Surface Computing
Surface Computing
INSTITUTE OF TECHNOLOGY
DEPARTMENT OF TECHNOLOGY
A
Seminar
Report on
SURFACE COMPUTING
1. MOHAMMED AHMED
2. GACH DENG
3. SEMERIYA SHIFA
4. AYMEN AMAN
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Contents
1. INTRODUCTION TO SURFACE COMPUTING............................................................3
Summary..................................................................................................................................11
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Development Process
Research Foundations:
Early Touch Interfaces: Initial research in the 1960s and 1970s focused on touch-
sensitive screens and input devices. Notable projects included the development of the
first touch screen by E.A. Johnson in 1965.
Advancements in Multi-Touch Technology:
1980s-2000s: Researchers like Bill Buxton explored multi-touch interfaces,
emphasizing natural interaction. Technologies evolved to allow for multiple points of
contact on a single surface.
Commercialization:
Microsoft Surface (2007): Microsoft launched its Surface computing platform, a
ground breaking interactive table top. This marked a significant commercial push for
surface computing and demonstrated its potential in public spaces and collaboration.
Research Labs and Innovations:
MIT Media Lab: Known for pioneering work in human-computer interaction,
contributing to gesture recognition and interactive surfaces.
Bell Labs: Researchers here contributed to the early development of touch and multi-
touch technologies.
Emerging Companies and Start-ups: Various companies, including Smart Table
and Surface Hub, explored applications in education, retail, and entertainment,
furthering the technology's reach and capabilities.
Key Contributors
E.A. Johnson: Developed the first touch screen technology in the 1960s, laying the
groundwork for future innovations.
Bill Buxton: A leading researcher in human-computer interaction, he played a crucial
role in promoting multi-touch interfaces.
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Microsoft: Their Surface platform popularized the concept and provided a framework
for further developments in surface computing.
Research Institutions: Labs like MIT Media Lab and Stanford Research Institute
(SRI) have made significant contributions through research in interaction design and
multi-touch technology.
Various Tech Companies: Companies like Apple, Google, and start-ups in the
interactive technology space have continued to push the boundaries of surface
computing through hardware and software innovations.
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Disadvantages
Cost:
o Surface computing technology can be expensive to implement, especially in
large setups or high-quality displays.
Limited Input Precision:
o Touch interactions may lack the precision of traditional input devices (like a
mouse), which can be a disadvantage in certain applications requiring fine
control.
Space Requirements:
o Large surface areas are needed for effective use, which may not be feasible in
all environments.
Durability and Maintenance:
o Touch-sensitive surfaces may be prone to wear and tear, requiring regular
maintenance and cleaning to keep them functional.
Learning Curve:
o While many users find touch interfaces intuitive, there can still be a learning
curve for those accustomed to traditional computing methods.
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Entertainment
o Gaming: Provides immersive gaming experiences through touch and gesture-
based interactions, allowing players to engage in novel ways.
o Interactive Exhibits: Museums and exhibitions use surface computing to
create engaging displays that encourage visitor participation.
Healthcare
o Patient Data Visualization: Enables healthcare professionals to manipulate
and visualize patient information dynamically for improved diagnostics and
treatment.
o Training Simulations: Provides realistic environments for medical
professionals to practice procedures and skills.
Retail
o Interactive Displays: Enhances customer engagement by allowing users to
explore products, access information, and receive personalized
recommendations.
o Virtual Try-Ons: Customers can see how products look or fit without
physically trying them on, improving the shopping experience.
Hospitality
o Interactive Check-In: Hotels use touch interfaces for seamless check-in
processes, allowing guests to access information and services easily.
o Smart Tables: Restaurants implement interactive menus that enhance
customer engagement and order customization.
Transportation
o Navigation Systems: Interactive maps and touch interfaces improve user
interaction with navigation tools in vehicles and public transport systems.
o Smart Kiosks: Provide travellers with information about routes, schedules,
and services in an interactive format.
Manufacturing and Design
o Prototyping and Simulation: Designers can manipulate 3D models
interactively, facilitating faster iterations and collaborative design processes.
o Training: Hands-on training simulations for operators in complex
manufacturing environments enhance skill development and safety.
Smart Homes and IoT
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Summary
Surface computing represents a transformative approach to human-computer interaction,
allowing users to engage with digital content through touch, gestures, and physical object
manipulation on interactive surfaces. This technology, rooted in developments from the early
1980s, gained prominence with multitouch interfaces and applications like Microsoft Surface
in 2007. Key technologies include multitouch displays, gesture and object recognition, and
haptic feedback, each contributing to a more intuitive user experience.
Applications span various fields: in education, it fosters collaborative learning; in business, it
enhances teamwork and decision-making; in entertainment, it creates immersive experiences;
in healthcare, it improves patient care and training; and in retail, it enhances customer
engagement. However, challenges such as user adaptability, implementation costs, technical
limitations, and privacy concerns remain.
Looking to the future, trends such as integrating augmented and virtual reality, artificial
intelligence, and the Internet of Things are expected to drive further advancements in surface
computing. Overall, this technology holds significant promise for enhancing user experiences
across diverse domains.
Bibliography
1. [Online] [Cited: 28 sep 2024.] https://chatgpt.com/.
2. [Online] https://chatgpt.com/.
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