Distributing%20Cognition%20in%20the%20design%20of%20ubiquitous%20computers - PowerPoint PPT Presentation

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Distributing%20Cognition%20in%20the%20design%20of%20ubiquitous%20computers

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Title: Distributing Cognition: wearable computers in a smart world Author: baberc Last modified by: baberc Created Date: 1/21/2005 12:03:43 PM Document presentation ... – PowerPoint PPT presentation

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Title: Distributing%20Cognition%20in%20the%20design%20of%20ubiquitous%20computers


1
Distributing Cognition in the design of
ubiquitous computers
  • Chris Baber
  • Pervasive Computing Group
  • The University of Birmingham

2
The Design Challenge
  • UbiComp assumes highly interconnected network of
    disparate systems but there is no architecture
  • UbiComp assumes invisible interfaces to users but
    users cant manage want they cant see
  • UbiComp assumes adaptation to context, but it is
    not obvious which features are appropriate

3
System Layers
Convention
Socio-technical interaction
Activity Culture
Cognition Perception
Human/computer Interaction
Information knowledge
Application Programming
Assembly Language
Operating Systems
Machine Language
Digital Logic
Feedback
Posture Movement
Physical
Physical Inputs
4
A Tangent
  • Distributed Cognition addresses the interactions
    between people and everyday objects to explore
    the relationships between the actions people
    perform and the environment in which they live
    and work

5
Distributed Cognition
  • Exploring the ways in which objects in the world
    support human actions HUTCHINS
  • Resources for Action SUCHMAN
  • Objects in the Environment
  • Procedures and sequences of action

6
What is being distributed?
  • System-level view of cognitive Processes PERRY
  • Input
  • Sensing relevant factors
  • Processing
  • Interpreting current context
  • Output
  • Determining appropriate response
  • Provision of information
  • Action of person

7
From theory to (design) practice
  • Resources for Action WRIGHT ET AL.
  • Objects-in-the-World
  • Represent
  • Abstract Information Structures
  • Action on Objects changes their states

8
Context Resources
  • Goal
  • Plan
  • Action
  • History
  • State
  • Outcome
  • Posture Movement
  • Location
  • Object / People
  • Time

9
Simple Mappings
  • GOAL indicated by
  • Location
  • Adjacent Objects
  • Time (relative to schedule / diary)
  • Available information

10
Information and Movement
11
Annotation through action
  • Capture image
  • Rectify image
  • Mark image
  • Drawing
  • Data from sensors

12
Collaboration through activity
  • Search of site
  • detected and passed to Control where it is
  • displayed on screen
  • and directions sent back

13
Conclusions
  • Wearable Computers provide a channel through
    which humans can act upon the world and the
    objects it contains in order to interact with
    real and virtual information
  • In this way, cognition can be distributed across
    people and the (increasingly) smart environments
    in which they work and play
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