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Ubiquitous computing Human Computer Interaction

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Title: Ubiquitous computing Human Computer Interaction


1
Ubiquitous computing Human Computer Interaction
The most profound technologies are those that
disappear. They weave themselves into the fabric
of everyday life until they are indistinguishable
from it... 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.
Machines that fit the human environment, instead
of forcing humans to enter theirs, will make
using a computer as refreshing as taking a walk
in the woods.
Mark Weiser (1991), The Computer for the 21st
Century, Scientific American, http//www.ubiq.com/
hypertext/weiser/SciAmDraft3.html
2
Ubiquitous computing Human Computer Interaction
  • Ubiquitous computing (or ubicomp) is the vision
    of Mark Weiser a computer scientist famed for
    his work at the Xerox Palo Alto Research Center
    (PARC).
  • Sadly, Weiser died in 1999 before his vision was
    realised, except in films such as Minority
    Report.
  • Since Weiser more or less coined the term
    ubiquitous computing, other similar terms have
    also become prevalent pervasive computing means
    pretty much the same thing.
  • The word pervasive means having the tendency to
    pervade or permeate, or spread throughout, whilst
    ubiquitous means being present everywhere.
  • Other phrases include the disappearing computer,
    ambient computing and autonomic computing.

3
Ubiquitous Computing Human Computer Interaction
Satyas (or more precisely Mahadev
Satyanarayanans) view of pervasive computing
from around the same time is
the creation of environments saturated with
computing and wireless communication, yet
gracefully integrated with human users. Many key
building blocks needed for this vision are now
viable commercial technologies wearable and
handheld computers, high bandwidth wireless
communication, location sensing mechanisms, and
so on. The challenge is to combine these
technologies into a seamless whole. This will
require a multidisciplinary approach, involving
hardware designers, wireless engineers,
human-computer interaction specialists, software
agent developers
See M. Satyanarayanan (1991), Pervasive
Computing Vision and Challenges, IEEE Personal
Communications, August 1991, pp10-17.http//www2.
cs.cmu.edu/aura/docdir/pcs01.pdf
4
Early ubicomp ideas Human Computer Interaction
  • Weisers vision inspired work at the Xerox Palo
    Alto Research Center (PARC) in the early 1990s
    and spawned such projects as ParcTab and
    Liveboard.
  • The ActiveBadge is another well known early
    project. All such systems tracked users as they
    engaged in activity in their work environment.
  • Unfortunately, many early systems were based on
    technologies that were barely adequate for the
    task, so they fell short of expectations.

5
ActiveBats Human Computer Interaction
  • The ActiveBat project (1998-1999) grew out of a
    need for a portable wireless device that could
    be used for context-aware computing.
  • In the first instance the research team at ATT
    had used ActiveBadges to gather contextual
    information, but these had been shown to be too
    restrictive in there use and simplistic in the
    amount of information that they could provide.
  • The ActiveBat is a small personal device that can
    communicate with the building infrastructure
    using ultrasonic signalling.

6
Mobile Computing Human Computer Interaction
  • Since the early 1990s there have been massive
    advances in the production of mobile devices
    that can be wirelessly networked together.
  • A PDA or Personal Digital Assistant are handheld
    devices that until recently were used primarily
    as digital replacements for paper
    organisers/diaries etc.
  • Early PDAs include the Apple Newton.
  • More recently they have become much more flexible
    and the boundaries between PDAs and phones,
    games-consoles, portable multimedia players, and
    laptops are blurring.
  • Then there is the availability of wireless
    networking.

7
Wireless technologyHuman Computer Interaction
  • There are numerous ways nowadays to wirelessly
    link devices. The wireless LAN (WLAN) technology
    Wi-Fi itself encompasses three different IEEE
    standards alone (the now outdated 802.11a, the
    currently popular 802.11b and the new, larger
    capacity 802.11g).
  • Alongside WLAN, there are also Wireless Personal
    Area Network (WPAN) technologies which include
    Infrared (IrDA) and Bluetooth and now Zigbee.
  • Infrared communications are cheap and reliable
    however infrared is a only a line of sight
    technology and is usually only suitable for
    linking two devices at a time.
  • Bluetooth seems to compete directly against IrDA
    and can connect 8 peripherals roughly located in
    the same room.

8
PDAs and ubicompHuman Computer Interaction
  • Interestingly for use (at least within the
    confines of this unit!) the main issues arising
    from ubicomp are HCI and social ones.
  • How can we collaborate with users around us? How
    can we collaborate with the infrastructure around
    us? Do we even want to? What kind of devices,
    software, interaction methods we need to
    implement all this?
  • Many prototype ubicomp systems have been built
    around wireless networking (WiFi, IrDA, Bluetooth
    etc) and PDAs (and sometimes mobile phones).
  • Such systems are easy to buy and are cheap but
    are they the best devices to implement visionary
    ubicomp systems?
  • Well look at some examples from current
    literature.

