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Ubiquitous and Pervasive
Computing
HCI in the real world
Ubiquitous Computing
“The most profound technologies are those that
disappear. They weave themselves into the
fabric of everyday life until they are
indistinguishable from it.”
- Mark Weiser, “The Computer for the 21st Century”, Scientific American
CS / Psych 6750 2
Agenda
Area overview
Four themes
Challenges/issues
CS / Psych 6750 3
Pervasive/Ubiquitous Computing
Move beyond desktop
machine
Computing is embedded
everywhere in the
environment
CS / Psych 6750 4
l
Nike + iPod
interface for
running
shoes
Internet Kitchen
Internet refrigerator and
cooking appliance
Download recipes from
web directly to device
CS / Psych 6750 5
http://www.dreamlg.com/en/ref/internet/introduction_tv.shtm
Ubicomp Notions
Computing capabilities, any
time, any place
“Invisible” resources
Machines sense users’ presence
and act accordingly
CS / Psych 6750 6
Automatic hand
soap dispenser
Video Examples
• Ambient Room - H. Ishii
• Beyond the Desktop –
J. Rekimoto
CS / Psych 6750 7
Four Themes
1. Automated capture of experiences with easy
access
2. Context-aware/sensitive interactions and
applications
3. Ubiquitous services independent of
devices/platforms
4. Natural/Implicit interfaces
CS / Psych 6750 8
1. Automated Capture
Motivation
Record-taking is hard
Multiple streams of information need to be
captured
Machines are better at some of these things than
we are
CS / Psych 6750 9
Examples
• Meeting capture (scribe at Xerox PARC), Mark
Weiser
CS / Psych 6750 10
LiveBoard
CS / Psych 6750 11
Classroom 2000/eClass
CS / Psych 6750 12
Issues
Stream integration -- At what level?
Very finest level of actions or more coarse?
Modifying a record after the fact
Can student notes be added later?
Networked interaction
Why can’t your notes be put up on the Liveboard?
CS / Psych 6750 13
2. Context-Aware Computing
Computing services sense aspects of
environment (location, user emotion,…) and
tailor provided services
Walk into conference room, my email is
projected on a big screen there
CS / Psych 6750 14
Examples
Active Badge & PARCTab
Shopping assistant
Cyberguide
Perception system for recognizing
user moods from their facial
expressions
House where position is sensed and
temperature adjusted automatically
CS / Psych 6750 15
Augmented Reality
CS / Psych 6750 16
Issues
Registration, registration, registration
How to integrate all the different aspects of
context?
What about the loss of privacy?
CS / Psych 6750 17
3. Ubiquitous Services
Care about service, not application
Want to receive a message using whatever
device is handy nearby
Message is tailored to work according to
device
CS / Psych 6750 18
Issues
What is software infrastructure for
integration?
Do we get it by just adopting some standard?
CS / Psych 6750 19
4. Natural/Implicit Interfaces
Computer interfaces and devices are more
natural interaction tools
Pen input
Speech
Gesture
Tangible interfaces
CS / Psych 6750 20
Examples
• Pen applications
• Speech applications
• Gesture pendant
• H. Ishii’s tangible UI work at MIT
CS / Psych 6750 21
Gesture Pendant
CS / Psych 6750 22
Personal Ambient Displays
CS / Psych 6750 23
Personal Ambient Displays
are small, physical devices
worn to display information to a
person in a subtle, persistent,
and private manner. They can
be small enough to be carried
in a pocket, worn as a watch, or
even adorned like jewelry. In
our implementations,
information is displayed solely
through tactile modalities such
as heating and cooling,
movement and vibration, and
change of shape.
Pins and Super Cilia Skin
CS / Psych 6750 24
Super Cilia Skin is a multi-modal interactive
interface, conceived as a computationally
enhanced membrane coupling tactile-kinesthetic
input with tactile and visual output. An array of
individual actuators (cilia) use changes in
orientation to display images or physical gestures
as physical or tactile information.
