Interactive Technology: Vending Machines

Vending Machines are dispensaries that allow a customer to purchase various items within them for indicated prices.

The interaction comes from the customer putting the correct amount of money into said machine and following the onscreen commands to input the corresponding number in relation to the item you want. Generally these are found in forms that dispense food and drinks, and are located in locations that have high through traffic to attribute to the amount of people.

They came into fruition in the early 1880’s of which the first commercial coin-operated vending machines were introduced in London of which initially dispensed post cards. They made there way to the United States in 1888 and primarily sold Tutti-Frutti gum in the subway platforms of New York City. The modern day food and drink dispensers didn’t start to come into light until the 1920’s.

References

Bellis, M. 2014. The History of Vending Machines. [online] Available at: http://inventors.about.com/od/uvstartinventions/a/vending.htm [Accessed: 13 Jan 2014].

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Interactive Technology: Google Glass

Google Glass as a product offers a peak into the future mirrored only by the Oculus Rift. Instead of virtual reality, this product attempts to merge the real world and the virtual world to allow the user to interact with the virtual aspect of the device (such as social mediums, such as Twitter, Facebook and YouTube) whilst being on the go and away from other more strenuous devices to use, as it is shaped as glasses, hence the ‘Glass’.

The product it closely relates to are the mobile phones, of which this product has the potential to replace as a way of technological convergence being more hands free and having a greater level of interactive involvement.

A notable use was an orthopedic surgeon in Jaipur using a Google Glass to successfully perform a foot and ankle surgery of which was thus broadcasted live on the internet. First of all, allowing the surgeon to successfully perform the surgery increases the interactivity factor as it allowed him to utilise the technology to his advantage. Second and lastly, the entire social aspect of involving viewers in the procedure of the surgery opens up avenues for educational systems to learn in such a way from professional performing the job live.

References

Dnaindia.com. 2014. NRI doctor successfully performs surgery in Jaipur with help of Google Glass – Sci/Tech – dna. [online] Available at: http://www.dnaindia.com/scitech/report-indian-doctor-successfully-performs-surgery-in-jaipur-with-help-of-google-glass-1949501 [Accessed: 13 Jan 2014].

Google.co.uk. 2014. What it Does – Google Glass. [online] Available at: http://www.google.co.uk/glass/start/what-it-does/ [Accessed: 13 Jan 2014].

Interactive Technology: ATM

In terms of the public space, nothing speaks more to interaction then an ATM. A necessity of modern day living, allows you to withdraw currency from a machine situated at several locations across thousands of cities and countries across the globe. The interaction comes from the action of putting your PIN number within the system to gain access to your account by following a set of on-screen menu systems of which if successful, you’re allowed to do with your funds as you wish.

It wasn’t always like this however, the Bankograph in 1961 installed in the City Bank of New York was one of the historical devices that the ATM descends from and acted as a way of depositing and withdrawing cash and checks, which design is still used primarily in ATM’s in modern day.

References

Bellis, M. 2014. History of Automatic Teller Machines or ATM – Luther Simjian. [online] Available at: http://inventors.about.com/od/astartinventions/a/atm.htm [Accessed: 13 Jan 2014].

Mental Floss. 2014. A Brief History of the ATM. [online] Available at: http://mentalfloss.com/article/52714/brief-history-atm [Accessed: 13 Jan 2014].

Interactive Technology: Oculus Rift

Virtual reality, the premise of exploring virtual worlds as if they were ‘real’. It’s an interactive technological medium sought by the masses for decades, with little success in terms of technology. The Oculus Rift, creation of one Palmer Luckey, is a virtual reality headset that promises to turn the tides in terms of this technology and as of recent years has grabbed the curiosity of its onlookers, having a hugely successful Kickstarter campaign and gaining the backing of industry professionals such as Markuss Persson (Creator of Minecraft), Gabe Newell (Co-founder of Valve Corporation) and John Carmack (id Software co-founder, and now CTO of Oculus VR, Inc).

This presents the first noteworthy attempt at such a technology in years and the resurgence of such a notion, gives us a great insight into the levels of interactivity and creation that this type of technology can achieve with the prowess of this generation. Imagine, being able to vividly explore virtual worlds, from deep dark dungeons to vibrant jungle environments and the type of immersive interaction that can occur from being so visually intertwined with a game in such a fashion. The avenues the technology presents extend far beyond gaming as a whole, from immersive product prototyping to visually educational material that could massively encourage learning on an entirely new scale, this technology could be revolutionary.

The games that it tends to support, are primarily those of a first-person orientation that put the player in the eyes of the protagonist. Using this technology on a game that had a third-person perspective, for example, wouldn’t be near as effective because you lose the immersion factor that the first-person perspective games give in terms of promoting realism.

(Gone Home, created by The Fullbright Company)

I think that in terms of interaction, being able to step into a game as immersively as this and to be able to optically experience various worlds within games as if they were real, it brings an entirely new level of play. Games of recent years and of the past were built with a specific viewpoint in mind, whether it be the aforementioned first or third person perspectives, with no real intention of utilising the most out of said perspective, but now you have this technology that will effectively allow players to interact with a gaming world as if it were their own and games being made specifically for this purpose of showing this off. Gone Home, a first-person interactive story adventure game developed by The Fullbright Company, would benefit triumphantly from this with the level of immersive detail in that the game presents in the way of searching through the in-game house as you look for clues to continue the games main narrative.

References

GamesIndustry International. 2014. Oculus Rift and the Virtual Reality Revolution. [online] Available at: http://www.gamesindustry.biz/articles/2012-12-18-oculus-rift-and-the-virtual-reality-revolution [Accessed: 9 Jan 2014].

Kickstarter. 2014. Oculus Rift: Step Into the Game. [online] Available at: http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game [Accessed: 9 Jan 2014].

Gonehomegame.com. 2014. Gone Home: A Story Exploration Video Game. [online] Available at: http://www.gonehomegame.com/ [Accessed: 9 Jan 2014].