Smart Hybrid Cities: Designing our Future Urban Environments. Norbert A. Streitz. Smart Future Initiative

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1 Centro Congressi Palazzo Rospigliosi Roma, Smart Hybrid Cities: Designing our Future Urban Environments Norbert A. Streitz Smart Future Initiative Overview City of the Future Range of Associations Urban Age World Population => Urban Areas Urban Life Management Towards the Humane City Digital, Virtual, Hybrid, Smart, Ubiquitous Cities Dimensions of the Hybrid City Design Approach Ambient Intelligence Experience Design Smartness and Privacy Projects and Applications Cooperative Buildings and Roomware Disappearing Computer Initiative Ambient Agoras Outdoor Urban Space Applications Proposal for a new Research Agenda InterLink project: Towards The Humane City Conclusions Slide 2 1

2 City of the Future: A wide range of associations Slide 3 The Future? Slide 4 2

3 Life in the City of the Future Visions in the Past Slide 5 Life in the City of the Future past and presence Noch einige Bilder Slide 6 3

4 Presence: The Invisible Hotel Slide 7 Presence: LED - Eyelashes Slide 8 4

5 Urban Age Word population: will rise from 6.7 billion in 2007 to 9.2 billion in 2050 by the end of 2008, half of the world population lived in urban areas by 2050, 70 % will live in cities (growth especially in Asia, Africa,..) in cities will rise from 3.3 billion to 6.4 billion in 2050 Greater Tokyo has now about 35 million > Canada s population Population density (G-Econ project, Yale) Slide 9 Urban Life Management Overall theme improving the ways in which people can relate to other people and to the urban environment Two perspectives How to manage a person s/a group s life in a city? How to manage the urban environment for the people? Examples Smart Transportation and Environment Health Monitoring and Medical Therapy Responsible Citizenship: Facilitating Engagement and Involvement Slide 10 5

6 Large Scale Efforts in Asia on City/Urban Environments Japan Ubiquitous Networking Forum T-Engine Forum /uid Center Digital Home / Ubiquitous Home Shift from e-japan to u-japan (Ubiquitous Network Society) Ambient Society Korea UCN program (Ubiquitous Autonomic Computing and Network), known before as u-auto project cluster ut-home/building => ut-town => ut-society plan for 22 u-cities: in 14 existing and 8 new cities Singapore in-2015 Masterplan (Intelligent Nation Singapore) Slide 11 Different Names and Connotations Digital/ Virtual City early notion of having virtual counterparts of cities usually no concrete relationship to the real physical city Ubiquitous City (u-city) primarily technology and infrastructure driven Smart City city offering smart services, e-government, most often used in the context of ICT research Hybrid City equal significance of real and virtual worlds/cities comprehensive integration results in Hybrid City Slide 12 6

7 Hybrid City Hybrid City as a concept for integrating the real city and the parallel virtual city Incomplete match of reality and virtuality: virtual model is a reduced model of reality but: virtual entities exist beyond reality degree of modeling is determined by the approximation that is sufficient for the intended orientation and reasoning Museum of Modern Art, Tokyo Slide 13 Dimensions of Hybrid City - 1 Reality dimension Real <=> virtual Space/place/ context dimension Local <=> Global desktop <=> office/living room <=> building, home, shop <=> public space <=> neighborhood <=> city <=> region <=> country <=> People/social activity dimension individual <=> group <=> teams <=> families <=> friends <=> communities <=> society Smartness dimension interactive <=> augmented <=> smart human in the loop <=> fully automated People-Oriented, Empowering Smartness vs. System-Oriented, Importunate Smartness Slide 14 7

8 Dimensions of Smart Hybrid City Real City Global Context Individual Activities Group/Social Activities Local Context Virtual City Slide 15 Next Steps There are many ways addressing the challenges and issues of Hybrid and Smart Cities. But what kind of city do we like to have? A technology-driven and dominated one? Probably not! Slide 16 8

