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Ubiquitous Computing
Applications
Presented By: Muhammad Hamza
Roll No: 1227
Section : A
1
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
2
What is ubiquitous computing?
Any computing technology that permits human interaction away
from a single workstation.
This includes
 pen-based technology,
 handheld or portable devices,
 large-scale interactive screens,
 voice or vision technology.
Human-centered vision with these technologies presents many
challenges. Here we Focus
 defining the appropriate physical interaction experience;
 discovering general application features;
 theories for designing and evaluating the human experience within
ubiquitous computing.
3
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous
system devices:
 Inch
 Foot
 Yard
Implications for device size as well as relationship to people.
4
Device scales
Inch
PDAs
Voice Recorders
Smart phones
Individuals own many of them and they can all communicate
with each other and environment.
5
Device scales (Cont...)
Foot
notebooks
tablets
digital paper
Individual owns several but not assumed to be always with them.
6
Device scales (Cont...)
Yard
electronic whiteboards
plasma displays
smart bulletin boards
Buildings or institutions own them and lots of people share
them.
7
Defining the Interaction Experience
Implicit input
Sensor-based input
Extends traditional explicit (build-in) input (e.g., keyboard and
mouse)
Use of recognition technologies
Introduces ambiguity because recognizers are not perfect
8
Different Inputs
9
Capacitive sensing on a table Sensors on a PDA
Multi-scale and distributed
output
Screens of many sizes
(very) small
(very) large
Distributed in space, but output same. 10
Application Themes
Context-aware computing
Sensed phenomena facilitate easier interaction
Automated capture and access
Live experiences stored for future access
Toward continuous interaction
Everyday activities have no clear begin-end conditions
11
New Opportunities for Theory
Knowledge in the world
Ubiquitous computing place more emphasis on the physical world
Activity theory
Goals and actions fluidly adjust to physical state of world
Situated action and distributed cognition
Emphasizes improvisational/opportunistic behavior versus
planned actions
Ethnography
Deep descriptive understanding of activities in context
12
Evaluation Challenges
How can we adapt other HCI technique to apply to Ubiquitous
computing settings?
Ubiquitous computing activities not so task-centric
Technologies are so new, it is often hard to get long-term
authentic summative evaluation
Metric of success could be very different
13
Ambient wood
real wood! … filled with electronics
light and moisture meters
recorded with GPRS location
drawn on map later
‘periscope’
shows invisible things
uses RFID
triggered sound
14
City - shared experience
visitors to Mackintosh Interpretation Centre
some on web, some use VR, some really there
interacting
talk via microphones
see’ each other virtually
different places
shared experience
15
Virtual and Augmented Reality
Virtual Reality (VR)
technology & experience web, desktop and simulators
Augmented Reality (AR)
mixing virtual and real world
16
Virtual reality technology
headsets allow user to “see” the virtual world
gesture recognition achieved with Data Glove (lycra glove with
optical sensors that measure hand and finger positions)
eye gaze allows users to indicate direction with eyes alone
whole body position sensed, walking etc.
17
VR headsets
small TV screen for each eye
slightly different angles
3D effect
18
Immersive VR
Immersion into virtual reality is a perception of being physically
present in a non-physical world.
Computer simulation of the real world
mainly visual, but sound, haptic, gesture too
experience life-like situations
too dangerous, too expensive
see unseen things:
too small, too large, hidden, invisible
e.g. manipulating molecules
the experience
aim is immersion, engagement, interaction
19
VR on the desktop
headset VR
expensive, uncomfortable
desktop VR
use ordinary monitor and PC
cheap and convenient
in games …
and on the web
VRML – virtual reality mark-up language 20
VRML … VR on the web
#VRML V1.0 ascii
Separator {
Separator { # for sphere
Material {
emmissiveColor 0 0 1 # blue
}
Sphere { radius 1 }
}
Transform { translation 4 2 0 }
Separator { # for cone
Texture2 {
filename "big_alan.jpg"
}
Cone {
radius 1 # N.B. width=2*radius
height 3
} } } 21
Command and control
scenes projected on walls
realistic environment
hydraulic rams!
