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Microsoft Surface A Seminar Report On Microsoft Surface Submitted By: Asma Abdullah Saad 428830091 Wafa mohmmed 427830755 Sabah mohmmed 428830096 Maha saad shflot 428830207 Roqayah mohmmad 427830983 Guided By: Mrs. Tallat Naz, Mrs. Shabana Anju , Msr. Noor Zeba Khan Level : 8 Course code: 492 NAL Date of submission : Saturday 7 MAY 2011 DEPARTMENT OF COMPUTER SCIENCE KING KHALID UNIVERSITY

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Page 1: Final Report - Seminar

Microsoft Surface

A Seminar Report On

Microsoft Surface

Submitted By:

Asma Abdullah Saad 428830091

Wafa mohmmed 427830755

Sabah mohmmed 428830096

Maha saad shflot 428830207

Roqayah mohmmad 427830983

Guided By:

Mrs. Tallat Naz, Mrs. Shabana Anju , Msr. Noor Zeba Khan

Level : 8 Course code: 492 NAL

Date of submission : Saturday 7 MAY 2011

DEPARTMENT OF COMPUTER SCIENCE

KING KHALID UNIVERSITY

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In the name of God the Merciful

I

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ACKNOWLEDGMENT

Dedicated to God and whoever has helped me in this successful

completion of the seminar and I am really thankful to all the people

who had inspired and motivated me .

To the fountain of patience, optimism and hope, to my dear

mother.

To those who have demonstrated to me what is the most beautiful

of life, the Big Heart (my dear father).

To the people who paved our way of science and knowledge, to all

our teachers distinguished.

To the taste of the most beautiful moments with them, to my

friends.

I present you this project.

II

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ABSTRACT

Surface computing is the term for the use of a specialized

computer GUI in which traditional GUI elements are replaced by

intuitive, everyday objects. Instead of a keyboard and mouse, the

user interacts directly with a touch-sensitive screen,

Microsoft Unveils first 'Surface' Computing model, recently which

features a 30-inch diagonal square display built into a table

configuration. It consists of a computer running a customized

version of Windows Vista, a rear projection screen and five

cameras that look through the screen to recognize and read items

placed on the surface, as well as to track hand gestures and touch.

It has wired 10/100Mbit Ethernet and wireless 802.11 b/g and

Bluetooth 2.0 support built in.

III

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Table of content

Chapter 1:INTRODUCTION ……………………….……..…page 1

1.1 INTRODUCTION……….…………………………..……page 2

1.2 OVERVIEW………………………………………..……..page 3

1.3 MICROSOFT SURFACE………………….……..……..page 3

1.4 SURFACE COMPUTING……………,…….…..………page 4

1.5 HISTORY…………..…………….………………..……..page 5

1.5.1 An Idea Inspired by Cross-Division Collaboration….…page 5

1.5.2 Humble Beginnings on a Table…………………...…..…page 5

1.5.3 Hardware Design…………...........................................page 6

1.5.4 From Prototype to Product ………….……………..……page 7

Chapter 2 :KEY ATTRIBUTES OF SURFACE

COMPUTING…………………………………………………..page 8

2.1 Direct interaction……..…………….………...…………..page 9

2.2 Multi‐touch contact……………………………………….page 9

2.3 Multi‐user experience…………………………………….page 9

2.4 Object recognition………………………………......…….page 10

Chapter 3:Technology used in Surface Computing…...…..page 11

3.1 Technology behind Surface Computing…..……….….page 12

3.2 System Hardware………………………..…………...….page 13

3.3 system Software……………………..………….…….….page 16

3.4 Microsoft Surface Architecture…………………………page 17

IV

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3.5 The components of the Microsoft Surface platform….…page 18

