actual topic
TRANSCRIPT
Seminar report Microsoft surface: multi-touch technology
1. Introduction
1.1 Introduction:
Microsoft Surface is an interactive table top that can do everything a network computer can do plus more
without using a keyboard or a mouse. There are four key features: direct interaction, multi-touch ability,
multi-user ability and object recognition. Direct interaction allows you to touch or grab digital information with
your hands and use natural gestures to open, grasp, and command virtual objects, pages and images. The
multi-touch feature enables the Surface to recognize many points of contact simultaneously so you can
enlarge an image by touching the opposite corners and dragging those outwards. Along with the multi-touch
feature, the shape and design of the Surface allows for multi-users at once, therefore, the user sitting across
from you can be doing something completely different or independent of you. The last key feature, object
recognition, enables the system to identify physical objects just by setting them on the Surface and to
respond by displaying the appropriate software related to that item. Currently, Microsoft Surface is being
marketed and sold directly to large scale leisure, entertainment and retail companies, such as AT&T in
various cities, Rio in Las Vegas, and Sheraton Hotels in various cities.
1.2 Aim of the seminar:
To learn about
Microsoft surface
Multi-touch technology
Multi-touch devices
How gesture recognition is performed
Human-computer interface
Application using an example
1.3 Motivation of the seminar:
Multi-user is a benefit of multi-touch—several people can orient themselves on different sides of
the surface to interact with an application simultaneously. Unlike most touchscreens, surface
computer can respond to more than one touch at a time. Today’s computers allow you to have
multiple applications in multiple windows but they probably only have one keyboard and mouse
which means only one person can operate at a time. These Surfaces engage the senses, improve
collaboration, and empower the students by having everything available to them at their finger tips.
Having studied about this cocept in newspaper made me eager and enthusiastic to know about this
topic and collect information about it.
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Seminar report Microsoft surface: multi-touch technology
1.4 Literature survey:
http://www.multitouchtechnology.com/
http://www.microsoft.com/surface/index.html
http://www2.smarttech.com/st/en-US/Products/SMART+Table/
http://www.engadget.com/2008/10/23/kids-on-with-the-smart-table/
http://blogs.msdn.com/surface/archive/2008/11/04/surface-your-end-users-and-you.aspx
http://download.microsoft.com/download/d/9/1/d91f9fb0-c42c-47a5-8c08-
6bd80587c002/MSSurfaceOrderForm-PDC.pdf3.3665
1.5 Applications:
• Interactive Classrooms: The multi-touch surface computers will encourage the students to
interact with content and each other promoting group work and team building skills.
• Students would have custom built hardware where they can create their assignments and
teachers may be able to see it instantly and help the students.
• Students sitting around the table may open a file, push it across, drag it, modify it, let another
student add or delete information and then save the document.
• In a photography class, the students could share their images instantly.
• In an art class, one student could be painting with a paint brush while another is drawing with her
finger. Both the paint brush and the finger would be recognized.
• In Business classes, specifically accounting, having access to a computer right at your finger tips
will help the students learn faster and comprehend on a higher level I believe.
It’s a lot easier to follow along on an Excel spreadsheet when you can highlight the cell and see for
yourself what the formula is or where that amount came from. Allowing students the ability to
actively participate while teaching them about constructing a balance sheet will make it easier for
the students to not only comprehend the material but also retain the material in my opinion.
• In a geography class each student could find a specific location and the maps could be displayed
instantly.
• Teachers would not have to worry about finding space in a computer lab in order for the students
to create projects or conduct research.
• Students could share podcasts or other information related to a certain project that they have
saved to their flash drive just by laying the device on the surface.
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Seminar report Microsoft surface: multi-touch technology
2. MICROSOFT SURFACE
2.1 What is a Microsoft surface:
Microsoft Surface (codename Milan) is a multi-touch product from Microsoft which is developed
as software and hardware combination technology that allows a user, or multiple users, to
manipulate digital content by the use of gesture recognition. This could involve the motion of hands
or physical objects. It was announced on May 29, 2007 at the D5 conference. Targeted customers
are in the hospitality businesses, such as restaurants, hotels, retail, public entertainment venues and
the military for tactical overviews. The preliminary launch was on April 17, 2008, when Surface
became available for customer use in AT&T stores. The Surface was used by MSNBC during its
coverage of the 2008 US presidential election; and is also used by Disneyland’s future home
exhibits, as well as various hotels and casinos. The Surface was also featured in the CBS
series CSI: Miami and EXTRA! Entertainment news. As of March 2009, Microsoft had 120
partners in 11 countries that are developing applications for Surface's interface. On January 6,
2011,Microsoft previewed the latest version of Microsoft Surface at Consumer Electronics Show
(CES) 2011, simply named Microsoft Surface 2.0, which was built in partnership with Samsung.
Microsoft Surface is a surface computing platform that responds to natural hand gestures and real
world objects. It has a 360-degree user interface, a 30 in (76 cm) reflective surface with a XGA
DLP projector underneath the surface which projects an image onto its underside, while five
cameras in the machine's housing record reflections of infrared light from objects and human
fingertips on the surface. The surface is capable of object recognition, object/finger orientation
recognition and tracking, and is multi-touch and is multi-user. Users can interact with the machine
by touching or dragging their fingertips and objects such as paintbrushes across the screen, or by
placing and moving placed objects. This paradigm of interaction with computers is known as
a natural user interface (NUI).
Surface has been optimized to respond to 52 touches at a time. During a demonstration with a
reporter, Mark Bolger, the Surface Computing group's marketing director, "dipped" his finger in an
on-screen paint palette, then dragged it across the screen to draw a smiley face. Then he used all 10
fingers at once to give the face a full head of hair.
