Tuesday, August 31, 2004

Firmaet HotSpot Amsterdam lancerede i går et trådløst computernetværk med en supercharged version af Wi-Fi-teknologien, der typisk bruges til at forvandle private hjem, lufthavne, hoteller og caféer til internetopkoblede såkaldte hot spots. Det skriver Reuters.

Første syv oppe at køre
De første syv basestationer er oppe at køre og forbinder historiske områder i Amsterdam, der daterer sig tilbage til det trettende århundrede. Hele byen bliver dækket af 40 til 60 antenner inden for tre måneder, og det antal kan supportere flere tusinde brugere.

– Vi ender med at have 125 basestationer, og de vil kunne dække hele amsterdam. Idéen er at bevise overfor de store drenge, at det kan lade sig gøre, og at vi forbrugere kan klare os med en mobiltelefon og det mobile internet. Den faste linie er død, erklærer HotSpot Amsterdams stifter Carl Harper overfor Reuters.

Flere computerproducenter bygger allerede Wi-Fi chips og netværkskort ind i deres produkter ligesom Nokia er begyndt at bygge Wi-Fi-teknologi ind i nogle af sine mobiltelefoner. Det giver mulighed for langt hurtigere internetadgang end det er muligt med de standard GPRS- og UMTS-opkoblinger, som teleselskaberne tilbyder.

Også billigere
HotSpot Amsterdam skal have cirka 35 kroner om dagen eller godt 100 kroner om måneden for en 256 kilobits i sekundet-forbindelse. Det svarer til en almindelig bredbåndsforbindelse i den lave ende af kapacitetsskalaen.

For 175 kroner om måneden får man i Amsterdam en trådløs Wi-Fi-forbindelse, der er dobbelt så hurtig, og det er noget billigere end hvad den store hollandske teleudbyder KPN tilbyder. Derudover rækker KPN's hot spots kun få hundrede meter.

Wi-Fi hot spots har hidtil kun dækket sm,å områder som et hus, en café eller hotelværelse, men producenterne udvikler teknologien, så den med færre basestationer rækker betydelig længere. Dertil kommer, at basestationerne nu kan forbindes med hinanden i loops uden separate forbindelser til internettet, hvilket gør det klart lettere og billigere at bygge et netværk.

Finland og New York kan også
Firmaet HotSpot Amsterdam estimerer ifølge Reuters, at det vil investere omkring halvanden million kroner til at starte med i et netværk, der dækker down town Amsterdam og en håndfuld omkringliggende områder.

Den finske by Mantsala har et 11 kvadratkilometer stort Wi-Fi-netværk tilgængelig for offentligheden og skoler, mens New York planlægger at etablere et Wi-Fi-netværk, der dækker hele byen. Også Amsterdams havn har etableret et Wi-Fi-netværk, der dækker havnens 30 kvadratkilometer, men det er ikke tilgængeligt for offentligheden.

Tuesday, August 24, 2004

Designers Consider The Disappearing Computer
August 10, 2000
Rick Merritt

Researchers say computer design's next big trick will be to make today's keyboards and monitors disappear into a world of ubiquitous computing, in which everyday objects like walls, tables, and chairs have embedded intelligence.

But that's a complex piece of engineering, raising questions that range from social issues about structuring smart workplaces to technical puzzles over crafting ultralow-power sensor networks.

That vision and the challenges underlying it were discussed at the annual New Paradigms for Using Computers workshop at IBM's Almaden Research Center, San Jose, Calif. Designers at the workshop agreed that crafting a way to interact with new kinds of smart systems will be the most important work in the next decade in computer design.

"Every revolution in computing has been driven by a fundamental change in the end-user experience," said Robert Morris, director of the R&D complex. "The user experience is an integral part of our research activities here, and I think we are on the verge of something new in the user experience with the emergence of pervasive computing."

Dan Russell, recently named head of research at the center, set the stage of the discussion that focused as much on ethics and aesthetics as technology.

"The problem for us is not computation," said Russell, who acted as host of the event late last month. "Sure, we want to build petaflop computers. But the question is, how do we want to live our lives? When you enter a room, what do you want to happen?

"I want to live in a world where the technology disappears and the right stuff happens. But the right stuff for me may not be the right stuff for you."

Norbert Streitz, a division manager at the German National Center for Information Technology (GMD), described his group's work in creating two generations of what he termed "roomware." Streitz has helped develop collaborative computing spaces that span 15-by-4-foot wall displays, conference tables with 50-inch plasma displays, and tablet-arm chairs with embedded pen-based computers.

The Darmstadt, Germany-based institute has created a software platform called Beach that links these systems with their various-sized displays via a 10-Mbit/s wireless 802.11 LAN. A version of the software called Palm Beach will let data objects be transmitted from Palm Pilot handhelds to displays in walls, tables, and chairs via infrared links. That software, still in a beta phase, is expected to be spun out as a commercial product to a German-based start-up now being formed.

Wilkhahn, a German furniture maker that has worked with GMD on the projects, could announce plans to commercialize some of this work as early as October at the Orgatec office furniture trade show in Cologne, Germany, Streitz said. But business issues lie ahead.

"The office furniture industry is a medium-sized business, so it is not prone to taking risks," he said. "They are also concerned about how they will handle new things like IT support for such products, as well as the need for a retrained sales force."

Some at the conference question whether workers really want to use such products as part of collaborative teams or whether work will continue to be a more solitary process. They also raised issues about security for such collaborative systems, an area Streitz acknowledged he had not yet tried to address.

IBM's Almaden group has also been working on systems for the workplace and demonstrated an interactive bulletin board that would be based on a large-screen plasma display. Users would be able to pull data from their remote workstations and share it on the big screens just by standing near the displays with an RF ID tag, Russell said. The research group will present the concept as a product idea to IBM's commercially oriented pervasive computing group this fall, he said.

<>Design house GVO, Palo Alto, Calif., demonstrated a cellular device that lets teenagers pass notes, play MP3 audio files, check movie listings, and, almost incidentally, make phone calls. The handset is being test-marketed by Ericsson (stock: ERICY) in the United States, Japan, Singapore, and the United Kingdom. <>

"The challenge for Ericsson is to build a 3G device without all the bells and whistles, but well-targeted to a class of users,"Waymire said. "This is a new class of device all about entertainment and communications. It's more of a Game Boy than a cell phone or a Palm Pilot."

Asko Komsi, a principal architect at Nokia Wireless Software Solutions, Mountain View, Calif., and a conference attendee, agreed that young people will be among the early adopters of 3G services and that these sorts of applications could drive the next generation of merged voice and data networks.

Aiming at a more adult market, another attendee, Robert Mayo, a researcher at Compaq's Western Research lab in Palo Alto, said he is trying to design a keychain computer. The wireless device would automatically pick up information, such as electronic business cards, from other keychain computers or wireless kiosks to later be downloaded to a PC.

A group of graduate students from U.C. Berkeley demonstrated a network-of-sensors design as one way to create a ubiquitous computing environment. The students linked about 15 sensor modules via a low-data-rate 900-MHz wireless network running a compact TinyOS software platform along with a low-overhead routing protocol.

The TinyOS needs only 3.4 Kbytes of storage and delivered a data rate of about 800 bytes/s based on a raw transmission of about 10 Kbytes/s, polling sensors 10,000 times a second.

"You are not going to be able to get Windows CE to handle this," said Robert Szewczyk. "You need quite a bit of concurrency for polling sensors and processing data. And there will be a wide range of sensor types, so you will also want quite a bit of code reuse."

Such a network has already been used to control an air conditioner. One researcher proposed linking accelerometers to the sensors and installing them in a building. If an earthquake struck, the network could automatically measure how much sections of a building moved and report whether they were safe to enter.

