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Embedded Interactive Systems Prototypes and Platforms. Hans-W. Gellersen Lancaster University Department of Computing Chair in Interactive Systems . This is not a talk about Embedded Systems that are interactive … It’s about Interactive Systems that are embedded
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Embedded Interactive SystemsPrototypes and Platforms Hans-W. Gellersen Lancaster University Department of Computing Chair in Interactive Systems
This is not a talk about Embedded Systems that are interactive … • It’s about Interactive Systems that are embedded • Human-computer interfaces “beyond the desktop” • Physically embedded in everyday environments: “The Environment is the Interface” • Inspired by the Ubiquitous Computing Vision
Paradigm Shift in Interactive Computing Personal Computing: “Human Integration” • Considering the user as integral part of the system (previously users were “system periphery”) Ubiquitous Computing: “Physical Integration” • Considering also “what surrounds” computer and user as integral part of the system • Physical and social context: observable context, world knowledge, affordances, social values, … (whereas Personal Computing is largely isolated and isolating from the overall situation)
Embedded Interactive Systems Giving Primacy to the Physical World • Everyday objects and spaces become the interfaces to otherwise invisible computing systems • Physically embedded interfaces mediate between the physical and the digital world • Interaction away from the desktop and as part of human activity in a physical world Departure from Standard User Interfaces • Non-traditional technologies: sensors, embedded systems, perceptual components, … • New design frameworks: tangible interface, situated interaction, augmented reality, …
Embedded Interactive Systems New architectures for interactive systems • Canonical set of building blocks: What is the equivalent of screen-based “GUI” objects in a physical world ? • Dynamic composition: how to support relationships in a physical interface: spatial, contextual, semantic • Interface management: what is the equivalent of a windowing system in an interactive environment ?
Research Approach Experimental Prototypes • “construction of working prototypes of the necessary infrastructure in sufficient quantity to debug the viability of the systems in everyday use, using ourselves and a few colleagues as guinea pigs”(M. Weiser, on Ubicomp Research Methods) • “only building something actually allows you to explore its full design potential”(R. Want) • Explored within the EU Disappearing Computer inititiative
The Disappearing Computer Smart Artefacts and Emerging Applications • Emphasizing the places and things in people’s lives • Thinking of computing as material for future versions • Allow future artefacts/places to be connected to form a platform for new types of application In this talk … three prototypes and a platform • Examples of the Disappearing Computer • Future versions of familiar things • Beyond prototypes toward platforms • The Smart-Its project
Pin&Play A Wall that is also a Computer Network
The Pin&Play Network The Concept • The wall as network for the things that become attached to it • Familiar tangible interaction: “pinning” • Preserve original functionality Pin&Play Architecture • Surface with conductive layers • Pushpin-like physical connector • Socket-less attachment of objects • Arbitrary types of object • “Pin&Play”: discovery of objects when they become attached
Pin&Play Noticeboards • Proof of concept, >1 sqm segments, >25 nodes/sqm
Interacting with Walls Ethnographic Study at Göteborg Film Festival
Pin&Play Home Automation • Proof of versatility: range of objects and applications Pin&Play Lightswitch • place it where you like!