real controls
for:
flight simulators
ships
military
22
Augmented Reality (AR)
images projected over the real world
aircraft head-up display
semi-transparent goggles
projecting onto a desktop
types of information
unrelated – e.g. reading email with wearable
related – e.g. virtual objects interacting with world
issues
registration – aligning virtual and real
eye gaze direction
23
Applications of VR
simulation
games, military, training
VR holidays
rainforest, safari, surf, ski and moon walk
… all from your own armchair
medical
surgery
scans and x-rays used to build model
then ‘practice’ operation
force feedback best 24
Applications of AR
 maintenance
 overlay instructions
 display schematics
 examples
 photocopier engineers
 registration critical arrows point to parts
 aircraft wiring looms
 registration perhaps too hard, use schematic
25
Information and data
visualisation
Virtual Reality
 3D and 2D displays
scientific and complex data
interactivity
26
Scientific and technical data
number of virtual dimensions that are ‘real’
three dimensional space
visualise invisible fields or values
e.g. virtual wind tunnel
two dimensional space
can project data value up from plane
e.g. geographic data
no ‘real’ dimensions
2D/3D histograms, pie charts, etc.
27
Virtual wind tunnel
fluid dynamics to simulate air flow
virtual bubbles used to show movements
‘better’ than real
wind tunnel …
no disruption of
air flow
cheaper and faster
28
Structured information
scientific data – just numbers
information systems … lots of kinds of data
hierarchies
file trees, organisation charts
networks
program flow charts, hypertext structure
free text …
documents, web pages
29
Visualizing hierarchy
2D organization chart
familiar representation
what happens when it gets wide?
30
managing
director
sales
manager
F. Bloggs
J. Smith
F. Bloggs
marketing
manager
A. Jones R.Carter
production
manager
K. West
P. Larkin
B. Firth
Wide hierarchies … use 3D
31
managing
director
sales
manager
F. Bloggs
J. Smith
F. Bloggs
marketing
manager
A. Jones R.Carter
production
manager
K. West
P. Larkin
B. Firth
 levels become rings
 overlap ‘OK’ in 3D
networks in 2D
network or ‘graph’:
nodes – e.g. web pages
links – may be directed or not – e.g. links
planar – can drawn without crossing
non-planar – any 2D layout has crossings
32
Planar graph Non-planar graph
time and interactivity
visualising in time
 time dimension mapped to space
 changing values: sales graphs, distance-time
 events: Gantt chart, timelines, historical charts
e.g. Lifelines – visualising medical and court records
using time
 data dimension mapped to time
 time to itself: fast/slow replay of events
 space to time: Visible Human Project
interactivity
 change under user control 33
Any Question???
34

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Ubiquitous computing applications

  • 1. Ubiquitous Computing Applications Presented By: Muhammad Hamza Roll No: 1227 Section : A 1
  • 2. Outline Ubiquitous Computing Virtual Reality Augmented Reality Information and Data Visualization. 2
  • 3. What is ubiquitous computing? Any computing technology that permits human interaction away from a single workstation. This includes  pen-based technology,  handheld or portable devices,  large-scale interactive screens,  voice or vision technology. Human-centered vision with these technologies presents many challenges. Here we Focus  defining the appropriate physical interaction experience;  discovering general application features;  theories for designing and evaluating the human experience within ubiquitous computing. 3
  • 4. Scales of devices Mark Weiser proposed three basic forms for ubiquitous system devices:  Inch  Foot  Yard Implications for device size as well as relationship to people. 4
  • 5. Device scales Inch PDAs Voice Recorders Smart phones Individuals own many of them and they can all communicate with each other and environment. 5
  • 6. Device scales (Cont...) Foot notebooks tablets digital paper Individual owns several but not assumed to be always with them. 6
  • 7. Device scales (Cont...) Yard electronic whiteboards plasma displays smart bulletin boards Buildings or institutions own them and lots of people share them. 7
  • 8. Defining the Interaction Experience Implicit input Sensor-based input Extends traditional explicit (build-in) input (e.g., keyboard and mouse) Use of recognition technologies Introduces ambiguity because recognizers are not perfect 8
  • 9. Different Inputs 9 Capacitive sensing on a table Sensors on a PDA
  • 10. Multi-scale and distributed output Screens of many sizes (very) small (very) large Distributed in space, but output same. 10
  • 11. Application Themes Context-aware computing Sensed phenomena facilitate easier interaction Automated capture and access Live experiences stored for future access Toward continuous interaction Everyday activities have no clear begin-end conditions 11
  • 12. New Opportunities for Theory Knowledge in the world Ubiquitous computing place more emphasis on the physical world Activity theory Goals and actions fluidly adjust to physical state of world Situated action and distributed cognition Emphasizes improvisational/opportunistic behavior versus planned actions Ethnography Deep descriptive understanding of activities in context 12
