Saturday, August 11, 2007

Inspiration from Paul Dourish - Seeking a Foundation for Context-Aware Computing

Physically-based interaction and augmented environments - Ubiquitous Computing (Weiser): Technical Conceptions of Context

Ishii's Tangible Bits

the world of computation - bits

the world of physical reality - atoms

Ishii inspired our team to forge a much stronger relationship between physical and computational interaction by allowing computation to engage with and harness our physical and tactile abilities to support computational tasks.

Our team have developed an concept of new technology that bridge between the world of atoms of the world of bits, manifesting computational entities as living creatures in the physical world, and using physical interactions as a means of controlling computational entities. For example, our Lullaby toy , Ideally, it is a responsive tangible device, capable of acting spontaneously, altering its own form to express changes in mood, and recognizing sounds produced by its owner.

The tangible itnerfaces rely on the user's creative use of physical and spatial manipulations to control the Lullaby toy. For instance: if the owner talks or sings to it in a loud voice, it will inflate its soft body, expanding in size. However, if they whisper to it in a soft voice, it will deflate slightly and shrink.

Our aim is to exploit our natural familiarity with the everyday environment and our highly-developed spatial and physical skills to specialize and control how computation could be used in concert with naturalistic activities.

Interactive systems around understanding of the generally operative social processes surrounding everyday interaction:Context in Social Analysis

solical analyses look beyond simply the interaction between an individual user and a computer system - the social, cultural and organizational factors that affect interaction, and on which the user will draw in making decisions about actions to take and in itnerpreting the system's response.

Ethnomethodology - an analytic approach to the organization of social action, to provide a forceful critique of the then-dominant formal planning model in Artificial Intelligence. We in turn took on ethnomethodology and began our investigation of social order by involving careful examination of specific instances of organized action - to uncover the means by which people produced the rationality they exhibit.

Schutz's contribution of Husserl's phenomenology with Weber's work on social interaction inspired our team to incorporate the problem of intersubjectivity - that is how two people, who have access only to their own thoughts and immediate experiences, can nonetheless come to find each other's actions meaningful, and can establish shared meaning and common understandings.

We aim to design the interaction of the toy to be intersubjectively rooted in our common experience of the world and on the way in which we can interpret and understand the actions and motivations of others by appeal to the assumption of a shared life-world that, first, grounds our common experience and, second, gives us the necessary background to understand your actions as being rational.

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