Chapter 4:Application……………………………..………..….page 20

4.1 Applications of Surface Computing……………………..page 21

4.1.1Water…………………………………………,,,……….page 21

4.1.2 Music…………………………………...……………….page 21

4.1.3 Photos…………………………………………….…….page 22

4.1.4 Dining Restaurant……………………………..…..…..page 23

4.1.5 T-mobile stores………………………………….…..…page 23

4.1.6 Education…………………………………….....……..page 24

4.1.7 Hospital…………………………………………..…….page 24

4.2 Applications development………………………..…...….page 25

4.2.1 Windows Presentation Foundation………….…page 25

4.2.2 XNA……………………………………………….page 26

Chapter 5 :Using the Microsoft Surface……………………..page 28

5.1 Who’s using the Surface today?....................................page 29

5.2 Advantages of using the Surface ………………..……...page 29

5.3 Disadvantages of using the Surface …………………….page29

5.4 The using the Surface In Future……………………..….page 30

Chapter 6 : Conclusions……………………………….……...page 31

V

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Figures

Figure 1.1-The “Tub” model……………………………..……page 6

Figure 1.2-“T1 Prototype”……………………………………..page 7

Figure 2.1 - KEY ATTRIBUTES OF SURFACE

COMPUTING…………………………………………………… page 9

Figure 3.1- Technology behind Surface Computing………page 12

Figure 3.2 -Skeleton View of Surface Computer………… page 13

Figure 3.3 - Microsoft Surface Architecture………………..page 17

Figure 4.1 – Water Application…………………………...... page21

Figure 4.2 – Music Application……………………..……….page 22

Figure 4.3 – Photo Application…………………………..… page 22

Figure 4.4 – Dining Restaurant Application…………..….. page 23

Figure 4.5 – T-mobile stores Application…..…………..… page 23

Figure 4.6 – Education Application…….…………………. page 24

Figure 4.7 -Hospital Application...………………………... page 24

Figure 5.1 – Surface In Future ………………………..….. page 30

Tables

Table 3.1 - Microsoft Surface Components……………… page 18

VI

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References / Bibliography

www.microsoftsurface.com – for clear information regarding

the product and video clips.

Microsoft.com/surface, 2008 Microsoft Corporation.

http://www.microsoft.com/surface/about.html

Derene, Glenn, “Microsoft Surface: Behind-the-Scenes First

Look” July 2007 Popular Mechanics

http://www.popularmechanics.com/technology/industry/4217.

html

Dept. of CSE S H M Engineering College ,Kadakkal 20

VII

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Chapter 1

INTRODUCTION

1.1 INTRODUCTION

1.2 OVERVIEW

1.3 MICROSOFT SURFACE

1.4 SURFACE COMPUTING

1.5 HISTORY

1.5.1 An Idea Inspired by Cross-Division Collaboration

1.5.2 Humble Beginnings on a Table

1.5.3 Hardware Design

1.5.4 From Prototype to Product

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1.1 INTRODUCTION

For years engineers and computer technicians have looked for a better

way for people to communicate with their computers. Keyboards while feeling

natural to many of us has advanced very little beyond the typewriters which

have been around for well over a hundred years and though the mouse is a

step above that it still takes practice for someone who has never used one to

become used to the idea of moving the mouse with it and after years of using

a computer many older people still have trouble with the concepts of double

clicking, right clicking, dragging, dropping and other techniques that can seem

simple to more advanced computer users.

Computing is usually defined as the activity of using and developing

computer technology, computer hardware and software. It is the computer

specific part of information technology.

Surface computing or Microsoft surface (codename : Milan) is a multi-

touch product form Microsoft which h is developed as a software and

hardware combination technology that allows a user are multiple user to

manipulate digital content by the use of natural motions , hand gestures, or

physical objects.

Microsoft Surface Computer is the first in a new category of surface

computing products from Microsoft that will break down traditional barriers

between people and technology. It is the next generation of computer

interfaces those offer multi touch technology. Unlike most touch screens,

surface computer can respond to more than one touch at a time without

keyboard or a mouse. The next generation of computer interfaces will be

hands on.

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1.2 OVERVIEW

Surface is essentially a Windows Vista PC tucked inside a table,

topped with a 30-inch reflective surface in a clear acrylic frame. A projector

underneath the surface projects an image onto its underside, while five

cameras in the machine's housing record reflections of infrared light from

human fingertips .The camera can also recognize objects placed on the

surface if those objects have specially-designed "tags" applied to them. Users

can interact with the machine by touching or dragging their fingertips and

objects such as paintbrushes across the screen, or by placing and moving

tagged objects. Prices will reportedly be $5,000 to $10,000 per unit.

MICROSOFT SURFACE 1.3

It is a revolutionary multi touch computer with different look & feel. It is

a surface with a computing platform the responds to natural hand gestures

and real world objects.

