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Active Environments: Sensing & Responding to Groups of People

Active Environments: Sensing & Responding to Groups of People. Joe McCarthy. Major Trends in Computing. (source: IDC Information Industry Update, 1995-6). Ubiquitous Computing. Proliferation of devices New breed of “network computers”

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Active Environments: Sensing & Responding to Groups of People

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  1. Active Environments:Sensing & Respondingto Groups of People Joe McCarthy

  2. Major Trends in Computing (source: IDC Information Industry Update, 1995-6)

  3. Ubiquitous Computing • Proliferation of devices • New breed of “network computers” • telephones, TVs, cameras, microphones, microwaves, refrigerators, toasters... • Distribution of computing resources • portable • wearable • embedded

  4. So what? • Ubiquitous Computing: technology in search of a problem? • Lots of devices that can communicate with us and each other … what are they going to say? • What would your toaster say to your refrigerator? • What kinds of new capabilities are enabled by this new paradigm of computing? • Applications?

  5. Sense & Respond • UbiComp: New paradigm of computing • Old: input/output (foreground) • New:sense/respond (background) • Active Environment: “UbiComp in a box” • Interconnected, cooperating devices • Concentrated in a small area (e.g., one room) • Redefining human-computer interaction • users --> inhabitants

  6. Active Environments Most environments are passive --deaf, dumb & blind --unaware of their inhabitantsand unable to assist them in a meaningful way. In contrast, an active environment is a physical spacethat can sense and respondappropriatelyto the people and activities taking placewithin it

  7. Active Environments:Group Issues • What can we sense? • Who is this group? • detecting vs. identifying people • What do they want? (& how do we know?) • implicit vs. explicit • How to respond appropriately? • Foreground? • Interactive TV? • Background • entertain (infotain?), provoke, present opportunities for interaction / understanding

  8. MusicFX

  9. MusicFX • An active environment for the workout place • CSCW ‘98, IAAI ‘99 • Operational since November 1997 • Three components • Preference database • Group preference arbitration algorithm • Environmental “triggers”

  10. Inspiration The Irritations behind MusicFX • UbiComp: technology in search of a problem? • Music in the Fitness Center at ACTP • Popular in the Complaint Department • 25% of “feedback” focused on music • RSI: Repetitive Song Injury • 3 stations played, 91 available (DMX) • Squeaky Wheels • Vocal minority prevails over silent majority • Hangovers • This morning’s music = last night’s music

  11. Music Preference Database • 275 fitness center members • 91 musical genres (DMX stations) • 5-point rating scale • +2 = I love this music • +1 = I like this music • 0 = I don’t mind this music • -1 = I dislike this music • -2 = I hate this music

  12. Group Preference Arbitration • Group Preference Calculation • Normalize preferences (-2..2 -> 0..4) • For each genre, sum individual preferences • Candidate Identification • Sort list, remove undesirables, retain top M • Weighted Random Selection • Probabilistic weighting based on GP

  13. An example GP Pr i Genre Person A B C D E i i 1 Alternative Rock 2 2 0 2 2 68 0.48 2 Hottest Hits 1 1 2 0 -2 38 0.27 3 New Music 1 1 1 0 0 35 0.25 4 Hot Country 2 0 0 0 -2 28 0.00 5 Dance 2 -1 1 -1 -1 28 0.00 6 World Beat 0 1 -1 1 -2 23 0.00 7 Traditional Country 1 0 0 -2 -2 17 0.00 8 50's Oldies 0 0 0 -1 -1 14 0.00 9 Heavy Metal -1 -1 -1 -1 -2 4 0.00 10 Polka -1 -1 -2 -2 -2 2 0.00

  14. Environmental Events • Member entrance • Login (badge reader) • Member exit • Timeout (90 minutes) • Individual Preference Update • System Parameter Adjustment • Individual / Group Preference Filter, Maximum Play Time • Maximum Play Time Elapsed

  15. Sunset @ 200MHz

  16. Public Information:Documents, Spectacles and the Politics of Public Participation • “Sunset: 200 MHz in a 35mph Zone” • Scott Minneman, Xerox PARC (CHI ‘98) • Interactive fiction (“drive-by soap opera”) • 18 characters, 2700 pictures, theme music • looping, multi-layer vignettes • Billboard Live: Two 9’x12’ Sony JumboTrons, 104.7 FM • Garage-door openers, alarm keyfobs: pacing, segues, next vignette • Research issues • Public expectation (what to do & when) • Weak interaction (clicks) • Unpredictable exposure (6 seconds to 60 minutes) • Low resolution (92 x 44 pixels)

  17. Projected Realities: Images

  18. Projected Realities • Presence Project • Gaver & Dunne, Royal College of Art, London (CHI ‘99) • communicate attitudes: private --> public • “provocative awareness” • psychogeography: emotional topology of an area • Situationists • Goals • raise awareness, communication, presence • encourage subversion, local obsessions, play

  19. Projected Realities: Input • Cultural probes: “gentle provocation” • 6 maps • “if Bijlmer were a body…” + precut stickers • postcards • “tell us a piece of advice”, “why do we have politicians” • disposable cameras • “what you will wear today” • “something beautiful”, “something ugly” • photo album • tell us your story in 6-10 photos

  20. Projected Realities: Output • Public displays • image boards along highways, railways • slogan furniture (benches with displays) • Linked security cameras & monitors • Ventrovers • Psychogeographic pagers • fear / safety, boredom / interest

  21. Active Environments:Group Issues • Who is this group? • detecting vs. identifying people • What do they want? (& how do we know?) • implicit vs. explicit • What should “I” do? • entertain (infotain?), provoke, present opportunities for interaction / understanding

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