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HWG 1

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Title: HWG 1


1
Embedded Interactive SystemsPrototypes and
Platforms
  • Hans-W. Gellersen
  • Lancaster University
  • Department of Computing
  • Chair in Interactive Systems

2
  • This is not a talk about Embedded Systems that
    are interactive
  • Its about Interactive Systems that are embedded
  • Human-computer interfaces beyond the desktop
  • Physically embedded in everyday environments
    The Environment is the Interface
  • Inspired by the Ubiquitous Computing Vision

3
Paradigm Shift in Interactive Computing
  • Personal Computing Human Integration
  • Considering the user as integral part of the
    system
  • (previously users were system periphery)
  • Ubiquitous Computing Physical Integration
  • Considering also what surrounds computer and
    user as integral part of the system
  • Physical and social context observable context,
    world knowledge, affordances, social values,
  • (whereas Personal Computing is largely isolated
    and isolating from the overall situation)

4
Embedded Interactive Systems
  • Giving Primacy to the Physical World
  • Everyday objects and spaces become the interfaces
    to otherwise invisible computing systems
  • Physically embedded interfaces mediate between
    the physical and the digital world
  • Interaction away from the desktop and as part of
    human activity in a physical world
  • Departure from Standard User Interfaces
  • Non-traditional technologies sensors, embedded
    systems, perceptual components,
  • New design frameworks tangible interface,
    situated interaction, augmented reality,

5
Embedded Interactive Systems
  • New architectures for interactive systems
  • Canonical set of building blocks What is the
    equivalent of screen-based GUI objects in a
    physical world ?
  • Dynamic composition how to support relationships
    in a physical interface spatial, contextual,
    semantic
  • Interface management what is the equivalent of a
    windowing system in an interactive environment ?

6
Research Approach
  • Experimental Prototypes
  • construction of working prototypes of the
    necessary infrastructure in sufficient quantity
    to debug the viability of the systems in everyday
    use, using ourselves and a few colleagues as
    guinea pigs(M. Weiser, on Ubicomp Research
    Methods)
  • only building something actually allows you to
    explore its full design potential (R. Want)
  • Explored within the EU Disappearing Computer
    inititiative

7
The Disappearing Computer
  • Smart Artefacts and Emerging Applications
  • Emphasizing the places and things in peoples
    lives
  • Thinking of computing as material for future
    versions
  • Allow future artefacts/places to be connected to
    form a platform for new types of application
  • In this talk three prototypes and a platform
  • Examples of the Disappearing Computer
  • Future versions of familiar things
  • Beyond prototypes toward platforms
  • The Smart-Its project

8
  • PinPlay
  • A Wall that is also a Computer Network

9
The PinPlay Network
  • The Concept
  • The wall as network for the things that become
    attached to it
  • Familiar tangible interaction pinning
  • Preserve original functionality
  • PinPlay Architecture
  • Surface with conductive layers
  • Pushpin-like physical connector
  • Socket-less attachment of objects
  • Arbitrary types of object
  • PinPlay discovery of objects when they
    become attached

10
PinPlay Noticeboards
  • Proof of concept, gt1 sqm segments, gt25 nodes/sqm

11
Interacting with Walls
  • Ethnographic Study at Göteborg Film Festival

12
PinPlay Home Automation
  • Proof of versatility range of objects and
    applications
  • PinPlay Lightswitch
  • place it where you like!

13
The PinPlay Network
  • Key Points
  • Communication infrastructure merged with common
    surface
  • Piggy-backing everyday interaction style
  • Not compromising original use and appearance
  • High density of nodes
  • No sockets

14
  • Ambient Display
  • Hallway posters that double as output medium

15
Hallway Posters
  • Visualize web activity in the ambient environment
  • Adopt artefacts meaningfully as display substrate
  • Web access increases light,decrease over time

project posteraffordance for overlayingproject-
related information
16
Hallway Posters
  • Not just notification!
  • Overview visualize web activity over time
  • Comparison light distribution over posters
    provides comparison at a glance

17
Hallway Posters
18
Hallway Posters
19
Hallway Posters
  • Experience
  • In use since 1999
  • Non-intentional use (walking-by)
  • Not attention-grabbing
  • Subtle awareness of web activity

20
  • Sensor Table
  • A coffee table that can sense and receive input

21
Load-Sensing Surfaces
  • Concept
  • Gravity is ubiquitous
  • Surfaces crossroads for human activity
  • Pervasive load sensing
  • Not just weight
  • Position on surface
  • Object movement
  • Particular events
  • Traces

