› Forums › Personal Topics › Unbidden Thoughts › Screen-Free Interfaces Of The Future
This topic contains 4 replies, has 1 voice, and was last updated by
Josh Stern May 13, 2023 at 6:37 pm.
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May 10, 2023 at 4:27 am #126358

Josh Stern
ModeratorQ: Wouldn’t IC interfaces for aviators be another promising area of application?
A: Yes, absolutely. For GT strategy, Defense & Aerospace are still focused on violent Cold War against GT, but it would be straightforward to develop high quality prototypes with simulators of various sorts and then sell through 3rd parties.
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May 10, 2023 at 4:47 am #126359

Josh Stern
ModeratorThis page about XUL frames could be stimulating for thought and prior work. Try to imagine generalizing these concepts to include no/brain image screen, multi-sensory display and input/output and hands-free/audio/gestrure applications.
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May 11, 2023 at 12:31 am #126360

Josh Stern
ModeratorSome applications may naturally want to map internal screens & touchpads to round or oval regions rather than rectangular ones – especially where space is naturally limited in resolution and shape. Planning for those cases might involve circular or oval clipping functions and a triangular grid that provides a better match to the rounded shapes inside. Probably makes sense to plan on adding that on top of the rectangular frame perspective used in WWW3.
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May 13, 2023 at 6:37 pm #126361

Josh Stern
ModeratorThe example of language/VR approach/devel tools/ and client-server multi-player model of the Unity Game/CAD platform is another worthy point of reference to consider. It is very popular and has produced high quality results in many different styles. Try to take the most relevant features from the different examples and expand the application space to multi-sensory and lower bandwidths. Using pre-defined input controls helps a lot for lower bandwidth (don’t repeat the mistake of X Windows, drawing all mouse movements and buttons on the remote end). Unity engine can support lower resolutions for visual scenes – events themselves could also be available in lower resolution versions to conserve bandwidth. The SMIL3 syntax is verbose, but the semantic concept is lower resolution description of presentation events. We can say that the markets usually want Unity quality visuals to be available where the bandwidth supports that.
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