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Hype Cycle for Human-Computer Interaction, 2011
28 July 2011
 
Stephen Prentice   Jackie Fenn  

3D displays, augmented reality and tablets cluster at the peak of this Hype Cycle in 2011, while previously hyped trends, such as virtual worlds, stagnate in the trough. The prepeak slope remains busy, but progress is slow, reflecting the challenge of commercialization.







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Table of Contents

Contents
  • Analysis
    • What You Need to Know
    • The Hype Cycle
    • The Priority Matrix
    • Off the Hype Cycle
    • On the Rise
      • Bio-Acoustic Sensing
      • Human Augmentation
      • Affective Computing
      • Mobile Transphones
      • Computer-Brain Interface
      • Volumetric and Holographic Displays
      • Tangible User Interfaces
      • Behavioral/Gestural Analytics
      • Mobile Virtual Worlds
      • Chip Implants for Nonmedical Applications
      • Emotion Detection
      • Mood Recognition
      • Wearable Computers
      • Ensemble Interactions
      • Eye Tracking
      • MEMS Displays
      • Natural Language Question Answering
      • Smart Fabrics
      • Speech-to-Speech Translation
    • At the Peak
      • Haptics
      • 3D LCDs
      • Augmented Reality
      • Media Tablet
      • MEMS Gyroscopes
      • Virtual Assistants
      • 3D Flat-Panel TVs and Displays
      • Pico Projectors
    • Sliding Into the Trough
      • Head-Mounted Displays
      • Gesture Recognition
      • Ambient and Glanceable Displays
      • Surface Computers
      • Virtual Reality
      • Virtual Worlds
      • E-Book Readers
      • Digital Pens
      • Rich Presence
    • Climbing the Slope
      • Electronic Paper
      • Multitouch
      • Biometric Authentication Methods
      • Handwriting Recognition
      • Speech Recognition
    • Entering the Plateau
      • Location-Aware Technology
    • Appendixes
      • Hype Cycle Phases, Benefit Ratings and Maturity Levels
  • Recommended Reading
Tables
Table 1.
Hype Cycle Phases
Table 2.
Benefit Ratings
Table 3.
Maturity Levels
Figures
Figure 1.
Hype Cycle for Human-Computer Interaction, 2011
Figure 2.
Priority Matrix for Human-Computer Interaction, 2011
Figure 3.
Hype Cycle for Human-Computer Interaction, 2010




Document History:
 
Hype Cycle for Human-Computer Interaction, 2012
26 July 2012
  
Hype Cycle for Human-Computer Interaction, 2011
28 July 2011
  
Hype Cycle for Human-Computer Interaction, 2010
4 August 2010
  
Hype Cycle for Human-Computer Interaction, 2009
22 July 2009
  
Hype Cycle for Human-Computer Interaction, 2008
22 December 2008
  
Hype Cycle for Human-Computer Interaction, 2007
3 July 2007
  





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