This document discusses ubiquitous computing and augmented realities. It describes how ubiquitous computing involves filling the real world with computers through technologies like smart phones, digital paper, and smart displays. Augmented reality involves making the real world appear in a computer by overlaying virtual objects on the physical world. Examples of applications discussed include using augmented reality for maintenance tasks and virtual reality for simulation, training, and data visualization. Challenges of these technologies include merging the physical and digital worlds and evaluating systems designed for new types of ubiquitous, continuous interactions.
Slides for the Information Visualisation unit of my 2013 online course on HCI – part 3
https://hcibook.com/hcicourse/2013/unit/10-physicality
* study the old to design the new – exposing the latent lessons in well-designed products
* understanding the multiple feedback loops in digital devices with physical form
* model physical device states ofthe device ‘unplugged' using physigrams
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
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.
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
The computer for the 21st century - Mark Weiser, 1991Dan Vitoriano
Specialized elements of hardware and software, connected by wires, radio waves and infrared, will be so ubiquitous that no one will notice their presence
Slides for the Information Visualisation unit of my 2013 online course on HCI – part 3
https://hcibook.com/hcicourse/2013/unit/10-physicality
* study the old to design the new – exposing the latent lessons in well-designed products
* understanding the multiple feedback loops in digital devices with physical form
* model physical device states ofthe device ‘unplugged' using physigrams
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
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.
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
The computer for the 21st century - Mark Weiser, 1991Dan Vitoriano
Specialized elements of hardware and software, connected by wires, radio waves and infrared, will be so ubiquitous that no one will notice their presence
Manas Tungare, Pardha S. Pyla, Pradyut Bafna, Vladimir Glina, Wenjie Zhang, Xiaoyan Yu, Umut Balli, Steve Harrison; Embodied Data Objects: Tangible Interfaces to Information Appliances.; Proceedings of the 44th ACM SouthEast Conference (ACM SE 2006).
Seeing the Library through the Terminator's Eyes: Augmented RealityRachel Vacek
Augmented reality is a location-aware technology that can help libraries widen access to resources and promote services to users in exciting and innovative ways. This emerging technology superimposes layers of computer-generated content such as 3d images, photos, and data over what you are looking at in real-time. This session will explain augmented reality and highlight potential uses and real world examples of how libraries are using this technology to promote, market, outreach, teach, and engage with users in new and exciting ways.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
AWE 2014 - The Glass Class: Designing Wearable InterfacesMark Billinghurst
Tutorial taught at the AWE 2014 conference, by Mark Billinghurst and Rob Lindeman on May 27th 2014. It provides an overview of how to design interfaces for wearable computers, such as Google Glass.
Information Visualisation – an introductionAlan Dix
Slides for the Information Visualisation unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/08-infovis
Contents:
* What is Information Visualisation? – making data easier to understand using direct sensory experience – especially visual! ... but can have aural, tactile ‘visualisation’
* Why Information Visualisation? – for the data analyst: scientist, statistician, possibly you; and for the data consumer: audience, client, reader, end-user
* A Brief History of Visualisation – from 2500 BC to 2012
Visualisation in Context Section – how visualisation fits into the decision making process
* Designing Visualisation – choosing representations, managing trade-offs and making them flexible through interaction
* Classic Visualisation – the visualisations that have shaped the area
This was a course taught at the CHI 2014 conference on May 1st by Mark Billinghurst (HIT Lab NZ) and Hayes Raffle (Google). It teaches the fundamentals of designing wearable interfaces.
Manas Tungare, Pardha S. Pyla, Pradyut Bafna, Vladimir Glina, Wenjie Zhang, Xiaoyan Yu, Umut Balli, Steve Harrison; Embodied Data Objects: Tangible Interfaces to Information Appliances.; Proceedings of the 44th ACM SouthEast Conference (ACM SE 2006).
