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Master Web Intelligence, Majeure Informatique Aim of this lecture

Ambient • To list and define the most common keywords and concepts from the literature in the domain • To illustrate those keywords

Introduction • To understand from where these keywords and

concepts come Olivier Boissier • To have some “vision” on the future trends [email protected]

1 2 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

From Yesterday where Computer filled To today … and … to tomorrow? room

3 4 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Xerox PARC, 1991 ubiquitous compu,ng Some concepts related (ubicomp) to Digital Worlds • tabs • pads • boards

M. Weiser. The Computer for the 21st Century, 1991

5 Altissimo 2014, 6 6 © O. Boissier ENSM Saint-Etienne © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction Ambient Computing: Introduction Bucharest

The Computer of 21st Century Fast-forward to 2014…

The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.

Mark Weiser The Computer for the 21st century, Scientific American, pp. 94-10, September 1991

7 8 8 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Infobesity Information Overload If would 'only' be about putting computers everywhere and in virtually anything, than users of such technology might still feel overwhelmed by both all these devices around them as well as by all the input and information they W. Wahlster receive from them. ECAI 2006

Björn Hermans, "Desperately Seeking: Helping Hands and Human Touch » Chapter 4 - An Introduction to Ubiquitous Computing, Calm Technology and Augmented Realities http://www.hermans.org/agents2/ch4_3.htm

9 10 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Calm Technologies Calm technologies cont.

"Designs that encalm and inform meet two human It is for this important reason that Ubiquitous needs not usually met together. Information Computing goes hand in hand with a special technology is more often the enemy of calm: pagers, technology, one which enables users to do more cellphones, news services, the World Wide Web, while at the same time a sense of calmness remains email, TV, and radio bombard us frenetically." as well as the notion that you are still in full control of everything you are doing.

Weiser, M. and Seely Brown, J., "Designing Calm Technology". Xerox PARC, December 21, 1995. http://www.ubiq.com/hypertext/weiser/calmtech/calmtech.htm This is called “Calm Technology”

11 12 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Calm Technology Characteristics

A calm technology will move easily from the periphery of our attention, to the centre, and back.

This is fundamentally encalming, for two reasons: 1. Placing things in the periphery 2. Bringing to center (of attention) when needed

13 16 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Calm Technologies: Dangling string ex. Calm Technologies: A more recent Ex.

A plastic wire, hanging from a (Armenian for “rabbit”) is a small electric motor mounted in Wi-Fi enabled ambient electronic the ceiling, visualizing the device, 23 cm in height and weighs information flowing through a 418g. monitored Ethernet cable nearby It can send and receive messages through twitching & whirling. as well as giving (by either speaking Placed in an unused corner of a or using indicative lights): weather hallway, the long string is visible & forecast, stock market report, news audible from many offices without headlines, alarm clock, e-mail alerts, being obtrusive. RSS-Feeds, MP3-Streams and others. http://www.ubiq.com/weiser/calmtech/calmtech.htm 17 18 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ubiquitous Computing Pervasive Computing

Ubiquitous Computing (since 1988, Weiser): “pervadere”: has spread (latin) computers massively deployed, pervasive, calm It breaks with the former approach of computers where the PC was the single point of presence of “Each person is continually interacting with the . hundreds of nearby interconnected computers without explicitly attending to them” Pervasive Computing brings the computer and the Internet to the user at Calm technologies + Disappearing technologies anytime and anywhere à Ubiquitous Computing Pervasive computing = anytime + anywhere 19 20 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

From Pervasive to Wearable Computing Wearable computing

“digital prosthesis”: extend our bodies with digital An explanation from objects.

