Showing posts with label Wearable Technology. Show all posts
Showing posts with label Wearable Technology. Show all posts

Friday, April 22, 2016

Module 4 – Disruptive Technology The MIT SixthSense Project




In defining what a Disruptive Technology is, Thornburg connects the phrase to Clayton Christensen, a Harvard Business School professor, who is credited with coining the phrase ‘Disruptive Innovation’ in his 1997 book, The Innovator’s Dilemma (Christensen, 1997; Laureate Education, 2014a). According to Thornburg, a disruptive technology is a newly emerging technology that unexpectedly displaces an established one (Laureate Education, 2014a). Thornburg further explains that Disruptive Technologies are a ‘Wildcard’ in that a certain technology may be on an evolutionary path and all of a sudden a Disruptive Technology or ‘Wildcard’ comes into the market that meets the same criterion that the Evolutionary Technology does, but does it more efficiently, has a lower cost, and has other benefits to it which leads it to displace the former technology (Laureate Education, 2014a). A current example of a Disruptive Technology is the SixthSense project.

The SixthSense prototype is a wearable gestural interface that augments its user’s physical world, with digital information, that the user can interact with by using natural hand gestures (Mistry, 2009). By using a web camera and a tiny projector mounted in a pendant like wearable device, the SixthSense prototype perceives what the user perceives and visually enhances any surfaces or objects the user interacts with (Mistry, 2009). The SixthSense prototype displays digital data onto any surface, such as a wall or physical objects like the palm of the user’s hand, which allows the user to interact with the displayed digital information with natural hand or arm gestures, or user interaction with the object itself (Mistry, 2009). Through the use of the SixthSense prototype, the user attempts to free information from the confines of a computer or mobile device by seamlessly integrating it with physical reality, and therefore making the entire world the user’s computer (Mistry, 2009).



While pursuing his Ph.D. at the Massachusetts Institute of Technology (MIT) Media Lab in 2009, Pranav Mistry took up further development of this disruptive technology, from innovator Steve Mann, who started the project in 1994. Mistry invented the current SixthSense/Wear UR World (WUW) prototype with open-source software, as a wearable technology to make it simpler for people to connect computing with their daily undertakings without having to carry a laptop or be stuck sitting behind a computer. The SixthSense prototype build costs approximately $350 and consists of standard technologies such as a pocket projector, a small portable mirror and a web cam with built in microphone, four different types of color markers and a mobile computing device, usually a smartphone. The SixthSense technology connected hardware and open-sourcing software endeavors to displace or obsolete smartwatches, smartphones, tablets, laptops, computers, televisions and many more current technologies. Mistry states, ‘SixthSense’ will help us in not being machines sitting in front of another machine” (Dhingra, 2009). 




Both the pocket projector and the web cam connect to the user’s mobile computing device, which is usually a smartphone. SixthSense works by projecting visual information via enabled surfaces, such as a wall or the user’s palm or through physical objects as interfaces. Meanwhile the web cam comprehends and tracks the user’s hand gestures or physical objects using Mistry’s open-sourced software. The software application processes the video stream data captured by the camera and tracks the locations of the colored markers or visual tracking fiducials, which is a point or line assumed as a fixed basis of comparison, at the tip of the user’s fingers. The movements of the fiducials are deciphered into gestures that act as interactive commands for the projected applications interface (Motwani, Motwani, & Kasatwar, 2016). The maximum number of tracked fingers is only constrained by the number of unique fiducials, which allows the SixthSense’s open-source software to supports multi-touch and multi-user interactions.

One of the major social benefits of the SixthSense technology is that it can enabling its users to sense and share stories and other personal attributes and information about people they are interacting with in real time. Personal thought clouds, containing informational traits, hobbies, etc., about the person the user is interacting with can be displayed for the user to use in conversation, while retaining privacy and anonymity. Whereas current social networking sites keeps the user separated from the true reality of their physical world and the importance of remaining human, SixthSense will make it easier to go out into the physical world and interact on a higher societal level of living.

The social implications of using this sort of technology in the classroom is very exciting. As the following video details beautifully, students and educators can use SixthSense as a translation tool to collaborate with other students and educators in different areas of the world seamlessly. There are two additional ways the SixthSense technology can enhance the educational experience, by encouraging student engagement and by stimulating self-directed learning. As an experienced teacher, I have noticed that my students learn more when they are actively engaged. Media can be a powerful tool, sparking curiosity, promoting scientific enquiry and enlisting critical thinking, by helping my students make engaging connections between their real world experiences and the content they are learning (Quinones, 2010). Within self-directed learning, the student takes the initiative and the responsibility for what occurs. By combining the ability to share information with other learners and educators, as well as tap into the world of data and information available on the Internet, through use of the SixthSense technology, students are able to follow new paths of self-directed enquiry that will expand their understanding of the topics they are studying (Looi et al., 2016).



