Ubiquitous Computing: an Introduction

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Presentation made to high-school students on April 2011.
A quick and dirty introduction to the Ubiquitous Computing research area mainly based on Weiser's vision.
Italian and English mixed, sorry.

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  • Da 0:59 manzoni info +Twitter2:25 Mappa
  • Ubiquitous Computing: an Introduction

    1. 1. Ubiquitous Computing Una Introduzione Alessandra Agostini
    2. 2. The most profound technologiesare those that disappear. Theyweave themselves into the fabric ofeveryday life until they areindistinguishable from it. Mark Weiser (1952-1999) Xerox Parc, 1988
    3. 3. Computing Eras • Phase I – Mainframe Era Computer User • Phase II – Personal Computer Era Computer User Transition: Internet, digital gadgets • Phase III – Ubiquitous Computing Era Computer User
    4. 4. The Ubiquitous Computing Era Lots of computers sharing each of us • Computers* : – Molto diversi tra loro: inch/tab, foot/pad, yard/board – Per compiti diversi – In numerosità diverse: 100ia, 10ine, 1-2 *Il termine computer verrà usato in senso lato: dispositivi, tecnologie, ecc.
    5. 5. The UC Era: Tecnologie Context-Aware • Sistemi che sanno dove sono e sono consapevoli del contesto (context-aware) in cui avviene l’interazione – L’ampia varietà di device di interazione (fisse e mobili) e di contesti d’uso delle applicazioni rende necessaria questa consapevolezza • Sistemi: – Che si adattano al contesto d’uso e all’utente – Utili alle persone nella loro vita quotidiana – Focalizzati sull’interazione degli utenti (tra loro) e i loro obbiettivi, non sulle funzioni fornite • UC integra scienze sociali e computer science
    6. 6. The Ubiquitous Computing Era Ubiquitous computing pushes the user interface away from the desktop and into our everyday environments • Computers: – Invisibili e discreti: “If computers are everywhere they better stay out of the way” – Usati inconsapevolemente: scompaiono dal focus centrale del nostro pensiero – Integrati seamlessly nell’ambiente per migliorare la nostra vita quotidiana Alcuni esempi, similitudini: – Scrittura (e lettura); alfabetizzazione versus scribani; elettricità; Olivetti ActiveBadge
    7. 7. Cosa non è Ubiquitous Computing • Non è Virtual Reality – VR puts people inside a computer- generated world, UC forces the computer to live out here in the world with people • Non è Mobile Computing – UC is nor a superset nor a subset of Mobile Computing – UC does not just mean computers that can be carried to the beach, jungle or airport
    8. 8. Ubiquitous ComputingThe Coming Age of Calm Technology
    9. 9. Calm Technology • Encalms and informs • The users remain serene and in control • Engages our peripheral attention – Allows us to attune to more things – A large portion of our brain is devoted to peripheral processing • Moves easily from center to periphery and back – Recenter to take control – Eg: Car engine; when not OK we notice it
    10. 10. Calm Technology & Affordance • Calm technology is related to the notion of affordances • An affordance is a relationship between an object in the world and the intentions, perceptions, and capabilities of a person
    11. 11. Calm Technology & Affordance • Calm technology is related to the notion of affordances • An affordance is a relationship between an object in the world and the intentions, perceptions, and capabilities of a person • A flat push plate in the side of a door that only pushes out is an example of good affordance
    12. 12. Calm Technology: Some Examples • Maggiore informazione che tranquillizza: – videoconferenze versus conferenze telefoniche • Non è solo un problema di Interfaccia Utente: – Inner office windows versus open space • Peripheral two way information channel • You can catch the other person’s attention
    13. 13. Calm Technology: Some Examples • Maggiore informazione che tranquillizza: – videoconferenze versus conferenze telefoniche • Non è solo un problema di Interfaccia Utente: – Inner office windows versus open space • Peripheral two way information channel • You can catch the other person’s attention • I computer non sono davvero multimediali, il focus è sempre sul computer: – Dangling string • Rotation speed connected to network traffic • Motion(vision), sound and touch
    14. 14. Ubiquitous Computing Dwelling with computers
    15. 15. Open House Many persons Many computers per computer per person Interacting Dwelling with computer with computers Smart houses/ assistants
    16. 16. Dwelling with Computers • Dwelling with computers versus interacting with computers – Computers will inhabit the most trivial things – Interacting with something keeps it distant and foreign – We don’t want to interact with our everyday environment in the same way as we interact with computers