Seeing the Library through the Terminator's Eyes: Augmented RealityRachel Vacek
Augmented reality is a location-aware technology that can help libraries widen access to resources and promote services to users in exciting and innovative ways. This emerging technology superimposes layers of computer-generated content such as 3d images, photos, and data over what you are looking at in real-time. This session will explain augmented reality and highlight potential uses and real world examples of how libraries are using this technology to promote, market, outreach, teach, and engage with users in new and exciting ways.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
AWE 2014 - The Glass Class: Designing Wearable InterfacesMark Billinghurst
Tutorial taught at the AWE 2014 conference, by Mark Billinghurst and Rob Lindeman on May 27th 2014. It provides an overview of how to design interfaces for wearable computers, such as Google Glass.
Information Visualisation – an introductionAlan Dix
Slides for the Information Visualisation unit of my 2013 online course on HCI
https://hcibook.com/hcicourse/2013/unit/08-infovis
Contents:
* What is Information Visualisation? – making data easier to understand using direct sensory experience – especially visual! ... but can have aural, tactile ‘visualisation’
* Why Information Visualisation? – for the data analyst: scientist, statistician, possibly you; and for the data consumer: audience, client, reader, end-user
* A Brief History of Visualisation – from 2500 BC to 2012
Visualisation in Context Section – how visualisation fits into the decision making process
* Designing Visualisation – choosing representations, managing trade-offs and making them flexible through interaction
* Classic Visualisation – the visualisations that have shaped the area
This was a course taught at the CHI 2014 conference on May 1st by Mark Billinghurst (HIT Lab NZ) and Hayes Raffle (Google). It teaches the fundamentals of designing wearable interfaces.
HCI 3e - Ch 20: Ubiquitous computing and augmented realitiesAlan Dix
Chapter 20: Ubiquitous computing and augmented realities
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Spatial computing is seen as the future. At YDreams, we developed it with a different name: Reality Computing. Here is my presentation at SHIFT in 2006
Lecture 1 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture is the Introduction to the course. Look for the other 9 lectures in the course.
Augmented reality is a virtual scene generated by a computer that augments the scene with additional information. This presentation explains the use of augmented reality in today's world.
The quest for realizing Smart Environments has taken place for the last 30 years. Diverse adaptations of the original UbiComp vision have been developed, each highlighting diverse aspects who have been considered critical to enable a wider and more acceptable adoption of Smart Environments. Notable examples of such interesting adaptations are Context-aware Computing, Sentient Computing, Ambient Intelligence, Ambient Assisted Living and Internet of Everything. Under those different umbrella terms, researchers have explored the 3 stage enabling equation for Smart Environments, i.e. “SENSE + PROCESS = ACT”, i.e. spaces where the environment is aware of the needs, profiles and preferences from the sensed users and accommodates its behaviour to ease their daily interactions. Contributions around these different perspectives and applied to distinct environments, i.e. Smart Offices, Smart Homes, Smart Factories or Smart Cities, have been produced, all addressing the challenges posed by ever more complex systems of systems populated by multiple users. This talk will exemplify research results on how to accomplish these three core steps. Firstly, in the SENSE part, the importance of location sensing and the spread of low cost highly dense sensing environments (RFID, NFC or low range Bluetooth) will be described. Secondly, the PROCESS stage where ever more sophisticated analytics mechanisms to take into account historic and real-time data are considered, combining domain-driven (rules) and data-driven solutions, will be analysed. Thirdly, the ACT stage will be explored, considering the evolution from reactive to learning persuasive environments which aim to collaborate with their users. Thus, a middle ground fostering collaboration between smart things and people will be defended giving place to Smarter environments. The implications of the Smarter environments approach will be illustrated with use cases in the Open Government and Efficient Energy Management domains.
This is our slide presentation that we were made to report on our Introduction to Computer Science class. This tackles about how computers are used in different fields, what computers will be like 15 and 20 years from now, and the Pros and Cons of using a computer
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
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Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
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In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
2. ubiquitous computing and
augmented realities
• ubiquitous computing
– filling the real world with computers
• virtual and augmented reality
– making the real world in a computer!
