Chapter 20 Ubiquitous computing and augmented realities
	Computers are everywhere: ubiquitous
		Any interaction away from a workstation
	Virtual reality
	Augmented reality
		“heads up” display
		Football field on TV
	Information visualization
20.1 intro
	Computers are getting pervasive
	Head mounted
	Projection surfaces
	Virtual reality
20.2 theories
	Define	 ways of interaction
		Implicit natural
			Walk into a room
		Handwriting
		Speech
		Gestures
		Gestures: simple sensors (security tags)

	Scale
		Inch—pagers
		Foot—tablets
		Yard—wall

	Move between displays
		Ambient—requires minimal attention, effort
		Seamless integration
			Alerts on screen, in car, on phone
		Context aware
			Location of people
			GPS, tour guides (VTC admissions)
			Google, Apple tracks where your cell phone goes
			Length of time as indicator of interest
			Violations of patterns
			Automated capture tools
		Continuous interaction
			No fixed beginning or ending
			Interruptions
			Concurrency
			Connection
			Associative models, information re-used
			Relate messages to each other
		Knowledge in the world
		Activity theory
		Situated cognition and distributed cognition

		Ethnography and cultural probes
			People live through practices
			Most powerful practices are effectively invisible in use
			Assessment and evaluation

20.3 virtual and augmented reality
	Simulation of a world or simulation of synthesized reality
	(not always fully immersed)
	Headset/goggles/headphones
	Data glove (with resistance)
		Whole body data glove
	Speech recognition
	Sketch becomes virtual tour
	Wind tunnel
	Protein chemistry
	Scale
	
	Still blocky, jumpy, artificial
	
	VR on desktop and home (Wii)
	VRML virtual reality markup language
	Command and control
		Flight simulator
	Augmented reality
		Heads up dsplays
		Semi-transparent goggles
		Virtual balls
		Pokemon in the real world
		Project onto paper desktop
	VR military
	VR holiday

20.4  information and data visualization
	Spreadsheets and charts
		Models
		2D map and 3rd dimension for each point
	Structured information
		Data sets have attributes and structures
		3D model similarity between sets.
		Structure of links
		Represent networks

Time and interactivity
	Time varying data
	Time as one of the dimensions
		Time lines
		Gantt charts
		Replay passage of time
			(different speeds)
	Successive cross sections as animation
		Visible human project

We do not know the future, but technology is making more things possible!