2010 Horizon Report » Four to Five Years: Gesture-Based Computing - 0 views
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For nearly forty years, the keyboard and mouse have been the primary means to interact with computers.
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Now, new devices are appearing on the market that take advantage of motions that are easy and intuitive to make, allowing us an unprecedented level of control over the devices around us. Cameras and sensors pick up the movements of our bodies without the need of remotes or handheld tracking tools.
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, the Nintendo Wii, and other gesture-based systems accept input in the form of taps, swipes, and other ways of touching, hand and arm motions, or body movement
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These are the first in a growing array of alternative input devices that allow computers to recognize and interpret natural physical gestures as a means of control.
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As the underlying technologies evolve, a variety of approaches to gesture-based input are being explored. The screens of the iPhone and the Surface, for instance, react to pressure, motion, and the number of fingers touching the devices
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Gesture-based interfaces are changing the way we interact with computers, giving us a more intuitive way to control devices.
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urrently, the most common applications of gesture-based computing are for computer games, file and media browsing, and simulation and training
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Because it changes not only the physical and mechanical aspects of interacting with computers, but also our perception of what it means to work with a computer, gesture-based computing is a potentially transformative technology.
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The distance between the user and the machine decreases and the sense of power and control increases when the machine responds to movements that feel natural.
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The kinesthetic nature of gesture-based computing will very likely lead to new kinds of teaching or training simulations that look, feel, and operate almost exactly like their real-world counterparts.
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Larger multi-touch displays support collaborative work, allowing multiple users to interact with content simultaneously