  • 13. Evaluation Challenges How can we adapt other HCI technique to apply to Ubiquitous computing settings? Ubiquitous computing activities not so task-centric Technologies are so new, it is often hard to get long-term authentic summative evaluation Metric of success could be very different 13
  • 14. Ambient wood real wood! … filled with electronics light and moisture meters recorded with GPRS location drawn on map later ‘periscope’ shows invisible things uses RFID triggered sound 14
  • 15. City - shared experience visitors to Mackintosh Interpretation Centre some on web, some use VR, some really there interacting talk via microphones see’ each other virtually different places shared experience 15
  • 16. Virtual and Augmented Reality Virtual Reality (VR) technology & experience web, desktop and simulators Augmented Reality (AR) mixing virtual and real world 16
  • 17. Virtual reality technology headsets allow user to “see” the virtual world gesture recognition achieved with Data Glove (lycra glove with optical sensors that measure hand and finger positions) eye gaze allows users to indicate direction with eyes alone whole body position sensed, walking etc. 17
  • 18. VR headsets small TV screen for each eye slightly different angles 3D effect 18
  • 19. Immersive VR Immersion into virtual reality is a perception of being physically present in a non-physical world. Computer simulation of the real world mainly visual, but sound, haptic, gesture too experience life-like situations too dangerous, too expensive see unseen things: too small, too large, hidden, invisible e.g. manipulating molecules the experience aim is immersion, engagement, interaction 19
  • 20. VR on the desktop headset VR expensive, uncomfortable desktop VR use ordinary monitor and PC cheap and convenient in games … and on the web VRML – virtual reality mark-up language 20
  • 21. VRML … VR on the web #VRML V1.0 ascii Separator { Separator { # for sphere Material { emmissiveColor 0 0 1 # blue } Sphere { radius 1 } } Transform { translation 4 2 0 } Separator { # for cone Texture2 { filename "big_alan.jpg" } Cone { radius 1 # N.B. width=2*radius height 3 } } } 21
  • 22. Command and control scenes projected on walls realistic environment hydraulic rams! real controls for: flight simulators ships military 22
  • 23. Augmented Reality (AR) images projected over the real world aircraft head-up display semi-transparent goggles projecting onto a desktop types of information unrelated – e.g. reading email with wearable related – e.g. virtual objects interacting with world issues registration – aligning virtual and real eye gaze direction 23
  • 24. Applications of VR simulation games, military, training VR holidays rainforest, safari, surf, ski and moon walk … all from your own armchair medical surgery scans and x-rays used to build model then ‘practice’ operation force feedback best 24
  • 25. Applications of AR  maintenance  overlay instructions  display schematics  examples  photocopier engineers  registration critical arrows point to parts  aircraft wiring looms  registration perhaps too hard, use schematic 25
  • 26. Information and data visualisation Virtual Reality  3D and 2D displays scientific and complex data interactivity 26
  • 27. Scientific and technical data number of virtual dimensions that are ‘real’ three dimensional space visualise invisible fields or values e.g. virtual wind tunnel two dimensional space can project data value up from plane e.g. geographic data no ‘real’ dimensions 2D/3D histograms, pie charts, etc. 27
  • 28. Virtual wind tunnel fluid dynamics to simulate air flow virtual bubbles used to show movements ‘better’ than real wind tunnel … no disruption of air flow cheaper and faster 28
  • 29. Structured information scientific data – just numbers information systems … lots of kinds of data hierarchies file trees, organisation charts networks program flow charts, hypertext structure free text … documents, web pages 29
  • 30. Visualizing hierarchy 2D organization chart familiar representation what happens when it gets wide? 30 managing director sales manager F. Bloggs J. Smith F. Bloggs marketing manager A. Jones R.Carter production manager K. West P. Larkin B. Firth
  • 31. Wide hierarchies … use 3D 31 managing director sales manager F. Bloggs J. Smith F. Bloggs marketing manager A. Jones R.Carter production manager K. West P. Larkin B. Firth  levels become rings  overlap ‘OK’ in 3D
  • 32. networks in 2D network or ‘graph’: nodes – e.g. web pages links – may be directed or not – e.g. links planar – can drawn without crossing non-planar – any 2D layout has crossings 32 Planar graph Non-planar graph
  • 33. time and interactivity visualising in time  time dimension mapped to space  changing values: sales graphs, distance-time  events: Gantt chart, timelines, historical charts e.g. Lifelines – visualising medical and court records using time  data dimension mapped to time  time to itself: fast/slow replay of events  space to time: Visible Human Project interactivity  change under user control 33