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Intelligent Products

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Sept. 11 - TTT part II. Sept. 16 - TTT part III. Sept. 18 - project presentations ... Big Brother sees you! Context-aware Computing. More than just location! ... – PowerPoint PPT presentation

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Title: Intelligent Products


1
Intelligent Products
  • Lars Erik Holmquist
  • Future Applications Lab
  • Viktoria Institute
  • leh_at_viktoria.se
  • www.viktoria.se/fal

2
Today...
  • Introduction to the teachers
  • Overview of the schedule
  • Overview of intelligent products and related
    areas
  • Ubiquitous computing
  • Context awareness
  • Augmented reality
  • Tangible interfaces

3
Teachers
  • The Future Applications Lab
  • Research group at the Viktoria Institute in
    Göteborg
  • Supervisor course examiner Lars Erik Holmquist
  • Ph.D. students Lalya Gaye, Maria Håkansson, Sara
    Ljungblads, Johan Sanneblad, Tobias Skog

4
Future Applications Lab
  • Develops and studies the information technology
    of the future
  • Sample projects
  • Wearable music smart pin-boards artistic
    information displays context-aware photography
  • www.viktoria.se/fal

5
Schdeule
  • Modules
  • Overview weeks 36-38, 1.5 p.
  • Lars Erik
  • Physical prototyping w. 39, 1 p.
  • Albrecht Schmidt
  • Case studies - week 40-42, 1.5 p.
  • Lalya, Tobias Johan
  • Design studies - week 43-44, 1 p.
  • Maria Sara
  • Guest lecture conclusion 45

6
(No Transcript)
7
Details
  • Overview module
  • Sept. 2 - today
  • Sept. 3 - the Smart-Its platform project
    assignment
  • Sept. 9 - TTT part I
  • Sept. 11 - TTT part II
  • Sept. 16 - TTT part III
  • Sept. 18 - project presentations

8
Physical prototyping
  • Guest lectures by Albrecht Schmidt, Media
    Informatics Group, University of Munich
  • Introduction to physical prototyping of
    context-aware products with sensors, actuators,
    Smart-Its, etc.
  • This will be an intense week!

9
Case studies
  • Sept. 30 Oct. 2
  • Sensors and musical interaction Sonic City -
    Lalya Gaye
  • Oct. 7 Oct. 9
  • Ambient information displays informative art -
    Tobias Skog
  • Oct. 14 Oct. 16
  • Graphics and communication on hand-held
    computers GapiDraw and OpenTrek - Johan Sanneblad

10
Design study
  • Designing intelligent products based on user
    needs and empirical observations
  • Sara Maria
  • Oct. 21 Oct. 23
  • Background Case study PinPlay at Göeborg Film
    Festival
  • Assignments
  • Oct. 28 Oct. 30
  • Design work
  • Presentations

11
Guest lecture
  • November 4
  • Oskar Juhlin, Mobility Studio, Interactive
    Institute
  • The interactive road
  • Kristina Höök, DSV
  • Computers and emotions
  • November 6
  • Final lecture... TBA!

12
Intelligent products
  • Definition
  • An intelligent product is an everyday artifact
    where computation is used to invisibly support or
    enhance its intended use.

13
Not an intelligent product
  • The computer is not an everyday artifact
  • The computation is not used to invisibly support
    or enhance its usage

14
A failed intelligent product
  • The Electrolux Screenfridge did not manage to
    sell many units!
  • It seemed like such a good idea - so whats the
    problem?

15
The reasoning
  • The product was based on quite innovative
    research (at MERL, MIT Media Lab, and elsewhere)
  • The fridge is the low-tech communication
    central for most families - its where all
    important messages are put!
  • So why not combine that with electronic
    communication?

16
Pricing problem
  • The price was much higher than for an ordinary
    fridge plus a laptop computer
  • And you would need to pay a monthly broadband
    charge!
  • Also, how often do you change your fridge?
    Definitely not as often as you change computer!

17
The real failure
  • The problem is that there is very little
    integration between the fridge itself and what
    happens on the screen!
  • The first version came out when the Web was
    really hot, so of course they put up a web
    browser
  • But this does not actually support or enhance any
    activity related to the fridge!

18
A successful intelligent product
  • The Furby doll is an artifact where computation
    invisibly supports the intended usage (in this
    case, play!)
  • Furbys are cheap (30) and are in many ways
    smarter than most desktop computers...

