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9783540289722

True Visions

by Aarts, E. H. L.; Encarnacao, J. L.
  • ISBN13:

    9783540289722

  • ISBN10:

    3540289720

  • Format: Hardcover
  • Copyright: 2006-08-30
  • Publisher: Springer Nature
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Summary

Ambient intelligence (AI) refers to a developing technology that will increasingly make our everyday environment sensitive and responsive to our presence. The AI vision requires technology invisibly embedded in our everyday surroundings, present whenever we need it that will lead to the seamless integration of lighting, sounds, vision, domestic appliances, and personal healthcare products to enhance our living experience. Written for the non-specialist seeking an authoritative but accessible overview of this interdisciplinary field, True Visions explains how the devices making up the AI world will operate collectively using information and intelligence hidden in the wireless network connecting them. Expert contributions address key AI components such as smart materials and textiles, system architecture, mobile computing, broadband communication, and underlying issues of human-environment interactions. It seeks to unify the perspectives of scientists from diverse backgrounds ranging from the physics of materials [here I deleted 'science'] to the aesthetics of industrial design as it describes the emergence of ambient intelligence, one of today's most compelling areas of innovation.

Table of Contents

1 Into Ambient Intelligence
E. Aarts and J. Encarnação
1(16)
1.1 The Vision
1(1)
1.2 Trends and Opportunities
2(4)
1.2.1 "More Moore" and "More than Moore"
3(1)
1.2.2 Weaving the Web
3(1)
1.2.3 The Experience Economy
4(1)
1.2.4 Advances in Design
5(1)
1.3 A Brief History of Ambient Intelligence
6(4)
1.3.1 Early Developments at Philips
6(1)
1.3.2 Opening up the Vision
7(1)
1.3.3 Where Are We Headed?
8(2)
1.4 Realizing Ambient Intelligence
10(6)
1.4.1 For the Well-Being
10(1)
1.4.2 Reorientation
11(2)
1.4.3 Impact Through Integration
13(1)
1.4.4 Turning Vision into Reality
14(2)
1.5 Ambient Intelligence Becomes a Success
16(1)
2 Information, Society and Technology
J.-C. Burgelman and Y. Punie
17(18)
2.1 Introduction
17(2)
2.2 The And Vision: A Different Encounter Between Technology and Society
19(3)
2.2.1 Shifts from Technology to Usage
19(1)
2.2.2 Shifts in EU RTD Framework Programmes
20(1)
2.2.3 Designing Ambient Intelligence is Designing Social Structures
21(1)
2.3 1ST, the European Social Model and the Lisbon Objectives
22(2)
2.4 Foresight in IST in Europe
24(3)
2.4.1 Social Drivers
24(1)
2.4.2 Promising IST Applications
25(2)
2.5 And Innovation in Europe
27(5)
2.5.1 Sharing of Knowledge, Learning and Experiences
27(1)
2.5.2 Health Care
28(2)
2.5.3 eGovernance
30(1)
2.5.4 Biometric Identification
31(1)
2.6 Conclusions
32(3)
3 Ambient Culture
S. Marzano
35(18)
3.1 Prelude
35(1)
3.2 Questions, Questions, Questions
35(1)
3.3 What Should Ambient Intelligence Do?
36(3)
3.3.1 Fundamental Human Drives
36(2)
3.3.2 Social and Physical Constraints
38(1)
3.3.3 Potential for Growth, Profit, and Wealth
39(1)
3.4 How Will Ambient Intelligence Do What It Does?
39(2)
