the same room. The one downside would the inability to see the real
organs or correct any major malfunction along the way. The correction for this could be easy, as
the screen would show a live feed of the surgery and any malfunctions could be fixed by a
surgeon on the ground. The primary difference between this and the current usage of robotics in
surgery would be the ability to feel and touch while in the remote location, instead of just going
through the motions and letting the robots do the work.
My next example would incorporate Near Field Communication (NFC) (discussed in
previous trend assignment by classmate) and haptics. Let me take you beyond the vibrating
tattoo. What if, in the future, there was a combination of the two? The current NFC technology
allows payments to be made by swiping your phone, or deals/coupons to pop up on your phone
as you walk past a section of town or a particular store. Now let’s incorporate haptics. For
discussion purposes, let’s say you are walking down the road. With the traditional NFC
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6. Haptic Technology
April 10, 2012
technology, your cell phone would be alerted of new deals or coupons in the area, and you would
be able to view them after logging into a service like Foursquare. In the new scenario, your
phone would still be alerted by NFC as you passed a deal or coupon, but the image of the coupon
or deal would be projected from the store in a holographic type manner. With the holograph, the
individual would be able to directly interact with the deal, including scrolling through all of the
store’s current offerings, “clipping” the coupon, and transmitting it back to the store for direct
use. Once the transaction was done, the holograph could allow for further interaction with the
store, and act like a mini-portal for the company or the particular store.
Interview With an Expert
I interviewed Mandi Mena, who is the Director of Marketing at Immersion Corporation,
which is a leading innovator in haptic technology and based in California. Here’s a laundry list
of incites taken from the interview. Due to the nature of the Company, only the highlights of the
interview will be discussed (Mena, 2012).
From gaming controllers to touch screens, the popularity of haptics is surging in terms of
adoption and the overall evolution of device interfaces. The current tradeoff has been
tactile feedback for touch screen. The ability for consumers to feel and get a response
from everything they do is what drives the integration of haptics into devices. Getting
feedback from dialing a number or pressing a key is very important. As users have begun
to expect haptics as a standard feature on their devices (whether consciously or not), this
has only increased the necessity for it in the marketplace.
In today’s market, the key differentiators in products are services, applications, and user
experiences. Growth for haptics will happen as product makers bring new ways of
incorporating haptics into devices to increase the user experience to the forefront. In the
mind of the interviewer, the attention that is being paid to haptics today validates the
value proposition of the technology.
The business landscape related to haptics is changing, primarily because the hardware
and components used to create the sensations are rapidly improving. The vibrations and
feelings felt today are quickly becoming more distinctive and realistic as time goes on, as
evidenced by the entrance of High Definition haptics into the marketplace. The benefit
of HD haptics is that variations to sensations can be created, which cannot be done with
traditional haptic technologies.
Competitive advantage for haptics is tied to how it is implemented in user interfaces. A
Company will truly have a competitive advantage if they can create compelling
experiences for their customers and differentiate themselves in that regard. The
experience should be unique and unlike anything else available. The example given was
the sound and feel of a BMW door, relative to other automakers. For designers, creating
products for consumers in a specific market that feel a certain way could be the next
logical step, and give a Company additional brand awareness.
The interviewee feels that the long term view of the technology could lead to a similar
experience among multiple devices and partnerships with things like cloud computing
(e.x. a similar user experience between a person’s cell phone and their automobile). Other
possibilities include the incorporation GPS, etc., which are all helped by the improvement
in the technology’s hardware. We are just beginning to see an increase in haptics use in
6
7. Haptic Technology
April 10, 2012
the automobile industry, with the Cadillac User Experience (touch screen interface) set to
hit the market in 2013.
My personal takeaways are below.
I see a real need for the technology in the marketplace. In an age where consumers expect
immediacy and patience has become a virtue, the marketplace for the technology is only
increasing.
It amazes me that we are getting to a point where all of our devices, our cars, and our
house all have the ability to share information and provide the same user experience.
