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liveworx.com # L I V E W O R X
THE HISTORY
AND FUTURE OF VR AND AR
Amber Case | @caseorganic
MIT Media Lab and Harvard Berkman Klein Center
case@caseorganic.com
caseorganic.com
we are all
cyborgs
caseorganic.com
caseorganic.com
F
caseorganic.com
http://farm1.static.flickr.com/119/293
670483_cbce23bdde_b.jpg
Flickr: soylentgreen23
caseorganic.com
Univac 1 ~1950’s
iPhone ~2000’s
caseorganic.com
1. Problems
caseorganic.com
Persistent
Paleontology
caseorganic.com
caseorganic.com
2. History
caseorganic.com
Self-Portrait
of Steve Mann with Wearable Computing
Apparatus
1981.
slideshare.net/caseorganic
caseorganic.com
caseorganic.com
Diminished Reality
caseorganic.com
Adblock: Image recognition, processing and replacement.
caseorganic.com
Collaborative Reality
caseorganic.com
@caseorganic
Remember the Milk
Contextual Notification Systems
Virtual Post-It Notes with Image Processing
1995
slideshare.net/caseorganic
caseorganic.com
Computer-Mediated Reality:
Face Recognition and History
caseorganic.com
caseorganic.com
Evolution of Prosthesis
slideshare.net/caseorganic
caseorganic.com
Present-Day
Steve Mann
Extremely lightweight equipment
Most people have this in their pocket
caseorganic.com
3. Input
caseorganic.com
caseorganic.com
Doug
Englebart’s
Cyborg
Glove
(2006)
caseorganic.com
Text goes here
caseorganic.com
caseorganic.com
@caseorganic
Twiddler by HandyKey Corporation
One-Handed Key Chording USB Keyboard
caseorganic.com
Inputs
caseorganic.com
CAT Demo
PTC Lobby
caseorganic.com
“Smashing Butterflies” with
the Hololens
Marty Markenson
PTC - Thingworx Studio
Product Manager
caseorganic.com
4. Scale
caseorganic.com
50 billion devices
will be online by
2020. -Cisco
caseorganic.com
Sound good?
caseorganic.com
Consider…
caseorganic.com
The "Smart" Watch
caseorganic.com
The "Smart" Fridge
caseorganic.com
The Dystopian Kitchen of the Future
caseorganic.com
An era of interruptive
technology
caseorganic.com
We need a
Calm Technology
caseorganic.com
XEROX PARC: mid-90s
Mark Weiser John Seeley Brown
caseorganic.com
caseorganic.com
Designing Calm
Technology
caseorganic.com
I. Technology shouldn’t require
all of our attention, just some of
it, and only when necessary
caseorganic.com
A Tea Kettle
caseorganic.com
II. Technology should
empower the periphery
caseorganic.com
LUMOBack Smart Posture Sensor
Buzzes you
when you exhibit
poor posture.
caseorganic.com
III. Technology should inform
and encalm
caseorganic.com
Weather Status
Lighting
Hue Lightbulb
connected to a
weather report
Aaron Parecki
@aaronpk 2014
caseorganic.com
Touch to Light
caseorganic.com
1. Machines shouldn't act like humans
2. Humans shouldn't act like machines
IV. Technology should amplify the
best of technology and the best of
humanity.
caseorganic.com
caseorganic.com
V. Technology can
communicate,
but it doesn’t need to speak
caseorganic.com
The Roomba Robotic
Vacuum Cleaner :)
caseorganic.com
5. Bringing AR to Life
caseorganic.com
caseorganic.com
caseorganic.com
caseorganic.com
caseorganic.com
caseorganic.com
Good design allows people to
accomplish their goals in the least
amount of moves
caseorganic.com
Calm Technology allows people to
accomplish the same goals with the
least amount of mental cost
caseorganic.com
We need smarter people, not
smarter devices – Mark Weiser
caseorganic.com
The scarce resource in the 21st
Century will not be technology.
