The future
In the future HCI (Human Computer Interaction) is more advance techonolgy, devices
and gadgets its more enhance because HCI is evolving and growing quickly because
nowadays is more on techonolgies and gadgets. The tim line of Future HCI is start in
year 2012 onwards and the characteristic of HCI in the future is faster, more precise as
compare to current HCI technologies and multi technologies on one gadget, motion
capture, sound capture, touch screen and minimal learing curve and HCI future have a
high mobility and n the future, user interfaces are expected to be integrated into
everyday life, not just on screens, and are intended to be customisable and ubiquitous.
The result will be a world where all senses interact with computing, not just through a
screen. With the advent of the internet and smartphones, the use of computing moved
further and further away from desktop computers to facilitate the use of mobiles and
smart devices. These new virtual reality technologies will change the way user
interfaces are designed and even the way systems are interacted with, just as
smartphones once did. Interfaces will no longer be on screens, but around the world
around us in 3D. This transition is expected to be gradual, but designers will need to
familiarise themselves with new 3D design techniques to increasingly drive virtual reality
and augmented reality.Today, HCI is a very broad field of study working with areas such
as user-centred design, user interface design and user experience design.This field of
study became a crucial tool for interacting with a computer, to make the interaction as
human-like as possible. Initially, HCI focused on making desktop computers more
usable, easier to use and easier to learn. In the past, the use of physical devices such
as the mouse or keyboard were the HCI tools, but they hindered intuition and
naturalness of the interface, and this was a barrier to exploiting the user’s potential with
the computer. Therefore, being able to interact with the system as naturally as possible
is fundamental and increasingly important in this discipline. For example, the use of
hands as an input device is an attractive method of providing natural interactions, rather
than text-based user interfaces. In the case of voice interaction, the adoption rate of this
technology is expected to be more than 80% in the next five years. This is because it is
a technology that is easy to use by everyone, fast and effective. Touch will
probablyremain the most widely used form of interaction, but the use of voice is gaining
ground, although not all options have yet been exploited because it is a more profound
method of interacting with devices. Also, virtual reality and augmented reality are
expected to grow rapidly in the next decade. Facebook and Microsoft have bought
Oculus and have entered the virtual reality field with HoloLens. This means that as large
companies enter the field, the investment will be greater and therefore breakthroughs
will begin to emerge. In the future the idea and simple future method for the user would
be the gaze, because this interaction is very intuitive. This would require the use of a
head-mounted display (HMD) of the user, which is basically a wearable interactive
display device that can track eye movement as a means of interaction.
This is my first example of future gadgets and technologies in future HCI (Human
Computer Interaction) is Holograpic Technology the vsimple terms, holography or
hologram technology is the next stage of photographic technique that records the light
scattered from an object, and then projects it as a three-dimensional (3D) object that
can be seen without any special equipment. Various kinds of holograms have evolved
starting from transmission holograms, rainbow holograms to the recent 3D holograms.
The interesting fact about 3D holograms is that it allows seemingly real objects or
animations to appear to float in mid-air or stand on a nearby surface. Moreover, it is
visible from all sides which means a user can walk around the display, enabling the
realistic-looking image to form and this how hologram works hologram is a beam of
laser light is split into two identical beams with one of the split beams (illumination beam
or object beam) is directed at the object and then scattered on to the recording medium.
The other beam (reference beam) is redirected by the use of mirrors onto the recording
medium without going through the object. Photographic plates are commonly used as a
recording medium. The two laser beams intersect and interfere with each other at the
recording medium. This interference pattern is recorded at the photographic plates and
the original light source is required to view the encoded version of the scene from the
recording medium. The laser that is identical to the source laser is used for the
reconstruction. The laser beam illuminates the recorded hologram and gets diffracted by
the hologram’s surface pattern. This, in turn, produces a light field identical to the
captured scene and scatters onto the hologram to reconstruct the object view. The two
common types of hologram aerial projection techniques are the computer-generated
graphics (CGH) and the spatial light modulator (SLM) technique. A simple block
diagram representation of the working principle is given below and There are three
major steps involved in a 3D image reconstruction and the steps are Sequential
recording from a different perspective or multi-view capture by a set of cameras,The
captured data is converted to a data format suitable for the display and Display of data
from many SLMs to enlarge the viewing angle and the system requirements for 3D
hologram projection in the mid-air consist of a 3D object reconstruction device and an
aerial projection device. The reconstruction device creates a 3D holographic image.
Further, the aerial projection device projects a 3D hologram in the mid-air and the
Electro-holography can project 3D images aerially without any use of multiple projectors
and mechanical processing. A spinning mirror system is also used to project a true 3D
image. A high-speed video projector is aimed at spinning mirrors that reflect in all
directions, making it possible to view images at any angle in 3D. The interference
patterns recorded using single-wavelength light leads to a monochromatic hologram.
Multiple interference patterns are recorded with different wavelengths to create a colour
hologram. Then, holographic projectors use lasers with different wavelengths to
illuminate the corresponding interference patterns for their respective colours.
