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ambientROOM: Integrating Ambient Media with Architectural Space. By Zubin Singh INF 131. This paper presents:. Presents the design of the ambientROOM interface to information for processing in the background of awareness
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ambientROOM: Integrating Ambient Mediawith Architectural Space By Zubin Singh INF 131
This paper presents: • Presents the design of the ambientROOM • interface to information for processing in the background of awareness • This info. displayed through various subtle displays of light, sound, and movement.
Why do we need a ambientRoom? • most computer interfaces fail to take advantage of our background processing capabilities. • (GUI’s) demand constant foreground visual attention, as multiple information streams compete for screen space • keyboards and mice must be actively manipulated to be useful
So how does an ambient room work? • An ambient room displays information through subtle cues of sound, light, or motion • Many of these “ambient media” displays are inspired by natural phenomena such as wind, sunlight, or the sounds of a rainforest
So how does an ambient room work? (contd.) • ambientROOM uses graspable objects such as bottles to provide control of the ambient media • Some quick videos (start 01.15) : • http://youtube.com/watch?v=GhobBh30wTM • Dino The ambient egg • http://youtube.com/watch?v=AvST9wjrkC4
Most interesting ambient media displays discussed • Water Ripples One display allows the user to have some awareness of the activity of a distant loved one. -Works by having a motorized “phicon” (physical icon) configured to vibrate as action is made • This action “transfers” the vibration to the motion of a solenoid in a shallow water tank. • A lamp reflecting off of the water then produces rippling shadows on the ceiling.
Most interesting ambient media displays discussed (contd.) • Natural Soundscapes • This display explores a multi-modal approach to ambient displays, including the communication of information through sound. • The ambientROOM contains a subtle but audible soundtrack of birds and rainfall, whose sound volume and density are modulated in conjunction with variations in room lighting.
Most interesting graspable media controls discussed • Bottle • A small glass bottle is employed as a graspable “container” for digital content, such that uncorking the bottle “releases”information into the room. • In this case, the load on the computer network was instantiated as the sound of vehicular traffic.
Most interesting graspable media controls discussed (contd.) • Clock • A second activity control, a large wall-mounted clock with exposed hands, allows navigation through temporal events. • The ambientROOM clock serves as a controller as well. • Manual rotation of the clock’s hands prompt the ambientROOM’s displays to shift to their former or future states. • Meanwhile, data including the actual time are projected onto the clock’s face.
The future of Ambient environments (goals) • environment would recognize individuals and some of their needs and wants, as well as changes in individuals, changes in needs and wants, and changes in the environment • Ambient intelligence is how to make technology learn about the people and their identity: habits, preferences, behavioral patterns, etc. and how to apply such knowledge in varying contexts. • Such situational awareness should be promoted simultaneously securing a sufficient degree of privacy and prevention against misuse. The more complex the systems become, the more vulnerable they are to malfunction.