deconstructing ambient intelligence into ambient narratives: the intelligent shop window mark van...

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Deconstructing Ambient Intelligence into Ambient Narratives: The Intelligent Shop Window Mark van Doorn Philips Research Laboratories High Tech Campus 34 5656 AE Eindhoven, The Netherlands Evert van Loenen Philips Research Laboratories High Tech Campus 34 5656 AE Eindhoven, The Netherlands Arjen P. de Vries Centre for Mathematics and Computer Science Kruislaan 413 1098 SJ, Amsterdam, The Netherlands 2008, February 11-14, 2008, Quebee, Canada. 2008 ICST 978-963-9799

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Deconstructing Ambient Intelligence into Ambient

Narratives: The Intelligent Shop Window

Mark van DoornPhilips Research Laboratories

High Tech Campus 345656 AE Eindhoven, The

NetherlandsEvert van Loenen

Philips Research LaboratoriesHigh Tech Campus 34

5656 AE Eindhoven, TheNetherlands

Arjen P. de VriesCentre for Mathematics and

Computer ScienceKruislaan 413

1098 SJ, Amsterdam, TheNetherlands

Ambi-sys 2008, February 11-14, 2008, Quebee, Canada. 2008 ICST 978-963-9799-16-5

Outline

1. Introduction2. Experience co-creation3. Ambient narratives4. Retail workshops5. System design6. Intelligent shop window case7. Related work8. Conclusions and future work

Introduction

• Prototype demonstrations built in a user-centric way are often difficult to reuse.

• Interoperability and reuse can easily be overlooked in the design.

• How can devices work in concert in order to support our everyday activities in an intelligent?

• Low-cost, standard quality of mass production and variety of traditional craftsmanship.

Experience co-creation

• The goal of ambient intelligence is to help people in performing their daily activities better.

• If people behave according to social scripts, we may try to detect these scripts and connect actions to these events.

• The personal meaning derived from this co-creation process is what determines the value for the individual.

Ambient narratives

• Personal experience and meaning of the formation of cooperation to create the environment.

• A sign can be understood as a unit of meaning.

• Memory of the heart can not be controlled to some extent.

• Allows the user to become “writers”.

Retail workshops 1/2

Retail workshops 2/2

• Example1. Dressing room.2. Shop window.

• Analysis1. Discover how people would like to articulate the

scenes.2. Dependencies upon other were seldom entioned.3. No specific requirements could be found with

regard to the applications that could be triggered in response to user behaviour.

System design 1/3

• Language Model:1. Action customization:2. Situational actions:3. Contextual linking4. Session state reasoning: 5. Timing and synchronization of remote procedure

calls:6. Concurrent browsing:

• Beat Sequencing

System design 2/3

System design 3/3

Intelligent shop window case 1/4

• Picked an existing user-centric designed.

• Shop windows are important marketing tools.

Intelligent shop window case 2/4

Intelligent shop window case 3/4

• Rewriting– In total 24 rendering devices are used.• Four shop window applications.• Four DMXLED wallwashers.• Ten DMX LED.• Four directional audio devices .• two spot lights.

Intelligent shop window case 4/4

Related work

• A ‘story’ that emerges.

• World wide web.

• The behavior of people in the environment is difficult to predict.

• Combined and recombined.

Conclusions and future work

• A general ambient hypermedia language and supported by an underlying platform.

• Ability to customize the environment is key.

• Can program their own intelligent shop window environment in an easy manner.