9 Next Steps: Towards The Humane City Vision: A city where people enjoy everyday life and work, have multiple opportunities to exploit their human potential and lead a creative life. Thus, we call it The Humane City. Issues: (besides the economic, political and social issues) how can ICTs support people in such a humane city? what are the design goals and how to realize them? Slide 17 Towards the Humane City Real City Hybrid City Smart City Humane City Humane City its initial meaning is/was independent of technology, but it provides a relevant goal orientation on top of concepts like Ubiquitous, Smart and Hybrid Cities option of adapting concepts from cities in the old Greek tradition with institutions as the agora, etc. need for a less technology-driven but more human-oriented approach and vision for future cities supporting responsible citizenship and engagement part of a Creative and Inclusive Society (tangible emotion, fun for 5 seconds, ) (=> EU-funded Project InterLink) Slide 18 9

10 The Future of Lifestyles The values and guidelines for the Humane City are part of more comprehensive developments and trends as, e.g.: LOHAS - Lifestyles Of Health And Sustainability Values: Health, Well-being, Selfness, Responsibility, Community, Sustainability, Design, Enjoyment Well-being => Experiences Future of Work No clear-cut borders between work and other activities in your life Flexibility and mobility: advantages and disadvantages Polyphasic activities caused by ubiquitous collaboration Work-Life Balance Future of markets => Experience Economy Leisure but also social activities part of an Experience Economy Technology as a mediator for achieving these values Slide 19 Seven Claims for Future Developments 1) The more the computer disappears and becomes invisible, the more it determines our lives 2) It s all there in the environment => no need to carry devices The city is the interface. 3) People-friendly environments in which the computer-as-we-know-it has no role 4) From information design to experience design 5) New affordances for facilitating coherent experiences 6) Smart spaces make people smarter 7) Privacy might become a commodity and a privilege Slide 20 10

11 Design Approach Interdisciplinary Approach & Team Computer Science Electrical Engineering Psychology Design Architecture Sociology Slide 21 The Disappearing Computer The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it (Weiser, Scientific American, 1991) It seems like a paradox but it will soon become reality: The rate at which computers disappear will be matched by the rate at which computer/information technology will increasingly permeate our environments and determine our lives. (Streitz & Nixon, Communications of the ACM, March 2005). Slide 22 11

12 Ambient Intelligence (AmI) - 1 Ambient Intelligence is a human-centered approach combining ubiquitous, pervasive, proactive, ambient computing and communication with social interfaces EU-ISTAG report on Scenarios for Ambient Intelligence in 2010 (ISTAG = Information Society Technology Advisory Group) Excerpt from original statement: everywhere, embedded in everyday objects, smart materials, aware of human presence and personalities, engage in intelligent dialogue, should be unobtrusive, often invisible; everywhere and yet in our consciousness nowhere unless we need it. Interaction should be relaxing and enjoyable for the citizen and should not involve a steep learning curve. Slide 23 Ambient Intelligence (AmI) - 2 My definition for the ERCIM Working Group SESAMI : Ambient Intelligence represents a vision of the (not too far) future where "intelligent" or "smart" environments and systems react in an attentive, adaptive, and active (often even proactive) way to the presence and activities of humans and objects in order to provide intelligent/smart services to the inhabitants of these environments. Ambient Intelligence technologies integrate sensing capabilities, processing power, reasoning mechanisms, networking facilities, applications and services, digital content, and actuating capabilities distributed in the surrounding environment. While a wide variety of different technologies is involved, the goal of Ambient Intelligence is to hide their presence from users, by providing implicit, unobtrusive interaction paradigms. People and their social situations, ranging from individuals to groups, be them work groups, families or friends and their corresponding environments (office buildings, homes, public spaces, etc) are at the centre of the design considerations. Slide 24 12