3.4.1 Relevant, Meaningful, Understandable
40(1)
3.5 Some Examples
41(3)
3.5.1 La Casa Prossima Futura
41(1)
3.5.2 New Nomads
42(1)
3.5.3 Living Memory
43(1)
3.6 How Do We Create the "Right" Ambient Intelligence the Relevant Hypothesis for a Desirable Future?
44(3)
3.6.1 Imagineering
45(1)
3.6.2 Communication
46(1)
3.6.3 Getting Real
46(1)
3.6.4 Into Production
47(1)
3.7 Business Issues
47(2)
3.7.1 Partnerships
47(1)
3.7.2 Bottom of the Pyramid
48(1)
3.8 Deeper Issues
49(3)
3.8.1 Educating Our Intelligent Objects
49(1)
3.8.2 The Next Challenge
50(1)
3.8.3 Where Is the Boundary?
50(1)
3.8.4 Which Reality Is Real"
51(1)
3.9 How to Measure Intelligence?
52(1)
3.10 The Culture of Ambient Intelligence — Human Culture in the Broadest Sense
52(1)
4 Smart Materials
D.J. Broer, H. van Houten, M. Ouwerkerk J.M.J. den Toonder P. van der Sluis. S.I. Klink, R.A.M. Hikmet, and R. Balkenende
53(30)
4.1 Introduction
53(1)
4.2 Chromogenic Materials
54(2)
4.3 Thermochromic Skins Based on Liquid Crystals
56(2)
4.4 Switchable Mirrors
58(3)
4.5 Switchable Cholesteric Mirrors
61(2)
4.6 Electronic Skins and Paintable Displays
63(3)
4.7 Polymers with a Mechanical Response
66(17)
4.7.1 Electrically Stimulated Responsive Polymers
68(8)
4.7.2 Temperature-Driven Responsive Polymers
76(3)
4.7.3 Light-Driven Polymer Smart Materials
79(2)
4.7.4 Other Stimuli
81(2)
5 Electronic Dust and e-Grains
H. Reichl and M.J. Wolf
83(30)
5.1 Introduction
83(2)
5.2 Basic Construction of Self-Sufficient Wireless Sensor Nodes – e-Grains
85(2)
5.3 System Design
87(2)
5.4 System Integration Technologies
89(12)
5.4.1 Stacking of Organic Substrates
90(3)
5.4.2 Integration of Flexible Functional Layers
93(8)
5.5 Embedded Components in Organic Substrates
101(1)
5.6 Wafer-Level Integration by Chip or Wafer Stacking
102(3)
5.7 Autonomous Energy Supply for e-Grains
105(1)
5.8 Wafer-Level Integration of Lithium-Polymer Batteries
106(1)
5.9 Micro-fuel Cell Integration
107(3)
5.10 Summary and Outlook
110(3)
6 Electronic Textiles
H. Reichl, C. Kallmayer, and T. Linz
113(18)
6.1 Introduction
113(2)
6.2 Conductors
115(2)
6.2.1 Textile Wires
115(1)
6.2.2 Metallized Threads
115(1)
6.2.3 Intrinsically Conductive Yarn
116(1)
6.2.4 Resistance
116(1)
6.3 Textile Processing with Conductive Threads
117(2)
6.3.1 Weaving
117(1)
6.3.2 Embroidery
118(1)
6.4 Interconnection and Packaging
119(3)
6.4.1 Embroidered Contacts
119(1)
6.4.2 Detachable Interconnections
120(1)
6.4.3 Dimensions and Precision
121(1)
6.4.4 Encapsulation
121(1)
6.5 Applications
122(5)
6.5.1 ECG Shirt
122(2)
6.5.2 Communication Jacket
124(1)
6.5.3 Textile Transponder
125(2)
6.6 Future Challenges
127(2)
6.7 Conclusion and Outlook
129(2)
7 Computing Platforms
H. De Man and R. Lauwereins
131(18)
7.1 Reconsidering the Vision
131(1)
7.2 "More-Moore": Managing Giga-complexity
132(12)
7.2.1 Managing the Architectural Gap
133(3)
7.2.2 Managing the Physical Gap: Nano-scale Realities Hit Platform Architects
136(3)
7.2.3 Future Computing Platforms: Towards Highly Parallel Tile-based Network-on-a-Chip (NoC)
139(4)
7.2.4 The Devil Is in the Software
143(1)
7.3 "More-Than-Moore": Ultra-creativity for Ultra-low Power and Cost
144(2)
7.4 Conclusions
146(3)
8 Software Platforms
N. Georgantas, P. Inverardi, and V. Issarny
149(20)
