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Cci Cpi Hci Allx

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61 views61 pages

Cci Cpi Hci Allx

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Unit-II

CCI CPI HCI


• Classification of System-Environment Interaction:
CCI, HCI and CPI
• UbiCom system use covers a range of interactions
• Computer-Computer Interaction, C2C or CCI.
Interaction between UbiCom  systems or devices, or
between one UbiCom system and its virtual computer
infrastructure that can use SOA, distributed AI and
biological mechanisms
• Human Computer Interaction, HCI, between devices
and people
• Computer device - Physical world Interaction ,CPI,
e.g., robotics, embedded controllers, sensor nets,
• Some CPI involves sensing the physical
environment, performing tasks which are situated in
it, affect it and may control it.
• Physical environments which are smart
environments act in part as collections of smart
devices so CPI involving smart environments
approximates towards CCI.
• Interactions between humans (H2H or HHI) and
between humans and the physical environment
(HPI) are often mediated using computer devices
• If humans interact with the physical world  and the
latter is designed as a smart environment then
human smart environment interaction approximates
to HCI and HPI.
Overview
• Early UbiCom Research Projects 
• Everyday Applications in the Virtual, Human and
Physical World
• Some example projects in more detail

4
Ubiquitous Computing Applications and Projects

Early Projects Everyday Applications

Smart Smart
Devices Smart
Interaction Environments

CCI CPI HCI CCI HHI CPI


WearComp
Cyborg

Unimate U-Commerce
MH-1 Mobile Worker
Classroom 2000 Community Care
Smart Dust & Smart Space
TinyOS iRoom
Cooltown Ubiquitous AV Smart Utilities
EasyLiving. SPOT Ubiquitous data Smart Buildings
HomeLab Ebooks Smart Living
Universal Local Smart Streets
Calm Computing Control Smart Transport
Smart Tabs ... Things That Think Personalised Spaces Pervasive Games
Active Badge.. DataTiles
Joy’s 6 Webs Ambient Wood

5
Early UbiCom Research Projects
• Smart Devices: CCI 
– PARC Tab, MPad & LiveBoard; Active Badge, Bat and Floor
• Smart Environments: CPI and CCI
– Classroom 2000, Smart Space and Meeting Room, Interactive
Workspaces and iRoom, Cooltown, EasyLiving and SPOT,
HomeLab and Ambient Intelligence
• Smart Devices: CPI
– Unimate and MH-1 Robots, Smart Dust and TinyOS
• Smart Devices: iHCI
– Calm Computing, Things That Think and Tangible Bits, DataTiles,
WearComp and WearCam, Cyborg
• Other UbiCom Projects

Ubiquitous computing: smart devices, environments and interaction 6


What ICT Environments Were Like
• Late 1980s, when much of the early work on UbiComp started
– ???

• A distinction has been made in the history between the availability of


the first prototypes or ICT product (1) and the first widespread
commercial uptake of an ICT product (M).
– Difference between the (1) and (M) phases seems to be averaging about 10 years
give or take a few years.
• Today, it is hard to imagine such a world, where people were often
unreachable if away from a fixed phone point and computing was only
available at a desk computer, attached to the wired Internet.

Ubiquitous computing: smart devices, environments and interaction 7


Short History of ICT Technology
Weiser’s Class
WearCom1
Tabs Room
2000
WWW1
WWWM
TCP/IP Mobile
InternetMPhone-D
M

TCP/IP
WLAN1 WLANM GPSM
Internet 1
Lap- PDA1 GPS1
PC1 top1 Lap-
Computer11 PDAM
PC M topM

1940 1980 1985 1990 1995 2000 2005


1970
Could also note when specific PC technologies arose, e.g., hard-disk,
mouse, removal memory cards, etc
8
Active Badge, Bat and Floor
Active Badge (forerunner of ParcTab) at Cambridge University / Olivetti
• 1st context-aware computing application
• Designed an aid for a telephone receptionist
• Active Badge periodically sends infrared signals to sensors embedded
in rooms throughout the building.
• Limited Location determination accuracy
• See http://www.cl.cam.ac.uk/research/dtg/attarchive/bat/

9
Active Badge, Bat and Floor
Active Bat
• Uses ultrasound, greater accuracy ~ 3 cm.
• Base station used for position determined
Active Floor
• Identification by person’s gait,
• Pros and Cons
• Special Floor design.

