|
Hot Spot Papers
Download the slide set of all hot spot and video paper
presentations as a pdf file.
| H01: Microservices: A Lightweight Web Service Infrastructure for Mobile Devices |
| |
Nicholas Nicoloudis, I Made (Dennis) Pratistha |
|
|
This paper presents an infrastructure that provides the
capability of hosting web services from mobile devices. The
architecture consists of two parts: a scaled-down web
service specification and a compact web server that is
capable of hosting the service. This capability offers the
benefits of delivering portable software service and opens
new possibilities in the types of applications that can be
made available to mobile
devices.
|
| H02: A Ubiquitous System for Medication Monitoring |
| |
Kenneth Fishkin, Min Wang, Gaetano Borriello
|
|
|
Ubiquitous systems to monitor home health practice have been
of great recent interest. In this paper, we focus on those
which monitor home medication taking. We conducted a study
to derive user needs and settings. Informed by that study, a
prototype system was developed. It is designed to be
functional, flexible, easy to configure, and a good fit with
existing contexts of use. Two novel devices are employed: an
RFID reader combined with a digital scale to report when
(and how many) pills were taken, and an augmented blister
pak. An experiment was conducted to test the accuracy and
reliability of the system. The system is shown to be highly
accurate.
|
| H03: Context Aware Application of Semantic Web in Personified Home |
| |
Xuhui Chen, Yimin Wang, Yibin Hou
|
|
|
Recently, a widespread interest has emerged in using
ontology on the Web. Resource Description Framework Schema
(RDFS) is a basic tool that enables users to define
vocabulary, structure and constraints for expressing Meta
data about Web resources. Most of webs only have been used
as the document description, but they cannot be used to
describe control information.
In this paper, we studied context aware application in
Personified Home Service System extend the human interaction
with Semantic Web to describe the device interface. The
semantic Webs not only can be used to browse but also can
enable machines to comprehend people’s thoughts by
semantic documents, not just by human speech and writings.
The human-computer interaction (HCI) interface is
distributed and ubiquitous, Sensor, TV, refrigerator etc.
could be used as interactive device not only Mouse and CRT.
RDF Schema describe them to control TV, Refrigerator,
Air-condition and so on.
The Semantic Webs will bring structure to the meaningful
content of Web pages, creating an environment where software
agents roaming from page to page can readily carry out
sophisticated tasks for users. For extensive intelligence in
the system, the Semantic Web can assist the evolution of
human knowledge as a whole. We analyze user’s daily
record, predict the user's interest, and provide the
heuristic genetic algorithms to implement a natural, kindly
and vivid home service system.
|
| H04: A Bayesian Approach for Dealing with Uncertain Contexts |
| |
Tao Gu, Hung Keng Pung, Da Qing Zhang
|
|
|
Abstract
Building of context-aware applications in pervasive
computing environments faces the difficult problem of
dealing with uncertain context information. In this paper,
we present a novel approach for modeling and reasoning about
uncertain contexts. We propose a probability extension to
our ontology-based model for representing uncertainty; and
use Bayesian networks to reason about uncertainty. In
addition, the supports of probabilistic markups and Bayesian
networks have been incorporated into our context-aware
middleware system to enable the building of context-aware
services by using various uncertain contexts. We also
present our experiences and
discussions.
|
| H05: Targeted Sound Distribution with Embedded IP Based Loudspeaker Devices |
| |
Philipp Hünerberg, Peter Gober
|
|
|
In this note we argue for distributing sound for public
address and similar systems over IP. Aside from potential
cost benefits (arising e. g. from reusing LAN
infrastructure), this allows to address each loudspeaker
individually, which enables one to realize more targeted,
personalized messages. We describe a hard- and software
design of low-cost embedded microphone and loudspeaker
devices, which can be used to realize such a system. We
elaborate on some technical details that are crucial for a
commercial deployment. IP based sound distribution systems
enable a number of interesting new applications, ranging
from targeted person calls on airports to emergency
announcement systems, which let one address each room
individually.
|
| H06: Spoken Interaction in Intelligent Environments: A Working System |
| |
Germán Montoro, Xavier Alamán, Pablo A. Haya
|
|
|
Intelligent environments are ubiquitous computing systems
that react to and interact with their inhabitants. They
adapt to their necessities, assisting them in their every
day life. We present a real intelligent environment that
supports spoken interaction with its users. The spoken
dialogue interface is automatically created according to the
environment and the interpretation and generation vary
depending on the physical environment
context.
