Multi-Touch pptPlex Available for Windows 7

Even though Microsoft is no longer actively developing pptPlex, a new release of the pug-in is now available for download. The multi-touch-enabled version of pptPlex is designed to integrate seamlessly with Windows 7, the Redmond company informs, and to take advantage of the multi-touch capabilities of the operating system. This of course, provided that the next iteration of the Windows client runs on top of touch-capable
hardware. But just because a new build of pptPlex is now available for download, it does not mean that the Office Labs are bringing the project back to life. It appears that making pptPlex take advantage of the multi-touch functionality in Windows 7 is nothing more than an experiment.

“When we wanted to try out the new multi-touch capabilities of Windows 7, pptPlex seemed like a good application in which to do some experimentation. We liked the touch interaction and thought we would share this updated version of pptPlex with anybody out there who has a multi-touch enabled device running Windows 7,” revealed a member of the Office Labs.

Microsoft introduced pptPlex in mid-August 2008, based on the Plex technology. Designed as a plug-in for Office 2007 PowerPoint, pptPlex can turn presentations into zoomable canvases. As you will be able to see in the video embedded at the bottom of this article, the natural user interface of Windows 7 in combination with a pptPlex canvas is nothing short of a match made in heaven.

“If you have a multi-touch enabled device and Windows 7, you may want to download this version of pptPlex. Otherwise, we recommend using the original version. Here are the gestures enabled in the multi-touch release of pptPlex: touch to zoom in, two finger tap to zoom out, swipe left/right and flick to move to the next/previous slide; pinch and pan works as expected,” the Office Labs team representative added.
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Multi-Touch pptPlex Demo
Multi-Touch pptPlex Demo

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Moto Labs’ multitouch display

Moto says its multitouch prototype (multitouch because you can use as many fingers on it as you’ve got), can be made much larger than Apple’s iconic device, and lighter than the Surface, a device so immense that it functions as little more than a novelty at hotels. (Whenever I see the Surface, I recall the tabletop version of Ms. Pac-Man I used to play at the racquetball club.)

If Apple were to use its existing iPhone screen technology in a larger version, the new device’s screen size would be limited to about 8 inches, according to Moto. (Note: Moto is not connected to Motorola.)

As for the Surface, and the “Minority Report”-inspired screens from Jeff Han (www.perceptivepixel.com), those systems require too much imaging hardware, and money, to be made widely available to business people and classroom teachers.

Moto’s multitouch does not seemed destined for hand-held use, however. Rather, Moto sees its very thin, very large, multitouch screens taking the place of easels and whiteboards. Marketing folks, in the heat of one of their crazy, collaborative efforts, could paw all over a wall-mounted screen. Or you and your mates could gather around a gaming table that you can actually put your legs under.

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Putting our arms around the future of touch

With a two-finger swipe, the video played faster and with three fingers it played faster still. Zhao even did his Mike Fratello impression, circling one of the players in red with another swirl of his finger, much as the “telestrator czar” does on TV.

In another corner of the cramped hallway that serves as the show floor, Canada’s GestureTek showed some of its wares. On the floor is the kind of display that has become common at malls and other places, while another setup featured a driving game that can be controlled with nothing but a user’s two hands, gesturing in mid-air.

It’s intuitive, but tricky to master. One uses their hands as a steering wheel, spreading their hands out to accelerate and bringing them together to slow down.

On stage, speakers discussed both new areas for exploration as well as the key hurdles the industry still faces–issues of cost, size, and accuracy.

As far as what’s in the future, one interesting topic had to do with displays that themselves can mold or “deform” themselves in response to touch.

Such technology is not here today, but is probably not more than three to five years out, said Christophe Ramstein, chief technology officer at Immersion, a company known for its force feedback technology. Ramstein said he is talking with a lot of large companies about the potential of that area.

“It’s a big area,” Ramstein said. “They are interested.”

In his speech, Han talked about what he and his company — Perceptive Pixel — are up to these days. Although a lot of the company’s business is in the industrial and government space, Han noted that his company has become best known for the touch wall systems it has sold to broadcasters like CNN, which used them in its election coverage.

“We actually didn’t think broadcast was an area for us,” Han said. “They found us at a military trade show.”

He also showed a clip of the “Saturday Night Live” parody of the election coverage, saying it makes an important point. “It’s a really fine line for us between something that really works…and falling into a gimmick,” Han said.

And while the show is small, the 270 attendees are more than the show’s organizers had expected, leading to a shortage of dishes, but an abundance of energy.