Using the specially-designed barcode-style "Surface tags" on objects, Microsoft Surface can offer a
variety of features, for example automatically offering additional wine choices tailored to the
dinner being eaten based on the type of wine set on the Surface, or in conjunction with a password,
offering user authentication.
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Seminar report Microsoft surface: multi-touch technology
A commercial Microsoft Surface unit is $12,500 (unit only), whereas a developer Microsoft
Surface unit costs $15,000 and includes a developer unit, five seats and support.
Partner companies use the Surface in their hotels, restaurants, and retail stores. The Surface is used
to choose meals at restaurants, plan vacations and spots to visit from the hotel room. Starwood
Hotels plan to allow users to drop a credit card on the table to pay for music, books, and other
amenities offered at the resort. In AT&T stores, use of the Surface include interactive presentations
of plans, coverage, and phone features, in addition to dropping two different phones on the table
and having the customer be able to view and compare prices, features, and plans. MSNBC's
coverage of the 2008 US presidential election used Surface to share with viewers information and
analysis of the race leading up to the election. The anchor analyzes polling and election results,
views trends and demographic information and explores county maps to determine voting patterns
and predict outcomes, all with the flick of his finger. In some hotels and casinos, users can do a
range of things, such as watch videos, view maps, order drinks, play games, and chat and flirt with
people between Surface tables.
2.2 History:
The product idea for Surface was initially conceptualized in 2001 by Steven Bathiche of Microsoft
Hardware and Andy Wilson of Microsoft Research. In October 2001, DJ Kurlander, Michael
Kim, Joel Dehlin, Bathiche and Wilson formed a virtual team to bring the idea to the next stage of
development. In 2003, the team presented the idea to the Microsoft Chairman Bill Gates, in a group
review. Later, the virtual team was expanded and a prototype nicknamed T1 was produced within a
month. The prototype was based on an IKEA table with a hole cut in the top and a sheet of
architect vellum used as a diffuser. The team also developed some applications, including pinball, a
photo browser and a video puzzle. Over the next year, Microsoft built more than 85 early
prototypes for Surface. The final hardware design was completed in 2005.
A similar concept was used in the 2002 science fiction movie Minority Report. As noted in the
DVD commentary, the director Steven Spielberg stated the concept of the device came from
consultation with Microsoft during the making of the movie. One of the film's technology
consultant's associates from MIT later joined Microsoft to work on the Surface project.
Surface was unveiled by Microsoft CEO Steve Ballmer on May 30, 2007 at The Wall Street
Journal's 'D: All Things Digital' conference inCarlsbad, California. Surface Computing is part of
Microsoft's Productivity and Extended Consumer Experiences Group, which is within the
Entertainment & Devices division. The first few companies to deploy Surface will include Harrah's
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Seminar report Microsoft surface: multi-touch technology
Entertainment, Starwood Hotels & Resorts Worldwide, T-Mobile and a distributor, International
Game Technology. April 17, 2008, AT&T became the first retail location to launch Surface. In
June 2008 Harrah’s Entertainment launched Microsoft Surface at Rio iBar and Disneyland
launched it in Tomorrowland, Innoventions Dream Home. On August 13, 2008 Sheraton Hotels
introduced Surface in their hotel lobbies at 5 locations. On September 8th, 2008 MSNBC began
using the Surface to work with election maps for the 2008 US Presidential Election on air.
MSNBC's political director, Chuck Todd, was placed at the helm.
2.3 Technical aspects/features:
These all have the same basic framework using cameras to sense objects, hand gestures, and
touch. The user input is then processed and displayed on the surface using rear projection. The
following is a diagram of the Microsoft Surface (Figure B) and an explanation of the parts.
1) Screen: The Surface has an acrylic tabletop which a diffuser makes capable of
processing multiple inputs from multiple users. Objects can also be recognized by their
shapes or reading coded tags.
2) Infrared: Infrared light is projected onto the underside of the diffuser. Objects or fingers
are visible through the diffuser by series of infrared-sensitive cameras which are
positioned underneath the surface of the tabletop.
3) CPU – This is similar to a regular desktop. The underlying operating system is a
modified version of Microsoft Vista.
4) Projector – The Surface uses the same DLP light engine in many rear-projection tvs.
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Seminar report Microsoft surface: multi-touch technology
. Fig 2.1 Microsoft surface
2.4 Features of Microsoft surface computing:
Microsoft surface computing has four main components being important in Surface's interface:
direct interaction, multi-touch contact, a multi-user experience, and object recognition.
Direct interaction refers to the user's ability to simply reach out and touch the interface of an
application in order to interact with it, without the need for a mouse or keyboard. Multi-touch
contact refers to the ability to have multiple contact points with an interface, unlike with a mouse,
where there is only one cursor. Multi-user is a benefit of multi-touch several people can orient
themselves on different sides of the surface to interact with an application simultaneously. Object
recognition refers to the device's ability to recognize the presence and orientation of tagged objects
placed on top of it.
The technology allows non-digital objects to be used as input devices. In one example, a normal
paint brush was used to create a digital painting in the software. This is made possible by the fact
that, in using cameras for input, the system does not rely on restrictive properties required of
conventional touchscreen or touchpad devices such as the capacitance, electrical resistance, or
temperature of the tool used (see Touchscreen).
The computer's "vision" is created by a near-infrared, 850-nanometer-wavelength LED light source
aimed at the surface. When an object touches the tabletop, the light is reflected to multiple infrared
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Seminar report Microsoft surface: multi-touch technology
cameras with a net resolution of 1024 x 768, allowing it to sense, and react to items touching the
tabletop.
Surface will ship with basic applications, including photos, music, virtual concierge, and games,
that can be customized for the customers.
