Taxonomy of Devices
- what devices are there, and what can be done with them
- Smart Classrooms A general discussion of the smart classroom itself
- Multi-touch surfaces
- Handheld devices
- videos of handheld devices
- papers about handheld devices
- [Relevant handheld Web Links]
- [S3 Personal Portal]
- S3 Widget
- Handheld Taxonomies
- Locative media
- [videos about locative media]
- Other
- Virtual reality/3D
- Videos about Virtual Reality
- [Papers about virtual reality]
- Smartboards
- add free-hand notations to projected digital content
- aggregate multiple user-tagged annotations
- Tablets
- Virtual reality/3D
- Architecture
- Platform, context, and data management strategies
- [Context-aware platform for mobile data management|^Context-aware platform for mobile data management.pdf]
- Platform, context, and data management strategies
- Physical Computing
- Devices
- Arduino microprocessor - this is the central USB-enabled card to which you connect any number of different serial controllers, like GPS, sensors, range finders, RFID tags, etc]
- Pappalax is a swedish company that makes lots of devices for Arduino
- Lego Mindstorms
- Affordance
- [Affordances for Manipulation of Physical versus Digital Media on Interactive Surfaces|^Affordances for Manipulation of Physical versus Digital Media on Interactive Surfaces.pdf]
- Implementation
- [Gesture Recognition with a Wii Controller|^Gesture Recognition with a Wii Controller.pdf]
- [Tangible Comics: A Performance Space with Full-body Interaction|^Tangible Comics.pdf]
- Resources
- Getting started with Arduino (book) - Massimo Banzi
- Making Things Talk by Tom Igoe (book)
- Processing - Creative Coding and Computational Art - by Ira Greenberg
- Learnign Processing (Book) - Daniel Shiffman
- Devices
- Multi-User environments
- Dara exploration
- [DTLens: multi-user tabletop spatial data exploration|^DTLens-Multi-user Tabletop Spatial Data Exploration.pdf]
- Dara exploration
- [Biblio (Mehdi)|^Biblio.txt]
Design Challenges
- Articulate "essential technology elements" of a Smart Space
- Articulate "Powerful Use Cases" of a Smart Space
- Powerful illustrations of Smart Space in action
- Specify a stable, reliable, cost effective platform
- Interoperable components, sharable architecture
- Enable open source model
- Define the "best common denominator" - that provides a general platform for a wide range of possible implementations
- Enable the mutual development of core features, groupware, social tagging, etc.
- Open Content (sharing across smart spaces)
- Create communities of exchange that publish their successes, share content
Dimensions of Smart Space Curriculum
Use models
- (note - is this too focused on an educational implementation?)
- Individual users
- Support group work
- Support "authororing" of user experience (e.g., student groups)
- support "management" of space during experience. (e.g., classroom management)
- Support clear theoretical connections:
- Student and teacher activities, curriculum elements, learning theory
- Model for exchange community of researchers/designers
Main technology Elements
PDA (Handheld computers - blackberries, etc.)
- Ideally, these are connected wirelessly to the Web.
- Begin "brainwashed." User launches a "PDA Hug" software which asks for log in. Once the PDA hug identifies the user, it downloads user (e.g., student) specific data to PDA - (i.e., configures it for activities).
- Layers of information identify user(s) - includes a table of data that indexes user (e.g., student) to the activity
- Users receive guidance from the Web - directing them to a certain place in the room. Can also perform activities, exchange information (via Web) etc. Example: The S3 ecosystem exchange "fishbowl" for transportation.
- Can support remote activities outside of the SSS (e.g., on field trips, data collection, camera etc.)
Laptops
- groupware elements
- ConcertChat - This was described by Martin Wessner as an integrated whiteboard and chat system.
- Main user workstation. Also "brainwashed" each time - loaded with user specific data when user logs on.
- Rich, interactive content/activities, using SAIL (e.g., student notes, reflections, designs)
- Realtime collaborations (e.g., designs, file exchanges, presentations, etc).
- SAIL software on Laptops is connected to groupware running on a locally connected group server - supports aggregation and synthesis, for purposes of feedback to the group (e.g., via projection on the wall or being "pushed" out to others in the group).
- Laptop is a productivity station, (e.g., for preparing materials to display on the projector or share with others).
- Laptop is an information gathering station (for the Web)
- Laptop is a collaboration and social aggregation station.
- Camera on laptop could possibly come into play (e.g., for real time video conferencing, projecting
Group Server
- This runs the coordinating groupware for individual laptops, drives the projector, coordinates the LAN (wired hub for common subnet)
- Helps to synthesize individual work in the group into a group product (e.g., a design, a knowledge base, an artifact, or runnable software) that can be shared, exchanged, experienced, handed off to other groups.
- Helps process individual user inputs into socially aggregated data.
- COmmunicates with hte Web, as well as other group servers (via the Web).
Data Projectors (one per group server)
- Displays "Processed Information" from the Group Server. Shows combined effort of the group, or individual users can take over the projector for presentations via VNC or physical switches.
- "Feedback" interface - for collaborative games, co-design, knowledge building.
- Groupware can show common product, marked up document, collaboraive simulation. E.G. - design an ecosystem - individuals control aspects of the whole
- Guidance and Control - can tell all students in the group what they should be working on.
- Window into other groups or Smart Spaces - view products, progress, or messages from one or more other groups - allowing feedback between clusters.
TECHNOLOGY INTEGRATION - SAIL SMART SPACE CAN INTEGRATE OTHER INPUT, OUTPUT OR COLLABORATIVE DEVICES
- Touch screens and Smart Boards - enabling group work as well as more tactile interfaces.
- Cameras and audio recording - to be replayed, shared, analyzed, marked up, etc.
- Probeware - transducers to collect physical data using PDA or laptop.
- Virtual Reality/ Multi-user interfaces - for multi-user activities, remote collaborations, etc.
- UTS Technology Page
Sample S3 Setup
- Steps involved in setting up a S3 environment