Microsoft Surface turns an ordinary tabletop into a vibrant , interactive

surface. It provides effortless interaction with digital content through natural

gestures, touch and physical objects.

The Surface is a 30-inch display in a table-like form factor that’s easy

for individuals to interact just like in the real world .Microsoft Surface

represents a fundamental change in the way we interact with digital content.

This uses a multi touch screen as user interface. The System composed of a

horizontal touch screen under a coffee table-like surface, with cameras

mounted below to detect user interaction activities.

The Surface can simultaneously recognize dozens and dozens of

movements such as touch, gestures and actual unique objects that have

identification tags similar to bar codes.

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1.4 SURFACE COMPUTING

Surface computing is a new way of working with computers that moves

beyond the traditional mouse-and-keyboard experience. It is a natural user

interface that allows people to interact with digital content the same way they

have interacted with everyday items such as photos, paintbrushes and music

their entire life: with their hands, with gestures and by putting real-world

objects on the surface. Surface computing opens up a whole new category of

products for users to interact with.

Surface computing is a completely intuitive and liberating way to

interact with digital content. It blurs the lines between the physical and virtual

worlds. By using your hands or placing other unique everyday objects on the

surface – such as an item you’re going to purchase at a retail store or a paint

brush – you can interact with, share and collaborate like you’ve never done

before. Imagine you’re out at a restaurant with friends and you each place

your beverage on the table – and all kinds of information appears by your

glass, such as wine pairings with a restaurant’s menu. Then, with the flick of

your finger, you order dessert and split the bill. We really see this as

broadening content opportunities and delivery systems.

Surface computing is a powerful movement. In fact, it’s as significant

as the move from DOS [Disk Operating System] to GUI [Graphic User

Interface]. Our research shows that many people are intimidated and isolated

by today’s technology. Many features available in mobile phones, PCs and

other electronic devices like digital cameras aren’t even used because the

technology is intimidating. Surface computing breaks down those traditional

barriers to technology so that people can interact with all kinds of digital

content in a more intuitive, engaging and efficient manner. It’s about

technology adapting to the user, rather than the user adapting to the

technology. Bringing this kind of natural user interface innovation to the

computing space is what Surface Computing is all about. user interface

innovation to the computing space is what Surface Computing is all about.

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1.5 HISTORY

1.5.1 An Idea Inspired by Cross-Division Collaboration

Microsoft Research began working together on various projects that

took advantage of their complementary expertise in the areas of hardware and

software. In one of their regular brainstorm sessions, they started talking

about an idea for an interactive table that could understand the manipulation

of physical pieces. Although there were related efforts happening in academia,

Bathiche and Wilson saw the need for a product where the interaction was

richer and more intuitive, and at the same time practical for everyone to use.

This conversation was the beginning of an idea that would later result in the

development of Surface, and over the course of the following year, various

people at Microsoft involved in developing new product concepts, including

the gaming-specific Play Table, continued to think through the possibilities and

feasibility of the project. Then in October 2001 a virtual team was formed to

fully pursue bringing the idea to the next stage of development; Bathiche and

Wilson were key members of the team.

1.5.2 Humble Beginnings on a Table

In early 2003, the team presented the idea to Bill Gates, Microsoft

chairman, in a group review. Gates instantly liked the idea and encouraged

the team to continue to develop their thinking. The virtual team expanded, and

within a month, through constant discussion and brainstorming, the first

humble prototype was born and nicknamed T1. The model was based on an

IKEA table with a hole cut in the top and a sheet of architect vellum used as a

diffuser. The evolution of Surface had begun. A variety of early applications

were also built, including pinball, a photo browser and a video puzzle. As more

applications were developed, the team saw the value of the surface computer

beyond simply gaming and began to favor those applications that took

advantage of the unique ability of Surface to recognize physical objects placed

on the table. The team was also beginning to realize that surface computing

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could be applied to a number of different embodiments and form factors. •

Humble Beginnings on a Table One of the key attributes of Surface is object

recognition and the ability of objects placed on the surface to trigger different

types of digital responses, including the transfer of digital content. This feature

went through numerous rounds of testing and refining. The team explored

various tag formats of all shapes and sizes before landing on the domino tag

(used today) which is an 8-bit, three-quarter-inch- square tag that is optimal

thanks to its small size. At the same time, the original plan of using a single

camera in the vision system was proving to be unreliable. After exploring a

variety of options, including camera placement and different camera lens

sizes, it was decided that Surface would use five cameras that would more

accurately detect natural movements and gestures from the surface.