A unique feature that comes preinstalled with Surface is the pond effect "Attract" application.
Simply, it is a "picture" of water with leaves and rocks within it (a lot like Microsoft Surface
Lagoon, included in the
Surface Touch Pack). By
touching the screen, users
can create ripples in the
water, much like a real
stream. Additionally, the
Fig 2.2 object recognition
pressure of touch alters the size of the ripple created, and objects placed into the water create a
barrier that ripples bounce off, just as they would in real life.
2.5 Specifications of surface:
Surface is a 30-inch (76 cm) display in a table-like form factor, 22 inches (56 cm) high, 21 inches
(53 cm) deep, and 42 inches (107 cm) wide. The Surface tabletop is acrylic, and its interior frame is
powder-coated steel. The software platform runs on a custom version ofWindows Vista and has
wired Ethernet 10/100, wireless 802.11 b/g, and Bluetooth 2.0 connectivity. Surface applications
are written using either Windows Presentation Foundation or Microsoft XNA technology.
At Microsoft's MSDN Conference, Bill Gates told developers of "Maximum" setup the Microsoft
Surface was going to have:
Intel Core 2 Quad Xeon "Woodcrest" @ 2.66 GHz with a custom motherboard form factor
about the size of two ATX motherboards.
4GB DDR2-1066 RAM
1TB 7200RPM Hard Drive
The discontinued (as of 6 January 2011) commercially available version had the following
specifications[17]:
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Seminar report Microsoft surface: multi-touch technology
Intel Core 2 Duo @ 2.13 GHz
2GB DDR2 RAM
250GB SATA Hard Drive
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Seminar report Microsoft surface: multi-touch technology
3. Multi-touch technology
3.1 What is multi-touch:
In computing, multi-touch refers to a touch sensing surface's (trackpad or touchscreen) ability to recognize
the presence of two or more points of contact with the surface. This plural-point awareness is often used to
implement advanced functionality such as pinch to zoom or activating predefined programs.
In an effort of disambiguation or marketing classification some companies further breakdown the various
definitions of multi-touch. An example of this is 3M defining multi-touch as a touch-screen's ability to register
three or more distinct positions.
3.2 History:
Multi-touch technology is used to develop a new type of human machine interface (HMI) for the
control room of the Super Proton Synchrotron particle accelerator. The use
of touchscreen technology to control electronic devices pre-dates multi-touch technology and the
personal computer. Early synthesizer and electronic instrument builders like Hugh Le
Caine and Bob Moog experimented with using touch-sensitive capacitance sensors to control the
sounds made by their instruments. IBM began building the first touch screens in the late 1960s,
and, in 1972,Control Data released the PLATO IV computer, a terminal used for educational
purposes that employed single-touch points in a 16x16 array as its user interface.
Fig 3.1 The prototypes of the x-y mutual capacitance multi-touch screens (left) developed at CERN
One of the early implementations of mutual capacitance touchscreen technology was developed
at CERN in 1977 based on their capacitance touch screens developed in 1972 by Danish electronics
engineer Bent Stumpe. This technology was
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Seminar report Microsoft surface: multi-touch technology
In a handwritten note dated 11 March 1972, Stumpe presented his proposed solution – a
capacitative touch screen with a fixed number of programmable buttons presented on a display. The
screen was to consist of a set of capacitors etched into a film of copper on a sheet of glass, each
capacitor being constructed so that a nearby flat conductor, such as the surface of a finger, would
increase the capacity by a significant amount. The capacitors were to consist of fine lines etched in
copper on a sheet of glass – fine enough (80 μm) and sufficiently far apart (80 μm) to be invisible
(CERN Courier April 1974 p117). In the final device, a simple lacquer coating prevented the
fingers from actually touching the capacitors.
Multi-touch technology began in 1982, when the University of Toronto's Input Research Group
developed the first human-input multi-touch system. The system used a frosted-glass panel with a
camera placed behind the glass. When a finger or several fingers pressed on the glass, the camera
would detect the action as one or more black spots on an otherwise white background, allowing it
to be registered as an input. Since the size of a dot was dependent on pressure (how hard the person
was pressing on the glass), the system was somewhat pressure-sensitive as well.
In 1983, Bell Labs at Murray Hill published a comprehensive discussion of touch-screen based
interfaces.[6] In 1984, Bell Labs engineered a touch screen that could change images with more than
one hand. In 1985, the University of Toronto group including Bill Buxtondeveloped a multi-touch
tablet that used capacitance rather than bulky camera-based optical sensing systems.
A breakthrough occurred in 1991, when Pierre Wellner published a paper on his multi-touch
“Digital Desk”, which supported multi-finger and pinching motions.
Various companies expanded upon these inventions in the beginning of the twenty-first century.
The company Fingerworks developed various multi-touch technologies between 1999 and 2005,
including Touchstream keyboards and the iGesture Pad. Several studies of this technology were
published in the early 2000s by Alan Hedge, professor of human factors and ergonomics at Cornell
University. Apple acquired Fingerworks and its multi-touch technology in 2005. Mainstream
exposure to multi-touch technology occurred in 2007 when the iPhone gained popularity, with
Apple stating they 'invented multi touch' as part of the iPhone announcement, however both the
function and the term predate the announcement or patent requests, except for such area of
application as capacitive mobile screens, which did not exist before Fingerworks/Apple's
technology (Apple filed patents for in 2005-2007 and was awarded with in 2009-2010). Publication
and demonstration using the term Multi-touch by Jefferson Y. Han in 2005 predates these, but
Apple did give multi-touch wider exposure through its association with their new product and were
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Seminar report Microsoft surface: multi-touch technology
the first to introduce multi-touch on a mobile device. Microsoft's table-top touch
platform Microsoft Surface, which started development in 2001, interacts with both the users touch
and their electronic devices. Similarly, in 2001, Mitsubishi Electric Research Laboratories (MERL)
began development of a multi-touch, multi-user system called DiamondTouch, also based on
capacitance but able to differentiate between multiple simultaneous users (or rather, the chairs in
which each user is seated or the floorpad the user is standing on); the Diamondtouch became a
commercial product in 2008.
