Showing posts with label 6th sense. Show all posts
Showing posts with label 6th sense. Show all posts

QUICKiES-Pranav Mistry Project

The goal of ‘Quickies’ is to bring one of the most useful inventions of the 20th century into the digital age: the ubiquitous sticky notes. Sticky (a.k.a. Post-it) notes help us manage our to-do lists, tag our objects and documents and capture short reminders or information that we may need in the near future. Keeping track of these sticky notes is a difficult task in itself. They are yet-another passive pieces of paper. ‘Quickies’ are stickies that have some intelligence and the ability to remind us about the task we ought to perform or to provide us at the right time with the information we captured in the past. ‘Quickies’ enrich the experience of using sticky notes by allowing them to be tracked and managed more effectively. The project explores how the use of RFID, Artificial Intelligence and ink recognition technologies can make it possible to create intelligent sticky notes that can be searched, can send reminders and messages, and more broadly, can help us to seamlessly connect our physical and digital worlds.

How do they work ?
Physical sticky notes are captured into a computer using a digital-pen hardware, which captures the movement of the pen on the surface of a sticky note. A software program stores the handwritten notes as images/strokes and converts the stored hand-written notes into computer-understandable text using handwriting recognition algorithms. The computer program also provides an easy to use interface to browse or search all of the user’s notes. The recognized text is processed using a commonsense knowledge engine and computational AI techniques. This process provides the note database with contextually rich information. Later, the computer program uses its understanding of the user’s intentions, content and the context of the notes to provide the user with reminders, alerts, messages and just-in-time information. The Quickies system links hand-written sticky-notes to the mobile phone, digital calendars, task-lists, e-mail and messaging clients. At the back of each of the Quickies is a unique RFID tag, which makes it possible to locate Quickies in the house or office.

What can they do ?
• Imagine you scribbled a sticky note about an upcoming meeting appointment with your work-colleague; you placed the note on your desktop. Unfortunately, you have overlooked the note, completely forgetting about the meeting and went for lunch with a friend; however you receive a reminder about your appointment with your colleague via a friendly text message on your mobile phone.

• While washing the dishes in the kitchen, the sink garbage disposal breaks down. You make a note, so that you do not forget to email your landlord about the malfunctioning garbage disposal. At the computer later in the night, you are reminded, via a friendly message, to email your landlord.

• The grocery list that you created on a paper sticky note is automatically synchronized with the task-lists in your mobile phone and computer. Now, your mobile phone has a list of the things you noted down to buy, which comes handy when you are at the grocery store.

• Your mom prefers writing on paper rather than using mobile phones and computers. She leaves a message for you on a sticky note when leaving for the market. You receive her message as an SMS or as an email.

• You use a sticky note to bookmark a section about the ‘Platypus Paradox’ in Peter Morville’s ‘Ambient Findability’ book. Several weeks later, a discussion about the ‘Platypus Paradox’ arises and you remember bookmarking Morville’s explanation. You can now use Quickies’ graphical interface to search for the keywords ‘Platypus Paradox’. As the system is keeping track of all your notes in digital form, it shows all the relevant notes you have created in past. It also helps you locate that note (and so forth the book) in your house.

By augmenting the familiar and ubiquitous physical sticky-note, ‘Quickies’ leverages existing patterns of behavior, merging paper-based sticky-note usage with a user's informational experience. It also provides an interface and enables people who are on the other side of the Digital Divide to interact with the digital information world.

Source:

Mouseless-Pranav Mistry Project

Mouseless is an invisible computer mouse that provides the familiarity of interaction of a physical mouse without actually needing a real hardware mouse.

As the computer mouse has remained largely unchanged over the last decades, we have become increasingly proficient at operating the two-button mouse. Recently, various multitouch and gestural interaction technologies have been explored as means to implement alternative methods to interact with a computer. Despite these advances in computing hardware technologies, the two-button computer mouse has remained the predominant means to interact with a computer. The Mouseless invention removes the requirement of having a physical mouse altogether but still provides the intuitive interaction of a physical mouse that we are familiar with. Mouseless consists of an Infrared (IR) laser beam (with line cap) and an Infrared camera. Both IR laser and IR camera are embedded in the computer. The laser beam module is modified with a line cap and placed such that it creates a plane of IR laser just above the surface the computer sits on. The user cups their hand, as if a physical mouse was present underneath, and the laser beam lights up the hand which is in contact with the surface. The IR camera detects those bright IR blobs using computer vision. The change in the position and arrangements of these blobs are interpreted as mouse cursor movement and mouse clicks. As the user moves their hand the cursor on screen moves accordingly. When the user taps their index finger, the size of the blob changes and the camera recognizes the intended mouse click.

