Showing posts with label augmented reality. Show all posts
Showing posts with label augmented reality. Show all posts
Wednesday, June 27, 2007
BumpTop 3D Desktop can't beat the search box.
This is a video where the desktop metaphor is taken literally for computers. You have move documents around on the desk as if they were real things, using a physics engine. While, neat, I don't think it's entirely the right way to go. This method is only good if you can see a preview of what the document is at a glance. Therefore, for something like photos, it makes sense. But for documents, you often can't distinguish between documents just from a preview. So unless there is also a smooth zoomable interface, I don't think it would be too useful for documents.
The only reason we sort or organize anything on our desk (or otherwise) is so that we can perform search later on. There is no need to sort if there is a default search box as an interface. Therefore, I think what would really be neat is if the documents sort themselves into rankings, or into groups based on what you typed in a floating search text field.
That said, I can see definitely see applications for this technology for augmented reality though. Being bombarded by virtual screens and documents would make anyone feel overwhelmed. Bumptop physics can help lower the information overload for future augmented reality interfaces.
Monday, June 04, 2007
Photosynth: stitching photos in 3D
Photosynth presentation | Venture Itch
I think this is a bit of old news, since I wasn't running windows XP in order to view the demo at their website. For the last 10 years or so, I've always thought that computer vision has been still trapped in the realm of research labs. But things are starting to bear fruit. Image registration (lining up images) isn't an easy task, since lighting, shape, perspective all have to be taken into account. It becomes especially from difficult if you have to do it from 3 space, as is done in the demo. However, it seems like everything's preprocessed, so it looks fast.
I don't think it's a far stretch to say that you can also register people's faces, so you can find all the images with your face in it, taken from different perspectives.
I also wouldn't be surprised that all the tagging of people going on in facebook photos is training a classifier to recognize and register people's faces.
The ones that push innovation and create new markets are the ones that open up possibilities, and show others what was previously thought impossible.
I think this is a bit of old news, since I wasn't running windows XP in order to view the demo at their website. For the last 10 years or so, I've always thought that computer vision has been still trapped in the realm of research labs. But things are starting to bear fruit. Image registration (lining up images) isn't an easy task, since lighting, shape, perspective all have to be taken into account. It becomes especially from difficult if you have to do it from 3 space, as is done in the demo. However, it seems like everything's preprocessed, so it looks fast.
I don't think it's a far stretch to say that you can also register people's faces, so you can find all the images with your face in it, taken from different perspectives.
I also wouldn't be surprised that all the tagging of people going on in facebook photos is training a classifier to recognize and register people's faces.
The ones that push innovation and create new markets are the ones that open up possibilities, and show others what was previously thought impossible.
Saturday, April 28, 2007
Inconsistent virtual realities for social augmentation
Cognitive Daily: If you want to persuade a woman, look straight at her:
But as we know from Horchow and Carnegie, people are interested mostly in themselves. Inconsistent realities to facilitate or even manipulate social interactions is both fascinating and a bit unnerving due to its immediate implications of social engineering, as most modern people in the western world in this day and age believe in free will.
However, I think it can certainly put to good use, especially in terms of customer service, to help make a customer feel like they are getting special and speedy attention. In the future, if there are Non-Player Characters who are store clerks in either augmented or virtual realities, a customer can have the benefit of seemingly personalized attention.
I can see this implemented in a physical store, where a customer walks in and an augmented store clerk helps them out. And if two customers, say two girls out shopping together, are listening to the same augmented store clerk, one can change the image to make it seem like the clerk is addressing them both at the same time.
As for the article's claim of gender differences, the sample size is pretty small, given only 6 male pairs and 6 female pairs for each of the 3 study groups. But the difference between genders are pretty significant in the graph...and I don't see any manipulation of the graph to make results seem more significant than they are offhand.
"There is a considerable body of research showing that eye contact is a key component of social interaction. Not only are people more aroused when they are looked at directly, but if you consistently look at the person you speak to, you will have much more social influence over that person than you would if you averted your gaze....Since each individual's virtual experience is generated separately, in a "room" full of people, each person could experience the phenomenon of everyone else looking at them. Everyone can be the center of attention, all at the same time!"That's an interesting way to view things. I hadn't thought too much about that, since generally, simulations and games work hard to maintain game state world consistency.
But as we know from Horchow and Carnegie, people are interested mostly in themselves. Inconsistent realities to facilitate or even manipulate social interactions is both fascinating and a bit unnerving due to its immediate implications of social engineering, as most modern people in the western world in this day and age believe in free will.
However, I think it can certainly put to good use, especially in terms of customer service, to help make a customer feel like they are getting special and speedy attention. In the future, if there are Non-Player Characters who are store clerks in either augmented or virtual realities, a customer can have the benefit of seemingly personalized attention.
I can see this implemented in a physical store, where a customer walks in and an augmented store clerk helps them out. And if two customers, say two girls out shopping together, are listening to the same augmented store clerk, one can change the image to make it seem like the clerk is addressing them both at the same time.
As for the article's claim of gender differences, the sample size is pretty small, given only 6 male pairs and 6 female pairs for each of the 3 study groups. But the difference between genders are pretty significant in the graph...and I don't see any manipulation of the graph to make results seem more significant than they are offhand.
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