    17. 17. Dwelling with computers • Dwelling with computers: – Co-exist comfortably – Provide clues about environment – We can ignore them most of the time – Like weather, street sounds – Suggestive but not intermediating • Some examples: – Augmented window – Wake up music-chooser
    18. 18. Smart People versus Smart Computers • Previous (r)evolutions in computing were about bigger, better, faster, smarter • Smart is a bad metaphor • Does all things get better if they get smarter? – Smart Cappuccino? • Next computing revolution must focus on smarter people: – Machines take care of unnecessary details – People can think about (care) less • It is not enough to put computers everywhere. You must specify what they should do
    19. 19. Ubiquitous Computing Aree Collegate e Esempi
    20. 20. Aree di Ricerca Collegate Software Agents Invisible/Silent/Calm Mobile-Nomadic Interfaces Computing Mechatronics Embedded computers Context sensitivity Wearable Computing Adaptive services Ad hoc Networks
    21. 21. Augmented Reality Augmenting the physical real-world with digital world content • La Realtà Aumentata aumenta la realtà con l’aggiunta, in tempo reale, di contenuti ed animazioni virtuali • È l’approccio opposto alla Realtà Virtuale • È adottata in molti domini diversi: – Entertainment, archeologia, turismo, …
    22. 22. Augmented Reality: Settore Automobilistico Vengono mostrate direttamente sul parabrezza informazioni utili al guidatore
    23. 23. Augmented Reality: Alcuni Esempi Cosmetic Mirror Ray-Ban Virtual Mirror
    24. 24. Augmented Reality: Turismo “The World Park”, New York Tuscany+ QR Code iPhone app tagMyLagoon, Venezia Torino, Microsoft Tag QR Code
    25. 25. Augmented Reality: Turismo e Passato Actual pictures are overlaid with old pictures/paintings Amsterdam of the same scene Milano d’autore Un percorso temporale sulle tracce di Ermanno Olmi
    26. 26. Augmented Reality: Alcuni Progetti di Studenti Vergilius Cimitero Monumentale di Milano Visual Message System
    27. 27. AR: Alcune Tecnologie Coinvolte • Quick Response Code (QRCode) – Codice a barre bidimensionale a matrice, contiene informazioni destinate a essere lette tramite uno smartphone • Microsoft Tag – Sistema di barcoding multicolore proprietario • Radio Frequency Identification (RFID) – Assegnamento di un identificatore univoco e universale ad ogni singolo oggetto, acquisito autonomamente da sistemi radiofrequenza
    28. 28. Tangible interfaces – Tangible Bits Tangible Media group (MIT) • Facing the challenge of reconciling our dual citizenship in the physical and digital worlds • Seeking a seamless coupling of bits and atoms by giving physical form to digital information and computation
    29. 29. Tangible Bits: a couple of examples • Trackmate is an inexpensive, do-it- yourself tangible tracking system that allows your computer to recognize tagged objects and their corresponding position, rotation, and color information when placed on a surface • I/O Brush is a new drawing tool to explore colors and textures found in everyday materials by “picking up” and drawing with them. It has a small video camera with lights and touch sensors embedded inside
    30. 30. (Semi-)public Interaction Social affordances of tables/wall InteracTable and Dynawall, From www.ipsi.fraunhofer.de i-LAND project
    31. 31. Public Interactions When computing devices become ubiquitous, the amount of public devices will increase; e.g. CityWall in Helsinki
    32. 32. Il Futuro? Per finire… qualcosa di non ancora realizzato ma che potrebbe essere già prodotto SeaBird (MozillaLabs)
    33. 33. Sitografia in Ordine di Esposizione • La pagina di M. Weiser su Ubiquitous Computing: http://www.ubiq.com/hypertext/weiser/UbiHome.ht ml • The Computer for the 21° Century, M. Weiser: http://www.ubiq.com/hypertext/weiser/SciAmDraft3. html • The Coming Age of Calm Technology, M. Weiser & J. Seely Brown: http://www.ubiq.com/hypertext/weiser/acmfuture2e ndnote.htm
    34. 34. Sitografia in Ordine di Esposizione • Ray-Ban Virtual Mirror: http://www.youtube.com/watch?v=aGryj-2OZ8I • Cosmetic Mirror: http://www.youtube.com/watch?v=R5zZ5qZP5Ok • The World Park, New York: http://www.youtube.com/watch?v=7OCyfV_k2_g • Tuscany+: http://www.youtube.com/watch?v=ghk_qTAb43M • Torino TV, Microsoft Tag: http://www.youtube.com/watch?v=7J3XKScDdws • Augmented Reality for Historical Sites, Amsterdam: http://www.youtube.com/watch?v=iB3BwvHdJiI • Milano d’autore: http://www.youtube.com/watch?v=8LZfZZeIvtA
    35. 35. Sitografia in Ordine di Esposizione • Vergilius – Cimitero Monumentale di Milano: http://www.youtube.com/watch?v=-yUuwifStZs • Tangible Interfaces, Tangible Media group (MIT): http://tangible.media.mit.edu/index.php • SeaBird, Mozilla Labs: http://mozillalabs.com/conceptseries/2010/09/23/se abird/

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