Speakers at the conference include big names like Microsoft and multitouch pioneer Jeff Han, while the small show floor serves as a showcase for start-ups, along with those that supply the base components needed to power touch screens and other interactive displays.
The success of Nintendo’s Wii and Apple’s iPod have shown the consumer appeal of devices that respond to human touch and movement, but a quick glance around the San Jose, California Hilton showed just how young the industry is.
Ashton Kutcher shows Demi Moore something on his Apple iPhone using the touch screen.

Ashton Kutcher shows Demi Moore something on his Apple iPhone using the touch screen.

While this week’s RSA 2009 show fills the Moscone Center a little ways up north in San Francisco, California, the Interactive Displays 2009 conference barely fills a mid-size ballroom here. Its show floor more closely resembles a science fair than the glitz of a big-time trade show.

But if you used one of the interactive displays here to show a heat map of this industry, it would glow red hot. That’s because touch displays, for years relegated to kiosks and industrial uses, are quickly becoming mainstream.

Hewlett-Packard and Dell already have touch-capable machines, while Microsoft is set to make gesture input standard with Windows 7.

Among those young companies is a San Jose-based outfit called 22miles. Like many of the companies here, its core business has been one-off projects for hotel displays. But the company is also hard at work on technologies that go way beyond powering an interactive directory.

With a swipe of his finger, CEO Joey Yu Zhao pulled up a prototype interactive TV application. A video of a basketball game started playing. Zhao used a finger to pause the game and then swiped his finger to play in slow motion.
Han also took the crowd on a bit of a journey back in time, reminding folks that while the multitouch business is young, its technology roots stretch back decades.

For his own part, Han said he was inspired by seeing a PBS documentary in the early 1980s that showed Microsoft researcher Bill Buxton, then at the University of Toronto, using multitouch to compose music on a computer. The computer itself was a green screen with an ancient processor and little memory, but the key underlying concept was already there.
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Sharp intros ‘world’s first optical sensor LCD pad’ netbook

Sharp intros ‘world’s first optical sensor LCD pad’ netbook

Named Mebius, the PC has a 4in, 854 × 480 input device that – according to Sharp – is much more than a
“conventional trackpad”. Why? The pad’s ability to recognise drawings and text using the bundled stylus, and to perform the same finger-based functions – such as rotate and zoom – as other multi-touch trackpad PCs, including Apple’s latest MacBooks.

And it’s a sub-display too, Sharp added. The colour LCD can show different screens, from function-key icons to calendars, email and diary entries. It can also be utilised by the app running on the main screen, to create a Nintendo DS-style dual-display set-up.
Trackpad capabilities aside, the Mebius will feature Intel’s 1.6GHz Atom N270 processor, be fitted with 1GB DDR 2 memory – expandable up to 2GB – and feature a 160GB hard drive.

The Sharp machine will come with a 10.1in, 1024 x 600 LCD and Intel’s 945GSE Express graphics chipset.

Other notable goodies include an integrated 1.3Mp webcam, Bluetooth 2.1 and wireless web over 802.11b/g. A multi-format card reader’s also built into the Mebius.
Although the machine’s claimed three-hour battery life may put off some potential buyers, its 260 x 190 x 23mm dimensions are sure to appeal to portable PC lovers. It comes with a choice of Windows XP or Vista Home Basic.

Sharp’s Mebius will be available in black or white body colours and is set to go on sale in Japan first – although the firm hasn’t said when – for ¥80,000 (£558/$814/€628). A UK launch date or price hasn’t been mentioned.
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(Vote!) Are you going to meet Jeff Han?

Are you going to the Interactive Displays 2009 Conference?

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This message was sent to us from Brice Royer:

—————-

Subject: Are you going to meet Jeff Han?

Hey,

Jeff Han will be appearing in San Jose! I just read the program for Interactive Displays 2009 and I’m really excited.

You can read the full story here: (Thanks Joan for the tip!)
http://www.int-displays.com

Keynoting the conference will be Jeff Han of Perceptive Pixel and Steven Bathiche, the guy that invented Microsoft Surface. There are lots of sessions on multi-touch development and plenty of product demos too!

The conference is being held in San Jose, California on April 21st – April 23rd, 2009. If you plan to attend, you’ll have a chance to meet Jeff and Steve. It’s going to be awesome.

It would be great to meet other multi-touch developers and designers at this conference. If you are going, please leave a comment!
Talk soon,
Brice Royer
Community Organizer

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Designing for Multi-Touch, Multi-User and Gesture-Based Systems

User experience (UX) principles can help you to effectively create software for multi-touch, multi-user, and gestural devices such as the Microsoft Surface. These new platforms bring new challenges, some that can be partially solved using current software design paradigms, but many that will require applying new ideas from the cutting edge of Interaction Design (IxD) and Human Computer Interaction (HCI). Challenges related to these newer “co-present” (that is, users who share the same physical space) situations differ from the challenges software designers have long dealt with when needing to support physically distributed users.

