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  Smart Spaces
Added by David Gelb, last edited by Anonymous on Dec 17, 2008  (view change)
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Overview

Smart spaces are synonymous with concepts such as ubiquitous and pervasive computing, and the disappearing computer.  The concept behind this paradigm are environments saturated with embedded computational devices that enables the environment to learn about their occupants, connect to the work they are doing, or their goals, and possible enable social exchanges. When coupled with mobile devices, the power of smart spaces is that they can adapt to specific needs and characteristics of inhabitants as well as consider the context of the interaction in order to improve the user's experience in that environment.  However, the sensing functionality does not have to interface exclusively to mobile devices.  In fact, the use of biometrics is becoming increasingly popular as it relies solely on the individual.  These sensing systems may include face-tracking and facial-expression analysis system, and an audio-based expression and speech analysis system, gesture analysis and tracking.
 
Information about the environment is also reciprocated to the occupants to enable synergy in the interaction.  Smart spaces can also be used to encourage socially responsible behaviour as is described in the implementation section of this wiki-page.  In summary, smart spaces are defined by the following fundamental characteristics:

  • Sensing functionality: This is required to obtain knowledge from the surroundings, also known as Context-Awareness. Set of sensors provide dynamic information about physical conditions.
  • Adaptation functionality: This enables the environment to adapt to changing situations.
  • Effecting functionality: This functionality allows the environment to produce effects that alter the conditions of the space. The physical conditions or the computational services the space offers to users may produce these effects. 

Managers and developers of any of these spaces could capitalize on this open source technology framework, receiving support in their adaptation and development of this framework through the wiki community. Using the author-ware that will accompany our systems, new users will be able to readily create designs that bring dramatic new functionality and interactivity to their own smart spaces. For example, a visitor to an Ontario business park who was carrying a Web-enabled cell phone could be sent a text message offering a link to download a small java client that would enable smart interactions with technology elements throughout the space. Visitor actions could be traced, help provided on demand, and interactions with other visitors locally or remotely could be supported. There is no imaginable end to the possible applications that such industry sectors could develop.

Pedagogical Goals and Approaches


Bringing a smart space into the classroom is no easy feat, however the concept of smart spaces can be represented through engaging activities that could involve: 

  • Need to capture the essence of _generic_ by having the class engage in __ practices __ that help contribute to a body of knowledge that allows _medium)_ ...
  • The classroom space manages the class using a "wizard of Oz" type scenario where people act as sensors or extensions of the space. 
  • Bringing in tools that enable smart spaces (Nintendo Wii is a simple example)

Simulation Definition

  To reproduce realistic situations that students may encounter in the clinical setting in a protected environment (Issenberg et al. 2005 as sited in Leigh & Hurst, 2008)

Specific examples fropm past classes (see Implementations, below)

See Fall 2006 implementation - this was really a design project, so not particualrly implemented as a course theme. There is an opportunity here to connect this theme, or a design project, to the work going on at a local school, where we are collaboratively building a smart space. 

Having the class managed by the space as was the example provided in the 2007 class where stations were set up such that it directs the groups on what to do and the class rotated around these stations (see Fall 2007). 

Reflections, Evaluations and Ideas for the Future

2008 Evaluation

  • Improvements for Next Time:
  • Upon Smart Space literature review we discovered smart space definitions that were not absolutes and thus we had to be prepared to discuss this limitation in our presentation.  We hope this will be further developed in future KMD2003 Course.
  • Homework 2nd Smart Space Presentation Day application of Smart Spaces to Professions was reformatted to encourage completion in a timely manner.
  • Would have really been cool if we had thought of them beforehand...
  • More time in the simulation lab with more interactive and immersive experiences.
  • When biometrics are used instead of a mobile device that the user voluntarily carries, then we can run into issues with privacy and with false positives. 
  • While introducing smart spaces can improve a person's life, we must be wary of designing it such that failure of the smart space can render the space unusable or worse, harmful to it's occupants. 
  • Increasingly, smart spaces are being used for tighter control over occupants (i.e. government security - cctvs rfids, etc...) then to improve or create services that create social value - education, welfare, health, social communication.

