不只是增强:如何重塑世界?

I. Poupyrev
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引用次数: 1

摘要

只提供摘要形式。从工业革命和大规模生产开始,世界就一直是固定不变的。我们身边的物品和设备都是由工程师设计,由工厂制造,在商店出售,然后带到我们的家庭和办公室,以服务于它们被制造出来的目的。我们的角色是被动的消费者。然而,最近,我们开始期望我们的对象和环境是交互式的,引人入胜的,随时随地都可以破解。我们不再是被动的消费者。有了新的快速成型工具、开源软件、随时可用的传感器和微处理器、新材料、3D打印机和印刷电子产品,我们的世界可以被黑客入侵、扭曲、连接、重新连接,并扩展出它不应该拥有的功能。我们可以让有生命的植物播放数字音乐,人类的身体传递声音,我们可以在水上建造触摸屏,通过3D打印我们需要的任何东西来扩展我们的世界,创造我们可以在自由空气中徒手触摸的虚拟物体,用普通的纸张产生电能。日常的实物,无论是生活的还是人造的,以及整个环境都可以互动、响应和数字化。在我们的集体历史上,我们作为个人从未有过如此强大的力量来重新塑造我们周围的世界,用新的体验和功能来增强它,以无数的方式教育、愉悦、娱乐并使我们的生活更美好。其中大部分还没有被发明出来。在这次演讲中,我将回顾数字技术和物理世界的关系,推测它的未来,并讨论我和我的团队最近在合并数字计算和物理环境方面所进行的一些探索。其中一些主题包括触觉增强的新技术,自由空气触觉,可变形和兼容的计算机,特设传感器增强,生物启发界面,能量收集等。这次演讲将涵盖我在索尼公司进行的早期项目,以及匹兹堡迪斯尼研究院互动小组目前的研究成果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Not just augmentation: How to re-make the world?
Summary form only given. From the dawn of the industrial revolution and establishment of mass production the world has been fixed and immutable. The objects and devices around us were designed by engineers, manufactured in factories, sold in stores and brought to our homes and offices to serve the purpose that they had been made for. Our roles were that of passive consumers. Recently, however, we have come to expect that our objects and environments are interactive, engaging and hackable anytime and anywhere. We are no longer passive consumers. With new rapid prototyping tools, open source software, readily available sensors and microprocessors, novel materials, 3D printers and printed electronics our world can be hacked, twisted, connected, re-connected and extended with functionality that it is not supposed to have. We can make living plants play digital music and human bodies transmit sound, we can build touch screens on water, extend our world by 3D printing whatever we need, create virtual objects that we can feel in free air with bare hands and produce electrical energy from ordinary paper. Everyday physical objects, both living and artificial, and entire environments can be made interactive, responsive and digital. Never before in our collective history have we as individuals had so much power to re-make the world around us, enhance it with new experiences and functionalities that educate, delight, entertain and make our lives better in countless ways. And most of them are yet to be invented. In this talk I will look back at the relation of digital technology and physical world, speculate about it's future and discuss some of the recent explorations that myself and my group have been conducting in merging digital computing and physical environments. Some of the topics include new technologies for tactile augmentation, free-air haptics, deformable and compliant computers, ad-hoc sensor augmentation, biologically inspired interfaces, energy harvesting and others. The talk will cover both early projects that I conducted at Sony Corporation and current research efforts by the Interaction Group at Disney Research, Pittsburgh.
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