To date, personal computers have not lived up to their name. Most machines sit on the desk and interact with their owners for only a small fraction of the day. (…) A person's computer should be worn, much as eyeglasses or clothing are worn, and interact with the user based on the context of the situation. *-size devices Wearable computing 21 22 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Augmented reality (AR) is a live, • Developed by the ISTAG advisory group to the European direct or indirect, view of a Commissions DG Information Society and the Media. physical, real-world environment • Emphasis put on user-friendliness, efficient and distributed services whose elements are augmented support, user empowerment, and support for human interactions. (or supplemented) by computer- generated sensory input such as • AmI is aware of the specific characteristics of human presence sound, video, graphics or GPS and personalities, takes care of needs and is capable of data responding intelligently to spoken or gestured indications of desire, and even can engage in intelligent dialogue 'SixthSense' is a wearable gestural interface • Ambient Intelligence should also be unobtrusive, often invisible: that augments the physical world around us everywhere and yet in our consciousness – nowhere unless we with digital information and lets us use need it. Interaction should be relaxing and enjoyable for the citizen, natural hand gestures to interact with that and not involve a steep learning curve. information.

https://code.google.com/p/sixthsense/ http://www.pranavmistry.com/projects/sixthsense/ 23 24 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Machine – To – Machine (M2M) MachineCPSS: to machine Based on(M2M) refers to Adhoc technologies M2M Communithat allow both- wirelesscation and of wired Autonomous systems to communicateSensor-Actuator with other Components devices of Extending Internet to physical objects and locations in the same the real world type. Extending Machine-to-Machine communications and Person-to-Computer communications to things (from everyday household objects to sensors … ) Everything from tyres to toothbrushes will fall within communications range, heralding the dawn of a new aera. Driven by technologies such as radio-frequency identification (RFID), sensor technologies, smart things and and miniaturization

Video Source: http://www.ted.com/talks/lang/en/david_merrill_demos_siftables_the_smart_blocks.html 25 26 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne 1. Context-sensitive Component Behaviour 2. Dynamic Adaptation Based on Individual Role of the Component

© W. Wahlster Integra,ng funcGonality across smart things:

Social An augmented reality app Web for shaving app Extending the Web Internet of Real-time to physical objects Things Web (Philips, 2012) and locations in the real world (i.e. attaching tag, URLs, …, contents, services Smart things already provide interesGng funcGonality by themselves… to objects, locations Semantic Programmable … but integraGng funcGonality across smart things of the real world) Web Web Web des Objets opens up a world of new possibiliGes!

Altissimo 2014, 27 27 28 © O. Boissier ENSM Saint-Etienne © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction Bucharest Ambient Computing: Introduction

Examples Social Web of Things

• http://www.ericsson.com/uxblog/2012/04/a-social- web-of-things/

EMERGENCE DU WEB DES OBJETS 3. Ils parlent de nous! http://www.botanicalls.com/kits/ http://www.withings.com/fr

O. Lascar, Quand les objets nous parleront, SVJ-Janvier/2012. (librement modifiée) 29 30 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Smart Spaces Smart Grid … Cyber Physical Systems

Smart spaces refer to built environments such as apartments, offices, museums, hospitals, schools, malls, university campuses, and outdoor areas that are enabled for co-operation of smart objects and systems, and for ubiquitous interaction with frequent and sporadic visitors.

http://www.eitictlabs.eu/innovation-areas/smart-spaces/

31 32 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Intelligent Environments / Smart Spaces Smart Factories Digital Cities, Smart Cities App Stores for the Smart Factory

Support of maintenance © W. Wahlster processes via location RFID Workshop Trolley App Store for the Smart information Factory Hybrid Factory http://smartfactory.dfki.uni-kl.de

http://www.songdo.com/ http://www.smartplanet.com/

33 34 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne The Internet of Things and Services as a Basis for the Smart Factories in the Industry 4.0 Smart Factory (contd.) Smart Products Cloud Tags Internet of Services (Social) Web Of Things Internet der Dienste Semantic PLM-, SCM-, Internet Smart Spaces CRM-, QMS- and Of Things ERP-Services Smart Grid Machine-To- Smart Smart Smart Material Products Machine (M2M) Factory Augmented Reality Ambient App App Plattform App Wearable Plattform Plattform Computing Intelligence Cyber-Physical Production System Ubiquitous Pervasive Computing Computing The product as an information Internet of ThingsSemProM Product Magnifier container / an agent / an Calm Technologies Disappearing Computer observer © W. Wahlster 35 36 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Motors of Ambient Computing (1)