This is my second example of future gadgets and technologies in future HCI (Human
Computer Interaction) is the Future gadget multifunction handphone in the future if
phone has evolve into this it’s awesome because it its multi function you can call other
while playing games like that and it has more other function than that and i know the
present phone is can evoled in short time because of HCI (Human Computer Interactio)
because the mobile phone is moving quickly from being just a device you use to make
phone calls. It is steadily moving into the world of personal digital assistants (PDA's)
and entertainment devices. It is very easy today to get a mobile phone which serves as
a phone, diary, MP3 player, video player, word processor, and games console. In short
its one device but with many functions which you do not need to buy separately. This is
good news for the mobile phone manufacturers who are now classifying phones as
multimedia computers. They are anticipating stealing business from companies who up
to now have built single purpose gadgets such as MP3 music players. Interestingly,
Apple, who sell the market leading music player, the iPod, have just announced they will
manufacture a mobile phone and It's also good news for the mobile operators who sell
the phones, because they can sell a more expensive device with higher profit margins.
They can also sell additional services such as music downloads over their mobile
network. The phone which I use is a Nokia E61 which does all of the above things. It
has a keyboard which allows me to type notes or indeed articles such as this one. I can
download my MP3 files and play them using it's music player, and also download and
play video files. There are vast amounts of games which it can play, and I can hook it up
to my office diary and email system. It weighs 144 grams and is about 12 cm by 7 cm
with a depth of 1.5 cm. So it fits easily in a pocket. With earlier phones which attempted
these functions lack of memory storage space on the device was a severe limiting
factor. However my phone can use a plugin memory card which can provide up to 4GB
of storage space. In theory this would allow me to play many hours of movies on my
phone! There are many other models of phones offering all or many of the above
functions. Some use the standard phone keypad layout so are not so good at typing
large amounts of text. Others use a stylus based input mechanism for inputting text by
writing on the screen. So expect to see people doing more and more with their mobile
phone. In fact attempts are now being made to use phones as a type of smartcard for
paying for things in place of cash or credit cards. So it may not be long before the
mobile phone replaces your wallet
The third HCI example in the future HCI (Human Computer Interaction) is a Editing and
Copying data Copy editing (also known as copyediting and manuscript editing) is the
process of revising written material (copy) to improve readability and fitness, as well as
ensuring that text is free of grammatical and factual errors.The Chicago Manual of Style
states that manuscript editing encompasses “simple mechanical corrections
(mechanical editing) through sentence-level interventions (line, or stylistic, editing) to
substantial remedial work on literary style and clarity, disorganized passages, baggy
prose, muddled tables and figures, and the like (substantive editing)”. In the context of
print publication, copy editing is done before typesetting and again before proofreading.
Outside traditional book and journal publishing, the term copy editing is sometimes
incorrectly referred to as proofreading, or the term copy editing sometimes includes
additional tasks.Although copy editors are generally expected to make simple revisions
to smooth awkward passages, they do not have a license to rewrite a text line by line,
nor do they prepare material on an author’s behalf. Creating original content to be
published under another person’s name is called ghostwriting. Furthermore, copy
editors are expected to query structural and organizational problems, but they are not
expected to fix these problems. In addition, copy editors do not normally engage in
developmental editing, which includes helping an author develop an idea into a
publishable manuscript, overhauling a rough draft, identifying gaps in subject coverage,
devising strategies for more-effective communication of content, and creating features
to enhance the final product and make it more competitive in the marketplace.In the
United States and Canada, an editor who does this work is called a copy editor. An
organization’s highest-ranking copy editor, or the supervising editor of a group of copy
editors, may be known as the copy chief, copy desk chief, or news editor. In the United
Kingdom, the term copy editor is used, but in newspaper and magazine publishing, the
term is subeditor (or sub-editor), commonly shortened to sub. In the context of the
Internet, online copy refers to the textual content of web pages. Similar to print, online
copy editing is the process of revising and preparing the raw or draft text of web pages
for publication Copy editing has three levels: light, medium, and heavy. Depending on
the budget and scheduling of the publication, the publisher will let the copy editor know
what level of editing to employ. The chosen type of editing will help the copy editor
prioritize their efforts.Within copy editing, there is mechanical editing and substantive
editing. Mechanical editing is the process of aligning a document with editorial or house
style, keeping the preferred style and grammar rules of publication consistent across all
content. Content editing, also known as substantive editing, is the editing of the
material, including its structure and organization, to ensure internal consistency.Copy
data is the electronic data that is created from functions such as backups, snapshots,
test/dev and disaster recovery.Most organizations hold onto redundant copies of files for
data protection purposes. However, using multiple independent data protection tools
significantly increases the amount of storage consumed.Resources required to manage
excessive copies of data can bog down networks, causing mission critical applications
to suffer. Maintaining multiple data protection systems that operate independently but
essentially perform the same function can also considerably increase IT costs. This
creates a big problem in virtual environments with a fee-based cost structure, which are
growing in popularity.According to International Data Corporation (IDC), more than 60%
