chapter 3: sentient computing

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Chapter 3: Chapter 3: Sentient Sentient Computing Computing

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Chapter 3: Sentient Computing. Introduction. Def: a form of ubiquitous computing which uses sensors to perceive its environment and react accordingly. Can change their behavior based on a model of the environment they construct using sensor data. - PowerPoint PPT Presentation

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Page 1: Chapter 3: Sentient Computing

Chapter 3:Chapter 3:

Sentient ComputingSentient Computing

Page 2: Chapter 3: Sentient Computing

IntroductionIntroduction

Def:Def: a form of ubiquitous computing which uses a form of ubiquitous computing which uses

sensors to perceive its environment and react sensors to perceive its environment and react accordingly. accordingly.

Can change their behavior based on a model of the environment they construct using sensor data.

Appear to cooperate with users, reacting as though they are aware of the context and manner in which they are being used, and reconfiguring themselves appropriately.

Page 3: Chapter 3: Sentient Computing

IntroductionIntroduction

Current state of the environment act as common ground between computers and users.

Need not to be intelligent or capable of forming new concepts about the world

Only needs to act as though its perceptions duplicate the user’s.

Page 4: Chapter 3: Sentient Computing

Implementing a Sentient System: A prototype

AT&T Laboratories Cambridge developed a prototype of SC system. uses sensors to update a model of the

real world objects. objects in the model contain up-to-date

information about the locations and state of the corresponding real world objects.

installed throughout an office building.

Page 5: Chapter 3: Sentient Computing

Location Sensing

The location sensor determines the 3D positions of objects within the building in real time.

Personnel carry wireless devices known as Bats, which can also be attached to equipment.

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Bat’s Operation

1. A Bat is triggered over a wireless link

2. The trigger causes it to emit an ultrasonic pulse.

3. Ceiling-mounted receivers measure the specific data

Page 7: Chapter 3: Sentient Computing

Bat’s Operation

3. Ceiling-mounted receivers measure the specific data:

A controller retrieves the data via wired network.

Use the data to calculate the Bat’s 3D position.

Page 8: Chapter 3: Sentient Computing

Modeling the Environment

The system uses data from its sensors and from services such as an Alcatel 4400 CTI telephone switch to update its world model. World model:

information structure built up in computer memory based on sensor’s interaction with environment.

The model must mirror the user’s perception of the world so the data must be accurate and robust, and must be updated with minimal latency.

Page 9: Chapter 3: Sentient Computing

Modeling the Environment

User’s World Perception Sentient Computing System

Page 10: Chapter 3: Sentient Computing

BAT

Real world

Server

World model

gene

rate

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Modeling the Environment

One of the ways to increase the fidelity of the model is by determining if someone appears to be seated.

How it works?: The system looks for periods of constant-

speed motion above a certain speed level. Seeing such motion, it assumes that the

person is walking forward and is upright Records the floor-to-Bat height.

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Modeling the Environment

How it works?: (cont…) If the Bat ever drops below this level

significantly, it can be inferred that the user has taken a seat.

Because the user’s body shadows the Bat’s ultrasonic signal, only receivers in front of the person will detect signals from the Bat (assuming the person wears the Bat somewhere on the front of the body).

Page 13: Chapter 3: Sentient Computing

Current Embodiment

Bat wireless tag device: Powered by a single

AA lithium cell each Bat has a

unique 48-bit ID two input buttons A buzzer and two

LEDs as output

Page 14: Chapter 3: Sentient Computing

Power Saving

Each Bat has a sensitive motion detector that lets it tell the base stations whether it is moving or not (stationary).

The base station doesn’t need to repeatedly determine the position of stationary objects.

The system places nonmoving Bats into a low-power sleep state from which they wake only when they move again.

Page 15: Chapter 3: Sentient Computing

Power Saving

This design saves power and frees up location update opportunities for allocation to other Bats.

Page 16: Chapter 3: Sentient Computing

Indoor Sensor Alternatives

Suitable for wide-scale deployment include: ultrasonic systems:

E.g.: Cricket indoor radio systems:

E.g.: PinPoint and RADAR infrared systems:

E.g.: Active Badge.

Page 17: Chapter 3: Sentient Computing

Indoor Sensor Alternatives

None of these systems can provide 3D location data with an accuracy of less than one meter. the fidelity of a model constructed using

data from them would be poor. E.g.:

developing and using the Active Badge system suggest that context-aware applications often require location information that has a much finer level of information details.

Page 18: Chapter 3: Sentient Computing

Modeling the Environment

How it works?: (cont…) The signal from front receiver can

estimate the person’s orientation from the Bat’s position and the pattern of receivers that detected it.

Page 19: Chapter 3: Sentient Computing

Software Support For Sentient Systems

Several common features are required in many sentient computing applications.

These features are better integrated to become available to all applications.

Among features: Spatial monitor Timeline-based data storage

Page 20: Chapter 3: Sentient Computing

Spatial monitor

Formalizes imprecise spatial relationships in terms of containment and overlapping relationships between suitable 2D spaces.

Spatial monitoring application moves users’ desktops around with them.

The concept of “Spatial Monitoring—Programming with Space” describes it.

