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Sixth Sense Tech...

Sixthsense is a wearable gestural interface developed by Pranav Mistry that allows users to interact with digital information overlaid on the physical world using natural hand gestures. It consists of a pocket projector, mirror, camera, and color marker worn on a pendant that projects interfaces onto surfaces for users to manipulate with gestures tracked by the camera. The technology seamlessly integrates digital and physical worlds, allowing information to be accessed anywhere through gestures like checking a flight on a train timetable or drawing a watch on one's wrist.

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Sakshi Anand
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0% found this document useful (0 votes)
104 views33 pages

Sixth Sense Tech...

Sixthsense is a wearable gestural interface developed by Pranav Mistry that allows users to interact with digital information overlaid on the physical world using natural hand gestures. It consists of a pocket projector, mirror, camera, and color marker worn on a pendant that projects interfaces onto surfaces for users to manipulate with gestures tracked by the camera. The technology seamlessly integrates digital and physical worlds, allowing information to be accessed anywhere through gestures like checking a flight on a train timetable or drawing a watch on one's wrist.

Uploaded by

Sakshi Anand
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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Presented by : Somya Jain

2806050
C.S.E ( final year)
 Sixthsense is a wearable gestural interface that
augments the physical world with digital
information and lets people use natural hand
gestures to interact with that information.
 Thisdevice bridges the gap by bringing the
intangible digital information out into the
tangible world.

 This technology frees information from its


confines by seamlessly integrating it with
reality and thus making the entire world your
computer.
 Developed by Pranav
Mistry , a PhD student
in the fluid interfaces
group at MIT media
lab in the year 2009.

 His task is to integrate


digital work into
human’s lives.
 Initially implemented
as a projector helmet
where the camera
tracked whatever the
wearer did with his or
her hand.
 Further modification
resulted in a cap with a
smaller projector
 and finally into a small
device containing a
projector and a
camera.
The hardware prototype is composed of :

 Pocket projector
 Mirror
 Camera
 Color marker
 The hardware components are coupled in a
pendant like mobile computing device in
user’s pocket.
 The projector projects
visual information
enabling surfaces, walls
and physical objects
around the wearer to be
used as interface.
 The camera recognizes
the tracks the user’s
hand gestures and
physical objects using
computer vision based
techniques.
 The software program prepocesses the video
stream data took by the camera and tracks the
locations of the colored markers at the tip of
the user’s finger using simple computer vision
techniques.
 The movements and arrangements of these
fiducials are interpreted into gestures that act
as interaction instructions for the projected
application interfaces.
 6th sense device
enables the user to
physically interact with
interfaces that appears
in front of you on any
surface where and
when you want them
 You can watch a video
on your newspaper’s
front page.
 Translate a word /
phase you are not
familiar with in a book.
 Look for a way to get
into a station on a train
map
 Checking the flight
detail dynamically.
 Using your palm for
dialing a phone
number.
 The gesture of drawing
a circle on the user’s
wrist projects an
analog watch.
 Consistency
 Constant interaction
 Ability to multi task
 Improves performance and communication.
 Portable while operational
 Hands free use
 Attention getting.
 Always on.
 current news / trends anytime, anywhere
 immediately know who you’re dealing with
 mindmap your idea anywhere
 unlimited potential
 Mobility.
 Portability.
 integratingthe digital informational
experience with our real-world interactions.
 We should use systems to learn about users
rather than have users learn about systems.

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