Technology can not replace human interaction. | Little River School Online As adults, we rely on technology to help make our lives a little bit easier and sometimes we might be inclined to feel like the earlier in life our children have a grasp of technology the better off they will be. However, many thoughtful parents are weary of trusting their child’s developing minds to technologies meant to “enhance” the infant learning process. The attached article and accompanying video is a remarkable account of the mind of child at a very early age and the role that technology plays in their life. Remarkably, these scientists found that not only does the mind of an infant younger than 8 months have an incredible ability to decipher the differences and nuances in different languages, but that there is also a tremendous value to where the information comes from, be it a computer or a real human being. If Babies Can’t Learn Through Videos, Can Students? It’s time for more ‘systems thinking’ about technology in education. Full article at pcmag.com Post by: Magdalena S.
Senseg creates textures on perfectly flat touchscreen displays Senseg might have been around since 2008, but the company has now built a prototype of its displays into a tablet. The tactile panel tech uses electrostatic fields to simulate different levels of friction, allowing it to generate the sensation of texture on a totally flat screen. CNET got a chance to try out the display, and said that the textures it creates are easily recognisable — moving from gravel, to packing material, to sandpaper creates distinct, familiar feelings. The video also shows the potential implications for gaming, opening up a new level of immersion for designers. Unlike other haptic technologies, there's no reliance on moving parts or any physical change to the screen, meaning that Senseg's concepts could be integrated into the same devices we use today.
Interakcija čovjek-računalo Sadržaj 0. Uvod 1. Tehnike interakcije 1.1. 1.1. 1. 1.1. 2. 1.1. 3. 1.1. 4. 1.1. 5. 1.1. 6. 1.1. 7. 1.1. 8. 1.1. 9. 1.1.10. 1.1.11. 1.2. 2. 2.1. 3. 3.1. 3.2. 3.2.1. 3.3. 3.3.1. 3.4. Ovaj se tekst najvećim dijelom temelji na materijalima prikupljenim na stranicama svjetskih sveučilišta koja se bave problematikom HCI-a, poput Berkleya i Stanforda. 0. S iznimkom nekih ugradbenih softvera i operacijskih sustava, uspjeh softverskog proizvoda određen je ljudima koji koriste taj proizvod. 1. 1.1. Tehnički aspekti interakcije čovjek - računalo oduvijek su bitno ovisili o raspoloživim uređajima za komunikaciju sa računalom. 1.1.1.Algebarski jezici Kada su se programi počeli osmišljavati i pisati za radnim stolom i potom učitavati u računalo putem papirnatih traka, interakcija sa strojem postala je sličnija matematičkoj aktivnosti. 1.1.2. Komercijalni proizvodi namijenjeni obradi podataka koristili su već kreirano sučelje za spremanje i procesiranje bušenih kartica. 1.1.3. 1.1.4. 1.1.6. 1.1.7. 1.2.
Being Human: Human-Computer Interaction in the Year 2020 A number of books have appeared in the last few years which have opened up the field; exploring new theories, ideas and directions, and provoking us to consider how we design for a diversity of human experiences and values beyond the cognitive and the social. A few seminal ones that come to mind are: Both Don Norman's "Emotional Design" (2004) and John McCarthy and Peter Wright's "Technology as Experience" (2004) explore how good design is about more than efficiency and usability. Papers you might want to read include: Jonathan Grudin's "Living without parental controls: The future of HCI": a piece to appear in Interactions in March. Also see: A paper by Alessandro Valli entitled "The Design of Natural Interaction" which examines how interactive digital media can be integrated into physical spaces. General books about HCI : Baecker, R, Grudin, J, Buxton, W, Greenberg, S (eds) (1995) Readings in Human-Computer Interaction: Toward the Year 2000. 2nd ed.