8.1 Introduction
149(1)
8.2 Software Systems for Ambient Intelligence
150(5)
8.2.1 Software Architectures
151(1)
8.2.2 Middleware
152(1)
8.2.3 Architectural Framework for Software Systems
153(2)
8.3 Aura: User Task-Driven Environment Configuration
155(3)
8.3.1 Architecture
155(1)
8.3.2 Triggers to Dynamic Behavior
156(1)
8.3.3 Dynamic Behavior
157(1)
8.4 Gala: Progranunable Active Spaces
158(4)
8.4.1 Architecture
158(2)
8.4.2 Triggers to Dynamic Behavior
160(1)
8.4.3 Dynamic Behavior
161(1)
8.5 WSAMI: Ad hoc, Decentralized And Environments
162(4)
8.5.1 Architecture
162(2)
8.5.2 Triggers to Dynamic Behavior
164(1)
8.5.3 Dynamic Behavior
165(1)
8.6 Assessment and Research Challenges
166(3)
9 Mobile Computing
B. Svendsen
169(16)
9.1 Computing Everywhere and Anywhere
169(1)
9.2 Applications of Mobile Computing
170(4)
9.2.1 Your Personal Economy Will Be in Your Pocket
170(1)
9.2.2 Electronic Tags Replace Bar Codes and Add More to It
171(1)
9.2.3 The House Knows What You Are Up To
171(1)
9.2.4 Attentive Vehicles - Road and Transport Safety
172(1)
9.2.5 Public Services for Citizens
173(1)
9.2.6 Monitoring Product Quality Improves Food Safety
173(1)
9.3 In the Bottom Lies the Technology
174(5)
9.3.1 Wireless Communication
174(1)
9.3.2 Wireless Location
175(1)
9.3.3 Multistandard and Flexible – Software Radio
176(1)
9.3.4 Wireless Proximity Technologies -- Electronics Tags
176(2)
9.3.5 Wireless Concepts and Technologies for Novel Applications
178(1)
9.4 Challenges Imposed on the Domain by Ambient Intelligence
179(1)
9.5 How Far Have We Come?
180(4)
9.5.1 Buying and Paying by the Mobile Phone
180(1)
9.5.2 Retail Chains Is Starting to Use Electronic Tags
180(1)
9.5.3 Electronic Luggage Tags at Airports
181(1)
9.5.4 United States Introduces Electronic Passports
181(1)
9.5.5 Electronic Shepherds and Surveillance
182(1)
9.5.6 Mobile Phone as Tourist Guide
183(1)
9.5.7 Attentive Vehicles Seek to Prevent Road Accidents
183(1)
9.6 Concluding Remarks
184(1)
10 Broadband Communication
P. Lagasse and I. Moerman
185(24)
10.1 Vision
185(1)
10.2 Ongoing Evolutions in Broadband Communication
186(1)
10.3 Too Many Wireless Technologies Today?
187(5)
10.3.1 Overview of Existing Wireless Technologies
187(3)
10.3.2 Do We Really Need All Those Technologies?
190(2)
10.4 How to Deal with All These Wireless Technologies?
192(12)
10.4.1 The Concept of Personal Networking
192(4)
10.4.2 Main Challenges of Personal Networks
196(3)
10.4.3 Some Personal Network Solutions
199(5)
10.5 Conclusions
204(5)
11 e-Infrastructure and e-Science
T. Hey, D. De Roure, and A.E. Trefethen
209(22)
11.1 Introduction
209(1)
11.2 e-Science and the Grid
210(5)
11.2.1 The e-Science Vision
210(1)
11.2.2 The e-Science Infrastructure
211(1)
11.2.3 Web Service Grids
212(1)
11.2.4 The "Data Deluge" as a Driver for e-Science
213(2)
11.3 Pervasive Computing and Ambient Intelligence
215(3)
11.3.1 Sensor Networks
216(1)
11.3.2 Interaction
217(1)
11.3.3 Intelligence
217(1)
11.4 The Semantic Web
218(3)
11.4.1 Towards a Semantic Grid
219(1)
11.4.2 Semantic Web and Pervasive Computing
220(1)
11.5 The Symbiosis of Grid and Ambient Intelligent Computing
221(2)
11.5.1 Devices Need the Grid for Computation
221(1)
11.5.2 Devices Need the Grid for Integration