Small-scale touch devices are rapidly becoming commonplace, with the number of touch screen
telephones expected to increase from 200,000 shipped in 2006 to 21 million in 2012.
3.3 Brands and manufacturers:
Fig 3.2 A virtual keyboard on an iPad
Apple has retailed and distributed numerous products using multi-touch technology; most
prominently including its iPhone smartphone and iPad tablet. Additionally, Apple also holds
several patents related to the implementation of multi-touch in user interfaces. Apple additionally
attempted to register "Multi-touch" as a trademark in the United States — however its request was
denied by the United States Patent and Trademark Office because it considered the term generic.
Multi-touch sensing and processing occurs via an ASIC sensor that is attached to the touch surface.
Usually, separate companies make the ASIC and screen that combine into a touch screen;
conversely, a trackpad's surface and ASIC are usually manufactured by the same company. There
have been large companies in recent years that have expanded into the growing multi-touch
industry, with systems designed for everything from the casual user to multinational organizations.
It is now common for laptop manufacturers include multi-touch trackpads on their laptops,
and tablet computers respond to touch input rather than traditional stylus input and it is supported
by many recent operating systems.
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Seminar report Microsoft surface: multi-touch technology
A few companies are focusing on large-scale surface computing rather than personal electronics,
either large multi-touch tables or wall surfaces. These systems are generally used by government
organizations, museums, and companies as a means of information or exhibit display.
3.4 Implementations:
Multi-touch has been implemented in several different ways, depending on the size and type of
interface. The most popular form are mobile devices, tablets, touchtables and walls. Both
touchtables and touch walls project an image through acrylic or glass, and then back-light the
image with LEDs.
Types
Multitouch Capacitive Technology
Surface Capacitive Technology
Projected Capacitive Touch (PST)
In-cell: Capacitive
Touch Resistive Technology
Analog Resistive
Digital Resistive or In-Cell: Resistive
Multitouch Optical technologies
Optical Imaging or Infrared technology
Rear Diffused Illumination (DI)
Infrared Grid Technology (opto-matrix) or Digital Waveguide Touch (DWT)™
or Infrared Optical Waveguide
Frustrated Total Internal Reflection (FTIR) or Diffused Surface Illumination (DSI)
Dispersive Signal Touch (DST)
Kinect
In-Cell: Optical
Touch Wave Technologies
Surface Acoustic Wave (SAW)
Bending Wave Touch (BWT)
Force-Based Sensing or Near Field Imaging (NFI)
The optical touch technology functions when a finger or an object touches the surface, causing the
light to scatter, the reflection is caught with sensors or cameras that send the data to software which
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Seminar report Microsoft surface: multi-touch technology
dictates response to the touch, depending on the type of reflection measured. Touch surfaces can
also be made pressure-sensitive by the addition of a pressure-sensitive coating that flexes
differently depending on how firmly it is pressed, altering the reflection. Handheld technologies use
a panel that carries an electrical charge. When a finger touches the screen, the touch disrupts the
panel's electrical field. The disruption is registered and sent to the software, which then initiates a
response to the gesture.
In the past few years, several companies have released products that use multi-touch. In an attempt
to make the expensive technology more accessible, hobbyists have also published methods of
constructing DIY touchscreens.
3.5 List of multi-touch computers and monitors:
The following is a list of multi-touch computers and monitors that use multi-touch technology built
into the screen, rather than, or in addition to, the trackpad or mouse.
Table 3.1 list of multi-touch computers and monitors
Make Model
Form
Facto
r
Operating
System
Numbe
r of
Touch
Points
Screen
Size
Resolutio
nPrice
Availabilit
y
AcerAspire
AS5738PGLaptop Windows 7 2 15.6 inch 1366 × 768 $799.99 22/10/2009
AcerAspire Z5610-
U9072
All-in-
OneWindows 7 2 23 inch 1920 × 1080 $899.99 12/2009
Acer Aspire 1820PT
Ultra-
thin
Tablet
Windows 7
Home
Premium
2 11.6 inch 1366 × 768 $1599.99 15/11/2009
Acer T230H Monitor N/A 2 23 inch 1920 × 1080 $189.00 - 08/2011
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Seminar report Microsoft surface: multi-touch technology
Make Model
Form
Facto
r
Operating
System
Numbe
r of
Touch
Points
Screen
Size
Resolutio
nPrice
Availabilit
y
$355.00
AcerAspire
AS5738PGLaptop Windows 7 2 15.6 inch 1366 × 768 $799.99 22/10/2009
Acer Iconia Laptop Windows 7 10Two times
14 inch1366 × 768 $1,199.99 1/4/2011
AcerAspire Z5610-
U9072
All-in-
OneWindows 7 2 23 inch 1920 × 1080 $899.99 12/2009
Apple iPadAll-in-
OneiOS 11
9.7 inch
(diagonally
)
1024 × 768$499 -
$829April 2010
Blackberry
Playbook
RIM Multi-
Touch Display
LCD
DisplayBlackberry OS 20 7 inch
