1 / 18

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.

Télécharger la présentation

CHAPTER 13

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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?"

More Related