10
PARC Tab, MPad, LiveBoard
• 3 main intertwined devices and applications known as known as
Boards, Pads and Tabs developed at PARC, Large wall-display
program called LiveBoard

• Smaller computers Book-sized MPad

• Palm-sized ParcTab computer

• See http://www.parc.com

11
ClassRoom 2000
• To capture the live experiences of the occupants and to provide that
record to users for later access and review.
• 1995, Classroom 2000 (led by Abowd, Georgia Institute of
Technology)
• Most research focussed on development of multimedia-enhanced
materials
• Classroom 2000 researched content generation by instrumenting a
room with the capabilities to automatically record a lecture

• See http://www.cc.gatech.edu/fce/eclass/pubs/

12
Smart Space and Meeting Room
Projects
• NIST (1998-2003): use of pervasive devices, sensors & networks for
context-aware smart meeting rooms that sense ongoing human
activities and respond to them
• Meeting Room design.
• 2 sets of tools were used to manage sensor data.
• When people talk, system takes dictation, records a transcript of the
meeting, tracks individual speakers, follow what the conversation is
about and triggers associated services from the Internet.
• Design supports an iHCI model for taking notes and for assisting
speakers by intuitively providing further information.
• See http://www.nist.gov/smartspace/talksAndPubs.html

13
Interactive Workspaces Project
• Interactive Workspaces project (Stanford University, 1999 )
investigated design and of rooms (iRooms) to create applications
integrating the use of multiple types of devices of varying form factors
• Also developed several interaction patterns for interacting with large
high resolution displays
• FlowMenu
• ZoomScape
• Typed drag and drop support:
• See http://graphics.stanford.edu/papers/iwork-overview/

14
Cooltown
• HP Project , 2000-2003, to develop a vision of UbiCom to
support:
– Key feature of Cooltown is that each physical and virtual
world resource has a Web presence (URL)
• 3 important benefits of using the Web for Mobile users
situated in the physical world:
– Ubiquitous access
– Just Enough Middleware
– Local means local:

15
EasyLiving & SPOT
• EasyLiving project (Microsoft, 1997-2003) developed intelligent
environments to support dynamic aggregation of diverse I/O devices
into a single coherent user experience.
• SPOT devices (Microsoft, 2003) designed to listen for digitally encoded
data such as news stories, weather forecasts, personal messages,
traffic updates, and retail directories transmitted on frequency
sidebands leased from commercial FM radio stations

16
Ambient Intelligence (AmI)
• Proposed by Philips in late 1990s as a novel paradigm for
consumer electronics that is sensitive responsive to the
presence of people
• & became part of a EU Research Framework (FP6 IST)
• Key properties of AmI systems are:
– User-aware / iHCI:
– Intelligence?:
– Embedded:

17
Unimate and MH-1 Robots
• Machines are used to perform physical tasks that are very labour
intensive and repetitive or are too dangerous or difficult for humans to
implement directly.
• Automated machines that just do one thing are not robots.
• Robots have the capability of handling a range of programmable jobs.
• 1961, Ernst developed the MH-1
• 1st first industrial computer controlled robot, the Unimate designed by
Engelberger

18
Unimate Robot

See http://www.thocp.net/reference/robotics/robotics2.htm

19
Smart Dust
• Micro fabrication and integration of low-cost sensors, actuators and
computer controllers, MEMS (Micro Electro-Mechanical Systems)
• Can be sprayed & embedded throughout the digital environment
• Creating a digital skin that senses physical & chemical phenomena
• See Smart Dust project (Pister, UCB)

20
Smart Dust

Photo: courtesy of Brett Warneke

21
iHCI: Calm Computing
• Weiser noted whereas computers and games for personal
use have focused on the excitement of interaction, when
computers are all around we will interact with them
differently. We often want to compute while doing
something else.
• Calm technologies are said to encalm us as they can
empower our periphery in three ways:

22
iHCI: Calm Computing
• Example of calm technology was the
“Dangling String” created by artist
Natalie Jeremijenko, situated at
PARC
• String jiggled in proportion to the
degree of subnet activity