For a company such as Apple, differentiation in the marketplace is already there, so
increased utilization of haptics would only make great products better. For the lower tier
companies such as Samsung or LG, redefining the user experience with haptics could
have material long term benefits and allow the companies to be in the same conversation
as the market leader.
The potential for reach into new industries is immense. Who would have thought that
cars like Cadillac’s would be in the same conversation as tablets and smartphones?
Where does the next industry enter? Could we see a revolution in the way architects
design buildings, or in the way athlete’s train?
Conclusion
While haptics have been around for many years, consumers have such a need for the
technology that significant strides will likely be made during the coming years to make the
technology more personable and better integrated into everything we do. The future of the
technology looks bright, and appears to be an agent of change for the way people, businesses,
and industries conduct themselves. The focus is now on differentiating through the user
experience, and evidence is leaning towards that focus not changing in the coming years.
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8. Haptic Technology
April 10, 2012
Bibliography
Bobleanta, V. (2012, March 15). Nokia is looking into haptic tattoos to help you feel who's
calling. Retrieved April 1, 2012, from UnWired View:
http://www.unwiredview.com/2012/03/15/nokia-is-looking-into-haptic-tattoos-to-help-you-feel-
whos-calling/
Immersion Corporation: Will Its Haptic Technology Become Part Of Most Smartphones? (2012,
March 5). Retrieved April 4, 2012, from Seeking Alpha: http://seekingalpha.com/article/411541-
immersion-corporation-will-its-haptic-technology-become-part-of-most-smartphones
James, D. (2012, April 5). Nintendo's E3 Show Floor Booths Revealed: Haptic Technology is
Coming. Retrieved April 7, 2012, from Zelda Informer:
http://www.zeldainformer.com/2012/04/nintendos-e3-show-floor-booths-revealed-haptic-
technology-is-coming.html
Mashpedia - Haptic Technology. (n.d.). Retrieved April 1, 2012, from Mashpedia - Haptic
Technology: http://www.mashpedia.com/Haptic_technology
Melina, R. (2010, September 01). Do MRI Machines Affect Tattoos? Retrieved 3 2012, April,
from Life's Little Mysteries: http://www.lifeslittlemysteries.com/816-do-mri-machines-affect-
tattoos.html
Mena, M. (2012, April 6). Marketing Director, Immersion Corporation. (S. McDaniel,
Interviewer)
PUBLIC OPINION > There's No Need for Vibrating Tattoos. (2012, March 22). Retrieved April
2, 2012, from SodaHead: http://www.sodahead.com/united-states/public-opinion-theres-no-need-
for-vibrating-tattoos/question-2533059/
Rose, M. (2012, March 7). Something to touch: Haptic feedback rumor gains traction for iPad
"magic" feature. Retrieved April 2, 2012, from Tuaw:
http://www.tuaw.com/2012/03/07/something-to-touch-haptic-feedback-rumor-gains-traction-for-
ipa/
Senseg Unveils First Feelscreen Product. (2012, January 10). Retrieved April 6, 2012, from
Senseg: http://senseg.com/home/senseg-unvveils-first-feelscreen-product
Toor, A. (2012, March 29). LG unveils flexible plastic e-paper display, aims for European
launch next month. Retrieved April 8, 2012, from Engadget:
http://www.engadget.com/2012/03/29/lg-flexible-e-paper-display-launch/
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9. Haptic Technology
April 10, 2012
Interviewer’s Bio
Mandi Mena is the Director of Marketing at Immersion and brings over 10 years experience in
high tech marketing. Most recently, she was part of the product management team at mobile
start up Zumigo, and prior to that, she was the Sr. Manager of Product Management for carrier
messaging products at Verisign (acquired by Syniverse). Mandi also served in various marketing
and product management roles at Synaptics, where she was part of the team who first developed
capacitive touch interfaces for mobile devices.
Mandi has a degree in Business Marketing from California Polytechnic, San Luis Obispo.
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