The document discusses early interactive electronic games and the role of body movement in games. It describes how Thomas Goldsmith Jr developed the first electronic game called "Cathode Ray Tube Amusement Device" in 1947, which resembled radar displays and preceded computer graphics. Body movement in games is described as engaging, natural, immersive, motivating and fun. A taxonomy of movement in games separates hard-fun and easy-fun activities. The role of social interaction with body movement in player engagement is also discussed.
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Von Tanja Döring zum Raum Schiff Erde 2011.
Maus, Tastatur und Grafisches User Interface waren gestern! Aktuell gibt es eine Reihe von Forschungsansätzen für neue Interaktionsformen, die ein ausgewogenes Verhältnis von Gegenständlichem und Digitalem, von Körperlichem und Abstraktem im Fokus haben. „Tangible und Embodied Interaction“ bezeichnet ein seit zwei Jahrzehnten wachsendes Forschungsfeld, dem seit fünf Jahren eine eigene Konferenz mit Beiträgen aus Informatik, Kunst, Design und Architektur gewidmet wird: tei-conf.org. Ein Bericht über Ursprünge, Konzepte und Prototypen des Feldes.
Cyborg Camp YVR 2013: Amber Case: “From Solid to Liquid to Air: Cyborg Anthro...theholongroup
“From Solid to Liquid to Air: Cyborg Anthropology and the Future of the Interface”
We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration. We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures. This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another.
Amber Case is a cyborg anthropologist, examining the way humans and technology interact and evolve together. Like all anthropologists, Case watches people, but her fieldwork involves observing how they participate in digital networks, analyzing the various ways we project our personalities, communicate, work, play, share ideas and even form values. Case founded Geoloqi.com, a private location-sharing application, out of a frustration with existing social protocols around text messaging and wayfinding.
“She’s a digital native. She’s from the future. She’s come back to help us figure out how to think.” – Kris Krug, in Fast Company
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Von Tanja Döring zum Raum Schiff Erde 2011.
Maus, Tastatur und Grafisches User Interface waren gestern! Aktuell gibt es eine Reihe von Forschungsansätzen für neue Interaktionsformen, die ein ausgewogenes Verhältnis von Gegenständlichem und Digitalem, von Körperlichem und Abstraktem im Fokus haben. „Tangible und Embodied Interaction“ bezeichnet ein seit zwei Jahrzehnten wachsendes Forschungsfeld, dem seit fünf Jahren eine eigene Konferenz mit Beiträgen aus Informatik, Kunst, Design und Architektur gewidmet wird: tei-conf.org. Ein Bericht über Ursprünge, Konzepte und Prototypen des Feldes.
Cyborg Camp YVR 2013: Amber Case: “From Solid to Liquid to Air: Cyborg Anthro...theholongroup
“From Solid to Liquid to Air: Cyborg Anthropology and the Future of the Interface”
We are now entering into an era of liquid interfaces, where buttons can be downloaded at will, and software flies through the air. Phones have been untethered from their cords and are free to colonize our pockets. They cry, and we must pick them up. They get hungry, and we must plug them in. We increasingly live on interfaces, and it is their quality and design which increases our happiness and our frustration. We are tool using creatures. Prosthetics touch almost every part of our lives. Until recently, humans have used their hands and bodies to interface with objects. Early interfaces were solid and tactile. Now, the interface can be anywhere. The best interfaces compress the time and space it takes to absorb relevant information, and the worst cause us car accidents, lost revenue, and communication failures. This speech will discuss how the field of anthropology can be applied to interface design, and how future interfaces, such as the ones employed by augmented reality, will change the way we act, feel and communicate with one another.
Amber Case is a cyborg anthropologist, examining the way humans and technology interact and evolve together. Like all anthropologists, Case watches people, but her fieldwork involves observing how they participate in digital networks, analyzing the various ways we project our personalities, communicate, work, play, share ideas and even form values. Case founded Geoloqi.com, a private location-sharing application, out of a frustration with existing social protocols around text messaging and wayfinding.
“She’s a digital native. She’s from the future. She’s come back to help us figure out how to think.” – Kris Krug, in Fast Company
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
Ubiquitous computing is one of the most prodiously growing topic which will be covering all facets of life.In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is considered an advancement from the older desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs".
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
Ubiquitous computing is one of the most prodiously growing topic which will be covering all facets of life.In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is considered an advancement from the older desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs".
