Title: Ubiquitous computing Human Computer Interaction
1Ubiquitous 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
2Ubiquitous 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.
3Ubiquitous 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
4Early 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.
5ActiveBats 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.
6Mobile 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.
7Wireless 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.
8PDAs 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.
9iClouds 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.
10MobiTip 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.
11Earlier 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
12The 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.
13Shared 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.
14CSCWHuman 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.
15Smart 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.
16More 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.
17Getting 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.
18Pervasive 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.
19More 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.
20Taking 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.
21More 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.
22Will 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.
23Philosophy 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.
24Invisible 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.
25Extra 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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