1.5.3 Hardware Design

Figure 1.1-The “Tub” model

By late 2004, the software development platform of Surface was well

established and attention turned to the form factor. A number of different

experimental prototypes were built including “the tub” model, which was

encased in a rounded plastic shell, a desk-height model with a square top and

cloth-covered sides, and even a bar-height model that could be used while

standing. After extensive testing and user research, the final hardware design

(seen today) was finalized in 2005. Also in 2005, Wilson and Bathiche

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introduced the concept of surface computing in a paper for Gates’ twice-yearly

“Think Week,” a time Gates takes to evaluate new ideas and technologies for

the company.

1.5.4 From Prototype to Product

Figure 1.2-“T1 Prototype”

The next phase of the development of Surface focused on continuing the

journey from concept to product. Although much of what would later ship as

Surface was determined, there was significant work to be done to develop a

market-ready product that could be scaled to mass production .In early 2006,

Pete Thompson joined the group as general manager, tasked with driving

end-to-end business and growing development and marketing. Under his

leader ship, the group has grown to more than 100 employees. Today Surface

has become the market-ready product once only envisioned by the group, a

30-inch display in a table-like form factor that’s easy for individuals or small

groups to use collaboratively. The sleek, translucent surface lets people

engage with Surface using touch, natural hand gestures and physical objects

placed on the surface. Years in the making, Microsoft Surface is now poised

to transform the way people shop, dine, entertain and live. This is a radically

different user-interface experience than anything and it’s really a testament to

the innovation that comes from marrying brilliance and creativity.

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Chapter 2

KEY ATTRIBUTES OF

SURFACE COMPUTING

2.1 Direct interaction

2.2 Multi‐touch contact

2.3 Multi‐user experience

2.4 Object recognition

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Microsoft notes four main components being important in Surface's

interface: direct interaction, multi-touch contact, a multi-user experience, and

object recognition.

2.1 Direct interaction

Users can actually “grab” digital information with their hands and interact with

content through touch and gesture, without the use of a mouse or keyboard.

2.2 Multi‐touch contact

refers to the ability to have multiple contact points with an interface, unlike with

a mouse, where there is only one cursor.

2.3 Multi‐user experience

The horizontal form factor makes it easy for several people to gather around

surface computers together, providing a collaborative, face‐to‐face computing

experience

Figure 2.1 - KEY ATTRIBUTES OF SURFACE COMPUTING

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2.4 Object recognition

refers to the device's ability to recognize the presence and orientation of

tagged objects placed on top of it .The technology allows non-digital objects to

be used as input devices. In one example, a normal paint brush was used to

create a digital painting in the software. This is made possible by the fact that,

in using cameras for input.

The system does not rely on restrictive properties required of conventional

touch screen or touchpad devices such as the capacitance, electrical

resistance, or temperature of the tool used .

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Chapter 3

Technology used in Surface

Computing

3.1 Technology behind Surface Computing

3.2 System Hardware

3.3 system Software

3.4 Microsoft Surface Architecture

3.5 The components of the Microsoft Surface

platform.

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3.1 Technology behind Surface Computing

The technology allows non-digital objects to be used as input devices.

This is made possible by the fact that, in using cameras for input, the system

does not rely on restrictive properties required of conventional touch screen

or touchpad devices such as the capacitance, electrical resistance, or

temperature etc.

The computer's "vision" is created by a near-infrared,850- nanometer-

wavelength LED light source aimed at the surface. When an object touches

the tabletop, the light is reflected to multiple infrared cameras allowing it to

sense, and react to items touching the tabletop.

Microsoft Surface uses cameras to sense objects, hand gestures and

touch. This user input is then processed and displayed using rear projection.

Specifically: Microsoft Surface uses a rear projection system which displays

an image onto the underside of a thin diffuser.

An image processing system processes the camera images to detect

fingers, custom tags and other objects such as paint brushes etc when

touching the display. The objects recognized with this system are reported to

applications running in the computer so that they can react to object shapes,

2D tags, movement and touch.

