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1 AR & VR? 1 1

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6 Ubiquitous Computing (UbiComp) To activate the world by embedding the computing into the environment and the objects (Mark Weiser, 1993) Anywhere and everywhere Also called pervasive computing and invisible computing Distributed computing, mobile computing, context-aware computing, sensor networks, HCI and AI 6 6

7 IUI - Definition To enhance the flexibility, usability, and power of human-computer interaction for all users and To exploit the knowledge of users, tasks, tools, and content, as well as devices for supporting interaction within differing contexts of use [Maybury, 2001] 7 7

8 Usability & Utility 8 8

9 IUI - Properties Improve Communication Personalization Flexibility of use 9 9

10 Int. System vs. Int. Interface 10 10

11 IUI Active Research Areas 1. User Input 2. Generation of System Output 3. Ubiquitous and Wearable Computing 11 11

12 1. User Input Natural/Free input (5 Senses) Processing of multi-modal input Fusion/Multisensory integration Natural language and speech processing Interpret the context and meaning Example, Pitch No specific/limited commands Hand gestures, eye gaze, face/head movement, lips movement, hand writing, emotion recognition Challenges: Imprecision, noise 12 12

13 3D Input (3D Motion Controller) 13 HP Space Pilot Pro 13

14 14 14

15 15 15

16 2. Generation of System Output Fission/Splitting in modalities Intelligent visualization tools Big Data/Text summarization and analytics Business Intelligence (BI) Organize and analyze data for optimized decisions 16 16

17 Ethnic Groups (US) 17 Calendar Heat Map 17

18 University Ranks 18 18

19 Population (Qatar) 19 19

20 Population (Japan 2050) 20 20

21 3. Ubiquitous and Wearable Computing Intelligent interfaces for ubiquitous computing Embedded, Context aware, Personalized, Adaptive, Anticipatory Smart environments A physical world that is richly and invisibly interwoven with sensors, actuators, displays, and computational elements, embedded seamlessly in the everyday objects of our lives, and connected through a continuous network (Mark Weiser) Nanotechnology 21 21

22 Smart Environment 22 22

23 3. Ubiquitous and Wearable Computing Tangible computing Microsoft PixelSense Multiple users Touch real world objects as well as digital content Simultaneously 23 23

24 24 24

25 3. Ubiquitous and Wearable Computing Wearable computing Wearable Device must be worn on the body throughout its use It should not be carried Controllable Device must be controllable by the user Either actively or passively Enhancing Device must augment knowledge Facilitate learning or enhance experience 25 25

26 Wearable Computing Approx. 292 Devices Categories: 26 26

27 Wearable Computing Intel Mica Smart Watch VibroNotifications 27 27

28 Wearable Computing SMS Audio Biosport Voice calls & SMS Heart rate monitoring 28 28

29 Wearable Computing Athos Torso, legs, thighs Measures fitness data Muscle effort, heart rate etc 14 Muscles covered 29 29

30 Wearable Computing InstaBeat Waterproof heart rate monitor Real-time visual feedback Data transfer with PC 30 30

31 31 31

32 Wearable Computing Dash Earphones Tracks fitness performance Oxygen saturation of blood Heart-rate monitoring Bone-conduction microphone Smartphone app supported Bluetooth 32 32

33 Wearable Computing Fat Shark DominatorHD First Person View (FPV) on the remote control plane Real time video stream 33 33

34 Wearable Computing MindWave Measure brainwave signals Monitor attention levels of the students Software support 34 34

35 Wearable Computing Vigo Fatigue Monitor Tracks alertness over time Alert the user when they are drowsy Accelerometer Gyroscope (Weight, shape, speed) Vibrator Ambient light sensor Infrared sensor 35 35

36 36 36

37 Wearable Computing BitBite Improve eating habits Loose weight 37 37

38 38 38

39 Wearable Computing Nabu Allows to program gestures Accelerometer Altimeter Social media support Synced with app Bluetooth 39 39

40 Wearable Computing Skully Helmet Navigation Smart phone connectivity Voice control Rear view camera (180 degree) 40 40

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