of enterprise storage houses copy data, and the rate is growing. To confront this issue,
organizations are investing in copy data management strategies, looking to reduce the
number of unnecessary copies and get easier access to critical data
The fourth example in the future of HCI (Human Computer Interaction) is virtual reality
in the future if V/R has evoled it has a big impact to us because a Virtual Reality or (VR)
a computer-generated environment with scenes and objects that appear to be mal,
making the user feel they are immersed in their surroundings This environment is
perceived through a device known as a Vinal Reality het or heinet VR allows us to
immerse ourselves in video games as we were one of the characters, learn how to
perform heart surgery or improve the quality of sports training to maximize performance
and Although this may seem extremely futuristic, its origins are not as recent as we
might think. In fact, many people consider that one of the first Virtual Reality devices
was called Sensorama, a machine with a built in seat that played 30 monies, gave off
occurs and generated vibratons to make the experience as vivid as possible. The
invention dates back as tar as the mid-1950s Subsequent technological and software
developments over the following years brought with them a progressive evolution both
in devices and in interface design and Virtual reality technogy plays an important role in
realizing Telesensation. Through It Virtual words created that viewers can enter and
walk through and where they can handle virtual objects. The virtual world allows us a
stereoscopic view from front or side depending on our viewpoint, just as in the real
word. The ability to enter and walk through the venual wond and handle virtual objects u
using hand gestures makes VR interactive, and this is one of its most important features
Communication can be human-human communication, human-environment
communication, or human-computer communication. In the case of human-human
communication, a variety of means are at our disposal. We talk together to communicat.
We write inters or draw pictures and sometimes communicate using images and motion
pictures in human-environment communication, we recognize our Environment via our
ve senses feeding, touch, taste, vision and smell in human Computer communication,
we interact with a computer by means of a mouse, a touch ped, or a keyboard Human-
human communication and human-environment communication have been developed
over a long history of interaction it is desirable to provide human beings with A human-
endly environment where we can interact with computers just as easily as we interact in
human-human communication or human-environment communication The goal of VR is
to provide human beings with a virtual environment where we can interact with a
computer just as we do in the real world, that is, by taking with a vid human in a spoken
language, by writing a leter, or by drawing a picture. We can grasp virtual object by
hand gesture and bring it to another place. In a human-friendly virtual environment we
can interact with a computer without any difficulties or hamers. When a virtual
landscape is generated by VR technology, we can go there just as if it were a real
landscape. Providing not only a 3D image of the landscape but also sound and smell
helps us enjoy the scenery.
The fifth and last HCI example in the future HCI (Human Computer Interaction) is
Digitizing Everything Information Grabbing in the future HCI is Evolved the digitizing it
can be helpful and useful to use in the future because it can help us to make our easier
to work like easier to gather or grabbing a information, object ,image, sound, document
and signal it can very useful to us because digitizing Digitization is the process of
converting information into a digital (i.e. computer-readable) format.The result is the
representation of an object, image, sound, document, or signal (usually an analog
signal) obtained by generating a series of numbers that describe a discrete set of points
or samples. The result is called digital representation or, more specifically, a digital
image, for the object, and digital form, for the signal. In modern practice, the digitized
data is in the form of binary numbers, which facilitates processing by digital
computers and other operations, but digitizing simply means "the conversion of analog
source material into a numerical format"; the decimal or any other number system can
be used instead and Digitization is of crucial importance to data processing, storage,
and transmission, because it "allows information of all kinds in all formats to be carried
with the same efficiency and also intermingled."Though analog data is typically more
stable, digital data has the potential to be more easily shared and accessed and, in
theory, can be propagated indefinitely without generation loss, provided it is migrated to
new, stable formats as needed.This potential has led to institutional digitization projects
designed to improve access and the rapid growth of the digital preservation field and
Sometimes digitization and digital preservation are mistaken for the same thing. They
are different, but digitization is often a vital first step in digital preservation. Libraries,
archives, museums, and other memory institutions digitize items to preserve fragile
materials and create more access points for patrons. Doing this creates challenges for
information professionals and solutions can be as varied as the institutions that
implement them. Some analog materials, such as audio and video tapes, are nearing
the end of their life-cycle, and it is important to digitize them before equipment
obsolescence and media deterioration makes the data irretrievable and the example
term is used to describe, for example, the scanning of analog sources (such as
printed photos or taped videos) into computers for editing, 3D scanning that creates 3D
modeling of an object's surface, and audio (where sampling rate is often measured
in kilohertz) and texture map transformations. In this last case, as in normal photos, the
sampling rate refers to the resolution of the image, often measured in pixels per inch
and the Digitizing is the primary way of storing images in a form suitable
for transmission and computer processing, whether scanned from two-dimensional
analog originals or captured using an image sensor-equipped device such as a digital
camera, tomographical instrument such as a CAT scanner, or acquiring precise
dimensions from a real-world object, such as a car, using a 3D scanning device.