22
Load-SensingSurfaces
  • Weight Lab
  • Lab environment with load-sensing floor, tables,
    and shelves
  • Common furniture,unobtrusively aug-mented
    (wireless)
  • Context Acquistion
  • Tracking of people, objects, activities
  • In presence of noise(cluttered surfaces)

23
Load-Sensing Surface
  • Surfaces as Interaction Device

24
Summary
  • Unobtrusively integrated infrastructure
  • Three examples for infrastructure integrated with
    everyday environment input, output and
    networking
  • Unobtrusive physical integration
  • Building on existing physical affordances
  • Added functionality
  • New forms of interaction, new applications
  • Not compromising existing use and familiarity
  • Future versions of things backward-compatible!

25
  • Smart-Its
  • Beyond one-off Prototypes

26
Smart-Its
  • Technology for Smart Artefacts
  • Disappearing Computer Project, 2001-2003
  • Lancaster (UK), Karlsruhe (D), ETH Zurich (CH),
    Interactive Institute (S), VTT Electronics (FIN)
  • Vision
  • Post-hoc augmentation of everyday objects with
    processing, physical I/O and wireless
    communication
  • Approach
  • Hardware/software construction kit for smart
    artefacts
  • Rapid prototyping and exploration of applications

27
(No Transcript)
28
Smart-Its Architecture
  • Smart-Its Devices integrate
  • Phyiscal I/O
  • Processing environment
  • Wireless communication

29
Smart-Its Architecture
  • Smart-Its System
  • Collection of communicating Smart-Its
  • Self-contained or con-nected to backend
  • Participating devices are customized to their
    physical design context
  • phys I/O configuration
  • software, behaviour

30
Smart-Its Architecture
  • Modular Device Architecture
  • Separating physical I/O from communication
  • Multiple I/O boards maybe connected to one core
    board
  • Processing can be centralized on the core board,
    or distributed with additional processors on the
    I/O boards

Core Board
I/O Board
31
Platform Implementation
  • Smart-Its Hardware
  • Family of devices, implementations for different
    target applications
  • TecO Smart-Its core and sensor boards optimized
    for small size, low energy, and longer-term
    deployment
  • Lancaster Smart-Its very rapid prototyping of
    lab demonstrators, small-scale experiments, and
    teaching
  • ETH BTnode an alternative core board integrating
    Bluetooth

32
Platform Implementation
  • Smart-Its Hardware
  • e.g. TecO sensor board, 17X30 mm
  • Sensing audio, light, 3D acceleration, humiditry,
    temperature, and pressure
  • LED and speaker output

33
Platform Implementation
  • Smart-Its Hardware
  • e.g. Lancaster boards
  • Purposefully simple in composition
  • Basic core board
  • Encouraging design of customized I/O boards
  • e.g. multi-sensor board(touch, acceleration etc)
  • e.g. actuator control board (power control of up
    to 4 actuators)

34
Platform Implementation
  • Smart-Its Software
  • Providing abstractions at multiple levels
  • At the lowest level, drivers that shield
    developers from hardware detail both on component
    (sensors, etc ) and board level (connections)
  • Basic communication and system functions, e.g.
    wireless and serial communication, power control
    etc
  • At a higher level, libraries and code templates
    that implement common application frameworks
  • Developers can access the system at any level

35
Physical Prototyping rapid cycles between idea
and tangible evaluation
36
Platform Evaluation / Dissemination
  • Hackfests
  • Hackfest with users from other projects
  • 2,5 days for develop-ment of mini-demos from
    scratch
  • Results
  • Hardware new add-on devices
  • e.g. RFID reader
  • Software building blocks
  • Application demos
  • Game control

37
Summary
  • Application experience
  • Adopted by other research groups as platform for
    their work
  • Various demonstrators e.g. smart furniture
    assembly
  • Conclusion
  • Reduced effort for physical prototyping
  • Encouraging exploration of physical design
    alternatives
  • Future work needs to move fromdevice to system
    focus

38
Acknowledgements
  • Commission of the European Union, Future and
    Emerging Technologies (project contracts
    Smart-Its, PinPlay and Relate)
  • Engineering and Physical Sciences Research
    Council (indirect support through the Equator
    project)
  • Project partners at Karlsruhe, ETH, and Viktoria
  • Albrecht Schmidt, Martin Strohbach, Kristof Van
    Laerhoven, Gerd Kortuem, Nicolas Villar
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