News


News I run across that seems important.


Wednesday; February 23

REAL-TIME BIO TRACKING NOW ON THE MARKET (from PERSUASIVE TECHNOLOGY UPDATE Issue 2000) "In UPDATE 99.1 we introduced "Little Sister" technologies, products that monitor personal data and report it to the user. One such new technology is the LifeShirt system. The core of the system is a vest embedded with over 40 sensors that track physiological data such as heart rate, blood pressure, and even posture. The data is captured on an attached PDA and can be uploaded to the user's doctor. While not designed explicitly for persuasion, The LifeShirt or similar technology will likely power future products that motivate users toward better health. [More about LifeShirt is available at http://www.lifeshirt.com ]"

[DFW comment: Does this make possible a new level of user study that monitors physiological data? Too Orwellian?]

Published by the Stanford Persuasive Technology Lab, the UPDATE highlights research and design of computers created to change attitudes and behaviors. ...........................................................................The UPDATE is free. To subscribe/unsubscribe, contact jasonjt@stanford.edu. Editor-in-Chief: Jason Tester, jasonjt@stanford.edu; Publisher: BJ Fogg, bjfogg@stanford.edu. Please share the Persuasive Technology UPDATE with your friends and colleagues; we ask only that you keep the fine print attached. Entire contents copyright 2000, Stanford Persuasive Technology Lab. ............................................................................ Stanford Persuasive Technology Lab http://www.captology.org CSLI / Stanford University

Monday, February 21, 2000

Computers that recognize us -- The February, 2000 issue of Computer (v. 33, No. 2) features the topic of biometrics, the technology for identifying people. The technologies described identify by voice, signature, face, hand and fingerprint, iris, and retina. Iris is highest accuracy but also highest cost. Voice is lowest cost but also lowest accuracy. The cameras and microphones needed for identification are very small and lightweight and can be integrated with wearable computing systems. The goal of this technology is to enable computers to interact with us more like other people do, by recognizing us, recalling information about us, and even understanding our facial expressions and moods. This is vital to creating smart environments that can serve as helpful assistants without requiring laborious input devices like keyboards.

Beyond the PC -- In the same issue of Computer two articles predict that wireless hand-held devices will overshadow PCs within this decade. "Tracing the 'anywhere, anytime' inflection point," by Ted Lewis points out that computer companies have begun to partner with cell phone companies to enable e-commerce to happen from wherever the customer happens to be -- sidewalks, autos, planes,.... Bus stations will be able to broadcast schedules to nearby pedestrians, trains may become online shopping malls, restaurants can broadcast their hours and menu.And schools or other educational agencies? In "Why digital entertainment drives the need for speed," Michael Macedonia notes that "People aren't buying today's fastest CPUs for accelerate their office applications - they're using them to kick computer games into overdrive." Entertainment is now driving innovation in the industry. Different forms of entertainment (music, films, games,...) are converging on digital platforms and the platforms themselves are converging. PCs, digital TVs, and game consoles all have broadband access, high-performance processors and a vaeerity of input-output devices. The Web is becoming the distribution medium for all of them.

My question is: Who's thinking about the educational affordances of these emerging systems?

 

Friday, February 18, 2000

Beyond predefined interaction - In "Art as a living system: Interactive computer art works." Christa Sommerer and Laurent Mignonneau (Leonardo, v. 32, No. 3, pp. 165-173, 1999) describe their museum installations that allow users to use their bodies (no input devices) to interact with spaces to affect on-screen worlds in open-ended ways. You can see one, Life Spacies, on the web at http://www.ntticc.or.jp/~lifespacies. See if you don't think this has valuable educational applications. Leonardo is an interesting journal that covers the intersection of art and technology.

 

Sunday, August 29, 1999

Congress on the Web - "Virtually all congressional documents are on the Internet, from the full text of bills to party platforms." Carolyn Lochhead, "Washington Insight" column in SF Chronicle. The main site is Thomas (named for Thomas Jefferson). Thomas links to the Legislative Digest, published daily when the House is in session; the Whipping Post, maintained by the Republican Whip; Whip Wind-Up, by the Democratic Whip; CapWeb, which offers analyses by various groups.

 

Friday, August 27, 1999

The Total Access System - A box that a disabled person carries with them and attaches to a computer. That computer (or palmtop) is then configured for that person's needs, with input and output adjusted by the box. Neil G, Scott, Project Leader and Chief Engineer The Archimedes Project, Stanford University.

 

Thursday, August 26, 1999

The C Pen - You use it like a pen, but it can read text and your writing.

Drag the tip of the C Pen over typed text and it saves the text as ASCII in 2 Mb of flash memory. It also uses infrared to transmit text to a PC. And it can also record your handwriting as ASCII. Weighs 5 ounces costs $200.

 

Wow Thing - Better sound from computers.

A collection of hardware and software audio enhancements that trick modest sound systems into producing richer sound - more bass and stereo. The hardware is a clear plastic box the size of a cigarette pack that fits between computer and speakers. $30. Software that works with the Winamp Media Player is free.