An example of using the SixthSense technology to enhance student learning would be using it on a field trip to the museum or zoo to collect information on a certain subject for a group collaborative project. Learners would be able to take pictures of the subject using their fingers and have them added to their SixthSense device. Afterward, the students could use a flat surface in the museum or zoo to post their pictures and work collaboratively on their project, thereby enhancing student engagement and self-directed learning.  


Since SixSense is still considered a project and has not come to fruition as a self-contained, all in one device. Therefore, it is difficult to predict how many years it has before another emerging technology or disruptive technology will replace it. In the following video Maes, head of MIT’s Media Lab's Fluid Interfaces Group, speaks to the SixSense technology arriving in the form of a human brain implant that may emerge in 10 years of so (Maes & Mistry, 2009). SixthSense is a concept and not an actual viable consumer product yet. For this technology concept to become available in the consumer market numerous factors will have to come together, chief among them will be enhanced battery technology, more efficient versions of the web cam hardware, improvements in wireless data networks and most importantly, the untethering of the smartphone needed to connect to the internet. The technology will most likely germinate as a more fashionable all-in-one wearable pendant device or set of glasses or goggles. As the hardware concept of tethering several devices involved to implement this technology’s conceptual use continues to develop, such devices as Google Glasses, Hololens or slimmed down versions of the Oculus Rift, employing Mistry’s open-sourced software, will most likely replace the current daisy-chained version of the SixthSense technology.





How to build your personal SixSense device


In conclusion, Mistry has invented an amazing technological concept with the SixthSense Project. The permutation of devices and the open-source software combined create a user-friendly reality in which the user’s digital world is joined with their physical world (Balamurugan, 2010). This technology can be used in a plethora of positive ways, to enhance daily tasks. Being able to easily learn information about products while shopping, find instructions while building or constructing, and being able to easily identify areas while travelling are all extremely positive results of the Sixth Sense technology project. Mistry (2009) tells us that the SixthSense technology is essentially a wearable computer that can surf the web, make phone calls, and even connect to other computing devices (Mistry, 2009). It is more portable and more interactive than any smartphone, laptop, or tablet available today, while costing about the same as a smartphone or tablet. It does, however, pose a threat to society in the form of privacy issues. It allows for the user to easily record and photograph anything without being noticed, and it can also allow the user to gain available online information about anything just by glancing at it and performing an online search. This may lead to social, legal, ethical, and security concerns. Sixth Sense technology is significant in its intended purpose for daily task efficiency and interactive computing, but it may prove to not be practical due to the societal issues it may raise and the portability of hardware involved.




Resources

To learn more about the SixthSense Project please follow this link:
http://www.pranavmistry.com/projects/sixthsense/

For more history on the SixthSense Project please use this link:
https://en.wikipedia.org/wiki/SixthSense

References

Balamurugan, S, (2010). Sixth sense technology, proceedings of 2010 internationalconference on communication and computational intelligence (pp. 336-339). Chennai: Scitech publications (India).

Christensen, C. M. (1997). The Innovator's Dilemma: The Revolutionary Book that Will Change the Way You Do Business (Collins Business Essentials).

Dhingra, S, (2009, October). Sixth sense technology will revolutionize the world. TheViewspaper. Retrieved February 28, 2012, from http://www.theviewspaper.net/ sixth-sense-technology-will-revolutionize-the-world/

Laureate Education (Producer). (2014a). David Thornburg: Disruptive technologies [Video file]. Baltimore, MD: Author.

Looi, C. K., Lim, K. F., Pang, J., Koh, A. L. H., Seow, P., Sun, D., ... & Soloway, E. (2016). Bridging Formal and Informal Learning with the Use of Mobile Technology. In Future Learning in Primary Schools (pp. 79-96). Springer Singapore.

Maes, P. and Mistry, P. (2009, February). Pattie Maes and Pranav Mistry: Meet the SixthSense interaction [Video file]. Retrieved from http://www.ted.com/talks/pattie_maes_demos_the_sixth_sense

Mistry, P. (2009, November). Pranav Mistry: The thrilling potential of SixthSense
technology. [Video file]. Retrieved from http://www.ted.com/talks/pranav_mistr

Motwani, C., Motwani, D., & Kasatwar, A. (2016). Six Sense Technology Using Hand Gesture. International Journal of Research, 3(5), 93-99.

Quinones, D. (2010). Digital media (including video!) Resources for the stem classroom and collection. Knowledge Quest, 39(2), 28-32.