23
iHCI: Tangible Bits & Things That
Think (TTT)
• In 1997, and still to a large extent10 years later, GUI-based HCI
displayed its information as "painted bits" on rectangular screens in
the foreground
• In contrast, Tangible Bits project (led by Ishii, MIT, 1997) aimed to
change "painted bits", into "tangible bits" by leveraging multiple
senses & multimodal human interactions within the physical world
• "Tangible User Interfaces" emphasize both visually intensive,
hands-on foreground interactions, and background perception of
ambient light, sound, airflow, and water flow at the periphery of our
senses.
• See http://ttt.media.mit.edu/, http://tangible.media.mit.edu/,

24
DataTiles
• DataTiles project (Sony, 2001, led by Rekimoto) focussed on
interactive user interfaces that use task specific physical objects as
alternatives to conventional HCI.
• System consists of acrylic transparent tiles with embedded RFID tags
• Advantages ?

• Three key types of interaction were embodied by the system.

25
DataTiles

Photo courtesy of Sony Computer Science Laboratories, Inc.

• Allows users to manipulate data in form of tangible “tiles”


• Combinations of data streams and functions make it
possible to create new applications
26
WearComp and WearCam
• Mann’s experiments with wearable computers started in late 1970s.
• Main application was recording personal visual memories that could
be shared with other via the Internet.

Photo courtesy of http://en.wikipedia.org/wiki/Wearable_computing


27
WearComp and WearCam
Later generations of WearComp supported three key features.
1. Wearable computer was hidden. Customised glasses used as
HUD, conductive fabric used as BAN.
2. Mediated reality was supported, reality may be diminished or
otherwise altered as desired, not just augmentered.
3. Thirdly, Homographic Modelling was supported in the display.
• See http://www.eecg.toronto.edu/~mann/

28
Cyborg 1.0 and 2.0
• Implanted into human mobile hosts are a form of embedded device.
• Cyborg 1.0, a silicon chip transponder implanted in a forearm which
remained in place for 9 days (1998, Warwick)
• Cyborg 2.0 (2002, Warwick) new implant in his lower arm could send
signals back and forth between the nervous system and a computer
• See http://www.kevinwarwick.com/

29
Cyborg 2.0

Electrode array surgically


implanted into Warwick’s
left arm and interlinked
into median nerve fibres
is being monitored.

Photo Courtesy of University of Reading

30
R&D UbiCom Applications
• There are many other innovative UbiCom projects, only a
selection of these is given here.
• Two of the main conferences that cover a greater range of
UbiCom projects are:
– IEEE http://www.UbiCom.org
– ACM http:// www.percom.org
• Research here (add-link) for what your institute is doing in
this area

31
Analysis of Early Projects
Achievements and Legacy
• Focus on 3 basic UbiComp properties: iHCI, context awareness and
distributed access
• Many innovative iHCI projects
.

32
Analysis of Early Projects: Distributed
Access Support
• Early work at PARC and by Olivetti, late 1980s was focussed on basic
smart mobile device model design for Tabs and Pads.
• Proprietary communication & location-awareness for mobile users : no
commercial mobile ICT devices, widely available wireless networks.
• Late 2000s, mobile devices and wireless networks are widely available
• Service discovery of local network resources was weak and the
discovery of other local environment resources is still virtually non-
existent
• -> Much of the vision of Cooltown is not routinely available.
– Reasons for this?

33
Analysis of Early Projects: context-
awareness
• Context-awareness: mainly location awareness
• Early achievements based upon (local not global) location awareness
indoors with heavily instrumented environment.
• Location-determinism today tends to be supported mainly as stand-
alone devices and services that are not readily interoperable.
• GPS for outdoor use.
• Systems for indoor use are available today based, e.g., based upon
trilateration using WLAN but not ubiquitous (See Chapter 8)

34
Analysis of Early Projects:
iHCI
• Electronic boards
– Allow users to collaboratively edit text and graphics were prototyped
at PARC in the early 1990s -> later became commercial products.
– Used in Classroom 2000 in 1995-1998 by Abowd et al. -> now
routinely used in many educational establishments that support
distance learning.
• Wearable smart devices
– still in infancy, several products are available but they are not yet in
pervasive use.
• iHCI
– is a continuing research initiative.
– Very many variations – not clear which will catch on, if there is a
mass market for each of these.