$551.74 to
$1549.00
September
2010
Cyberdyne
Inc.Tacto
All-in-
OneLinux Unlimited 46 inch 1920 × 1080 10/2010
HPHP TouchSmart
600
All-in-
OneWindows 7 (2)? 23 inch 1080p $1,049.99 22/10/2009
HPHP TouchSmart
tx2Tablet Windows 7 9 12.1 inch 1280 × 800 $799.99 22/10/2009
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Seminar report Microsoft surface: multi-touch technology
Make Model
Form
Facto
r
Operating
System
Numbe
r of
Touch
Points
Screen
Size
Resolutio
nPrice
Availabilit
y
HPHP TouchSmart
9100
All-in-
OneWindows 7 (2)? 23 inch 1920 × 1080 $1,299.99 22/10/2009
HP HP LD4200tmLCD
Display(2)? 42 inch 1920 × 1080 $2,799.99 12/2009
HP HP L2105tmLCD
Display2 21.5 inch 1920 × 1080 $299.00 10/2009
Fujitsu
LifeBook
T5010 Tablet
PC
Tablet Windows 7 13.3 inch $1,759.00 12/2009
Fujitsu
LifeBook
T4310 Tablet
PC
Tablet Windows 7 12.1 inch $1,149.00 12/2009
FujitsuLifeBook
UH900
Handheld
PCWindows 7 5.6 inch $ 12/2009
Gateway One ZX6800-01All-in-
OneWindows 7 23 inch 1920 × 1080 $879.99 11/2009
Gigabyte T1000PNetbook/
TabletWindows 7 10 inch
WXGA HD
1366x768
LED
backlight
$699 03/2010
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Seminar report Microsoft surface: multi-touch technology
Make Model
Form
Facto
r
Operating
System
Numbe
r of
Touch
Points
Screen
Size
Resolutio
nPrice
Availabilit
y
Globus -
Multitouch
Solution
Group
Multitouch
Globe /
GLOBUS -
Spherical(dome
d) multitouch
device
All in Windows 7 unlimited1m Ø
(Diameter)1050 × 1050 31/10/2010
MicrosoftMicrosoft
Surface
All-in-
One
Customized
Windows
Vista With
Surface Shell
52 30 inch 1024 × 768
$12,000-
16,000 +
Commerci
al Tax ID
12/2009
MultiTouc
h
MultiTouch
Cell 467
Advanced
LCD
cube
Windows
XP/7, Linux,
OS X
Unlimited 46 inch 1920 x 1080
Approx
$15,000 +
Commerci
al Tax ID
9/2010
MultiTouc
h
MultiTouch
Cell 460/465
LCD
cube
Windows
XP/7, Linux,
OS X
Unlimited 46 inch 1920 x 1080
$11,500-
15,600 +
Commerci
al Tax ID
9/2008
MultiTouc
h
MultiTouch
Cell 320/325
LCD
cube
Windows
XP/7, Linux,
OS X
Unlimited 32 inch 1920 x 1080
$6,500-
8,000 +
Commerci
al Tax ID
3/2009
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Seminar report Microsoft surface: multi-touch technology
Make Model
Form
Facto
r
Operating
System
Numbe
r of
Touch
Points
Screen
Size
Resolutio
nPrice
Availabilit
y
Motion
Computin
g
J3400LCD
Display(2)? 12.1 inch WXGA $2,299.99 12/2009
N-Touch
Neprash
Technology N-
Touch
MultiTouch
Device
All-in-
OneWindows 7 32
32, 40, 42,
46, 52, 55,
57, 70, 82,
100 and
200 inches
as well as
custom
screen
sizes
1920 * 1080 January 2010
PQ Labs iTableAll-in-
One
Windows
XP/Vista/7,M
ac
32 42 inch 1920 * 1080
$2,399
(Multi-
Touch G2,
32 inches,
screen
only)
$10,000–
12,500
(full 30-
inch table)
June 2010
SamsungSamsung
Galaxy Tab
All In
OneAndroid 5
7 inch
(diagonally
)
1024x600
MYR2,699
= (USD
$876.86)
Varies by
Region
Sony L Series All In Windows 7 (2)? 24 inch 1920 × 1080 $1,299.99 12/2009
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Seminar report Microsoft surface: multi-touch technology
Make Model
Form
Facto
r
Operating
System
Numbe
r of
Touch
Points
Screen
Size
Resolutio
nPrice
Availabilit
y
One
ToshibaSatellite U505
TouchLaptop Windows 7 13.3 inch $950.00 22/10/2009
4. Gesture recognition
Fig 4.1 A child being sensed by a simple gesture recognition algorithm detecting hand location and movement
Gesture recognition is a topic in computer science and language technology with the goal of
interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily
motion or state but commonly originate from the face or hand. Current focuses in the field include
emotion recognition from the face and hand gesture recognition. Many approaches have been made
using cameras and computer vision algorithms to interpret sign language. However, the
identification and recognition of posture, gait, proxemics, and human behaviors is also the subject
of gesture recognition techniques.
Gesture recognition can be seen as a way for computers to begin to understand human body
language, this building a richer bridge between machines and humans than primitive text user
interfaces or even GUIs (graphical user interfaces), which still limit the majority of input to
keyboard and mouse.
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Seminar report Microsoft surface: multi-touch technology
Gesture recognition enables humans to interface with the machine (HMI) and interact naturally
without any mechanical devices. Using the concept of gesture recognition, it is possible to point a
finger at the computer screen so that the cursor will move accordingly. This could potentially make
conventional input devices such as mouse, keyboards and even touch-screens redundant.
Gesture recognition can be conducted with techniques from computer vision and image processing.
The literature includes ongoing work in the computer vision field on capturing gestures or more
general human pose and movements by cameras connected to a computer.
4.1 Gesture recognition and pen computing:
The term gesture recognition has been used to refer more narrowly to non-text-input handwriting
symbols, such as inking on a graphics tablet, multi-touch gestures, and mouse gesture recognition.
