Exaggerated Realism Interacting With Computers in Future
Exaggerated Realism Interacting With Computers in Future
Exaggerated Realism Interacting With Computers in Future
Volume: 2 Issue: 3
ISSN: 2321-8169
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Exaggerated Realism
Interacting With Computers In Future
Amit R. Baid1, Vikramkumar R. Jani2, Anjali S.Jibhakate3, Prof.Rahul V. Bambodkar4
1
Amit R, Baid,Department of Computer Sci. and Engg.DMIETR,Sawangi(M),.wardha,[email protected]
Vikramkumar R. Jani,Department of Computer Sci. and Engg.DMIETR,Sawangi(M)wardha,[email protected]
3
Anjali S.Jibhakate,Department of Computer Sci. and Engg.DMIETR,Sawangi(M)wardha,[email protected]
4
Prof.Rahul V. Bambodkar,Department of Computer Sci. and Engg.DMIETR,Sawangi(M)wardha,[email protected]
2
Abstract- A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and
watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. The difference is that these
objects also provide a link into a computer network.
HCI 2020 produced many ideas, both thrilling and troubling. This report is not a conventional publication of an academic conference
but seeks to convey thepassion of those ideas, both for the general reader and the HCI practitioner. Forthe general reader, this is important
because knowledge of what the future might be may empower, while ignorance harm. For the HCI practitioner, its purpose is to map out the
terrain and suggest new approaches while keeping an eye on the main prize: the embodiment of human values at the heart of computing.
Keywords: Augmented Reality, Interactive Paper, Design Space Exploration, Participatory Design
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INTRODUCTION
Computers are everywhere: in the past several decades they
have transformed our work and our lives. But the conversion
from traditional work with physical objects tothe use of
computers has not been easy. Software designers may omit
small, but essential, details from the original system that
result in catastrophic failures. Even the act of typing is not
benign: repetitive strain injuries (RSI) due tooveruse of the
keyboard has become the major source of workmen's
compensation claims in the United States and causes over
250,000 surgeries per year.
HOW TO "AUGMENT REALITY"
One of the first presentations of augmented reality appears
in a special issue of Communications of the ACM , in July,
1993. We presented a collection of articles that "merge
electronic systems into the physical world instead of
attempting to replace them." This special issue helped to
launch augmented reality research, illustrating a variety of
approaches that use one or more of three basic strategies:
1 . Augment the user
The user wears or carries a device, usually on the head or
hands, to obtain information about physical objects.
2 . Augment the physical object
The physical object is changed by embedding input, output
or computational devices on or within it.
3 . Augment the environment surrounding the user and the
object
Neither the user nor the object is affected directly. Instead,
independent devices provide and collectinformation from
the surrounding environment, displaying information onto
about
the
user's
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mounted on the helmet, is merged with a computergenerated ultrasound image that corresponds to the current
position of the live image. A similar approach enables
plastic surgeons to plan reconstructive surgery. The surgeon
can simultaneously feel the soft tissue of a patient's face and
examine a threedimensional reconstruction of bone data
from a CAT scan that is superimposed on the patient's head.
KARMA, the Knowledge-Based Augmented Reality for
Maintenance Assistance, lets a repair technician look
through a halfsilvered mirror and see the relevant repair
diagrams superimposed onto a live video image the actual
device being repaired. The system tracks the viewer and the
components of the device being repaired in real-time and
calculates how best to present the information. These
applications require tight coupling between the electronic
images and particular views of the physical world. The
problem of "registering" real-world objects and precisely
matching them to the corresponding electronic information
is an active area of research in augmented reality.
