Sarntal/Südtirol - Sonntag, 23. September bis Freitag, 5. Oktober 2001
Kurs 2: UBIQUITOUS and WEARABLE COMPUTING
Infrastructure
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Dozenten
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Univ.-Prof. B. Brügge, Ph.D., Institut für Informatik, Technische Universität München
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Prof. D. Siewiorek, Ph.D., School of Computer Science, Carnegie Mellon University
Gastdozenten
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Univ.-Prof. G. Klinker, Ph.D., Institut für Informatik, Technische Universität München
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Prof. R. Martin, Robotics Institute, Carnegie Mellon University
Talks, Speakers, and Literature
Pictures from the Course
Overview
This course focuses on issues and problems related to three modern technologies
in computer science: ubiquitious computing, wearable computing, and augmented
reality. When these three technologies are brought together, they give a
rich potential for new applications and systems: mobile tutoring, that is
just-in-time instruction without the problem of "how do I get the information
I badly need", is such an application enabled by the synergy of the three
enabling techniques of this course.
Example for a head mounted display (wearable computing)
The course is structured as a series of presentations given by students followed by discussions with the participants and the
instructors. The objective of the discussion is to clarify the topic and to generate new ideas. Each presentation should last about a
hour and a half. The discussion after each presentation is expected to last up to an hour.
The Aura Project - An Expedition into Ubiquitious Computing
The effects of Moore's Law are apparent everywhere: chip density,
processor speed, memory cost, disk capacity and network bandwidth are
improving relentlessly. As the cost of computing plummets, a resource that
we have ignored until now becomes the limiting factor in computer systems -
human attention. By "human attention" we mean the ability of a user to
focus on his primary task, oblivious to system-generated distractions such
as failures and poor performance. Discovering ways to reduce these
distractions is a key aspect of the Aura Project. By trading off plentiful
computing resources for the scarcest resource, human attention, we hope to
create a system whose overall effectiveness is considerably higher than
that of typical systems today.
Aura is specifically intended for environments involving wireless
communication, wearable or handheld computers, and smart spaces. Human
attention is an especially scarce resource in such environments, since the
user is often preoccupied with walking, driving or other real-world
interactions. In addition, mobile computing poses difficult challenges such
as intermittent and variable-bandwidth connectivity, concern for battery
life, and client resource constraints imposed by weight and size
considerations.
Aura applies two broad concepts to various levels of the system. First, it
uses proactivity, or the ability of a system layer to act in anticipation
of requests by a higher layer. This is in contrast to today's systems,
where each layer is reactive to the layer above it. Second, Aura is
self-tuning: layers adapt by observing the demands made on them and
adjusting their performance and resource usage characteristics to match
demand. This is in contrast to today's systems, where the behavior of a
system layer is relatively static.
The Aura project involves several faculty whose research spans every level
of the system: from the hardware, through the operating system, to
applications and end users. This talk will overview the objectives of the
Aura project and provide examples of several initial Aura applications.
Wearable Computer Architecture and Applications
The convergence of a variety of technologies makes possible a
paradigm shift in information processing over the last decade.
Continued advances in semiconductor technology makes possible high
performance microprocessors requiring less power and less space.
Decades of research in computer science have provided the technology
for hands-off computing using speech and gesturing for input.
Miniature heads-up displays weighing less than a few ounces have been
recently introduced. Combined with mobile communication technology,
it is possible for users to access information anywhere. It is
indeed possible to sense a user's context so that the information can
be superimposed upon the user's workspace.
Carnegie Mellon University (CMU) has developed 20 generations of
wearable computers, each addressing a different class of
applications. Hardware/software architectural issues unique to
wearable/mobile computers will be described. In particular, energy
conservation is one of the key issues wherein battery weight for
mobile/wearable computers often exceeds the weight of all other
components combined. The relationship between the system
architecture and the user application will also be explored. The user
interface and information representation selected for an application
can lead to orders of magnitude difference in energy consumption.
Termed "energy locality," decisions have to be made as to when to
compute and when to communicate. Network infrastructures have begun
to emerge that allow proxies to not only be embedded in the network
but also to migrate from node to node within the network. Proxies can
be used to decrease the number of bits required to be transmitted by
an application by up to two orders of magnitude.
A three-tiered taxonomy based upon the time rate of change of data is
used to categorize applications. Several applications will be
described along with productivity improvement measured through field
trials. The talk will conclude with a discussion of the role of
Wearable Computers in the Aura project investigating
invisible/pervasive computing.
Applications and technical foundations of Augmented Reality
Augmented Reality (AR) allows users to view computer information
that is graphically
embedded within the real three-dimensional world. Using a semi-transparent
head-mounted display (HMD) attached to a wearable computer, a user
can inspect and
manipulate objects while viewing information about these objects in
the HMD. This
information is typically displayed as virtual objects in the real
world, thus augmenting the
perception of the user. The wearable computer enables users to
carry their work as
they normally do, without imposing constraints on their mobility or
their hand. AR
applications span from medical minimally invasive surgery to
manufacturing, from machine
inspection and repair to games and tourist guides.
At the Chair for Applied Software Engineering, we have set up a basic system
to perform Augmented Reality tasks. The system is being used for several
applications, such as visualizing repair procedures in nuclear power plants,
viewing virtual new car designs side-by-side with clay mockups, and teaching
children first concepts of 3D geometric operations by choreographing a dance
between humans and virtual objects in an augmented studio.
At the Ferienakademie, we will present these and other applications
in detail, while
also teaching some of the basic techniques for building AR systems.
Mobile Tutoring - a killer application based on all these techniques?
Mobile tutoring enables you to get necessary information or learn new problem
solving skills,
wherever you are and whenever you need it. Imagine the following examples:
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a student downloading the current version of slides during a lecture
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getting exercises specifically tailored to suit the
knowledge and expertise of the student
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a mobile worker
receiving an instructional movie showing how to install a specific
engine, filmed by a colleague working at another location.
We feel that ubiquitious computing, wearable computing,
and augmented reality techniques provide the enablers on which
mobile tutoring systems can be built.
A desired outcome of our discussions is a better understanding whether this
is true or not.
This page is hosted by the Chair for Applied Software Engineering of the Technische Universität München.
Imprint (Impressum)