It will be attention. - Mark Weiser
caseorganic.com
Calm Technology
@ Amazon.com
caseorganic.com
caseorganic.com
More at calmtechnology.com!
8 Principles at Calmtech.com
caseorganic.com
Thank you very much!
Amber Case | @caseorganic
http://caseorganic.com
http://calmtech.com
66# L I V E W O R X
WE WANT YOUR
FEEDBACK!
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The History and Future of VR and AR

Editor's Notes

  1. More about steve mann
  2. But not the cyborgs you think.
  3. Our first tools were extensions of the physical self We’ve been cyborgs from the first tools But – they’ve extended physical selves – not the mental selves. Flickr: cybertoad but really we've always been borg from the first toolsAttribution-NonCommercial-NoDerivs 2.0 GenericYou are free:to Share — to copy, distribute and transmit the workUnder the following conditions:Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). What does "Attribute this work" mean? The page you came from contained embedded licensing metadata, including how the creator wishes to be attributed for re-use. You can use the HTML here to cite the work. Doing so will also include metadata on your page so that others can find the original work as well. Noncommercial — You may not use this work for commercial purposes. No Derivative Works — You may not alter, transform, or build upon this work.
  4. And technology extendsthe mental self. But these new tools bring with them very curious things. They cry, and we have to pick them up. We have to replace them.
  5. There are a number of issues to address with wearables: Look and Feel The look and feel of a device is extremely important, as poorly-designed, yet workable HUDs will decrease a user's social status, this preventing wide adoption. Transparency and Reduncancy Steve Mann's successful HUD was a transparent display with input into one eye by laser input. Currently there are wearables that obscure the user's display from both eyes. Not only is this dangerous in terms of not having a back-up real-world sensor available at all times to the user (the user's own calibrated eye) but it increases the chances of nausea, and the entire contraption suffers from lag if the graphics are not rendered in real-time or if there is a network error. Overdesign Almost all AR is designed to "pop" or impress. Most of it is a trick pony that unnecessarily overstimulates the brain of a user. The example I always give is the early web and the giant rush of companies and startups to make an index or navigable way to "surf" the web. Many tried visual views of the different "sections" of the web, and some even tried to render a 3D view that users could explore around. However, users didn't want to "explore", especially over a 14.4K connection on a 233 Megahertz machine. E-mail was sufficient enough to receive hyperlinks to interesting things on the web. What people needed was an architecture that was optimized for speed. Google's no-frills and speedy interface provided that solution. AR currently suffers from a bout of coolness and has not yet reached the trough of disillusionment. It is my hope that the future of AR will see the design of minimalistic interfaces that actually solve real-world problems. There is a long way to go to clear away the junk that has piled up around industry. Perhaps when the field matures it will no longer be called AR. How can this be helped? User Research I then pointed out that there was probably a very simple way to know what entry-level real-life situations would be helped by HUDs. For instance, when you watch people using their phones, pay close attention to the situations in which people are completely stuck into their phone or can't do a task because they are trying to look at their phone and the real world at the same time while moving. see the situations when people are stuck into their phone - and then those instances are what needs to appear on the phone. those situations present problems that van be solved by entering those use cases into the head's up display. Input other than gestures is not usually discussed Knowing what the user needs If we know exactly what is importer to the user we will know the problems to solve -/ we will not be able to above all of the problems -- but if we just solve one or two that is enough Minimum Viable Product Features The first iPhone was very simple. While it didn't have GPS or 3G, it make it easy to do some things better than others. It was an incremental progression over previous methods of interacting with data. A Gradual Experience Every user needs to have an experience that grows over time. They can't just start out with all of the complexity that a system provides. A user is very trainable over time to the point that when they have a device that they know exactly what they are going to do with it when they pick it up