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Cyberworld, Dissapearing Computer, Hybrid Products?

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Translate that into shapes, colours, movement ... Tui appearance 3 ... prefer round body shapes, particularly with a high profile ... – PowerPoint PPT presentation

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Title: Cyberworld, Dissapearing Computer, Hybrid Products?


1
Cyberworld, Dissapearing Computer, Hybrid
Products?
  • Josep Blat
  • Universitat Pompeu Fabra

2
Trends towards the future
  • Cyber-VR worlds, Augmented Reality
  • Disappearing computer - Information appliances
  • Hybrid products

3
Information Highways Semantic Web
  • Already discussed
  • Standards for an interconnected world
  • the Internet network (TCP/IP ) for
    infrastructure
  • the World Wide Web (URL, HTML, HTTP) for
    information exchange
  • Information and intercommunication widely
    available
  • Machine mediated communication to be built
    Semantic Web perspective

4
Cyber-VR world
  • Virtual Reality, Virtual Environments have been a
    perspective of the future for years
  • A simulated (or re-created) world, especially the
    sensory aspects
  • Head-mounted displays, haptic devices such as
    cybergloves, cybersuites, for immersive VR
    lately CAVEs
  • Natural interaction paradigm, not mediated by
    the computer display, icons,

5
Limitations of Cyber-VR world
  • Huge costs at the beginning, now migrating to
    desktop (flight, medical, CAD simulators, )
  • Why simulating? Why not inventing?
  • Difficulties of the natural interaction paradigm
    understanding psychology and how senses perceive
    long-term effects
  • Difficulties of integration with other paradigms
    (e.g. hypermedia)

6
Perspectives of Cyber-VR world
  • Some current approaches Shared VR, Networked VR
  • Augmented reality paradigm
  • Superimpose simulated realities on realities,
    (ruins and reconstructions for instance)
  • Not a cyberworld but an augmented real one
  • Use of special glasses, cameras,
  • Non-intrusiveness as a key question

7
Example AR application I
Feiner (91), application to support a
procedural maintenance routine
User sees the instructions overlayed on top of
the real world
Prototype apparatus
8
Example AR application II
  • Example prototype system from Columbia
    University tourist application

Prototype tour guide
Heres what the user sees
9
Ubiquitous computing
  • A completely opposite paradigm to the cyberworld
    no suits, no special separation of computers
  • Computers in watches, in cars, in household
    appliances (fridges, ) and more tags, pads,
    boards everywhere. They are ubiquitous
  • Experience from history a multiple use engine
    requiring engineers for maintenance now one (or
    many) engines for each appliance.

10
Invisible computers and information appliances
  • The other aspect is invisible computers
    (disappearing computers) as in the watch the
    computer is not observed
  • Paradigm of specific uses of computers one (or
    many) computers for a specific use, not a
    computer for lots of things
  • Information appliances, a term used by Don
    Norman, as well as the invisible or disappearing
    computer

11
Awareness for ubiquitous computing
  • (Situated) awareness is a key aspect for the
    computers to be increasingly useful where they
    are, who is in the room (who is looking at them
    )
  • Definition of awareness The ability of a device
    or program to sense, react or adapt to its
    environment of use.
  • Awareness communication (a living world of
    agents) A key problem solutions (competition for
    attention)?

12
Uses of ubiquitous computing
  • Tags, Pads and Boards give idea of sizes of many
    computers they can use awareness
  • Boards can show the information interesting for
    the person looking at the board
  • Pads can show the software being used by the
    persons in the room
  • Tags can carry information (persons, software, )
  • Much richer uses

13
Ubiquitous environment Wearable computing
  • One aspect of ubiquitous computing is an aware
    environment
  • Another aspect is wearable (aware) personal
    assistants (also cyborg vision)
  • Both use awareness for improving interaction,
    better services, sensing, new services

14
Hybrid products
  • Another aspect of the future are hybrid products,
    e.g. computational toys (robots )
  • Which is the interface of such a product?
  • Which is the interaction paradigm?
  • Exploration with the éTui project
  • Other hybrid systems mixed realities,
    humans-robots,

15
éTui introduction 1
  • Computational toys (Tamagotchi, Furby, Aibo, Lego
    Mindstorms, curlybot, ) are attracting a lot of
    commercial and research interest.
  • éTui a prototype computational educational toy,
    based on a commercial robot kit, for children of
    very young age (6-10 years old)
  • (introducing éTui to children)

16
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17
éTui introduction 2
  • The educational goal meta-cognition
  • Interface design appearance
  • Interface design autonomous behaviours scaffold
    reflection upon learning
  • Co-design with children

18
éTui educational goal meta-cognition
  • Meta-level learning means learning about
    learning, reflecting about learning our
    educational goal
  • Meta-cognition very little explored for young
    children
  • éTui, a wearable computational toy for reflecting
    upon learning
  • Constructionism is our philosophy
  • I began to see how children who had learned how
    to program a computer could use very concrete
    computer models to think about thinking and to
    learn about learning and in doing so, enhance
    their powers as psychologists and as
    epistemologists Seymour Papert

