martes, 10 de julio de 2007
CONTROLAR LA COMPUTADORA CON LA MENTE
No todo pasa por las manos...
La firma de ingeniería eléctrica y medicina, Guger Technologies, es la primera Empresa en poner en el mercado un dispositivo que hace posible a un usuario el poder controlar una computadora mediante el pensamiento.
La Interfase Cerebro – Computador ("Brain – Computer Interface" o "BCI") de la Compañía, actúa mediante la detección de actividad mental por medio de señales electrofisiológicas, tales como, los impulsos de un electroencefalograma (EEC) o los de un electrocorticograma ("ECoG"). Estos impulsos son traducidos a señales de control; de esta forma, las ondas cerebrales pueden ser usadas para ingresar datos o mover el cursor en un monitor de un Computador.
El controlar dispositivos con la mente ha sido por mucho tiempo un tema recurrente en la ciencia ficción y mientras éste continúa alimentando a la imaginación la Compañía creadora del dispositivo indica que existen muchos usos prácticos. Uno de los principales esfuerzos por los cuales se ha implementado este producto y que debido a él se le entregó el Gran Premio 2007 a la Tecnología de la Comunicación y la Informática Europea ("ICT"), esta semana en el Show CeBIT en Alemania, es permitir que pacientes completamente paralizados puedan comunicarse e interactuar con el medio ambiente.
La firma de ingeniería eléctrica y medicina, Guger Technologies, es la primera Empresa en poner en el mercado un dispositivo que hace posible a un usuario el poder controlar una computadora mediante el pensamiento.
La Interfase Cerebro – Computador ("Brain – Computer Interface" o "BCI") de la Compañía, actúa mediante la detección de actividad mental por medio de señales electrofisiológicas, tales como, los impulsos de un electroencefalograma (EEC) o los de un electrocorticograma ("ECoG"). Estos impulsos son traducidos a señales de control; de esta forma, las ondas cerebrales pueden ser usadas para ingresar datos o mover el cursor en un monitor de un Computador.
El controlar dispositivos con la mente ha sido por mucho tiempo un tema recurrente en la ciencia ficción y mientras éste continúa alimentando a la imaginación la Compañía creadora del dispositivo indica que existen muchos usos prácticos. Uno de los principales esfuerzos por los cuales se ha implementado este producto y que debido a él se le entregó el Gran Premio 2007 a la Tecnología de la Comunicación y la Informática Europea ("ICT"), esta semana en el Show CeBIT en Alemania, es permitir que pacientes completamente paralizados puedan comunicarse e interactuar con el medio ambiente.
lunes, 9 de julio de 2007
Perceptive Pixel
Nos enteramos del último video que ha sacado, esta vez con una pantalla considerablemente más grande — cada día se acerca más a Minority Report — bajo el nombre de su nueva compañía: Perceptive Pixel. Al parecer su mecanismo no es exactamente igual al que patentó la Apple para el iPhone. Es un proyecto de Jeff Han, un investigador matemático de la Universidad de New York.
En este otro vídeo se lo puede ver en acción con su prototipo de pantalla táctil que hace de la navegación un movimiento natural. Como dice muy bien Jesús Diaz en Gizmodo, es el principio de un nuevo cambio que culmina la evolución desde las tarjetas perforadas y los botones enormes hasta el ratón y el interfaz gráfico de usuario.
Etiquetas:
Pantalla,
Touchscreen
domingo, 8 de julio de 2007
Los beneficios que Microsoft Surface nos ofrece

- Microsoft Surface responde cuando tiene contacto con nuestras manos y objetos que se encuentran sobre su superfice.
- Nos ofrece una gran variedad de entretenimientos sin salir de nuestros hogares.
- Podemos compartir fotos digitales con amigos y familiares. A la vez podremos verlas en la superficie e ir moviendolas con un simple movimiento de nuestro dedo.
- Entre otros beneficios ...
Etiquetas:
Microsoft Surface,
Pantalla,
Touchscreen
sábado, 7 de julio de 2007
"Surface" por dentro

Catacterísticas del gran invento de Microsoft
* Pantalla, de tipo multitáctil y que reconoce objetos sobre ella.
* Infrarrojos para ver objetos.
