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Telepointer
Telepointer is a neck-worn Gesture recognition, gestural interface system developed by MIT Media Lab student Steve Mann (inventor), Steve Mann in 1998. Mann originally referred to the device as "Synthetic Synesthesia of the Sixth Sense". In the 1990s and early 2000s Mann used this project as a teaching example at the University of Toronto. Aremac projector Mann developed a laser-based infinite depth-of-focus projector, called an "aremac", to project onto any Three-dimensional space, 3D surface without focus adjustment The projector originally displayed vector graphics rather than raster graphics. A raster graphics version based on a miniature wearable micromirror projector was developed in 2001, which could project onto the wearer's hands, other objects, or the floor or ground allowing it to work with both hand or foot gestures. See also * SixthSense, a similar, later, device References External links * {{official, http://wearcam.org/telepointer.htm Virtual reality Ges ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
SixthSense SteveMann 1998 Image1210
SixthSense is a Gesture recognition, gesture-based wearable computer system developed at MIT Media Lab by Steve Mann in 1994 and 1997 (headworn gestural interface), and 1998 (neckworn version), and further developed by Pranav Mistry (also at MIT Media Lab), in 2009, both of whom developed both hardware and software for both headworn and neckworn versions of it. It comprises a headworn or neck-worn pendant that contains both a data projector and camera. Headworn versions were built at MIT Media Lab in 1997 (by Steve Mann (inventor), Steve Mann) that combined cameras and illumination systems for interactive photographic art, and also included gesture recognition (e.g. finger-tracking using colored tape on the fingers). SixthSense is a name for extra information supplied by a wearable computer, such as the device called EyeTap (Mann), Telepointer (Mann), and "WuW" (Wear yoUr World) by Pranav Mistry. Origin of the name Sixth Sense technology (a camera combined with a light sourc ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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SixthSense Aremac In Domewear
SixthSense is a gesture-based wearable computer system developed at MIT Media Lab by Steve Mann in 1994 and 1997 (headworn gestural interface), and 1998 (neckworn version), and further developed by Pranav Mistry (also at MIT Media Lab), in 2009, both of whom developed both hardware and software for both headworn and neckworn versions of it. It comprises a headworn or neck-worn pendant that contains both a data projector and camera. Headworn versions were built at MIT Media Lab in 1997 (by Steve Mann) that combined cameras and illumination systems for interactive photographic art, and also included gesture recognition (e.g. finger-tracking using colored tape on the fingers). SixthSense is a name for extra information supplied by a wearable computer, such as the device called EyeTap (Mann), Telepointer (Mann), and "WuW" (Wear yoUr World) by Pranav Mistry. Origin of the name Sixth Sense technology (a camera combined with a light source) was developed in 1997 as a headworn dev ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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SixthSense
SixthSense is a Gesture recognition, gesture-based wearable computer system developed at MIT Media Lab by Steve Mann in 1994 and 1997 (headworn gestural interface), and 1998 (neckworn version), and further developed by Pranav Mistry (also at MIT Media Lab), in 2009, both of whom developed both hardware and software for both headworn and neckworn versions of it. It comprises a headworn or neck-worn pendant that contains both a data projector and camera. Headworn versions were built at MIT Media Lab in 1997 (by Steve Mann (inventor), Steve Mann) that combined cameras and illumination systems for interactive photographic art, and also included gesture recognition (e.g. finger-tracking using colored tape on the fingers). SixthSense is a name for extra information supplied by a wearable computer, such as the device called EyeTap (Mann), Telepointer (Mann), and "WuW" (Wear yoUr World) by Pranav Mistry. Origin of the name Sixth Sense technology (a camera combined with a light sourc ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Steve Mann (inventor)
William Stephen George Mann (born 8 June 1962) is a Canadian engineer, professor, and inventor who works in augmented reality, extended reality, computational photography, particularly wearable computing, and high-dynamic-range imaging. Mann is considered the "Father of Wearable Computing" for early inventions and continuing contributions to the field, recognized by IEEE,Tech Giant "Father of Wearable Tech" Steve Mann "Goes for The Ride" to YYD ROBO!, YYD Corporate News, 2017-07-31 and received the 2025 IEEE Masaru Ibuka Consumer Electronics Award for this work. He also received the 2024 Lifeboat Foundation Guardian Award for related work on sousveillance. He cofounded InteraXon, makers of the Muse brain-sensing headband, and is also a founding member of the IEEE Council on Extended Intelligence (CXI). Mann is currently CTO and cofounder at Blueberry X Technologies and Chairman of MannLab. Mann was born in Canada, and currently lives in Toronto, Canada, with his wife and tw ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Gesture Recognition
Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures. Gesture recognition offers a path for computers to begin to better understand and interpret computer processing of body language, human body language, previously not possible through text user interface, text or unenhanced graphical user interfaces (GUIs). Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. One area of the field is emotion recognition derived from facial expressions and hand gestures. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, pro ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