|
| H07: Performance Evaluation Simulation System for MANET Routing Protocols for E-Commerce Hot Spots |
| |
Khaled E. A. Negm, Wael Adi
|
|
|
In wireless ad-hoc networks it is necessary
that mobile hosts operate as routers in order
to maintain the information about
connectivity. However, with the presence of
high mobility and low signal/interference
ratio (SIR), traditional routing schemes for
wired networks are not appropriate, as they
lack the ability to quickly reflect the changing
topology, or cause excessive overhead,
concerning the network performance. Three
main problems we face for routing of 802.11x
networks these are route discovery, route
maintenance and optimization. In this
research we develop a simulation system
which simulates level 0 and level 1 layers,
and benchmarks four different widely used
distributed routing models. The system also
allows us to suggest the best routing model to
implement based on the dynamical mobility of
the peers in terms of their speed which imply
the rapid change of the network topology. In
addition, we implemented a novel idea to
overcome routing difficulties by introducing a
second broadcast message while running the
routing to afford immediate update, which
noticeably decreased the probability of losing
packets.
|
| H08: A New Approach to Distributed Context-aware Computing |
| |
Paul Swoboda, John Plaice
|
|
|
We present the aether, a tree-structured, pervasive
and active distributed context that is directly useable
as an efficient medium for intensional computing
An aether allows participants to register over a network
at arbitrary nodes in the context and listen to operations
which selectively modify the context. Using a distributed
model similar to an IRC channel, context-sensitive software
components can engage in contextual discussion, affecting
their combined runtime semantics. Discussion is given on
the nature of the context, as well as the means of
transmission and potential applications.
|
| H09: Towards Situation-Aware Affordances: An Experimental Study |
| |
Stavros Antifakos, Florian Michahelles, Bernt Schiele
|
|
|
In this paper we present and evaluate a system that extends
the idea of classic affordances to situation-aware
affordances
by presenting small amounts of instructions at the right
time
and at the right place. We evaluate this concept using the
example of a standard flatpack wardrobe extended with light
emitting diodes (LED's) on each board. These LED's display
the
assembly instructions in a proactive way by adapting the
information with each movement the user makes.
The experiment presented compares the use of paper
instructions with the proposed LED based instructions. As
result, LED's proved sufficient to even produce a measurable
time gain. To test intuitivity and usability of the
instructions a comparison between instructions in different
modalities is carried out.
|
| H10: Is TV a Suitable Device for Smart Home Applications? |
| |
Martin Maguire
|
|
|
With the growth of digital TV across Europe, the television
has the potential to become the basis for user interaction
and control of the home system. This paper considers the
pros and cons of basing home systems on the TV and presents
some survey results concerning user needs for DTV
services.
|
| H11: Adaptive, Planning Based, Web Service Composition for Context Awareness |
| |
Maja Vukovic, Peter Robinson
|
|
|
The increasing complexity required for context awareness
makes such applications difficult to write and adapt. In
this paper, we present an architecture for building context
aware applications as dynamically composed sequences of
calls to fine granularity Web services, addressing the
reactive behavior of pervasive environments. Different
service compositions of such sequences will result from
different contexts such as: resources available, time
constraints, user requirements and profile, location,
devices available and bandwidth. We implement and discuss a
specific context aware dynamic service composition problem
using the SHOP2 planning algorithm and the BPEL4WS Web
service composition
technology.
|
| H12: Collaborative Capturing and Interpretation of Experiences |
| |
Yasuyuki Sumi, Sadanori Ito, Tetsuya Matsuguchi, Sidney Fels, Kenji Mase
|
|
|
This paper proposes a notion of interaction corpus, a
captured collection of human behaviors and interactions
among humans and artifacts. Digital multimedia and
ubiquitous sensor technologies create a venue to capture and
store interactions that are automatically annotated. A very
large-scale accumulated corpus provides an important
infrastructure for a future digital society for both humans
and computers to understand verbal/non-verbal mechanisms of
human interactions. The interaction corpus can also be used
as a well-structured stored experience, which is shared with
other people for communication and creation of further
experiences. Our approach employs wearable and ubiquitous
sensors, such as video cameras, microphones, and tracking
tags, to capture all of the events from multiple viewpoints
simultaneously. We demonstrate an application of generating
a video-based experience summary that is reconfigured
automatically from the interaction
corpus.
