Revolutionary next generation human computer interaction.

Slides:



Advertisements
Similar presentations
SEMINAR ON VIRTUAL REALITY 25-Mar-17
Advertisements

Professional Issues. Virtual Reality. Blay Whitby.
Motion Capture The process of recording movement and translating that movement onto a digital model Games Fast Animation Movies Bio Medical Analysis VR.
Digital Interactive Entertainment Dr. Yangsheng Wang Professor of Institute of Automation Chinese Academy of Sciences
Immersive Solutions Vin Sumner – CEO. Agenda Virtual Reality ( Immersive 3D ) Immersive Platforms (Games) Immersive Applications Demo of Oculus Rift DK2.
Virtual Dart: An Augmented Reality Game on Mobile Device Supervisor: Professor Michael R. Lyu Prepared by: Lai Chung Sum Siu Ho Tung.
NINTENDO WII Stephanie L’Italien COMP 1631 Winter 2011 February 2, 2011.
An Analysis of The Mobile Market and Location-Based Services What About Wireless…?
A Social and Emotional Approach to Games and Human Computer Interaction (HCI) Katherine Isbister Associate Professor, Digital Media and CSE.
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
Mind Reading Technology. What Is It? A headset that translates gamers’ thoughts and emotions into in-game actions. A headset that translates gamers’ thoughts.
Virtual Reality Virtual Reality involves the user entering a 3D world generated by the computer. To be immersed in a 3D VR world requires special hardware.
December 1, The Beginnings! Video Games started to be developed as early as 1947! First patent was on January 25, The Game was Pong!
2.03B Common Types and Interface Devices and Systems of Virtual Reality 2.03 Explore virtual reality.
Web Design Basic Concepts.
America’s Summit on National Parks America’s National Parks and 21 st Century Trends, Priorities, and Values: Gaining Broad Support Erik Huey Senior Vice.
By meg. Video game consoles How have video games consoles changed?
(CONTROLLER-FREE GAMING
NeuroPhone : Brain-Mobile Phone Interface using a wireless EEG Headset Ilho nam.
   Input Devices Main Memory Backing Storage PROCESSOR
What is Web Design?  Web design is the creation of a Web page using hypertext or hypermedia to be viewed on the World Wide Web.
Ch. 1. The Third ICT Wave The Third ICT Wave.
By Brian Stoepker.  A situation in which the effect of one explanatory variable on the outcome is affected by the value of a second explanatory variable.
Vision: Smart Home Control with Head- Mounted Sensors for Vision and Brain Activity Pieter Simoens, Elias De Coninck, Thomas Vervust, Jan- Frederik Van.
GAMING CONSOLES … “Evolution to the next level” Presented by:- Manindar Singh Ratan Regd.No.: Branch:- IT, Group:- ‘B’ Sem:- 7 th,CVRCE Game.
PC GAMES Media Technologies Theodoros Nikitopoulos Chamilothoris.
Majid Sarrafzadeh Computer Science Department UCLA.
GENERAL PRESENTATION SUBMITTED BY:- Neeraj Dhiman.
Module 3: Business Information Systems Chapter 8: Electronic and Mobile Commerce.
What is Multimedia? The interactive incorporation of many media to accomplish some (educational) objective The end of teaching? (as we know it) The end.
Multimedia Chapter 1 Introduction to Multimedia Dhekra BEN SASSI.
CPT 123 Internet Skills Class Notes Audio/Video Communication Session.
Expanding  In 2004 Nintendo moved away from traditional handheld games and released the Nintendo DS, which had an innovative touch screen interface.
1 Lesson 5.1: Experience Economy Strategies Reflected in Website Information Design Lesson 5.2: Experience Economy Strategies Reflected in Website Interface.
Microsoft Tag for Consumer Packaged Goods Add the growing power of mobility to your marketing mix.
Virtual Reality Lecture2. Some VR Systems & Applications 고려대학교 그래픽스 연구실.
Developing An Educational Rigid Body Dynamics Physics Engine By Neal Milstein.
Make it easier to change the pictures: use the Selection Pane to temporarily hide a Picture Placeholder. (Home tab, Select, Selection Pane). Click the.
2.03 Explore virtual reality design and use.
Video Games and Children James Dalton Fall Separate from traditional media They are separate from television or movies because they allow players.
Enhanced Gaming and Pointing Final Project David Dryjanski Andrew Pinkham April 22, 2005.
Matt Waldersen (Presenting) T.J. Strzelecki Rick Schuman Krishna Jharjaria.
HCI 입문 Graphics Korea University HCI System 2005 년 2 학기 김 창 헌.
What is gaming console & platform? A game console is a device which outputs video signal into TV screen to display the video game. A platform is in which.
Augmented Reality Authorized By: Miss.Trupti Pardeshi. NDMVP, Comp Dept. Augmented Reality 1/ 23.
Trends in Technology The Consumer Electronics Association (CEA) has announced its Consumer Electronics Association 5 Technology Trends to Watch for 2015.
Computer-based Media Language Elements Understanding how we communicate through media Stewart.C. (2007). Media: New Ways and Means. John Wiley & Sons:
E-MARKETING 5/E JUDY STRAUSS AND RAYMOND FROST Part I: E-Marketing in Context Chapter 1: Past, Present, and Future ©2009 Pearson Education, Inc. Publishing.
"Multimedia".
Product: Microsoft Kinect Team I Alex Styborski Brandon Sayre Brandon Rouhier Section 2B.
1 Multimedia Overview Unit A. 2 Reading Check Assignment What is multimedia? Define multimedia including the elements used in multimedia and the key features.
 Site specific art is influenced by it’s location (‘site’) and surroundings.  A Virtual-Site allows for easy duplication of the art object, which introduces.
Wii Remote Zibo Zou, Daniel Maertens, Steven Duan 1.
Web Design, 5 th Edition 6 Multimedia and Interactivity Elements.
Chapter 7 Play and Game Culture. Chapter 7 Play and Game Culture.
Game Systems, Personal Computers, and Hardware
PRESENTATION ON 3D-INTERNET
A seminar on Touchless Touchscreen Technology
ICENI SERVICES The future of customer experience.
E-Marketing 5/E Judy Strauss and Raymond Frost
Motion Graphics.
GESTURE RECOGNITION TECHNOLOGY
VR and AR In Education 010/10/2017.
and museum experience: evidence from the ARtGlass case
Nintendo Wii
3.03 Explore virtual reality design and use.
Explore the Essential Factors to Create E-Learning Platform.
Patent Liability Analysis
“Asobi 遊び” Educational roles of the next generation digital contents that pioneer possibilities of new media 新たなメディアの可能性を拓く次世代デジタルコンテンツの教育的役割 Examination.
EPOC Emotiv Microsoft Innovation Center
Presentation transcript:

Revolutionary next generation human computer interaction

Era of Graphics For the past 30 years game development has been focused on improved graphics and sound Graphics continue to evolve but with disproportional effort and diminished return on value Until recently, innovations in other areas have suffered Developments in computer interface have been stagnant Graphic realism has been the focus of innovation in game hardware

.... | | | | |.... PAST PRESENT Innovation in gaming interface has not kept pace with graphics evolution Comparison Timeline : Innovation in Graphics vs. Interface

Dance Dance Revolution – 1999 ‘Buttons’ are located on the floor, allow player to act out moves Dance Dance Revolution – 1999 ‘Buttons’ are located on the floor, allow player to act out moves Eye Toy Camera captures the player’s movement by stripping video image from background and allows interaction via edge detection Eye Toy Camera captures the player’s movement by stripping video image from background and allows interaction via edge detection Guitar Hero Like DDR, player participates in the fantasy Guitar Hero Like DDR, player participates in the fantasy Developments in Semantic Interface

Semantic Interface Nintendo Wii – Introduced Fall 2006 Natural interface demonstrates mass market appeal Interactivity trumps graphics performance Sales have outperformed competition despite historical leadership based on graphic performance

Emotiv Brain Computer Interface Emotiv Systems Inc. is a neuroengineering company developing a new form of man- machine interface We are releasing a consumer product that offers a uniquely personal experience in the areas of: Games & Entertainment MMOGs Online Virtual Worlds Accessibility Semantic Application Interface Emotiv Systems Inc. is a neuroengineering company developing a new form of man- machine interface We are releasing a consumer product that offers a uniquely personal experience in the areas of: Games & Entertainment MMOGs Online Virtual Worlds Accessibility Semantic Application Interface Breakthrough technology platform enables a whole new realm of interaction

Emotiv Neuroheadset Combines low powered wireless communication with a high fidelity signal acquisition system to produce a practical, light weight consumer product Self adjusts to fit most head shapes and sizes Features optimal sensor positioning that offers accurate, spatial resolution of the brain Incorporates high performance wireless connectivity A gyroscope to control avatar head or cursor movement Stylish, wireless, high fidelity, consumer EEG signal acquisition headset

Enhanced Experience Interact directly with elements on screen using the power of your thoughts Facial expressions are detected naturally, in real- time – allowing Avatars come to life without conscious involvement A player’s emotional experience can be monitored to dynamically adjusted content based on their excitement, engagement, calmness, tension, and frustration Player’s can manipulate objects by thought – giving them the sensation of “ the Force ” Designed to complement existing controllers, Emotiv provides a intuitive, highly immersive and natural extension of the user experience Interact directly with elements on screen using the power of your thoughts Facial expressions are detected naturally, in real- time – allowing Avatars come to life without conscious involvement A player’s emotional experience can be monitored to dynamically adjusted content based on their excitement, engagement, calmness, tension, and frustration Player’s can manipulate objects by thought – giving them the sensation of “ the Force ” Designed to complement existing controllers, Emotiv provides a intuitive, highly immersive and natural extension of the user experience