Exaggerated Realism Interacting With Computers in Future

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International Journal on Recent and Innovation Trends in Computing and Communication

Volume: 2 Issue: 3

ISSN: 2321-8169
519 523

_______________________________________________________________________________________________

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

__________________________________________________*****_________________________________________________

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

objects and capturinginformation


interactions with them.

about

the

user's

Augment the user


Beginning with the earliest head-mounted display by
Sutherland in 1968, researchers have developed a variety of
devices for users to wear, letting them see, hear and touch
artificially-created objects and become immersedin virtual
computer environments that range from sophisticated flight
simulators to highly imaginative games. Some augmented
reality researchers have borrowed this "virtual reality"
technology in order to augment the user's interactions with
the real-world. Charade involves wearing a data glove to
control the projection of slides andvideo for a formal
presentation. Charade distinguishes between the natural
gestures a user makes when just talkingor describing
something and a set of specialized gestures that can be
recognized by the system, such as "show thenext slide" or
"start the video". Some applications are designed to let
people get information by "seeing through" them. For
example, an obstetrician can look simultaneously at a
pregnant woman and the ultrasound image of her baby
inside. A video image of the woman, taken from a camera
519

IJRITCC | March 2014, Available @ http://www.ijritcc.org

_______________________________________________________________________________________

International Journal on Recent and Innovation Trends in Computing and Communication


Volume: 2 Issue: 3

ISSN: 2321-8169
519 523

_______________________________________________________________________________________________
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

There have been various computer-driven


revolutions in the past: the widespread introduction of the
personal computer(PC) was one, the invention of the
graphical browser was another, and the Internet yet another.
There have also beencomputer eras where one type of
computer has dominated, having straightforward
implications for whether thecomputers were shared or
personal, and for whether they were specialized
commodities or not (see diagram below). Butthe ways
520

IJRITCC | March 2014, Available @ http://www.ijritcc.org

_______________________________________________________________________________________

International Journal on Recent and Innovation Trends in Computing and Communication


Volume: 2 Issue: 3

ISSN: 2321-8169
519 523

_______________________________________________________________________________________________
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.

Photography, for example, has retained its


familiarity despitemoving from being chemically-based to
being digital. At thepoint of creation, people still point and
shoot in much thesame way as they used to.However, what
one can do with images when they are digital isquite
different. Whereas, before, we may have only printed oneor
two rolls of film, displaying the photos on the mantelpieceor
in an album, digital images are now reproduced many
timesover, and are often broadcast around the world on
websites.
The activities we undertake and the goals we have
in mind when we take photos and share them, then, are not
at all the same now as they were even five years ago. It is
not just in terms of user experiences, such as shopping,
games, and picture-taking that the world has changed.
Computers have altered our sense of the world at large,
letting us see images of far-away places, instantaneously and
ubiquitously. The world, now, seems so much smaller than
it was even a decade ago. In this section we begin to look at
many different aspects of how computing technologies have
changed and their impact on our lives.

2.2 Hard Disks to Digital Footprints


A powerful metaphor that came into prominence in 2007
was the carbon footprint. Suddenly everyone started
talkingabout
reducing
carbon
emissions,
from
schoolchildren to world leaders, concerned with how we are
destroying our planet and what actions can be taken to
reduce these footprints. In a similar vein, people are
beginning to talk about their evergrowing digital footprints.
Part of the reason for this is that the limits of digital storage
are no longer a pressing issue. It is allaround us, costing next
to nothing, from ten-a-penny memory sticks and cards to
vast digital Internet data banks that arefreely available for
individuals to store their photos, videos, emails and
documents. Furthermore, huge amounts of information are
being recorded and stored daily about peoples behaviour, as
they walk through the streets, drive their cars and use the
Web. While much of this may be erased after a period of
time, some is stored morepermanently, about which people
may be naively unaware.
In 2020, it is likely that our digital footprints will
be gigantic, distributed everywhere, and in all manner of
places and forms. Data are also being collected on our
behalf or about us for no apparent reason other than because
the technology enablesit our digital shadows, if you like.
Personal video recorders (PVRs) record TV programmes
chosen by the viewer butalso automatically store them based
on the viewers viewing profile or other criteria. Similarly,
new devices are beginning toappear, such as SenseCam (see
A Digital Life, below), that can automatically capture all
kinds of traces of everyday life, in the form of images,
video, conversations and sounds. The same is true for GPS
devices which now appear in cars, in mobile phones and
even embedded into clothing. All of these are capable of
producing and storing large volumes of locationdata about
our comings and goings without any conscious effort on
behalf of their owners.

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IJRITCC | March 2014, Available @ http://www.ijritcc.org

_______________________________________________________________________________________

International Journal on Recent and Innovation Trends in Computing and Communication


Volume: 2 Issue: 3

ISSN: 2321-8169
519 523

_______________________________________________________________________________________________
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.

The ability to provide increasingly sophisticated tools to


augment our human capabilities speaks strongly to the
human values associated with our desire for productivity
and industriousness in our lives, and our aspirations for
greater knowledge. We will need to fathom out how best to
represent and present information. This involves working
out how to make data from all kinds of different sources
intelligible, usable and useful. These may come from
research labs, but equally may come from an ever-growing
stream of data from the increasing array of sensors placed
throughout the world. It also entails figuring out how to
integrate and replay, in meaningful and powerful ways, the
masses of digital recordings that are being gathered and
archived, such that professionals and researchers can
perform new forms of computation and problem-solving,
leading to novel insights.
CONCLUSION
In this paper we have shown that how virtual
reality concept can be implemented in the real world by the
means of augmented reality. Augmented reality helps us to
visualize the real world virtually for that HCI plays main
role in it.
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IJRITCC | March 2014, Available @ http://www.ijritcc.org

_______________________________________________________________________________________

International Journal on Recent and Innovation Trends in Computing and Communication


Volume: 2 Issue: 3

ISSN: 2321-8169
519 523

_______________________________________________________________________________________________

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