|
| H13: An IP-based Bluetooth Multi-hop Network for Inhouse Communication |
| |
Markus Augel, Wolfgang Arne Heidrich, Rudi Knorr
|
|
|
This paper presents self organization, routing and handover
aspects of a newly developed IP-based Bluetooth multi-hop
network to be used for inhouse communication. To increase
througput a fundamental distinction between infrastructure
devices and user devices is made in the network. Dedicated
devices equipped with two Bluetooth modules are used as
forwarding nodes and serve as a stationary infrastructure
for mobile end devices.
|
| H14: Using Camera-Equipped Mobile Phones for Interacting with Real-World Objects |
| |
Michael Rohs, Beat Gfeller
|
|
|
The idea described in this paper is to use the built-in
cameras of consumer mobile phones as sensors for
2-dimensional visual codes. Such codes can be attached to
physical objects in order to trigger object-related
information and functionality. They are also suitable for
display on electronic screens. The proposed visual code
system allows the simultaneous detection of multiple
codes, introduces a position-independent coordinate
system, and provides the phone's orientation as a
parameter. The ability to detect objects in the user's
vicinity offers a natural way of interaction and
strengthens the role of mobile phones in a large number
of application scenarios. We describe the hardware
requirements, the design of a suitable visual code, a
lightweight recognition algorithm, and present some
example applications.
|
| H15: A Visual Marker Using Computer Displays for Real Space Applications |
| |
Yasue Kishino, Masahiko Tsukamoto, Yutaka Sakane, Shojiro Nishio
|
|
|
In order to construct augmented reality applications, it is
necessary to identify the concise location and the direction
of user's view in which virtual objects are composed
according to the information. Image-based approaches are
promising for this purpose since images taken by a camera
can provide the direct mapping from the positions of
location markers in the camera images to the positions of
the virtual objects to be composed. In this paper, we
propose a new location marking method, called VCC (visual
computer communication), which are more intelligent than
previous ones, using computer displays to send information.
In our method, a marker in a matrix shape keeps blinking to
provide both coordinate information and attached information
such as an address or a
URL.
|
| H16: Talking Assistant Headset: A Smart Digital Identity for Ubiquitous Computing |
| |
Erwin Aitenbichler, Jussi Kangasharju, Max Mühlhäuser
|
|
|
A predominant issue in a ubiquitous computing world is that
of
future personal devices in the post-PC era. In this paper we
present the Talking Assistant (TA), a prototype device we
have
developed to serve as a personal device. The main function
of the Talking Assistant is to serve as the user's digital
identity. In addition, the TA features local processing and
storage, wireless networking capabilities, and a set of
sensors. We present the rationale behind developing the TA
and discuss possible use case scenarios from the real world.
|
| H17: Fundamentals of Ubiquitous Tracking |
| |
Martin Wagner,
Asa MacWilliams,
Martin Bauer,
Gudrun Klinker,
Joseph Newman,
Thomas Pintaric,
Dieter Schmalstieg
|
|
|
Ubiquitous Computing (Ubicomp) environments require
detailed, coherent and up-to-date spatial models of the
world. However, current tracking technologies are limited in
their range and operating environments. To extend the scope
of Ubicomp applications, it will be necessary to combine
heterogeneous tracking and sensor technologies dynamically,
aggregating their data and balancing their trade-offs. In
this paper, we propose a formal framework, called Ubiquitous
Tracking, which uses a graph-based model of spatial
relationships to build dynamically extendible networks of
trackers with high-precision, low-latency requirements. The
framework is powerful, allowing us to model existing complex
tracking setups; extensible, accommodating new trackers,
filtering schemes and optimisation criteria; and efficient,
allowing an effective implementation within existing
systems.
|
| H18: The Concepts of an End-User-Enabling Architecture for Ubiquitous Computing |
| |
Irene Mavrommati, Achilles Kameas
|
|
|
This paper describes the set of concepts that underlie the "Plug-Synapse" model, which supports end
users
in composing and configuring ubiquitous computing applications. The technology that
implements the model is briefly presented; all have been developed in the course of research during the
e-Gadgets (IST-FET) project.
|
| H19: A Mountaineering Supporting System |
| |
Yukimune Kuroki, Sachiyo Yoshitaki, Yutaka Sakane, Yoichi Takebayashi
|
|
|
We describe our ongoing ubiquitous computing projects based
on Multimodal
Knowledge Creation in learning environments. We focus on the
technologies
of sensing and understanding to create and interact with
multimodal knowledge
contents. The multimodal knowledge contents consist of
multimedia such as video
and audio, and knowledge media such as text and know-how. We
have beeen working
for several lerning domains, including high school education
on computer playing
in computer science and physics, know-how of playing
"Karate",
assistance in cycling, supporting mountaineering, and
know-how of playing musical instruments We are envisioning
that the rich and
useful multimodal knowledge contents can enhance and
activate not only people
and societies but also industries and buisinesses. In this
paper, we describe
mountaineering supporting system.