19
What Furby does
  • The Furby is a regular doll but it can also
  • Communicate with users using sensors and
    actuators
  • Model its own emotional state
  • Go through a learning period
  • Socialize and collaborate with other Furbys
  • Amuse and do secret tricks

20
Furbys senses
  • Sensors
  • Pressure switches in front back (feel)
  • Light sensor in forehead (see)
  • Microphone (hear)
  • Mouth sensor (taste)
  • Orientation sensor
  • I.R. communication (to talk to other Furbys)

21
Furby internals
  • 1 MHz 8-bit processor
  • Single reversible motor drives ears, eyes, etc.
  • One rotation takes it through all expressions
  • All Furby motions were pre-designed by a skilled
    puppeteer

22
Why Furby works
  • Furbys behavior is extremely well designed to
    support a certain activity
  • The user gets no indication that Furby is based
    on what quite recently would be considered very
    advanced AI!
  • And the mass-market target has made it very cheap

23
Furby vs. screenfridge
  • Expensive - one per household
  • Computation an add-on, not integrated with
    activity
  • Not attentive
  • Not reactive
  • Cheap - accessible for the kids
  • Computation seamlessly integrated with user
    activity
  • Attentive
  • Reactive

24
Origins of the computer
  • The interactive desktop computer can be traced
    back to the sixties
  • Man-Computer Symbiosis - Licklider, 1960
  • Interactive graphics - Sutherlands Sketchpad,
    1963
  • Hyperlinks, graphics, mouse, e-mail,
    telecollaboration - Engelbarts 1968 demo

25
Where it all came together
  • Xerox Palo Alto Research Center (PARC) collected
    the most visionary computer scientists of the
    early 1970s (Alan Kaye, Bob Metcalfe...)
  • They invented or refined the necessary
    ingredients
  • Ethernet
  • Laser printer
  • Bit-mapped graphics
  • Object-oriented programming
  • Graphical user interfaces

26
Xerox ALTO, 1974
  • Built as a research tool for the PARC staff
  • Introduced the Graphical User Interface (GUI)
  • Windows
  • Icons
  • Menus
  • Pointer
  • Also network printing, WYSIWYG editing, etc.

27
Xerox STAR, 1981
  • 384 KB (expandable to 1.5MB) of real memory
  • 10, 29 or 40 MB hard drive
  • 17-inch display with bitmapped graphics
  • Mouse
  • 8" floppy drive
  • Ethernet connection
  • 16,595 to 50.000

28
The STAR Interface
  • Designed for document workers
  • Based on extensive ethnographical studies of book
    publishers
  • The commandos Cut and Paste are remnants of
    that study!

29
Apple Macintosh, 1984
  • First mass-market interactive desktop computer
  • Pre-cursor Apple Lisa (1982)
  • GUI based on licensed Xerox patents
  • In use, differences to todays Windows XP or
    Apple OS X are mostly cosmetic!

30
Furby vs. computer
  • Expensive - only one per person
  • Computation only available in a stationary box
  • Not attentive
  • Not reactive
  • Cheap - buy as many as you like!
  • Computation seamlessly integrated with user
    activity
  • Attentive
  • Reactive

31
Moores law
  • Gordon E. Moore predicted in 1965 that the number
    of transistors per chip would continue to
    increases with a factor of two per year.

32
The real implication
  • Processing speed and storage capacity double
    every 18th month
  • Expected to hold for at least another 10 years
    (just as in 1965!)

33
Computer trends
size
number
One Computer for many people
Le Grand Napoleon
One Computer for every user
Many Computers for everyone
34
Ubiquitous Computing
  • Experiments by Mark Weisers group at Xerox PARC
    ca. 1988-94
  • Based the design of new computers and interfaces
    on human measurements
  • Tabs - inch
  • Pads - foot
  • Boards - yard

35
Ubiquitous Computing
  • The idea for UC first arose from contemplating
    the place of todays computer in actual
    activities of everyday life. studies of work
    life teach us that people primarily work in a
    world of shared situations However the
    computer today is isolated and isolating from the
    overall situation, and fails to get out of the
    way of the work. (Mark Weiser)

36
Personal computing
  • Moved from many users per computer to one user -
    one computer
  • Considering the user as integral part of the
    system (previously users were system periphery)
  • The basis for the desktop computer

37
Ubiquitous computing
  • Stresses physical integration
  • Considering what surrounds computers and user
    as integral part of the system
  • The physical setting, the overall situation - the
    context
  • The personal computer is largely isolated and
    isolating from the overall situation

