Ubiquitous / Physical Computing
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Ubiquitous Computing
Definition
Ubiquitous
computing (ubicomp) is a post-desktop model of
human-computer interaction in which information processing has been thoroughly
integrated into everyday objects and activities.
Physical Computing
Definitions
1. Building interactive physical systems by the use of
software and hardware that can sense and respond to the analog world.
2.
A creative framework for understanding human beings'
relationship to the digital world
3.
Most often describes handmade art,
design or do-it-yourself hobby projects that use sensors and microcontrollers
to translate analog input to a software system, and/or control
electro-mechanical devices such as motors, servos, lighting or other hardware.
Resources
Tom Igoe’s site at NYU’s ITP
InstantSOUP
Dan O’Sullivan’s
site

ifmachines

Arduino
Board
Basic Stamp
Processing.org
Areas Covered
Wearable
Computers
Human-Computer Integration
Context-Aware Computing
Wearable Computers
Definition
A wearable
computer is a computer that is subsumed into the personal space of the user,
controlled by the user, and has both operational and interactional
constancy, i.e. is always on and always accessible.
·
it is a device that is always with the user, and into
which the user can always enter commands and execute a set of such entered
commands, and in which the user can do so while walking around or doing other
activities.
Characteristics
§
Person's
computer worn much as eyeglasses or clothing .
§
PC should interact
with the user based on the context of the situation.
§
Heads-up
displays, unobtrusive input devices, personal wireless local area networks, and
other context sensing and communication tools make the wearable computer act as
an intelligent assistant.
§
Wearables are always
operational, tend to have sensors into their environement,
and tend to have the ability to get information to the wearer even when the
wearer doesn't expect it.
Operational modes
§
Constancy:
§
Computer runs continuously, and is always ready
to interact with the user.
§
Augmentation:
- User will be doing something else at the same
time as doing the computing.
- Computer should serve to augment the
intellect, or augment the senses.
§
Mediation:
§
A wearable
computer can encapsulate us.
§
Two aspects to
this encapsulation:
§
Solitude:
functions as an information filter
§
allows us to
block out material we might not wish to experience
§
allows us to alter our perception of reality in a very mild
sort of way.
§
Privacy: blocks
or modifies information leaving our encapsulated space.
§
may serve as an intermediary for interacting with untrusted systems, such as third party digital anonymous
cash ``cyberwallets''.
§
clothe our otherwise transparent movements in cyberspace.
§
can be used to
create a new level of personal privacy because it can be made much more
personal, e.g. so that it is always worn, except perhaps during showering, and
therefore less likely to fall prey to covert attacks upon the hardware itself.
§
close synergy between
the human and computers makes it harder to attack directly, e.g. as one might
peek over a person's shoulder while they are typing, or hide a video camera in
the ceiling above their keyboard.
§
can take the form of undergarments that are encapsulated
in an outer covering or outerwear of fine conductive fabric to protect from an
attacker looking at radio frequency emissions.
§
able to make
measurements of various physiological quantities
Six attributes (six signal paths) of wearable
computing:
1.
UNMONOPOLIZING of the user's attention:
§
does not cut you off from the outside world like a
virtual reality game.
§
built with the assumption that computing will be a
secondary activity, rather than a primary focus of attention.
§
ideally will provide enhanced sensory capabilities.
§
It may mediate
(augment, alter, or deliberately diminish) the sensory capabilities.
2.
UNRESTRICTIVE
to the user: ambulatory, mobile, roving
§
can do other
things while using it
3.
OBSERVABLE
by the user:
§
can get your
attention continuously if you want it to
§
medium is constantly perceptible by the wearer.
4.
CONTROLLABLE
by the user:
§
Responsive
§
can grab control of it at any time.
§
Infinitely --
often -- controllable
§
constancy of
user-interface results from almost-always observability
§
infinitely--often
controllability in the sense that there is always a potential for manual
override which need not be always exercised
5.
ATTENTIVE
to the environment:
§
Environmentally
aware, multimodal, multisensory.
6.
COMMUNICATIVE to others:
§
Can be used as a
communications medium when you want it to.
§
Expressive:
§
allows wearer to
be expressive through the medium
§
as a direct
communications medium to others
§
as means of assisting the production of expressive
media (artistic or otherwise).
Implied by the six properties is that it must also
be:
§
CONSTANT: Always ready.
§
PERSONAL: Human and computer are inextricably intertwined.
§
PROSTHETIC: Can adapt to it so that it acts as a true extension
of mind and body
§
ASSERTIVE: can have barrier to prohibition or to requests by
others for removal
§
PRIVATE: others can't observe or control it unless you let
them.
Fundamental issue of wearable computing - Personal
empowerment
§
Through its
ability to equip the individual with a personalized, customizable information
space, owned, operated, and controlled by the wearer.
Aspects and affordances of wearable computing
§
Photographic
memory: Perfect recall of previously collected information.
§
Shared
memory: Two or more individuals may share in their
collective consciousness, so that one may have a recall of information that one
need not have experienced personally.
§
Connected
collective humanistic intelligence: Two or more individuals may
collaborate while one or more of them is doing another
primary task.
§
Personal
safety: Personal safety system is built into the architecture
(clothing) of the individual.
§
Tetherless operation: Freedom from the need to be connected by wire to an
electrical outlet or communications line.
§
Synergy: Produce
a synergistic combination of human and machine, in which the human performs
tasks that it is better at, while the computer performs tasks that it is better
at.
§
Quality
of life: Capable of enhancing day--to--day experiences, not
just in the workplace, but in all facets of daily life.
How Computer Clothing
Works