Workbenches
CS / Psych 6750 25
SandScape
CS / Psych 6750 26
SandScape is a tangible interface for
designing and understanding landscapes
through a variety of computational
simulations using sand. Users view these
simulations as they are projected on the
surface of a sand model that represents
the terrain. The users can choose from a
variety of different simulations that
highlight either the height, slope,
contours, shadows, drainage or aspect of
the landscape model. The users can
alter the form of the landscape model by
manipulating sand while seeing the
resultant effects of computational
analysis generated and projected on the
surface of sand in real-time.
Issues
Errors are more likely (handwriting
recognition, speech, …) How to discover and
correct them?
Is there truly value added?
CS / Psych 6750 27
Wearable Computing
Computation devices accompany you, rather
than you seeking them out
T. Starner
CS / Psych 6750 28
Evaluation
How do we evaluate these technologies?
Challenge in Classroom 2000
CS / Psych 6750 29
Interested in More…
• CS 7470, Mobile and Ubiquitous computing,
usually in Spring term
• Gregory Abowd
• Readings, discussion, research-oriented
CS / Psych 6750 30

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Rashitov sh Ubiquitous computing.ppt

  • 2. Ubiquitous Computing “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” - Mark Weiser, “The Computer for the 21st Century”, Scientific American CS / Psych 6750 2
  • 4. Pervasive/Ubiquitous Computing Move beyond desktop machine Computing is embedded everywhere in the environment CS / Psych 6750 4 l Nike + iPod interface for running shoes
  • 5. Internet Kitchen Internet refrigerator and cooking appliance Download recipes from web directly to device CS / Psych 6750 5 http://www.dreamlg.com/en/ref/internet/introduction_tv.shtm
  • 6. Ubicomp Notions Computing capabilities, any time, any place “Invisible” resources Machines sense users’ presence and act accordingly CS / Psych 6750 6 Automatic hand soap dispenser
  • 7. Video Examples • Ambient Room - H. Ishii • Beyond the Desktop – J. Rekimoto CS / Psych 6750 7
  • 8. Four Themes 1. Automated capture of experiences with easy access 2. Context-aware/sensitive interactions and applications 3. Ubiquitous services independent of devices/platforms 4. Natural/Implicit interfaces CS / Psych 6750 8
  • 9. 1. Automated Capture Motivation Record-taking is hard Multiple streams of information need to be captured Machines are better at some of these things than we are CS / Psych 6750 9
  • 10. Examples • Meeting capture (scribe at Xerox PARC), Mark Weiser CS / Psych 6750 10
  • 12. Classroom 2000/eClass CS / Psych 6750 12
  • 13. Issues Stream integration -- At what level? Very finest level of actions or more coarse? Modifying a record after the fact Can student notes be added later? Networked interaction Why can’t your notes be put up on the Liveboard? CS / Psych 6750 13
  • 14. 2. Context-Aware Computing Computing services sense aspects of environment (location, user emotion,…) and tailor provided services Walk into conference room, my email is projected on a big screen there CS / Psych 6750 14
  • 15. Examples Active Badge & PARCTab Shopping assistant Cyberguide Perception system for recognizing user moods from their facial expressions House where position is sensed and temperature adjusted automatically CS / Psych 6750 15
  • 16. Augmented Reality CS / Psych 6750 16
  • 17. Issues Registration, registration, registration How to integrate all the different aspects of context? What about the loss of privacy? CS / Psych 6750 17
  • 18. 3. Ubiquitous Services Care about service, not application Want to receive a message using whatever device is handy nearby Message is tailored to work according to device CS / Psych 6750 18
  • 19. Issues What is software infrastructure for integration? Do we get it by just adopting some standard? CS / Psych 6750 19
  • 20. 4. Natural/Implicit Interfaces Computer interfaces and devices are more natural interaction tools Pen input Speech Gesture Tangible interfaces CS / Psych 6750 20
  • 21. Examples • Pen applications • Speech applications • Gesture pendant • H. Ishii’s tangible UI work at MIT CS / Psych 6750 21
  • 22. Gesture Pendant CS / Psych 6750 22
  • 23. Personal Ambient Displays CS / Psych 6750 23 Personal Ambient Displays are small, physical devices worn to display information to a person in a subtle, persistent, and private manner. They can be small enough to be carried in a pocket, worn as a watch, or even adorned like jewelry. In our implementations, information is displayed solely through tactile modalities such as heating and cooling, movement and vibration, and change of shape.