4.2 Gesture types:
This is computer interaction through the drawing of symbols with a pointing device cursor which is
referred as pen computing.
In computer interfaces, two types of gestures are distinguished:
Offline gestures: Those gestures that are processed after the user interaction with the object.
An example is the gesture to activate a menu.
Online gestures: Direct manipulation gestures. They are used to scale or rotate a tangible
object.
4.3 Uses:
Gesture recognition is useful for processing information from humans which is not conveyed
through speech or type. As well, there are various types of gestures which can be identified by
computers.
4.3.1 Sign language recognition: Just as speech recognition can transcribe speech to text,
certain types of gesture recognition software can transcribe the symbols represented
through sign language into text.
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4.3.2 For socially assistive robotics: By using proper sensors (accelerometers and gyros)
worn on the body of a patient and by reading the values from those sensors, robots can assist in
patient rehabilitation. The best example can be stroke rehabilitation.
4.3.3 Directional indication through pointing: Pointing has a very specific purpose in
our society, to reference an object or location based on its position relative to ourselves. The
use of gesture recognition to determine where a person is pointing is useful for identifying the
context of statements or instructions. This application is of particular interest in the field
of robotics.
4.3.4 Control through facial gestures: Controlling a computer through facial gestures is a
useful application of gesture recognition for users who may not physically be able to use a
mouse or keyboard. Eye tracking in particular may be of use for controlling cursor motion or
focusing on elements of a display.
4.3.5 Alternative computer interfaces: Foregoing the traditional keyboard and mouse
setup to interact with a computer, strong gesture recognition could allow users to accomplish
frequent or common tasks using hand or face gestures to a camera.
4.3.6 Immersive game technology: Gestures can be used to control interactions within
video games to try and make the game player's experience more interactive or immersive.
4.3.7 Virtual controllers: For systems where the act of finding or acquiring a physical
controller could require too much time, gestures can be used as an alternative control
mechanism. Controlling secondary devices in a car, or controlling a television set are examples
of such usage.
4.3.8 Affective computing: In affective computing, gesture recognition is used in the
process of identifying emotional expression through computer systems.
4.3.9 Remote control: Through the use of gesture recognition, "remote control with the
wave of a hand" of various devices is possible. The signal must not only indicate the desired
response, but also which device to be controlled.
4.4 Input devices:
The ability to track a person's movements and determine what gestures they may be performing can
be achieved through various tools. Although there is a large amount of research done in
image/video based gesture recognition, there is some variation within the tools and environments
used between implementations.
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4.4.1 Wired gloves: These can provide input to the computer about the position and rotation of the
hands using magnetic or inertial tracking devices. Furthermore, some gloves can detect finger
bending with a high degree of accuracy (5-10 degrees), or even provide haptic feedback to the user,
which is a simulation of the sense of touch. The first commercially available hand-tracking glove-
type device was the DataGlove, a glove-type device which could detect hand position, movement
and finger bending. This uses fiber optic cables running down the back of the hand. Light pulses
are created and when the fingers are bent, light leaks through small cracks and the loss is
registered, giving an approximation of the hand pose.
4.4.2 Depth-aware cameras: Using specialized cameras such as time-of-flight cameras, one can
generate a depth map of what is being seen through the camera at a short range, and use this data to
approximate a 3d representation of what is being seen. These can be effective for detection of hand
gestures due to their short range capabilities.
4.4.3 Stereo cameras: Using two cameras whose relations to one another are known, a 3d
representation can be approximated by the output of the cameras. To get the cameras' relations, one
can use a positioning reference such as a lexian-stripe or infraredemitters. In combination with
direct motion measurement (6D-Vision) gestures can directly be detected.
4.4.4 Controller-based gestures: These controllers act as an extension of the body so that when
gestures are performed, some of their motion can be conveniently captured by software. Mouse
gestures are one such example, where the motion of the mouse is correlated to a symbol being
drawn by a person's hand, as is the Wii Remote, which can study changes in acceleration over time
to represent gestures.[22][23][24] Devices such as the LG Electronics Magic Wand, the Loop and the
Scoop use Hillcrest Labs' Freespace technology, which uses MEMS accelerometers, gyroscopes
and other sensors to translate gestures into cursor movement. The software also compensates for
human tremor and inadvertent movement.
4.4.5 Single camera: A normal camera can be used for gesture recognition where the
resources/environment would not be convenient for other forms of image-based recognition.
Although not necessarily as effective as stereo or depth aware cameras, using a single camera
allows a greater possibility of accessibility to a wider audience.
4.5 Algorithms:
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Fig 4.5.1 Different ways of tracking and analyzing gestures exist, and some basic layout is given is in the diagram
above. For example, volumetric models convey the necessary information required for an elaborate analysis, however
they prove to be very intensive in terms of computational power and require further technological developments in
order to be implemented for real-time analysis. On the other hand, appearance-based models are easier to process but
usually lack the generality required for Human-Computer Interaction.
Depending on the type of the input data, the approach for interpreting a gesture could be done in
different ways. However, most of the techniques rely on key pointers represented in a 3D
coordinate system. Based on the relative motion of these, the gesture can be detected with a high
accuracy, depending of the quality of the input and the algorithm’s approach.
In order to interpret movements of the body, one has to classify them according to common
properties and the message the movements may express. For example, in sign language each
gesture represents a word or phrase. The taxonomy that seems very appropriate for Human-
Computer Interaction has been proposed by Quek in “Toward a Vision-Based Hand Gesture
Interface”. He presents several interactive gesture systems in order to capture the whole space of
the gestures: 1. Manipulative; 2. Semaphoric; 3. Conversational.
