Ambient Intelligence: Physical interaction Guido van der Zanden [email protected] ABSTRACT Keywords Ambient Intelligence, physical interaction, tangible interfaces 1. INTRODUCTION Ambient Intelligence (AmI) is a paradigm for the vision on digital systems that was developed in the late 1990s [1]. The term itself contains the two cornerstones of this paradigm. In short, ‘ambient’ stands for electronics that will move into the background. Instead of ‘grey boxes’ such as computers and televisions, the electronics will be embedded and disappear in our environment. In this way, technology will become an unobtrusive part of our environment. The other cornerstone, ‘intelligence’, is the second step in AmI development. If technology can be moved into the background, interfaces have to be developed that provide “easy, intelligent and meaningful interaction”. In order to achieve this goal, the systems needs to be personalised, adaptive to changes, anticipatory and context-aware. Instead of letting the user adapt to the technology, technology has to adapt to the user [2]. Although the description above is far from complete, it contains the two most important ‘key-words’ in this paper, namely ‘environment’ and ‘interaction’. When technology disappears into our environment as stated above, virtually everything can become some sort of intelligent object: walls, chairs, tables et cetera can all be used to embed technology into. Those objects which are in our environment for hundreds of years suddenly transform from static into intelligent objects that can react to changes in our environment and can be a part in human-computer interaction. Those intelligent objects can be smart or intelligent in many ways. Some may only be used to sense some activity in the environment. This information can then be used by other objects to respond suitable to those sensed circumstances. For example, a sensor in a lounge chair could determine the direction a user is looking in order to change the position of a television screen. In this way, the viewer always has the best viewing angle on his television screen: The systems adapts to the user. This type of interaction is called implicit interaction: the ‘state’ of the systems changes while the user did not have the explicit intention to do so. Implicit interaction is just on example category of interaction in AmI environments. Explicit interaction will also play a role in order to let the user interact with the system. Nowadays, most interaction takes place by pushing buttons, typing on a keyboard or using a mouse. It is obvious that is is not very unobtrusive to equip every object in our environment with a mouse, keyboard or other sort of input device. To really create an unobtrusive environment, the difference between the old static objects and the new smart objects should only be noticeable when someone uses the new ‘smart features’ of those objects. The requirement stated above roughly brings two others along with it. Firstly, the technology that has to be embedded into our environment has to be very small in order to make it disappear in our environment. Secondly, because common manners of interaction are not available anymore, new ways have to be developed. The first requirement, the minimisation of technology, contains the minimisation of computational power to the size that it can be embedded seamlessly in our environment. Furthermore, technology has to be developed that can detect user input and is also embedded in the environment. ‘The environment’ could be anything in our surroundings; chairs, walls, tables or newly designed objects which can be unnoticeable places in our surroundings. Because interaction takes place on the outside of technology, in general this means that the surface or skin of the ‘old common objects’ will become the point of interface with users [3]. The concept of ‘common objects’ that become the point of interface with users will require a different approach regarding to interaction design. Nowadays, computer screens are filled with so called metaphors to give some intuitive meaning to what is displayed on the screen [4]. For example, we can open and close a window on our PC by clicking the mouse, which is a metaphor to opening a book or writing pad for instance. But when technology is embedded into our environment, we have got many more options. Grabbing, moving, trowing et cetera will become part of the available options, something that is not recommended to do with our mouse or computer screen. Because the options with physical objects are greater than with common technology, it is interesting to investigate the manners in which we will utilise those possibilities. Therefore, this paper will discuss interaction in the physical AmI environment along with supporting technologies in order to create an overview of the developments, possibilities and emerging interaction styles in AmI environments. 