|
The Z Factor
Stephen Prentice writes about interacting with technology
in three dimensions

Stephen Prentice
|
From the earliest cave paintings to the modern flat screen,
we have become used to interpreting the reality of our three-dimensional (3D)
environment through flattened 2D visual representations. Our brains automatically
interpret the mathematical constructs of perspective to create the illusion
of the third dimension: depth (usually designated as the z-axis, alongside the
vertical y-axis and horizontal x-axis). Whereas early technologies could render
scenes only in monochrome, we can now deliver millions of colors but have yet
to really support the third dimension outside a few niche areas. However, there
are clear signs that this is about to change.
Game developers have increasingly borrowed cinematographic skills from the film
industry to create ever more compelling, realistic and enticing environments
in which game play unfolds. In parallel, the film industry has turned to the
technology sector to support increasingly complex and realistic special effects
to create scenes that would otherwise be impossible, too expensive or too dangerous
for our entertainment pleasure. These industries have shown us what can be created,
leading to a sense of underwhelming indifference to simpler 2D rendering.
After more than three decades, the de facto windows/mouse desktop metaphor is
finally being challenged. Alternative desktops are introducing the concept of
piles of icons and walls to a cubicle on which documents
and images can be posted to recreate the reality of the real-world 3D working
environment (such as BumpTop). Such programs use the familiar feel of a desk
with the power of the computer underneath to make a fun, intuitive, organized
and personalized 3D desktop.
Multi-touch interfaces such as the Apple iPhone offer pinch and squeeze, swoosh
and flick and have set the expectations for many consumer devices. Other examples
include gestural interfaces that do not rely on touching a surface. Simple menu
selection by gesture is already appearing on consumer entertainment devices
(see Canesta) and, at the high end, Oblong Industries' g-speak spatial
operating environment provides a stunning example of what can be achieved by
offering pixel accuracy in 3D by interpreting hand movements.
The challenge lies in translating natural body movements in three dimensions
into meaningful and intuitive commands to the application. In the future, we
expect to see combinations of multiple inputs being used to build a richer and
more powerful interface. For example, the recently announced Microsoft gaming
interface (code-named Project Natal) combines camera-based gestural input with
facial recognition and (limited) emotion detection or voice recognition into
a single system.
For input devices, falling hardware costs, the space constraints of mobile devices
and the desire for a less technology-oriented interface in gaming
have driven widespread adoption of six-axis accelerometers and inertial sensors
in diverse applications. Examples include Nintendo's Wii-mote game controller,
the shake interface on Nokia (and other) mobile phones, and even
the use of the hard disk accelerometer on most notebooks that allows a sideways
tap to change screens. Movement is a natural human function, and allowing it
to be used to control technology brings a new ease of use and intuitive command
capability. Weight-sensing technologies such as Nintendo's Wii Fit Balance Board
or the Segway Personal Transporter allow the translation of whole-body movements
to indicate directional intenta powerful force in the extension of 3D
control to technology.
Other input technology includes advances in 3D imaging devices; visual processing
derived from the consumer digital camera area enable facial recognition and
hand position to be determined, providing the basis for simple gestural interfaces.
Recent developments include software recreation of 3D models from analysis of
multiple 2D images from different locations (such as Microsoft Photosynth).
In parallel, there is 3D scanning, a relatively mature technology used to recreate
a point cloud of geometric samples of an object's surface to extrapolate the
shape of the subject. Applications include mapping and architectural work.
It is the display of the 3D world that poses the greater challenges. 3D printers
(which build 3D objects by depositing material layer by layer rather than by
cutting away material from a solid block) open the doors for a host of new applications
and services for just-in-time and made-to-order one-off creation
of small items (such as from Z Corporation and Stratasys.
3D displays are often constrained by the necessity to wear special glasses or
maintain a specific viewing position to view these images. Although some holographic
displays are beginning to emerge (e.g. Holografika and Zebra Imaging), true
volumetric 3D images created by high-speed rotating mirrors or charged particles
or ions pose serious health risks. We are a long way from matching R2D2s
ability to project the image of Princess Leia we saw back in 1977 in Star Wars!
More-controlled-use environments offer the promise of 3D data visualization
in the office environment, with potential applications in data analytics and
vertical sectors such as geophysical and medical imaging.
As data volumes continue to increase, extending data visualization into three
dimensions radically increases the volume of data that can be displayed and
the ease with which drill-downs to details can be accomplished. Medical Imaging
(MRI scans, for e.g.), robotic surgery, nanomachines, and remote handling and
intervention all rely on 3D positioningand all represent huge commercial
opportunities.
In a cost-conscious, environmentally aware world, the ability to project ourselves
into another place (to be there without being there) requires accurate
data collection, intuitive input and the ability to recreate a realistic, immersive
view of the remote environment in three dimensions. Extending our technology
capabilities beyond the x and y planesopening up the z factorwill
lead to productivity enhancements, efficiencies and commercial opportunities
on a massive scale.
The author is a vice president and Gartner fellow
|