- Smart
Shirt - Georgia Tech
- Georgia Tech Wearable Motherboard™ (Smart
Shirt) for Combat Casualty Care - PDF
- Uses optical fibers to detect bullet wounds
- Uses special sensors and interconnects to
monitor the body vital signs during combat conditions.
- Systematic way of monitoring the vital signs
of humans in an unobtrusive manner.
- Sensors "plugged" into this
motherboard and attached to any part of the individual being monitored,
thereby creating a flexible wearable monitoring device.
- Flexible data bus integrated into the
structure transmits the information to monitoring devices such as an
EKG Machine, a temperature recorder, a voice recorder, etc.
- Bus transmits information to the sensors from
external sources

(Wireless) Body Area
Network (WBAN or BAN –
·
Consists of a
set of mobile and compact intercommunicating sensors, either wearable or
implanted into the human body, which monitor vital body parameters and
movements.
·
These devices,
communicating through wireless technologies, transmit data from the body to a
home base station, from where the data can be forwarded to a hospital, clinic
or elsewhere, real-time.
BODY SENSOR NETWORK - PDF

Sesatex
Wearable wireless T-shirt designed to collect
physiological signals and movement from the human body.
·
The System collects analog signals
through conductive fiber sensors and passes them through a conductive fiber
grid knitted in the T-Shirt.
·
A textile connector passes the analog
signals to a small personal controller held in a pocket on the shirt.
·
The personal controller digitizes the
signal and transmits the signal to a Bluetooth or Zigbee receiver connected to
a base station where the information is collected, displayed and/or stored.
(More)

Human-Computer
Integration
Art
A man is hanging from wires woven
into his skin, hanging facedown over East 11th Street
in Manhattan.
The body hangs about 12 meters above the street, suspended by 18 fishhooks
which pierce the body, connecting it to wires that hold it above the ground.
The body is nude except for a sock to cover its genitalia.
There is no movement save for that produced by the wind.
- Stelarc implanted an ear into his arm after being grown
in a lab from cells
- He intends to implant a mic
that will connect to a bluetooth transmitter to
connect the ear to the internet!

- An artificial hand, attached to the right arm as
an addition rather than as a prosthetic replacement, is capable of
independent motion, being activated by the EMG signals of the abdominal
and leg muscles.
- It has a pinch-release, grasp-release, 290
degree wrist rotation ( clockwise and
anti-clockwise ) and a tactile feedback system for a rudimentary
"sense of touch".