2. RESEARCH In order to perform to the research, it will be carried out on the basis of three main questions: • How will technology be embedded into the surface of our environment in order to make them ‘the point of interface’ with users? • Which theories and interaction styles can be found that are important regarding interaction with physical objects? • Which practical applications or developments can be found regarding interaction with our environment? The first two question are related to each other: Without the proper technology, interaction cannot take place. Vice verse, if technology is available for interaction, suitable interaction styles have to be developed to utilise the technology properly. Therefore, it can occur that technologies will be discussed that have not got some practical use yet or interaction styles that are not yet realisable. The goal of the last question is to show some practical developments today to give one some idea about what AmI has to offer in the future. The paper will be structured according to the sequence of questions. Thus first technological developments will be discussed that will have influence on the way we will interact with AmI systems. Because technology will be embedded into common objects, the section will mainly discuss smart materials and intelligent fibres. Smart materials and intelligent fibres have the ability to for example transport information, change characteristics and for that reason are suitable to replace normal materials unobtrusively. The second section will discuss briefly some general notions about human interaction to outline the possibilities of communication, for example human sight, hearing and touch. With this common knowledge in mind we will see how that knowledge can be applied to interaction with physical parts of AmI systems. Firstly, this discussion will contain some theory about affordances in interaction. Furthermore, because AmI system parts can be everywhere in our environment, it is important that the system does not draw too much attention to itself because it would confuse the user. Therefore some theory about how a system can present itself to the user in a intelligent manner will be discussed. Intelligent in this context means only drawing attention when necessary and when not, disappearing to the background where it will not bother the user. technologies such a nanotechnology or organic LED technology. In general, the purpose of smart materials is to “meet ambitious requirement such as miniaturisation, cost or power efficiency” [5]. For example, organic LED technology can be used to turn virtually any sort of surface into a display and nanotechnology can be used to produce very small memories or integrated circuits in order to embed them into our environment. It is important to understand that those technologies are needed to fulfil the AmI vision, but are not within the scope of this paper. The fact that smart materials are also materials that can change their characteristics, they are interesting to discuss because new AmI interaction styles can emerge from them. The next section will discus how they can become part of interaction with AmI systems, this subsection will only discus the possibilities that this kind of materials have. Smart materials in the context of this paper can be defined better as “materials that change appearance or shape as a function of an external stimulus” [6]. Changing appearance or shape could simply be the way a user sees an object by change properties like light absorption or scattering, but it could also refer to the way a user perception of its environment by for instance changing a materials roughness. The other important part of the definition, the external stimulus, could be the input of a sensor that senses the presence of people in a room or changes in temperature. But a sensor is not necessarily needed, some materials can also change characteristics more autonomous by changing directly as a result of changes in the environment. TECHNOLOGICAL DEVELOPMENTS With regards to interaction, it is not important to know what those kinds of materials are made of or to exactly know specific advantages or disadvantages of using them. Important is how they can change and to which stimulus they can respond. Therefore, only the possibilities that smart materials can offer as described by Broer et al. [6] will shortly be discussed. One must keep in mind that this will not be a complete overview of all possibilities, but it will give some insight into them. The introduction stated that ‘common objects’ will become the point of interface in AmI systems. When looking at emerging technology that is related to AmI, two technologies are found that can enable us to make common objects the point of interface: Smart materials and Intelligent fibres. In short, smart materials are materials that can change their characteristics as response to certain input, like changing temperature or light. Intelligent fibres are fibres with mainly the possibility to embed electronic circuits into them. Both technologies can be used to replace old materials without changing their original purpose but with the possibility to make them the point of interface