|
| H20: Making Use of Serendipity: A New Direction for Pervasive Computing from a Sociological View |
| |
Chao-Ming Teng, Hao-Hua Chu, Jane Yung-Jen Hsu
|
|
|
Everyday, a person can have numerous opportunities to
connect with strangers or acquaintances around you. In this
paper, we demonstrate how pervasive computing can help a
person connect with others by initiating communication, and
how (s)he can take advantage of these connections. We
propose a new idea, the MyAura and the MobiSpace, that
construct a future mobile information
space based on ad hoc collaborative networks. From a
sociological perspective, we investigate relevant theories
in the fields of sociology and social psychology. We discuss
how these theories can help us formulate the mobile
applications for social interaction and collaboration.
Integrating the findings, we propose the SUIC model that can
be viewed as a basis for future mobile
application development. In addition, we discuss what
challenges that new applications bring to the underlying
system. Our work pioneer the application of pervasive
computing to social interaction and initiation, and provide
the research community a new direction for
further mobile application development.
|
| H21: Pervasive Computing and Proactive Agriculture |
| |
Richard Beckwith, Dan Teibel, Pat Bowen
|
|
|
This paper describes the application and design of a sensor
network in the context of proactive ag-riculture. This
describes the current system of software and hardware, some
brief results, as well as an indication of the direction we
believe the field must take in the coming years.
|
| H22: Laser Pointers as Interaction Devices for Collaborative Pervasive Computing |
| |
Andriy Pavlovych Wolfgang Stuerzlinger
|
|
|
We present a system that supports collaborative interactions
for arbitrary environments. The system uses laser pointers
as interaction devices and employs a video camera to detect
where each laser pointer is pointing.
Time-division multiplexing together with a wireless link
affords discrimination between laser pointer dots belonging
to different pointers. Safety issues with laser pointers are
addressed with a new technique. We also discuss how new
users can be dynamically added and removed from the system.
|
| H23: Context-Aware Queries Using Query By Browsing and Chiromancer |
| |
Stavros Polyviou, Paraskevas Evripidou, George Samaras
|
|
|
In this paper we present Chiromancer, a relationally
complete visual query language for the Palm handheld
platform, based on the Query by Browsing paradigm. We
discuss the suitability of the relational model as the
description model of all aspects of a pervasive environment,
and hence the suitability of Chiromancer as a generic access
and application development tool for such an environment. We
briefly introduce the QBB paradigm and an overview of the
Chiromancer design. We demonstrate the context-awareness
aspects of our proposal by examining the implementation of
some examples from the research literature using
Chiromancer. Finally, we provide a conclusion as well as
some suggestions for future
work.
|
| H24: A Mixed Reality based Training Application for an Oil Refinery |
| |
Werner Hartmann, Jürgen Zauner, Michael Haller
|
|
|
Working within oil refineries is a very responsible task
that requires highly trained and well-educated personnel.
They need both a good theoretical knowledge about the
processes that place within the vessels and tanks of the
refinery and also a very good practical hands-on knowledge
about the different devices and their interdependencies.
Mixed Reality techniques are used to present such location
specific information right on the spot. This combines the
advantages of conventional classroom training and on-site
inspections, because the trainee has on the one hand the
experience of the real plant context and on the other hand
access to all information that is available in the classroom
|
| H25: Occlusion Detection for Front-Projected Interactive Displays |
| |
Maria Nadia Hilario, Jeremy Cooperstock
|
|
|
Advances in projector-camera technology allow for the
transformation of virtually any surface into a display
screen, leading to increased opportunities for interactive
ubiquitous displays and mixed reality environments. While
rear-projection environments are often prohibitively
space-consuming, front-projection display systems suffer
from occlusions. When a user interacts with the display or
inadvertently blocks the projector, distortions appear in
the projected image and shadows are cast on the display
surface. However, sufficient knowledge of these occlusions
allows for a corrected projection display in which
overlapping projectors can fill in the occluded region,
thereby producing an apparently unoccluded display. As a
starting point to this objective, an occlusion detection
system for a front projection display environment is
presented. The approach is based on a camera-projector
color calibration algorithm that estimates the RGB camera
response to projected colors, allowing for predicted camera
images to be generated for each projected scene. Pixel-wise
color differencing between observed and predicted camera
images is then employed to locate occluded display regions.
|
| H26: Context-aware Computing Using a Shared Contextual Information Service |
| |
Nancy Miller, Glenn Judd, Urs Hengartner, Fabien Gandon, Peter Steenkiste, I-Heng Meng, Ming-Whei Feng, Norman Sadeh
|
|
|
The Aura ubiquitous computing project is investigating how
we can reduce user distractions by
having applications automatically adapt to the user's
context. Context-aware applications
rely on a shared service, the Contextual Information
Service, to obtain context information.
