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Call for Proposals: Build, Create and Enhance: Intelligent Environments in the Everyday 2005

Rethink computing in everyday situations either at home or in social activities.


Microsoft Research selected 7 proposals for the “Build, Create and Enhance: Intelligent Environments in the Everyday” Call for Proposals.

Our goal was to gain insights into future applications of Intelligent Environments and their underlying principles. In particular, we were looking for innovative ideas to model and build these personal applications of the future. This includes a better understanding of how Intelligent Environments can, and will be, integrated into people’s daily life as well as new forms of interaction and devices with different form factors from today’s standard desktop PC. We were also interested in investigating how Intelligent Environments can stimulate human intelligence, for instance either in unleashing one’s own creative potential and skills or through enhancing communication with emotions.

Award Recipients

Everyday Special “ Supporting playful experiences in everyday life at home
Marianne Graves-Petersen, University of Aarhus, Denmark

The purpose of this project is to explore how new ways of applying interactive technology can make everyday life at home more playful and engaging, making everyday special.

In current research and development of interactive technology for the home, there seems to be an implicit assumption that people wish to live a very rational and efficient life in their homes. However, home is the scene of a range of activities of very diverse characteristics. e.g. having fun, laugh, hiding stuff, making love, crying, surprise, excitement, keeping secrets, power, boredom, engagement and play. This is not to suggest that all aspects of life need to be pervaded with interactive technology, but as evidently technology permeates our homes and domestic materials increasingly become digitised, we need to make sure that the way in which these materials are handled in our homes also corresponds with the way of living in homes in all its messy, complex and diverse forms. The project delivers an approach to designing for playful living with users. It produces exemplar visions in the form of a video prototype on playful living and finally an aspect of this vision is developed in the form of a prototype.


Sonic interventions Identifying requirements for ambient audio displays in the home
David Frohlich, University of Surrey, United Kingdom

The underlying objective of this project is to examine the role and use of sound in the home and to uncover some new uses through a series of ‘sonic interventions’.

While families spend considerable effort decorating their homes with visual imagery and artefacts, relatively little attention is paid to the design of the domestic soundscape. Current audio technology such as radio, hi fi systems, TV and games add sound to the living soundscape of a home, but in ways which can sometimes be wearing, interruptive and annoying. The ‘Sonic interventions’ will be content creation exercises conducted with a small number of families to decorate and modify the sounds in different rooms of their homes.  The resulting understandings and sonic demonstrations will then be used to identify candidate new technologies that might be used to intelligently manage and enhance the domestic soundscape.


The Tangible MediaTable Design and evaluation of a tangible music browsing and performance platform
Sergi Jordà , Universitat Pompeu Fabra, Barcelona, Spain

The MediaTable project aims to design a tangible music browser platform, which integrates into the everyday environment the handling of a digital music collection and its real-time musical manipulation.

Using the reacTable framework the musical practices of the last decade will be translated into the tangible domain:  Design, implementation and evaluation of a new “Digital Media Centre” inspired from the DJ paradigm, which will allow the browsing, presentation and real-time musical manipulation of a personal musical collection on a table-top interactive display.

In the background of this project lays the idea that the very special, precise and demanding needs of real-time computer music control and interaction, have much to bring to more general areas of Human Computer Interaction, and that the learning resulting from that research will spread beyond its original musical domain. A tangible user interface will allow us, in turn, to reinterpret successful musical models in a context as free as possible of traditional burden, eliminating the ubiquitous dedicated pointing devices, sliders and menus, without mimicking analogue turntables either.


Alice in Wonderland (ALICE)
Cultural computing as an interactive experience
Matthias Rauterberg, Technische Universiteit Eindhoven 2, Netherlands

The project ALICE is about cultural computing as an interactive, entertaining experience inspired by Alice in Wonderland.

