The relationship between new technology and practical application and the way of thinking

Source: Internet
Author: User
Keywords Creator Rajinder
Tags application based company content creator dialogue entertainment example

Absrtact: On the eve of our Congress, we have a dialogue with the founder of Lumenous graphic technology company, Aireal Air Interactive technology participant Rajinder Sodhi. He tells us about the relationship between new technology and practical application and the thinking side based on his industry experience and understanding

On the eve of our Congress, we rajinder Sodhi dialogue with the founder of Lumenous graphic technology company, Aireal Air Interactive technology participant. He tells us about the relationship between new technology and practical application and the change of thinking mode based on the experience and understanding of his industry.

Aireal is a Disney technology that can simulate the tactile sensation of different objects through airflow through the surface of the user's skin, thus matching the image to a more authentic virtual content interaction.

36 Krypton: Game as a form of entertainment allows players to relax after the input, because the events, confrontation and emotions are virtual. But technology progress, the game to the player's feelings more real, with the resulting more real emotions will not cause pressure? Does this match the original intention of the game?

Rajinder Sodhi: This is really a point we need to consider. Aireal is a technology that really gives users a feeling, and if used in a traditional shootout or sports game, it will inevitably bring a lot of pressure to the user. But at the same time, we should use it to create a good and easy game content. For example, we can simulate the butterflies flying around the scene, or water, sand, breeze ... These are beautiful images that make people more relaxed. The starting point of technology is to bring more fun, specifically how to use the game makers need to take a new way of thinking. Aireal's new story conveys the media, and the story itself is done by the producer. We are working with Disney to put this technology into Disneyland, and the Disney Shanghai Park, which will soon be in operation, will have applications. In the end, as far as I am concerned, a small game can make me nervous, and instant is "angry bird" such a simple game will make me feel tired.

36 Krypton: F1 is a sport, or entertainment (for the audience), but the technology the team has created will benefit the entire auto industry. Can interactive technology from the gaming industry be applied to work and even production environments? Or do you think there should be a clear dividing line between entertainment technology and manufacturing technology?

Rajinder Sodhi: In fact, game technology can affect many industries. For example, the display and interaction technology we use on PCs or smartphones comes from the gaming industry. The emergence of each technology has its original requirements, and its final application is determined by the original requirement. For Aireal, the game is a good point of entry, the game gives us a good way to the technology for continuous research and optimization. In addition, Aireal can also be used to help people with disabilities have more convenient and authentic communication in their daily lives. At the same time, I think, aireal can also be used in other life scenes. For example, built on the steering wheel, he is reminded by physical intervention when the driver is sleepy or even asleep.

36 Krypton: In the PC era, we use Photoshop, after multiplying or Visual Studio tools to produce content (program), but the final product is 2D (flat). When new interactive technologies and content rendering techniques begin to affect and interact with the physical world, do we also need new tools or production situations to create 3D (stereo) content instead of planar mouse-button instructions or code?

Rajinder Sodhi: Yes. In the new era, we need to tell the system-the experience that users really want when interacting physically. This requires a new way of thinking. In addition, we should involve users in content creation. For example, we will be a virtual butterfly through the air simulation and mapping projection to the hands of the user, the user can further pull up their sleeves to guide the virtual butterfly along the arm up. And for the game makers and designers, we will provide them with a better tool for creation. They no longer need the code to implement the final presentation, they just need to tell the computer that they want to simulate sand, silk, leather, or something else. The computer automatically achieves the effect they want.

In addition, Rajinder Sodhi also revealed that they are working closely with Oculus in the hope of adding this physical interaction technology to future Oculus devices. Although Oculus can simulate real-world effects, the combination of "virtual reality" and "physical reality" will be void if there is no physical interaction with the technology. In their field, "virtual" and "reality" are divided into two extremes, the dividing line between this has become increasingly blurred.

During the interview, Rajinder Sodhi A word that impressed me: like the wall E "In the future, there may really be a human wearing a virtual helmet in the sofa, every day only immersed in the virtual world." They will have virtual pets, virtual families, and virtual life. But it's only a part of the world, and there are people who just think of it as a tool or a play. The impact of game or game technology on people depends entirely on the people who use them. Whether it is a manufacturer or a user.

(This interview by the Tencent we conference arrangements, Rajinder Sodhi for Tencent we show guests.) The above content originates from the On-the-spot record and the late edits)

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