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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
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2 What is Interactive and Ambient Media?
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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.
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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.
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Course Topics Interactive and Ambient Media Basics and vision Context-aware smart objects Tangible interaction Ambient displays Persuasive computing
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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
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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
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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
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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
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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
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Grading Class Participation (15 %) Home Work (15%) Project (70 %)
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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)
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Good Resources
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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.
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Course webpage TBA
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56 Still interested in this course?
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