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CHAPTER 13

CHAPTER 13. Smart Rooms. Overview. Common goals of smart environments Enabling technologies Constraints. Introduction. Technology has enriched/enhanced Person-to-person communication Person-to-computer Computer-to-person Now & Next People environments.

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CHAPTER 13

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  1. CHAPTER 13 Smart Rooms

  2. Overview • Common goals of smart environments • Enabling technologies • Constraints

  3. Introduction • Technology has enriched/enhanced • Person-to-person communication • Person-to-computer • Computer-to-person • Now & Next • People environments

  4. Common goals for Smart Environments • Presentation • Collaboration • Interaction • Observation • Enrichment

  5. Presentation • User mediated presentation of information to audience • One-to-many • Example environments • Classroom, studio (TV), theater • Smart classroom • Microphones/speech processing to recognize small vocabulary (e.g. "next slide") • Cameras to recognize gestures

  6. Presentation (#2) • Intelligent studio (TV) • Pan-Tilt-Zoom (PTZ) cameras • Wide-angle for world model • PTZ find & follow entities; use framing rules • Based on rules or script • UCLA Hyper Media Studio's Macbett (theater) • Hyper-actor can direct stage elements during performance • Lighting & sound adapt to actors via sensor-based stage

  7. Collaboration • Work shared among groups of people • IBM Blue Space • For small number of workers • Facilitates within personal office • Everywhere Display (ED) projector • Distortion correction projection on all surfaces • Smart Kindergarten • Smart Toys, Smart Table • Allows for interactive puzzles, activities • Kids Room (MIT) • Presents a fantasy adventure • "Monsters", voice instructions, etc. • Must work together to "win"

  8. Interaction • Person interacting with environment • Sensors • In room • Also, on the person • Kids room • Interact with room, virtual characters • Emergence Engine • Artists compose virtual worlds that interact with users -- "artistic experience" • Pressure pads, cameras, sensors

  9. Observation • For Monitoring & Recording • Research & development • Classroom 2000 (Georgia Tech) • White board captured writing • Studied students' behavior • Smart Kindergarten • To observe via badges & sensors, microphones

  10. Enrichment • Improve & enhance experience & data • Cool Town (HP) • Gives user presence on Web that is associated with their physical location • Pass URL from objects/places to/from personal devices * eSquirting • Example use: museum tour, get URL for background information on painting • Digital Family Portrait (Georgia Tech)

  11. Enabling Technologies Infrastructure of Smart Room • Sensing & actuating infrastructure • Collect & affect • Middleware to manage, fuse, mine, interpret sensor information & actuate infrastructure • Network to connect sensors & actuators to middleware Figure 13.1, pg. 304 -- Smart Kindergarten

  12. Enabling Technologies Sensing • What, where, when • Information about location, orientation, identity • Information about commands, actions • Near-field or in-field sensors • Far-field sensors • Badges & Tags • Placement can be problem • Optimal positions vary • Clothes • Surfaces • Smart Table, Active Floor

  13. Enabling Technologies Actuation • Affecting the state of environment • e.g. speakers, displays, heat & light systems • Affect smart room itself for improvement • Reconfigure sensors, cameras

  14. Software Runtime Services Runtime services -- controlling smart room • Middleware -- access • Self-configuring services • Discover its own attributes after a change & adapt • Service to sense & control space & objects in it

  15. Middleware • Mediates access • By applying sensing, actuation, computing, storage & communication resources • To runtime services thru abstractions & API's • Data flow • Peer-to-peer • Uplink: sensors to services

  16. Operational Constraints Usability -- Authoring -- Social Implications Usability • To be successful, must be usable, easy • Sensor nets, uncontrolled & unpredictable environment, endless streams of data, 3D, embedded interfaces • Install & maintain • Application for each device will be too much • Heterogeneous -- devices, sensors • "Uneven" but want "seamless"

  17. Authoring • Content Authoring • Want to manage environment (e.g. entertainment, theater) but without technical expertise • Allow for specification of environment (e.g. set for a party, event) • How?

  18. Social Implications(Constraints) • Changes relationship between user & technology • Neither good or bad; both • Legal, Ethical, Social Implications (ELSI) • Still not thoroughly studied • No agreement on ELSI importance • Both technology & regulations (government) will be part of transition So, I ask again, "Do you want a Smart House?"

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