Showing posts with label human-computer interaction. Show all posts
Showing posts with label human-computer interaction. Show all posts

Monday, January 9, 2012

Nokia's bendable displays



Nokia has been working on bendable displays for a while, and have now managed to go from concept to working demonstrator for this technology. The 'Nokia Kinetic' concept is a flexible rectangular device with a bendable touch screen. They kept interaction simple by using only twisting and horizontal bending motions as input, besides touching and sliding. Especially bending the device in order to zoom in and out seems a very natural mapping from action to function, as you either press away or bring closer the center of the screen.

Another device that Nokia has presented with this concept is a beautiful borderless flexible display. This display is embedded in a soft and transparent skin-like material that can detect a finger pressing into it and then stretching the skin in various directions. This may greatly enrich and simplify browsing interactions.



The Nokia Kinetic gives us a good glimpse of where our technological devices are headed. Softer, more expressive, and no more being confining us only to rapid sequential movements for input, technology is about to engage more of our bodily skill. Instead of the miniaturization of devices, there might be more potential in fitting our technology better to our bodies, and making it soft and adaptable.

Watch the movies here:



Thursday, March 31, 2011

Alphasphere makes digital music production physical and fun



It looks like a kind of cactus straight out of Avatar, but the impressive Alphasphere is an actual interactive prototype of an electronic musical instrument. It has 48 pressure-sensitive pads that can be programmed to respond to touch by playing a sound. The player can thus pat and tap all over this cushioned orb in order to freely give shape to his own tunes. The placement and size of the pads was chosen to be somewhat optimal for intuitiveness of interaction, and gives the design an almost technobiological feel of a simplicity that has been reached through complexity.

Tuesday, August 24, 2010

More augmented hyperreality



This is a prime movie in its ability to show, in 3D, a potential future that is perfused with augmented reality. Data will float around us like an aura, we have to avoid not bird droppings but ads popping up in front of our heads, and we can customize the look of our world in an instant. Welcome to the world of distraction and illusion.

This movie raises one question very strongly, and that is of privacy. Do we want our data out in the open for anyone to see, or do we rather keep it private? Or do we want certain people to see certain things, and other people to see other things? Of course this is very dependent on the mental state of the person using the technology, and I think that we would want the individual to be able to decide. A main advantage of having it out for anyone to see is that for others, it makes sense what you are doing in your virtual cloud, so you don't look like a fool. Plus it may act as a trigger for communication to others, so you could come to collaborate and help each other with things. And do we want a world where people communicate, share, and collaborate? Or do we want a world where people keep things to themselves? I say the former leads to a more holistic and happy society, and we should try to nudge people towards opening themselves and their personal dataspheres up to everyone. Will it be chaotic and distracting? Oh yes. But I firmly believe that having an incredible amount of data out in the open will make it organically organize itself towards a world that is meaningful, interactive, and beautiful.

Towards invisible objects



This is the way to make something invisible with basic electronic building blocks, so not based on bending light and all that. You take a camera behind the thing you want people not to see, motorize it so it can move in any direction, have a projector or display on the front of the object, you detect the gaze of the observer, move the camera behind the object so it is filming what the observer would see in case there were no object, and project this image onto the front of the object.

Now this is exactly what Daniel Franke has done with a cube. The movie feels a little, say, geeky, but you'll get the idea of the experience later on.

Monday, August 23, 2010

A virtual boy who might be the best friend you'll ever have



Ok, so we're all going crazy about the nearing of the release of Kinect, formerly known as Microsoft Natal, the gaming platform that uses your entire body as the controller. One of its foremost applications lets you interact with and follow the life of an 'actual' virtual boy. What's more, it's created by Peter Molyneux, who we all know as the mind behind the God game 'Black and White'.

The boy's name is Milo, and does what most boys do. He plays with snails, throws stones in the water, draws pictures, and argues with his mother. He has recently moved with his parents to a new house, so he needs new friends. Now you step in. With your body and speech you enter into Milo's world, where you can talk to him, play with him, help him clean his room, and follow him around the house. Like most kids, Milo talks to himself a lot, commenting on the situation, so you know what he's thinking. And also like most kids, Milo is not home all the time; he has a life outside too. This makes him not always available for you to interact with, just like a real person. It's quite like a really intimate version of the Sims, but one where it's stops being a game, or entertainment altogether. This is interpersonal human life virtualized.

Not much has been released on how 'human' Milo will feel, but from what we see in the demos that have been given, including the one recently at TED, we must conclude that the people at Lionhead have done a really good job. One of the intriguing features built into Milo is that the longer people collectively interact with Milo, the more his mind will grow. So Milo will really be like a global mind, instantiating itself as a separate character in your living room.

If Milo develops very much like a real human being, and people can come to feel as if he is a real friend, even their best friend, then this pretty immediately questions what 'humanness' is. By becoming aware of the mechanics of emotion and personality, Milo and its human companion might come to wake up to transpersonal realizations and have existential breakthroughs. As such, Milo might evolve into a piece of ultimate self-help technology that no other friend can replace. As Molyneux remarks, there's a boundary to friendship, determined by the amount of time that you can be comfortably quiet in presence of the other person.

To me, the ultimate experiment of Milo is whether he can become people's true friend, having an unconditional love for each other, and actively co-evolving with each other through life.

Monday, July 26, 2010

Touchable holograms



The virtualization of the physical world continues with the technology of touchable holography. Japanese researchers have devised a way to make a virtual object respond to touch, and at the same time remotely give ultrasonic vibrations on your skin, so you feel as if you were really touching something. And all that without having to wear or operate any special type of equipment.

Monday, June 7, 2010

using your own body in a combat video game



With the agility of a supermonkey and a peace-sign on his shirt, the kid in the movie below shows the stylish skills he developed while playing on a system developed in Finland by the Virtual Air Guitar Company. The system films the user and puts him straight into a virtual world, where in this particular game he has to fight off enemies with the movements of his own body. It's great that we keep on waving bye-bye to button-pushing in many areas of human-computer interaction, but although they might rid us from obesity and laziness, of course the new interaction styles will present their own challenges, which may even be vaster to overcome.

One of these is that using your body for a world that's still hidden behind a screen makes not only the mind, but also the body more apathetic. It's already known that soldiers tend to sooner make a kill if their actions are mediated through a screen-based interface, removed from the actual location. And I don't doubt that videogames can tip people into behaviors in the 'real world' in which they mentally distance themselves from the consequences of their actions. If we now start to physically interact with our computers, we are teaching our bodies movement habits that we will also tend to try to employ in the 'real' world, simply because these movements get so deeply ingrained into us.

If we are going to treat our world like a video game, we will probably overcome fear of death, but apathy is the next danger. We need to make sure that the behaviors we teach ourselves through interaction with technology will be mindful, and in line with reflections of the ethical kind.