in an AmI System. To start with the stimulus materials could respond to. The first possibility is that materials respond to input from an external sensor. As mentioned before, sensors will be discussed later on. Direct response, thus without the intervention of a sensor, is actually not that exceptional. We can see the effect when looking at for instance a thermometer or frozen water, both indicating some temperature condition. Next to temperature, materials react to stimulus in the form of electric fields, humid conditions, light etc. How to stimulate materials to achieve a controlled response is work for physicists, so with regards to the subject of this paper only the outcome is important. Both smart materials and intelligent fibres will be discussed in this section. But next to those two technologies, sensoring technology will become important in order to make common objects the point of interface. As stated in the introduction, common objects can be grabbed, moved, thrown et cetera. In order for those objects to ‘know’ their are grabbed or moved they have to be equipped with sensors. Due to this requirement, a technology called smart dust will be discussed to show how this can be done without making the technology obtrusive to users. One of those outcomes is a change of form of solid materials. The so-called Shape Memory Allows (SMA) is a class of responsive metals that can “return to some memorised shape or size when they are heated above a certain termperature” [6]. This change in shape actually is a phase change. Instead of changing from for instance solid to liquid, the metals changes within the solid state [7]. Because the disadvantages like poor fatigue properties SMA have, researcher looking for other materials, especially polymers, that also have a mechanical response. Results have been found using electricity, temperature and light to create a mechanical response, but most of the work is in the exploring phase and thus not applicable [6]. However, it shows that changing mechanical properties of solid objects is achievable and therefore something to keep in mind with regards to AmI. Finally, some concrete applications that are in development or already developed will be discussed to give some insight in how the theory is applied nowadays and what to expect in the future. 3. 3.1 Smart Materials In the introduction of this section, smart materials were refereed to as “materials that can change their characteristics”. Actually, the term smart materials refers to a much broader spectrum of Other developments regarding smart materials ‘only’ have a visual effect, for example materials that change color or change between being reflective, dark or transparent. Furthermore, developments are made regarding displays made out of materials with interesting properties, which are flexible, can have any shape and because of their size can be embedded into i.e. clothing. Those displays are applicable in a way we nowadays use displays, but more ubiquitous. The other smart materials are much more experimental and therefore have the opportunity to enable completely new interaction styles. 3.2 Intelligent Fibres In contrast to smart materials, intelligent or electronic fibres have a much more clear application perspective. The goal of developing intelligent fibres is to embed technology into clothing and is basically build around two parts: wires and connections [8]. The wires, which can be integrated with normal fibres in different ways, provide a manner to transport information the way this normally goes. The connections mentioned can be for instance a woven keyboard with one connecting for each button or a small device that can be attached to clothing using press studs. Although there are some difficulties, for instance regarding electronic resistance or the need to make electronics washable, the concept of electronic fibres is clear and not only applicable in clothing but everywhere textiles are used. 3.3 Smart Dust The two technology areas described above in some way make it possible to make common objects the point of interface: electronics in clothing enable users to make more use of their clothing by embedding a MP3 player or phone, smart materials enables systems to interact at more places by having more displays available and interact in new ways by changing characteristics. However, by only using these technologies, many interacting styles will not be possible. Many ways of ‘doing things with common objects’ contain physical encounter with these objects. To enable interaction in this way, those actions need to be sensed by for example movement, pressure or visual sensors. Next to that, those sensors need to be small in order to prevent that they become obtrusive towards users. A technology that is build around sensing is ‘smart dust’. In short, smart dust devices are about one cubic millimetre in size and equipped with a sensor, some hardware to do something with the sensed data, some communication capabilities and a very small solar cell. In theory, because of the low power consumption of the different components (between pico and nanojoule) a smart dust device could sense, process and transmit the sensed data every second, based on power supply from the solar cell of one to ten millijoule [9]. While not very useful on their own, in greater numbers they can provide useful information and because of their size, many could be deployed without bothering the user. Although the hardest part is to process the information gathered by the smart dust devices, the technology can enable us to detect much of our actions and use this information to create more manner of interacting with an AmI system. 