Report: Evaluating Emerging Interaction Technology

The Report & The Task

Produce a 3,000-word research report that identifies at least 5 separate emerging interaction technologies, referring to example usage in order to evaluate their effectiveness and usability in context. For each interaction technology that you examine, you should refer to relevant APIs and platforms, citing brief code snippets where possible in order to discuss implementation.

Report Plan & Potential Structure

Before writing any sort of report or essay you need to plan it. You need to think about it. How you will structure and think carefully how you will exactly write your solution to the problem. In this case, the problem here is a 3000-word research report that identifies at least 5 separate emerging interactive technologies.

I’ve come up with some conclusions on what I’m going to write about and a few questions in mind that I’d like to ask Jamie on Tuesday the 11th of December.

The 5 potential devices that I’d like to conduct research and perform a study on for the construction of this report are as follows:

  • Virtual Reality in Games

I have an Oculus Headset myself and I’ve been enjoying playing on it a lot. I still play games and use it frequently during my time. It’s been purchased last year and throughout the year of using it, it made me wonder how does the device work when it was it invented the first time or the very basic version of it, and some other thoughts.

So I’ve decided to include it in this report. I’d like to look at case studies and other insightful resources on VR and how it exactly works as well.

  • Augmented Reality using Mobile

This kind of technology has also struck me when I saw you can place digital objects around the environment your in using a mobile. I definitely want to take the opportunity to examine AR and look at relevant case studies to see what other professionals think and use the information as a research to include in my report.

  • Neuron EEG

Neuron technology is the future. I think it’s the next generation of gaming and interactivity as many spectate and think it has the potential. Right now VR is just wearing a headset that you can look around in and use controllers to play the game.

However, in future, gaming and interaction may be fully based on the brain and its waves. In this case, I think this is only our first step into such powerful tech.

  • Wearable Watches – Daily Uses

As a Samsung Galaxy S3 watch owner, I enjoy these technologies a lot. I wear it daily and wherever I go it’s always on my wrist. Whenever I get a notification or a message, my watch vibrates and notifies me. Whenever I want to change the music, I can just do so using the watch instead of having to pull my phone out of my pocket.

It also records my daily exercise and my step count. As someone who will be exercising regularly soon, the data will be useful for me to track my progress. So I want to include this sort of tech in my report because I’m very interested in writing about it and exploring this further with case studies and research.

  • Robots AI – Human-Like Robots

Robotics and artificial intelligence is a subject and a topic that I’m heavily interested in. I’ve given this topic a lot of thought because I was hesitating in regards to the availability of information. The reason why I chose Human-like robots is that I am enthusiastic about living around robots in the future.

A prime example of this is Sophia the Robot, who is by far the closest to what I’m referring to. A robot that communicates like humans, has opinions and also has some emotions.

Expected Challenges & Concerns

I’m not too worried about writing the report itself, but I’m concerned about the fact that the professionals that I will reach out to and email them for their inputs about the device that I’d like to talk to them about for research purposes. In many cases, these individuals are too busy to actually respond to these kinds of emails.

This is due to priorities, however, Jamie will be giving me an email or two of potential people that I can talk to about VR and other devices. On the other side, I’ll be speaking to Aaron (Games Dev Lecturer) about Neuron technology as I do suspect he has a lot of information about Neuron technology and it works. Perhaps also Augmented reality, but I’ll have to see once I get the opportunity to talk to him.

Another possible issue that I have given thought about are the case studies that I will be taking using as reference for research purposes. There were many times and cases where I struggled to find actual case studies of the matter what I’m researching into, however, because VR and most of these technologies that I’m searching into have existed for several years now I do believe that there will be a great number of studies that I can examine thoroughly.

Jamie has also recommended a great resource, a book that is directly relevant or can be relevant to my report. The book is Designing for Emerging Technologies. Sebastopol by O’Reilly Media. I spent a fair amount of time so far reading the book and it’s been quite informational so far and that is only just the beginning.

Other books and resources will definitely be approached to allow myself to be broad with my research scope and see what other information I can compile and look at.

I’m quite positive about the outcome of writing my report because I’ve also written a lot of essays in my earlier days and in general, I’ve been told my reports/essays are up to high standards. So I am capable and I’m quite confident in how I am approaching these challenges and problems.