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.
Creating Immersive and Empathic Learning ExperiencesMark Billinghurst
Keynote talk given by Mark Billinghurst at the International Conference on Teaching and Learning in Education, March 3rd 2016, in Kuala Lumpur, Malaysia. Talks about the use of AR and VR to provide educational experiences.
Latest trends in information technologyAtifa Aqueel
This ppt includes the latest trends in information technology such as big data analytics, cloud computing, virtual reality, 5G wireless technology etc.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Humans vs. the Internet of Things: conciliare tecnologie ed esperienza utenteFulvio Corno
Seminario formativo nel contesto della challenge "Conservazione del cibo, comportamenti sociali e sostenibilità" promossa dal Contamination Lab di Torino nel mese di Novembre 2018.
The Five forces that shape StrategyRivalry among existing cocarmanl5wisc
The Five forces that shape Strategy
Rivalry among existing competitors
Threat of new entrants
Bargaining power of supplies
Bargaining power of buyers
Threat of substitute products or services
Emerging and Converging
Technologies
Chapter 12 examines ethical aspects of three key
emerging/converging technologies:
ambient intelligence (AmI),
nanocomputing,
autonomous machines (AMs).
This chapter also examines issues in the emerg-
ing field of machine ethics, and it describes a
“dynamic” ethical framework for addressing chal-
lenges likely to arise from emerging technologies.
Converging Technologies and
Technological Convergence
Before examining specific emerging and
converging technologies, we first consider
what is meant by the concept of
“technological convergence.”
Howard Rheingold (1992) notes that
technological convergence occurs when
unrelated technologies or technological paths
intersect or “converge unexpectedly” to create an
entirely new field.
Technological Convergence
(Continued)
We should note that convergence in the context of
cybertechnology is by no means new or even recent,
but it has been ongoing since this technology’s
inception.
For example, in Chapter 1 we saw that early network
technologies resulted from the convergence of
computing and communications technologies in the
late 1960s and early 1970s.
Howard Rheingold notes that virtual-reality (VR)
technology (examined in Chapter 11) resulted from
the convergence of video technology and computer
hardware in the 1980s.
Converging Technologies and
Pervasive Computing
Currently, cybertechnology is converging with
non-cybertechnologies at an unprecedented
pace.
For example, cyber-specific technologies are
converging with non-cybertechnologies, such as
biotechnology and nanotechnology.
Cybertechnology is also becoming pervasive and
ubiquitous as computing devices now permeate
both our public and private spaces (in connection
with ambient-intelligence-related technologies).
1. Ambient Intelligence (AmI)
Ambient Intelligence (AmI) is typically defined as a
technology that
enables people to live and work in environments
that respond to them in “intelligent ways” (Aarts
and Marzano, 2003; Brey, 2005; and Weber et al.,
2005).
Review the example in the textbook of the
(hypothetical) “intelligent home,” which incoprpoates
key aspects of (and is made possible by) AmI.
Also review Scenario 1-1 in the textbook, which
illustrates an instance of the Internet of Tings (IoT)
and which is made possible, in large part, by AmI.
AmI (Continued)
AmI has benefited from, and has been made
possible by, developments in the field of arti-
ficial intelligence (AI), described in Chap. 11.
AmI has also benefited from the convergence
of three key technological components, which
underlie it:
1) pervasive computing,
2) ubiquitous communication, ...
The Future World is a presentation by Sasha Kazantseva first done at the Woman Development Forum in Guernsey. Sasha explores the technology trends of the past 300 years and the implications for the future.
We live in a VUCA (volatile, uncertain, complex and ambiguous) world where the main currency is ideas and innovation and the most important investment you can make if you.
Sasha blogs at www.startupme.co
Sasha is a Guernsey resident technology entrepreneur, angel investor and NED. She set up her first venture in school aged 16 and the entrepreneurial spark never left her. Since then she has worked for Google, L'Oreal and Priceline, co-founded a private start-up accelerator, a green activist group in Russia and launched a mobile game for iOS.
At Google, Sasha created or co-founded global award winning campaigns such as the Google Cultural Institute and a big data predictor algorithm for competitions. She is passionate about supporting and promoting startup ecosystems and is involved with projects in Guernsey as a director with Start Up Guernsey, committee member of Creative Industries.