HEXAPOD
- Looks like an insect, walks like a dog with
dynamic locomotion.
- The robot's locomotion and direction are
controlled by shifting body weight and turning of the torso.
- Lifting one leg releases 3 mechanical legs to
lift and swing forward while restraining the others.,
so the robot is always balanced and stable.
- There is no on-board computer or sensor system so
the robot is in no way intelligent.
- It's the hybrid human-machine architecture that
can effectively operate and navigate.
- It is 5 meters in leg-spread and weighs
approximately 250 kgs.
- It is powered by a combination of electrical and
pneumatic systems

- Affective communication is communicating with someone (or
something) either with or about affect
- A crying child, and a parent comforting that
child, are both engaged in affective communication
- An angry customer complaining to a customer
service representative
- Focus in this area is on communication that involves emotional
expression
- Affective Mediation -- using computers to help communicate emotions
to other people through various media
Brain Computer Interface
Biofeedback
- Wadsworth Center (Albany, NY)
– 1994
- Used the mu (8-12 Hz)
and the beta (13-28 Hz) rhythms in the EEG for communication
- Rhythms generated on the sensorimotor cortex
- Subjects learned to move a cursor on a computer
screen
- The subjects use spontaneous EEG activity not
tied to a specific evoking stimulus
- One-dimensional control was realized with electrodes above the left and right hemisphere.
- Vertical cursor movement was established by
summing up the mu power over both hemispheres.
- When the sum exceeded a given threshold, the
cursor moved upwards or otherwise downwards.
- The task was either to hit a moving target on
the screen or to move the cursor into a highlighted target on the screen.
- A fast Fourier transformation (FFT) algorithm
was used to calculate the power of the mu
rhythm every 200 ms of EEG derivations on the left and right sensorimotor cortex.
- Power values were converted into horizontal or
vertical cursor movements by linear equations.
- The coefficients of the linear equations were
updated after each trial.
- Two dimensional control
was established by controlling horizontal movement with the sum of left
and right mu power and vertical movement by the
difference between left and right mu.
- Emory University (Atlanta, GA)
- 1997
- Brain implant that can monitor extremely
small-scale activity in the brain's motor area
- Neurotrophic electrode - a hollow glass cone the size of a
ballpoint pen's tip
- Inserted through a hole drilled in the skull,
into the cerebral cortex just above the ear
- The patient's brain is scanned using
magnetic-resonance imagingto show patterns of
blood flow.
- When the patient is asked to think about moving
a limb, the motor area of the brain becomes active, and from its increased
blood flow the precise location of the active region
can be identified.
- This is where the electrode is implanted.
- Inside the glass cone is a microscopically-thin
gold wire, surrounded by nerve tissue extracted from the patient's leg, which stimulates neurons from the
surrounding cortex to grow into the cell.
- Over a period of months, the neurons fuse
with the wire
- Receives power from an induction coil sown into
in a baseball cap worn by the patient.
- Any signal picked up from motor neuron activity
is detected and amplified by a tiny receiver placed just under the skull
- Patient undergoes a training program using
biofeedback
- Electrical activity recorded by the implant
controls the sound of a buzzer, and the patient gradually learns which
thoughts make the buzzer sound louder and
faster.
- Later, the buzzer is replaced by a cursor on a
computer screen, and the patient learns to "think" the cursor
from side to side.
- Two patients:
- First - suffered from a fatal degenerative
motor neuron disease
- Second - 53-year old stroke victim paralysed from the neck down
- two implants, enabling him to separately
control the horizontal and vertical movements of a cursor and select
icons which trigger synthesised speech
- Implants
- Kevin
Warwick - University of Reading (UK) - 1998
- human to host a microchip
- inserted into Warwick's arm a glass capsule that holds several
microprocessors
- Half of it is an electric coil and half is a
number of silicon chips
- Cybernetics department has a number of
doorways rigged so that they pass a radio signal between the door
frame
- When he went through the doorways, the radio
signal energizes the coil
- It produces an electric current, which the
chips use to send out an identifying signal, which the computer
recognizes as being him

·
Warwick effectively
became the world's first cyborg -- part human, part
machine (March 14, 2002)
o
Surgeons implanted a silicon square about 3mm wide into an incision
in Warwick's left wrist and attached its 100 electrodes, each as thin as a
hair, into the median nerve.
o
Connecting wires were fed under the skin of the forearm and out from
a skin puncture and the wounds were sewn up.
o
Controlled an electric wheelchair and an
intelligent artificial hand using this neural interface.

