With the release of Windows 8 Microsoft has signalled that the future
of computing will involve interacting with our devices in ways a
keyboard and mouse currently fail to deliver. It isn’t exactly
surprising, as we’ve been using this hardware for the best part of three
decades, but as we enter this new era the ideas being put forward by
innovative designers are surprising, revolutionary, and even - borrowing
from the big book of Apple adjectives - magical.
In the early
days of computing the only way to load programs, or do basically
anything at all, was to type in commands via a keyboard. In fact the
Altair 8800, one of the very first home computers, didn’t even have a
keyboard. Instead the user entered commands by toggling various switches
and the reward for their efforts were two rows of lights blinking in
sequential patterns.Have a look at all our custom bobbleheads models starting at 59.90US$ with free proofing.Welcome to www.drycabinets.net! It’s a wonder the computers ever caught on at all.
Researchers
at the now legendary Xerox PARC facility in California knew that things
could be better than this and set about designing the WIMP system,
which incorporated a graphical user interface (GUI) featuring Windows,
Icons, Menus, and a Pointing device - hence the name. This remained
hidden away until Steve Jobs negotiated a trip to the facility,
witnessed the technology, and immediately set about replicating and
refining it for the mass market. After the release of the hilariously
priced Apple Lisa in 1983, the more sensible Macintosh in 1984, and
Windows 1.0 in 1985, the landscape was forever changed and the graphical
user interface became the norm, which it has remained until now.
Smartphones
and tablets have recently opened the doorway to the possibilities of
touch- and speech-controlled interfaces, while games systems such as the
Nintendo Wii and Microsoft Kinect for Xbox have released gamers from
their sofas and gamepads, demonstrating the possibilities of using
gestures and movement to interact with their devices. Now the gloves are
off and developers are showcasing, and even manufacturing, systems that
only a few years ago would have been the babblings of madmen. The
future is here and there’s nary a keyboard in sight.
The elegant
control system immediately made sense to most users, mainly due to the
fact that the on-screen representations of their actions were things
that they already knew how to do. Wii Sports included a tennis game that
you played as if holding an actual tennis racket,With superior quality
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can authenticate your computer usage and data. and boxing was
exhausting and potentially dangerous if an unsuspecting family member
walked in front of you during a frantic bout.
This removal of
classic barriers such as multi-buttoned control pads that required high
levels of accuracy with small joysticks, meant that people who never
considered gaming as a viable or fun pastime flocked to the Wii in huge
numbers. Wii parties became a common event, and the sales just continued
to climb.
The console was an unadulterated success, going on to
sell over 96 million units, making it the most successful system in
Nintendo’s illustrious history, and showing just what could be achieved
if the interface was designed to respond directly to existing human
behaviour rather than require the learning of new ones.
Both
Sony and Microsoft quickly responded with their own peripherals that
emulated the Wii motion controller. The Sony Move looked a bit like a
deactivated light saber, or marital aid depending on your viewpoint, and
received much critical acclaim. Sales were less impressive though and
Sony recently admitted that the device has failed to live up to their
expectations.
Microsoft fared better with its Kinect interface
which, after selling over eight million units in the first sixty days of
its release, entered the Guinness book of records as the fastest
selling consumer electronics device of all time. That's despite a high
price which approached the cost of the Xbox 360 itself.
The
advertising slogan that stated ‘You are the controller’ highlighted one
of the main differences between the Kinect and iThe Kinect unit is
fitted with an RGB camera, depth sensor, and a multi-array microphone.
This allows the device to see the user, track their movement, range
their distance, and even process voice commands without the need for a
separate controller.
For gaming,You must not use the laser cutter
without being trained. this is revolutionary since the player becomes
part of the game. On the many different fitness titles available, your
body is shown on screen as you attempt the various routines, enabling
you to correct mistakes and actually improve your dancing, martial arts
prowess, or avoid the cheating techniques that waving the Wii
controllers would have allowed you.
The camera also acts as a
video calling interface, and the speech controls are integrated system
wide so you can browse the web via Bing, access the various apps, and
even shut the console down just using your voice. It was only a matter
of time then that something as useful as this made its way to a desktop
environment, especially one where gestures and touch controls are coming
to the fore.
With the Wii most of the tracking is done via
accelerometers within the controller itself which lets the base unit
know its orientation, distance from the screen, and the speed at which
it’s moving. This can be fine for most applications but still requires
batteries to be charged, buttons to be pressed, and arms the players
with a solid, offensive weapon which has led to an unsurprising rise in
Wii-related injuries. The Kinect is different, and this difference means
it can have implications for how we use our computers in years to come.
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