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Application Areas

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Ubiquitous Computing Themes. 8. Need to be Context-Aware ... Wearable computers has focused on making it easier to take the desktop PC along ... – PowerPoint PPT presentation

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Title: Application Areas


1
Application Areas
  • Lecture 17
  • Date 6th April

2
Overview of Lecture
  • Application areas
  • CSCW
  • Ubiquitous Computing
  • What is ubiquitous computing?
  • Major themes in ubicomp
  • Related topics

3
Ubiquitous Computing
  • What are the main ideas in Weisers 1991 paper?
  • The disappearance of technology
  • The opposite of virtual reality
  • More humanizing, more human interaction
  • More natural interaction, less fiddling
  • Wireless, interconnected devices
  • Constant, but unobtrusive, availability
  • A range of different sizes
  • Context-aware behavior
  • Privacy considerations must be addressed but no
    solutions proposed
  • This work really started several years before
    1991. After more than a decade, we are not much
    closer to dealing with the privacy issues but at
    least now there is a lot of interest in the
    topic.

Ubiquitous Computing
4
Ubiquitous Computing
Ubiquitous Computing
5
Technology Trends in Ubiquitous Computing
  • Displays
  • very small (inches) to very large (walls)
  • Processors
  • cheap, small, dedicated, microprocessors
  • Low Power
  • small batteries, solar (?)
  • Wireless
  • Wireless ethernet, infrared, mobile standards,
    Bluetooth (in-room), in-building, metropolitan
  • Operating systems
  • Linux on a chip, Windows CE,
  • Packaging
  • non-conventional devices

Ubiquitous Computing
6
Ubiquitous Computing
  • 3 major themes in ubiquitous computing
  • Desire for natural interfaces
  • Need to be context-aware
  • Automate capture and access

Ubiquitous Computing
7
Desire for Natural Interfaces
  • Physical interactions will be less like current
    desktop/keyboard/mouse display paradigms, more
    like real human interactions
  • More natural forms of communication
  • Speech
  • Handwriting
  • Gestures
  • When used for recognition-based tasks,
  • new and more types of mistakes are introduced
  • Eliminating errors may not be possible e.g.,
    computer handwriting recognition will never be
    perfect
  • Error handling of recognition-based interfaces is
    a major area of research

Ubiquitous Computing Themes
8
Need to be Context-Aware
  • Context refers to the physical and social
    situation in which computational devices are
    embedded
  • A goal of context-aware computing is to acquire
    and utilize information about the context of a
    device and provide services that are appropriate
    to the particular people, place, time, events,
    etc.
  • Example A mobile phone will always vibrate at a
    concert and never beep/ring in a concert, if the
    system can know the location of the phone and the
    schedule of the concert

Ubiquitous Computing Themes
9
Need to be Context-Aware
  • The five Ws can be used to define context
  • Who identity of a particular user
  • What interpretation of human activity
  • Where location of user
  • When time of activity, passage of time
  • Why reason for a person doing something

Ubiquitous Computing Themes
10
Need to be Context-Aware
  • Most common -gt Location-Aware Computing
  • location-based action
  • nearby local printer, doctor
  • nearby remote phone
  • directions/maps
  • location-based information
  • real
  • persons location
  • history/sales/events
  • virtual
  • walkthrough
  • story of city
  • augmented
  • touring machine

Ubiquitous Computing Themes
11
Automate Capture Access
  • Much time is spent recording events and then
    trying to remember important pieces of
    information from those events
  • Most systems have separate capture and access
    phases e.g., Lecture Browser focuses on the
    capture presentations with attention to capturing
    arbitrary program interactions and
    production-quality video capture from multiple
    sources

Ubiquitous Computing Themes
12
Automate Capture Access
  • Challenges
  • Capture most common application areas are in
    meeting support education/training. Other
    possible application areas
  • Recording of special events
  • During collaborative design activities
  • Much of the capture is for raw streams of
    information that are captured mainly for direct
    playback. It is often useful to derive
    information to provide a greater understanding of
    the live event

Ubiquitous Computing Themes
13
Automate Capture Access
  • Challenges
  • Access a number of playback activities need to
    be provided
  • While real-time access is the most common, other
    methods are required
  • Versioning and time-based interactions are issues
    in the access phase
  • As systems move from personalized to more public
    settings, privacy concerns for both capture and
    access increase

Ubiquitous Computing Themes
14
Other Related Topics
  • Augmented Reality
  • Tangible Interfaces
  • Wearable Interfaces

Related Topics
15
Augmented Reality
  • Augmented reality (AR) refers to computer
    displays that add virtual information to a user's
    sensory perceptions.
  • Augmented reality is an environment that includes
    both virtual reality and real-world elements.
  • Example an AR user might wear translucent
    goggles through these, he could see the real
    world, as well as computer-generated images
    projected on top of that world

Related Topics
16
Augmented Reality
  • Most AR research focuses on "see-through"
    devices, usually worn on the head, that overlay
    graphics and text on the user's view of his or
    her surroundings

Related Topics
17
Augmented Reality
Related Topics
18
Augmented Reality
Related Topics
19
Tangible Interfaces
  • Tangible interfaces provide physical form to
    digital information and computation, facilitating
    the direct manipulation of bits
  • They employ physical objects, surfaces, and
    spaces as tangible embodiments of digital
    information.

Related Topics
20
Tangible Interfaces
  • These include foreground interactions with
    graspable objects and augmented surfaces,
    exploiting the human senses of touch and
    kinesthesia.
  • Background information displays use "ambient
    media" -- ambient light, sound, airflow, and
    water movement-- that communicate
    digitally-mediated senses of activity and
    presence at the periphery of human awareness.

Related Topics
21
Tangible Interfaces
  • Triangles
  • When the pieces connect together, they can
    trigger digital events. These events can
    influence the progress of a non-linear story, or
    allow users to organize media elements in order
    to create their own story space.

Related Topics
22
Wearable Interfaces
  • Wearable computers has focused on making it
    easier to take the desktop PC along
  • The physical nature of the space and task is
    reflected in the design of the hardware and the
    user interaction modalities
  • Computers on body
  • track body relative movements
  • monitor person
  • train person
  • Wearables will need to become much
  • smaller and socially designed

Related Topics
23
Towards Everyday Computing
  • Activities rarely have a clear beginning and end
  • Interruption is expected
  • Multiple activities operate concurrently
  • Time is an important discriminator
  • Associative models of information are required

Related Topics
24
Ubiquitous Computing Challenges
  • Evaluating Ubicomp systems
  • Finding a human need
  • Evaluating in the context of authentic use
  • Task-centric evaluation techniques are
    inappropriate
  • Social issues

Related Topics
25
Summary of Lecture
  • What is ubiquitous computing?
  • Major themes in ubicomp
  • Desire for natural interfaces
  • Need to be context-aware
  • Automate capture and access
  • Related topics
  • Augmented Reality
  • Tangible Interfaces
  • Wearable Interfaces

Summary
26
Terms of Reference
  • Weiser, M. (1991) The Computer for the 21st
    Century
  • Ishii, H. (2004) Bringing clay and sand into
    digital design continuous tangible user
    interfaces
  • Abowd, G. Mynatt, E. (2000) Charting Past,
    Present and Future Research in Ubiquitous
    Computing
  • Scholtz, J. (2001) Ubiquitous Computing Goes
    Mobile
  • Milgram Kishino (1994)  A Taxonomy of Mixed
    Reality Visual Display
  • Benyon, D. et al (2005) Designing Interactive
    Systems

References
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