Brain-computer
interfaces (Wikipedia)
- Cell-Transistor-Hybrid Systems
- Neuron from a brain stem slice cultured on a
triple gate field-effect transistor

- Neuronal cell pattern produced from brain
stem slice after 14 days in culture

·
"Biochip":
True Semiconductor-to-Life Symbioses
- Organisms that form a protective armor of
nearly perfect crystals from the atoms on the surface of a silicon or
germanium semiconductor
Context-Aware
Computing
Computers
can both sense and react based on their environment.
·
Early Work (PARC), Recent Survey2
·
Ubiquitous Computing – Computing in Context – Thesis – Good Review - PDF

Three important aspects of context are:
·
Where you are,
·
Who you are with
·
What resources
are nearby
Example : Situated Interaction in
Art Settings ( P. Marti, F. Gabrielli, L. Petroni and F. Pucci), Personal and Ubiquitous Computing , Springer-Verlag
Setting: Sala del Mappamondo, Siena
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Given
the following two paintings:
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Simone Martini. Maestà.
1317. Fresco. Palazzo Pubblico, Sala
del Mappamondo, Siena, Italy.
|

|
Simone Martini. Equestrian portrait of Guidoriccio da Fogliano, 1328-30, Fresco, 340 x 968 cm, Palazzo Pubblico, Siena.
|