* CPU, nada del otro mundo: Core 2 Duo, 2GB de RAM y tarjeta gráfica de 256 MB. Bluetooth, WiFi y en el futuro lector RFID. En cuanto al sistema operativo, es una versión especial de Windows Vista.
* Proyector, que es similar a los usados en televisores, de tipo DLP.
Etiquetas:
Microsoft Surface
viernes, 6 de julio de 2007
¿La computadora del futuro... o de la actualidad?
Microsoft presentó Surface, un PC que se maneja simplemente con las manos, sin teclado ni ratón.Por ejemplo, para pintar, hay que seleccionar una herramienta que muestra un pincel y mover sus dedos sobre la pantalla.Absolutamente todo se realiza con las manos.

Una computadora en forma de mesa que se maneja de una forma interactiva a través de sus Pantalla Multitáctil de 30 pulgadas, dejando atrás a los tradicionales teclado y mouse. El software de esta plataforma corre bajo Windows Vista y posee conexión alambrica Ethernet 10/100, Wireless 802.11 b/g y Bluetooth 2.0, tiene la capacidad de reconocer distintos objetos con tan solo ponerlos en su superficie e interactuar con este, ya sea dando información sobre el aparato, intercambiar información, realizar transferencias como fotos, música, documentos, etc, con solo “seleccionar y arrastrar”.
Etiquetas:
hombre-máquina
jueves, 5 de julio de 2007
Microsoft Surface history
An Idea Inspired by Cross-Division Collaboration
In 2001, Stevie Bathiche of Microsoft Hardware and Andy Wilson of
Microsoft Research began working together on various projects that
took advantage of their complementary expertise in the areas of
hardware and software. In one of their regular brainstorm sessions,
they started talking about an idea for an interactive table that could
understand the manipulation of physical pieces. Although there were
related efforts happening in academia, Bathiche and Wilson saw the
need for a product where the interaction was richer and more intuitive,
and at the same time practical for everyone to use.
This conversation was the beginning of an idea that would later result
in the development of Surface, and over the course of the following year, various people at Microsoft involved
in developing new product concepts, including the gaming-specifi c PlayTable, continued to think through the
possibilities and feasibility of the project. Then in October 2001 a virtual team was formed to fully pursue bringing
the idea to the next stage of development; Bathiche and Wilson were key members of the team.
Humble Beginnings on an IKEA Table
In early 2003, the new Consumer Products Group, led by David Kurlander,
presented the idea to Bill Gates, Microsoft chairman, in a group review.
Gates instantly liked the idea and encouraged the team to continue
to develop their thinking. The virtual team expanded, and within a
month, through constant discussion and brainstorming, the fi rst humble
prototype was born and nicknamed T1. The model was based on an
IKEA table with a hole cut in the top and a sheet of architect vellum
used as a diffuser. The evolution of Surface had begun. A variety of early
applications were also built, including pinball, a photo browser and a
video puzzle. As more applications were developed, the team saw the
value of the surface computer beyond simply gaming and began to favor
those applications that took advantage of the unique ability of Surface to
recognize physical objects placed on the table. The team was also beginning to realize that surface computing
could be applied to a number of different embodiments and form factors.
Over the next year, the team grew signifi cantly, including the addition of Nigel Keam, initially software
development lead and later architect for Surface, who was part of the development team eventually tasked with
taking the product from prototype to a shipping product. Surface prototypes, functionality and applications were
continually refi ned. More than 85 early prototypes were built for use by software developers, hardware developers
and user researchers.
One of the key attributes of Surface is object recognition and the ability of objects placed on the surface to trigger
different types of digital responses, including the transfer of digital content. This feature went through numerous
rounds of testing and refi ning. The team explored various tag formats of all shapes and sizes before landing on the
domino tag (used today) which is an 8-bit, three-quarter-inch-square tag that is optimal thanks to its small size.
At the same time, the original plan of using a single camera in the vision system was proving to be unreliable. After
exploring a variety of options, including camera placement and different camera lens sizes, it was decided that
Surface would use fi ve cameras that would more accurately detect natural movements and gestures from the surface.
Hardware Design
By late 2004, the software development platform of Surface was well-established and attention turned to the form
factor. A number of different experimental prototypes were built including “the tub” model, which was encased in a
rounded plastic shell, a desk-height model with a square top and cloth-covered sides, and even a bar-height model
that could be used while standing. After extensive testing and user research, the fi nal hardware design (seen today)
was fi nalized in 2005. Also in 2005, Wilson and Bathiche introduced the concept of surface computing in a paper for
Gates’ twice-yearly “Think Week,” a time Gates takes to evaluate new ideas and technologies for the company.