or put it down. When you watch someone with a smartphone, they have an idea of what they want to do with it when they touch it. You can watch them know what to do when they open up their phone. If we aim low we may have more chances of success. At the very least we should design a HUD that where we don't get nausea from it or receive too much information - somehow what to focus on - what is the thing to focus on - I think it can be a key. What should be the thing you would like to have in glasses that you would like to have that would motivate the use of glasses vs. the use of the mobile phone? If my car breaks down is it possible to become my own mechanic? That would be disruptive in taking mechanics out of the way. Order parts from amazon from the device that you need. Expert systems that overlay on the eyes that highlight the areas of work on the vehicle and teach the user how to fix minor problems. Concept Models The best way to get a product point across is a design model where someone really puts some thought into it. For some odd reason, designers don't really have to be able to build or wire up objects, although the best of them can. MIT's media lab teaches both design and development. Inseparable from each other. And if one cannot 3D animate, carving an object or building it from paper and Photoshopping it can get the point across too. As long as the essence of the idea is communicated visually, what it takes to get it there doesn't matter one bit. Fashionable, Feasible Prosthetics and Social Status For wide adoption wearables need to be able to increase one's social viability. Vs. Detract from it. Not interfering with the social norm. Not detracting from one's sociability. Like a Mercedes Benz or a BMW adds to your social status. An old Geo Metro may detract from social status, although it is a far more robust, affordable, gas-efficient and maneuverable vehicle. References Further Reading
  6. To get to these hyperlinked memories, we must become increasingly skilled virtual paleontologists. The E-mail inbox is the best example of this. Every day our memories and data is covered by a new layer of dust, spam, and items to be responded to. If we need something from our past, we must dig through the newly accumulated items in order to get it. But instead of using a hammer and a chisel, brush and field notebook, we use keywords and search results, tags and categories.
  7. Simultaneous time also causes social punctuation, as technosocial connectivity seeps into every part of social relations.
  8. the future is already here, it's just unevenly distributed. so i try tolook at the past when I want to see the future. And one ofthese pieces of the future is this….
  9. Steve mann.
  10. Experimental set-up to induce the 'body swap illusion'. "The body-swap illusions worked well even though the mannequin or the other person looked different from the participant. In the first experiment there was no significant difference in rating scores between male and female subjects in the synchronous illusion condition, despite the fact that we only used a male mannequin (N = 32, p = .613, F(1,223)=.257, ANOVA). Similarly, in the second experiment, male and female subjects alike were able to accept the arm of the female experimenter as their own. Further, we compared the threat-evoked skin conductance responses between males and females after threatening the new artificial body. To obtain sufficient numbers of males and females to enable a statistical comparison of the SCR, we pooled the data from the synchronous and asynchronous conditions where the stimulation was applied on the abdomen in experiments three and four. We found no significant difference in the illusion related SCR between males and females (p = .952, F = .004, Two Way Repeated Measures ANOVA). These observations suggest that gender identity, and differences in the precise shape of the bodies, are not important factors for perceiving a body as one’s own." www.ts-si.org/neuroscience/3636-identity-a-the-illusion-o... Original from journal.pone.0003832.pdf (page 4 of 9)
  11. Collaborative Reality According to Steve Mann: A shared reality or collaborative mediated reality is "a negotiation between two parties allowing one to temporarily access the viewpoint of another". In this instance, this guy is walking around in the store trying to purchase milk. His wife at home can see what he's seeing and can help him choose the right product.
  12. Microvision: Wearable Displays Gallery www.microvision.com/wearable_displays/wearable_applicatio... Applications of a device which places data over your eyes in seemingly innocuous glasses.
  13. We’re all growing up connected. Getting used to your second self.
  14. Testing Doug Englebart's Cyborg Glove With student of Donna Haraway testing Valerie Landau and Doug Englebart's Cyborg Glove
