Type of interface : mobile and virtual reality
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HAN
AK
ER
Mr Farhan
Miss Amni
Miss Fatin
Miss Afiqah
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• MOBILE
• VIRTUAL REALITY
TYPE OF INTERFACE
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MOBILE• Handheld devices intended to be used while on the move.
• Have become pervasive, increasingly used in all aspects of
everyday and working life.
• Applications running on handhelds have greatly expanded, e.g.
• used in restaurants to take orders
• car rentals to check in car returns
• supermarkets for checking stock
• in the streets for multi-user gaming
• in education to support life-long learning
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MOBILE CHALLENGES
• Small screens, small number of keys and restricted number of
controls
• Many smartphones now use multi-touch surface displays
• Innovative physical designs including:
• roller wheels, rocker dials, up/down ‘lips’ on the face of phones,
2-way and 4-way directional keypads, softkeys, silk-screened
buttons
• Usability and preference varies
• depends on the dexterity and commitment of the user
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RESEARCH AND DESIGN ISSUES
• mobile interfaces can be tricky to use for those
with ‘fat’ fingers
• Key concern is designing for small screen real
estate and limited control space
• e.g. mobile browsers allow users to view and
navigate the internet, magazines etc., in a more
streamlined way compared with PC web browsers
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VIDEO
Mobile Car Wash
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* The term virtual environment (VE) is also
used
* Concept : using computer technology to
create a simulated, 3D world that a user
can manipulate and explore while feeling
as if he were in that world
VIRTUAL
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In general, a true VR should include :
i. Three-dimensional images that appear to
be life-sized
ii. The ability to track a user's motions,
particula rly his head and eye
movements,
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PROS AND CONS
• Can have a higher level of fidelity with objects they represent compared to multimedia
• Induces a sense of presence where someone is totally engrossed by the experience
• Provides different viewpoints: 1st and 3rd person
• Head-mounted displays are uncomfortable to wear, and can cause motion sickness and disorientation
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RESEARCH AND DESIGN ISSUES
• How to design safe and realistic virtual reality to facilitate training.
- example : flying simulators
- help people overcome phobias
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DESIGN ISSUES• how best to navigate through them (e.g. first
versus third person)
• how to control interactions and movements (e.g. use of head and body movements)
• how best to interact with information (e.g. use of keypads, pointing, joystick buttons);
• level of realism to aim for to engender a sense of presence
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Virtual Reality
Virtual
Reality Funny
VIDEO