35
Overview
• Example Early UbiCom Research Projects
• Everyday Applications in the Virtual, Human
and Physical World 
• Some Example Projects in More Detail

36
Everyware UbiCom Applications
• Vision: ubiquitous computer systems to support people in
their daily activities in the physical world tasks to simplify
these and to make these less obtrusive.
• People will live, work, and play in a seamless computer
enabled environment that is interleaved into the world.
• Bushnell (1996) coined variations of term ware such as
deskware, couchware, kitchenware, autoware,
bedroomware and bathware to reflect the use of ubiquitous
computing for routine tasks.
• Greenfeld (2006) used the term everyware to encompass
the many different types of ware

37
Everyware UbiCom Applications
• Many ways to categorise UbiCom applications from an end-
user perspective:

• Here we categorise applications with respect to:


– smart mobile device versus smart environment
– by type of environment interaction such as CCI, HCI and CPI.

38
Everyware UbiCom Applications: CCI
• Ubiquitous Networks of Devices: CCI
– Human Computer Interaction
– Ubiquitous Audio-Video Content Access
– Ubiquitous Information Access and Ebooks
– Universal Local Control of ICT Systems
– User-awareness and Personal Spaces

39
Ubiquitous MM Content Access
• Multi-media (MM) content via any network & access device
• Broadcast MM content, professionally, created by third-
parties, copyright, non-interactive, downloaded, read-only
content, stored & manipulated in access device.
• User generated, locally created content that is modifiable
• From 1 to many content services per network

40
External TCP/IP
Internet

ICT Network External


Energy Grid

External
Phone
Network

External Video External Audio


Broadcast Broadcast

41
Audio-Video Cluster Computer as Hub of cluster

Local Network
User Interaction

Internal Comms.
Processing:
edit, annotate, compose

Management:
Resources & Content

Storage
Email
Web
Wide network Chat
VoD
Audio-Video Stream
VoIP
42
Universal Information Access
• PC still the dominant information access device
• PC suffers from a number of limitations compared to its paper
counterpart. What?
• Specialised reading devices: ebooks, epaper
– E.g. www.sonystyle.com, www.amazon.com (kindle, USA only when 1st
released)
• Good Content adaptation & layout critical
– Microsoft Word, Adobe Acrobat, Web browsers have many limitations

43
Universal Control of Local Devices
• Appliances controlled using Infrared, short-range controller
• Some well known conventions are used to label common function
buttons
• No convention for less common functions –> read the manual.
• 1 controller per appliance -> many controllers, discarded each time,
appliance is upgraded
• Two types of hand-held universal local control device have been
proposed that can be configured for multiple local devices:

• Use of mobile phones and PDAs as universal local controllers?


• Focus on control of virtual rather than physical services

44
Radio TV DVD-W

Radio
Play channel Channel 5
Record channel Channel 4

17:38


ABC DEF
1 2 3
GHI JKL MNO
4 5 6
PQR STU WXYZ
7 8 9

* 0+ #

45
User Awareness & Personalisation
• Personalisation: content and services tailored to individuals based
upon on knowledge about their preferences and behaviour. Benefits
• Greater convenience, more relevant filtered information
• but trade off against a loss in privacy.
• Users can personalise configuration of services, annotation of content
• Personal preferences could follow a user around
• Mobile devices provide an obvious means for users to personalise their
environment

46
Everyware UbiCom Applications: HHI
• Human to Human Interaction (HHI)
– Transaction-based M-Commerce & U-Commerce
services
– Enhancing the Productivity of Mobile Humans
– Care in the Community

47
M-commerce and U-Commerce
• M-Commerce: variant of E-Commerce with services over mobile-
wireless infrastructure
• U-Commerce Sub-type of eCommerce / mCommerce
– (Watson et al. 2002)
• Characterised by:
– Universality:
– Uniqueness:
– Unison:
– Ubiquity:

48
Enhancing Productivity of Mobile
Humans
• Productivity can suffer from a bottleneck when people don't have the
right information where & when they need it
– E.g.,
• Mobile users can access calls, email, diary, calendar and notepads
– Does greater mobile service access empower or enslave us?
• Two-way interaction versus unilateral workflow across time & space
– e.g.,,.
• Communities of practice
• Challenges?

