Two Handed Input
A Two Handed Input system is a type of gesture recognition or haptic interface which is capable of tracking the position of both hands at once, or even the position of both hands and all fingers at once, and thus is capable of viewing the antics of both hands in 3D space to form specific commands.
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A good article that puts to words in simple language that which we all know: Virtual environments for the masses are only creeping along because of the interface problem. For most users, a mouse and a keyboard is all they have for input, and true interaction requires just so much more.
A look at the ultimate future of MMOs and social VR - player generated content. Second Life have worked out they have the equivalent of $400 million dollars of creative input per year - how to leverage that kind of player drive, and grade it in a MMO?
One of the first mobile clinical assistants to hit the market, was the Philips MCA in 2006. Created as a partnership between Philips and Intel, this relatively primitive wireless data input unit, was designed to be held in one hand, and interacted with by a stylus in the other.
Usually when we think of sensory input channels - sight, sound, touch, taste, smell, balance - we think of the traditional hierarchical order, under the brain. It seems that that hierarchy is not as cut and dried as we once thought, with interesting implications for virtual worlds.
One of the severe problems with haptic input devices (other than the very, very basic type that jack directly into the nervous system) is that the mechanics of hand-held systems only bend or push so far, then they hit engineered limits and the feeling dissipates.
The Wanda was the first of the wands/3D pointers, which are essentially mice working in three dimensions, with six degrees of movement. Still around today, Wanda is often the input device of choice for CAVE style VR interfaces.
The Optimus is an OLED keyboard that actually functions. They are something of a revolution in keyboards - those generic input devices we all use - as they contain tiny display units instead of keys, and change to any typographic, pictographic, or combination layout, in a flicker of an instant.
ED-209 is the classic example of the programmed mind problem. When you program a mind how to think and what to think, as opposed to letting it evolve its own reactions with guidance and teaching, you create a rigid and inflexible will which simply cannot understand input outside its programmed range.
A relative keyboard, or predictive keyboard is a textual input method whereby 'keystrokes' are detected via machine vision, as movements relative to one another, instead of a discrete, unambiguous sequence of key-presses activating electrical circuits.
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Hand transplants are eventually "accepted" by the brain, a study shows, raising the prospect of full movement being recovered. Surprisingly, it seems that in right-handed people, the left hand is accepted sooner.
The motor ...
Slipping an slim line, lightweight stereoscopic HMD over your eyes; each of the two screens sending data to a different eye, giving the same angles in the virtual world as light takes to each eye in the physical. Holding a stylus in one han...
The US House of Representatives has passed the controversial Cyber Information Sharing and Protection Act.
Cispa is designed to help combat cyberthreats by making it easier for law enforcers to get at web data.
June 21 (Wed.) - 23 (Fri.), 2006, Tokyo Big Sight conference centre, Japan.
Input/Output Technology and Product
? Display Device System
Visual Display, Audio Display, Tactile Display, Dynamic Display
Queen's University Computing professor Roel Vertegaal, is taking foldable displays into the next stage, and actual use.
Dubbed Organic User Interface, the new displays include a drinks can with a live connection to the inter...