The first few words of this report will be written starting tomorrow (Tuesday). I’d just like to confirm my thoughts and finalize them before I can get my hands dirty with typing.

Research Map

Here are some research and reference materials that I intend to use within my report subject for device data.

Interaction in Virtual Reality of Games is the main subject that of this device that I will be covering my research report. So I will definitely be wanting to get some information and an idea of how interaction in VR games work. This kind of research will be used as a side to support.

Although this may be seen as irrelevant to my research because I want to focus VR on games, i’d like to consider the possibility of including health concerns within my research.

The Best Way to Interact Within VR

This is another article based on interaction in VR. Which I will also be taking a careful look at to see what I can learn from it in order to apply it as research material in my report. I look to use this material as a form of supporting the VR in the games case study that I will be using in my report.

How to design common/basic interactions in VR

I’m using this more as a reference material because the common and basics interactions in VR are described in great detail. As well the discussion and the usage of the controllers takes place, so I think this material particularly will be a great support to my research.

It’s slightly hard to find relevant material to my research, but I am slowly finding informational articles and documents conducted and executed by experts.

VR Gaming: How Industry Will Propel the Technology

Due to my VR subject being based on Virtual Reality in Games I will definitely want to mention how gaming will propel the technology and how it will impact the users of today in the future. There are millions of people out there in the world who also have developed a sense called “phantom sense” where they are able to feel themselves being touched in real life when they are being touched in game, and perhaps also smell, and when they touch other objects they feel them as well.

This is, of course, something to do with the brain, and I’ve had the opportunity to speak to a player with a phantom sense in detail in how they achieved such a thing. It requires a lot of practice and heavy imagination in order to make it a norm for yourself while VR Gaming. All you need to do is imagine being touched or touching something to begin the development of this sense.

Virtual Reality & Healthcare

VR is an emerging interaction technology that continues to advance and become technically better as the year’s pass. It can be applied to many different industries and situations. It is not only used for gaming as many people think but also it is being used in healthcare today. It has not been applied in every healthcare institution just yet, but there are cooperatives who are acknowledging this piece of technology and are utilizing it to their advantage to benefit us consumers and themselves as producers.

With VR you have the capabilities to transport yourself into the human body, by doing this you can access and view areas that otherwise would be difficult to reach. Currently, medical students learn on cadavers, which are difficult to get a hold of and without a doubt they do not react in the same way a live patient would. However, in the case of VR can view micro details of any part of the body in incredibly 360° CGI reconstruction & create training scenarios which replicate common surgical procedures.

Patients being educated, using the ability to view the inside of the human with VR does not only benefit doctors but also patients. This technology can certainly be used to take patients through their surgical plan by virtually stepping into a patient-specific 360° VR reconstruction of their anatomy & pathology. With this, the results generated increased the understanding of treatment and patient satisfaction.

Pain Management & Physical Therapy

VR’s abilities are not just limited to psychological issues and surgeries. They also have been proved to work for pain management & physical treatment too. A study conducted by the University of Washington Seattle and the UW Harborview Buron Centre showed that full VR immersion for those going through physical therapy after a skin graft acted as a distraction and subsequently reduced levels of pain for the patients. VR combined with physical therapy has also been shown to be effective in speeding up recovery time. This allows the patient to do their prescribed daily exercises in an environment that is virtual which kept the activity more fun and therefore keeping the patient more focused.

Disease Awareness

Pharmaceutical research & development company AbbView has created an experience to bring attention to patients from Parkinson’s disease to healthcare professionals. The experience was shown and demo-ed at a pharmaceutical industry trade show where people could wear a headset and receive the first-hand experience as a Parksons sufferer that navigates a virtual supermarket. Awkward moments are faced and encountered when coming into contact with other people.

The Future of VR in Healthcare

In the coming years, VR will be used frequently to improve the accuracy & effectiveness of current procedures, as well as boost the capabilities of the human being, both as the doctor and the patient. The potential of VR in the healthcare industry is significant, limited only by the creativity and ingenuity of those creating and applying the technology.

How much Technology is being used Today

It is now 2019, and it has become a norm compared to years ago to own a smartphone. As you can see, the graph above shows 88% of 16-24 year old’s own smartphone. This is an indication that technology has a high impact on our lives. Smartphones are used by students for social media, for their studies to research, for texting, and for many other purposes. This also includes everyone else who has a smartphone.