49
Care in the Community
• ‘Vulnerable’ individuals at home monitored by friends,
family and health professionals situated elsewhere.

• There are two basic kinds of approaches in terms of:


– whether the subject explicitly asks for help from others or
– Whether others can anticipate when the subject requires help.

50
Project Ideas
• Mobile services: various
• Combined Indoor and outdoor spatial information
system
• Care in the Community: sensing activity
• Etc.

51
Everyware UbiCom Applications: (HPI,
CPI)
• Physical Environment Awareness
• (Physical) Environment Control
• Smart Utilities (See Chapter 1)
• Smart Buildings and Home Automation
• Smart Living Environments and Smart Furniture
• Smart Street furniture
• Smart Vehicles, Transport and Travel
• Pervasive Games and Social Physical Spaces

52
Physical Environment Awareness
• Services slanted towards specific physical environment contexts, e.g.,
• Short-range (point-based, static) context determination
• Longer range(regional, roaming) context access
• Sensors for specific physical world phenomena are statically
embedded into specific devices and services, e.g.,

53
(Physical) Environment Control
• Mobile phone or other hand held device can use a wireless
link to issue simple control instructions
– E.g.,
• Resources may be public, private, commercial
• privately owned, e.g., garage door or car door
– .
• provided as pay per use services, e.g. drinks dispenser

• N.B. control and reconfiguration of many devices is manual

54
Smart Buildings and Home
Automation
• Sensors & automation is increasing used in buildings to
automate control of light, climate, doors, windows, security,
 energy efficiency.
• Sensors & control devices can be put in physical
environment in a variety of ways
• Home automation, e.g., X10, seems more common in U.S.
vs Europe
• Building today not well suited to keep pace with rapid
technological changes and with recent sustainability
concerns.

55
Smart Living Environments and Smart
Furniture
• Several smart environment devices can adapt to human activities.
• Doors, lighting, taps and air ventilation can be designed to detect the
presence of humans, to be activated by them and to adapt to them.
• Smart fridge behaves as a stock-control system
• MediaCup (Beigl et al., 2001)
• Smart chairs such as SenseChair (Forlizzzi et al., 2005)
• Smart clocks e.g., Microsoft wherabouts clock.
• Smart mirrors: can move to adapt view, e.g., as car moves, can overlay
other information, can link to cameras.
• Smart wardrobe , smart bed, smart pillow Smart Mat, smart sofa (Park
et al. 2003).

56
Smart Vehicles, Transport and Travel
• Embedded computer systems increasingly being used within vehicles.
• Improves operation such as automatically controlling or providing
assisted control.
• Automatically guided vehicles along track
• Inform waiting passengers of the status of arriving & departing
vehicles.
• Location determination for remote tracking of vehicles
• Access travel info. much more conveniently
• Travel Tickets are also smarter – see smart cards (Chapter 4)
• Access to Internet in moving smart vehicles

57
Social Physical Spaces & Pervasive
Games
• On detecting friends within a local vicinity, suggest meeting point, e.g.,
ImaHima
• Local traders electronic offers.
• Many social and economic issues ,

• Games: a core type of entertainment, social, interactive, application.


• Traditional or pre-electronic games: 2 types of interaction, HPI and
HHI, uses game control interface (d-pad interface)
• In pervasive gaming, social activities and games exploit the potential of
combining the physical space
• Electronic game types: mobile games, location-based games,
Augmented reality games, Adaptronic games, Pervasive games..

58
Overview
• Example Early UbiCom Research Projects
• Everyday Applications in the Virtual, Human and
Physical World
• Some Example Projects in More Detail 

59
Summary & Revision
For each chapter
• See book web-site for chapter summaries,
references, resources etc.
• Identify new terms & concepts
• Apply new terms and concepts to old and
new situations & problems
• Debate problems, challenges and solutions
• See Chapter exercises on web-site

60
References
• Study materials are collected from internet
as well as books

Ubiquitous computing: smart devices, environments and interaction 61

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