Motors of Ambient Computing COM • Processing • Materials I/O CPU DATA • Communication

• Sensors Energy

37 38 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Moores law Hardware Trends

Size Number Moore's law is the empirical observation that at our rate of technological development, the complexity of an integrated circuit, with respect to minimum component cost will double in about 24 months.

Price of major personal computer CPUs over the last 25 years Data source: http://www.islandnet.com/~kpolsson/micropro/ time 39 40 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Berkeley Embedded Intelligence is every[ware]

Smartdust is a • DDD = digital device denstity system of many tiny micro- • Personal Computer (1985-2000): DDD = 0.1 - 1 device/100 m3 electromechanical • Mobile Electronics (1995-2005): DDD = 1 - 10 devices/100 m3 3 systems (MEMS) • Ubiquitous DDD's (2000-2010): DDD = 10-100 devices/100 m • Defining standards for communications, computing and display …usually operated • Pervasive Computing (2005 - 2015): DDD = 100 - 1000 devices/100 m3 on a computer • Integrating sensing, communication, computing and display to provide infrastructure for services network wirelessly • Demonstrating new forms of services and applications that are enabled by such an infrastructure and are distributed • Ambient Intelligence (2010 - 2020): DDD = 1 - 10k devices/100 m3 • Ad-hoc composition of low-power millimeter scale heterogeneous devices over some area to into meter scale computing and interacting "tissues" perform tasks, • Methods to "extract" services from the infrastructure so that they can migrate • Exploit computing, communications, sensing, and display to create usually sensing agents that are "aware" of humans and their activities

Alois Ferscha Beyond The Horizon, Dec. 05 41 42 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Embedded Intelligence is every[ware] (2) Disk storage density

Helps you save money by showing the current price of energy and level of consumption in the home. The data is updated continuously from your energy company. You just plug into an outlet.

http://www.sunspotworld.com/ 43 44 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

New Materials Sensors

• Plastic displays (~ 1 mm thick) • Applications are emerging (e.g. curved or flexible displays)

45 46 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Standalone Smart Sensors Information appliances

47 48 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Big Picture de l'IoT

Major Trends in Computers/People

3 ages of computing • centralized: many persons à one computer • personal: one person à one computer • pervasive: one person à many computers 49 50 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne 05/09/13 D. Donsez, Intergciels IoT 15 Qualitative growth of the Internet Connectivity

The future is not going to be people talking to people; Its not going to be people accessing information. Its going to be about using machines to talk to other machines • Raising the abstraction level of universal on behalf of people. Thats where the growth is going to be. (Paul Saffo) connectivity interfaces

• From POTS* dial-tone to … • IP dial-tone … HTTP dial-tone … IIOP dial-tone … Jini dial-tone … Web Services dial-tone … Services dial-tone … Agent dial-tone ? * POTS = Plain Old Telephone Service

interpersonal Broadcast/retrieval Networked devices 51 52 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Motors Motors of Ambient Intelligence (2) of Ambient Intelligence (3)

• Moore's law: Capacity of microchips doubles in 18 months => capacity grows an order of magnitude (10x) in 5 years • But also: • Fixed network transfer capacity grows an order of magnitude in 3 years (but delay will not be significantly improved) • Wireless network transfer capacity grows much slower, perhaps an order of magnitude in 5-10 years • Mass storage capacity grows an order of magnitude in 3 years –presently, one euro buys one gigabyte of mas s storage (but seeking a piece of data is not improving nearly as rapidly) • Significant progress in power is unlikely • These variable speeds may lead to qualitative changes: • Mass storage is cheap and plentiful • Wireless access remains a relative bottleneck, and it only gets worse • Power remains an issue 53 54 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Embedded Intelligence as Universal Embedded Intelligence is every[ware] Controler