In this paper we describe our experience in implementing
four very different applications
using the CIS and in porting the applications to a
different environment. One of
the services also integrates technologies developed
by a sister project that
focuses on using the Semantic Web to support context
awareness and privacy.
|
| H27: A Design of The Ubiquitous Karate School for Learning Mind and Body Interaction |
| |
Yutaka Sakane, Masami Takahata, Naofumi Ohtani, Yukimune Kuroki, Yoichi Takebayashi
|
|
|
We describe a design of the ubiquitous karate school in
which we can experience and learn the profundities of
karate. We propose a new karate model which represents both
physical and mental structures of karate based on the
six-level model of Minsky's emotion machine. In order to
collect the actions and reactions of the players in a match,
we have developed wearable motion devices with an
acceleration sensor and an angular velocity sensor. We have
acquired knowledge about the motions and minds of the
players in a match such as "transfer of power" and "the
mechanism of changes of the players intentions" through
analyzing sensor data and using the karate
model.
|
| H28: The Smart Box Application Model |
| |
Matthias Lampe, Christian Flörkemeier
|
|
|
This paper proposes the usage of a software framework, based
on the Smart Box application model, for the development of
application or appliances of the Smart Box application
domain. This class of ubiquitous computing applications can
be described as automatic content monitoring applications
using Auto-ID technologies such as Radio Frequency
Identification (RFID).
The Smart Box application model is based on the concepts of
location and object to represent a kind of a box and the
items and persons that are related to the box. States
defined through conditions abstract from the content of the
box and limit notification of the application to exceptional
cases. Implementing the model and framework we could show
that the model is adequate to describe the Smart Box
application domain and that the framework decreases the
development effort of Smart Box applications.
|
| H29: A Computationally Enhanced Play Board for Group Interaction |
| |
Orit Shaer, Babak Ziraknejad, Ken Camarata, Ellen Yi-Luen Do, Mark D. Gross
|
|
|
People Pretzel is a computationally enhanced game board aims
to encourage informal social interaction in public spaces.
The People Pretzel uses sound, light and visual images to
entice community members to participate in a playful group
interaction. To play, the players are required to
collaborate, using their bodies as playing pieces. This
physical interaction is computationally mediated and
augmented to produce an improvisational multimedia
performance for the enjoyment of players and spectators
alike.
|
| H30: The Uber-Badge - A Versatile Platform at the Juncture Between Wearable and Social Computing |
| |
Matthew Laibowitz, Joseph A. Paradiso
|
|
|
We present the design of a new badge platform for
facilitating interaction in large groups of people. We have
built this device to be very flexible in order to host a
wide variety of interactions in the areas where wearable and
social computing converge, from game environments to
meetings and conventions. This badge has both RF and IR
communication, a 5x9 LED display capable of presenting
graphics and scrolling text that users in the vicinity can
read, an onboard microphone for 12-bit audio sampling, a
12-bit audio output, a pager motor vibrator for vibratory
feedback, 3 onboard processors, capacity for up to 256 MB of
flash memory, provisions for connecting LCD displays, and
connectors that mate into the Responsive Environments
Group's Stack Sensor platform, allowing a variety of
different sensors to be integrated. We describe several
applications now being developed for this badge at the MIT
Media Laboratory, and touch on how it was used in a
multiplayer, augmented reality urban adventure hunt game in
Manhattan in the summer of
2003.
|
| H31: Improving the Reality Perception of Visually Impaired through Pervasive Computing |
| |
Vlad Coroama, Tarik Kapic, Felix Röthenbacher
|
|
|
The visually impaired experience serious difficulties in
leading an independent life, due to their reduced
perception of the environment. However, we believe that
ubiquitous computing can significantly
improve the perception of the surrounding reality for the
blind and visually impaired. In this paper
we describe the Chatty Environment, a system that addresses
this problem and has been developed
after a series of interviews with potential users. The
system, which reveals the surroundings to the
user by speech output, is usable in both indoor and outdoor
contexts.
|
|