38
UbiComp technology
  • PARCs experiment anticipated many things were
    seeing now
  • Hand-held computers
  • Always-on wireless networking
  • Interactive whiteboards
  • Pen and gesture interfaces
  • Location and context-awareness
  • The aim was to seamlessly integrate computing in
    everyday activities

39
PARCTab
  • A very small pen-based computer
  • Extremely portable
  • Always connected
  • Location-aware
  • Pre-cursor to todays handheld computers
  • Relied on infrared infrastructure for
    communication and location sensing

40
PARCPad
  • Pen-based interaction inspired by paper notebooks
  • Networking allows users to collaboratively share
    notes in real-time
  • Can also share content with the LiveBoard

41
PARC LiveBoard
  • Large touch-sensitive screen allows freeform
    input, editing and storage of notes
  • The size affords easy collaboration in everyday
    environments
  • Commercialized by Smart Technologies

42
What surrounds us
  • There are many ways in which we can better
    integrate computing into the real world, for
    instance
  • Location-awareness computers that are aware of
    their location
  • Context-awareness modelling the environment and
    user actions
  • Augmented reality overlaying digital information
    on the physical world
  • Tangible interaction merging user interaction
    with manipulation of physical world

43
Location awareness
  • Everything has a location people, places,
    things, activities, events, situations
  • Location information can be very well processed
    in computers
  • powerful index to occurrences in the physical
    world
  • Geometric and symbolic modelling, location
    arithmetics and spatial reasoning

44
Significance of location
  • if a computer merely knows what room it is in,
    it can adapt its behavior in significant ways
    without requiring even a hint of artificial
    intelligence (M. Weiser)
  • The UbiComp group at Xerox PARC borrowed some
    significant technology (and a person!) from
    Cambridge to accomplish this goal...

45
The Active Badge
  • Olivetti Research Labs, Cambridge, UK, 1989-92
  • Indoor Location System
  • Based on infrared emitter on badge plus
    infrastructure of stationary receivers
  • Pioneered use of location in interactive
    applications
  • Artificial sensing augment phenomenon of
    interest (peoples presence) to make it
    sense-able

46
Active Badge applications
  • With the Active Badge, researchers could invent
    entirely new applications
  • Automatic routing of telephone calls to the
    nearest phone
  • Log-on to a computer by simply walking in the
    room
  • Applications that infer higher-level activities,
    e.g. meetings

47
Big Brother sees you!
48
Context-aware Computing
  • More than just location!
  • Modelling user activity and features of the
    environment
  • The goal is to make applications that are better
    at supporting the entire user activity (not just
    whats in the computer)
  • Simple examples would be a screen that gets
    brighter when the sun is shining on it, or a ring
    signal that gets louder if the room is noisy

49
What is context?
  • context-aware software adapts according to the
    location of use, the collection of nearby people,
    hosts, and accessible devices, as well as to
    changes to such things over time. The context
    can also include other parameters such as
    lighting, noise level, network connectivity,
    communication costs, communication bandwidth, and
    even the social situation e.g., whether you are
    with your manager or with a co-worker. (Schilit,
    1994)

50
Remember me?
51
Getting context
  • Context acquisition
  • Collect data via various sensors
  • Abstract data to higher-level aggregations
    (percepts)
  • Associate observations with user-level context
  • Context-aware applications
  • Using inferred context to support users
  • World
  • Sensors
  • Percepts
  • Context
  • Application

52
Context-aware phone
  • The TEA-project (1998-2000) constructed a
    context-aware phone
  • Sensors in the phone were used to infer
    higher-level meaning, e.g. walking, at home,
    etc.
  • The phonebook was augmented to show the current
    status of each person

53
Augmented Reality (AR)
  • AR concerns overlapping digital information with
    the real world
  • One way of doing that is through see-through
    displays which form a filter to the real world
    (c.f. wearable computing)

54
The Digital Desk
  • Seamless integration between physical and digital
    documents on a real desk (no metaphor!)
  • A camera tracks objects on the desk
  • An overhead projector displays directly on top of
    the working surface
  • Xerox EuroPARC 1990-93

55
Sensing user activity
  • The Digital Desks camera display arrangement
    is used in many other systems
  • Another way of registering user activity is to
    have a sensitive surface, e.g.
  • MERL DiamondTouch
  • Sony SmartSkin (video)
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