MIT Media Lab
The MIT Media Lab is a research laboratory at the Massachusetts Institute of Technology, growing out of MIT's Architecture Machine Group in the MIT School of Architecture and Planning, School of Architecture. Its research does not restrict to fixed academic disciplines, but draws from technology, multimedia, media, sciences, science, art, and design. , Media lab's research groups include Neuroscience, neurobiology, Biomimetics, biologically inspired fabrication, Social robot, socially engaging robots, Affective computing, emotive computing, bionics, and Tod Machover#Hyperinstruments, hyperinstruments. The media lab was founded in 1985 by Nicholas Negroponte and former MIT President Jerome Wiesner, and is housed in the Wiesner building, Wiesner Building (designed by I. M. Pei), also known as Building E15. The lab has been written about in the popular press since 1988, when Stewart Brand published ''The Media Lab: Inventing the Future at M.I.T.'', and its work was a regular featur ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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University Of Toronto
The University of Toronto (UToronto or U of T) is a public university, public research university whose main campus is located on the grounds that surround Queen's Park (Toronto), Queen's Park in Toronto, Ontario, Canada. It was founded by royal charter in 1827 as King's College, the first institution of higher learning in Upper Canada. Originally controlled by the Church of England, the university assumed its present name in 1850 upon becoming a secular institution. It has three campuses: University of Toronto Mississauga, Mississauga, #St. George campus, St. George, and University of Toronto Scarborough, Scarborough. Its main campus, St. George, is the oldest of the three and located in Downtown Toronto. U of T operates as a collegiate university, comprising 11 #Colleges, colleges, each with substantial autonomy on financial and institutional affairs and significant differences in character and history. The University of Toronto is the largest university in Canada with a t ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
Three-dimensional Space
In geometry, a three-dimensional space (3D space, 3-space or, rarely, tri-dimensional space) is a mathematical space in which three values ('' coordinates'') are required to determine the position of a point. Most commonly, it is the three-dimensional Euclidean space, that is, the Euclidean space of dimension three, which models physical space. More general three-dimensional spaces are called '' 3-manifolds''. The term may also refer colloquially to a subset of space, a ''three-dimensional region'' (or 3D domain), a '' solid figure''. Technically, a tuple of numbers can be understood as the Cartesian coordinates of a location in a -dimensional Euclidean space. The set of these -tuples is commonly denoted \R^n, and can be identified to the pair formed by a -dimensional Euclidean space and a Cartesian coordinate system. When , this space is called the three-dimensional Euclidean space (or simply "Euclidean space" when the context is clear). In classical physics, it serve ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Vector Graphics
Vector graphics are a form of computer graphics in which visual images are created directly from geometric shapes defined on a Cartesian plane, such as points, lines, curves and polygons. The associated mechanisms may include vector display and printing ''hardware'', vector ''data models'' and file formats, as well as the ''software'' based on these data models (especially graphic design software, computer-aided design, and geographic information systems). Vector graphics are an alternative to raster or bitmap graphics, with each having advantages and disadvantages in specific situations. While vector hardware has largely disappeared in favor of raster-based monitors and printers, vector data and software continue to be widely used, especially when a high degree of geometric precision is required, and when complex information can be decomposed into simple geometric primitives. Thus, it is the preferred model for domains such as engineering, architecture, surveying, 3D r ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Raster Graphics
upright=1, The Smiley, smiley face in the top left corner is a raster image. When enlarged, individual pixels appear as squares. Enlarging further, each pixel can be analyzed, with their colors constructed through combination of the values for red, green and blue. In computer graphics and digital photography, a raster graphic, raster image, or simply raster is a two-dimensional image or picture represented as a rectangular Matrix (mathematics), matrix or grid of pixels, viewable via a computer display, paper, or other display medium. A raster image is technically characterized by the width and height of the image in pixels and by the number of bits per pixel. Raster images are stored in image files with varying dissemination, production, generation, and acquisition formats. The printing and prepress industries know raster graphics as contones (from "continuous tones"). In contrast, '' line art'' is usually implemented as vector graphics in digital systems. Many raster ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |
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Virtual Reality
Virtual reality (VR) is a Simulation, simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training) and business (such as virtual meetings). VR is one of the key technologies in the Reality–virtuality continuum, reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly creat ... [...More Info...] [...Related Items...] OR: [Wikipedia] [Google] [Baidu] |