55 56 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Embedded Intelligence as Universal Embedded Intelligence as a Display for Identificator location based services

57 58 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Some Applications / Examples Overview

• Robots • iRobot • Roomba - vacuum cleaning • Scooba - floor washing http://www.irobot.com/

• Wakamaru : bot at your service

• Entertainment robots • icat (philips) • Aibo (Sony) • Nabaztag (Violet) • Games : • wii (sony), eyetoy (sony), 59 60 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Smart Houses: Application domains Smart Houses

• Information Visualisation: • Research prototypes : • LiveWire ou Dangling String (Jerimijenko) • House_n (MIT) http://architecture.mit.edu/house_n/ • Informative Art (J. Redström) • Counter intelligence http://www.media.mit.edu/ci/ • http://www.johan.redstrom.se/thesis/ • HomeLab (Philips) http://www.research.philips.com/technologies/misc/homelab/ • Security (the most successfull): • Aware Home (Gatech.edu) http://www.awarehome.gatech.edu/ • Passive Systems (motion detection, …)

• Active Systems (Face recognition, …) • Trulove (2002) Smart Alec House : • Energy saving: Les vraies maisons intelligentes sont souvent abandonnées par • contrôler la température, électroménager leurs propriétaires ... • éclairage mais aussi création d’ambiance … elles sont trop difficiles à maintenir !!! Cf. Adams (1979) Hitchhiker's Guide to the Galaxy

61 62 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne HomeLab Philips 2WEAR

Intelligent personal care system detects user and A Runtime for Adaptive and Extensible shaver, and shows personalised information on the Wireless Wearables bathroom mirror The goal of this 3-year project is to develop a distributed personal computing system that is extensible and adapts itself to its changing configuration of wearable/portable devices.

Personal health coach detects use of toothbrush The system will be able to detect and connect various and plays cartoon to make brushing enjoyable for devices with each other, using wireless networking children technology, and will also exploit the available surrounding computing infrastructure.

Applications will adapt their functional and interactive elements, based on the availability of devices and the resources provided by them.

Key deliverables of the project are: the runtime system including support for resource dynamic discovery and Charlotte is playing with her interactive screen that management, prototype devices, sample applications and generates a narrative in which she plays a role a demo according to a visionary scenario. herself.

http://2wear.ics.forth.gr 63 64 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

ACCORD

Administering Connected Co-Operative Ambient Agoras – Residential Domains Dynamic Information Clouds in a Hybrid World

Achievements Achievements Developed the Tangible Toolbox, based on a shared “Ambient Agoras” provides situated services, place-relevant Data Space, that enables people to easily administer information, and feeling of the place (“genius loci”) to users in order and re-configure services based on embedded devices to transform places into social market places (“agoras”) of ideas around the home. The toolbox also enables devices to and information. It explores the paradox of ubiquity and place be integrated with each other through several different dependency by experimenting with the use of information editors. The work is informed by ethnographic studies of technology in different contexts, e.g., by developing smart artefacts the home and the common activities that occur within that are mobile (ViewPort, SmartStones) as well as embedded in homes. the architectural environment (InforMall, GossiPlace, GossipWall). Ambient Agoras adds a layer of information-based services to the place (SIAM = System for Information and Awareness Mediation), https://www.sics.se/projects/ enabling the user to experience the environment and communicate administering-connected-co-operative- for help, guidance, work, or fun. "Ambient Agoras" augments reality residential-domains-accord by providing better "affordances " to existing places.