13 Ambient Intelligence (AmI) - 3 Era Time scale Defining Technology Defining Abundance Defining Limitation Microcosm 1980s onwards Microelectronics Silicon-based Processing Power Bandwidth Telecosm 1990s onwards Optics Wireless and Wireline Bandwidth Storewidth Ambicosm 2000 onwards MEMS and Nanotechnologies Physical Interaction Capabilities "Eyewidth" from: N. Streitz & G. Privat: Ambient Intelligence. In C. Stephanidis (Ed). The Universal Access Handbook. Taylor & Francis, 2009 Slide 25 Ambient Computing and Interaction computer functionality moves more into the background, in the periphery of our attention (=> ambient) ambient displays are unlike traditional displays anything can be a display => smart materials and multiple modalities often based on metaphors from the real world (e.g., sounds => network traffic) The world around us is the interface to information Claim: No need to carry computing devices with us. It s all in the environment: everything is everywhere Slide 26 13

14 Multi-Person Ambient Environments Extensions of the traditional UbiComp approach: Not only many devices for one person, but many devices, resp. interaction opportunities for many people, => ambient environments are multiple- devices, multiple-users environments one person => groups and teams => communities => cities New challenges for the design of interaction, group interfaces, Relationship to CSCW (Computer-Supported Cooperative Work), Web 2.0. social web. social (network) software going on-line not only to be informed and to inform others, but to live a social life, to have experiences, Slide 27 From Web 2.0 => Web++ or Hybrid Web Integration of virtual and real worlds Integration of real, virtual and social domains Going beyond an internet of things --- taking reality tagging to the extreme Hybrid worlds consisting of multiple, joint communities of people and artefacts with symmetric actions and effects in both (all) worlds From information design to experience design Slide 28 14

15 Information Design => Experience Design Towards an Experience Economy Entertainment Industry Facilitating experience-oriented activities and processes social processes, leisure activities, games,. in public spaces, in the home, but also in office environments, Designing Experiences (and then controlling them) Direct experience/perception using our human senses Indirect and mediated experiences - making invisible things visible (e.g., radioactivity, network traffic, ) - aggregating parameters to convey higher level concepts (activities of a person, atmosphere/ambience of a room/building, ) - social experiences (awareness, connectedness, ) Slide 29 Smart Environments System-oriented, importunate smartness - More or less automatic behavior based on collected data, - Intelligent Home (domotica, ) - BUT: refrigerator ordering items although we can t consume it due to circumstances beyond the refrigerator's knowledge such as unanticipated absence, illness, People-oriented, empowering smartness - implies that the human is in the loop and can take mature, informed actions based on suggestions, recommendations smart spaces make people smarter BUT: how much feedback do we want/ can we process? (Streitz et al, IEEE Computer, March 2005) Slide 30 15

16 Tricky Trade-off for Creating Smartness There is an interaction and balance/ trade-off between able to provide support based on collecting and using sensor data and using them for selecting, tailoring functionality to make the system smart and the right of people to be in control over which data are collected, by whom, how they are used => privacy (Note: People are willing to provide their data for certain benefits, e.g., loyalty/ payback cards, ) Design issues and implications for privacy: How can people know what is going on, when they are not aware of it, when they don t see the sensors, the devices? Privacy Enhancing Technologies (PETs) Slide 31 Perspectives on Privacy Privacy as a legal and moral right Privacy as a socially negotiated feature Privacy as a commodity you pay for and trade Privacy as a privilege (implication of above) Two aspects: Outgoing data (logging, tracking, surveillance, ) Incoming data (intrusion, unsolicited communication, ) Slide 32 16