Designing a good gesture or multi-touch based system is first and foremost about designing a good system that happens to be gesture or multi-touch based. Following a general overview of gesture, multi-touch, and multi-user systems, I explain in this article how you can leverage traditional UX designing for these new types of systems. Using four well-known user experience principles as a starting point — affordances, engagement, feedback, and not making people think — I explore how they can be applied to these new types of systems.

Gestures, Multi-touch, and Multi-user Systems

We’ve all grown up on mouse- and keyboard-based computers that one person uses at a time, but times are changing and so are computers. Gesture-based computers replace mouseclicks with finger taps. Going even further, multi-touch systems recognize multiple fingers and objects at once; for example, Microsoft Surface can currently recognize and track 52 fingers, objects, or tag identifiers at one time. The possibility of tracking so many fingers at once opens up the system for multiple concurrent users all standing around the computer touching (using) it at once, which is what we call “multi-user.”

With all of these new input capabilities come new design challenges. Imagine the complexity of keeping track of even just two users standing over a Microsoft Surface, facing each other. One of them places a camera down on the Surface that, through the magic of barcode-like tags, is recognized by one of the five cameras in the Surface. Each of the two users are standing at different orientations to the screen, and even if the tag on the camera identifies who it belongs to, how can the system know how to orient the pictures from the camera on the screen? And while touching or tapping a picture might be intuitive, how are you as the designer supposed to let these novice users know that they can actually use multiple fingers to shrink or grow the size of the pictures? And this is just about the simplest case you’ll find in this brave new world of gesture, multi-touch, and multi-user systems.

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Cheaper multitouch interface invented

BOFFINS IN THE BACK ROOMS of New York University have developed an inexpensive pressure-sensitive pad that creates images of objects that are in contact with it.

It means that it will be possible to use what ever you like to touch the screen and “Inexpensive Multi-Touch Pressure Acquisition Devices (IMPAD)”, can be made paper thin for portable devices.
Not only that it can scale up to cover a table or wall.

According to Technology Review, which for some reason cannot resist telling the world how the IPhone works in the story, the boffins’ pressure-sensitive touch pad can see how hard a person presses. So far it is so sensitive that it can be used for virtual sculpting and painting and for a simulated mouse with left clicks, right clicks, and drags, as well as for musical instruments like a piano keyboard.

The hardware consists of two plastic sheets, about 8 inches by 10 inches, each with parallel lines of electrodes, spaced a quarter inch apart. The sheets are arranged so that the electrodes cross, creating a grid which means that each intersection is essentially a pressure sensor.

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Microsoft is right. HP is wrong. Again!Multi-Touch

Funny thing happened this week in the tech press. On Thursday, the Inquirer printed a story with the headline “Touch Screen Is the Future of Computing, Says Microsoft.” The very next day, Vnunet.com published another story headlined “Touch Screens Are Not the Future of Computing, Says HP.”

Microsoft is right. HP is wrong. Again.

In the 1970s, a talented young HP engineer invented a low-cost, highly efficient personal computer. He desperately wanted the company to fund and build the PC, and he pitched it passionately. If HP had more vision back then than it does now, the company would have allocated five million dollars and 30 engineers to the project, and would have leveraged in-house talent to become the driving force of the entire personal computing revolution. HP, however, saw no future in it, and rejected the engineer’s proposal in totality.

So Steve Wozniak left HP and joined up with Steve Jobs to found Apple, and the rest is history.

HP is kinda sorta making the same mistake again. HP’s CTO Phil McKinney proclaimed this week that touch computing, although interesting, is “not the future of computing,” and his reasons why reveal why he doesn’t understand it.

In the article, McKinney is quoted as saying that touch interfaces have “only limited use for desktops and laptops… and will not replace the keyboard and mouse.” Why, because users have to “reach over to use the screen” and that typing on glass is unpleasant.

Well there you go. HP, or at least McKinney, cannot see the future (again), which is why the company and the CTO don’t believe in touch.

Touch desktop PCs won’t be the idiotic laptops Microsoft and Dell have been showing, where the touch display is vertical, and the user has to hold his arm up to use it (unless in presentation or meeting mode). Touch desktop PCs will be like drafting tables and touch laptops will snap open flat for use in touch mode.

And they won’t prevent you from using keyboard and mouse, although you’ll be able to go without the mouse and use an on-screen keyboard when you want to. You’ll be able to pull out a cheap, wireless physical keyboard for real writing and, in the case of desktop PCs, it’ll rest right on the slanted touch display if you want.

And some of the chores now done by keyboard and mouse will be handled by voice command.

