Defining The Appropriate Physical Interaction Experience

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02 Nov 2017

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Introduction

In this lesson, ubiquitous computing is explored in terms of defining the appropriate physical interaction experience such as implicit input and multi-scale and distributed output. Also, discovering general application features such as context-aware computing and automatic capture and access computing is also discussed.

Learning Outcomes

Be familiar with implicit input and multi-scale and distributed output

Be familiar with context-aware and automatic capture and access computing

Terminology

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Word

Definition

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24.1 Ubiquitous Computing

Ubiquitous computing, also known as ubicomp or pervasive computing is a concept that depicts computing and communication technologies being fully woven into our day to day lives to the extent that they are not noticed. Being woven into our day to day lives can literally mean computing and communication technologies being woven into our clothes, in objects and even into our bodies. For example MP3 players can be woven into jackets and silicon chips can be placed into someone’s ear replacing mobile phones. As well as this, ubiquitous computing may be in the form of Computer Augmented Virtual Environments (CAVE) that spans the whole building/house etc (see previous lecture for CAVE explanation). Ubiquitous computing expands the idea of computing being restricted to desktops/keyboards/mice etc. and humans having to familiarize themselves with the computer’s interface as it suggests that the interface of computers and communication technologies reach out to the user and become so integrated in their live that they become undistinguishable from the surrounding environment. Mark Weiser, the scientist credited for introducing the vision of ubiquitous computing describes it as the following:

"Ubiquitous computing names the third wave in computing, just now beginning. First were mainframes, each shared by lots of people. Now we are in the personal computing era, person and machine staring uneasily at each other across the desktop. Next comes ubiquitous computing, or the age of calm technology, when technology recedes into the background of our lives"

In this lecture, the following ubiquitous computing related issues are explored:

Defining the appropriate physical interaction experience

Discovering general application features

24.2 Defining the Appropriate Physical Interaction Experience

Ubiquitous computing introduces a way of thinking and designing that moves away from the ‘desktop’ era and explores the possibilities in interactive product design that aids an interaction between humans and computers that resembles the natural interaction between humans and the environment around them (other humans, objects, buildings, etc.), unlike the ‘desktop’ interaction where the user’s interaction with a computer is not a natural one.

A natural interaction between humans that ubiquitous computing is striving towards is made up of previously discussed human actions such as speaking, gesturing, body language and facial expressions. The attempt to make ubiquitous computing accommodate these human interactions has resulted in alterations to the input, output and interactions that are associated with the human experience with computing. These alterations are described below.

24.2.1 Toward Implicit Input

In order for ubiquitous computing to function effectively, implicit input devices need to be used. This is due to the fact that our natural interactions with the surrounding environment is largely implicit and ubiquitous computing devices need to be able to recognize this implicit input in order to become fully woven into the environment surrounding the user. The most effective type of implicit input is one that facilitates ‘low intention’ and ‘incidental interaction’. For instance, one sitting in a car (either being the driver or passenger seats) is enough for his personal preferences (how far forward/back seat is, position of back of seat, favorite radio channel or music, position of mirrors etc) to be activated (see Figure 24.1).

Input devices that utilize Radio Frequency Identification (RFID), accelerometers, sensors and infrared based devices are the type of devices that can recognize implicit input and are able to identify a user’s identify, activity, personal preferences by just their presence and natural interactions with the surrounding environment.

Figure 24.1: Automatic Seat Recognition

24.2.2 Toward Multi-Scale and Distributed Output

As well as input devices, output technologies are needed for ubiquitous computing in order for natural human interaction between computers and humans to occur. Similar to input devices, ubiquitous computing has expanded the human computer interaction beyond the restrictive desktop interface. This expansion has resulted in smaller as well as larger (than the desktop) output devices that are designed to support natural human interaction. Mark Weiser, the father of ubiquitous computing divided the expansion of output devices into three categories; the ‘inch’, the ‘foot’ and the ‘yard’. The foot describes the desktop human-computer interaction while the inch category comprises devices such as pagers, mobile phones, PDAs and the yard category is made up of larger devices such as interactive wall-sized displays and CAVEs.