But what if smartphones could be used for Augmented Reality in the education sector? AR in education has the following benefits:

Makes the learning process exciting, today many students behave in ways that hurt their education. They do not go to the classes they are supposed to attend at times because they are either sick or simply are making an excuse to avoid class. Why would they avoid class? because it’s boring to them, the same process every day without any excitement. Then the students get blamed without anyone questioning why. According to talk-business, the introduction of AR stimulates better learning process in students.

It pushes them into a process where they become critical in evaluating and analyzing new ideas.  This pushes their creativity in the learning process. By going through this they would discover more about themselves and understand what they actually want to do with their life after high school or primary school.

AR increases student participation in classes, Students have access to education and learning models in ways that they would feel excited about. The use of AR would increase their level of understanding in that subject. The more students understand having better grasps of topics, the more their participation. The use of AR apps in education have capabilities of achieving a lot. With high levels of curiosity to learn this will make students have the desire to actually attend class and not miss a day. This makes the education process fun and interactive. Therefore increasing their motivation.

Interactive lessons,  today education is rather not interactive, because the student simply needs to sit in a lecture and listen to what the lecturer or the teacher has to say most of the time. In what way will this make the student actually want to learn more and how will this make them develop a sense of curiosity? the use of AR in education provides interactive lessons to students. Since students have full access to their smartphones, educative and interactive models on their devices can be introduced.

This aids learning and increased educative activities for students. This would help them reinforce the concepts they have seen in class during lectures.

Less expensive, it is known that the cost of purchasing educational materials and supplies is high. Such as 3-D physical models, posters, and prototypes, surely it is rather discouraging for the school. Large illustrations for school are quite expensive. Today a good number of educational institutes do not have the monetary capabilities to buy and maintain these materials. As well some of these materials get damaged, lost, and stolen. Over time they can also become worn out and others become outdated. Once acquired, AR does not need a high amount of money to fund and maintain. The reduces the repetitive expense of having to buy learning materials. Therefore making the learning process less expensive and over time saves the school or the institution money.

The Impact of AR in Education

A study conducted by the following individuals:

  • Jacqueline K.Eastman, Georgia Southern University, USA
  • Rajesh Iyer, Bradley University, USA
  • Kevin L. Eastman, Georgia Southern University, USA

Has revealed the following facts and information based on results generated from surveys. 87% of students reported they were more likely to attend class with the use of interactive technology, Augmented reality. 72% of students reported they were more likely to participate. 61% of students reported they were more focused on the lecture. 70% of students reported they improved their understanding of specific concepts and 63% of students that class was more fun. (Anonymous, 2006, p. 1). Fitch (2004) found that students liked using Interactive Technology. Simpson (2007) reported that a survey of students at one university found that three out of four students are satisfied with the use of Interactive Technology.

Link of the study & report

This is pure classification and evidence that interactive technology will benefit the world and the education system that it has to offer and provide.

Artificial Intelligence

AI has had a huge impact on our world and will continue to revolutionize the way we manufacture our products and materials for consumer and producer use. We are capable of producing thousands and thousands of units of products and materials by applying AI, or what people call AI today. Robotics have been implemented to stimulate the number of units and to speed up the whole manufacturing process. They are able to accurately put parts and pieces together with a 100% success rate. They do not require fuel, food, or any other sort of intake or rest to keep functioning.

This is why companies have increased the number of redundancies and firing employee rates. It is not logical to blame these manufacturers or company owners because if we were in the same position as these owners we would want to maximize profits most of the times, and so we would do whatever it takes to keep the figures and numbers high and cost low.

Another important factor is the fact that humans do not have the capability of repeating something for a very long time with a 100% success rate. They may mistakes here and there without being aware of it. E.g fitting wheels in a car, what if the nails have not tightened enough? this can cause a loss of reputation for the company and damage the brand.

Forbes Insights survey on artificial intelligence, 44% of respondents from the automotive and manufacturing sectors classified AI as “highly important” to the manufacturing function in the next five years, while almost half—49%—said it was “absolutely critical to success.”

The impact of integrating AI into a manufacturing environment is not dissimilar to upgrading a paper-based back office system into a proper infrastructure. Productivity gains of up to 20% should not be surprising.

