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The Computer for the 21st Century Mark Weiser

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Title: The Computer for the 21st Century Mark Weiser


1
ECE992 Ubiquitous ComputingLead Review
  • The Computer for the 21st Century Mark Weiser
  • The Coming Age of Technology Mark Weiser John
    Seely Brown
  • Moving on from Weisers Vision of Calm Computing
    Engaging in UbiComp Experiences Yvonne Rogers
  • How to give a great Research Talk John Krumm
    Patrick Baudisch Rick Szeliski Mary Czerwinski

Presented by Michael A. Farrar
September 9, 2008
2
The Computer for the 21st CenturyMark Weiser
  • Problem It (the computer) is approachable only
    through complex jargon that has nothing to do
    with the task for which people use computers.
  • Goal To establish a new way of thinking about
    computers, one that takes into account the human
    world and allows the computers themselves to
    vanish into the background.
  • How can the typical user modify the functionality
    of an existing configuration?
  • Is it possible for computers to make these
    adjustments automatically?
  • How can the world be invisibly enhanced?

3
  • Hypothesis Specialized elements of hardware and
    software, connected by wires, radio waves and
    infrared, will be so ubiquitous that no one will
    notice their presence.

The Computer for the 21st Century Mark Weiser
4
  • Background How do technologies disappear into
    the background?
  • Factory example Even as the number of electric
    motors in a mechanical device increase, the
    operator still maintains the idea of interacting
    with the device as a whole and not the individual
    motors.
  • Automotive example The motors and solenoids
    used to control various features of an automobile
    are not credited when one starts the engine or
    locks the doors.
  • Answer Concealment, location, and scale
  • The Relationship When can computers disappear
    into the background?
  • Answer Concealment, location, and scale
  • Answer When a disturbance of the physical world
    occurs in response to indirect human activity.
    In other words, when direct human activity
    becomes indirect.
  • Electronic sliding doors
  • Light switches
  • Thermostats
  • Stereos
  • Ovens

Sensory Feedback
The Computer for the 21st Century Mark Weiser
5
  • Approach Embodied Virtuality Bringing
    computer-readable data into the physical world.
  • Shifting of user focus from traditional computing
    components, to more task-appropriate devices
    Keyboard, mouse, display ? tab, pad, board,
    or subsets.

The real power of the concept comes not from any
one of these devices it emerges from the
interaction of all of them.
The Computer for the 21st Century Mark Weiser
6
  • Results and Explanation Developments
  • Tabs Active badges (clip-on computers, size of
    an employee ID card, identified by receivers)
    open doors, greet by name, contribute to tracking
    (route telephone calls), computer terminals
    retrieve their preferences, minimize applications
    to, ect.
  • Pads Prototype using two microprocessors,
    workstation-sized display, multi-button stylus,
    and a radio network capable of supporting
    hundreds of devices.
  • Boards Prototypes placed in conference rooms,
    open areas, and widely separated sites (across
    the Atlantic), tab-reactive public bulletin
    boards.
  • Supporting the Architecture
  • Micro-kernel operating system Barest
    scaffolding computer code, where
    function-specific software modules may be added
    or removed as necessary.
  • Advances in display technologies
  • Flexible network communications (indoor/outdoor
    wired/wireless supporting a multiple of range
    requirements)

The Computer for the 21st Century Mark Weiser
7
The Coming Age of Calm TechnologyMark Weiser
John Seely Brown
  • Background
  • Mainframe Era Utilization of scarce resources
    shared amongst a number of users.
  • PC Era Special technological relationships
    which fully occupy its user by requiring a
    considerable amount of focus and attention.
  • Internet/Distributed Computing Transition A
    massive-scale agreement between the mainframe
    (servers) and PC (clients) eras.
  • UC era An extension of history justified by the
    traits of human relationships and characterized
    by object-computation connections, where tech.
    shares its users.