9
iClouds ProjectHuman Computer Interaction
  • The iClouds project is a current research
    initiative running at Darmstadt University of
    Technology in Germany.
  • The general idea is that we, as mobile computer
    users, may have goals and information that we
    might wish to either seek help on or share,
    respectively.
  • By creating an information cloud (or iCloud) many
    anonymous users can do this.
  • One idea is that users have iHave and IWish lists
    which can be shared between neighbouring PDAs.

10
MobiTip ProjectHuman Computer Interaction
  • A very similar project to iClouds is the MobiTip
    project running at Swedish Institute of Computer
    Science, SICS.
  • MobiTip runs on Bluetooth enabled Sony Ericsson
    P900 mobile phone and allows its users to enter
    comments, recommendations and tips (hence
    mobile-tip) about anything that they want to
    express an opinion on within a limited spatial
    scope - such as a shopping mall.
  • Comments given by one person are made available
    to another when users pass each other in the
    mall, when they approach connection hot spots,
    or on demand.

11
Earlier Swedish workHuman Computer Interaction
  • For some reason, the Scandinavians are mad about
    ubicomp and the possibilities of it they also
    have some extraordinarily good and prolific
    research institutes.
  • Ideas like MobiTip and iCLouds have their roots
    in earlier work such as the Hummingbird project
    (circa 1998) by Lars Erik Holmquist and the
    Future Applications Lab (FAL) at the Viktoria
    Research Institute.
  • Hummingbird came at a time when PDAs werent
    readily available as can be seen in the picture,
    but had similar ideas to iClouds etc about
    collaboration of goals and information.

Prototype Hummingbird device
12
The Lovebomb and etc.Human Computer Interaction
  • Taking sharing information one step further are
    proposed devices like the LoveBomb also from the
    FAL.
  • The LoveBomb was a conceptual mobile device that
    allowed people to anonymously communicate
    emotionto other users carrying the device.
  • The LoveGety actually commercially implemented
    this idea in Japan (circa 1998). Male and female
    (pictured) LoveGetys could detect each other, and
    would then interrogate each-other for possible
    match between their owners.
  • Other examples of related systems include
    Thinking Tags, GroupWear, and the cheesily named
    ProxyLady.

13
Shared DisplaysHuman Computer Interaction
  • Many research groups are looking at how shared
    displays can be integrated with PDAs.
  • For instance, the GroupLab at the University of
    Calgary have a project called Shared Notes
    whilst there is the Interactive Work-spaces
    project (pictured) at Stanford and similar work
    at Univ.of Toronto .
  • Much of this work has its roots in CSCW, which
    looks at the design/evaluation of technology to
    support different styles of collaboration across
    time across place between casual and formal
    interactions and between individual and group
    work.

14
CSCWHuman Computer Interaction
  • The term computer supported cooperative work
    (CSCW) was first coined by Irene Greif and
    Cashman in 1984, at a workshop attended by
    individuals interested in using technology to
    support people in their work.
  • According to Carstensen and Schmidt (2002), CSCW
    addresses "how collaborative activities and their
    coordination can be supported by means of
    computer systems."
  • On the one hand, many authors consider that CSCW
    and groupware are synonyms. On the other hand,
    different authors claim that while groupware
    refers to real computer-based systems, CSCW
    focuses on the study of tools and techniques of
    groupware as well as their psychological, social,
    and organizational effects.

15
Smart Living RoomsHuman Computer Interaction
  • One area in which there is a lot of interest at
    present is making the living-room of the future.
  • some projects such as Microsofts EasyLiving have
    the aim of making home environments simply easier
    or more enjoyable for everyday users.

16
More Smart Living RoomsHuman Computer
Interaction
  • Aside from EasyLiving there are masses of smart
    living room or smart house projects going on.
  • Some of these projects have found that assistive
    technology applications provide good vehicles for
    stretching research boundaries.
  • A consortium in the south west of England have
    created the The Gloucester Smart House a smart
    home that can help dementia sufferers to
    continue to live in their own home for longer.
  • Sensors attached to common domestic items help
    remind and inform a person that something needs
    to be done.

17
Getting out More Human Computer Interaction
  • Many applications of ubicomp (like the smart
    living room scenarios and the smart workplace of
    projects like ActiveBadge) constrain their users
    to indoor environments.
  • Projects like Equator (in the UK) are attempting
    to move ubicomp to much more unconstrained
    outdoor arenas.
  • One sub-project of Equator was the Ambient Wood
    project which populated a real wood with digital
    devices which school children then interacted
    with through PDAs etc.
  • Equator also features lots of work in which
    researchers are attempting to use the physical
    world as a game board.

