Ubiquitous Computing: LE1. Ubiquitous Computing "Ubiquitous Computing is fundamentally characterized...
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Ubiquitous Computing: LE1
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Ubiquitous Computing
"Ubiquitous Computing is fundamentally characterized by the connection of things in the world with computation“(Mark Weiser)
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Terminology
• Ubiquitous– Swedish: “allestädes närvarande”
– www.m-w.com: existing or being everywhere at the same time : constantly encountered : widespread
– omnipresent, allover, universal, constantly available
– pervasive to the point of subconscious
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Ubiquitous Computing
• Coined by Mark Weiser and researchers at Xerox Palo Alto in the late 80s.
• Computers as we know them will be replaced by a multitude of networked computing devices embedded in our environments, and these devices will be invisible in the sense of not being perceived as computers.
• Ubiquitous computing pushes the user interface away from the desktop and into our everyday environments.
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Ubiquitous Computing
Mark Weiser’s vision (1991)
“The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” (Weiser)
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Ubiquitous Computing
• In short about what happens when we become surrounded by IT-artefacts in our daily and working lives
• Distributed interactive computing permeating the world
• Perspectives– Computer Science– Sociological Science– Interaction Design
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History of Interaction
• Era 1: Mainframes (past)Central, “powerful” and
expensive computer
Many users access a single computer from “dumb” terminals
Used for enterprise data processing
• Cobol, data bases, etc..
Computer not easily accessible
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History of Interaction
• Era II: Personal computers (present)“Powerful” and relatively
inexpensive computersAt least one machine per userUsed for word processing,
personal productivity applications, video, audio etc
• Powerpoint, MS Word, Web browser etc..
Computer still not that accessible
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History of Interaction
• Era III: Post-PC (future)Explosion in number and variety of
computing devicesA number of devices/machines share one
userDevices (inexpensive) vary in complexity
and functionUsed to make “our lives better”Computers become “invisible”
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Three, or Four, Waves
• Mainframe computing (60’s-70’s)– massive computers to execute big data processing applications– very few computers in the world
• Desktop computing (80’s-90’s)– one computer at every desk to help in business-related activities– computers connected in intranets to a massive global network
(internet), all wired
• Ubiquitous computing (00’s-?)– tens/hundreds of computing devices in every room/person,
becoming “invisible” and part of the environment– WANs, LANs, PANs – networking in small spaces
• Cloud computing as a fourth wave, see Google Tech Talk.
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Presence of IT-artefacts
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Visions of the Future
• The Office of the Professional1981 - before the mouseOffice OfTheProfessional.wmv
• Weiser’s vision:UbiCompIntro.movUbiCompClose.mov
• Playful Interaction in recent visionsplayful_interaction.avi
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Ubiquitous Computing
Invisible/Silent/Calm Interfaces
Wearable Computing
Tangible interfaces
Augmented Reality
Context sensitivity
Public Interactions
Ad hoc Networks
Mobile-Nomadic Computing
Software Agents
Mechatronics
Adaptive services
Embedded computers
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UbiComp enabling technologies
• Processing– cheaper, faster, smaller, more energy efficient
• Storage– big and fast
• Networking– global, local, ad- hoc, low- power, high bandwidth, low latencies
• Displays– projection, flexible materials, power consumption
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* Embedded sensor networks
• Sensors:
- in everyday environments
- on people
- on artefacts• Sensor fusion: combining different data and placements
to gather context
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Embedded Computers
• Computers are becoming smaller and cheaper ->Everyday things will to a higher extent be “computerized”.
• Analogy: Electric motors used to be large, powering several appliances. They are nowadays embedded in the devices and invisible, so that the user sees a task-specific tool and not the technology of motors. Computers as well as motors are enablers and infrastructure. (Donald Norman)
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• Smart-Its:– sensors: sound, light, acceleration (2d), pressure– core board: context-recognition, communication
interface (RF)
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Defining Context
• Information used to characterize the situation of an entity
• Entity - person, place or object relevant to the interaction between a human and some computational service
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Context and location Awareness
• What if your device knew from the time you approached or picked it up:– WHO you are (user aware).– WHERE you are (location aware).– WHAT is going on around you (environment
aware).
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* Context-aware computing
• “computer-based devices [that] reach out into the real world through sensors” [Gellerson].
• “A system is context-aware if it uses context to provide relevant information and/or services to the user, where relevancy depends on the user’s task.” [Dey & Abowd, 1999].