www.Ambient-Agoras.org

65 66 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne ATELIER

Architecture and Technologies for Extrovert Gadgets Inspirational Learning Environments An Architecture for Tangible Artefacts

ATELIER focuses on inspirational learning Achievements environments and the thinking and acting that takes The project is creating a Gadgetware Architectural Style place in these environments. Two different learning (GAS). environments are used for observation and experimentation: the architectural master class at GAS is shared by several tangible artefacts have at Akademie der Bildende Künste in Vienna and the least communication capabilities (extrovert-Gadgets), interaction design studio at Malmö Högskola. -some have also various sensor arrays and intelligence. Several such artefacts are created, as well as an The project team aims to develop a better intelligent room as a test-bed environment. understanding of the creative processes and learning experiences that take place at the two sites, e-Gadgets can be associated together in functional especially during group activities, and to use that clusters, exhibiting dynamic behaviour: the understanding to develop new concepts for creative Gadgetworlds. The association can be done by interaction technology. people, using an editor.

http://atelier.k3.mah.se www.extrovert-gadgets.net

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FEEL FiCOM

Non-intrusive services to support Focussed, Fibre Computing Efficient and Enjoyable Local Evaluation of the possibility of building technology platforms activities that will facilitate the construction of wearble electronic systems Achievements 1. Prototypes for achieving non-intrusive Achievements synchronisation of parallel tasks A novel patented technology is being developed which 2. Non conventional interactive devices and multi could, once demonstrated lead the way to the modal interactive schemes incorporation of sophisticated electronics systems into 3. Instantiation of these prototypes in an interactive wearable or environmental artifacts such as clothing, space at KTH: the iLounge chairs, curtains carpets etc. . 4. Usability studies on project based course work in the iLounge, where co-located workers keep Technology is being pursued on two fronts; up personal distributed communication sessions • An approach which may enable planar bulk process 5. Middle ware for flexible service access in an technologies to be woven into fabric interactive space (Sview and Fuseware) • Processing device structures on extruded fibres 6. Agent-based algorithms for complex synchronisation tasks Application areas for best impact are being 7. Evaluation of synchronisation mechanisms investigated and evaluated for feasibility. through simulation of complex parallel task scenarios

69 70 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne GLOSS

GLOSS MiME Global Smart Spaces Multiple Intimate Media

Aims: Achievements (1) the precise understanding of how services are The project has delivered and communicated: used and how users interleave various contexts • A deep understanding of the experience of media during usage; intimacy in the domestic environment (2) the natural representations of these usage • Several experiential scenario’s illustrating the MiME patterns and contexts via narratives; experience (3) the development of a novel programming and • A working technology demonstrator of one of these the supporting systems infrastructure for narrative concepts, models and a demonstration of the user representations and execution; interaction. (4) evaluation of interactions realised with the • A supporting infrastructure enabling people to develop new infrastructure across three geographical their own intimate media distributed spaces. • Tools for grounding innovation and ensure that future technology is influenced by the needs of ‘normal’ people

www.mimeproject.org

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ORESTEIA

ORESTEIA – Paper++ Modular Hybrid Artefacts with Adaptive Interweaving paper and digital Functionality Achievements: Paper is a critical resource for almost all of our everyday Achievements activities. We are combining innovative developments in Create a guidance system for humans, for more ink, paper and printing as well as software architectures efficient and less hazardous living and interacting with to enable people to interleave ordinary paper materials their environment, through a set of decision-making with digital resources. These developments are shaped facilities embedded in the environment and suitably by studies we are undertaking both with users and adapted to the particular user. content providers in various domains, particularly education. Exercises in conceptual and information Investigate enabling technologies for DC in the form of design provide us with ways of imagining new possibilities energy harvesting and low power wireless and challenges for the technology communications