|
Observations:
- The Maestà is better lightened by the
natural daylight;
·
In
the afternoon, the Guidoriccio is
preferred since the artificial light brightens this fresco
|
Problem to
solve:
·
Structure
the interaction design of the two paintings taking into account contextual
and situated needs and visiting strategies
|
General Understandings:
- Sensing technology provides a way for
including information about a situation and the context of its use.
- Design of applications for these systems needs
metaphors and interaction paradigms to fit user needs in new contexts of
use.
- e.g. everyday
leisure activities where the use of artifacts mediates the emotional
engagement with physical and information spaces.
- Cognitive artifacts (e.g. handheld location
aware tour guide) embed the situated visiting strategies and the space
affordances in order to support the user involvement in the activity and
with the physical environment.
- Use context - unstructured environments such
as amuseum or city.
·
Use situations
- various and idiosyncratic - leading visitors to frequently adjust their
goals and objectives during the visiting experience.
|
Museum Understandings:
- Individuals generally do not anticipate
alternative courses of action, or their consequences, until some courses
of action are already under way.
- Individuals often do not know ahead of time,
or with any specificity, what future state they desire to bring about.
- The visiting experience is a case in which
individuals frequently have to "adjust" the way they interact
with the environment, depending either on the action carried out or on
the produced results.
- The shift in goal might be produced mainly by
two modalities:
- i)
the goal cannot be accomplished (lack of competence or physical
constraints)
- ii) different states of the world are
suggested on the basis of the performed activity (incoming information
activate alternative patterns of knowledge)
·
Ways in which
individuals try to control interaction are contingent and derived from the
situated action that they represent
|
Design Activities:
Three Main Issues
- Context: the context in which the activities occur is
composed of natural, material, social and cultural components that
affect the course of user' actions and interpretations during the
interaction (e.g. room lighting)
- In the morning Maestà
is noticed first because it is better illuminated by the natural
daylight
- In the afternoon Guidoriccio
is preferred since the artificial light brightens this fresco
- Situation: every course of action depends upon its
material and social circumstances.
- e.g. two different situations like a free exploration of a museum
or a search for a particular museum content, need to be supported by a
flexible tool able to consider different objectives associated to the
situations.
- Personalization:
- A cognitive artifact is an artificial device
designed to maintain, display or operate upon information in order to
serve a representational function.
- An artifact that mediates the fulfilment of an objective, providing individuals
with the appropriate information at the right time (without pretending
to know completely their interests and preferences that could change
during a situation of use), can simplify the nature of the activity
and, enhance the overall performance.
- e.g. a system able to personalise
the length and duration of the presentation according to different
visiting strategies decreases the need for direct requests of more or
less information.
|
Interaction Design Structure
Two levels:
1) Situation and Context Aware Interaction
Mechanisms
- The context and its physical, material,
social and cultural components orient the exploration of the
environment and the meeting with its
content.
- Individual Level: individuals move in a space driven by
- intentional motivations (personal
interests and preferences)
- situated strategies
- properties of the environment
- ethnographic
studies of visiting behaviours, we
conceived a "visiting style module" that linking the
physical movements to the browsing of information space, provides personalised presentations according to the
situated visiting strategies.
- Explored the concept that visitors
pathways mostly depend on natural and contextual affordances of the
space, those properties that are «intrinsically» connected to a
particular setting or that depend on the context of use. Hence, we
experimented a design solution to augment the physical affordances
of artworks by means of an auditory information space
- Social Level:
- Social memory is a product of knowledge
distribution between the individual and tools or
other individuals who are involved in a specific activity.
- Social memory undergoes a process of internalisation by which external activities are
reconstructed and the knowledge that is acquired through a social
process is individualised and can be reused
in different contexts.
- System is designed to support the process of
embodying and transferring knowledge within a social group.
- A visitor can take a snapshot of a situation
of interest (externalisation of knowledge)
and then reuse it to suggest a friend to follow a tour, to elaborate
on contents , etc. (embodiment and transfer
of knowledge).
2) Language, Contents and Reading Styles
- Contents are structured as small blocks of
information dynamically combined in form of audio presentations.
- includes different types of contents
- integrates contextual features in order to make
for more coherent flow of narration with respect to the interaction of
the user with the environment.
- auditory contents designed to provide cues about the
surrounding physical space.
Use Scenario
Actual scenario in the Museo
Civico in Siena:
Berthe and Samuel are two Belgian tourists.
They move in the centre of the
room holding a portable guide called HIPS.
Berthe is attracted by the Maestà
fresco.
HIPS (with a male quiet and polite voice):
In front of you there is
the Maestà, one of the absolute masterpieces of the
Sienese art, depicted by Simone Martini in 1315.
HIPS (a small pause, then a new male voice,
with a strong Italian accent):
The Virgin is depicted as Sienese people's protector, and as a symbol of municipal
justice: this particular devotion to the Virgin derived from the famous
Battle of Montaperti in 1260, when Siena defeated
the army of Florence and preserved its freedom.
Berthe laughs because the last voice had a strange
Italian accent. Then she moves toward Santa Caterina:
HIPS: (with a female first person voice):
I'm Santa Caterina. I was born in Siena (...).
As she enjoys the
comment, she takes a snapshot of the situation by pressing the hotspot button
on the portable guide.
The system
continues to provide information about the S. Caterina's
life, but Berthe skips this part.
HIPS: (with a male quite and polite voice) :
The portrait of Caterina is set inside a Renaissancestyled
shell; it looks like a real sculpture (...).
Berthe and Samuel move to leave the room.
HIPS: (with a male voice and 3D sounds
effects)
Behind you, there is
another important fresco of Simone Martini: Guidoriccio
da Fogliano.
Curious of this artwork,
she decides to go back and stops to admire the Guidoriccio.
Samuel follows Berthe and after few minutes they
sit on a comfortable seat.
They would like to visit
the Pinacoteca but they don't know where it is. So,
Berthe presses the Menu Button: by Find/Museums
functionality she queries the system to know where the Pinacoteca
is located and how to reach it.
They go out the Museo Civico on the way to the Pinacoteca with the HIPS guide in their pocket.
Scenario exemplifies some basic
concepts of situated interaction:
1.
The
user is immersed in a rich audio environment.
·
Different
reading styles characterise the way in which
artworks are described from different perspectives (historical, artistic,
anecdotal descriptions).
2.
The
rhetorical styles are tailored to the context and to the iconographic
contents
·
Artworks
representing people are described at the first person, as if the character
presents himself/herself.
3.
The
rhythm of narration (length , duration) is tailored to the visitor's movement
·
Long and
detailed descriptions are provided to visitors who move slowly and stop in
front of each artwork.
4.
Experiential
cognition is mediated by a natural input: the physical movement.
·
Reflective
cognition is allowed by intentional and context driven interaction (explicit
queries to the system).
Interaction Metaphors That Include Situation and
Context
Individual Level
- Physical spaces are not neutral
- Objective: fill the gap between visitor's
navigational strategies and information needs.
- Technical point of view: continuously monitor
the visitor's movements with a wireless connection between the portable
guide (a PDA) and infrared emitters
infrastructure.
- The museum space becomes the system interface
- physical movement is the main interaction
vehicle
- Adaptation of input and output to the
situation
Gap between the physical
and the information space is bridged by the visitors' behaviours.
·
Ethnographic
field studies in artistic exhibitions identified four categories of visitors
based on their pathways, movements, and time of visit: ant, fish,
grasshopper, butterfly
·
Classification
suggests how to isolate significant variables linked to physical movements
and how to relate the physical movements to the browsing of information
spaces.
·
Developed a visiting
style module that classifies users within the four categories and tailors
the delivered information accordingly.
·
Use an
incremental bayesian algorithm -information can
vary by length, duration and details.
Visiting strategies can
vary beyond physical pathways.
·
To access
information that is not directly related to a certain position in the space,
HIPS provides an offline browsing function that supports the access to
external information.
Deliberate control of
system behaviour is possible through the handling
of simple and contextual buttons located on the PDA.
§
These controls
change labels and function according to the current task:
·
cancel/confirm
choices
·
stop/play
audio comments
·
stop/more of
this kind of information
·
cancel/select...
§
Design of
these control buttons were inspired by the last generation mobile phones and
``gameboy like'' videogames.
Environment sensitive User
Interface
- Visiting strategies are not sufficient to
exploit the idea of the environment as interface.
- Affordances of cultural settings play a
central role in shaping the interaction, including:
- properties that are «intrinsically»
connected to a particular setting like the width of the artworks,
their position, their artistic importance
- architectural elements like access points
to a room, arches and steps
- dynamic and contextual configurations of elements
present in the space (crowd, lights).
- The role of the affordances in attracting
the visitor, can be hampered when combined in
certain configurations (crowd and bad light conditions often oblige
the visitor to skip important artworks).
- Possible design :
audio triggers to attract the visitor's attention.
- If the user reacts positively moving to the
mentioned artwork listening to the description, then the system
continues to provide information, otherwise it will just mention the
artwork without further elaboration.
Social Level
- Social memory develops from the externalization
of knowledge through its internalization and recombination for later use
in different activities.
- HIPS provides very basic support for the development of a
social memory in the community of visitors.
- Externalisation of knowledge is realised
by bookmarking a moment of the visit
(pressing the "hotspot" button on the PDA, the visitor stores
into the system the current position, an image of the artwork, the
related description, a personal comment).
- This knowledge is available for later use to
suggest a friend to follow a tour, to elaborate on contents, to plan
another tour etc. (embodiment and transfer of knowledge).
Situation-Aware Content
- Audio descriptions in HIPS are segmented into Macronodes
- Small blocks of information that are
dynamically combined to form an audio presentation.
- Each contains different kinds of contents
with explicit reference to a physical position.
- Flow of narration is made more fluid and harmonised to the context of visit.
- Use of different reading styles, integration
of 3D sounds and music provide means for designing rich audio
environments.
·
Aims is to
create an ``empathic effect'' mediated by human voices and immersive
information spaces to engage the user in an intense meeting with art.
|
Smart
House
- Around since mid-1980s
- Technology used has ranged from simple timers
that control household appliances at designated times during the day, to
computer control of office environments.
- Goal - hide computers in the environment while providing
support for humans in their everyday activities
- What's A Smart House System All About?
- Scene Lighting
- Voice Command Your Entire Home
- Remote Access To Home Via PC or Phone
- Remote Lighting/Appliance Control
- One Stop Touch Screen Central Controller
- Intelligent Timed Programmed Operation
- Smart Appliance/Plant Equipment Control
- Smart Security/Intrusion Deterrent System
- Smart Remote Video Surveillance
- Smart Home Theatre Control
- Intelligent Occupancy Sensing
- Whole House Audio/Video Signal Distribution
- Smart IR Signal Distribution
- Smart HVAC
- Smart Motorised
Drapes
- Smart Garden Sprinkle
- IBM
Home Director X10 Starter Kit
- Control and program timed schedules for lights
and appliances from PC
- Macro capability can trigger a sequence of X10
commands.
- One press can turn on a series of lights and
appliances.
- Programmed events and macros can be downloaded
to the memory on the Home Director for stand alone operation (with the
PC turned off).
- Kit includes a 6-in-1 IR Remote Control that
can control most commonly available audio/video components, as well as
X10 via RF (using the included X10 RF Receiver
Base).
- Can turn on TV, dim the lights and even close
your drapes.