3. Challenging HCI Assumptions
• What do we imagine when we think of a
computer?
“The most profound technologies
are those that disappear.”
Weiser
• 1990’s: this was not our imagined
computer!
4. Ubiquitous Computing
• Any computing technology that permits
human interaction away from a single
workstation
• Implications for
– Technology defining the interactive
experience
– Applications or uses
– Underlying theories of interaction
5. Scales of devices
• Weiser proposed
– Inch
– Foot
– Yard
• Implications for device size as well as
relationship to people
6. Device scales
• Inch
– PDAs
– PARCTAB
– Voice Recorders
– smart phones
• Individuals own many
of them and they can
all communicate with
each other and
environment.
7. Device scales
• Foot
– notebooks
– tablets
– digital paper
• Individual owns
several but not
assumed to be
always with them.
8. Device scales
• Yard
– electronic whiteboards
– plasma displays
– smart bulletin boards
• Buildings or
institutions own them
and lots of people
share them.
9. Defining the Interaction
Experience
• Implicit input
– Sensor-based input
– Extends traditional explicit input (e.g.,
keyboard and mouse)
– Towards “awareness”
– Use of recognition technologies
– Introduces ambiguity because recognizers
are not perfect
12. The output experience
• More than eye-grabbing raster displays
– Ambient: use features of the physical
environment to signal information
– Peripheral: designed to be in the
background
• Examples:
– The Dangling String
– The Water Lamp (shown)
13. Merging Physical and Digital
Worlds
• How can we remove
the barrier?
A “digital” desk
– Actions on physical
objects have
meaning
electronically, and
vice versa
– Output from
electronic world
superimposed on
physical world
An augmented calendar
14. Application Themes
• Context-aware computing
– Sensed phenomena facilitate easier
interaction
• Automated capture and access
– Live experiences stored for future access
• Toward continuous interaction
– Everyday activities have no clear begin-end
conditions
15. New Opportunities for Theory
• Knowledge in the world
– Ubicomp places more emphasis on the physical world
• Activity theory
– Goals and actions fluidly adjust to physical state of
world
• Situated action and distributed cognition
– Emphasizes improvisational/opportunistic behavior
versus planned actions
• Ethnography
– Deep descriptive understanding of activities in
context
16. Evaluation Challenges
• How can we adapt other HCI techiques
to apply to ubicomp settings?
– Ubicomp activities not so task-centric
– Technologies are so new, it is often hard to
get long-term authentic summative
evaluation
– Metric of success could be very different
(playfulness, non-distraction versus
efficiency)
17. ambient wood
• real wood! … filled with electronics
• light and moisture meters
– recorded with GPRS location
– drawn on map later
• ‘periscope’
– shows invisible things
– uses RFID
• triggered sound
18. City - shared experience
• visitors to Mackintosh Interpretation Centre
– some on web, some use VR, some really there
• interacting
– talk via microphones
– ‘see’ each other virtually
• different places
• different modalities
• shared experience
19.
20. virtual and augmented reality
VR - technology & experience
web, desktop and simulators
AR – mixing virtual and real
21. virtual reality technology
• headsets allow user to “see” the virtual world
• gesture recognition achieved with DataGlove
(lycra glove with optical sensors that measure hand and finger
positions)
• eyegaze allows users to indicate direction with
eyes alone
• whole body position sensed, walking etc.
