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Lecture slides for Topic 4 complete

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root23
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Pervasive & Ubiquitous Computing

(CoSc 6304)
4. Smart Objects, space and
Wearable Compuitng
Smart Objects
A smart object is an object that enhances the interaction with not
only people but also with other smart objects.
Also named as smart connected products or smart connected
things (SCoT)
Are products, assets and other things embedded with processors,
sensors, software and connectivity that allow data to be exchanged
between the product and its environment, manufacturer,
operator/user, and other products and systems.
Connectivity also enables some capabilities of the product to exist
outside the physical device.
The data collected from these products can be then analyzed to
inform decision-making, enable operational efficiencies and
continuously improve the performance of the product.
It can not only refer to interaction with physical world objects but
also to interaction with virtual (computing environment) objects.
A smart physical object may be created either as an
artifact or manufactured product or by embedding
electronic tags such as RFID tags or sensors into non-
smart physical objects.
Smart virtual objects are created as software objects
that are intrinsic when creating and operating a virtual or
cyber world simulation or game.
The concept of a smart object has several origins and
uses
The smart object concept was introduced by Marcelo
Kallman and Daniel Thalmann as an object that can
describe its own possible interactions.
Their main focus was to model interactions of smart
virtual objects with virtual humans, agents, in virtual
Example

Three Smart Objects being modeled: an automatic door, a table


with graspable fruits, and a door that opens after a button is
pressed. In each case, some defined gestures and positions are
shown
Smart objects in the figure below are a clock, automatic doors,
elevators and escalators
The opposite approach to smart objects is 'plain' objects
that do not provide this information.
In contrast to smart virtual objects used in virtual worlds,
Lev Manovich focuses on physical space filled with
electronic and visual information.
"smart objects" are described as "objects connected to
the Net; objects that can sense their users and display
smart behavior
More recently in the early 2010s, smart objects are being
proposed as a key enabler for the vision of the Internet
of things.
The combination of the Internet and emerging
technologies such as near field communications, real-
time localization, and embedded sensors enables everyday
objects to be transformed into smart objects that can
understand and react to their environment.
These objects are building blocks for the Internet of things
and enable novel computing applications
The world's first smart houses was built in Klaukkala,
Finland (2018) in the form of a five-floor apartment block,
utilizing the Kone Residential Flow solution created
by KONE, allowing even a smartphone to act as a home
key
Smart Space
A region of the real world that is extensively equipped with sensors,
actuators and computing components (Nixon et al, 2000)

Work environments with embedded computers, information appliances,


and multi-modal sensors allowing people to perform tasks efficiently by
offering unprecedented levels of access to information and assistance
from computers (Rosenthal and Stanford, 2000)

A well-defined area that is embedded with computing infrastructure that


enables sensing and controlling of the physical environment
(Satyanarayanan, 2001)
Sentient, information-rich environment that sense and react to
situational information to tailor themselves to meet users’ expectations
and preferences (Al-Muhtad,2003)
An environment that acts as an intelligent agent that
perceives and acts on the environment through sensors
and actuators to reason about and adapt to its inhabitants
(Dase, et al , 2004)

An environment stipulated by intelligent agents, services,


devices, and sensors to provide relevant services and
information to meeting participants on the basis of their
contexts (Chen, et al, 2004)

An assistive environment that can sense itself and its


residents and enact mappings between the physical world
and remote monitoring and intervention services
(Szewcyzk, et al, 2009)
Wearable Computing
Living Heads Up vs.Heads Down
What is a Wearable Computer?
A computer that is:
▪ Portable while operational
▪ Enables hands-free/hands-limited use
▪ Able to get the user’s attention
▪ Is always on, acting on behalf of the user
▪ Able to sense the user’s current context

Source- Rhodes, B. J. (1997). The wearable remembrance agent: A system for


augmented memory. Personal Technologies, 1(4), 218-224.
Wearable Computing
▪ Computer on the body that is:
▪ Always on
▪ Always accessible
▪ Always connected
▪ Other attributes
▪ Augmenting user actions
▪ Aware of user and surroundings
The Ideal Wearable
▪ Persists and Provides Constant Access: Designed
for everyday and continuous user over a lifetime.
▪ Senses and Models Context: Models the users
environment, mental state, it’s own state.
▪ Augments and Mediates: Information support for
the user in both the physical and virtual realities.
▪ Interacts Seamlessly: Adapts its input and output
modalities to those most appropriate at the time

Source Starner, T. E. (1999). Wearable computing and contextual awareness


(Doctoral dissertation, Massachusetts Institute of Technology).
Aim of Wearable Computing

 To develop new interfaces that modify non-


computer activities.

 Without interfering with the user’s everyday tasks.

 The design of wearable computers is still a topic of


research & a variety of user interfaces are being
proposed.
History of Wearable Computing
 Wearable Computers were first introduced in
the 1500's with the pocket watch.

 In 1967, Hubert Upton developed a technology


which allowed the person wearing the glasses
to lip read, this was using the LED device.

 Even in the 1980's and the 1990's wearable


computers were being created.
Evolution of Wearable Computing

http://wearcomp.org/ Steve Mann (1980s -)


MITWearable Computing (1996)
Watches
How Wearable Computer Works
 Some wearable computers use “keyers” (key
switches mounted to a grip, rather than to a
board, as with a keyboard) and trackballs as
input device.

 Many try to use more intangible means of input


like gesture, speech recognition or context
awareness.

 The output may be presented through


displays, lights, sound or even haptic
interfaces(touch screen).

 Some mediated reality (ability to modified


reality) systems can also be considered
wearable computers.
Wearable Attributes
Device Ecosystem
Number of Devices Shipped
Where to put Wearables?

▪ Places for unobtrusive wearable technology

Gemperle, F., Kasabach, C., Stivoric, J., Bauer, M., & Martin, R. (1998,
October). Design for wearability. In Wearable Computers, 1998. Digest of
Papers. Second International Symposium on (pp. 116-122). IEEE.
Where to PlaceTrackpad?

▪ User study 25 people different postures


▪ Front of thigh most preferred, torso/upper arm worst

Thomas, Bruce, et al. "Determination of placement of a body-attached mouse


as a pointing input device for wearable computers." 2012 16th International
Symposium on Wearable Computers. IEEE Computer Society, 1999.
Where do users want Wearables?
Thank you

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