In today's interconnected world, it's hard to find out who is going to take the initiative to avoid digital products if the technology scare and lost tribe are excluded. But in the view of the Lourdes (which means a blind impulse against new technologies and things), the development of mobile computing (or, more broadly, digital technology) is too fast. From PCs to portable smart devices, information is technologically enhanced and ubiquitous.
In the sci-fi series H, wireless transplants are implanted into the human body, and there is no rejection of this combination of biotechnology and technology. The characters in H voluntarily put the equivalent of today's mobile devices into their own bodies, turning themselves into mobile connected individuals. Some may think such bridges are nightmares, but there are many technology enthusiasts who are willing to say good-bye to their devices, and once and for all, connect the body to electronic devices and never go offline.
In the first episode of H, a couple drove the car into the airport parking lot, and one looked at the interior and exterior of the car through the display screen. The interface shows translucent icons, such as efficiency, tools, communications, and so on, where users quickly choose between. At first glance, we think that these icons and text are presented by augmented reality technology on the windshield of the car, but as TA's view changes, we find that all these images are actually implanted in TA's perspective. There is a noun called the brain-computer interface (BCI, Brain-computer Interface), and this is a high-level case of BCI.
Users in H interact with the wireless network through their central nervous system, which is connected directly to a tiny device, so that the characters in the TV series "Think" can do many tasks.
The plot develops to the back, the H world becomes the hell, because the software and the hardware are integrated into such an advanced platform, is affected by the virus, the character has to face the disastrous consequence. Although this type of integrated system has the opportunity to provide seamless connectivity, in the real world we are still unable to achieve it for the time being. But we have a technique that is very close to the play: Wearable Computing (wearable Computing).
Wearable computing This discipline explores and creates devices that can be worn directly or integrated into the user's clothing or accessories. MIT explains the purpose of wearable computing:
“... Subvert the perception of how computers should be used. Computers should be wearable, worn like glasses or clothes, and can interact with users based on changing circumstances. Wearable computers can play the role of an intelligent assistant through a heads-up displays, a naturally unobtrusive input device, a personal wireless LAN, and a wide range of environmental awareness and communication tools. ”
Since the 1960 's, wearable computing has emerged. By the 70 's, the inventor Alan Lewis built wearable computers with digital cameras to predict the results of casino roulette. 1977, C.C of the Smith-kettlewell Institute of Visual Sciences. Colin made a vest for the blind, and the image obtained by its head-mounted camera was transformed into a tactile image through the grid on the vest, allowing the blind to "see". Wearable computing continued to develop in the 80 's, and Steve Mann the controllable camera equipment into a special backpack with a headset (pictured below).
In the past 20 years, wearable computing has made notable strides, such as IBM's Linux watch and Kickstarter's famous strata watch, which "connects to mobile apps to see incoming calls, text messages, emails, Facebook and Twitter updates, weather information". In addition, exercise monitoring equipment such as Jawbone, Pebble and FuelBand are also typical representatives.
The focus on wearable computing is now focused on the head-and-wear display. Earlier this year, Innovega announced the development of access to the Internet Ioptik augmented reality contact lenses, causing a commotion in the industry, but later, people's interest slowly shifted to Google Glass, Sony HMZ-T2 head 3D display, TTP glasses, Vuzix Video display devices, social video sharing glasses from Vergence labs, and Oculus Rift's head-wearing virtual displays.
And one of the most typical and most watched is Google Glass, whose concept video shows how well wearable computing has developed.
Google Glass Development team explains this project on Google +:
"We think that technology is for people, and that when you need it, it disappears when you don't need it." Our project Glass is to build this technology that will help you explore and share your world. ”
When the team first introduced Google Glass to the public, it revealed only a rather vague detail, emphasizing more concepts than specific specifications. In order to promote products, emphasis on project potential, Sergey Brin Google Glass brought to the Diane von Furstenberg fashion T. At 2012 New York Fashion Week, Brin was surrounded by models and Hollywood stars, showcasing the colorful, concise, elegant Google Glass.
Although the current Google Glass is still in the prototype stage of research and development, but WSJ Spencer Ante is fortunate to do some evaluation, evaluation results are not satisfactory, Ante stressed that software is not easy to use, the lack of SMS, telephone, map, geographical location functions.
In addition, Google Glass lack of dual visual overlay (dual visual overlay) is also criticized: In addition to the camera, Google Glass also in the right lens above the installation of a small display, because the information is not directly superimposed in the field of vision, Users therefore need to constantly adjust their focus in the use of their eyes. In addition to Google,the Marvell Partnership (TTP) has developed a pair of glasses, looks like ordinary glasses, but in fact it can be in the middle of the lens projection image, so as to avoid the Google Glass as the need to adjust the view back and forth trouble, It's natural for users to get augmented reality information.
Even if the TTP solution faces a persistent obstacle to wearable computers: uncomfortable display formats and cumbersome lack of mobility, these problems make it difficult for them to move from laboratory to commercial.
Another problem: Wearable computing requires reliable network guarantees before moving to business. If the wide coverage and reliability of the network are not guaranteed, the enthusiasm of the early adopters must also be hit.
In addition, health is also a problem to be considered in the use of wearable equipment. For example, if Google Glass's commercial version still fails to provide a dual-video overlay, how will it affect the overall sensory development of people, especially children?
Indeed, the benefits of wearable computing for users are real and obvious: fast data acquisition through "intrinsic connectivity", and efficient retention of social connections through the ability to quickly share content. For many people, if you can get rid of traditional handheld devices and get a seamless network access experience, why not? The potential for strengthening existing educational models is also enormous, and the benefits to stock brokers, emergency response teams, and "deep poisoning" of sports programs are fairly straightforward.
"Human-machine symbiosis" is a branch of the human-machine system. It is hoped that in the near future, the human brain and computer can be tightly combined, this combination can be thought of the human brain, the way the data processing is very different from before. "--j Licklider (Legend of the Senior research Program of the US Defense Department)
Whether wearable or biological implants (as described in h), the future of computing depends on mobility. have been "trapped" mobile internet are you ready for such a future?
(Responsible editor: The good of the Legacy)