Example: The Aware Home - Georgia Tech
Short Overview - PDF
Context-Aware Toolkits
The
Context Toolkit
- Facilitates development and deployment of context-aware
applications
- Context - environmental information that is part of an
application's operating environment and that can be sensed by the
application
- Set of context widgets and a distributed infrastructure that hosts
the widgets
- Context widgets are software components that provide applications
with access to context nformation while hiding
the details of context sensing.
- Services of the Context Toolkit are:
- encapsulation of sensors
- access
to context data through a network API
- abstraction of context data through interpreters
- sharing of context data through a distributed infrastructure
- storage of context data, including history
- access
control for privacy protection
- Example - Context Widget for Sensing Presence and Identity
- The PersonNamePresence
context widget senses the presence of a user and is able to identify
her.
- Relies on a sensor that provides both presence
and identity information.
- Uses iButtons
that users snap in a reader to notify their presence.
- iButton® is a 16mm computer chip armored in a
stainless steel can
- Three types:
- Memory iButton -
64K and beyond of computer memory stores typed text
or digitized photos
- Java™-powered cryptographic iButton
- A microprocessor and high-speed
arithmetic accelerator.
- Java Virtual Machine (VM) that is Java Card™
2.0-compliant
- Thermochron iButton
- iButton tracks time and temperature,
- Integrates a thermometer, a clock/calendar,
a thermal history log, and 512 bytes of additional memory to store a
shipping manifest.
- Each button has a unique ID from which we
derive the user's identity.
- To dock, the user snaps her iButton
into the reader.