The Pin&Play Network Key Points • Communication infrastructure merged with common surface • “Piggy-backing” everyday interaction style • Not compromising original use and appearance • High density of nodes • No sockets
Ambient Display Hallway posters that double as output medium
Hallway Posters • Visualize web activity in the ambient environment • Adopt artefacts meaningfully as display substrate • Web access increases light,decrease over time project poster:affordance for overlayingproject-related information
Hallway Posters Not just notification! • Overview:visualize web activity over time • Comparison: light distribution over posters provides comparison at a glance
Hallway Posters Experience • In use since 1999 • Non-intentional use (walking-by) • Not attention-grabbing • Subtle awareness of web activity
Sensor Table A coffee table that can sense and receive input
Control DF1 DF2DF3 DF4 Load Change Surface Position Load-Sensing Surfaces Concept • Gravity is ubiquitous • Surfaces: crossroads for human activity • Pervasive load sensing • Not just weight • Position on surface • Object movement • Particular events • Traces
Load-SensingSurfaces “Weight Lab” • Lab environment with load-sensing floor, tables, and shelves • Common furniture,unobtrusively aug-mented (wireless) Context Acquistion • Tracking of people, objects, activities • In presence of noise(cluttered surfaces)
Load-Sensing Surface Surfaces as Interaction Device
Summary Unobtrusively integrated infrastructure • Three examples for infrastructure integrated with everyday environment: input, output and networking • Unobtrusive physical integration • Building on existing physical affordances Added functionality • New forms of interaction, new applications • Not compromising existing use and familiarity • Future versions of things: backward-compatible!
Smart-Its Beyond one-off Prototypes
Smart-Its “Technology for Smart Artefacts” • Disappearing Computer Project, 2001-2003 • Lancaster (UK), Karlsruhe (D), ETH Zurich (CH), Interactive Institute (S), VTT Electronics (FIN) Vision • Post-hoc augmentation of everyday objects with processing, physical I/O and wireless communication Approach • Hardware/software construction kit for smart artefacts • Rapid prototyping and exploration of applications
Smart-Its Architecture Smart-Its Devices integrate • Phyiscal I/O • Processing environment • Wireless communication
Smart-Its Architecture Smart-Its System • Collection of communicating Smart-Its • Self-contained or con-nected to backend • Participating devices are customized to their physical design context • phys I/O configuration • software, behaviour
Smart-Its Architecture Modular Device Architecture • Separating physical I/O from communication • Multiple I/O boards maybe connected to one core board • Processing can be centralized on the core board, or distributed with additional processors on the I/O boards Core Board I/O Board
Platform Implementation Smart-Its Hardware • Family of devices, implementations for different target applications • TecO Smart-Its: core and sensor boards optimized for small size, low energy, and longer-term deployment • Lancaster Smart-Its: very rapid prototyping of lab demonstrators, small-scale experiments, and teaching • ETH BTnode: an alternative core board integrating Bluetooth
Platform Implementation Smart-Its Hardware • e.g. TecO sensor board, 17X30 mm • Sensing audio, light, 3D acceleration, humiditry, temperature, and pressure • LED and speaker output
Platform Implementation Smart-Its Hardware • e.g. Lancaster boards • Purposefully simple in composition • Basic core board • Encouraging design of customized I/O boards • e.g. multi-sensor board(touch, acceleration etc) • e.g. actuator control board (power control of up to 4 actuators)
Platform Implementation Smart-Its Software • Providing abstractions at multiple levels • At the lowest level, drivers that shield developers from hardware detail both on component (sensors, etc …) and board level (connections) • Basic communication and system functions, e.g. wireless and serial communication, power control etc • At a higher level, libraries and code templates that implement common application frameworks • Developers can access the system at any level
Physical Prototyping: rapid cycles between idea and tangible evaluation
Platform Evaluation / Dissemination Hackfests • Hackfest with users from other projects • 2,5 days for develop-ment of mini-demos from scratch Results • Hardware: new add-on devices • e.g. RFID reader • Software building blocks • Application demos • Game control • …
Summary Application experience • Adopted by other research groups as platform for their work • Various demonstrators: e.g. smart furniture assembly Conclusion • Reduced effort for physical prototyping • Encouraging exploration of physical design alternatives • Future work needs to move fromdevice to system focus
Acknowledgements • Commission of the European Union, “Future and Emerging Technologies” (project contracts Smart-Its, Pin&Play and Relate) • Engineering and Physical Sciences Research Council (indirect support through the Equator project) • Project partners at Karlsruhe, ETH, and Viktoria • Albrecht Schmidt, Martin Strohbach, Kristof Van Laerhoven, Gerd Kortuem, Nicolas Villar