Figure3.1- Technology behind Surface Computing

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3.2 System Hardware

Essentially, Microsoft Surface is a computer embedded in a medium-

sized table, with a large, flat display on top that is touch-sensitive. The

software reacts to the touch of any object, including human fingers, and can

track the presence and movement of many different objects at the same time.

In addition to sensing touch, the Microsoft Surface unit can detect objects that

are labeled with small "domino" stickers, and in the future, it will identify

devices via radio-frequency identification (RFID) tags.

Hardware of surface computer consists of 4 parts

(1) Screen:

A diffuser turns the Surface's acrylic tabletop into a large horizontal

"multi touch" screen, capable of processing multiple inputs from multiple

users. The Surface can also recognize objects by their shapes or by reading

coded "domino" tags.

2) Infrared:

Surface's "machine vision" operates in the near-infrared spectrum,

using an850-nanometer-wavelength LED light source aimed at the screen.

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Figure 3.2 -Skeleton View of Surface Computer

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When objects touch the tabletop, the light reflects back and is picked up by

multiple infrared cameras with a net resolution of 1280 x 960.

3) CPU:

Surface uses many of the same components found in everyday

desktop computers - a Core 2 Duo processor, 2GB of RAM and a 256MB

graphics card .Wireless communication with devices on the surface is

handled using Wi-Fi and Bluetooth antennas (future versions may

incorporate RFID or Near Field Communications). The underlying operating

system is a modified version of Microsoft Vista.

4) Projector:

Microsoft's Surface uses the same DLP light engine found in many

rear-projection HDTVs. The footprint of the visible light screen, at 1024 x 768

pixels, is actually smaller than the invisible overlapping infrared projection to

allow for better recognition at the edges of the screen.

The display screen is a 4:3 rear-projected DLP display measuring 30

inches diagonally. The screen resolution is a relatively modest 1024x768, but

the touch detection system had an effective resolution of 1280x960. Unlike

the screen resolution, which for the time being is constant, the touch

resolution varies according to the size of the screen used -- it is designed to

work at a resolution of 48 dots per inch. The top layer also works as a

diffuser, making the display clearly visible at any angle .

Unlike most touch screens, Surface does not use heat or pressure

sensors to indicate when someone has touched the screen. Instead, five tiny

cameras take snapshots of the surface many times a second, similar to how

an optical mouse works, but on a larger scale. This allows Surface to capture

many simultaneous touches and makes it easier to track movement,

although the disadvantage is that the system cannot (at the moment) sense

pressure.

Five cameras mounted beneath the table read objects and touches on

the acrylic surface above, which is flooded with near-infrared light to make

such touches easier to pick out. The cameras can read a nearly infinite

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number of simultaneous touches and are limited only by processing power.

Right now, Surface is optimized for 52 touches, or enough for four people to

use all 10 fingers at once and still have 12 objects sitting on the table.

The unit is rugged and designed to take all kinds of abuse. Senior

director of marketing Mark Bolger demonstrated this quite dramatically by

slamming his hand onto the top of the screen as hard as he could--it made a

loud thump, but the unit itself didn't move. The screen is also water resistant.

At an earlier demonstration, a skeptical reporter tested this by pouring his

drink all over the device. Microsoft has designed the unit to put up with this

kind of punishment because it envisions Surface being used in environments

such as restaurants where hard impacts and spills are always on the menu.

The choice of 4:3 screen was, according to Nigel Keam, mostly a

function of the availability of light engines (projectors) when the project

began. Testing and user feedback have shown that the 4:3 ratio works well,

and the addition of a slight amount of extra acrylic on each side leaves the

table looking like it has normal dimensions.

Built-in wireless and Bluetooth round out the hardware capabilities of

Surface. A Bluetooth keyboard with a built-in track pad is available to

diagnose problems with the unit, although for regular use it is not required.

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3.3 system Software

Microsoft Surface works much like another Microsoft product, Media

Center, in that the main application run son top of Windows and takes over

the whole screen. Like Media Center, it is designed to be difficult to exit the

application without using a mouse or keyboard. I asked if the Surface team

considered allowing the user to drop into Windows mode while retaining the

touch functionality, but they felt that the product worked better if it stayed in

this mode .