Just as much of HP’s multi-billion dollar business is now built upon the foundation of what the company rejected as having no future, in ten years time, much of HP’s business will be built around systems with touch interfaces.

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The classic game will be released for both iPod and iPhone

Chillingo Ltd, Europe’s premier iPhone publisher and First Star Software, Inc. have announced today at the  Game Developers Conference  (GDC) in San Francisco that they have signed a worldwide deal to co-publish the iPhone and iPod Touch version of theoriginal game in the multi-million unit selling Boulder Dash series.

Boulder Dash for iPhone and iPod Touch contains all 80 caves (levels) of the original cult classic as well as the 4 original bonus caves.

Now celebrating its 25th year anniversary, this world-renowned tricky puzzle and dexterity game first made its debut in the early 80s across several personal computer platforms, including Atari,
Commodore 64 and DOS. It is one of the few gaming titles to be ported from a personal computer game to a coin-operated arcade game, four different times in fact, and still enjoys a large loyal fan base today. The hit game’s principle remains: players have to collect sparkling diamonds whilst avoiding numerous traps and enemies, all the while watching out for falling boulders, in a race against time.

“We are very honoured to be adding one of the classic brands in gaming history to our product catalogue. Working on the Boulder Dash franchise is an exciting challenge.” said Chris Byatte, Managing Director and co-Founder for Chillingo.

“We are looking forward to working with First Star Software to launching this great title on the iPhone”. Chillingo are the publishers of successful iPhone titles including the award winning Zen Bound that has won mutilple awards in the recent Independent Games Festival (IGF) Mobile 2009 and the International Mobile Gaming Awards (IMGA). Other No.1 Chart toppers include “iDracula – Undead Awakening” which recently raced up the App Store charts days after its release.

First Star Software’s president, Richard M. Spitalny said: “We are particularly excited about working with Chillingo in making Boulder Dash® available across all Apple App Stores worldwide. We have re-engineered Boulder Dash for iPhone and iPod Touch from the ground up to make use of multi-touch; ‘pinch’ zoom; the ability to switch  between portrait and landscape modes on the fly; and other features of the iPhone, whilst retaining the playability and spirit of the original game.”

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Apple’s iPhone Can Dethrone Nintendo DS

The iPhone and iPod Touch can become the dominant gaming platform because of constant connectivity and the App Store model, NGmoco founder Neil Young says.

In order to be successful at creating iPhone games, NGmoco founder Neil Young asked one question: What would Nintendo do? Speaking at a keynote at the Game Developers Conference on Monday, Young said many expected Sony (NYSE: SNE)’s PlayStation Portable to mop the floor with Nintendo’s DS because it had much better specs and strong multimedia capabilities, and was easier to port games to. But Nintendo was able to dominate the handheld gaming market because it emphasized the unique features of its hardware and designed games that couldn’t be found anywhere else.

Young said developers should adopt a similar philosophy when making games for Apple’s smartphone and utilize things like the iPhone’s touch screen, accelerometer, location information, and connectivity to create a great gaming experience. “Don’t let the haters tell you it sucks compared to the DS or the PSP,” Young said of the iPhone as a gaming platform. “It doesn’t. It’s good. It’s clear that the quality of iPhone games is eclipsing its console counterparts, and that’s even more acute when you compare it against the prior generation.”

The iPhone 3G can become a better platform for mobile gaming than Sony or Nintendo because it’s always connected, users always carry it, and there aren’t many first-party games to compete with, Young said. When you include the iPod Touch, Apple’s 30 million users equals a larger installed base than the DS or PSP at the same point in their lifespan. But more importantly, Apple’s App Store has revolutionized distribution by creating a frictionless way for users to search for, buy, download, and install games over the air, Young said.

“It’s like having a Wal-Mart or Best Buy (NYSE: BBY) in your pocket,” Young said.

Since its debut last year, the App Store has seen more than 800 million apps, and there are more than 25,000 mobile programs in the catalog. The most popular category by far is games, as Young said it represents about 60% of the market. This hasn’t gone unnoticed by the major game developers, as companies likeElectronic Arts (NSDQ: ERTS) and THQ have released high-profile games for the iPhone and iPod Touch.

The App Store represents a tremendous opportunity for game publishers of all sizes, but Young said this can also make it tough to get noticed among the crowd because there are about 165 new apps a day. He said companies need to focus on their “superpower,” or a distinguishing feature that makes their product stand out.

Additionally, gaming on the iPhone will lead to different life cycles and price points that developers need to get used to. For example, Young pointed to his company’s game “Rolando,” which is scheduled to release three iterations over 11 months with about 40 hours of game play for less than the price of a DS or PSP game. But this can still be profitable because the App Store distribution model strips away a lot of costs and because of the viral nature of the game.

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