From Prototype to Product
The next phase of the development of Surface focused on
continuing the journey from concept to product. Although much
of what would later ship as Surface was determined, there was
signifi cant work to be done to develop a market-ready product
that could be scaled to mass production. “So much work goes
into turning a prototype into a product that can handle the strain
and stress of everyday use,” Keam said. “For instance, when we
developed the T1 prototype, it couldn’t be moved without having to
recalibrate it. Now, obviously the product can easily be moved. To
get Surface to where it is today, the code had to be rewritten from
the ground up.”
In early 2006, Pete Thompson joined the group as general manager, tasked with driving end-to-end business and
growing development and marketing. Under his leadership, the group has grown to more than 100 employees.
Today Surface has become the market-ready product once only envisioned by the group, a 30-inch display in
a table-like form factor that’s easy for individuals or small groups to use collaboratively. The sleek, translucent
surface lets people engage with Surface using touch, natural hand gestures and physical objects placed on the
surface. Years in the making, Microsoft Surface is now poised to transform the way people shop, dine, entertain
and live.
“Seeing Surface grow from a small germ of an idea to a working prototype and then to a full-fl edged marketready
product has been an amazing journey,” Wilson said. “This is a radically different user-interface experience
than anything Microsoft has done before, and it’s really a testament to the innovation that comes from marrying
brilliance and creativity.”
Beyond Surface — Surface Computing Tomorrow
Although surface computing is a new experience for consumers, over time Microsoft believes there will be a
whole range of surface computing devices and the technology will become pervasive in people’s lives in a variety
of environments. As form factors continue to evolve, surface computing will be in any number of environments
— schools, businesses, homes — and in any number of form factors — part of the countertop, the wall or the
refrigerator.
In 2001, Stevie Bathiche of Microsoft Hardware and Andy Wilson of
Microsoft Research began working together on various projects that
took advantage of their complementary expertise in the areas of
hardware and software. In one of their regular brainstorm sessions,
they started talking about an idea for an interactive table that could
understand the manipulation of physical pieces. Although there were
related efforts happening in academia, Bathiche and Wilson saw the
need for a product where the interaction was richer and more intuitive,
and at the same time practical for everyone to use.
This conversation was the beginning of an idea that would later result
in the development of Surface, and over the course of the following year, various people at Microsoft involved
in developing new product concepts, including the gaming-specifi c PlayTable, continued to think through the
possibilities and feasibility of the project. Then in October 2001 a virtual team was formed to fully pursue bringing
the idea to the next stage of development; Bathiche and Wilson were key members of the team.
Humble Beginnings on an IKEA Table
In early 2003, the new Consumer Products Group, led by David Kurlander,
presented the idea to Bill Gates, Microsoft chairman, in a group review.
Gates instantly liked the idea and encouraged the team to continue
to develop their thinking. The virtual team expanded, and within a
month, through constant discussion and brainstorming, the fi rst humble
prototype was born and nicknamed T1. The model was based on an
IKEA table with a hole cut in the top and a sheet of architect vellum
used as a diffuser. The evolution of Surface had begun. A variety of early
applications were also built, including pinball, a photo browser and a
video puzzle. As more applications were developed, the team saw the
value of the surface computer beyond simply gaming and began to favor
those applications that took advantage of the unique ability of Surface to
recognize physical objects placed on the table. The team was also beginning to realize that surface computing
could be applied to a number of different embodiments and form factors.
Over the next year, the team grew signifi cantly, including the addition of Nigel Keam, initially software
development lead and later architect for Surface, who was part of the development team eventually tasked with
taking the product from prototype to a shipping product. Surface prototypes, functionality and applications were
continually refi ned. More than 85 early prototypes were built for use by software developers, hardware developers
and user researchers.
One of the key attributes of Surface is object recognition and the ability of objects placed on the surface to trigger
different types of digital responses, including the transfer of digital content. This feature went through numerous
rounds of testing and refi ning. The team explored various tag formats of all shapes and sizes before landing on the
domino tag (used today) which is an 8-bit, three-quarter-inch-square tag that is optimal thanks to its small size.