Toshiba brings texture to touch (video) Reach out and touch whatever screen you're reading this on. What if, instead of feeling the glass or plastic beneath your finger, you could experience the texture of a brush, woodgrain, or even a stone? Well, Toshiba's working on just such a project, which operates on the basis of a film affixed to, say, a smartphone's touch panel -- electrical currents are sent through this layer, and your digits are shot up with the simulated sensation of touching those various surfaces. Comments Virtualna stvarnost Što je virtualna stvarnost? Virtualna stvarnost (engl. virtual reality - VR) je kompjuterski simulirana realnost, računalno stvoreno vizualno, auditivno i taktilno iskustvo koje korisniku pruža realističan osjećaj „uranjanja“ u drugi svijet. Virualna stvarnost ostvaruje se korištenjem različitih uređaja za interakciju između čovjeka i računala u kombinaciji sa vrlo brzim i naprednim računalima i brzom komunikacijskom mrežom. Kratka povijest virtualne stvarnosti: Koncept virtualne stvarnosti seže još iz pedesetih godina prošlog stoljeća kada je kinematograf Morton Heilig izgradio konzolu „Sensorama“ koja je unatoč revolucionarnoj ideji, na tržištu loše prošla. Slika - „Sensorama“ Ivan Sutherland, kojeg smatramo pionirom računalne grafike i prividne stvarnosti, razvio je 1965. Slika - „The Ultimate Display“ Tablica - Prikaz daljnjeg razvoja VR
Spirituality And Technology A selection of articles related to spirituality and technology. Original articles from our library related to the Spirituality And Technology. See Table of Contents for further available material (downloadable resources) on Spirituality And Technology. Our Pagan Village: The Importance and Persuit of Honor Candlelight flickers over the Beltaine revels. Paganism & Wicca >> Daily Life What is hypnotic trance? 2.1 'Trance;' descriptive or misleading? Parapsychology >> Hypnosis The Religious Experience: A Wiccan Viewpoint What is religion? Religion & Philosophy >> Religions Religions >> Paganism & Wicca Pagan Mythology Is the traditional story presented as an historical event that serves to illustrate part of the world view of a people or explain a practice, belief, or natural phenomenon. Paganism & Wicca >> Holidays Survivalists' Guide for the New Millennium: Chapter 6 AS THE WORM TURNS Health and well being are part of the natural birthright of the human being. Mystic Sciences >> Astrology 1.
to Acquire Perceptive Pixel Inc. REDMOND, Wash., and NEW YORK — July 9, 2012 — Microsoft Corp. and Perceptive Pixel Inc. (PPI) today announced that they have entered into a definitive agreement under which Microsoft will acquire PPI, a recognized leader in research, development and production of large-scale, multi-touch display solutions. “The acquisition of PPI allows us to draw on our complementary strengths, and we’re excited to accelerate this market evolution,” said Kurt DelBene, president, Office Division for Microsoft. “PPI’s large touch displays, when combined with hardware from our OEMs, will become powerful Windows 8-based PCs and open new possibilities for productivity and collaboration.” Founded in 2006 by Jeff Han, a renowned pioneer in multi-touch technology, PPI shipped its first multi-touch workstation and large wall solutions in early 2007. In 2008 its technology gained widespread recognition for transforming the way CNN and other broadcasters covered the 2008 U.S. presidential election. About Microsoft
Virtualnost Virtualnost označava svojstvo nečega, da bi u stvarnosti trebalo biti tamo ali nije realno. Dakle ne postoji u obliku u kojem prividno postoji, ali po svojim biču ili učinku djeluje kao nešto što i u stvarnosti postoji. Riječ potječe iz francuske riječi virtuel (u mogućnosti djelovati, moguće) koja pak potječe iz latinskog virtus (vrlina, hrabrost, sposobnost, snaga, muškost). Pierre Levy više filozofski definira virtualnost kao što postoji potencijalno, a ne zapravo. Općenito možemo razlikovati dvije vrste virtualnih prostora: u ograničenom ili zatvorenim prostoru (CD-ROM-ove, igre, simulacije ...) kao i one koje sudostupne preko interneta i otvorene za interakciju, transformacije, te poveznice na druge svjetove i okruženja. Stoga, virtuala realnost navodi primjerice na nešto što u fizičkim smislu nije prisutno, ali prisutno svojom funkcionalnošću ili djelovanjem. Često se u fikcijama stvaraju virtualni likovi, kao na primjer, u računalnim igrama , stripovima ili crtani filmovima.
by raviii Nov 28