"Our routing protocol is like the active messages used in high-performance computing," Szewczyk said. "It's perfectly suited to our needs because it takes very little processing power. It's interesting that what worked for high-performance computing because it was very fast also works for us because it is very cheap and requires little power."

Indeed, among technology hurdles, "the biggest problem ultimately will be the power source," he said. "If these devices are to be installed in a structure and used for a very long time, they will have to use power-harvesting techniques or batteries with an unusually high power density."

The Berkeley demo system now gets one year of life in its lowest power state, but only one day when the sensors are running at full capacity.

Communications is the biggest power drain on the network, which has lead Berkeley professor Kris Pister to experiment with so-called corner-cube reflectors. In his design, a sensor basestation supplies a laser light source and the sensors employ a MEMS mirror to reflect the light around the network. Mirror planes on the MEMS are wiggled to reflect light as a means of transmitting data in an essentially energy-passive network.

MEMS and sensors are the key building blocks of the pervasive-computing era of smart objects, said Paul Saffo, director of the Institute of the Future and a speaker at the conference.

"This decade is defined by cheap sensors," Saffo said. "MEMS is the leading technology."

But much of the debate at the conference centered on whether ubiquitous-computing designers are creating a Frankenstein monster or a more welcoming world.

"The blandness of suburbia is giving way to the greater blandness of cyburbia," Saffo said. "Everything distracts us, nothing quite connects, it's all like Windows, and we don't seem to have much of a choice. We are moving toward the world of Blanche DuBois, where we depend on the kindness of computers. Communications are moving from people-to-people to machines-to-machines. The challenge will be, how do we break into that conversation when things are not working."

IBM's Russell took a more upbeat view, maintaining the new era will usher in an age of what he called "calm computing."

"People face many interruptions that they can absorb, but there's a real cognitive limit to that," Russell said. "If you get more interruptions than you can handle, your performance falls down and you feel terrible, so we want to create systems that create fewer interruptions and make people less anxious."

Specifically, Russell's group is helping IBM's pervasive computing unit develop a version of IBM's WebSphere software tools that could be used across multiple devices and wireless networks. His team is also working to characterize a new very short-range wireless personal area network that could create a new form of I/O, possibly geared for gesture recognition, that Russell said will be demonstrated at next year's conference.

Indeed, said James Landay, an assistant professor at Berkeley, the larger goal for developers here is to develop so-called multimodal interfaces that employ a combination of speech and gestures to control a widening range of computing devices.

<>http://www.techweb.com/wire/story/TWB20000810S0014

Norbert Streitz

A leading expert on workspaces of the future
The Disappearing Computer: From Human-Computer-Interaction to Human-Information-Interaction and Human-Human-Cooperation
Thursday, 1 November at 9:30 - 10:30

Abstract
Norbert Streitz will talk about new developments in the design of human-computer interaction that originate in the reflection of the role of computers. In principle, people are not interested in interacting with computers. They are interested in creating and conveying, accessing and using information. They are interested in communicating and cooperating with other people. They are interested in having functionality at their disposal. Thus, he proposes to get rid of computers as devices and to make the computer disappear.

He distinguishes between two types: physical and mental disappearance, and presents selected examples of this approach. The realizations are provided in terms of artefacts (e.g., the roomware components) that provide new forms of interaction with information and for cooperation between people. The examples are embedded in the context of designing the workspaces of the future.

http://www.nordic-interactive.org/nic2001/conference/bios/streitz.shtml

August 4, 2003
Media only: Jennifer Northrop (212) 849-8420 CooperHewittPress@si.edu
Cooper-Hewitt, National Design Museum
Premieres Solos Exhibition Series
To Showcase Contemporary Architecture and Design
Inaugural Exhibition Solos: SmartWrap Features Building Skin of the Future
The Smithsonian’s Cooper-Hewitt, National Design Museum unveils a new series of
exhibitions, titled Solos featuring international and contemporary works in the fields of
architecture and design.
The inaugural exhibition is Solos: SmartWrap—a 16-foot-square by 24-foot-high pavilion,
designed by the Philadelphia architecture firm KieranTimberlake Associates LLP. The installation
will be on view from August 5 through October 10 in the museum’s scenic Arthur Ross Terrace
and Garden.
The Solos Exhibition Series
Solos was conceived to showcase works that are new to design, new to the market, new to
construction, or in the research and development stage. Each installation explores a singular
work or theme and examines its development, creative process and innovative qualities.
Installations are intended to present emerging developments in architecture and design, and can
even be a means of furthering research in an area that an architect or designer has been
investigating. Commenting on the series, Matilda McQuaid, exhibitions curator and head of the
Textiles Department, said, “I hope that Solos creates another conduit for very contemporary
architecture and design shows. These more modest exhibitions make it possible to represent
cutting-edge designers and their work.”
Solos: SmartWrap
Imagine bricks and mortar being replaced by “smart” walls that are made of an ultra-thin
polymer-based film - the same material used in a plastic soda bottle. And imagine that the
technology used to make these walls “smart” is applied by a printing process. SmartWrap is a
Smithsonian News
Cooper-Hewitt, National Design Museum
concept for a new building material that integrates the segregated functions of a conventional
wall, like shelter and insulation, and compresses them into one composite film that can be
erected in a fraction of ordinary building time.
SmartWrap incorporates several emerging technologies in heating and cooling, visual
display and lighting, and energy collection. The combined technologies are printed on a single
micrometer-thin layer, replacing the bulky and separate functions of traditional construction
with a thin film that is wrapped around a structural frame.
The museum’s walk-in SmartWrap pavilion shows how SmartWrap can be customized
with pattern or color using printing technology—a dramatic development with potential for
transforming not only architecture but also all aspects of design in the next decade. Museumgoers
will be able to input variables into a computer terminal to produce a customized design for
the SmartWrap wall.
SmartWrap Facts
SmartWrap is made up of several layers - including a substrate, printed and laminated
layers - all of which are roll-coated into a single composite film. Together, they have the capacity
of providing shelter, climate control, lighting and information display, and power.
· Shelter: Polyester Film Substrate.
Protection from rain and wind is provided by a polyester-mixture (PET) film that also
acts as the substrate for the various other SmartWrap layers.
· Climate Control: Phase Change Materials.
To moderate temperature, SmartWrap contains micro-capsules of phase change
materials. The microcapsules are embedded into a polymer resin and then extruded into a
film. The phase change materials provide latent heat storage for thermal moderation by
absorbing, storing, or releasing heat as they change state.
· Lighting and Information Display: OLED Technology.
To provide lighting and information display, SmartWrap uses Organic Light Emitting
Diode (OLED) technology that is thin, flexible, and self-emissive. OLED technology is
based on organic molecules that emit light (photons) when an electric current is applied.
OLEDs are either made in polymer form, or small molecules that can be deposited onto
glass and plastic substrates. OLED technology is currently used in the market in the
displays of mobile phones and personal handheld computer devices.
· Power: Thin Film Batteries, Thing Film Silicon Cells and Conductive Ink.
Since buildings have large surface areas that are exposed to the sun, they are ideal solar
collectors. Thin film silicon solar cells in the SmartWrap are used to power the OLED
technology. Thin film batteries store excess energy, and the conductive ink provides the
conduit for the activation of these technologies.
Kieran and Timberlake Education Program - Solos: SmartWrap
Thursday, Sept 25, 2003
6:30 pm
Stephen Kieran, FAIA, FAAR; and James Timberlake, FAIA, FAAR
SmartWrap is a concept for an innovative material with the potential to reshape the design of
building facades, developed by the award-winning architecture firm KieranTimberlake. This
inaugural lecture will be presented by architects Stephen Kieran and James Timberlake.
Members $10, nonmembers $15
KieranTimberlake Associates LLP is an award-winning and internationally published
architecture firm noted for its research and innovation. Their emphasis on cross discipline
research has been a key force in their progressive research. The genesis for this SmartWrap project
was in research laboratory studios conducted by Stephen Kieran and James Timberlake with
graduate students at the University of Pennsylvania. This research has been extended through the
inaugural award of the American Institute of Architect’s national design research prize, the
Benjamin Henry Latrobe Fellowship.
Solos: SmartWrap is made possible by DuPont. In-kind support and consultation have
been generously provided by DuPont, Skanska USA Building Inc., ILC Dover, Inc., ERCO
Lighting, Inc., Christakis VanOcker Morrison Engineers, Bosch Rexroth Corporation, Sean
O'Connor Associates, Buro Happold Engineers, Celestial Lighting, Gabor M. Szakal Consulting
Engineers, P.C., and Lutron.
Cooper-Hewitt, National Design Museum is located at the corner of 91st Street and Fifth
Avenue in New York City. Hours: Tuesday to Thursday, 10 a.m. to 5 p.m.; Friday, 10 a.m. to 9
p.m.; Saturday, 10 a.m. to 6 p.m.; and Sunday, noon to 6 p.m. The museum is closed Mondays
and federal holidays. Public transit routes include the Lexington Avenue 4, 5 and 6 subways (86th
or 96th street stations), and Fifth and Madison Avenue buses. General admission, $8; senior
citizens and students over age 12, $5. Cooper-Hewitt, National Design Museum members and
children under age 12 are admitted free. For further information, please call (212) 849-8400 or
visit http://www.si.edu/ndm. Cooper-Hewitt, National Design Museum is fully accessible.