19
éTui appearance part of the interface 1
  • Appearance is a (key) part of the interface for
    computational toys
  • Appliances should show their psychology (Don
    Norman) e. g. handles should show themselves as
    such even how to be used
  • ActiMates (Strommen et al) When the interface is
    a talking dinosaur Interface for a plush doll (a
    bear) related to a TV series, connected to a VCR
    speech oriented interface, narrative, affection,

20
éTui appearance 2
  • éTui should to deal with
  • Engagement (emotional attachment) for better
    education (intelligence emotion)
  • Gender related characteristics
  • Educational goals fulfilment (potential deception
    of toys?)
  • Translate that into shapes, colours, movement

21
éTui appearance 3
  • From our co-design work éTui
  • A key aspect for engagement is characterization
    ease of identification is an added value
  • Pet-like appearance appeals girls and pets
    attract children generally (besides being a good
    model for learning)
  • Movement is an essential trait for attracting
    boys
  • Insect-like appearance for non-deceptive behavior
    (éTui is not very intelligent and thus it
    shouldnt look too clever)

22
éTui appearance 4
  • Finally éTui is a moving robot with an
    insect-like appearance lights and sounds add a
    communicative aspect

23
(No Transcript)
24
Co-designing with children 1
  • Brainstorming with children (preferred toys,
    imaginary toys, stories about them) 3 schools in
    Mallorca, UK, Norway
  • 2D prototype designs based on childrens ideas,
    tested by using colouring books parameters were
    color, texture, character, animated or mechanical
    nature, and cuddliness or scariness
  • Four VRML designs (chick, mouse, car, robot),
    tested

25
Co-designing with children 2
  • 2D identikits for the physical appearance
    bodies, ears, eyes, mouths and noses
  • Storytelling about toys designed toy name, toy
    gender, where it lives, home, food, can smell,
    can hear, can see, can recognize you, can talk,
    understands, is clever, likes to do, how plays,
    take to bed, type

26

27
Co-designing with children 3
  • Children
  • prefer round body shapes, particularly with a
    high profile
  • prefer face elements from known animal forms
  • identify strange creatures as destructive or
    scary
  • prefer soft rather than rigid surfaces
  • associate sense organs to creature perception
    with that sense
  • (Insect-like antennae rather than eyes as éTui
    cannot see)

28
éTui autonomous behaviours scaffolding
meta-cognition
  • Autonomous behaviours stimulate children to
    reflect upon learning as modified behaviours in a
    changing environment
  • With éTui we explore the advantages of autonomous
    behaviours for scaffolded reflection upon
    learning
  • Wandering insect, Towards beacons, Learn tracks,
    Learn tunes, Play tunes, Follow line

29
Interaction with éTui, awareness limitations
  • Children interact physically and directly with
    éTui
  • Create mazes, blocking éTui, following
    (inpersonating) éTui,
  • It is a hybrid world
  • éTui is not aware. It should know at least
    that it is being held it lacks credibility, big
    problem.

30
éTui should help reflecting about perception,
autonomy, learning
  • Experimental work with children pedagogical
    Units of Practice
  • éTui wandering for reflection on perception
  • éTui in a maze for reflection on autonomy
  • éTui learning a path for reflection on learning

31
Summarizing (partly) éTui
  • Review of éTui experience as a model of new
    systems
  • Hybrid product in hybrid world
  • New type of interface, new type of interaction
  • New types of problems in a disappearing computer
    age

32
Some references
  • Frei P, Su V, Mikhak B, Ishii H Designing a New
    Class of Computational Toys, Proceedings
    CHI2000, 129 136, ACM Press, 2000
  • Ishii H, Ulllmer B Tangible Bits Towards
    Seamless Interfaces between People, Bits, and
    Atoms. Proceedings CHI97, 234 241, ACM Press,
    1997.
  • Fujita M, Kitano H, Doi, T T Robot
    Entertainment, in Robots for Kids, (Druin A and
    Hendler J Eds), 37-70, Morgan Kaufmann, Academic
    Press, San Diego, 2000.
  • Resnick M, Martin F, Berg R, Borovoy R, Colella
    V, Kramer K, Silverman B Digital manipulatives
    new toys to think with, Proceedings CHI98, 281 -
    287, ACM Press, 1998
  • Strommen E, Alexander K Emotional Interfaces for
    Interactive Aardvarks Designing Affect into
    Social Interfaces for Children, Proceedings
    CHI99, 528 535, ACM Press, 1999.
  • Strommen E When the interface is a talking
    dinosaur learning across media with ActiMates
    Barney, Proceedings CHI98, 288 - 295, ACM
    Press,1998
  • Norman D A The Psychology of Everyday Things,
    Basic Books, New York, 1988.
  • Norman D A The Invisible Computer (Why Good
    Products Can Fail, the Personal Computer Is So
    Complex and Information Appliances Are the
    Solution), The MIT Press, Cambridge,
    Massachusetts, 1998.
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