ELG 5121/CSI 7631 Fall 2009 Projects Overview Projects List X-Reality Affective Computing Brain-Computer Interaction Ambient Intelligence Web 3.0 Biometrics: Identity Verification in a Networked World Scent Recognition Smart Clothes Haptic Messenger Multimedia and Health Other Ideas are also welcome 1
X-Reality Mixed Reality Motivation Internet-based virtual worlds o Second Life (http://secondlife.com) o IMVU (http://www.imvu.com) o Active Worlds (http://www.activeworlds.com) o Red Light Center (http://www.redlightcenter.com) Linking Virtual to Real Worlds o All the interactions occurring between avatars are kept in the virtual world and are not reflected back to real users o reflecting inter-avatar communications to the real world increases the level of involvement and makes these environments more entertaining and exciting o Dynamic pages, and web application (CMS, webmail etc) 2
What is it? Getting the source code of an existing 3D Society Example: Second life Define a scenario of real-virtual interaction Example: Touching, kissing, Control, etc. Implement an interface between the virtual world and the real world device Real world device can be: Mobile device, Haptic device, etc. Test the proposed scenario Demonstration No report is needed. Affective Computing 3
Background Computing that relates to, arises from or deliberately influences emotions Two classes of emotions o Primary emotions: involve externally detectable physiological changes (muscular tension, weeping, flushing) o Secondary emotions: semantically rich affective states generated by cognitive processes (envisaging, recalling, planning, reasoning, etc.). The Project Biological background about affective computing o Physiological Responses o heart rate acceleration and deceleration Technologies used to detect and express affection o Sensors, actuators, Affective-Data Analysis o Affective Computing Devices Applications o Security, elearning, Health and Medicine, Military, etc. Application Case study o Affective computing in Tele-home Health 4
Brain Computer Interaction (BCI) BCI Research Animal BCI Early work Success stories Human BCI Invasive BCIs Partially-invasive BCIs Non-invasive BCIs Human BCI Application: Health Care Case Study Ethical Considerations 5
Ambient Intelligence: Tele-care Systems Project Overview History of AmI Comprising Technologies o Transparent Interfaces o Ubiquitous Computing o Ubiquitous Communication Example Scenario o Should use Body Area Network o Intended for elderly people Social Implications Trends 6
Web 3.0 History First Era: (Web 1.0) o Collection of static pages o Content created by companies and organizations o Only programmers/experts could upload content o Viewer does not contribute to the contents Second Era: (Web 2.0) o Dynamic pages, and web application (CMS, webmail etc) o User can create content and socialize themselves into the web (Facebook, Youtube, Blogs) o Web content is fragmented and each one gets what he/she wants (RSS feeds, tags etc) 7
What s Next, Web 3.0? Experts envision different technologies Tim Berners-Lee Semantics and Database Web Jerry Yang (Yahoo) Blur distinction between professionals and consumers Reed Hastings (Netflix) Full Video Web Nova Spivak(Radar Networks) Semantic Web Eric Schmidt (Google) Ubiquitous and pervasive web applications Project YOUR perspective of what Web 3.0 would be Research project Biometrics: Identity Verification in a Networked World 8
Biometrics Traditional Identification Methods o Something that I have (key) o Something that I know (password) o Something that I am (fingerprint) Based on human characteristics Physiological: Face, fingerprint, iris Behavioral: Hand-written signature, gait, voice What is the project about? Investigating different biometric methods Biometric for verification Biometric for identification Analysis and comparison studies Classification of existing techniques Comparison with traditional identification/verification methods Applications Where each method can be used Pros and Cons 9
Scent Recognition The Project Importance of the sense of smell o Biological background o Contribution to perception Background Technology o How to generate smell o Research about RGB-like standards! Existing Interfaces and Devices o Research prototypes o Commercial products Application Scenario o Technology limitations o Trends 10
Smart Clothes The Project Technology Drivers o Service Integration in pocket o Sensing the world Wearable Computing o Comfortable, quick to access, fashionable, etc. o Wearable PCs, PDAs, Mobile phones, etc. Clothing and Functionality Application Scenario Trends 11
Haptic Messenger The Project Haptic Instant Messenger 12
Other Ideas are welcome Game Development (XNA, etc.) Smart Homes Social Networks Edutainment Haptic-Audio-Visual Applications Artificial Muscles Etc. 13