http://ndm.si.edu/PDFS/SolosSmartWrap.pdf

Talking to the walls

Mark Burgess

<>Throughout the passage of time we have talked to walls, in special rooms and in private spaces, communing with deities and seeking guidance from spiritual powers. Today something else is happening: our need for solace and comfort is more readily at hand in technological form. Our need for connection has become more rooted in the physical but has also expanded to become an addiction that veils a paradox. Are we all becoming possessed by distant voices --- and thereby remote from our surroundings? <>
<>
<>As we enter the high tech lobby to the car park, I hear a voice talking frantically to someone, as if face to face. It is a figure in a black Armani, with expensive attache case, standing next to the pay machines, stepping back and forth, staring into thin air and facing the wall. A little wire hangs from his ear, but at the time I don't understand the significance of it. As he sees us, he seems shocked as though we have invaded his personal bubble. Right here in the most public place imaginable. I realize that there is something going on here that was of the greatest importance to society.

Today we don't think twice about handsfree mobile telephones. As we walk about people are talking to themselves all the time, usually with a hand glued to their head. But all this has a deeper meaning -- not just for us, but for system administration. Let's backtrack a little.

Getting rid of the keyboard...

Soon computers will be everywhere: in the walls, in our domestic appliances and even in our clothing. Mark Weiser, former chief of technology at Xerox PARC said, "The most profound technologies are those that disappear. They weave themselves into the fabric of every day life until they are indistinguisable from it."

The keyboard is a potent symbol that this has not happened with computers yet. Computers are both conspicuous and unreliable, but there are several projects around the world to change this. The smart home of Hewlett Packard, Microsoft's tablet PCs, embedded Linux and Windows..etc. Still, given the advances in technology, it is reasonable to ask when this dream of disappearance might happen. The promise of a technological future has not yet caught up with science fiction. Technology for computation, multi-media and communications has not yet disappeared from view: we cannot yet talk to our walls in a technological sense. A recent article in the IEEE computer magazine presented what it called the good news and the bad news about voice-recognition. The bad news is that Star Trek has raised our expectations about voice recognition so high that it will be very hard to live up to them. The good news, on the other hand, is that we have until the 23rd century to sort it out.

We have had the promise of smart devices for many years, though they have been surprisingly slow in coming. The smart room that can detect your presence, switch on the lights and turn up the heating before you arrive by learning your patterns of behaviour has not yet found widespread acceptance. The smart toilet that analyzes the colonies of bacteria that we donate to nature each day and finds out if we are sick, or need dietary modifications has not yet materialized.

Kitchen computers were supposed to keep running inventories of supplies, be able to watch out for new recipies on the net, order food when stocks got low, and so on. The kitchen cooker is supposed to be connected to your personal manager so that it starts warming up your dinner on the way home (after all, everyone will be single in the future, so no one will have a partner to do this for them) -- more on this later

At the larger scale, smart cities will be able to route traffic automatically to avoid congestion, regulate resources such as lighting and heating. Buildings will control and reprocess their waste and be more resource efficient will regard to regulation of temperature and humidity. The location of individuals is unlikely to remain a real secret for much longer -- the devices we carry will position us and cameras and sensors will recognize us. Cities will be able to share resources with other neighouring cities, and organize common sharable resource pools -- an automated city council, order extra buses when the demand increases. Local and global government will be replaced, slowly but surely, with automated cooperation and resource scheduling.

Embedded devices will eventually be found everywhere
- and not just those left by the FBI! In restaurants we will have smart menus that change to the order of the day, with adaptive pricing and Amazon style recommendations for your order based on what you ordered recently. Outside, attentive billboards that look back at you. They can gather information about sex, age, race, the clothes you wear, height and weight. Walls could even monitor crimical activity for the police. Humans will be wearing the devices as they move around within this circus. The increase in surveillance devices has already been prolific in the later ten years, espcially in countries like the UK.

What might it mean?

What do these developments mean for those of us involved in the deployment and running of the technologies? We might expect to see tens of devices per room -- a fairly complex network of devices linked probably by a bluetooth type of wireless, broadcast network.

There are management and security implications to living in such a density of information driven devices. The future of system management will not be a simple task like installing a package for Windows or GNU/Linux with some simple defaults, it will be a question of determining an increasingly complex policy that deal with how to exchange information with others, give others access to our data and protect ourselves from theirs. As we move from room to room in the house, the policy requirements will change. We will not want violent or explicit material transmitted to the children's den; we will not want telephone calls routed to the children after bedtime. Will we be able to cope with all of these constraints?

Today we use the term `trusted environment' quite often to describe a little island that we have made comfortable. But, when computing becomes ubiquitous, the boundaries of our island have to break down, because we cannot sustain the illusion that we are all alone there. We cannot keep track of the pathways, the possibilities or the interactions. There are people ballooning onto our island and digging tunnels to it. Others want to use it as a stepping stone to get to somewhere else...

If computers are going to be running so-called intelligent software, then they cannot be isolated. How will they receive updates and instructions? We don't know exactly what operating systems embedded devices will use in the future, but they are bound to be complex adaptible operating systems (it will probably be either Linux or Windows). If they are networked, it makes sense for them to receive updates and policy changes via the net. But even after ten years of developing management protocols for distributed devices, like SNMP, we are not much closer to finding a way to achieve this that is both efficient and non-intensive for humans.

Another problem is consistency and standardization. All of the pervasive devices above will eventually emerge, but not in any coordinated way. I am convinced that it is completely unrealistic to expect to be able to `manage' the resulting level of complexity using control protocols, as we shall see below.

The key to understanding pervasive computing lies very much in understanding people! We are the ones who will select or reject the technologies --- by market forces. All we have to do today is to look around us. According to the dreams after the second world war, everyone was going to be the proud owner of their own robot and personal spaceship by the year 2000. But, in reality, we were more interested in the immediate freemdoms of cars and refrigerators.