As we improve our computer vision algorithms, an extensive library of gestures could be implemented in addition to mouse movement and mouse clicks. Typical multitouch gestures, such as zooming in and out, as well as novel gestures, such as balling one’s fist are all possible. In addition, the use of multiple laser beams would allow for recognition of a wider range of free hand motions, enabling novel gestures that the hardware mouse cannot support.

We implemented a fully functional working prototype system of 'Mouseless' that costs approximate $20 to build.

Source:http://www.pranavmistry.com/projects/mouseless/

Dreamate Sleep Inducer


If you’re one of those people that suffers from unusual sleep patterns and you want to get your body back in to check you might be able to do it with this acupuncture sleeping gadget, the Dreamate Sleep Inducer.

Dreamate uses accupressure techniques to gently massage the “sleeping golden triangle” on your left wrist. Used 30 minutes before bedtime, you can retune and reset your biological clock and train your body to relax and sleep. See results in as little as a week’s worth of use, with best results after eight weeks. These precise pressure points, when gently massaged, calm the body, lower stress levels, and induce sleep. Unlike addictive sleeping pills that knock you senseless, but offer little improvement in your sleep quality.

I’ve no idea how effective this is but it sounds kind of cool. The Dreamate is available from TG for $79.99.

Source:Thinkgeek

6th Sense Technology

'SixthSense' is a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information.

We've evolved over millions of years to sense the world around us. When we encounter something, someone or some place, we use our five natural senses to perceive information about it; that information helps us make decisions and chose the right actions to take. But arguably the most useful information that can help us make the right decision is not naturally perceivable with our five senses, namely the data, information and knowledge that mankind has accumulated about everything and which is increasingly all available online. Although the miniaturization of computing devices allows us to carry computers in our pockets, keeping us continually connected to the digital world, there is no link between our digital devices and our interactions with the physical world. Information is confined traditionally on paper or digitally on a screen. SixthSense bridges this gap, bringing intangible, digital information out into the tangible world, and allowing us to interact with this information via natural hand gestures.

‘SixthSense’ frees information from its confines by seamlessly integrating it with reality, and thus making the entire world your computer.
The SixthSense prototype is comprised of a pocket projector, a mirror and a camera. The hardware components are coupled in a pendant like mobile wearable device. Both the projector and the camera are connected to the mobile computing device in the user’s pocket. The projector projects visual information enabling surfaces, walls and physical objects around us to be used as interfaces; while the camera recognizes and tracks user's hand gestures and physical objects using computer-vision based techniques. The software program processes the video stream data captured by the camera and tracks the locations of the colored markers (visual tracking fiducials) at the tip of the user’s fingers using simple computer-vision techniques. The movements and arrangements of these fiducials are interpreted into gestures that act as interaction instructions for the projected application interfaces. The maximum number of tracked fingers is only constrained by the number of unique fiducials, thus SixthSense also supports multi-touch and multi-user interaction.

The SixthSense prototype implements several applications that demonstrate the usefulness, viability and flexibility of the system.

The map application lets the user navigate a map displayed on a nearby surface using hand gestures, similar to gestures supported by Multi-Touch based systems, letting the user zoom in, zoom out or pan using intuitive hand movements. The drawing application lets the user draw on any surface by tracking the fingertip movements of the user’s index finger. SixthSense also recognizes user’s freehand gestures (postures). For example, the SixthSense system implements a gestural camera that takes photos of the scene the user is looking at by detecting the ‘framing’ gesture.

The user can stop by any surface or wall and flick through the photos he/she has taken. SixthSense also lets the user draw icons or symbols in the air using the movement of the index finger and recognizes those symbols as interaction instructions. For example, drawing a magnifying glass symbol takes the user to the map application or drawing an ‘@’ symbol lets the user check his mail. The SixthSense system also augments physical objects the user is interacting with by projecting more information about these objects projected on them. For example, a newspaper can show live video news or dynamic information can be provided on a regular piece of paper. The gesture of drawing a circle on the user’s wrist projects an analog watch.


The current prototype system costs approximate $350 to build.


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