The use of AI and machine learning augments the production line, helping machines adapt quickly to operational changes such as when a fault is detected in a product and factories must ensure it is not replicated in future. Furthermore, through deep learning capabilities, this is all possible without the need for time-consuming programming.

By 2035 AI technologies have the impending to rise in production 40% or more. AI will boost the economic growth an average of 1.7% across 16 industries by 2035.

The bar chart illustrates the growth forecast with AI as a new element of production:

We can clearly see overall how AI affects the world with all the benefits it brings to all industries in the market. The benefits are endless to manufacturers and producers. They are able to achieve higher profits and a higher count of units produced. This makes them capable of delivering products to consumers even faster and more efficiently.

The capabilities mentioned so far are only a scratch of the surface of what AI can actually do. Industries and businesses continue to grow, researchers and experts continue to develop AI further so we can make greater use.

Wearable Devices, Smart Watches

Image result for smart watches samsung gear s3

Samsung gear is a powerful watch that you can utilize with your daily life. Here are a few reasons why I have gotten a smartwatch myself:

Notifications – any emails, messages, calls, missed calls, and other such information can be tracked and seen by using the watch. It’s greatly convenient because pulling out my phone to check is no longer necessary. It’s a great way to save time and time saving is important.

Social Etiquette – Checking your phone can be rude. Replacing that with a quick glance at your wrist is quicker, simpler and subtler.

Internet of things – I can control the volume of my Alexa/Echo-dot sound system with a few taps on my wrist. Again, it’s quicker and simpler than retrieving a phone, and the Internet of Things and ‘Smart Home’ technology is only set to expand.

Answering Calls – Various smartwatches handle answering calls differently. The Sony Smartwatch 3, for example, allows users to accept and decline calls on the watch but activates the phone’s speaker and microphone (or headphones, if plugged in) for the conversation. This is helpful when walking around with headphones on, or while driving, when your smartphone isn’t easily accessible.

Fitness –  While I’m walking and navigating around during the day or evening, the watch is able to monitor the number of steps that I have taken and give me an idea of how many calories I have lost. It’s a great fitness tracking partner.

Music – You can walk around town listening to music on the phone in your pocket if a track comes on that you don’t like then simply hit ‘next’ on your smartwatch. You can also pause, adjust the volume or line-up the next track. It sounds trivial, but it really does make listening to music easier.

Battery Life – One of the biggest drains on your mobile’s battery life is that big, high-resolution display – as a smartwatch reduces the amount of time that large screen needs to be on, it can have a significant impact on battery life.

And before you question whether being connected to a wearable all-day drains the battery – most use efficient Bluetooth 4.0, which isn’t power hungry at all.

These are just a few of the many reasons as to why I have a smartwatch, and in regards to fitness, there is a powerful and a convincing case study in regards to how much smartwatches can contribute to the motivation of daily exercise.

According to a study conducted by The Conversation pedometers and other activity tracking devices are seen as really helpful motivational tools by men to support them in making long-term lifestyle changes and becoming more active, both during and after taking part in a weight loss and healthy living programme.

Link to study

In a study they carried, they interviewed 28 men who had completed the 12-week FFIT programme to find out about their experiences of using pedometers as motivational tools during the programme and also after it had ended.

The findings have shown how goal-setting and self-monitoring of progress using pedometers supported the development of high-quality (autonomous) motivation for physical activity, during and after taking part in the FFIT programme.

Some men who successfully made changes said they no longer used the pedometer as their new, more active lifestyles had become second nature and being active in their day-to-day lives had become part of their identity. Others still used their self-monitoring devices because they enjoyed keeping track of how active they were and it helped them sustain their increased activity levels.

According to Statista, this graph is showing as of 2016 that 38.5% of users who owned a smartwatch are Fitbit users. While the biggest companies which are Apple & Samsung are quite a low percentage, rather unexpected but Fitbit has the dominating market share regardless.

The displayed data shows the results of a survey conducted in the United States in 2017 on wearable device ownership. Some 22 percent of respondents stated that they own a smartwatch. 

The results above are quite significant. As the years go by the results and more digital devices will be consumed and used by people. The percentages will up, and I say this because as of today our world is heavily relying on smart devices and technology. Everyday, new users join the internet, people purchase new smartphones, and begin exploring what the digital world is like.