Domestic Embedded Networks (DENs) will grow product by product, each with a different manufacturer using different standards. First it will be a Japanese or Korean microwave oven with an Internet connection. Then Microsoft will release the new X box that heats up a pizza while you're playing you favourite game so that you never have to remove the goggles and visit the real world. Then Sun will introduce a Java enabled Open Sandwich toaster that produces more healthy food, and finally there will be a fight for standardization and post factum and we will end up with the usual evolutionary gene pool of technologies that cannot be ignored. It won't be a neatly standardized set of controllable devices: after all, commerce is just warfare without politics.

If you are an evolutionist, then a broad technological gene-pool is good for development. But if you are a system administrator control freak, or even the owner of one of these devices, then it is usually a nightmare. If technology is going to disappear, then it has to really disappear and not merely lurk in the shadows moaning for attention. All of this makes the problem of trust much harder -- and therefore the problem of security a radically different one than before.

Eventually, simplicity tends to return as mass extinctions delete most of the competition and we learn to shift the boundaries of trust, and our little cold war conspiracies dissolve towards more openness --- if for no other reason than that it is really hard work distrusting people all the time. But before a simplicity converges over this, we shall have to deal with the complexity of it. And here is a good reason why. Maybe smart rooms, smart walls, smart toilets are not what we want. What about smart people?

Mobility and social behaviour

Steve Mann calls the smart room a "retrograde concept that empowers structure over the individual, imbuing our houses and public spaces with the right to constantly observe and monitor us...". Mann wants us to be mobile devices - cyborgs. Others have argued that we already are! Take a look in the mirror.

The one aspect of ubiquitous computing that was never really envisioned (but which has flourished first) is mobile computing. Like the Internet, mobile services took off because they were at the root of a social phenomenon. In Japan, the under 25s call themselves the Thumb Generation, or the Thumb Tribe, because they live by their mobile phones, texting away with their thumbs -- like touch typing.

Companies have tried several times to define Mobile Services for us, to sell us services that they dream up -- like the 3G effort, with streaming video that would be used for business-like applications. But these have not taken off. Instead, cheap SMS messages have flourished and now camera still-pictures are taking off better than streaming video, because these are more "fun". They are not very useful for important communication, but they give pleasure to their users -- perhaps because they retain a level of non-realism that still makes it seem like a game.

Technology has never developed in the way we thought. In the future visions that follows the second world war (a time of aircraft and missiles), we imagined that every household would have its own spacecraft and that we would be travelling around the galaxy in a rich utopian marshalling of the galaxy. But when it came down to it, more domestic pursuits that empowered the individual over its civilization took precedence. The Italians bought motor scooters to be like the Americans and their cars, the refrigerator allowed people to eat better. Society was formed from individual wishes, rather than having families fall into line with a greater vision.

Mobile technology is freedom giving device that has changed the way a society works where it has taken off. Particularly in Japan and here in Scandinavia, we see a generation of teenagers in constant contact with friends, no matter where they are. People no longer worry about being late for a meeting, because they can just send a text message to excuse themselves and reschedule. Time is now fluid; life is constantly being re-planned and re-scheduled. With one foot in the future, people live by the moment and plans change in real time.

Social changes

Social attitudes to one another have changed considerably. I was brought up to believe that a newspaper at the dinner table is the height of bad manners. Today, mobile phones are placed firmly between the starter and the fish knife, and conversations to the wall have equal if not higher priority than the face to face social graces. People will interrupt face to face contact for the immediately demanding mobile message.

This leads to cognitive confusion and social fragmentation. In Oslo, women get out their phones and talk loudly about nothing for the duration of their bus or tram journey --- quite incapable of being "alone" in public. Perhaps they are so afraid of missing out on something in their remote social network that they have to exclude the possiblity of enjoying their immediate environment. Humans are wired to relate in social ways, but if one loses respect for those in one's immediate environment, conflict rather than tolerance tends to arise.

Only a few years previously, the idea of revealing anything of oneself in public would have been a matter of considerable embarrassement in many countries. Today people broadcast information and demand that others ignore it, as if emulating the very wireless protocols that are invading the electromagnetic airwaves with sound. Mobile users are constantly trading privacy for convenience -- and struggling to renegotiate the bounds of privacy for increasingly selfish purposes. There are good users and bad users - those who respect each other's social spaces and those who do not. But they also use mobile communications as a shield to push others away.

Smoke screen

Some would say that we are becoming more selfish: that our own microcosm is all that matters. It is our right to a kind of technological telepathy, or to spurn casual listners for their impudence if we intrude into their space. In Scandinavia, the mobile phone has increasingly replaced the cigarette as the a way of blowing smoke in faces at crowded places, or in an akward situation like an elevator where normally on would be forced to communicate. Checking for messages is so much easier than making eye contact with someone. As soon as a situation becomes awkward (in an elevator for instance), out with the phone. Many are literally dependent on their mobile phones now to run their lives and to keep others at arm's length. Clearly we shall all be single in the future.

Scandinavia has always had the stigma of having a difficult time with interpersonal relations. Now we have a way of avoiding them altogether. But this has various consequences. By placing virtual relationships about real ones, we distance ourselves even further from actual interaction. This affects our attitudes in social encounters (we are "cosy" on the phone, but hostile in public) and thus it affects our formulations of acceptable policy in such cases. Whether we retreat or fight, adapt or conquer, depends very much on our tolerance of others in society. Mobile, remote communication eliminates vulnerablity and committment. We risk nothing and gain little. Of course this is exactly the reason why we explore Mars with a remote probe -- to avoid the possible risks associated with the reality of actual presence. With safe mobile communication, we never again have to reveal when we are having a bad hair day.

In Issac Asimov's novel The Naked Sun, he describes a world called Solaria in which people never meet physically. They have retreated into a virtual world where they are safe from their neighbours and their attendant germs and smells . Today we see people putting fences around their property, staking out their territory in terms of material wealth and retreating from direct contact. It is perhaps no accident that these cultures are emerging most rapidly in Japan and Scandinavia, where -- for opposite reasons -- the population is insistent on distancing itself from its neighbours.

Why am I talking about sociology? I want to paint a picture of how humans behave, because it is humans who deploy technology and make the management decisions. Eventually this will be a new battleground for conflict between opposing interests.

Modern perseus?

Perseus was, of course, the warrior who slew the Gorgon Medusa, thanks mainly to some gadgets that he got from Hermes the Telecom provider and Athena his security advisor.

Modern society is increasingly based on toys for communication. By giving everyone these tools, our modern warrior is supposed to slay the ugly face lonlieness and rejection in society, bringing us all together. But how does it do it? By giving us so much body armour that we are never comfortable without it again? By giving us the ability to avoid each other in reality, while clinging to one anothers' reflections?

Ad hoc encounters are what makes life interesting, but how much do we want to reveal? History reveals an interesting dichotomy -- we are getting less formal as time goes on (more ad hoc) but we are putting up more barriers in order to protect ourselves from risk. The barriers are getting closer to the core -- personal firewalls, rather than building trust. There is an increasing spiral of distrust -- which, for now, might excite the security industry, but which is not sustainable in the end.

Techno-challenges of pervasion

What does this have to do with us as system administrators? The answer is complicated, I believe, but it has to do with several things:
  • Technology changes our behaviour and our expectations. We torture test it in ways that have more to do with sociology than technology.
  • The boundaries of trust are the key to our deployment and expectations of technology. These boundaries are determined by human behaviour.
  • It is the interaction betweem humans and technology that is problematical for system administrators.
  • The type of infra-structure that we will be expected to support in the future will be different and will be governed by personal freedom, selfish desire, habit and pop-culture rather than by the dictates of an IETF.