Augment the object. Another approach involves
augmenting physical objects directly. In the early 1970's,
Papercreated a "floorturtle", actually a small robot that could
be controlled by a child with a computer language called
Logo. LEGO/Log is a direct descendant, allowing children
to use Logo to control constructions made with LEGO
bricks, motors and gears. Electronic bricks contain simple
electronic devices such as sensors (light, sound,
touch,proximity), logic devices (and-gates, flip-flops,
timers) and action bricks (motors, lights). A child can add a
sound sensor to the motor drive of a toy car and use a flipflop brick to make the car alternately start or stop at any
loud noise. Children (and their teachers) have created a
variety of whimsical and useful constructions, ranging from
an "alarm clock bed" that detects the light in the morning
and rattles a toy bed to a "smart" cage that tracks the
behavior of the hamster inside. Another approach is
"ubiquitous computing", in which specially-created objects
are detected by sensors placed throughout the building.
PARCTabs fit in the palm of your hand and are meant to act
like post-it notes. The notebooksized version acts like a
scratch pad and the Liveboard, a wall-sized version, is
designed for collaborative use by several people. A related
project at Xerox EuroPARCuses Active Badges (from
Olivetti Research laboratory,England) to support
collaborative activities, such as sharingdocuments, and
personal memory, such as triggeringreminders of important
or upcoming events or rememberingpeople or meetings in
the recent past.
Augment the environment
The third type of augmented reality enhances
physicalenvironments to support various human activities.
InKrueger's
Video
Place,
a
computer-controlled
animatedcharacter moved around a wall-sized screen in
response to aperson's movements in front of the screen.
Another earlyexample was Bolt's "Put That There", in which
aperson sits in a chair, points at objects that appear on awallsized screen and speaks commands that movecomputergenerated objects to specified locations. Elrod andhis
colleagues use embedded sensors to monitor light,heat and
power in the building, both to make theenvironment more
comfortable for the occupants when theyare there and to
save energy when they are not.
The world we live in has become suffused with
computer technologies. They have created change and
continue to create change. It is not only on our desktops and
in our hands that this is manifest; it is in virtually all aspects
of our lives, in our communities, and in the wider society of
which we are a part. What will our world be like in 2020?
Digital technologies will continue to proliferate, enabling
ever more ways of changing how we live. But will such
developments improve the quality of life, empower us, and
make us feel safer, happier and more connected? Or will
living with technology make it more tiresome, frustrating,
angst ridden, and security-driven? What will it mean to be
human when everything we do is supported or augmented
by technology? What role can researchers, designers and
computer scientists have in helping to shape the future?
The aim of this report is to reflect upon the changes
afoot and outline a newparadigm for understanding our
relationship with technology. A more extensive set of
lenses, tools and methods is needed that puts human values
centre stage. And here, both positive and negative aspects
need to be considered: on the one hand, people use
technology to pursue healthier and more enjoyable
lifestyles, expand their creative skills with digital tools, and
instantly gain access to information never before available.
On the other, governments become more reliant on
computers to control society, criminals become more
cunning via digital means, and people worrymore about
what information is stored about them.
1.1
Changing Computers
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computers have altered our lives, all aspects of our lives, is
more comprehensive than, at first blush, recollectionsof
these technological revolutions or eras might suggest.
Computers affect how we undertake the most prosaic
ofactivities from buying food to paying our bills and
they do so in ways we might not have imagined when the
firstpersonal computers arrived on our desks. They have also
created wholly new experiences, for example, allowing usto
inhabit virtual worlds with people from many different parts
of the globe. In between these extremes, from the prosaic to
the wholly new, computers have taken over from older
technologies in ways that looked merely like substitution at
first but which have ended up creating radical change.
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2
.3
The
Gro
wth
of
Crea
tive
Enga
gem
ent
T
he
new
generation of technologies, including ubiquitous computing
and Web 2.0, is enabling more creative uses of computing
than ever before. Many of these are advancing our
knowledge as a society. For example, various mixed-reality
and sensor-rich physical environments have been developed
to enable people to engage with both the physical and digital
world in new ways. The most playful example of this is the
Nintendo Wii. This is impacting on many aspects of
learning, from science and medicine, to the way we teach
our children through collaborative learning and
experimental games. More extensive inquiries and decisions
have been enabled, through the mash-up of Web 2.0 tools,
allowing for more discoveries and far-reaching analyses,
such as determining the effects of deforestation in different
continents.
[2]
[3]
[4]
[5]
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[7]
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