17 Remember? -- Private calls in a public space Slide 33 Reinventing Privacy Talk in Private 25 Slide 34 17

18 Avoiding mobile phone disturbance at the White House Cabinet members need to leave their BlackBerrys at the door in a basket when meeting with President Obama. A White House video reveals the less than high-tech solution used to ensure Hillary Clinton doesn't leave with Eric Holder's phone. (Photo: White House) Slide 35 Applications for Smart Urban Environments Cooperative Buildings Offices and Workspaces Electronic Classroom for Schools & Universities Hospitals Smart Home / House Public Spaces Entertainment and Leisure Information and Awareness (e.g., pollution) Infotainment via Experiences Social and Leisure Activities Communication and Coordination Entertainment Awareness and Connectedness Engagement and Involvement (responsible citizenship) Slide 36 18

19 Cooperative Buildings Cooperative Buildings are serving the purpose of cooperation and communication by providing facilities and computer-supported functionality and at the same time they are cooperative towards their inhabitants, visitors, users, via attentive, active, adaptive environments => Smart Environments Viewing buildings as (multimedia/ambient/ubiquitous) interfaces to information and for communication and cooperation Slide 37 Roomware Roomware components result from the integration of room elements with information and communication technology Roomware components are interactive and networked mobile (some) with independent power supply and wireless networks provided with sensing technology Roomware components are the constituents of Cooperative Buildings Slide 38 19

20 i-land - an interactive landscape for creativity and innovation Vision Scribble of i-land (1997) Slide 39 2 nd Generation of Roomware (1999) DynaWall CommChair InteracTable ConnecTable + Passage (physical bookmark in the virtual world) Slide 40 20

21 The Disappearing Computer was a proactive initiative Future and Emerging Technology (FET) Information Society Technology (IST) 17 projects were accepted for funding 55 institutions from academia and industry, 21 universities, 16 research institutes, 18 companies in 15 countries Steering group of the DC-Network Chair: Norbert Streitz (Fraunhofer-IPSI, Germany) DC website: Slide 41 Comprehensive Book on The Disappearing Computer Norbert Streitz Achilles Kameas Irene Mavrommati (Eds), The Disappearing Computer: Interaction Design, System Infrastructures and Applications for Smart Environments State-of-the-Art Survey LNCS 4500 Springer, Heidelberg, 2007 Forewords from: - The European Commission - Emile Aarts (Philips) - Gregory Abowd (Georgia Tech) Slide 42 21

22 DC-Project: Ambient Agoras Ambient Agoras: Dynamic Information Clouds in a Hybrid World Partners: Fraunhofer-IPSI (Darmstadt, D) (coordinator) Electricité de France (EDF) (Paris, F) - Laboratory for the Design of Cognition (LDC) - DALT (design consulting firm, Brussels) Wilkhahn (Bad Münder, D) - FOD business unit and production unit - Wiege design Website: Slide 43 Agora ( ἀγορά ) as a guideline for future cities The Agora (Greek: Ἀγορά, Agorá) was an open "place of assembly in ancient Greek city-states. Early in Greek history (900s 700s BCE), free-born male land-owners who were citizens would gather in the agora for military duty or to hear statements of the ruling king or council. It is also said to be the birthplace of Greek democracy being a market place of ideas and discussion. Slide 44 22

23 Goals of the DC-Project Ambient Agoras to transform places into social marketplaces of ideas and information ( Greek agoras ) to add layers of situated services and place-relevant information to augment the social architectural space to provide a spirit of the place ( genius loci ) to address privacy issues in sensor-based environments Slide 45 Ambient Agoras: Lounge Area Slide 46 23

24 Augmented Lounge Area Hello.Wall ViewPort situated information based on sensing data Slide 47 Conveying Experiences via Ambient Displays Communication by using simple, atmospheric (light) patterns that are intuitively experienced public patterns: are known to everybody personal patterns: users can create them on their own or for a defined group. signs with exclusive semantics allow to show private information in public spaces (notification, awareness, ) enriching and detailing information via borrowed displays of additional artefacts (e.g., ViewPort) aesthetic quality => Informative Art Slide 48 24