Due to the rapid increase in the usage of these types of devices (inch, foot, and yard), and the increase of users having multiple devices ranging across the three categories, users are now looking for ways in which information between these devices can be easily moved without any disturbance or complications. As well as this, Weiser recognizes that users want devices that are not difficult to use and demand less of our attention. He describes such ubiquitous devices as ‘invisible’, only needing the user’s peripheral awareness to operate. He continues to describe this type of output as ‘ambient’ due to it integrating in the environment surrounding the user.

24.3 Discovering General Application Features

24.3.1 Context-Aware Computing

Context aware computing attempts to allow users experience a personalized service or interaction when using a computer device. The ability of users interacting with a computer device without having to undertake any un-natural interaction (such as interacting with a desktop computer) is the prime aim of context-aware computing. Context-aware computing is divided into the following context:

Who – Computing devices instantly recognize the user once an interaction between the two is established. This can be applied to the previous example of automatic seat recognition in cars where the seat is automatically personalized according to the user using pressure sensors.

Where – Ubiquitous computing devices are based on identifying the location of the users. Such devices utilize Global Positioning Systems (GPS) most commonly used in navigation devices such as satellite navigation systems (see Figure 24.2).

Figure 24.2: Satellite Navigation

As well as the identity (who) and location (where) of the user, context-aware computing needs to be able to understand more complex context based elements of human activity, they are as follows:

When – In order for ubiquitous computing to be fully woven in our surrounding environment, computers need to familiarize themselves with when they are being used and recognize any irregularities. For instance, a context-aware coffee-making machine recognizes that the user has a cup of coffee everyday at a specific time. In addition to this, if this time arrives and the user does not use the machine then the coffee-making machine is able to signal/warn the user.

Why – The most complex category of them all. Understanding why a user is interacting with a device is very difficult. As well as this, determining why the user is interacting in such a way is even more challenging. Computing devices can alter their interface for example according to the way the user is interacting with it. This is based on many factors such as mood and time. Sensors such as body temperature and heart rate can be used to extract information from the user in order to understand what state of mind he is in.

24.3.2 Automated Capture and Access

In business, academia and our personal life, we are always listening and recording information and events from our surrounding environment. Without computing devices, human beings find it very difficult to capture and access information and events without forgetting them for instance. However, with the development of computer technology, devices have been created specifically for this purpose, such as video and audio recorders. Ubiquitous computing intends to allow users to automatically capture and access information and events without the need for breaking from their natural day-to-day activities (such as using a recording device).

An example of automated capture and access can be illustrated by the development of MP3 Jackets (see Figure 24.3). Jackets have been designed to incorporate an MP3 player, allowing the user to wear the jacket as well as using the MP3 player. The automated capture occurs when the embedded MP3 player is being wirelessly updated by the user (or could be automatically updated by the jacket depending on pre-set settings by the user) in order to have the latest music tracks.

This type of jacket eliminates the un-natural activities (interacting with an ordinary MP3 player) and supports a natural activity (wearing a jacket) as well as allowing the wearer to use the embedded player (automated access).

Figure 24.3: Embedded MP3 Player in Jacket

In this lesson, the following has been discussed:

In this lesson, ubiquitous computing is explored in terms of defining the appropriate physical interaction experience such as implicit input and multi-scale and distributed output. Also, discovering general application features such as context-aware computing and automatic capture and access computing is also discussed.

Exercises

Communication can be broken down into three features; Message, Medium, and Modality. (TRUE)

The ‘Mixed Reality’ phenomena is the landscape between the real and virtual world. (TRUE)

Immersive virtual reality takes place when the user is fully immersed into the virtual world but is aware of the real one. (FALSE)

‘CAVE’ stands for Calculated Augmented Virtual Environment. (FALSE)

Keystroke activity is an input device interaction based biometric. (TRUE)

Email behavior is an input device interaction based biometric. (FALSE)

Mark Weiser is the father of ubiquitous computing. (TRUE)

Mark Weiser categorizes ubiquitous devices using the inch, foot, and yard approach. (TRUE)

The most effective type of implicit input is one that facilitates ‘low intention’ and ‘incidental interaction’. (TRUE)

Context aware computing a does not allow users to experience a personalized service or interaction when using a computer device. (FALSE)



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