Wilson-Richter, L, (2009, March 13). Pattie Maes’ sixth sense technology: what’sstopping this?. Lucas Wilson-Richter. Retrieved February 28, 2012, from http://www.lucasrichter.id.au/2009/03/13/pattie-maes-sixth-sense-technology-whats-stopping-this/



Thursday, March 24, 2016

Module 2 - Wearable Technology Smartwatches – Working with McLuhan’s Tetrad




Wearable Technology
Smartwatches – Working with McLuhan’s Tetrad

McLuhan, a Canadian University communication theory professor and philosopher, introduce a context for examining media effects on society through the tetrad. By definition, a Tetrad is simply a set or grouping of four things (Dictionary, 2013). McLuhan used his tetrad method as an informative tool for exploration of an object, through a metaphoric framework (McLuhan & Powers, 1989). McLuhan’s tetrad allowed him to apply four laws, outlined as questions, to a wide array of human endeavors (McLuhan & Powers, 1989). McLuhan’s tetrad gives us a practical tool for looking at our culture.

According to Thornburg (2013e), McLuhan designed four questions to investigate a medium under examination using the context of his tetrad:

1      What does the medium enhance?
2      What does the medium make obsolete?
3      What does the medium retrieve or revive that had been made obsolescent?
4      What does the medium reverse into when pushed to extremes?

McLuhan designed the tetrad as a pedagogical tool to examine the effects on society of any medium/technology by dividing its effects into four categories and displaying them simultaneously (McLuhan & Powers, 1989). Thornburg (2013e) further states that “by virtue of being introduced, a new technology (or medium) carries with it seeds of destruction paving the way for the next one to follow” (p. 2). Thus, Educators can use McLuhan’s Tetrad to discover more about the technology (or medium) being considered. In addition, Thornburg (2013e) tells us that it is very important to know if a technology that is being considered is being pushed into obsolescence, and what technology will replace it. This information will help Educators better decide which technologies to consider for their workplace.

The technology that our Learning Community is researching is Wearable Technologies, specifically Smartwatches. Wearable technology recalls a wonderful time of my youth, when I would be spellbound watching television reruns of the 1960’s shows Get Smart and Star Trek. Agent Maxwell Smart would use his shoe phone to speak to the Chief at CONTORL or Agent 99, out in the field, and when Captain Kirk and Scottie would speak to one another using their Star Trek wrist communicator.

In 2015, Smartwatches emerged into overall societal use for communication as the members of the USS Enterprise used way back in the 1960’s on the television show Star Trek. Side Note: At the time of researching Wearable Technology for this blog post, I came across a new emerging Wearable Technology, the Smartshoe. Here is a link to read about it: http://www.tgdaily.com-www.tgdaily.com/mobile/120856-who-needs-a-smartwatch-when-you-can-have-smart-shoes. From the creative minds of the writing staffs for Get Smart and Star Trek, one could deduce that these two 21st century, emerging technologies were hinted at as being available to the masses in the near future. 

As far as Smartwatches are concerned, currently this wearable technology can be employed to assist students and educators in easier forms of communication, without using a tablet, smartphone or computer, thus enhancing and optimize teaching and learning experiences overall.  


Tetrade for Wearable Technology – Smartwatches


Enhances – Smartwatches enhance communication by email, text or phone call. There is no need to carry a laptop or other mobile devices if your smartwatch has the same communication capacity. Smartwatches coupled with Mobile Cloud Storage will enhance data storage and retrieval.

Obsoletes – Smartwatches are pushing the personal computer into obsolescence. Cameras and Keyboards are also moving towards obsolescence based on voice commands (Siri or Kortana) and camera features of the Smartwatch.

Rekindle/Retrieval – As previously stated, the wearable wrist communicator was first employed as a theoretical technological device from the 1960’s television series Star Trek. Currently, Smartwatches can send and received phone calls, thus, residential phones and cell phones are rekindled. One can send and receive emails and text messages from a Smartwatch though voice commands, gestures, signs and other adaptive assistive technology apps, which rekindles thoughts of sign language. Smartwatches also rekindle digital calculator watches from the 1980’s.

Reversal – Holographic Communication and devices such as the Holographic Television will send text messaging and emails into obsoletion, since these types of information can be exchanged in a 3D face-to-face way. Teleporting (seen on Star Trek and other Sci-Fi movies and shows of the 1950’s and 1960’s) will also make emails, phone calls and text messaging obsolete, in theory by being able to make live contact with another human being to have a personal conversation in the exact same time or less that it would take for the phone call to go through or the email or text message to arrive.


References

Allan, D. (2014). Who needs a smartwatch when you can have smart shoes?. Tech Guru Daily. Retrieved from http://www.tgdaily.com-www.tgdaily.com/mobile/120856-who-needs-a-smartwatch-when-you-can-have-smart-shoes

Dictionary, M. W. (2013). Merriam-Webster Dictionary Online.

McLuhan, M., & Powers, B. R. (1989). The global village: Transformations in world life and media in the 21st century. Oxford University Press, USA.

Thornburg, D. (2013e). Emerging technologies and McLuhan's laws of media. Lake Barrington, IL: Thornburg Center for Space Exploration