At the same time, the original plan of using a single camera in the vision system was proving to be unreliable. After
exploring a variety of options, including camera placement and different camera lens sizes, it was decided that
Surface would use fi ve cameras that would more accurately detect natural movements and gestures from the surface.
Hardware Design
By late 2004, the software development platform of Surface was well-established and attention turned to the form
factor. A number of different experimental prototypes were built including “the tub” model, which was encased in a
rounded plastic shell, a desk-height model with a square top and cloth-covered sides, and even a bar-height model
that could be used while standing. After extensive testing and user research, the fi nal hardware design (seen today)
was fi nalized in 2005. Also in 2005, Wilson and Bathiche introduced the concept of surface computing in a paper for
Gates’ twice-yearly “Think Week,” a time Gates takes to evaluate new ideas and technologies for the company.
From Prototype to Product
The next phase of the development of Surface focused on
continuing the journey from concept to product. Although much
of what would later ship as Surface was determined, there was
signifi cant work to be done to develop a market-ready product
that could be scaled to mass production. “So much work goes
into turning a prototype into a product that can handle the strain
and stress of everyday use,” Keam said. “For instance, when we
developed the T1 prototype, it couldn’t be moved without having to
recalibrate it. Now, obviously the product can easily be moved. To
get Surface to where it is today, the code had to be rewritten from
the ground up.”
In early 2006, Pete Thompson joined the group as general manager, tasked with driving end-to-end business and
growing development and marketing. Under his leadership, the group has grown to more than 100 employees.
Today Surface has become the market-ready product once only envisioned by the group, a 30-inch display in
a table-like form factor that’s easy for individuals or small groups to use collaboratively. The sleek, translucent
surface lets people engage with Surface using touch, natural hand gestures and physical objects placed on the
surface. Years in the making, Microsoft Surface is now poised to transform the way people shop, dine, entertain
and live.
“Seeing Surface grow from a small germ of an idea to a working prototype and then to a full-fl edged marketready
product has been an amazing journey,” Wilson said. “This is a radically different user-interface experience
than anything Microsoft has done before, and it’s really a testament to the innovation that comes from marrying
brilliance and creativity.”
Beyond Surface — Surface Computing Tomorrow
Although surface computing is a new experience for consumers, over time Microsoft believes there will be a
whole range of surface computing devices and the technology will become pervasive in people’s lives in a variety
of environments. As form factors continue to evolve, surface computing will be in any number of environments
— schools, businesses, homes — and in any number of form factors — part of the countertop, the wall or the
refrigerator.
Etiquetas:
hardware,
Microsoft Surface
miércoles, 4 de julio de 2007
Microsoft Surface
Es una poderosa tecnología que es visualmente llamativa. Surface es una superficie horizontal en forma de mesa que se transforma de una simple mesa en una manera nueva y vibrante de traer entretenimiento conectado y digital a los usuarios. El factor “cool” es la manera en la que se interactúa con el contenido digital, usando las manos para obtener lo que queremos. Surface provee interacción sin esfuerzo con el contenido digital a través de gestos naturales, tocando objetos físicos. Debido a que Surface está esencialmente en una mesa, es fácil que los individuos o múltiples personas se reunan en torno a ella de manera que se sienta familiar, haciendo de la colaboración algo más poderoso y divertido.
Entrando un poco a las características de Surface, pues, verán que no sólo es un touchscreen, sino que vendría a ser una PC totalmente integrada a una especie de mesa, cuya superficie es no sólo el display, o la pantalla donde se nos mostrará de todo (aplicaciones, juegos, y demás), sino que también, al poner encima celulares, u otros dispositivos portátiles, podremos utilizarlo para sincronizar cada uno de ellos con la “superficie”, y también entre sí.
Entrando un poco a las características de Surface, pues, verán que no sólo es un touchscreen, sino que vendría a ser una PC totalmente integrada a una especie de mesa, cuya superficie es no sólo el display, o la pantalla donde se nos mostrará de todo (aplicaciones, juegos, y demás), sino que también, al poner encima celulares, u otros dispositivos portátiles, podremos utilizarlo para sincronizar cada uno de ellos con la “superficie”, y también entre sí.
Etiquetas:
Microsoft Surface,
Touchscreen
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