Type of interface : mobile and virtual reality

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HAN AK ER Mr Farhan Miss Amni Miss Fatin Miss Afiqah

description

this slide is for our presentation about mobile and virtual reaility.

Transcript of Type of interface : mobile and virtual reality

Page 1: Type of interface : mobile and virtual reality

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