Some literature differentiates 2 different approaches in gesture recognition: a 3D model based and
an appearance-based. The foremost method makes use of 3D information of key elements of the
body parts in order to obtain several important parameters, like palm position or joint angles. On
the other hand, Appearance-based systems use images or videos for direct interpretation.
4.5.1 3D model-based algorithms:
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Fig 4.5.2 A read hand (left) is interpreted as a collection of vertices and lines in the 3D mesh version (right), and the
software uses their relative position and interaction in order to infer the gesture.
The 3D model approach can use volumetric or skeletal models, or even a combination of the two.
Volumetric approaches have been heavily used in computer animation industry and for computer
vision purposes. The models are generally created of complicated 3D surfaces, like NURBS or
polygon meshes.
The drawback of this method is that is very computational intensive, and systems for live analysis
are still to be developed. For the moment, a more interesting approach would be to map simple
primitive objects to the person’s most important body parts ( for example cylinders for the arms and
neck, sphere for the head) and analyse the way these interact with each other. Furthermore, some
abstract structures like super-quadrics and generalised cylinders may be even more suitable for
approximating the body parts. Very exciting about this approach is that the parameters for these
objects are quite simple. In order to better model the relation between these, we make use of
constraints and hierarchies between our objects.
4.5.2 Skeletal-based algorithms:
Fig 4.5.3 The skeletal version (right) is effectively modelling the hand (left). This has less parameters than the
volumetric version and it's easier to compute, making it suitable for real-time gesture analysis systems.
Instead of using intensive processing of the 3D models and dealing with a lot of parameters, one
can just use a simplified version of joint angle parameters along with segment lengths. This is
known as a skeletal representation of the body, where a virtual skeleton of the person is computed
and parts of the body are mapped to certain segments. The analysis here is done using the position
and orientation of these segments and the relation between each one of them( for example the angle
between the joints and the relative position or orientation)
Advantages of using skeletal models:
Algorithms are faster because only key parameters are analyzed.
Pattern matching against a template database is possible.
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Using key points allows the detection program to focus on the significant parts of the body.
4.5.3 Appearance-based models:
Fig 4.5.4 These binary silhouette(left) or contour(right) images represent typical input for appearance-based algorithms.
They are compared with different hand templates and if they match, the correspondent gesture is inferred.
These models don’t use a spatial representation of the body anymore, because they derive the
parameters directly from the images or videos using a template database. Some are based on the
deformable 2D templates of the human parts of the body, particularly hands. Deformable templates
are sets of points on the outline of an object, used as interpolation nodes for the object’s outline
approximation. One of the simplest interpolation function is linear, which performs an average
shape from point sets , point variability parameters and external deformators. These template-based
models are mostly used for hand-tracking , but could also be of use for simple gesture
classification.
A second approach in gesture detecting using appearance-based models uses image sequences as
gesture templates. Parameters for this method are either the images themselves, or certain features
derived from these. Most of the time, only one ( monoscopic) or two ( stereoscopic ) views are
used.
4.6 Challenges:
There are many challenges associated with the accuracy and usefulness of gesture recognition
software. For image-based gesture recognition there are limitations on the equipment used
and image noise. Images or video may not be under consistent lighting, or in the same location.
Items in the background or distinct features of the users may make recognition more difficult.
The variety of implementations for image-based gesture recognition may also cause issue for
viability of the technology to general usage. For example, an algorithm calibrated for one camera
may not work for a different camera. The amount of background noise also causes tracking and
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recognition difficulties, especially when occlusions (partial and full) occur. Furthermore, the
distance from the camera, and the camera's resolution and quality, also cause variations in
recognition accuracy.
In order to capture human gestures by visual sensors, robust computer vision methods are also
required, for example for hand tracking and hand posture recognition or for capturing movements
of the head, facial expressions or gaze direction.
5. Human-computer interaction
Human–computer Interaction (HCI) involves the study, planning, and design of the interaction
between people (users) and computers. It is often regarded as the intersection of computer
science, behavioral sciences, design and several other fields of study. The term was coined by Card,
Moran, and Newell in their germinal book, "The Psychology of Human-Computer Interaction." The
term connotes that, unlike other tools with only limited uses (such as a hammer, useful for driving
nails, but not much else), a computer has many affordances for use and this takes place in a sort of
open-ended dialog between the user and the computer.
Interaction between users and computers occurs at the user interface (or simplyinterface), which
includes both software and hardware; for example, characters or objects displayed by software on a
personal computer's monitor, input received from users via hardware peripherals such
as keyboards and mouses, and other user interactions with large-scale computerized systems such
as aircraft and power plants. The Association for Computing Machinery defines human-computer
interaction as "a discipline concerned with the design, evaluation and implementation of interactive
computing systems for human use and with the study of major phenomena surrounding them." An
often-sought facet of HCI is the securing of user satisfaction , although user satisfaction is not the
same thing as user performance by most meaningful metrics.
Because human-computer interaction studies a human and a machine in conjunction, it draws from
supporting knowledge on both the machine and the human side. On the machine side, techniques
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in computer graphics, operating systems, programming languages, and development environments
are relevant. On the human side, communication theory, graphic and industrial design
disciplines, linguistics,social sciences, cognitive psychology, and human factors such as computer
user satisfaction are relevant. Engineering and design methods are also relevant. Due to the
multidisciplinary nature of HCI, people with different backgrounds contribute to its success. HCI is
also sometimes referred to as man–machine interaction (MMI) or computer–human interaction
(CHI).