http://www.image.ntua.gr/oresteia

73 74 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne SOb WorkSPACE

The Sounding Object Distributed Work support through component based SPAtial Computing Achievements Environments Developing sound models that are responsive to physical interactions and are integrated into artefacts that interact with each other and that are accessible by Achievements direct manipulation. Creating an integrated environment for collaborative work activities that can be distributed over a variety of Control models are developed in order to reproduce spaces, including outside sites, and that mixes digital parametric variations that are natural according to the and physical materials. Space panels and space tables dynamics of human gestures and expressive intentions. enable digital materials to be worked on in a 3D The sound and control models are developed after the environment, while tagging and tracking permit the perceptual and psychophysical characterization of a integration of physical materials. An augmented restricted class of sound events. camera ‘captures’ the outside world and allows it to be overlaid by designed features such as buildings in real Research results are demonstrated by means of free time. The Topos software provides a spatial computing software routines and applications that will allow users to infrastructure and provides collaboration, awareness, interact with objects using only gestures and auditory and tag-n-track services. display. http://www.daimi.au.dk/workspace http://www.soundobject.org

75 76 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Quelles relations avec les Robjets ?

• Passer de l’Outil… Challenges Change of status

• Shifting from a tool Quelles relations avec les Robjets ? ? • Passer de l’Outil… Quelles relations avec les Robjets ? • A l’Esclave… • To a slave…• Passer de l’Outil… • A l’Esclave… • Au domestique… Quelles relations avec les Robjets ? • To a domestic …• Passer de l’Outil… • A l’Esclave… • Au Domestique… • Au Partenaire… • To a partner …

• … to a peer !

77 78 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Change of interaction mode Changes Sous quelle forme ?

• Passer du contrôle… • Shifting from control … • From Smart Environments Sous quelle forme ?

• Passer du contrôle…

• A l’interaction…

• To interaction … Sous quelle forme ? • Passer du contrôle… • A l’interaction…

• Puis à la relation… • To relationship … Sous quelle forme ? • To Social • Passer du contrôle…

• A l’interaction… Environments • … to contract• Puis à la relation… ! • Par le contrat !

79 80 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Challenges Challenges (Continued)

• Conceptual • Ethical • Manage complexity: • All connected = All controlled? • Technical: Various and Heterogeneous Skills are needed • Big Brother Risk (intimacy, anonymity) • Architectural: multiple relations among the components of the things as well as of or even multiple Small Brothers the system • Things that are more and more autonomous • Behavior: the behaviors of the system are uncertain and unpredictable (cf. http://www.wired.com/opinion/2013/03/clive-thompson-2104/) • Methodology: • Political • Today are still lacking: • From our relationship with interactive systems and the rules which we will • The description tools decide to put - or not to put - in place, will depend the nature of our society • The modeling tools • Who will define the rules? Who will control them? • The languages and platforms • Philosophical In order to describe such systems between the various participants involved in • Always connected! Never alone again! their design • A world populated with things that are our peer?

81 82 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Bibliography

's original material Xerox PARC: http:// sandbox.xerox.com/ubicomp/ • Center for Cognitive Ubiquitous Computing at Arizona State University http://cubic.asu.edu/ • Handheld learning forum, Ubiquitous Computing in Education http://www.handheldlearning.co.uk/content/view/27/2/ • Things that Think http://ttt.media.mit.edu/ • http://www.ambientdevices.com/ • Ambient Intelligence Group @ MIT http://ambient.media.mit.edu/

83 84 Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne Ambient Computing: Introduction © O. Boissier ENSM Saint-Etienne

Bibliography

• Notable conferences in the domain: • Ubicomp (International Conference on Ubiquitous Computing) http://www.ubicomp.org/ • Pervasive (International Conference on Pervasive Computing) http://www.pervasiveconference.org/ • Percom (IEEE International Conference on Pervasive Computing and Communications) http://www.percom.org/ • Academic journals and magazines: • Pervasive Computing (IEEE) • Personal and Ubiquitous Computing (Springer) • Pervasive and journal, PMC (Elsevier)

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