What are the main challenges of this pervasive computing for system administation and how can we address them? First of all, we do not fully know the extent of the challenges yet -- but for the most part I believe that they will not be radically different from what we see today, except to say that the arrival of smart devices will be nothing like what we imagine. However,the increased diversity will increase the magnitude of the problem and the rate at which the details of policy evolve.

  • Diversity - we shall have an even more market driven economy, fuelled by whim rather than a desire for well-designed technology. This will lead to lots of conflicting coexisting technology. (This is normal and we have always experienced this in a smaller way.)
  • We shall have to seek stability in the face of the much greater environmental noise from neighbouring devices.
  • Sociology of interaction will play a much greater role, because we cannot cordon off areas and isolate them any more. One organization flows into the next and users roam around like cyber tourists in foreign policy zones.

Most people want devices and technologies to be predictable. If they are not, then they cannot perform a useful function. In fact, since I have often spoken about the need to relax our strict ideas about frozen device configurations in order to allow some noise, I often hear from system administrators that they believe that every device has a correct configuration that should never change.

The kind of absolute stablity that can be approached for immobile workstations is not really commensurate with the level of interaction that mobile or pervasive devices undergo. The idea of accepting any kind of uncertainty is more than many system administrators are willing to swallow. Yet, this is precisely what we are going to have to accept if we employ increasing numbers of smart devices. The boundaries of trust will have to shift.

One area where things will change is in the level of exposure to environment. Environment means changing conditions and policy about right and wrong. Security consultents often posit that encryption is the solution to all security issues, but encryption is unlikely to help us here. The problem is not one of privacy, when individuals are being empowered with devices that allow them to expose themselves entirely and eagerly to a public audience.

Local regions are likely to demand their own rules, like micro-cultures. Both humans and devices will have to be aware of a much wider range of policies, rules and standards of behaviour that changes as they move around. Some uniformity will no doubt emerge, but there will always be local features. Our ability to interact at a distance is leading to us increasingly drawing boundaries around our property and shielding our interests.

We might want to build our private island, but when we are in such a highly connected environment, the number of points of contact are too great to view isolation as a realistic possibilty.

Where lies the authority?

In a world with fluid boundaries, increasing connectivity and increasing blind trust in technology, we must work ever harder to define our own acceptable limits -- our policy. To put it another way: If humans are constantly retreating from face to face confrontation with one another, then the rules of engagement must be ever clearer. In a human-computer collaboration, both humans and machine are supposed to obey policy. Who gets to decide on what policy says?

Smart devices are intrinsically bound to their environments. They must receive input and generate some output. If the exposure to environment increases then a device will necessarily be more exposed to errors of configuration and random errors caused by misunderstandings and meddling.

I have claimed that we are becoming more mobile and connected, but also more suspicious of those who are not in our wired social networks. If we are roaming, do we have to adapt to the environment or do we adapt the environment to us? Clearly the latter approach is a recipie for potential conflict. The likelihood for humans to cooperate is usually tied to the likelihood that they will see each other again. If we expect a long term relatinoship in which reprisals for bad behaviour are likely then we are nice. All evidence shows that when humans believe that they will be long gone before anyone can catch them, they break rules and laws with alarming readiness.

Some imagine that mobile devices will always be rooted in a Virtual Private Network to home. How natural is it for a roaming device to maintain its ties to a home base? IPv6 allows and even encourages this, but I don't think that IETF have thought about an environment like Africa or Siberia where connectivity will not be guaranteeable.

A more probable model will be for computing environments to supply cyber tourists with services nearby. When the motor car was invented, it allowed freedom of movement because petrol/gas stations were available for refill wherever the individual decided to go. It was not necessary to stretch a cable from one's current location back to home base in order to fill-up! This is why electric cars have had less success. Perhaps customers will be willing to pay the environment for a certain service (like a hotel) and guarantees on Quality of Environment will be song of the day. Eventually, we will begin to accept local service provision, because this is efficient. What this implies is that our environment is increasinly ad hoc. This has security as well as availability implications.

Trust in clans and societies

Who will make these decisions about what is acceptable? Will they occur top-down or bottom-up? By definition administrators want to be on top, looking down. But that is not where users want to be. Clever users might resent this power structure, and seek the freedom of their mobile phone or scooter to whisk them away from fascism.

We are increasingly empowering users towards autonomy. By giving them their own private communications bubble, we are also giving them the responsibilty to find their own rules of enagagemenmt. Peer to peer networking shows this increasingly. It is an anti-authoritarian configuration. The only rule has to be mutual respect, or conflict. Human instincts will prevail here.

Perhaps a security policy based on mutual respect is more sustainable in the long term, than one that is authoritarian. We shall have to discover the rules of society all over again. Mutual help and etiquette? Increased connectivity and mobility brings different cultures (social, racial, religious or business) i.e. different policies closer together. Tolerance of others will be required.

In a ubiquitious computing environment everyone has roaming access to everything they need. That also means that it is exposed to a roaming envirnonent -- it works usually both ways: greater contact area makesus more accessible and therefore more vulnerable. Even if we can apply access controls, there is a risk of configuration errors and possibly even the risk that persuasion might trick us to lower defences. Security does not depend only on technology.

The dynamics of cooperation and conflict are complex. Game theory is one way to analyze these issues. There are some basic results that characterize the interactions:

  • The zero-sum game: where winner decides all.
  • The prisoner's dilemma (bargaining for mutual gain - with tit for tat reprisals)
  • Conditional concensus: I'll agree if everyone else agrees.
The results of games indicate that, if we act in a purely selfish way, then a tit-for-tat strategy is best for both protecting oneself from harm or for maximizing cooperation; i.e. if one person is non-cooperative, non-cooperation is returned. If cooperation is offered, cooperation should be returned.

What about altruism and friendship (predictable agreement on policy). What is it people get from investing in social relationships -- even those they with people they cannot see? We can call it social capital. Intimacy. A surrogate feeling of social acceptance that satisfies our genetic programming like Tofu for meat.

Game theory predicts that, if there is a reward from cooperation, then a reciprocal strategy is best. This forms a dynamical trust relationship - not merely a static one. Small groups are more likely to cooperate than large ones.

Cooperation takes us beyond zero-sum games, but when we have decided to cooperate conditionally -- by voting, how do we arrive at concensus? In many cases, uncertainty leads to an overcautious strategy: we will vote if most other people do -- we will flock with the others, if everyone is agreed. There is safety in numbers. These are the dynamics of concenus.

So, will there be discipline or anarchy in the world of pervasive computing? New alliances and allegances are formed when roaming -- but no stable concensus has to emerge. Humans make this even more difficult. In mathematics, if X=Y and X=Z then Y=Z, but this is not true in human psychology. It is not impossible for X's policy to agree with Y's, but X and Y cannot find in themselves to agree, for other reasons. Humans are thus not easily predictable.

Swarm intelligence: the outcome of weak interaction

The new forms of pervasive computing and mobile communications lead to new social rules of engagement. If we do not understand those rules, some of us will disagree and the result will be conflict. Swarming or flocking is a way of capturing the equilibrium points of of social conflicts and negotiations. On the one hand, isolationism creates little autonomous devices (insects), but the mobile communications lead to involuntary clustering and flocking.

Swarms of insects, flocks of animals etc are assemblies of "devices" or "things" that communicate loosely but which spontaneously form quasi-stable structures that persist over long periods of time. Perhaps this is just what we are after for our devices (though perhaps not for our society).

The non-intelligent pieces have surprising properties when allowed to interact weakly. Do the pieces in a jigsaw puzzle know anything about the picture they form? Do any of the cells in our body have any idea about what they contribute to? These are emergent phenomena..