221(1)
11.5.3 The Grid Needs Devices to Interface with the Physical World
222(1)
11.5.4 Virtualization
222(1)
11.5.5 The Information Systems Perspective
222(1)
11.5.6 Grid Computation on Networks of Devices
223(1)
11.5.7 Self-organization
223(1)
11.6 Case Studies
223(4)
11.6.1 CombeChem
224(1)
11.6.2 Grid Based Medical Devices for Everyday Health
225(1)
11.6.3 FloodNet
226(1)
11.7 Challenges to the Vision
227(1)
11.8 Conclusions
228(3)
12 Context Aware Services
J.L. Crowley, P. Reignier, and J. Coutaz
231(14)
12.1 Introduction
231(1)
12.2 A Brief History of Context
232(2)
12.2.1 Context in Artificial Intelligence
232(1)
12.2.2 Context in Computer Vision
233(1)
12.2.3 Context in Mobile Computing
233(1)
12.2.4 Defining Context
233(1)
12.3 A Conceptual Framework for Context Aware Systems
234(2)
12.3.1 A Layered Model for Context Aware Services
235(1)
12.4 Defining Situation Models as Interaction Scripts
236(2)
12.4.1 Principle 1: Keep It Simple
237(1)
12.4.2 Principle 2: Behaviour Drives Design
237(1)
12.5 Example: Context Aware Automatic Video Acquisition
238(4)
12.5.1 Sample Recording from Context Aware Automatic Video Acquisition System
242(1)
12.6 Learning Context Models: Adaptation and Development
242(2)
12.7 Conclusions
244(1)
13 Computational Intelligence
E. Aarts, H. ter Horst, J. Korst, and W. Verhaegh
245(30)
13.1 Introduction
245(1)
13.2 Machine Intelligence
246(4)
13.2.1 Artificial Intelligence
246(1)
13.2.2 Movie Script Scenarios for Ambient Intelligence
247(2)
13.2.3 Social Versus Cognitive Intelligence
249(1)
13.3 AmI Elements of Social Intelligence
250(7)
13.3.1 See, Hear, Feel
251(1)
13.3.2 Understand, Interpret, Relate
252(1)
13.3.3 Look, Find, Remember
253(2)
13.3.4 Act, Adapt, Learn
255(1)
13.3.5 Create, Express, Emerge
256(1)
13.4 Computational Paradigms
257(14)
13.4.1 Search
257(4)
13.4.2 Reasoning
261(4)
13.4.3 Learning
265(3)
13.4.4 Evolution
268(3)
13.5 Intrinsic Limitations
271(1)
13.6 Concluding Challenges
272(3)
14 Social User Interfaces
A. Nijholt, D. Heylen, B. de Ruyter, and P. Saini
275(16)
14.1 Introduction
275(2)
14.2 Social Interfaces and Multimodal Interaction
277(3)
14.3 The Impact of Affect and Social Intelligence: the iCat Case
280(5)
14.3.1 Experiment
281(2)
14.3.2 Tasks
283(1)
14.3.3 Measures
283(1)
14.3.4 Results
284(1)
14.4 Modeling Affect in a Dialogical Robot
285(4)
14.4.1 Multimodal Interaction
285(2)
14.4.2 Affective Interactions
287(2)
14.5 Conclusions and Future Research
289(2)
15 Multi-modal Human–Environment Interaction
R. Wasinger and W. Wahlster
291(16)
15.1 Introduction
291(1)
15.2 Tangible Multi-modal Dialog Scenario
292(2)
15.3 Instrumented Environment Infrastructure
294(2)
15.4 Symmetric Multi-modal Interaction
296(4)
15.4.1 Base Modalities
297(1)
15.4.2 Symmetric Modality Combinations
298(1)
15.4.3 Output Modality Allocation Strategy
299(1)
15.5 Anthropomorphized Products
300(3)
15.5.1 The Role of Anthropomorphization
300(1)
15.5.2 Adding Human-like Characteristics
301(1)
15.5.3 State-Based Object Model
302(1)
15.6 Usability Study
303(2)
15.6.1 Method
303(1)
15.6.2 Results
304(1)
15.6.3 Lessons Learnt
305(1)
15.7 Conclusions and Future Work
305(2)
16 Intelligent Media
P. Treleaven and S. Emmott
307(14)
16.1 Introduction
307(1)
