
Understanding Human-Machine Interfaces and Spatial Computing

Interactive Video
•
Computers, Design, Architecture, Science
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10th Grade - University
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Hard

Olivia Brooks
FREE Resource
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10 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What was a significant change brought about by the Macintosh in the early 1980s?
Invention of the first touch screen
Development of the first internet browser
Creation of a new operating system from scratch
Introduction of the first computer mouse
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
How have supporting technologies evolved since the introduction of the Macintosh?
They have remained largely unchanged
They have seen a slight increase in capacity
They have multiplied by thousands to millions in capacity
They have decreased in capacity
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the main concept behind the Luminous Room?
Creating holographic displays
Developing new graphics routines
Using virtual reality for design
Co-locating input and output spaces
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
In the context of spatial computing, what does the system Urp allow urban planners to do?
Design buildings using virtual reality
Control the sun's position to study shadows
Create 3D models using CAD software
Simulate traffic flow in real-time
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is a key benefit of spatial computing in collaborative work environments?
It requires specialized hardware for each user
It reduces the need for physical meetings
It allows for real-time data sharing and manipulation
It limits the number of users to one per device
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the purpose of the TAMPER system in media manipulation?
To create 3D animations
To develop new video games
To allow fine-grained access to media elements
To edit audio files
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the ultimate goal for the future of human-machine interfaces according to the speaker?
To make them available only to corporations
To integrate them into everyday devices for all users
To keep them as experimental technologies
To limit their use to entertainment purposes
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