Page 21: Chapter 3: Sentient Computing

Spatial monitor

Page 22: Chapter 3: Sentient Computing

Spatial monitor

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Spatial monitoring Programming with Space

Consider an application that moves a user’s desktop between systems.

This application would register with the spatial monitor, expressing interest in a circular space around a person (shaded green).

An area in front of each display is where the user could see the screen (blue-colored oval).

User

Page 24: Chapter 3: Sentient Computing

Spatial monitoring Programming with Space

When in front of the screen, the area around the user is contained within the area in front of the screen.

The spatial monitor detects this relationship and sends a positive containment event to the application.

The application responds by displaying the user’s desktop on that screen.

User

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Spatial monitoring Programming with Space

When the user moves away from the screen, the spatial monitor sends a negative containment event to the application.

The application then remove or transfer the user’s desktop to or from the screen.

User

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Spatial monitor

The concept allows developers to treats spaces on the floor like buttons on a traditional GUI display, while people and other mobile objects become somewhat like mouse pointers.

Page 27: Chapter 3: Sentient Computing

Timeline-based data storage

Sentient computing lets users personalize their network appliances.

Many of these appliances generate data, which the system must stores in a way that does not require the user to specify its destination. E.g.: if a user takes a photograph with a

wireless camera, the computing system needs to automatically store the picture in such a way that the user can easily retrieve it.

Page 28: Chapter 3: Sentient Computing

Applications

Sentient computing systems provide a wide range of location-aware applications for users.

Among the applications: Browsing Follow-me systems Novel user interfaces Data creation, storage, and retrieval

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Applications: Browsing

Simply display the environment’s current state using World Model.

Continuously updating map. The map can display personnel, furniture,

telephones, workstations, and other relevant information so that users can: find a colleague by name immediately find the phone nearest to a person,

determine whether it is in use or not, then place a call by clicking on the phone displayed on the map

Page 30: Chapter 3: Sentient Computing

Applications: Browsing

The map can display personnel, furniture, telephones, workstations, and other relevant information so that users can: (cont…): see, by the disposition of their neighbors on the

map, whether to contact a person or not For example, a person standing next to a visitor may

not wish to be disturbed request to be informed when a person leaves a

room or arrives in the building receive notification when the phone located

nearest that person is not in use.

Page 31: Chapter 3: Sentient Computing

Applications: Browsing

A 2D-map visualization of the world model.

In Room 210, a user (djc) is sitting in front of his workstation while using his telephone.

Phone is colored red to indicate that it is off the hook.

Page 32: Chapter 3: Sentient Computing

Applications: Browsing

HumanPC

Phone

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Applications: Follow-me systems

A technique that A technique that make services ubiquitously available to “users” by moving their interfaces to the nearest appropriate input or output device.

can display a user’s Virtual Network Computing desktop on the nearest computer screen, triggered by the buttons on the user’s Bat.

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Applications: Follow-me systems

Example:Example: an external call targets the extension

number of an absent user. the user’s Bat makes a ringing sound. If want to answer user press a button

on the Bat & the call will be routed to the nearest phone.

If ignore the call, system will forward it to a receptionist.

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Applications: Novel user interfaces

If Bat is considered to be a pointer in 3D user interface in a building, a new type of user interface can be created using Bat and model information.

Can use lower-dimensional spaces to create: arbitrarily shaped mouse panels in 2D slider controls in 1D buttons in 0D

Then project the 3D Bat position into these spaces to control the user interface components.

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Applications: Novel user interfaces

Example: Smart Example: Smart PosterPoster

Contains labels for one or more virtual buttons

Control follow-me applications: can enable or

disable his follow-me desktop or telephone service with a smart poster.

Page 37: Chapter 3: Sentient Computing

Applications: Novel user interfaces

Control follow-me applications: (cont…) normally send some

audible feedback directly via the user’s Bat.

Control a networked device like scanner: press buttons on the

poster to choose resolution, color level, data compression format, and destination: either e-mail in-box or information timeline.

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Applications: Data creation, storage, and retrieval

Bats can be used to locate mobile networked devices

Their positions can be used to infer who holds them (using unique ID).

Can then increase the productivity of each device by: personalizing the device spontaneously

when a given user picks it up making it easy for users to share devices.

Page 39: Chapter 3: Sentient Computing

Applications: Data creation, storage, and retrieval

Can then increase the productivity of each device by: (cont…) filing any data the device generates

according to user preferences by, for example, placing the data in the user’s timeline or e-mailing it to the user.

placing additional contextual information in the timeline to aid data retrieval.

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Applications: Data creation, storage, and retrieval

Photo annotation program

A sample timeline that contains up to date data that several users generated: photograph taken

using a handheld camera

an annotated photograph taken using a fixed camera

a scanned document.

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Applications: Data creation, storage, and retrieval

When a fixed camera takes a photo: the application

queries the model to determine who is in the camera’s field of view

then stores a suitable caption in the timeline at the same time it stores the photograph.

Page 42: Chapter 3: Sentient Computing

Conclusion

Basically, sentient computing systems create applications that appear to perceive the world, making it easy to configure and personalize networked devices in ways that users can easily understand.

When people interact with computer systems in this way, the environment itself becomes the user interface & users become one with computer.