Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng.

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1 Abdulmotaleb El Saddik Associate Professor Dr.-Ing., SMIEEE, P.Eng. Multimedia Communications Research Laboratory University of Ottawa Ontario Research Network of E-Commerce

2 I Feel I Touch Am I Real?

3 Content From conventional to new media E-touch E-Smell and e-feel The ultimate goal in 10 years Welcome to 2016 Social implication Technical possibilities and challenges See you back in

4 An Engineering Approach to a very realistic view of

5 Advanced Media Conventional media: audio, video, text, image, Emerging types of media provide greater interaction. Wearable/enhanced interfaces Head-Mounted Displays 3D Goggles Gloves Haptics (e-touch) Others The high-level of immersion and interaction with these new devices and media can lead to unprecedented rich learning experience. 5

6 Virtual Environment Sometimes called Virtual Reality, is an artificial environment created with computer hardware and software and presented to the user in such a way that it appears and feels like a real environment. A user uses special gloves, earphones, and goggles, all of which receive their input from the computer system. To date, virtual reality systems require extremely expensive hardware and software and are confined mostly to research labs. 6

7 Virtual Reality vs. Real Virtuality 7

8 Real Virtuality? Originally, the term referred to 'Immersive Virtual Reality' the user becomes fully immersed in an artificial, 3-D world that is completely generated by a computer. The head-mounted display (HMD) was the first device providing its wearer with an immersive experience (1965) 8

9 The next step: Haptics There are five major human senses: Vision, Audition, Taction, Olfaction and Gustation. Audio and Video systems have been perfected over many decades. The third human sense, the sense of touch, is currently being further developed. 9

10 What Is Haptics? Haptics comes from a Greek word means of or relating to the sensation of touch. It is the science of applying tactile sensation to human interaction with computers. 10

11 What Is Haptics? (Cont.) We rely on our sense of touch to do every day tasks such as: Dialing a touch-tone phone Finding first gear in a manual transmission car Playing a musical instrument like a guitar or a piano They all heavily rely on the tactile and kinesthetic cues we receive. Tactile cues include textures, vibrations, and bumps; Kinesthetic cues include those such as the weigh of a stone and the impact of hitting a tennis ball. 11

12 which means: Making use of force, movement & other stimuli: To convey force To convey movement of objects To convey realism of objects: Give them physical rigidity To give them surface properties Give them resistance Give them weight 12

13 Why a Haptic Interface? The sense of touch can carry huge amount of information To be able to actively interact with an environment, there must be feedback. It increases sense of presence in a VE application It increases human performance It can be fun! 13

14 Until now History of Haptic Systems Development 1964: First Exoskeleton device 1967: GROPE (University of North Carolina) 1990 : GROPE III 1976: Tele-Robotics, Teleoperation (for remote manipulation of toxic or radioactive materials) 1994: Appearance of commercial haptic devices (Immersion, SensAble) +1995: Many research activities in the area haptic device and application development +2000: Many devices available (research and commercial) for specialized applications 14

15 Examples Ah, pictures at last! 15

16 Examples..and more pictures! 16 And many many more

17 Computer Haptics Source: SensAble Tech., USA 17

18 Haptic Interfaces Source: SensAble Tech., USA 18

19 Haptic Rendering Source: SensAble Tech., USA 19

20 Graphical/Haptic Rendering Source: SensAble Tech., USA 20

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22 Oh Wow Opening a research Avenue in Haptics System Looking for Standard in Haptic Technology Limitations about current Technology 22

23 Case Study: Identifying Human Pattern with Haptics Software : Virtual Environment Hardware: Haptic Reachin Display Ambient Intelligent Engine Trial 1 Timestamp 0 Position X Position Y Force X ( N) Results ,03767 Data 23

24 Case Study: Identifying Human Pattern with Haptics The Experiment Graphic Representation MS = 3 N c = 1 i= p ( d l ( t ) c,i c,i 2 Dynamic Time Warping : Methodology + Nelder-Mead non-linear minimization Spectral analysis: Fast Fourier Transform Unsupervised Method: K-Means 24

25 Verifying such feasibility Virtual Check Performance of Classifier Ambient Intelligent Engine FAR error rat e Virtual Check Maze Virtual Phone Performance Virtual Mobile Phone 25

26 Feel the warm greetings 26

27 27

28 Add the smell Scent Recognition Available cartridge contains 20 basic aromas, produce up to 60 smells Electronic signals tell the dome to release the smell 28

29 Add the emotion Affective computing Computing that relates to, arises from or deliberately influences emotions. Two classes of emotions Primary emotions: involve externally detectable physiological changes (muscular tension, weeping, flushing) Secondary emotions: semantically rich affective states generated by cognitive processes (envisaging, recalling, planning, reasoning, etc.). 29

30 Affective Computing Devices 30

31 Ultimate Goal Ivan E. Sutherland (1965) The ultimate display would, of course, be a room within which the computer can control the existence of matter. A chair displayed in such a room would be good enough to sit in. Handcuffs displayed in such a room would be confining, and a bullet displayed in such a room would be fatal. With appropriate programming such a display could literally be the Wonderland into which Alice walked. But for now we must use machines 31

32 A flavor of my research Ambient Intelligent Haptic Framework Adaptive Haptic Framework 32

33 Multimedia Ambient Intelligent Collaborative Environments 33

34 Story of Dr. Abed All characters appearing in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental. Movies presented are generated by Electronic Arts (EA) Games 34

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47 Haptic and the Brain Several techniques among others BCI (Brain Gate Interface) Internal neural signal sensor with 100 electrode sensors that detect brain cell activity External processors that convert neural signals to output signals Uses ECoG (ElectroCorticoGraphic) 47

48 Benefits of new Media Much more powerful than conventional media. Can be used to create very realistic, rich, and engaging life experience. Other Advantages? Disadvantages? It seems like science fiction, but it s closer than we think Current achievements 48

49 Challenges in the last 10 years the years to come How to capture novel sensory data? How to reconstruct for playback? How to store? How to encode/decode? How to transmit? How to interact seamlessly? 49

50 You have a lot of question 50

51 Privacy in Multimedia Ambient Intelligent Environments? An attempt at a violent technological penetration of everyday life Feverish dream of spooks and spies: to plant a bug in every object A very cautious approach is needed with this kind of monitoring 51

52 Big Brother in Multimedia Ambient Intelligent Environments? Any statement you make could be played back! Does the Walls have ears?! Information could both be gathered and stored locally 52

53 Delegation of Control Who has access to this system? Who is monitoring the information? Do people have control and choice? Who s controlling who? And many 53

54 Social Implications People will not just use the technology: they will live with it. Technology by itself has no ideology! Do we need such system? 54

55 55

56 Happy Birthday Multimedia Communications KOM 56

57 متشکرم 57

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