Versions Compared


  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: Migrated to Confluence 4.0

Taxonomy of Devices

  • what devices are there, and what can be done with them

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.)


  • 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.


  • 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

S3 Software Architecture