The various demonstration programs are accessed from a main menu,

which scrolls left and right in an endless loop. The user moves the selection

by swiping back and forth and selects an application with a single tap. This

works reasonably well and feels quite natural. When an application is

selected, a swirly purple ring appears in the center of the screen to indicate

that the program is loading.

There were eight different programs available: Water, Video Puzzle,

Paint, Music, Photos, Casino, a T-Mobile demonstration app, and Dining.

Much of the software was written using Microsoft's WPF (Windows

Presentation Foundation).

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3.4 Microsoft Surface Architecture

Microsoft Surface is a hardware and software platform for developing

multi-input, touch-enabled applications .The platform enables designers and

developers to create rich and visually appealing applications that offer a new

user experience in which users use only their hands and various objects to

manipulate and interact with the applications. A Microsoft Surface application

should be natural and intuitive and should show little or no resemblance to a

traditional Microsoft Windows or Web application. In fact, a user should not

know that there is a computer in a Microsoft Surface unit. The Microsoft

Surface development platform integrates several features and complex

hardware and software technologies. To create effective Microsoft Surface

applications, you should understand the architecture of the development

platform.

Figure 3.3 - Microsoft Surface Architecture

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3.5 The components of the Microsoft Surface

The following table describes the components of the Microsoft Surface

platform.

Component Description

Windows Vista Microsoft Surface runs on the Windows Vista operating

system. Windows Vista provides all the administrative,

security, and directory functionality of the Surface unit.

Developers and administrators who are working on a

Microsoft Surface unit have full access to Windows

functionality (in administrator mode). However, when

users interact with Microsoft Surface applications, the

Windows user interface is completely suppressed (in

user mode)

Hardware The hardware of a Microsoft Surface unit includes the

cameras, projection display, and computer that is running

Windows Vista. The hardware captures video of contacts

on or close to the screen at a specific frame rate

Vision System The Vision System software processes the video data that

the hardware captures and converts the raw video into

data that you can access through Surface SDK APIs.

Occasionally, you might have to use a calibration tool to

configure the cameras for optimum performance. There

are two types of calibration: basic and full. You run

full calibration whenever you move a Microsoft Surface

unit to a new location, and you run basic calibration

whenever lighting conditions change drastically. For more

information about how to use the calibration tool, see the

Calibrating a Surface Unit article

Presentation

and Core Layer

The Microsoft Surface SDK informs applications when

contacts appear on the Microsoft Surface screen over the

application window. As users put contacts on the display

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and manipulate them, the Microsoft Surface SDK notifies

applications and gives them a chance to update their user

interface. For each contact, applications can determine

the position, orientation, bounding box, and central ellipse.

For contacts that are made with tagged objects (which

have tags printed on the bottom of the objects),

applications can also determine the contact tag value. The

Microsoft Surface SDK exposes two sets of APIs: the

Presentation layer and the Core layer. You can use only

one layer when you are developing a Microsoft Surface

application:

The Presentation layer integrates with Windows

Presentation Foundation (WPF) and includes a

suite of Microsoft Surface-enabled controls.

You can use the Core layer together with almost

any user interface framework.

For more information about the Presentation and Core

layers, see Presentation and Core Layers

Surface Shell Surface Shell is the component that manages

applications, windows, orientation, and user sessions and

provides other functionality. Every Microsoft Surface

application must integrate with Surface Shell.

Surface and

Windows

Integration

The integration between Microsoft Surface and the

Windows operating system provides system-wide

functionality on top of the Windows operating system. You

must use this functionality to support unique aspects of

the Microsoft Surface experience, such as managing user

sessions, switching between the Windows user interface

(administrator mode) and the user experience (user

mode), monitoring critical Microsoft Surface processes,

and handling critical failures

Table 3.1 - Microsoft Surface Components

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Chapter 4

Application

4.1 Applications of Surface Computing

4.1.1Water

4.1.2 Music

4.1.3 Photos

4.1.4 Dining Restaurant

4.1.5 T-mobile stores

4.1.6 Education

4.1.7 Hospital

4.2 Applications development

4.2.1 Windows Presentation Foundation

4.2.2 XNA

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4.1 Applications of Surface Computing:

4.1.1 Water

Water is used as an "attract mode" for the Surface desktop, and it

is certainly attractive. A unique feature that comes preinstalled with Surface is

the pond effect "Attract" application. Simply, it is a "picture" of water with

leaves and rocks within it. By touching the screen, you can create ripples in

the water just like you were putting your hand into a real stream Additionally,

the pressure of touch alters the size of the ripple created, and objects placed

into the water create a barrier that ripples bounce off, just as they would in

real life .