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Location-Aware Systems
• Computers that know where you are
• Examples– Help guide blind person through an area– Put location tracking on buses so you will know
when next one is coming– Attach reminders to places, like "Next time I am
near grocery store remind me to…“
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Sample Context-Aware Apps ParcTabs and Active Badges
ParcTabsXerox PARC
Want, Schilit, et al
Active BadgeOlivetti / AT&T
Hopper, Harter, et al
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Tangible interfaces
• Most HC interaction is done through– a big glass tube– pressing keys and moving a mouse
• Human-human interaction uses many more channels
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* Tangible computing • Input, data, output and networking contained and
accessed within the same tangible artefact – Paper, cups, pens, umbrellas or specially designed
artefacts• Tangible objects as active entities that respond to the
environment, to user manipulation and people’s activities in general
• Building on the users’ cognitive abilities
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• Allow users to “grasp and manipulate” bits by coupling the bits with everyday things
• Bridge cyberspace and physical space
• Bridge foreground and background of human activities
• Turn the physical world into the interface
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Tangible Computing
• Bishop’s Marble Answering Machine– physical interaction with digital information
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* Social computing • Incorporating understandings of the social world into
interactive systems– Social traces left by people on objects or places– Mobile social networks between co-located
acquaintances – enhancing user awareness by providing them
information about others and their activity
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* Augmented reality
• Superimposing a digital world upon the real one – User experiences both as co-existing parts of the
same reality– User is able to interact with their combination in real
time• Interfaces:
– 3D computer graphics seen through transparent head-mounted displays or augmented glasses
– Spatialised audio cues heard through headphones
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* Augmented reality
• “Virtual reality” cuts you off from real world• Augmented reality adds interaction on top of real world• Examples:
– superimposing street names on windshield while driving a car
• Mixed-reality: digital world not directly overlaid on the physical one but still presented as part of the same reality, f.ex. – with both realities displayed on the screen of hand-
held device)
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MagicBook, U. of Washington
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Augmented Reality
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* Wearable computing
• Computing incorporated into clothing• Make use of body-related information or interaction
forms to control processes : - body movements- biometrics
• Embedded displays (e.g. glasses)
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Calm Technology
• Encalms and Informs• The users remain serene and in control• Engages our peripheral attention
– Allows us to attune to more things– The user is largely unaware of interacting with a
computing or communication device.
• Moves easily from center to periphery and back– Recenter to take control– Ex: Car engine; when not OK we notice it
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Dangling String
• By Natalie Jeremijenko, Xerox PARC– bridging physical and virtual– displays activity level on computer network– Vision, sound and touch
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UC Issues
• How can we enhance [everyday] activities by connecting them to a computational infrastructure?
• How can we design IT-artefacts and IT-environments using computational technology as a material?
• What computational infrastructure do we need?
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UC Issues• HCI
how to address many computers (without going insane)• Security & Privacy
Wireless data, overcoming surveillance
• Communications & NetworkingHome Networks, Personal Area Networks, Ad-hoc Networks
• Operating SystemsMust fit in small memories, energy aware
• Hardware DesignSmall size, low weight, low power, harsh environments
• Software DesignCope with large variation in hardware, partition the code to be easily customized in different environments
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Open Research ChallengesPeople Issues
• Avoiding embarrassing situations– Active Badges + bathrooms– Inconvenient phone forwarding
• Avoiding dangerous situations– Need to take into consideration cost of mistake– Smoke alarms when cooking– Lights that turn off when you're still there– Woman locked in "smart toilet stall"
• Will adding more context really help here?
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Recap
• Ubiquitous Computing concerns how computational technology becomes a natural part of our lives
• Involves both technology and interaction design
• Moves away from traditional desktop interaction
• Computation becomes embedded in the environment
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Design PerspectiveToward a hybrid design
• Combine unique capabilities of computer technology with properties of physical environments
• Focus on foreground activity: how people interact with their designed environment – preserve familiarity and accustomed use
Interaction with Physical Artefacts / Environments
• Physical/Tangible Interaction
– Physical affordances: suggesting and guiding action
– Distributed interaction: actions across artefacts / space
• Spatial/ambient interaction
– Spatial organisation of action/communication
– Ambient interaction: “spatial attention model”
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Technical PerspectiveComputers in the Background• Computers as secondary artefacts (embedded/situated)
– Embedded: (only a) part of some other artefact– Situated: meaningfully placed, designed for specific context
(“context-made” rather than “context-aware”)
The Environment is the Interface• Build upon affordances of the primary artefact or environments
– Don’t break with accustomed uses and familiar concepts• Physical I/O (sensors/actuators) to tie computers to entities in the
physical environment• Networking to enable coherent interaction
– Spatial interaction, proximate networking, etc– Allow for new interactions/relationships across parts of the environment