18
Pervasive Games Human Computer Interaction
  • Perhaps the first game of its type, Pirates! was
    created at the Viktoria Institute - each player
    was equipped with a PDA and could wander around
    the real world (or sail the ocean!).
  • They could interact (i.e fight!) with other
    players when they came in close proximity with
    them. Real world objects also took on
    significance (e.g. as a harbour, or a treasure
    location).
  • From the same place is the game PacMan Must Die
    in which some of Pacmans food is positioned on
    the displays of other players PDAs.

19
More pervasive gamesHuman Computer Interaction
  • Some researchers are looking at ad hoc encounters
    between very mobile users those either riding
    in cars or on motorbikes.
  • Pioneers of this are the Interactive Institute in
    Sweden (surprise).
  • Once more, like the Lovegety, this exploits
    casual interaction between users. Users can do
    social tasks or engage in a number of games.
  • Some are aimed at adults and some at bored
    children.

Example of virtual interaction using RoadRager
Brunnberg, Liselott. The Road Rager - Making
Use of Traffic Encounters in a Mobile Multiplayer
Game. In Proceedings of MUM, 2004.
20
Taking it to extremes?Human Computer Interaction
  • The ARQuake Project, at the University of
    Southern Australia, ported Quake to an
    augmented reality platform. One minute you
    could be walking around campus, the next a blood
    thirsty alien pushes its way through the crowd
    and heads straight towards you - so you blow its
    brains out it with your laser gun ...
  • Human Pacman from the National University of
    Singapore uses AR and Bluetooth tagged objects
    to allow users to wander around acting as
    ghosts/pacman.

21
More extremesHuman Computer Interaction
  • A pervasive environment is likely to contain many
    different device types traditional input
    devices, such as mice or keyboards, and output
    devices, such as speakers or LEDs.
  • Additionally it might contain wireless mobile
    devices, such as pagers, PDAs, cell phones,
    palmtops, mobile gaming devices and so on.
  • Furthermore it might also contain smart devices,
    such as intelligent appliances, floor tiles with
    embedded sensors, biosensors, and RFID tag
    systems.
  • Many research projects are looking at tagging
    any (and all) everyday objects.

22
Will this be reality?Human Computer Interaction
  • Most of these applications are still in the
    research lab (with a few notable exceptions
    e.g. the LoveGety).
  • The ubicomp community still have a lot of issues
    to solve before most of these applications
    become a reality.
  • As already briefly mentioned, many of the issues
    arising from the use of pervasive computing stem
    from social concerns.

From Jessup L.M. and Robey D., The relevance of
social issues in ubiquitous computing.
Communications of the ACM 45(12)88-91, 2002.
23
Philosophy and HCIHuman Computer Interaction
  • As previously mentioned, approaches like
    usability which have been adopted by the HCI
    community could already be applied to any tool.
  • Famously, the phenomenologist philosopher Martin
    Heidegger referred to use of hammers when
    describing mans use of appliances or tools and
    their familiarity.
  • Phenomenologists approach philosophy by
    attempting to perceive experience unmediated by
    prior knowledge and abstract theoretical
    assumptions.
  • A well regarded HCI book called Where the Action
    Is (MIT Press, 2001) by Paul Dourish expands on
    this notion and embodied interaction in
    particular.

24
Invisible interfaces?Human Computer Interaction
  • The EU a few years ago had an initiative called
    the disappearing computer hence people started
    talking about invisible interfaces however a
    disappearing computer system should be one that
    is invisible in use - though not necessarily, or
    even usually, in embodiment a notion clearly
    rooted in phenomenological philosophy.
  • Technology which is invisible in use does not
    imply that one can walk-up and use it without any
    prior knowledge instead as in the example of
    driving a car, practices that are
    effective-in-use may require long periods of
    learning and practice.
  • Skills inherent in our evolutionary make-up
    such as social cognition might also be
    exploited to produce systems that can be
    invisible-in-use.

25
Extra Reading for this week Computer Games
Software Engineering
  • Mark Weiser (1991), The Computer for the 21st
    Century, Scientific American, http//www.ubiq.com/
    hypertext/weiser/SciAmDraft3.html
  • Look at Dourishs webpage about his embodied
    interaction book at http//www.dourish.com/embodie
    d/ and try to get to grips with his summarising
    essay.
  • The iClouds website http//iclouds.tk.informatik.
    tu-darmstadt.de/
  • The MobiTip website http//www.sics.se/humle/proj
    ects/mobitip/
  • Lars Erik Holmquist et al, The Hummingbird
    Mobile Support for Group Awareness, CSCW 1998,
    http//www.viktoria.se/fal/publications/play/1998
    /hummingbird_cscw-demo.pdf
  • Weal, M. J., Michaelides, D. T., Thompson, M. K.
    and De Roure, D. C. (2003) The Ambient Wood
    Journals - Replaying the Experience. In
    Proceedings of HT'03 The fourteenth conference on
    Hypertext and Hypermedia,http//eprints.ecs.soton.
    ac.uk/8034/01/p307-weal.pdf

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