8
  • Problem Targeting of the personal computing
    platform by information technologies has left the
    user with an inefficient means of data analysis
    and on the brink of overload.
  • Goal Calm the attention demands imposed by
    information technologies to an offer but not
    demand level, where the user, not the
    environment, mediates task activities.

There is more information available at our
fingertips during a walk in the woods than in any
computer system, yet people find a walk among
trees relaxing and computers frustrating. Mark
Weiser
The Coming Age of Calm Technology Mark Weiser
John Seely Brown
9
  • Hypothesis People are capable of accepting
    information through central and peripheral
    attention foci, and tasks which subject
    themselves to ease of selective motion between
    these two states impose less user frustrations
    and more environmental awareness.

The Coming Age of Calm Technology Mark Weiser
John Seely Brown
10
  • Approach Calm Technology A user-selective
    presentation of information, without
    overburdening.
  • Periphery What we are attuned to without
    attending to explicitly.
  • Lend themselves to sensory processing
    (non-central)
  • Encalm as they empower (selectiveness)
  • Contribute to environmental awareness
    (Locatedness)
  • Ease of Selective Motion Determined by
    individual, not the environment.
  • The center/peripheral attention combination
    surpasses center alone
  • Offer but not demand
  • Design for the Periphery Attend to information
    technology less.
  • Command technology, not become dominated by it

The Coming Age of Calm Technology Mark Weiser
John Seely Brown
11
  • Results and Explanation Developments
  • Hallway Windows Two-way channel for office-like
    environmental cues illustrating motion between
    center and peripheral attention.
  • Internet Multicast Continuous multi-way
    connections between many computers, increasing
    peripheral reach through simultaneous multimedia
    connections.
  • A window of awareness
  • The Dangling String Physical display of network
    traffic through sensory data such as motion,
    sound, and touch.
  • Highly peripheral cues with strict
    characteristics (whirling noise)
  • Contrary to electronically displayed network
    traffic (center of attention)

The Coming Age of Calm Technology Mark Weiser
John Seely Brown
12
Moving on from Weisers Vision of Calm Computing
Engaging UbiComp ExperiencesYvonne Rogers
  • Background Forms of Calm Computing
  • Context-Aware Computing Focused on detecting,
    identifying, and locating peoples movements,
    routines, or actions (augmentation/assistance).
  • Requires knowledge of location, time, person,
    activity type, ect
  • Attempts to compensate for limitations in human
    cognition (attention, memory, learning,
    comprehension, and decision making)
  • Unpredictable/subtle behavior restrict the
    settings of context-aware systems
  • Ambient and Ubiquitous Intelligence Reactions
    according to the prediction of peoples needs
    (involve both physical and digital worlds).
  • Attempts to determine a persons physical,
    emotional, or informational state, making them
    more productive by taking expected
    action/information
  • Lack of accurate/sensitive multi-modal interfaces
    (computer vision, speech recognition,
    gesture-based detection)

13
  • Background (cont.) Forms of Calm Computing
  • Recording, Tracking, and Monitoring The
    movements, habits, health and mishaps of an
    individual are recorded, tracked and presented to
    an overseer(s).
  • Violation of privacy and self-respect
  • Problem The specifics of the context surrounding
    peoples lives are much more subtle, fluid and
    idiosyncratic than believed, making it difficult,
    if not impossible, to implement context in any
    practical sense.
  • Ethical and social concerns presented by Calm
    computing
  • Who makes the decisions? Designers?
  • What happens to human learning abilities?
  • UbiComp research is overwhelmed

Moving on from Weisers Vision of Calm Computing
Engaging UbiComp Experiences Yvonne Rogers
14
  • Goal An active engagement relationship, where
    people rather than computers take the initiative
    to be constructive, creative, and in control of
    their worldly interactions.
  • Hypothesis A shift from proactive computing to
    proactive people is more beneficial to society
    (based on successful research).
  • Approach Recast computers into their originally
    designed environments (tools, devices, and
    systems which extend and engage people in their
    activities/pursuits).
  • Bringing back the excitement of interaction
  • Rethinking the representations and presentations
    of information (interfaces)
  • Determine how to best make use of the current
    data streams of the world
  • Integrate and replay the masses of digitally
    recorded material
  • Consider suitable combinations of sensors, mobile
    devices, shared displays, and computational
    devices which can be assembled by non-UbiCompers
    (customization of new devices and uses)
  • Further study focusing on how people use their
    current tools and devices in their own
    environments.

