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Ubiquitous Computing Applications: Presented By: Muhammad Hamza Roll No: 1227 Section: A

Ubiquitous computing allows human interaction with computing away from a single workstation using technologies like portable devices, large screens, and voice/vision. It presents challenges in designing appropriate physical interactions and discovering general application features. Ubiquitous computing applications include virtual reality using headsets to see virtual worlds, augmented reality mixing virtual and real worlds using projections, and information visualization displaying scientific and complex data in 3D. Evaluation challenges include adapting HCI techniques to ubiquitous contexts and obtaining long-term authentic evaluations of new technologies.
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0% found this document useful (0 votes)
107 views34 pages

Ubiquitous Computing Applications: Presented By: Muhammad Hamza Roll No: 1227 Section: A

Ubiquitous computing allows human interaction with computing away from a single workstation using technologies like portable devices, large screens, and voice/vision. It presents challenges in designing appropriate physical interactions and discovering general application features. Ubiquitous computing applications include virtual reality using headsets to see virtual worlds, augmented reality mixing virtual and real worlds using projections, and information visualization displaying scientific and complex data in 3D. Evaluation challenges include adapting HCI techniques to ubiquitous contexts and obtaining long-term authentic evaluations of new technologies.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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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 3
ubiquitous computing.
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

Capacitive sensing on a table Sensors on a PDA

9
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
12
 Deep descriptive understanding of activities in context
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
19
 aim is immersion, engagement, interaction
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


23
 eye gaze direction
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?

managing
director

sales marketing production


manager manager manager

F. Bloggs F. Bloggs A. Jones R.Carter K. West B. Firth 30

J. Smith P. Larkin
Wide hierarchies … use 3D
managing
director

sales marketing production


manager manager manager

F. Bloggs F. Bloggs A. Jones R.Carter K. West B. Firth

J. Smith P. Larkin

 levels become rings


 overlap ‘OK’ in 3D
31
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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