16.2 Emergence of Intelligent Media
308(1)
16.3 Economic Importance of the Creative Industries
309(1)
16.4 Intelligent Media: Key Concepts and Technologies
309(3)
16.4.1 Key Concepts
310(1)
16.4.2 Key Technologies
311(1)
16.5 Intelligent Media and the Creative Sectors
312(7)
16.5.1 Film and Television
313(1)
16.5.2 Music
313(2)
16.5.3 Cultural Sectors
315(1)
16.5.4 Design
316(1)
16.5.5 Leisure Sectors
316(1)
16.5.6 Advertising
317(2)
16.6 Conclusion
319(2)
17 Smart Environments
T. Kirste
321(18)
17.1 Introduction
321(1)
17.2 Smart Environments
322(3)
17.3 Building Smart Environments: the Ensemble Challenge
325(4)
17.3.1 Another Scenario
325(1)
17.3.2 ...and Its Implications
326(1)
17.3.3 Significant Changes
327(2)
17.4 The Source of Strategy
329(1)
17.5 Goal-Based Interaction
330(3)
17.6 Appliances and Event Processing Pipelines
333(4)
17.6.1 Looking at Appliances
333(1)
17.6.2 Towards a Middleware for Self-Organizing Ensembles
334(2)
17.6.3 Ensemble Organization by SodaPop
336(1)
17.7 Conclusion
337(2)
18 Sensory Augmented Computing
B. Schiele
339(20)
18.1 Introduction
339(1)
18.2 Sensing Opportunities for Ambient Intelligence
340(3)
18.2.1 The Logical View: Dimensions of Sensing
340(1)
18.2.2 Physical View: Placement of Sensors
341(1)
18.2.3 Sensors in AmI Research
341(2)
18.2.4 Discussion
343(1)
18.3 Proactive Furniture
343(1)
18.4 Sensing a Furniture Assembly
344(7)
18.4.1 The IKEA PAX Wardrobe
344(1)
18.4.2 Assembly Plan
345(2)
18.4.3 Observing the User's Actions
347(1)
18.4.4 Sensor Experiments
348(1)
18.4.5 Detecting Partial Actions
349(1)
18.4.6 Detecting Complete Actions
350(1)
18.5 Situation-Aware Affordances
351(4)
18.5.1 General Concept
351(1)
18.5.2 Specific Solution
352(2)
18.5.3 Summary of a User Study
354(1)
18.6 Conclusions and Discussion
355(4)
19 Experience Design
B. Eggen and S. Kyffin
359(18)
19.1 Introduction
359(1)
19.2 Looking to the Future
360(4)
19.2.1 Disappearing Technology
360(3)
19.2.2 The Future Seen from a People's Point of View
363(1)
19.3 The Home Experience
364(1)
19.4 Design Insights of AmI Systems
365(5)
19.5 New Directions
370(6)
19.5.1 Multimodal Interaction
370(2)
19.5.2 Interaction with Intelligent Tangible Objects
372(1)
19.5.3 Ambient Culture
373(1)
19.5.4 User-Centered Design
374(2)
19.6 Conclusion
376(1)
20 Experience Research
E.T. Hvannberg
377(16)
20.1 Introduction
377(2)
20.2 Goals of Experience Research
379(1)
20.3 EARC Life Cycle Model
380(5)
20.3.1 Exploration of the Problem Situation
381(1)
20.3.2 Feasibility and Quality of Interaction
382(1)
20.3.3 Demonstration and Validation
383(1)
20.3.4 Assisted Reality
384(1)
20.4 Facilitators of Experience Research
385(4)
20.4.1 Prototypes
385(2)
20.4.2 Experiments
387(1)
20.4.3 Experience and Knowledge Management
388(1)
20.4.4 Cooperation
388(1)
20.5 Example Developments in Experience Research
389(3)
20.5.1 Living Tomorrow
389(1)
20.5.2 Philips HomeLab
389(1)
20.5.3 Telenor's House of the Future
390(1)
20.5.4 Brazilian Sao Paulo e-Government Facility
390(1)
20.5.5 Responsive Home
390(1)
20.5.6 Innovation Lab Katrinebjerg
391(1)
20.5.7 Intelligent House Duisburg Innovation Center - inHaus
391(1)
20.6 Challenges
392(1)
References 393(40)
Index 433

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