Things That Think: TTT Vision Statement
The goal of the Things That Think Consortium is to invent the future of digitally augmented objects and environments. We bring a unique, boundary-breaking perspective to research, uniting leaders in the diverse fields of science, engineering, design, and art. Grounded by in-depth corporate sponsor interaction, our prototypes and research demonstrations aim to inspire the products and services of tomorrow. Things That Think began in 1995 with the goal of embedding computation into both the environment and everyday objects. These fresh frontiers of research now need to address new questions: How do we design interactions and environments that are natural and enjoyable?
Ambient intelligence
An (expected) evolution of computing from 1960–2010. In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020. In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in an easy, natural way using information and intelligence that is hidden in the network connecting these devices (see Internet of Things). As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users. A typical context of ambient intelligence environment is a Home environment (Bieliková & Krajcovic 2001). Overview[edit] History[edit] Criticism[edit]
Project Oxygen: Overview
Bringing abundant computation and communication, as pervasive and free as air, naturally into people's lives. For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. In the future, computation will be human-centered. New systems will boost our productivity. To support highly dynamic and varied human activities, the Oxygen system must master many technical challenges. Oxygen enables pervasive, human-centered computing through a combination of specific user and system technologies. Oxygen's device, network, and software technologies dramatically extend our range by delivering user technologies to us at home, at work or on the go. Devices in Oxygen supply power for computation, communication, and perception in much the same way that batteries and wall outlets supply power for electrical appliances. All three decide to meet next week in Paris.
Mark Weiser
Biography[edit] In 1999, Weiser was diagnosed with stomach cancer and given 18 months to live. Weiser died six weeks later, on April 27, 1999.[4] His younger sister, Mona Weiser Holmes (1953–1999) predeceased him by three weeks. His surviving sister is Ann Weiser Cornell (b. 1949). He was married to Victoria Reich. The Mark D. Ubiquitous computing and calm technology[edit] During one of his talks, Weiser outlined a set of principles describing ubiquitous computing: The purpose of a computer is to help you do something else.The best computer is a quiet, invisible servant.The more you can do by intuition the smarter you are; the computer should extend your unconscious.Technology should create calm. In Designing Calm Technology,[7] Weiser and John Seely Brown describe calm technology as "that which informs but doesn't demand our focus or attention." Works[edit] References[edit] External links[edit] Tribute Site established at Stanford UniversityHistoric Site
MIT SENSEable City Lab
Ben Shneiderman
Ben Shneiderman (born August 21, 1947) is an American computer scientist, and professor for Computer Science at the University of Maryland Human-Computer Interaction Lab at the University of Maryland, College Park. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.[1] Biography[edit] He is a graduate of the Bronx High School of Science, and received a B.S. in Mathematics and Physics from the City College of New York in 1968, and then went on to study at the State University of New York at Stony Brook, where he received an M.S. in Computer Science in 1972 and graduated with a Ph.D. in 1973. He was inducted as a Fellow of the Association for Computing Machinery in 1997, a Fellow of the American Association for the Advancement of Science in 2001, a Member of the National Academy of Engineering in 2010, and an IEEE Fellow in 2012.[2] Work[edit] 1980.
What is pervasive computing (ubiquitous computing)? - Definition from Whatis
Pervasive computing (also called ubiquitous computing) is the growing trend towards embedding microprocessors in everyday objects so they can communicate information. The words pervasive and ubiquitous mean "existing everywhere." Pervasive computing devices are completely connected and constantly available. Pervasive computing relies on the convergence of wireless technologies, advanced electronics and the Internet. The goal of researchers working in pervasive computing is to create smart products that communicate unobtrusively. The products are connected to the Internet and the data they generate is easily available. Privacy advocates are concerned about the "big brother is watching you" aspects of pervasive computing, but from a practical standpoint, most researchers feel it will improve efficiency. An example of a practical application of pervasive computing is the replacement of old electric meters with smart meters. Continue Reading About pervasive computing (ubiquitous computing)
Don Hopkins
Don Hopkins is an artist and programmer specializing in human computer interaction and computer graphics and an alumnus of the University of Maryland[1] and a former member of the University of Maryland Human – Computer Interaction Lab. Hopkins also wrote demonstrations and programming examples of the ScriptX multimedia scripting language created by the Apple/IBM research spinoff Kaleida Labs, developed various OpenLaszlo applications and components, and is a hacker artist known for his artistic cellular automata. He is also known for having written a chapter “The X-Windows Disaster” on X Window System in the book The UNIX-HATERS Handbook. Micropolis[edit] References[edit] External links[edit] Official home page