In the scope of this project interactive adventures are experiences provided by an Augmented Reality (AR) environment based on selected parts from Lewis Carroll’s book “Alice’s Adventures in Wonderland”. The user assumes the role of Alice and explores an interactive narrative. ALICE is an exploration of interactive story-telling in AR. By exploiting the unique characteristics of AR compared to established media such as film and interactive media, the project uses AR as a new medium for edutainment and entertainment. Innovations include the refashioning of conventions used in film and interactive tools for the development of an AR narrative, and the use of simple artificial virtual and real characters (avatar and robot respectively) to create an immersive interactive experience. ALICE would also be the first prototype that demonstrates the feasibility of advanced robot technology for entertainment in a complex narrative.

Questions, not answers Re-envisioning mobile search
Matt Jones, University of Wales Swansea, United Kingdom

The aim of  this project is to completely re-envision mobile search.

Instead of investigating the most efficient and effective ways of providing search results, the answers that is, the value of giving access to previous queries, the questions relating to a user’s location will be considered. The hypothesis is that by exposing what other people have searched for, users will gain rich insights into a location’s character. Furthermore, the approach may promote a style of interaction with this intelligence in the environment that is playful, intrigue-led and serendipitous. The project will see three probes deployed into the environment to help us validate the hypothesis as well as providing working technology proofs-of-concept.

Roombots Modular robotics for adaptive and self-organising furniture
Auke Ijspeert, École Polytechnique Fédérale de Lausanne (EPFL), Switzerland

The objective of this project is to merge technologies from information technology, roomware, and robotics such as to design adaptive and intelligent furniture.

The project intends to design and control modular robots, called Roombots, to be used as building blocks for furniture that moves, self-assembles, self-reconfigures and self-repairs. Modular robots are robots made of multiple simple robotic modules that can attach and detach. Connectors between units allow the creation of arbitrary and changing structures depending on the task to be solved. Therefore offering versatility and robustness against failure, as well as the possibility of self-reconfiguration. The scenario envisioned  is a group of Roombots that autonomously connect to each other to form different types of furniture, e.g. stools, chairs, sofas and tables, depending on user requirements. This furniture will change shape over time (e.g., a stool becoming a chair, a set of chairs becoming a sofa) as well as move using actuated joints to different locations (with or without a person sitting on it) depending on the users needs. Additionally the Roombots will be capable of memorising user preferences in terms of structures and places in order to facilitate repetitive use of the adaptive furniture.

Using analyses of human-animal social interactions to inform human interactions with ambient technologies
Shaun Lawson, University of Lincoln, United Kingdom

The objective of this work is to deploy an innovative inter-disciplinary approach to the development of empathetic human-computer interfaces that are informed by analyses of social human-dog interactions.
The dog Canis familiaris was the first species to be domesticated and has evolved particular sensitivity and empathy to human behaviour. The importance of human-animal interactions has been occasionally recognised by designers of largely entertainment-based computer systems. To date this has been very limitedly informed by scientific study of the qualitative nature of real human-animal interactions. We view such fundamental work as a first step in developing solid and novel building blocks for constructing interfaces to future ambient and pervasive technologies which are naturalistic, unobtrusive and implicit.

Many researchers in the human-computer interaction community are addressing the when of “computers interrupting people” – the aim here is to address the how, in aiming to determine the skills, behaviours and affordances which dogs utilise and exhibit when they are engaged in (a) interrupting people, (b) persuading non-compliant people to engage with them, whilst all the time remaining an endearing, integral, though often unremarkable presence in their owners’ lives. The project will also contribute to the unsolved issue of embodiment in socially-aware interfaces. Ethnographic methods will be used to determine modes and sequences of interactions between a test set of dogs and their owners and will use the outcome of this study to construct interfaces which feature differing degrees of genuine dog-human social interaction behaviours and also differing degrees of embodiment.  A set of experimental trials will then be performed  to determine user performance and preferences when using the varying interfaces, with the aim of identifying emerging issues, themes and models supported by the project results.

 

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