She has lived and worked in Singapore, Thailand, Mongolia, Russia, UK and Spain and holds a BSc from the London School of Economics and an MBA from INSEAD. She lives in Guernsey with her husband, whom she met climbing Mt Kilimanjaro for charity, and their twin daughters.
2. Role of the body - Games
• First interactive electronic game developed
by Thomas Tolivan Goldsmith Jr in 1947
• “Cathode Ray Tube Amusement Device”
• Resembled the world war radar display.
• Preceded the era of computer graphics.
http://en.wikipedia.org/wiki/Cathode_ray_tube_amusement_device
3.
4. Why Involve the body in Games?
• Engaging
• Natural body movement
• Immersive
• Feedback
• Motivating
• Goal oriented
• Fun
Christian Schönauer, Thomas Pintaric Hannes and Kaufmann
Interactive Media Systems Group Institute of Software Technology and Interactive
Systems Vienna University of Technology
5. Understanding the role of body
movement in player engagement
• Movement Taxonomy in computer games
• Hard-fun and Easy-fun
• Body movement and the social factor
Bianchi-berthouze, N., Understanding the role of body
movement in player engagement. University College of London
6. Refined movement-based engagement
model:
Bianchi-berthouze, N., Understanding the role of body
movement in player engagement. University College of London
19. Brainport
First developed to assist stroke victims in regaining balance
A device that translates images from a camera, sending it
to an electrode array that sits on the persons tongue.
20. Mobile Lorm Glove
Lorm is a hand-touch alphabet system developed in the
19th Century by Hieronymus Lorm.
26. FUTURE TECHNOLOGY
• BIO PRINTER
1. Medical field
2. Printing of body organs
3. http://explainingthefuture.com/bioprinting.html
• WEARABLE & TANGIBLE INTERACTION
1. The I-garment
2. Wearable exoskeleton
3. http://inventorspot.com/articles/
new_firefighter_smart_suit_will__7712
27. FUTURE TECHNOLOGY
• UBIQUITOUS & EMBEDDED INTERFACES
1. Kinect and gaming
2. Ubiquitous computing
3. http://www.youtube.com/watch?v=jZkHpNnXLB0
• NANOSCIENCE TECHNOLOGY
1. All areas
2. Nanoscience
3. http://www.wifinotes.com/nanotechnology/what-is-
nanoscience.html
28. BIO PRINTER
• What is a bio printer?
ü Bio printer construct living tissue using living cells
• How does it work?
ü It print cells from bio print head that moves in all directions
ü It also output dissolvable gel to protect organ during
printing
30. WEARABLE TECHNOLOGY
• The I-Garment
ü It is a smart full body garment for firefighters
ü Designed with the help of space technology
• What is it for?
ü This garment provides information to team leader and
coordination center about.
o The health status of firefighters
o position of firefighters
• History?
ü The garment was developed as part of the European Space
agency telecom programme
33. UBIQUITOUS COMPUTING
• What is ubiquitous computing?
ü 3rd wave of computing
o With computers anywhere any time
ü 1st wave
o 1980s, personal computers
ü 2nd wave
o 1990s, network and communications
• Making ubiquitous computing available
ü We already have computers in our phones, televisions, stereos,
dishwashers, and watches. (pebble watch)
• The perfect vision (problems now)
ü focusing on the technical capabilities
35. UBIQUITOUS COMPUTING
Kinect Hack: Minority
Report(2002) User
Interface Duplicated!
Kinect Hand Detection uses the kinect sensor from microsoft, and the recently
released libfreenect driver for interfacing with kinect in linux. The graphical interface
and the hand detection software were written at MIT to interface with the open
source robotics package developed by wilow garage.(wilowgarage.com)
Uploaded dec2010
36. NANOTECHNOLOGY
• What is Nano science / nanotechnology?
ü 1 nanometer = 1 billionth of a meter
ü Science of interacting with atoms or molecules to modify
the way they behave.
• Uses
ü Detecting cancerous bacteria at early stages
ü Used in food processing
• The age of Nano
ü A world that has always been around but we are just
starting to explore
39. Activity - 1
• Choose a random envelope from both
colours.
• Create a concept for the selected theme
• Explain the design and how it works
• Discuss it’s uses
40. Activity - 2 “USE YOUR HEAD”
• To create a piece of Art Work
• Upload it to your blog or student share