4.1.2 Music

The Music application works like a virtual jukebox, displaying music

arranged by album and allowing the user to flip over albums, select songs,

and drag them to the "Now Playing" section. In addition to playing music that

is already stored on the unit's hard drive, Music can also transfer songs from

portable music players.

Figure 4.1 – Water Application

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4.1.3 Photos

Sharing photos is a much more unrestricted activity. Photos are

arranged into albums that look like piles. Tapping the pile once spreads it

around the screen and from there user can drag, rotate and resize the

images. Since Surface can detect many touches at the same time, multiple

people can sort and resize pictures.

Figure 4.2 – Music Application

Figure 4.3 – Photo Application

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4.1.4 Dining Restaurant

uses The application allows diners to see a virtual menu on screen.

Items can be dragged into a central “ordering area” order right from the table

beverages and food selections then split the bill and pay electronically at the

same time by putting customer’s card on the surface.

4.1.5 T-mobile stores

Two cell phones can be placed on the surface and compare the

different price points and features, experiment with ring tones and look at

plans then program the phone to your liking and have it all set to use before

you walk out of the store

Figure 4.4 – Dining Restaurant Application

Figure 4.5 – T-mobile stores Application

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4.1.6 Education

Used by students in education for several purposes, including:

Arrangement and composition of words and to identify the clerical rules where

students can debate with others bitten by understanding more of the

traditional education. The use of color and to identify the type and color tone.

As well as students can use in leisure as a means of entertainment as

containing many of the games.

4.1.7 Hospital

In the hospital is used to view the status of the patient and his news

Bichat by presenting a comprehensive picture of where each Xi seen the

patient, for example development of the brain or the state of link joints and so

on. The patient uses his credit card, for example, account or payment card to

enter the hospital and Tussle account and view its data.

Figure 4.7 -Hospital Application

Figure 4.6 – Education Application

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4.2 Applications development

Microsoft Surface applications can be written in Windows Presentation

Foundation or XNA. The development process is much like normal Vista

development, but custom WPF can controls had to be created by the Surface

team due to the unique interface of Surface. Developers already proficient in

WPF can utilize the SDK to write Surface apps for deployments for the large

hotels, casinos, and restaurants.

4.2.1 Windows Presentation Foundation

The windows Presentation Foundation (or WPF) is graphical

subsystem for rendering user interfaces in Windows based applications. WPF,

initially released as part of .NET Framework 3.0, is another step in Microsoft’s

evolving rich client strategy. Designed to remove dependencies on the aging

GDI subsystem, WPF is built on DirectX, which provides hardware

acceleration and enables modern UI features like transparency, gradients and

transforms. WPF provides a consistent programming model for building

applications and provides a clear separation between the user interface and

the business logic.

WPF also offers a new markup language, known as XAML which is an

alternative means for defining UI elements and relationships with other UI

elements. A WPF application can be deployed on the desktop or hosted in a

web browser. It also enables rich control ,design, and development of the

visual aspects of Windows programs. It aims to unify a number of application

services: user interface, 2D and 3D drawing, fixed and adaptive documents,

advanced typography, vector graphics, raster graphics ,animation, data

binding ,audio and video.

WPF provides a sophisticated layout system that handles the

arrangement of all visual elements .The Layout engine uses a two phase

system. First is the measure phase, where every element in the UI tree is

queried for its desired size .Second is the layout phase, where each element

is instructed as to its actual size and location. This is a recursive process.WPF

ships with a handful of layout panels ( Stack Panel, Wrap Panel, Canvas,

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Uniform Grid, Grid, Dock Panel ) with each panel specializing in a particular