4. INTERACTION STYLES The means humans have to communicate are limited. Limited in this context means that humans have a finite set of senses which can be used to either receive or send ‘messages’. With AmI, new ways of addressing those senses will become available and furthermore, it is likely that the computers that can interact Figure 1: Ponzo illusion, which yellow line is longer? with humans will be in our environment in greater numbers then nowadays. Because the change in numbers and interaction capabilities, it is useful to look at how humans can communicate and in which way interaction designer can make use of this knowledge. Therefore, first the human ‘input-output channels’ will be discussed. Afterwards, some theorem and examples will be discussed to show how this knowledge can be applied to interaction design. To start with human capabilities to interact, we have five senses to receive signal from the outside world: vision, hearing, touch, smell and taste. However, only three of them are used to communicate, namely vision, hearing and touch. With regards to the subject of this paper, hearing will not be discussed. One could argue that we can hear our environment, which is true, but the actual communication, hearing and talking, is not a physically changeable. We cannot throw, grab or move sound and will therefore not be discussed. Vision is our primary source of information [4] and is nowadays the most important sense for interaction designers. When considering human vision in interaction design, one must take into account the difference between actual observation and the human perception of the observation, due to processing in our brains. Because of this processing, human sight has some capabilities and limitations. Without going into details, those mainly are the result of perceiving size and depth, brightness and color [4]. Result of our perceived vision is that some things attract attention while others do not, some thing are clear to see while others are not and the eye can be fooled, for example the Ponzo illusion shown in figure 1. Both yellow lines are the same length, but we perceive it differently. The second and last sense important to physical interaction is touch. Normally, we use touch to feel if something is hot or cold, which is providing a warning, or it provides feedback when lifting something [4]. For example, lifting a glass without feeling it would be rather difficult, or at least speed down the process of doing it. Touch is important in real life, in contrast to touch in human-computer interaction. This is logically, the interesting part of using computers happens on the screen, not when you are typing or using the mouse. When, as stated before, common objects become the point of interface with users, this could change. The interesting question is, how will we interact with an AmI system using touch? The questions asked above will not be answered in this paper. We can only show some guidelines or theorem that outline the contours of physical interaction in AmI systems. In order to do this, firstly the term ‘affordance’ will be introduced and after that an approach in utilizing the knowledge of affordances will be shown. Together, this can give some insight in how physical interaction will be in the future and, maybe more important, how it will not. The approach stated above is just a vision. However, in normal desktop computers new interaction styles could be introduced, like windows, buttons and the mouse, because nothing comparable was available. In AmI, this computer will disappear into the environment where it has to adapt to existing human conventions to be unobtrusive and invisible. From this point of view, using ‘old’ affordances seems very plausible. To start with affordances, this term was introduced by J.J. Gibson to refer “to the actionable properties between the world and an actor” [10]. Those affordances are natural, meaning that they are just their: “they do not have to be visible, known, or desirable” [10]. To show this natural character of affordances, one could think of a playing child, using everything within its grasp to build castles, cars etc. For older people, the objects the child uses has a completely different affordances, but neither the affordances the child or the older person know are better or worse. 