Moving on from Weisers Vision of Calm Computing
Engaging UbiComp Experiences Yvonne Rogers
15
  • Results and Explanation Developments and areas
    of applicability.
  • Playful and Learning Practices a
    physical-digital place, outfitted with objects
    and tangibles to play and interact with,
    promoting different kinds of learning and
    collaboration among users.
  • Toolkits comprised of sensors, motors, lights,
    microprocessors, ect.
  • Easily assembled and programmed to react,
    interact, and communicate
  • Scientific Practices Interconnect scientists
    from different fields of study guiding them in
    their understanding and learning from others
    solutions.
  • Enhance problem solving abilities
  • However, the delivery of multi-dynamic data
    streams require powerful location-independent
    manipulation interfaces

Moving on from Weisers Vision of Calm Computing
Engaging UbiComp Experiences Yvonne Rogers
16
  • Results and Explanation (cont.) Developments and
    areas of applicability.
  • Persuasive Practices Self-monitoring and be
    behavioral change programs (habitual learning).
  • Mobile devices coupled with on-body sensors
  • Long-term context monitor certain aspects of
    peoples behavior and represent information at
    weak moments (constant but gentle nagging)
  • Further evaluation of their effectiveness

Moving on from Weisers Vision of Calm Computing
Engaging UbiComp Experiences Yvonne Rogers
17
How to give a great Research TalkJohn Krumm
Patrick Baudisch Rick Szeliski Mary Czerwinski
  • John Krumm
  • Bulleted format
  • Short when possible, long when necessary
  • More focused on the audience than his slides
  • Practice, memorization, and timing
  • Include humor/pictures on each slide
  • A great alternative to text
  • Notes to himself (note tell hilarious story now)
  • Include demos
  • Repeat yourself occasionally (bring drifters up
    to speed)
  • End on a memorable note
  • Overview with pictures
  • Session chair should have preplanned questions
  • Allows the audience more time to think

18
  • Patrick Baudisch
  • Start with a demo/video/picture
  • Puts the talk into perspective before it begins
  • Use as little text as possible (memorize more)
  • Avoid cluttered slides (whitespace is
    beautiful)
  • Reading and listening is difficult
  • Direct a users attention
  • Contrasting colors (but not as a background)
  • Blur/crop/fade images
  • Take pictures as your work progresses
  • They may end up in the presentation
  • Avoid animation (slide transitions), it forces
    people to wait

How to give a great Research Talk John Krumm
Patrick Baudisch Rick Szeliski Mary Czerwinski
19
  • Rick Szeliski
  • Engage the audience immediately
  • Ask questions, even if they arent directly
    related
  • Establishes a connection
  • Progressed in a natural, narrative manner
  • Very little, almost no, text
  • Memorization and strict timing (during videos)
  • Use the laptop as your pointing device
  • Avoids obstructing the presentation

How to give a great Research Talk John Krumm
Patrick Baudisch Rick Szeliski Mary Czerwinski
20
  • Mary Czerwinski
  • Address the audience
  • Posture and balance
  • Memorize 7 /- 2 key points
  • Build your presentation around a solid result
  • Be prepared to handle Rude Q and A
  • Have backup slides with detailed
    information/results
  • Tell em what you are going to tell em, Tell
    em, and Tell em what you told em!

How to give a great Research Talk John Krumm
Patrick Baudisch Rick Szeliski Mary Czerwinski
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