This seminar-style course will teach how to use embedded middleware technology for creating ubiquitous computing applications and systems. Specifically, this seminar course will focus on smart everyday objects, which are traditional everyday objects (such as tables, chairs, lamps, cups, books, papers, sofas, picture frames, etc.) augmented with embedded digital technology to bring a new computing experience with users, i.e., the "UBICOMP Experience" of natural interaction with invisible and calm computing. This seminar course will cover two parts: (1) embedded middleware programming and (2) ubiquitous computing.
"Love" to verbally communicate your ideas
Some programming experiences (design and HW experience are plus but not necessary)
ChroMirror:: by Chueh-min Cheng & Meng-fang Chung (in collaboration with Ming-yang Yu, Ming Ouhyoung, Yung-yu Chuang)
The ChroMirror system is a digital mirror that reflects real-time images of people with the colors of their clothes digitally adjusted for better harmony of clothing color. The goal is to provide people with “see-it-for-yourself” recommendation of harmonic clothing color, i.e., giving people mirror-like look and feel of their clothes with different matching color combinations.
After working for an extended amount of time in an enclosed space, people (such as office workers) often slowly build up a need to find momentary relieves or surprises by opening windows to see, hear, or reconnect with the outside spaces. Imagine during a break between intensive work periods, people open their office windows to find and see beautiful Hawaiian sunset that can momentarily discharging them from work pressure. EyE combines a real window frame, a digital display, and other outputs to create relaxing or surprising window-opening experiences to these office workers as if they are just a window away from these scenic places.
This is a smart poster to persuade young children to put things back to where they belong after they are done using them. This poster shows a virtual world which can be affected by the child's tidiness behavior in the physical world. When a child does not put things back and create a mess in his physical space, this untidy behavior is mapped to and reflected in the virtual world, shown in the smart poster, trash on the ground and unhappy animals.
- (criticism #1) Yvonne Rogers. Moving on from Weiser's Vision of Calm Computing: Engaging UbiComp Experiences. ACM UBICOMP 2006. (pdf)
- (criticism #2) Kasim Rehman, Frank Stejano, George Coulouris. Visually interactive location-aware computing. ACM UBICOMP 2006. (pdf)
- (criticism #3) Donald Norman. Three Challenges for Design. Interaction, 2007. (pdf)
- (Overview) Jurgen Bohn, Vlad Coroama, Marc Langheinrich, Friedemann Mattern, Michael Robs. Living in a world of smart everyday objects - social, economic, and ethical implications. Journal of Human and Ecological Risk Assessment. 2004. (pdf)
- Optional (Survey) G. Chen, D. Kotz. A survey of context-aware mobile computing research*, Technical Report TR2000-381, Department of Computer Science, Dartmouth College, November 2000. (pdf)
- Optional (Smart cup) H. Gellersen, M. Beigl, H. Krull. The Mediacup: awareness technology embedded in an everyday object. HUC 1999. (pdf)
- C. Wisneski, H. Ishii, A. Dahley, M. Gorbet, S. Brave, B. Ullmer, P. Yarin. Ambient displays: turning architectual space into an interface between people and digital information. in Proceedings of International Workshop on Cooperative Buildings CoBuild, 1998. (pdf)
- Hiroshi Ishii, Brygg Ullmer. Tangible bits: towards seamless interfaces between people, bits and atoms. ACM CHI 1997. (pdf)
- The tangible UI talk from Hiroshi Ishii (MIT Media Lab) at NUS
- (Intro) Phillip King, Jason Tester. The landscape of persuasive technologies. CACM, May 1999. (pdf)
- Garrry Martin, Joseph Pear. Behavior modification - what it is and how to do it. 7th Edition, Prentice hall, 2002. (first 4 chapters)
- Tung-yun Lin's master thesis on playful tray
Persuasive objects II
- (Intro) Sylvia Rodger, Jenny Ziviani. Play-based occupational therapy. International Journal of Disability, Development, and Education, 1999. (pdf)
- (ViTo) Jason Nawyn, Stephen S. Intille, Kent Larson. Embedding behavior modification strategies into a consumer electronic device: a case study. ACM Ubicomp 2006. (pdf)
- (Persuasive Mirror) Ana Andres del Valle, Agata Opalach. The persuasive mirror: computerized persuasion for healthy living. Human Computer Interaction International, HCI International, July 2005, Las Vegas, (pdf)
- (CarCoach) Ernesto Arroyo, Shawn Sullivan, Ted Selker. CarCoach: a polite and effective driving coach. ACM CHI 2006. (pdf)
- (FishNSteps) James Lin, Lena Mamykina, Silvia Lindtner, Gregory Delajoux, Henry Strub. Fish'n'Steps: encouraging physical activity with an interactive computer game. ACM Ubicomp 2006. (pdf)
- (Live-in Lab) S. S. Intille, K. Larson, E. Munguia Tapia, J. Beaudin, P. Kaushik, J. Nawyn, R. Rockinson. Using a live-in laboratory for ubiquitous computing research. Pervasive 2006. (pdf) Video (pdf)