5. Don Norman ‘borrowed’ the term affordances in order to apply it in interaction design. However, because affordances are natural, they cannot be changed or manipulated. Therefore the term perceived affordances is introduced [10]. The subtle difference between the two is best explained by an example. On a computer system, clicking with the mouse can be done at every pixel on the screen. Therefore, clicking on the screen is an affordance, just like physically touching the screen, moving the mouse, looking at it etc. However, many of those affordances are useless when using a computer. A useful affordance is clicking on a red cross of a window, which closes the window. When adding such a cross to a window, an interaction designer did not add an affordance, he or she only used the convention of a red cross to link an affordance to the desired reaction of closing a window. In other words, the affordance is already there, the task of an interaction designer is to find ways to let the user know the affordance is useful. When doing so, the goal is to design it in such a way that the perceived affordance by a user is the same as the actual response of the system. In current interaction design, many ways of creating the right perceived affordance exist. Those interaction styles are culturally dependant and rely on certain conventions. The red cross in the right corner of a window is an example of a convention, but there is no reason it could not be in the left corner. For physical interaction, those interaction styles do not exist because of the lacking of applications, but work is done to change this. For example, in [11] a couple of experimental systems were shown. These systems were mainly physical because they had a touch screen, so no big breakthrough in physical interaction styles. However, their approach seems a good starting point: “Our approach is based on exploiting the affordances of real objects by augmenting their physical properties with the potential of computer-based support” [11]. What this approach says, is that we have to look at objects that are in our surroundings for sometimes hundreds of years (e.g. paper or pencils), learn how we use those objects and ‘copy’ those ‘interaction styles’ into our vision of AmI. For several reasons this seems a good idea. First of all, using regular or new AmI objects would make no difference, except for the additional features of the new objects. Everything learned when growing up is applicable when using computers. Furthermore, Norman states in [12] that conventions are cultural constraints that evolves over time and are slow to be adopted. Introducing ‘new’ ways of interaction with our physical surroundings could be a slow and long process, forcing users to adapt while in AmI computers should adapt to humans. PRACTICAL DEVELOPMENTS Technological developments and theories about interaction is only a basis to build upon. This section will discuss three developed examples of physical interaction applications. Furthermore, those applications will be linked to affordances and, if applicable, technological developments mentioned earlier. At the Tangible Media Group, part of the media lab of the Massachusetts institute of technology, multiple tangible interfaces have been created. For example, in Figure 2 the SandScape application can be found. The SandScape is a tangible interface for “designing and understanding landscapes through a variety of computational simulations using sand” [13]. In other words, the SandScape is a sandbox in which users can shape the sand. The computer captures the shape of the sand and performs different calculations on the shape. For instance, it can calculate water flows, shadows and drainage. It interacts the results of those calculations by projecting different colours on the sandscape in real time. Shaping the sand is something very intuitive and choosing the type of calculation the is also by simply laying down a block on the edge of the sandbox. Figure 2: SandScape application [13] Another project, the Multiple Intimate Media Environments (MIME) project is focusing “on the relationship between computer technology and people’s experience of their intimate media collections around the home” [14]. With intimate media the groups means for example pictures, souvenirs and diaries. One of the MIME concepts is GlowTags. GlowTags are tags that can be attached to objects and contain meta data. The GlowTags will pulse or glow, hence their name, “in certain circumstances, when they notice a connection, either a correlation of dates or an interaction with a certain person or related to a certain location” [15]. The typical example is a tagged birthday present which will glow a year later, reminding the user of the person who gave the present. Although not directly serving a certain task, the concept reveals a very simple idea about subtle interaction in an environment. Glowing or fibrating are probably the most obvious manner to notify a user, but others could be used. It shows a concept how artifacts in a user environment can draw attention in various ways without obstructing a user to much. The last project we will mention is smart dust. The concept of