- The reader is mounted on an augmented
whiteboard for impromptu meetings.

- When two users dock the whiteboard assumes a meeting
is beginning and starts capturing audio and whiteboard drawings.
Wireless Sensor Network (WSN) – Wikipedia
Entry
A wireless sensor network (WSN) is a wireless network
consisting of spatially distributed autonomous devices using sensors to
cooperatively monitor physical or environmental conditions, such as
temperature, sound, vibration, pressure, motion or pollutants, at different
locations.
Unique
characteristics of a WSN include:
- Limited power they can harvest or store
- Ability to withstand harsh environmental conditions
- Ability to cope with node failures
- Mobility of nodes
- Dynamic network topology
- Communication failures
- Heterogeneity of nodes
- Large scale of deployment
- Unattended operation
Sensor Networks: An Overview - PDF
A Survey on
Sensor Networks - PDF
Resources
Radio-frequency Identification – RFID – Wikipedia Entry
Ubiquitous
Electronic Tagging
Bridging Physical and
Virtual Worlds with Electronic Tags - PDF
Magic Touch — A Simple Object Location Tracking System Enabling
Physical-Virtual Artefacts in Office Environments - PDF
Enabling Implicit Human
Computer Interaction A Wearable RFID-Tag Reader -
PDF
Students ordered to wear tracking
tags