Swarm phenonema are already happening in humans as a result of mobile phone communication. Kids flock around like schools of fish with their mobile phones. They do not need to meet to be together, and final rendezvous can change even as they approch the moment! They are ad hoc social swarms -- they change their behaviour according to text messages and telephone conversations.

But can we harness swarming to secure a stable environment of pervasive devices? Convserely, once we release these devices will be we able to prevent swarming phenomena from occurring? How do we guarantee that a swarm of ubiquitous computing devices will be a colony of helpful bacteria rather than a plague of harmful locusts.

One clue about the role of swarms is that socially developed swarms have many of the properties of social networks -- quasi-hierarchies. Communication in swarms is by peer to peer transaction. This gives a robustness of form, combines trust in local neighbours with long reaching connections ("strange connections") that occur in all social clusters. This is why no one on the planet is (on average) more than six degrees of separation from anyone else. Sometimes, a central command might emerge spontaneously through centrality, but we should not be worried if it doesn't. Stability and security are not contingent on centralization or authoritarian control.

Conclusions

Do we want swarm behaviour to emerge or not? In devices, in humans or both? Can we stop it with judicious policies (i.e. "police" it away)? Sociology has a tendency to get its way; society has its own consciousness that usually wins over individuals. Does that mean that we are not safe? Security is about acceptable risk in relation to operating requirements. This should not be perceived as a problem, but we might need a change of philosophy in many system administrators.

Society will not be threatened by its tendency to self-organize, but there are deeper ethical implications for society's use of technologies. We are constantly dumbing down human technology, taking responsibility away from the individual, while simultaneously arming individuals with devices that allow them to be increasingly selfish. Soon, we will have no burden of responsibilty to learn about technology and we shall end up slaves to it -- unable to understand it, repair it or master it. As Arthur C. Clarke said: "Any sufficiently advanced technology is indistinguishable from magic." When it starts to seem like magic to us -- or when it truly disappears into the walls, out of sight and out of mind, we have a genuine cause for concern.

Can we expect an ignorant tribe of technologically dependent, self-intersted individuals to cooperate? What kind of policy would they write? Is this a circuitous route back to nomadic anti-social behaviour, in which individuals do battle rather than cooperate in meaningful society? The cold war isolationism is a slippery slope that only leads to a downward spiral of trust.

To penetrate our private boundaries is bad enough for our feeling of safety and well-being. To gain complete access to our home would be, for most of us, the ultimate breach of trust. Yet this is the potential, vision we are concocting -- will we fight it, or learn to embrace it? Not only in our homes -- in our clothes and every aspect of our being. Pervasive computing is about making true cyborgs of not only us, but it is about weaving society together into a super swarm. How shall we behave then?

Society will always have a face that it cannot bear to look at. Our Medusa, the terrible face of loneliness, will probably always remain unbeheaded, but we must not be seduced into isolation-confrontation mode. Better to talk to smart neighbours than to end up talking only to our smart walls. Communication and cooperation are too complex to be trusted to blunt electronic instruments. The way to solve our management and security problems is not to by fuelling an arms race, but by diplomatic conversation. That means that we must deploy technology along with education, about the workings of both humans and machines and preserve genuine close encounters between friends.

http://www.iu.hio.no/~mark/TalkingToWalls.html

Monday, August 23, 2004

Pervasive computing: The walls are listening



Pervasive-computing systems could make even conference rooms brainy, according to the Smart Space Laboratory researchers at the National Institute of Standards and Technology.

Martin Herman, chief of information acces
Computer specialist Vince Stanford said researchers designed the NIST Smart Flow System with open-source middleware to smooth the acquisition and archiving of large amounts of data.
s in NIST’s information technology lab, believes pervasive computing will come about through large numbers of small devices and sensors, some so unobtrusive that people won’t know they’re interacting with a computer at all.


Computers and sensors “can be embedded in your environment. They can be portable ones that you carry with you,” such as personal digital assistants, Herman said. “They could be in your clothing, in your watch, in your shoe, in your eyeglasses — anywhere. In chairs, in tables, in the walls.”

Herman’s team connected a variety of off-the-shelf devices to a prototype meeting room that can take dictation, track individual speakers and, perhaps some day, answer spoken questions.

The researchers designed the NIST Smart Flow System with open-source middleware to smooth the acquisition and archiving of large amounts of data, computer specialist Vince Stanford said. The middleware links commercially available voice-recognition software, video cameras and microphones.

The Smart Space lab tries the latest technologies that vendors are developing and reports the results. The lab, whose home page is at www.nist.gov/smartspace, is working with industry to develop usability standards, Herman said.

Pervasive-computing devices talk to each other through a LAN, wired or wireless networks or a combination of them. They can even do “what we call invisible computation,” Herman said. “If you want to compute, you sit down with a desktop PC or PDA or laptop. But invisible computation means that you’re not even aware there’s computation in the environment.”

The Smart Space lab’s prototype voice-recognition conference room at NIST’s Gaithersburg, Md., headquarters has several arrays of microphones instead of a single mike. Stanford dictated a few sentences punctuated by saying “new paragraph,” “comma” and “period” aloud.

The microphone array serves not only for speech recognition — for example, to make a simple transcript of a meeting — but also for tracking people as they move around the room.

“This is like an acoustic telescope,” Stanford said of the microphone arrays, which detect the location of each voice and pass it to one of five video cameras. Behind the meeting room is a data acquisition system based on a Linux cluster of 14 computers with 400-MHz to 1.2-GHz CPUs.

The cluster has a couple of 1T RAID storage arrays, plus three 64-channel data acquisition boards and three eight-channel, 24-bit audio acquisition boards. Its Gigabit Ethernet network switch is from 3Com Corp. of Santa Clara, Calif.

The open-source clustering software can harness up to 24 computers, Stanford said. NIST has made the source code and documentation available for download at www.nist.gov/smartspace/toolChest/nsfs/.

Future knowledge workers can move around their smart spaces without worrying about being near computers or microphones, Herman said.

“If I’m talking to you, and a computer can follow what the conversation is about, it can go out and get services,” Herman said. “It can look up stuff on the Internet to help us in the discussion.”

That remains a distant goal for the prototype meeting room. Last fall, the Smart Space group built a duplicate meeting-room test bed for other NIST researchers, Stanford said.

The group is working with NIST physics and chemistry labs to adapt the Smart Flow middleware to their data-distribution needs, such as results from the filtration of single strands of DNA.

http://www.washingtontechnology.com/news/16_21/emergingtech/17778-1.html
Interactive Walls and Handheld Devices – Applications for a Smart Environment
Carsten Magerkurth, Peter Tandler
Fraunhofer IPSI
{magerkur, tandler}@ipsi.fhg.de
There is a growing research interest in enhancing and augmenting the interaction with large, stationary displays. One promising approach is to utilize mobile devices that offer richer interaction capabilities than an interactive display. This paper addresses the realization of a text entry system for walls and mobile devices as well as further services that may become available when the handheld also serves as an authentication device.

