“Text 2.0″ eye-tracking reading companion: crazy or crazy awesome?

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It’s an interesting time to be in the e-book business. E-readers in their many varieties are sussing out the perfect user experience, and the race to the bottom might end up with students packing a Kobo into their bag instead of 20 pounds of expensive textbooks. When it comes down to it, though, you’re selling a mostly static experience — as indeed books have been for a long time. Interaction in books is the realm of children: pop-ups and coloring books. But the move to new and interesting devices has some people excited about the future of text — and this Text 2.0 idea may just change how you think about interacting with books. The idea is that it tracks where you’re looking, and based on a number of factors, triggers one of several context-sensitive actions. An eye-tracking interface is an entirely new beastie, however, and somehow I’m not convinced that real life usage will be quite as easy to collate and react to as this video seems to suggest. Now, there’s a whole world of UI implications that follow from the ability of a device to track where you’re looking. A whole system of navigation and file management controlled by gaze and blinks — the possibilities are endless. Remember the EyeWriter , a project allowing a quadriplegic artist to sketch things with only his eyes? But I digress. What’s on the table now is this Text 2.0 implementation of eye-tracking. While I appreciate what’s on offer, I have to wonder whether it’s something human beings would really appreciate. The simple fact is this: we don’t interact with things using our eyes. That’s what our hands are for. And that’s why the next generation of books and magazines is going to be both rich and tactile . While certainly you could train yourself to “click” with your eyes, I’m skeptical of the preferability of that over a simple touch-based interface. When the eye is the only or best input (as with the EyeWriter) then it’s a go, but for all others, any action that might be taken with the eye (getting a word definition or something) could be done just as easily with a quick gesture — and there’s much less room for error. Speaking of error, I’m also concerned about the level of precision necessary. This thing has to be able to tell whether I’m looking at the last letter of a sentence or the asterisk above it; that’s probably more than you can ask of a pair of tiny bezel cameras with fixed-focus lenses. The technology they’re using to develop Text 2.0 costs upwards of $10,000 — of course, that could come down or the software be ported to more cost-effective hardware, but can it really do what it says it can do and still be affordable? Well, I can see I’m coming off as a sort of tech pedant here. This isn’t a ready-for-market product, it’s a cool concept being worked on by some very smart people, and I can think of quite a few applications for this right off the top of my head. Kids learning to read would be a perfect example — a couple of these in a remedial reading class would probably raise scores significantly. But they clearly have some hurdles ahead of them if this is to be anything other than an academic project. In the end, though, I think these guys are a little too far ahead of the curve, if anything. If gaze detection is to play a part in any future UIs, I get the feeling that the meta-text interface will follow from established user behavior patterns in a greater UI scheme, rather than being specific to a single purpose, as they are in Text 2.0. That all will be seen, however — as soon as we get our eye-tracking Chrome OS iPad XPs. [via Wired and H+ ]

OpenGL 4.0 comes out to play

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With Microsoft becoming increasingly marginalized in areas like mobile media, DirectX is becoming less of a must-use toolset and more of a gaming-specific one. The other side of the coin is, of course, the increasing relevance of standards like OpenGL, OpenAL, and OpenCL: powerful cross-platform systems for graphics, audio, and parallel processing . You may remember OpenCL from its debut on the Mac in Snow Leopard, and OpenGL ES of course powers the UI on the iPad . OpenAL is still a ways from being brought under the public eye, but it’s getting there. In the meantime, OpenGL 4.0 was announced today at GDC, and clearly it has DirectX in its sights. 4.0 has a lot of features which users like you and I don’t really need to know about. Texture swizzling? Awesome. Tessellation? Sure, as long as it’s not like whatever they used in Messiah — remember that game? These new toys for developers will make for a richer and faster graphical experience, to be sure, but I’m not going to list them off for you. The big news for graphics is handhelds right now. Mobile gaming is blowing up and Microsoft can’t get a foot in the door. Hell, it’s getting its foot booted out from the other side. In the other corner, OpenGL (and the rest of the Open toolset) is setting itself up as being flexible enough to be applied on a handset, a laptop, or a desktop. It may not have DirectX 11 fidelity in water shaders or the latest normal mapping technique, but it’s damn close and what’s more, it doesn’t need a high end graphics card to be the library in use. Though I feel I should add that the games coming out on Windows Phone 7 Series and the Zune HD 2 are looking pretty awesome. This race isn’t over by far. The OpenCL thing is great as well. If you remember, OpenCL is a set of tools for offloading certain tasks from the CPU onto the GPU, when those tasks are better served by parallel processors. Loading web pages may work fine on your Snapdragon, but decoding video will have it at 100% and drain your battery — better to send it over to the GPU. The GPU computing thing hasn’t quite taken off yet, but it’s pretty much inevitable that it’ll start being implemented on a low level, since it can improve the user experience so dramatically. I’m always happy to see this kind of steady progress. More capabilities, more competition, and better devices for everyone, OpenGL-based or not. If you’re interested, there’s much more information available. Many links in the press release:

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