1 D5720 Research on Interactive and Ambient Media Lecture #0: Introduction 陳立杰、鄭穎懋 Adopt from Hao-Hua Chu’s Ubiquitous Computing Course, NTU.

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1 D5720 Research on Interactive and Ambient Media Lecture #0: Introduction 陳立杰、鄭穎懋 Adopt from Hao-Hua Chu’s Ubiquitous Computing Course, NTU

2 What is Interactive and Ambient Media?

Exercise: Potential Scenarios Add an (interactive) ambient media flavor to your most favorite everyday object to enhance that most “favorite” aspect. Think about one of your bad habits – come up with persuasive technology to correct your bad habit.

Course Format This is a research level course, so everyone (faculty and students) will contribute to the learning process. –Idea generation & discussion –Project presentation –Paper presentation Interactive and Ambient Media is a new, fast changing field, so faculty may not know all materials.

Course Topics Interactive and Ambient Media Basics and vision Context-aware smart objects Tangible interaction Ambient displays Persuasive computing

What more can you get out of this course? Develop your own belief where interactive media technology is going Learn research experiences –Scenarios, problem definitions, related work survey, design & implementation (prototyping), evaluation, etc. –Reading, writing, and presentation skills

Project Component Rapid research prototype of an Interactive Ambient Media application in one semester. –The project ideas come from take-home or in- class exercises. –Push you to do some research –Find a fit with your current research –Learn some team work

Project Phases Phase 1: project idea presentation (4 weeks) –Fun, realizable within one semester time framework and computing equipments, has a research component. –[Scenario] Phase 2: project proposal document (4 weeks) –Form teams, define goals, plan, and needed equipments. –[Problems, related work, and design] Phase 3: progress checkpoint (4 weeks) –[Preliminary prototype, evaluation metrics] Phase 4: project working prototype and final report (4 weeks) –Working prototype demonstration

Lifecycle of a Research Project Define motivation scenario (an interesting story) –Emphasize the parts of scenario where it is currently not possible, but with your idea, it will become possible. –Show me a proof-of-concept demo prototype Survey related work Design –Differentiate your work from related work –What’s new? Why is it significant? Rapid prototype implementation Evaluation of prototype implementation –Define evaluation metrics –Experiments & user studies Shoot a video & write a report

Toys for your projects (optional) Embedded systems Sensors: light, tilt, temperature, accelerometer, pressure, weight, orientation, ultrasound, etc. Smart phones Pads Video Cams Multi-touch Displays Projectors Use your imagin ation –Anything you can find on the Internet or from your own lab … –However, budget may be limited

Grading Class Participation (15 %) Home Work (15%) Project (70 %)

Course Requirements Class attendance (MUST!) –Please don’t register if you are going to miss many classes. Must be able to talk & exchange ideas with others Creativity Willing to spend extra time & efforts than what a regular course would need (Remember that this is a research oriented course)

Good Resources

Your Very First Reading List Sandra Luxton (2000), What is this thing called “Ambient Advertising”?, ANZMAC 2000 Visionary Marketing for the 21 st Century: Facing the Challenge Cyan Meeks (2005), Ambient Media: Meanings and Implications, Master Thesis, Dept. Media Study, The State University of New York at Buffalo.

Course webpage TBA

56 Still interested in this course?