Ideas for the Future:

  • I would really like to see smart spaces tackle the issues of public transportation such that public transport can be distributed and not dependent on one service provider.
  • Smart space technology can also be used increasingly to help people manage the use of natural resources such as water, electricity etc... on a macro and micro scale.
  • Smart spaces could also have a level of artificial intelligence to learn and improve based on what is learned.  For example, if someone ages in the same smart home, components of the home will adjust as the occupant ages and changes their behaviour (e.g. changing humidity, temperature, or levels of fresh air injected in a bedroom to minimize the frequency of waking as a person ages).

Resources

2008 Resources

http://ca.youtube.com/watch?v=1mbMf8YEH60 Smart Space Hotel in Dubai

 http://ca.youtube.com/watch?v=T6JPMJo-y20  Smart Home 

 http://www.spectrum.ieee.org/mar07/4939 The implantable chip into humans

http://www.encorewiki.org/download/attachments/10276/IEEE+intelligent+Classroom.pdf?version=1 The Intelligent Classroom

http://www.encorewiki.org/download/attachments/10276/Not+in+Our+Classrooms.pdf?version=1 Why Intelligent Design Is Wrong for Our Schools

http://www.encorewiki.org/download/attachments/10276/dengler_et_al+.pdf?version=1Sensor/Actuator Networks in Smart Homes for Supporting Elderly and Handicapped People

http://www.encorewiki.org/download/attachments/10276/Cook03.pdf?version=1 Learning to control a smart home environment

http://www.mediaineducation.com/public/138.cfm (see CLASSROOM OF THE FUTURE video)

http://ca.youtube.com/watch?v=3RTu8f9CrvI ( Bill Gates Home)

http://simulation.laerdal.com Simulation

http://www.youtube.com/watch?v=Vaf-QxhQh6g Simulation

Reports and Publications

"The Coming Age of Calm Technology" (Mark Weiser)
"The World is Not a Desktop" (Mark Weiser)
Digital Ground : Architecture, Pervasive Computing, and Environmental Knowing (Paperback) - Malcolm McCullogh
Everyware: The Dawning Age of Ubiquitous Computing - Adam Greenfield


See also Fall 2007 for additional resources 

Project sites and communities

GROCER
Grocery Store
 
The main aim of GROCER is to place new technologies (Bluetooth, WAP, RFID, etc.) at the level of the practical user by allowing users to use these technologies to perform everyday activities (in the case of this project grocery shopping). The idea will also be to eventually allow users to access the same set of services (searching the Internet, making phone calls, buying items through the Internet, checking the weather, etc.) wherever they are, not just in their own homes.

SMART-ITS
Interconnected Embedded Technology for Smart
Artefacts with Collective Awareness.  Website: http://www.smart-its.org/
The project envisions small-scale smart devices - "Smart-Its" - that can be attached to mundane everyday artefacts to augment these with a "digital self". These devices will be as cheap, as unobtrusive and as generic as state-of-the-art smart labels (i.e., RFID tags). In addition these devices will be enabled with perception of their environment, with peer-to-peer communication, and with customizable behaviour. Collections of such devices will be used to augment and interconnect entire families of artefacts, such as scattered personal belongings, toys in the playroom, and objects in collaborative interactive experiences.
 
Microsoft Easy Living

A ubiquitous computing project of the Vision Group at Microsoft Research.http://research.microsoft.com/easyliving/
 
Slate
University of Nebraska smart room
http://www.youtube.com/watch?v=TlUUQ7K8Ufk
 
SSLab
The Smart Space Laboratory (SSLab) Project aims to accomplish next generation computing based on interactions between users and "Smart Space". This project is a research project in Hideyuki Tokuda Laboratory, Department of Environmental Information, Keio University at Shonan Fujisawa Campus (SFC).
http://www.ht.sfc.keio.ac.jp/SSLab/
 

Examples

Nintendo Wii - a video game with a controller and a wireless remote which can be used as a handheld pointing device and can detect acceleration in three dimensions.  

Whacka Game -Whack the wuggles and pop the bubbles! The puppet character follows your movements and keeps score. Uses vision technology. Video Avaliable.
Netspace - Navigate a three-dimensional web-space with body movements and voice command. Uses vision and speech recognition technologies. Text Actor - Choreograph a dynamic typographic actor with your voice. Uses audition and speech recognition technologies.

More examples are provided in Smart Space 2007 below. 

Implementations

Design Ideas

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