DCS861D: The User Interface from Front to Back
|
Integration
|
Ubiquitous Computing
Ubiquitous computing, or
calm technology, is the name for a discipline where computing technology is
designed to be virtually invisible. Instead of desk-top or lap-top machines,
the technology we use will be embedded in our environment.
Wearable Computer
- 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.
- Unlike a hand-held device, laptop computer,
or PDA, it does not need to be opened up and turned on prior to use.
- Augmentation:
- Traditional computing: computing is the
primary task.
- Wearable computing: computing is NOT the
primary task.
- Wearable computing assumption:
- 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:
- Unlike hand held devices, laptop computers,
and PDAs, the 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 to
Build One
- Two
Experiences at MIT
- Future Computer Clothing - Beauty and the
Bits - MIT Fashion Show
- Wearable
Computer Systems at Carnegie Mellon University
- Musical Jacket
- ifmachines
- Smart
Shirt - Georgia Tech
- Georgia Tech Wearable Motherboard™ (Smart
Shirt) for Combat Casualty Care
- 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
and acting upon that environment through effectors.
- Autonomous agents are computational systems
that inhabit some complex dynamic environment, sense and act
autonomously in this environment, and by doing so realize a set of goals
or tasks for which they are designed.
- Characteristics:
- Autonomy - agents can operate on their own without the need for human
guidance, even though this would sometimes be invaluable. Hence agents
have individual internal states and goals, and they act in such a manner
as to meet these goals on behalf of its user. A key element of their
autonomy is their proactiveness, i.e. their
ability to "take the initiative" rather than acting simply in
response to their environment.
- Cooperation - In order to cooperate, agents
need to possess a social ability, i.e. the ability to interact with
other agents and possibly humans via some communication language.
It is possible for agents to coordinate their actions without
cooperation.
- Learning - For agent systems to be truly "smart," they have to learn
as they react and/or interact with their external environment. Agents
are disembodied bits of "intelligence." The learning may also
take the form of increased performance over time.
- Hive:
Distributed Agents for Networking Things
- Hive is a distributed agents
platform, a decentralized system for building applications by networking
local system resources.
- Hive provides ad-hoc agent interaction, ontologies of agent capabilities, mobile agents, and
a graphical interface to the distributed system.
- Hive is designed to put computation and
communication in everyday places such as your shoes, your kitchen, or
your own body.
- BOND. The
Distributed Object Multi-Agent System
- Java based distributed object system and agent
framework
- JATLite
- (Java Agent Template, Lite)
is a package of programs written in the Java language that allow users
to quickly create new software "agents" that communicate
robustly over the Internet.
- JATLite provides a basic infrastructure in which agents register with an
Agent Message Router facilitator using a name and password,
connect/disconnect from the Internet, send and receive messages,
transfer files, and invoke other programs or actions on the various
computers where they are running.
- Demo (IE4)
- Resources :
- 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 Your 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.
Context-Aware Computing
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
Painting: Simone Martini. Maestà. 1317. Fresco.
Palazzo Pubblico, Sala del Mappamondo, Siena, Italy.
Painting: 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
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:
4.
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).
5.
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.
6.
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.
7.
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
1.
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
- Iinformation can vary by length, duration and details.
2.
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.
3.
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.
4.
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.
Example: The
Aware Home - Georgia Tech
Context-Aware Toolkits
The Context Toolkit -
Georgia Tech
- 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.
Human-Computer Integration
- 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
- Brainwave Hardware/Software
- 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
- 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