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This chapter explores the evolution and impact of smart environments, focusing on smart rooms designed for effective communication, collaboration, and interaction. Key enabling technologies, such as sensing and actuation infrastructures, are discussed, along with their application in diverse settings like smart classrooms and interactive exhibits. The chapter reveals common goals, including observation and enrichment, while addressing constraints related to usability and social implications. With examples from various innovative platforms, readers gain insights into how technology enhances human experiences in smart spaces.
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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
Common goals for Smart Environments • Presentation • Collaboration • Interaction • Observation • Enrichment
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
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
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"
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
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
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)
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
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
Enabling Technologies Actuation • Affecting the state of environment • e.g. speakers, displays, heat & light systems • Affect smart room itself for improvement • Reconfigure sensors, cameras
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
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
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"
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?
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?"