22. VR headsets
• small TV screen for each eye
• slightly different angles
• 3D effect
23. immersion
• VR
– computer simulation of the real world
• mainly visual, but sound, haptic, gesture too
– experience life-like situations
• too dangerous, too expensive
– see unseen things:
• too small, too large, hidden, invisible
– e.g. manipulating molecules
• the experience
– aim is immersion, engagement, interaction
24. on the desktop
• headset VR
– expensive, uncomfortbale
• desktop VR
– use ordinary monitor and PC
• cheap and convenient
• in games …
• and on the web
– VRML – virtual reality markup language
25. VRML … VR on the web
#VRML V1.0 ascii
Separator {
Separator {
# for sphere
Material {
emmissiveColor 0 0 1 # blue
}
Sphere { radius 1 }
}
Transform { translation 4 2 0 }
Separator {
# for cone
Texture2 {
filename "big_alan.jpg"
}
Cone {
radius 1 # N.B. width=2*radius
height 3
} } }
26. command and control
•
•
•
•
•
scenes projected on walls
realistic environment
hydraulic rams!
real controls
other people
• for:
– flight simulators
– ships
– military
27. augmented reality (AR)
• images projected over the real world
– aircraft head-up display
– semi-transparent goggles
– projecting onto a desktop
• types of information
– unrelated – e.g. reading email with wearable
– related – e.g. virtual objects interacting with world
• issues
– registration – aligning virtual and real
– eye gaze direction
28. applications of AR
maintenance
– overlay instructions
– display schematics
examples
– photocopier engineers
• registration critical arrows point to parts
– aircraft wiring looms
• registration perhaps too hard, use schematic
29. applications of VR
• simulation
– games, military, training
• VR holidays
– rainforest, safari, surf, ski and moon walk
… all from your own armchair
• medical
– surgery
• scans and x-rays used to build model
then ‘practice’ operation
• force feedback best
– phobia treatment
• virtual lifts, spiders, etc.
30. information and data visualisation
VR, 3D and 2D displays
scientific and complex data
interactivity central
31. scientific and technical data
• number of virtual dimensions that are ‘real’
• three dimensional space
– visualise invisible fields or values
– e.g. virtual wind tunnel
• two dimensional space
– can project data value up from plane
– e.g. geographic data
– N.B. viewing angle hard for static visualisation
• no ‘real’ dimensions
– 2D/3D histograms, scatter plots, pie charts, etc.
32. virtual wind tunnel
• fluid dynamics to simulate air flow
• virtual bubbles used to show movements
• ‘better’ than real
wind tunnel …
– no disruption of
air flow
– cheaper and faster
33. structured informnation
• scientific data – just numbers
• information systems … lots of kinds of data
• hierarchies
– file trees, organisation charts
• networks
– program flow charts, hypertext structure
• free text …
– documents, web pages
34. visualising hiererchy
• 2D organisation chart
– familiar representation
– what happens when it gets wide?
managing
director
sales
manager
F. Bloggs
F. Bloggs
J. Smith
marketing
manager
A. Jones
R.Carter
production
manager
K. West
B. Firth
P. Larkin
35. wide hierarchies … use 3D?
managing
director
sales
manager
F. Bloggs
F. Bloggs
J. Smith
marketing
manager
A. Jones
R.Carter
production
manager
K. West
B. Firth
P. Larkin
• cone trees (Xerox)
• levels become rings
• overlap ‘OK’ in 3D
36. networks in 2D
• network or ‘graph’:
– nodes – e.g. web pages
– links – may be directed or not – e.g. links
• planar – can drawn without crossing
• non-planar – any 2D layout has crossings
Planar graph
Non-planar graph
37. time and interactivity
• visualising in time
– time dimension mapped to space
– changing values: sales graphs, distance-time
– events: Gantt chart, timelines, historical charts
e.g. Lifelines – visualising medical and court records
• using time
– data dimension mapped to time
– time to itself: fast/slow replay of events
– space to time: Visible Human Project
• interactivity
– change under user control
e.g. influence explorer
38.
39. between two worlds
• ubiquitous computing
– computers fill the real world
• virtual reality and visualisation
– real world represented in the computer
• augmented reality, ambient displays …
– physical and digital intermingled
… maturity
– VR and visualisation – commonplace
– AR, ubiquity … coming fast!