  15. We’re all growing up connected. Getting used to your second self.
  16. HandyKey - Twiddler2 - one handed chording USB keyboard Wearables: "Twiddler was one of the first components I bought when designing my wearable computer. After six years of everyday use, I wouldn't think of using a wearable without one. The convenience and ergonomic benefits become apparent with long-term use. In fact, for the last two years, the Twiddler and my wearable computer have replaced my desktop (e.g. my PhD thesis was written with the Twiddler). When starting the MIT Wearable Computing Project, I issued every member a Twiddler as their primary text input device. With starting another group at Georgia Tech focused on wearable computing, I've just placed an order for 10 more Twiddler 1's. We've seen typing speeds of 60 words per minute, and an undergraduate has reported speeds up to 30 words a minute with only a weekend of practice. More generally, new users can learn the alphabet in 5 minutes and can be touch typing in an hour. Though it takes time for the fingers to "loosen up" to accomodate the new motion (much like learning to play an instrument or learning how to type on a desktop), many new users are up to 10 words a minute with a weekend's worth of practice, and current non-touch typists remark that it is easier than learning the desktop QWERTY keyboard.' " Thad Starner, Professor at Georgia Tech and former MIT Media Lab. "I'd like to say that I have been very happy with the Twiddler. I've been tinkering with wearable computers for some 15 years now, and never come across a better input device. I've designed and built a number of input devices from microswitches and the like -- before the Twiddler was being manufactured, but I really do like the Twiddler, despite its 1 or 2 shortcomings. It gives me the same sense of tactile feedback that I get from a high quality microswitch, enabling me to control various kinds of apparatus without my needing to pay full attention to the screen...If you need any ``testimonials'' from an experienced tinkerer, designer, builder, and user of wearable computing, I'd be happy to recommend Twiddler to wearable computer users, over and above voice (or certainly at least in addition to), eye movement trackers, and all of the other ways of controlling computers or external devices." Steve Mann, Professor, University of Toronto, Electrical Engineering Dept. www.handykey.com/
  17. Keymap for Chording on the Twiddler The keymap for chording on the Twiddler. On the right, each grid of 3 × 4 rectangles represents the keypad from the user’s perspective. The shaded rectangles are the buttons that need to be depressed to type the character printed below each keypad. Also displayed is a four-digit textual representation of the chord. ---- Source: Experimental Evaluations of the Twiddler One-Handed Chording Mobile Keyboard By: Lyons, Kent; Starner, Thad; Gane, Brian. Human-Computer Interaction, Dec2006, Vol. 21 Issue 4, p343-392, 50p, 6 Black and White Photographs, 2 Illustrations, 3 Diagrams, 6 Charts, 16 Graphs; DOI: 10.1207/s15327051hci2104_1; (AN 22914491) http://farm5.staticflickr.com/4012/4529035079_c2c262a370_o.jpg
  18. VirtuSphere Virtual-Reality Simulator for Mil/LE Tactical Training A company called VirtuSphere, Inc. (Sammamish, WA) has a product called, appropriately enough, VirtuSphere, which can apparently provide a rather unique Mil/LE tactical training and simulation experience. Due to its design, the VirtuSphere provides "infinite space" and claims to also provide "the most immersive [virtual reality a.k.a. "VR"] experience for simulated training, exercise and gaming." The VirtuSphere platform consists of a large hollow sphere that can rotate 360 degrees as the user walks, runs, somersaults, etc. inside it while wearing a wireless, head-mounted VR (virtual reality) display a.k.a. wireless VR headset.
Co-invented by Nurakhmed “Ray” Latypov and Nurulla Latypov (both corporate officers at VirtuSphere, Inc.), the VirtuSphere has been developed with… the assistance of a team of research scientists and developers at the HIT Lab (Human Interface Technology Lab) at the University of Washington, including Dr. Suzanne Weghorst, a senior research scientist and assistant director of research at the UW HIT Lab. The joint project between VirtuSphere and the HIT Lab was reportedly made possible through a Research and Technology Development (RTD) grant from the Washington Technology Center (WTC). VirtuSphere was selected by the Office of Naval Research (ONR) for their Virtual Technologies and Environments (VIRTE) program (Phone: 703-696-0360, Email: 342_VR@onr.navy.mil) in October, 2005. Training & Simulation Journal (TSJ) reported on that event when it happened. www.defensereview.com/virtusphere-virtual-reality-simulat...
  19. And that’s why we need a calm technology
  20. And that’s why we need a calm technology