Introduction

If we regard the prominent features of wall-sized displays and handheld devices, it becomes immediately clear that one device complements the other. For instance, the handheld has a very small and hard to read display that is unsuited for showing most kinds of information, while the wall-sized display’s main purpose and strength is obviously to display information to at least one person, probably more. On the other hand, the handheld device usually boasts with a multitude of interaction possibilities with more than one modality: Users can interact with a set of hard-keys, they can operate on the touch display with their fingers or special pens, and for many devices there is even the possibility of using speech (although the recognition- and processing capabilities are usually very limited). The wall, however, offers only limited ways of interacting. If it has a touch surface, the user usually controls a mouse pointer with her/his fingers. This is not practical, especially for large surfaces, since ordinary mouse movements require quite long distances for the fingers to move over the surface. In fact, the dimensions of the wall display are equal to the maximum finger translation on the wall necessary to get the mouse cursor from one corner of the screen to the other – a lot more than what is necessary with a real mouse that implements relative mouse movements and simple acceleration mechanisms.
To overcome this impracticability, researchers have developed several methods to enhance finger input on interactive walls such as the throwing of windows in contrast to dragging them (Streitz et al. 2001, 2002). Also, there is a growing research activity regarding the use of mobile and handheld devices to support the interaction with large displays. Rekimoto et al. (1998), for instance, coined the notion of the handheld device being a “painter’s palette” that allowed the user to access user interface components related to the contents of the wall directly on the handheld device. Greenberg et al. (1999) even allowed the user to access most of the information that
2 Carsten Magerkurth, Peter Tandler was being displayed at a wall directly at the user’s personal digital assistant (PDA) in a device-adapted, but coherent way. This idea was later picked up by Magerkurth & Prante (2001) who realized a creativity support tool on a handheld device that seamlessly synchronized with an interactive wall running a complementary software tool.
What these approaches lack, however, is making use of the specific advantages of both of the very different kinds of devices. When a handheld device is utilized to help interacting with a stationary display, it is not sensible to make use of the very limited display capabilities of the PDA, when the wall is so much more superior in displaying information. Therefore, the handheld as an interaction device should be used “blindly” while the relevant information should be perceived directly at the wall (see figure 1).
Figure 1: Entering information with the PDA and perceiving it on the wall.
One domain that can profit greatly by handheld interaction is entering text, because text entry on large, public displays always comes with a disadvantage that becomes relevant with the typical usage of a large display as a media for presenting information in plenary situations, i.e. when more than one person perceives information from the wall: No matter if handwriting recognition or a virtual keyboard is used for entering text, there is always a considerable amount of screen real estate wasted for the interaction of the person working on the text. Thus, moving the text entry to the mobile device effectively preserves the wall’s characteristics of a presentation media for multiple persons.
Text entry for wall-sized displays
We are developing a system using a PDA to enter text for large displays. The usage on the PDA differs from traditional handheld text entry mechanisms in that there is no screen-oriented interaction as with virtual keyboards or gesture recognition. The handheld’s display is used for controlling four virtual buttons that are large enough to be pressed blindly with the right hand’s thumb. In conjunction with the PDA’s
Interactive Walls and Handheld Devices – Applications for a Smart Environment 3 hardware buttons one can easily create all the characters of the Alphabet. Figure 2 shows how to blindly interact with the PDA (a Palm V).
Figure 2: Interacting blindly with the mobile device.
Characters are generated by associating anchor-elements (the vocals “A-E-I-O-U” which are mapped to the hardware keys) with the virtual keys that generate the consonants following a specific vocal.
Using this technique, we can avoid having the user watch the PDA’s display. Using a serial wired or infrared connection the PDA is linked to the wall where characters generated with the PDA are updated in real-time (see figure 1).
To further augment this connection between handheld and wall we are now exploring to utilize a dictionary/ auto-completion system on the wall’s side to further accelerate generating text. In principle, this is similar to text entry methods such as T9 on mobile phones, however, we will again make use of both devices’ specific strengths and move this memory and CPU intensive application to the wall (which has no memory and processing constraints as a mobile device has).
User authentication
While text entry is a good example for enriching interactions with mobile devices and interactive walls, using a PDA also offers an additional benefit: It is a personal device that is potentially able to authenticate its user on a public wall by means of infrared or even RF-ID communications. This allows for more advanced services than merely entering text. When a public wall can realize which persons are standing before it, it might grant access to private folders of these users or it might decide to show urgent messages to them. Depending on the rights of these users it might even offer them the possibility to utilize the PDAs that had previously authenticated them to edit what the wall displays to the public, e.g. allowing a service technician to correct a spelling mistake on an interactive poster.
There are many possibilities and many open questions such as privacy control or technical feasibility. We hope to address some of them with you at the UbiComp workshop.
4 Carsten Magerkurth, Peter Tandler About the authors
Carsten Magerkurth
Carsten studied Cognitive Sciences at the University of Mainz, Germany, where he earned his diploma in 2001. He then joined the AMBIENTE division of Fraunhofer IPSI, where his main research topics include the role of mobile and handheld devices in conjunction with larger systems such as interactive walls. He is Fraunhofer IPSI’s representative in the Ladenburger Kolleg “Living in a smart environment” of the Daimler-Benz foundation that deals with the social implications of future UbiComp technologies.
Peter Tandler
Peter Tandler is a member of the AMBIENTE division of FhG-IPSI (Integrated Publication and Information Systems Institute) since August 1997. He leads the software development within the BEACH and i-LAND projects.
His research interests are within the areas of synchronous CSCW, integration of virtual and physical environments, new forms of human- and team-computer-interaction for roomware components. Additionally, he is interested in software architecture, programming languages, object-oriented frameworks, and object-oriented design and programming in general. He is currently working on his Ph.D. in the context of application models and software infrastructure for roomware environments.
He studied computer science at the Technical University of Darmstadt, Germany, with education and psychology as additional subjects.
References
Greenberg, S., Boyle, M. & Laberge, J. (1999): PDAs and Shared Public Displays: Making Personal Information Public, and Public Information Personal. In: Personal Technologies, Vol.3, No.1, pp. 54–64.
Rekimoto, J. (1998): A Multiple Device Approach for Supporting Whiteboard-based Interactions. In: Proceedings, CHI’98: Human Factors in Computing Systems, 1998, pp. 344–351.
Magerkurth, C., Prante, T. (2001): "Metaplan" für die Westentasche – Mobile Computerunterstützung für Kreativitätssitzungen. In: Tagungsband der GI Fachtagung Mensch & Computer 2001 (MC‘01), Bad Honnef bei Bonn, 5. - 8. März, Teubner Verlag.
Streitz N.A., Tandler P., Müller-Tomfelde C., and Konomi S. (2001). Roomware: Towards the next generation of human-computer interaction based on an integrated design of real and virtual worlds. Human-Computer Interaction in the New Millennium. Addison Wesley, pp. 553–578. http://www.ipsi.fhg.de/ambiente/publications.
Streitz N.A., Prante, T., Müller-Tomfelde, C., Tandler P., and Magerkurth, C. (2002): Roomware: The Second Generation. Video Proceedings of ACM CHI'02.

http://www.ipsi.fraunhofer.de/ambiente/paper/2002/UbiComp02-Magerkurth.pdf
BlueBoard performs a similar task to that of BlueChat, but instead of exchanging instant messages and chatting, the application allows up to four users to connect and whiteboard in real time - that is, share and draw images simultaneously in real time. As with BlueChat, the sketchings of the different participants on the same image can be viewed in different colors, which in the end can be saved and synchronized with a PC.
Palm's elusive BlueBoard and BlueChat Bluetooth applications have piqued the interest of many a Palm OS enthusiast - we've got screenshots from both, as well as specifications.

Palm has recently made quite a push in terms of Bluetooth, and for now leads the race in terms of available applications and small expansion cards. The latter part of that sentence of course hints at Palm's new Bluetooth SD Card, which is the smallest Bluetooth expansion card available, while available applications hints towards the new BlueBoard and BlueChat applications that Palm has licensed from Colligo Networks.

The two applications are part of Colligo’s Personal Edition product for Palm OS devices, which can utilize both Bluetooth and 802.11b networks (although in Palm's case will only include Bluetooth, as far as we can tell for the time being), and also includes a calendar sharing application in addition to the BlueBoard and BlueChat applications.