type of layout.WPF also provides a transformation engine .All transforms in

WPF are eventually turned into Direct3D instructions which then become

native GPU TRANSFORM instructions.WPF exposes a number of Transform

classes (Matrix, Rotation, Scale, Translate, Skew ).All graphics, including

desktop items like windows, are based onDirect3D.This aims to provide a

unified avenue for displaying graphics and is the enabling factor that allows

2D, 3D, media and animation to be combined in a single window. Supports

vector-based graphics, which allow lossless scaling .Supports 3D model

rendering and interaction in 2D applications .Interactive 2D content can be

overlaid on 3D surfaces, natively

4.2.2 XNA

Microsoft XNA (XNA’s not Acronymed) is a set of tools with a managed run

time environment provided by Microsoft that facilitates computer game

development and management. XNA attempts to free game developers from

writing “repetitive boiler plate code and bring different aspects of game

production into a single system.XNA currently encompasses Microsoft’s

entire game development sections including the standard Xbox Development

Kit and XNA game studio .

The XNA frame work is based on the native implementation of .NET Compact

Framework 2.0 for the Xbox 360 development and .NET Framework 2.0 on

windows. It includes an extensive set of class libraries, specific to game

development, to promote maximum code reuse across target platforms. The

frame work runs on a version of the common language runtime that is

optimized for gaming to provide a managed execution environment. The

runtime is available for windows XP, windows vista, and Xbox 360.Since XNA

games are written for the runtime, they can run on any platform that supports

the XNA frame work and minimal or no modification games that run on the

frame work can technically be written in any .net compliant language, but only

C# and XNA game studio express IDE and all version of visual studio 2005

are officially supported XNA Build is a set of game asset pipeline

management tools, which help by defining, maintaining, debugging, and

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optimizing the game asset pipeline of individual game development efforts. A

game asset pipeline describes the process by which game content, such as

textures and 3D models, are modified to a form suitable for use by the

gaming engine. XNA Build helps identify the pipeline dependencies, and also

provides API access to enable further processing of the dependency data.

The dependency data can be analyzed to help reduce the size of a game by

finding content that is not actually used .For example, XNA Build analysis

revealed that 40% of the textures that shipped with MechCommander 2were

unused and could have been omitted.

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Chapter 5

Using the Microsoft Surface

5.1 Who’s using the Surface today?

5.2 Advantages of using the Surface

5.3 Disadvantages of using the Surface

5.4 The using the Surface In Future

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5.1 Who’s using the Surface today?

Currently only commercially available and being used in the retail,

hospitality, automotive, banking and healthcare industries.

Current customers are AT&T, T-Mobile, the Rio All Suite Hotel &

Casino in Las Vegas, Sheraton Hotels, Disney Innovations House in

California, Hotel 1000 in Seattle, Harrah’s Entertainment, and Starwood

Hotels and Resorts Worldwide.

5.2 Advantages of using the Surface :

• Large surface area to view different windows and applications.

• Data Manipulation - Selecting, moving, rotating and resizing (manipulating

objects on the screen is similar to manipulating them in the manual world).

• Quick and easy to use.

• More Than One User –Several people can orient themselves on different

sides of the surface to interact with an application simultaneously (Max 52

points of touch).

• Objects Recognition - Increased functionality aiding user in speed and ease

of use.

5.3 Disadvantages of using the Surface :

• Incredibly expensive and not Portable.

• Currently designed only in some areas.

• Loss of Privacy - Open for many to view.

• Tailored to high end clients.

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5.4 The using the Surface In Future:

Computer scientists hope to incorporate this kind of technology in

peoples’ daily lives… Future goals are to surround people with intelligent

surfaces-look up recipes on kitchen counter or table, control TV with coffee

table, etc

As form factors continue to evolve, surface computing will be in any

number of environments school, businesses, homes and any number of form

factors-parts of countertop, the wall or the refrigerator.

Figure 5.1 – Surface In Future

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Chapter 6

Conclusions

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Conclusion:

o Microsoft Surface is the future of computers.

o Surface Computing brings to life a whole new way to interact

with information that engages the senses, improves

collaboration and empowers consumers

o it takes existing technology and presents it in a new way. It

isn't simply a touch screen, but more of a touch-grab-move-

slide-resize-and-place-objects-on-top-of- screen and this

opens up new possibilities that weren't there before.

o By utilizing the best combination of connected software,

services and hardware developing surface computing

products that push computing boundaries, deliver new

experiences that break down barriers between users and

technology.

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