  • 24. Pins and Super Cilia Skin CS / Psych 6750 24 Super Cilia Skin is a multi-modal interactive interface, conceived as a computationally enhanced membrane coupling tactile-kinesthetic input with tactile and visual output. An array of individual actuators (cilia) use changes in orientation to display images or physical gestures as physical or tactile information.
  • 26. SandScape CS / Psych 6750 26 SandScape is a tangible interface for designing and understanding landscapes through a variety of computational simulations using sand. Users view these simulations as they are projected on the surface of a sand model that represents the terrain. The users can choose from a variety of different simulations that highlight either the height, slope, contours, shadows, drainage or aspect of the landscape model. The users can alter the form of the landscape model by manipulating sand while seeing the resultant effects of computational analysis generated and projected on the surface of sand in real-time.
  • 27. Issues Errors are more likely (handwriting recognition, speech, …) How to discover and correct them? Is there truly value added? CS / Psych 6750 27
  • 28. Wearable Computing Computation devices accompany you, rather than you seeking them out T. Starner CS / Psych 6750 28
  • 29. Evaluation How do we evaluate these technologies? Challenge in Classroom 2000 CS / Psych 6750 29
  • 30. Interested in More… • CS 7470, Mobile and Ubiquitous computing, usually in Spring term • Gregory Abowd • Readings, discussion, research-oriented CS / Psych 6750 30

Editor's Notes

  1. Weiser: How do technologies disappear into the background? The vanishing of electric motors may serve as an instructive example: At the turn of the century, a typical workshop or factory contained a single engine that drove dozens or hundreds of different machines through a system of shafts and pulleys. Cheap, small, efficient electric motors made it possible first to give each machine or tool its own source of motive force, then to put many motors into a single machine. A glance through the shop manual of a typical automobile, for example, reveals twenty-two motors and twenty-five more solenoids. They start the engine, clean the windshield, lock and unlock the doors, and so on. By paying careful attention it might be possible to know whenever one activated a motor, but there would be no point to it.
  2. Sensor in sole of shoe detects foot motion, reports steps to the iPod, which displays the information in both visual and auditory forms.
  3. Liveboard allows any participant to view what is drawn on the big screen and to take their own notes.
  4. Classroom 2000 – video capture, indexing of audio by phoneme for searching later. Automatic upload to website. Annotations (drawing on smartboard) are links into the video or audio recording.
  5. PARCTab was one of the first mobile computers (1992) and was designed for constant connectivity to workstation-based applications. It also reported location of user. Shopping Assistant (Michael Schneider) used RFID tags to infer the goals of the user (information gathering, acquisition) and provided on-demand information about products Cyberguide was a indoor location-based information device, could be used for example in a museum. Irfan Essa has done work in automated facial expression recognition
  6. AR allows internal components to be “viewed” from the outside.
  7. Registration – aligning virtual objects with physical objects – very difficult to do even with stationary objects.
  8. Text messages through a kiosk? Electronic bulletin board?
  9. Many different devices, operating systems, networks, platforms
  10. We have already talked about pen, speech, and gesture
  11. The gesture pendant is a wearable device for control of home automation systems via hand gestures. This solution has many advantages over traditional home automation interfaces in that those with loss of vision, motor skills, and mobility can use it. By combining other sources of context with the pendant, we can reduce the number and complexity of gestures while maintaining functionality. As users input gestures, the system can also analyze their movements for pathological tremors. This information can then be used for medical diagnosis, therapy, and emergency services. Currently, the Gesture Pendant can recognize control gestures with an accuracy of 95% and user-defined gestures with an accuracy of 97% it can detect tremors above 2HZ within plus or minus 0.1 Hz.
  12. Iishi’s work – paging and notification, could vibrate, heat up, or change shape
  13. This is a network-building workbench with a multi-touch interface
  14. MIT Media Group
  15. Micro-optical – projects screen onto retina, appears to be floating in front of the user “Twiddler” chording keyboard in pocket