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> tangible objects with digital projections You can also use tangible objects with XR. It might be useful for sorting things, like system subparts, and thinki
by mncharity 9y ago
> tangible objects with digital projections
You can also use tangible objects with XR. It might be useful for sorting things, like system subparts, and thinking with your hands. You can fit camera tracking markers on 1 cm wooden cubes.
> you can't touch any of the 3D stuff
The current controller "tock" impulse haptics can be surprisingly effective. Your brain fills in a lot. But no, no force feedback or individual finger haptics is mass market yet.
- seanmcdirmid 9y agoI'm not as pessimistic as Bret Victor is about this (see http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/ http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesi...), but ya, haptics is an obvious solution. I think voice input will be even more important, once we get conversational UIs going, XR will work much better with some pointing and voice input (as in Iron Man).
- mncharity 9y ago> I'm not as pessimistic as Bret Victor [...] ABriefRant I'd actually go one step further than that "rant". In the real world, small physical motions usually have little control significance. Mouse movement and keyboards are among the many exceptions. With XR's hand tracking, that can change. For example, while gaming is focused on "feeling like it's real", so game hands overlap real hands, for getting work done, it's nice to have stretchy arms, so you can reach across the room to grab things. For optimal long-term ergonomics, you want a mix - sometimes you want the exercise of waving your arms, and sometimes you want to achieve the same end by merely twitching a hand resting on a knee or keyboard. So not only did the video reduce all of human motion vocabulary, including gaze and voice, down to a single finger over a sad UI, but even that single finger was used in an impoverished manner. ;) > XR will work much better with some pointing and voice input Eye tracking as well. "Look; point; click" has a seemingly redundant step. When someone is watching an education video, say IBM's atom animation[1], you want to both be able to field common questions like "What are the ripples?", but also notice that they are looking at the ripples, and volunteer related content. One can do prototyping now, with WebVR, google speech recognition, and in-browser or google voice synthesis. [1] https://www.youtube.com/watch?v=oSCX78-8-q0 https://www.youtube.com/watch?v=oSCX78-8-q0
- seanmcdirmid 9y agoVoice input on its own is almost worthless. A conversational interface is a huge step beyond voice, is much more than that. We aren't nearly there yet.
- WorldMaker 9y ago> Eye tracking as well. "Look; point; click" has a seemingly redundant step. > When someone is watching an education video, say IBM's atom animation, you want to both be able to field common questions like "What are the ripples?", but also notice that they are looking at the ripples, and volunteer related content. This is why I think the gaze tracking in the Windows MR platform (which lights up, quite literally in Fluent design applications, in the just released FCU) is more important than people yet realize. It's been a part of HoloLens demos from the beginning, but it's interesting how many people haven't noticed yet.