BlueChat allows users of Bluetooth-equipped Palm handhelds to exchange instant messages and chat with each other in situations when verbal communication isn’t appropriate or possible. The application can create an instant and ad-hoc chat-room to connect up to four people simultaneously, which conflicts with previous information leaked to infoSync stating that up to 8 users could connect simultaneously. Among other features, BlueChat allows a participant to view the text of other participants in different colors, as well as save the chat history and transfer it to a PC.

The last application in Colligo's Personal Edition for Palm OS is a patent pending calendar sharing application, which Palm so far has not indicated it will license along with BlueBoard and BlueChat. This applications integrates with the Date Book of a user's Palm, and allows him or her to book meetings through accessing the Date Books of up to eight other users and find the next available time slot, resolve scheduling conflicts, initiate reminders and remember participants who accept a meeting request.

In addition to the BlueBoard and BlueChat applications, Palm is also working a software-sharing application that as far as we know is of the company's own making, called Cambio. Cambio is supposed to allow Palm owners to exchange software between their handhelds, and also assign ratings and comments to software to create something of a P2P network for sharing applications.

http://www.infosync.no/show.php?id=1547%20

Sensor systems for interactive surfaces

Large flat surfaces, such as walls, floors, tables, or windows, are common structures in everyday life, usually dictated by practical human necessity or driven by general architectural aesthetics. At present, these surfaces are mainly passive and, where appropriate, are used to display decorative items such as paintings, photographs, and rugs. Although different projects and products centered on the theme of “home automation”1 have inspired various interactive displays, these are usually small or moderate-sized discrete devices, such as touch screens embedded into walls or tables. It is still unusual to see large portions of the walls, floors, or windows themselves used directly as interactive interfaces, except perhaps in niche applications such as those used for teleconferencing.2 Other interactive “smart room” approaches look at sensing full three-dimensional spaces, for example with computer vision techniques,3 and avoid concentrating expressly on the often more deliberate and precise interactions that can be expressed at the surface itself. New technologies, however, will enable such architectural surfaces to become sensate, following trends and concepts in “smart skins” that have redefined structural control and aerospace research over the last decade.4

This paper is an overview of such sensor systems, emphasizing recent work by the MIT Media Laboratory's Responsive Environments Group on new user interface devices for interactive surfaces and large-scale public installations. In particular, we describe the technology and demonstration applications behind four systems that we have developed: an interactive wall, which tracks hand positions with a low-cost scanning laser rangefinder, a smart window that locates finger taps using differential acoustic time-of-arrival, a carpet that measures the position and pressure of feet with a grid of piezoelectric wire, and a tag reader that identifies and tracks the state of nearby objects embedded with magnetically coupled resonators.

Approaches to “smart walls”

Most of the commercial products that have been developed to track position across a large, responsive surface have been aimed at the digitizing tablet and “smart whiteboard” markets, where the handwriting from a set of coded pens and drawing objects is digitally captured. While many of these systems require contact or pressure to be applied against a sensitive surface5 and act as a large touch screen6 or trackpad,7 others detect the position of objects just above the board or tablet. The bulk of these devices are made to work with opaque surfaces, because the sensing technology (usually nontransparent) is buried beneath the active area. One interesting example of a recent, noncommercial sensing surface is the pixilated capacitive matrix devised by Post and collaborators at the MIT Media Lab for their sensor table8 developed for an installation at the Museum of Modern Art in New York. Although this technique can detect and track nearby bare hands through their capacitive loading, it does not scale easily in large areas and is generally opaque; therefore it is not suited to rear-projection applications. For smaller surfaces, transparent conductors such as ITO (indium-tin oxide) or conductive plastic can be used as in capacitive touchscreens,6 but extending such fine sampling or pixilated concepts to very large displays becomes complicated and expensive with existing technologies.

Most tracking systems for translucent or very large wallboards are the “squinting” type that look across from the edges of the display. Although inexpensive devices are coming on the market that use acoustic time-of-flight to a fixed receiver from active sonar pingers embedded in pens,9 several employ optical sensing, which enables simple, passive reflecting targets on the drawing objects to be easily detected in a sensitive plane defined by a scanning fan-collimated light source, such as generated by a scanned diode laser. The best-known example of this is the SoftBoard** by Microfield Graphics,10 where a pair of scanning lasers emanate from the two top corners of the board, identifying and tracking coded targets on pens and other objects approaching the whiteboard and intersecting the scanned plane. These sensors are unable to detect distance, thus planar position is determined by triangulating the two angular measurements. To avoid ambiguities in this triangulation, these systems generally allow only one object to be tracked at a time. Although the SoftBoard requires coded targets, earlier research systems11 used a similar arrangement to track single fingers and bare hands. Light-Curtains, which use dense arrays of infrared light-emitting diodes (IR LEDs) that face corresponding receivers lining the perimeter of the screen, are commercially available12 and can track multiple hands, but because of poor scalability, become expensive for large displays. A variant on this approach is the Intrepid touch system,13 which uses an array of IR LEDs across the top of the display and two linear CCD arrays at the corners that look for reflections from the hands. Large screens can be expensive or suffer from illumination difficulties using this technique.

Some smart wall hand-tracking systems use computer vision. The most straightforward versions of these use multiple cameras, squinting along the horizontal and vertical coordinates and triangulating.14 Although this approach gives much information (potentially enabling hand gesture to be determined15), it involves a considerable amount of sometimes fragile video processing to detect the hand, reject background light and clutter, and solve the image-correspondence problem for multiple hands.

Other video approaches are of the nonsquinting variety. The most common one that looks from the front of the screen is the standard “chromakey” technique,16 in which the silhouette of the body is detected against a plain blue or bright screen, whereupon the hands are identified and tracked when not in front of the torso. This is familiar to many who watch weather broadcasts. Although the newscaster only gestures in front of a blue screen in the studio, the screen is replaced by the weather map in the broadcast video. For increased precision, lower ambiguity, higher speed, and the ability to work with variable background light or an image-bearing screen, many classic body-tracking systems17 have exploited active targets made from modulated IR LEDs that must be placed on or carried by the user. Another system, the “Holowall,”18 looks from the back of the screen, which is illuminated from behind by a bright IR source positioned next to an IR camera. Although considerable IR light penetrates the screen, the user in front is unable to see this. The IR camera captures reflections (propagating back through the screen) from the user's hands as they approach the surface. Image processing on the resulting frames is used to detect the hands. This system can unambiguously track all hands without correspondence or occlusion difficulties. It does, however, require real-time image processing, has difficulties with clutter and background IR illumination (e.g., from tungsten or outdoor lighting), needs an IR-translucent screen, and does not define a clean sensing plane at the screen surface, because the user's hands or body are detected at varying locations from the screen, depending on the local illuminations and their albedo.

Computer vision has similarly been used to identify and track objects above interactive tables by recognizing a graphical code with which the object is labeled. These systems use a video camera that either looks down at the objects from above the tabletop19 or looks up at the objects from underneath through a semi-transparent tabletop.20 This technique requires the objects to be unambiguously labeled and needs clear lines of sight from camera to objects.

A previous interactive surface arrangement designed and built by some of the authors used transmit-mode capacitive sensing.21 This device, the Gesture Wall, injected a 50­100 kHz signal into the body of the user through an electrode on the floor (different shoe impedances were compensated by scaling the drive voltage with a servo loop that calibrated each new user22). The strengths of this signal, as capacitively received at electrodes placed in the four corners of the display, were used to track the position of a hand as it moved around the display surface. Although this system, diagrammed and depicted in Figure 1, was very sensitive to gesture, any absolute tracking capability for even a moderately large display required fairly stiff postural constraints on the part of the user (one hand forward and body back, as portrayed in Figure 1), since the entire body radiates the transmit signal, not just the hand to be tracked.

http://www.research.ibm.com/journal/sj/393/part3/paradiso.html