smart dust is explained before, an application has not been given. The acceleration sensing glove [16] (see Figure 3) is a hand glove with ‘accelerometers‘ attached to the fingertips and palm of the hand. It demonstrates that with the use of those accelerometers, which are little smart dust devices attached to the glove, “hand gestures can effectively be translated into computer interpreted signals“ [16]. In this particular case, those signals are translated into the different characters in the alphabet, including the space characters and the delete action. The use of the glove for inputting characters is probably not ideal and smart dust devices are better used in wireless sensor networks. However, the use case shows another physical interaction style; movement. If adequately sensed, movement or gestures can well be used as input as the Nintendo Wii has shown. Finally, we have seen some examples or concepts of interfaces which fit in the AmI vision. What we can conclude is that the vision leads the technique; there are plenty of ideas, the technique has to follow to keep up. For example, tangible interfaces such as the SandScape needs a projector which can not be hidden in the environment and sensing movement with a sensing glove is not very comfortable. 7. References [1] E. Aarts and J. Encarnacao, “Into ambient intelligence,” in True Visions-The Emergence of Ambient Intelligence, E. Aarts and J. Encarnacao, Eds. Springer-Verlag, 2006, ch. 1, pp. 1–16. [2] E. Aarts, “Technological issues in ambient intelligence,” in The new everyday, E. Aarts and M. Stefano, Eds. 010 publishers, 2003, pp. 12–17. [3] M. Verbcken, “Towards a new sensoriality,” in The new everyday, E. Aarts and M. Stefano, Eds. 010 publishers, 2003, pp. 54–59. [4] A. Dix, J. Finlay, G. Abowd, and R. Beale, HumanComputer interaction, 3rd ed. Pearson Education Limited, 2004. [5] S. Grabowski and H. Nikol, “Smart materials,” in The new everyday, E. Aarts and M. Stefano, Eds. 010 publishers, 2003, pp. 84–89. [6] D. Broer, H. Houten, M. Ouwerkerk, J. Toonder, P. Sluis, S. Klink, R. Hikmet, and R. Balkenende, “Smart materials,” in True Visions-The Emergence of Ambient Intelligence, E. Aarts and J. L. Encarnacao, Eds. SpringerVerlag, 2006, ch. 4, pp. 53–82. [7] S. R. Group. (2008, April 23) Shape memory allows. [Online]. Available: http://www.cs.ualberta.ca/∼database/ MEMS/sma mems/sma.html Figure 3: Acceleration Sensing Glove [16] 6. CONCLUSIONS We have seen some technical developments, interaction styles and concrete examples related to interaction with our physical environment. In general those examples can be divided into three groups, namely user input, system output and the interface. In the AmI vision, common objects will become the point of interface. These common objects can be clothes, CDs and books with small tags attached et cetera. The most important characteristic of this point of interface is that it is unobtrusive and hidden in the environment. System output in an AmI environment can at one hand be characterized as subtle and non-disturbing. By giving subtle visual signals or changing characteristic of objects a system can draw attention from a user. At the other hand, in AmI systems those manners of interaction can also be used in normal application. Last and probably most interesting are the new ways of user input. User input by touch, the tangible interfaces. An interesting vision on tangible interface is they have to be designed based on ‘normal’ affordances. In other words, tangible interfaces in AmI should be used in the same way we use objects which are in our surroundings for hundreds of years. [8] H. Reichl, C. Kallmayer, and T. Linz, “Electronic textiles,” in True Visions-The Emergence of Ambient Intelligence, E. Aarts and J. L. Encarnacao, Eds. Springer-Verlag, 2006, ch. 4, pp. 113–130. [9] B. Warneke, M. Last, B. Liebowitz, and K. S. J. Pister, “Smart dust: communicating with a cubic-millimeter computer,” Computer, vol. 34, no. 1, pp. 44–51, 2001. [10] D. Norman. (2007) Affordances and design. [Online]. Available: http://www.jnd.org/dn.mss/affordances and. html [11] N. Streitz, “Designing interaction for smart environments: ambilent intelligence and the disappearing computer,” vol. 1, 2006, pp. 3–8. [12] D. Norman. (2008, April 23) Affordances, conventions and design. [Online]. Available: http://www.jnd.org/dn. mss/affordance conv.html [13] Y. Wang, A. Biderman, B. Piper, C. Ratti, and H. Ishii. (2008, April 23) Mit tangible media group — projects - sandscape. [Online]. Available: http: //tangible.media.mit.edu/projects/sandscape/ [14] Koniklijke Philips Electronics NV. (2008, April 23) Mime project. [Online]. Available: http://www.mimeproject.org/ [15] ——. (2008, April 23) Mime : Concepts : Glowtags. [Online]. Available: http://mime.cs.nott.ac.uk/content/ concept3.html [16] J. K. Perng, B. Fisher, S. Hollar, and K. S. J. Pister, “Accel- eration sensing glove,” in Proc. ISWC ’99: Proceedings of the 3rd IEEE International Symposium on Wearable Computers. 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