25 Scenario: Connecting Remote Sites Goal: Providing notification and awareness about presence and mood of teams in different locations in order to facilitate informal communication Fraunhofer IPSI, Darmstadt EDF-LDC, Paris Slide 49 Hello.Wall in Lounge Area Slide 50 25

26 ViewPort and Pattern Combination at Hello.Wall Slide 51 Privacy via the Personal Aura two matching parts: ID stick (contains unique identity and optional personal information) reader module ( broadcasts different identities) each person has multiple ID sticks symbolizing different roles if people want to signal their current social role they do so by simply connecting a specific ID stick to the reader module or they stay invisible in a sensor-based environment Slide 52 26

27 Hello.Wall and Personal Aura Slide 53 Urban Space Outdoor Applications Navigation Support (e.g., on mobile phones) Media Façade Installations Hybrid Urban Games (Pacman in the streets) Slide 54 27

28 Massive Use of Mobile Phone-Based Navigation Service A prominent example is the Navitime service (4 million users in Japan) Navitime s impact on pedestrian experiences (Arikawa, Konomi & Ohnishi, 2007) Using Navitime on a GPS-enabled mobile phone Slide 55 Supporting Collaboration in Urban Space The Askus platform (Konomi et al., 2009) supports urban-scale mobile collaboration among friends and strangers based on location and user status Where Akihabara Request Is there a Sushi Restaurant? Nickname BB Confirm Askus prototype Field trial in central Tokyo Slide 56 28

29 Media Façade Installations - 1 Blinkenlights Haus des Lehrers, Berlin (Chaos Computer Club, 2001) Slide 57 Media Façade Installations - 2 Crystal Mesh, Singapore Design by Realities United, Berlin Slide 58 29

30 Media Façade Installations - 3 Realizations by Magic Monkey (Brussels) Slide 59 Human Pacman: Example for Hybrid City Applications Adrian Cheok, Mixed Reality Lab Singapore, now Keio Univ., Japan Slide 60 30

31 Pacman outdoor action and multiple views Pacman collects virtual cookie by walking through it Slide 61 Research Lines for Future Research Agendas EU-funded project InterLink Focus of the orientation for the Working Group 2 Ambient Computing and Communication Environments : Towards the Humane City: Designing Future Urban Interaction and Communication Environments Results of four Workshops (held in Germany, France, Japan) with international experts from Europe, Asia, Australia, US to be published as a white paper. Identification of 12 Research Lines bridging the gap between today s state and the vision of the future Slide 62 31

32 Research Lines: 1-6 R1: Rationale for Humane/All-inclusive Cities (users are citizens, ) R2: Tangible Interaction and Implicit vs. Explicit Interaction R3: Hybrid Symmetric Interaction symmetrical, bidirectional action/interaction between real and (multiple virtual) worlds transformations of representations R4: Space-Time Dispersed Interfaces dynamic allocation of resources following trajectories in space and time R5: Crowd and Swarm Based Interaction R6: Spatial and Embodied Smartness smart spaces as distributed cognitive systems, outside-in robot Slide 63 Research Lines: 7-12 R7: Awareness and Feedback (sensors, physiological, environmental ) R8: Emotion Processing (affective computing) R9: Social Networks and Collective Intelligence R10: Self-Organization in Socially Aware Ambient Systems R11: Realization and User Experience of Privacy and Trust R12: Scaling (a horizontal issue) (fuzzy boundaries of smart spaces, conflict of interest among AmI-spaces, availability/ownership of public/private resources) Slide 64 32

33 Conclusions: The City as an Urban Network for Humans Humans Citizens Humane City Urban Life Management Computer disappears, Ambient Intelligence determines our lives Smartness Experience Design Public Spaces Privacy Cooperative Buildings Human-in-the-Loop Sustainability Creative Society: Smart Eco-System individual & collective Interaction substrate Urban Age Digital City Hybrid City Smart City Slide 65 More Information contact: Slide 66 33

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