Attention to human-machine interaction is important, because poorly designed human-machine
interfaces can lead to many unexpected problems. A classic example of this is the Three Mile
Island accident where investigations concluded that the design of the human-machine interface was
at least partially responsible for the disaster. Similarly, accidents in aviation have resulted from
manufacturers' decisions to use non-standard flight instrument and/or throttle quadrant layouts:
even though the new designs were proposed to be superior in regards to basic human-machine
interaction, pilots had already ingrained the "standard" layout and thus the conceptually good idea
actually had undesirable results.
5.1 Pen computing:
Pen computing refers to a computer user-interface using a pen (or stylus) and tablet, rather than
devices such as a keyboard, joysticks or a mouse.
Pen computing is also used to refer to the usage of mobile devices such as wireless tablet personal
computers, PDAs and GPS receivers. The term has been used to refer to the usage of any product
allowing for mobile communication. An indication of such a device is a stylus, generally used to
press upon a graphics tablet or touchscreen, as opposed to using a more traditional interface such as
a keyboard,keypad, mouse or touchpad.
Historically, pen computing (defined as a computer system employing a user-interface using a
pointing device plus handwriting recognition as the primary means for interactive user input)
predates the use of a mouse and graphical display by at least two decades, starting with the
Stylator and RAND tablet systems of the 1950s and early 1960s.
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6. Multi-touch devices
Multi-touch gestures are employed by some touchscreen devices to perform various actions. A
gesture refers to a motion used to interact with multipoint touch screen interfaces.
6.1 Apple devices:
Multi-Touch works on devices that run the iOS operating system such as the iPhone, iPad, and iPod
touch, as well as on the built-intrackpads of the MacBook family. Multi-Touch is also fully
integrated into Apple's Magic Mouse and Magic Trackpad products.
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Fig 6.1 New MacBooks, Improved Multi-Touch Trackpad
The latest MacBook and MacBook Pros (late 2008 models) both have a new “buttonless” trackpad
which is bigger and made of a touch-friendly, and wear-resistant glass. The entire trackpad has
been completely redesigned and it’s also one large button so it’s clickable everywhere on the
surface. No separate button means there’s more room for additional multi-touch gestures and your
fingers can move with ease on the smooth and silky glass surface.
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Fig 6.2 devices using multi-touch technology
6.2 Kids-on with the smart table:
Fig 6.3 kids with the smart table
We got to play around with a SMART Table in a classroom full of lucky kids at Haines Elementary
School in Chicago this morning, and we came away impressed with how much they loved it. The
multitouch table is built on the same basic idea and hardware as Microsoft Surface -- Vista PC,
XGA projector, infrared camera -- but it's a custom patented SMART design, not Surface lite or
anything like that. That said, the multitouch system isn't quite as responsive as Surface, and the kid-
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proof plastic screen felt a little weird, but it certainly works well enough -- the Table recognizes up
to 40 touches and we saw some interesting demos, ranging from the standard rotate / zoom photo
app to painting and puzzle games. Teachers get admin access with a special USB key that enables
them to manage apps, and there's an SDK in the works, so hopefully there'll be quite a few to
manage. SMART says the Table should start shipping next spring for somewhere between $7,000
to $8,000 each -- obviously the company will be targeting school systems with its extensive
SMART Board sales network, but well-off parents will be able to score one for their darling
children as well. Check a few vids of the table in action after the break.
7. Applications
The following is an example of a possible application using Microsoft Surface:
1) On the left you have your device which has stored your information.
2) On the right you have your friend’s device which has stored his/her information.
3) In the center it’s showing how you can pull the information needed from each device and
compile it to complete the final project.
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Fig 7.1 the use of multi-touch for grabbing information
8. Advantages and disadvantages
8.1 Advantages of Multi-touch Technology:The administration of a classroom can be improved by reducing the amount of time a
teacher spends fulfilling paperwork requirements alone, such as test taking and scoring.
The tests could be included in each student’s desktop and automatically recorded and
scored.
The teacher's desktop could have the ability to look at each student's desktop from their
desk and take control if necessary. This can be used to help a student having trouble or to
verify that the student is staying on task.
Also, teachers would have the ability to send presentations to any or all desktops
eliminating the need for print outs and copies.
A chat system like IM could be set up so that the teacher could send a private note to a
student during a class exercise without bringing attention to the student whether it is
positive or negative.
If a problem occurred on one Surface, that student could move to another student’s desk
and work along with them until theirs was fixed.
By engaging the students and combining both the audio and visual aspects in every lesson
plan, we have a better chance of reaching every student and increasing the percentage of
information retained.
Students will be able to work in groups at one desktop Surface. This would make the
construction of projects easier. Also, students will be able to work on class assignments
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together or help each other and sometimes students are able to learn and understand better
when the information is delivered or reiterated from their peers in a more creative fashion
8.2 Disadvantages of Multi-touch Technology: The technology is currently expensive and just beginning to gain some recognition out in
the marketplace.
If these tables have the ability to have 4 students to each one, privacy becomes an issue
which will need to be addressed especially during test taking times. Also, you wouldn’t
want one student to be able to reach over and delete another student’s work. The issue of
personal space and boundaries would need to be addressed.
Another disadvantage would be that technology is unreliable and if a problem occurred
with an application class would be disrupted even if only for a short period of time.
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9. Conclusion There wouldn’t be a surprise if each student’s desk top be replaced by a multi-touch
technology similar to the Microsoft Surface. Each classroom and teacher would have their
Surface applications customized to fit their specific curriculum. These devices offer various
ways of visualizing the information in order to improve understanding which enables our
students to excel. I feel we need to find ways to keep up with the rapidly growing world of
technology and integrate it into our classrooms or our students are going to surpass us and figure
out ways to do things better and faster at home on their own personal computer. With Microsoft
Surface the opportunities are endless with the ability to create custom applications for specific
businesses or educational purposes or building packaged applications for use across a range of
industries or schools.
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