Workshop Overviews
W1: Pervasive Display Infrastructures and Applications (program
online)
http://ubicomp.algoritmi.uminho.pt/perdisplay
Displays, ranging in form factor from very small to very large,
are rapidly becoming pervasive items in public and semi-public
places, such as shopping centres, banks, hospitals, or high-street
stores. Additionally, many of those places are also being instrumented
with ubiquitous computing devices, such as cameras, embedded
sensors, and various types of network connectivity. The combined
use of displays and ubiquitous computing technologies creates
the opportunity to build infrastructures in which displays are
used to create strongly situated systems that reflect the nature
of the place and the social interactions that occur. Previous
research has demonstrated the diversity of applications for
which situated displays can be useful and has identified several
key research challenges in the areas of human-computer interaction,
computermediated communication, distributed systems, and networking.
While various systems provide similar functionality and address
common issues, they are hard to compare and evaluate, mainly
because of diverse terminology and lack of reference criteria
for describing the various approaches. Within the current state-of-art,
it may now be possible to begin to identify common abstractions
and generalise some commonly used approaches for supporting
multi-purpose pervasive display infrastructures and applications.
This workshop intends to bring together researchers and practitioners
from a wide variety of disciplines with the goal to identify
and discuss issues related to the design, implementation, use
and evaluation of pervasive display infrastructures. In addition
to generic objectives such as fostering new research initiatives
and identifying key topics for further research, this workshop
will have a particular focus on identifying key design criteria
for situated displays and respective infrastructures.
W2: PerGames 2006 - 3rd International Workshop
on Pervasive Gaming Application (program
online)
http://www.pergames.de/
The PerGames series of international workshops addresses the
design and technical issues of bringing computer entertainment
back to the real world with pervasive games. The previous PerGames
events were held in Vienna (2004) and Munich (2005) and attracted
researchers and practitioners from all over the world. With
the emergence of ubiquitous and pervasive computing technology,
we are facing a radical paradigm shift in computer entertainment.
In recent years, the immersiveness of gaming experiences had
to be created and conveyed through keyboard and screen alone.
Now, the computer as a medium steps back and weaves itself into
the fabric of our physical and social environments creating
potentially richer experiences. For entertainment and gaming,
this holds the chance of reclaiming social and physical aspects
to create new and revolutionary forms of play that bridge the
gap between the real world and virtual entertainment. Combining
pervasive computing technologies with gaming applications many
people enjoy and are used to, will also have a positive effect
on the dissemination of the pervasive computing paradigm. Our
motivation for this workshop is to bring together researchers
who are interested in interactive entertainment and the chances
and risks that pervasive computing might introduce to it. We
want to discuss results from this emerging field and share our
experiences and visions to identify relevant research questions
and future research directions.
PerGames 2006 is supported by the prestigious ACM Computers
in Entertainment (ACM CIE) journal and the Journal of Virtual
reality and Broadcasting (JVRB) that will again publish the
best paper submissions!
W3: Pervasive Mobile Interaction Devices (program
online)
http://www.medien.ifi.lmu.de/permid2006
Mobile devices have become a pervasive part of our everyday
lives. People have mobile phones, smartphones and PDAs which
they take with them almost everywhere. So far these mobile devices
have been mostly used for phone calls, writing short messages
and organizer functionalities. Today we see that the development
of context-aware services for mobile phones which often take
the user, her situation and location into account. But why not
use these devices for interactions with the real world, as a
mediator between the virtual and the user's world? While certain
research domains within the fields of mobile applications and
services advance at an amazing speed, the areas of pervasive
mobile user interfaces, mobile devices as interaction devices,
mobile devices for interactions with the physical world and
user experiences in this field are still rather limited. The
main goal of the workshop is to develop an understanding of
how mobile devices can be used as interaction devices. We will
provide a forum to share information, results, and ideas on
current research in this area. Furthermore we aim to develop
new ideas on how mobile phones can be exploited for new forms
of interaction with the environment. We will bring together
researchers and practitioners who are concerned with design,
development, and implementation of new applications and services
using personal mobile devices as user interfaces.
Permid 2006 is supported by the Human Technology journal that
will publish the best papers of the workshop in a special issue!
W4: Pervasive Technology Applied: Real-World
Experiences with RFID and Sensor Networks (program
online)
http://www.hcilab.org/events/pta2006
RFID
and Sensor Networks are both key technologies of Pervasive Computing.
While many visions and prototypes are being developed in todays
high-tech labs displaying potential use-cases, real-world deployments
of the technologies equally exist. Not only do we know about the
traditional use of RFID-Technology and Sensors in areas such as
military, traffic management, access controls or automotive, but
we also see a strong current flocking of industries to new application
areas. These include the introduction of RFID-Technology for use
in supply chain management, in retail outlets, in hospitals and
passports (just to name a few). Sensor Networks are equally up
and running to monitor industry infrastructures, optimize energy
consumption or supervise security sensitive domains. Most of these
recent real-world deployments are still on a learning curve. Their
operators, equipment manufacturers and service companies alike
all face myriad practical challenges when introducing the technology.
These challenges can be of different nature such as metal or fluids
blocking radio transmission (physical), a lack of energy supply,
high reading error rates (technical), cost-efficient deployment,
appropriate business models, social concerns, etc.
The goal of this workshop is to bring together industry representatives
(real-world pervasive technology practitioners) and researchers
(pervasive technology visionaries) to exchange and discuss the
many ways taken by practitioners and researchers to bridge the
gap between practical hurdles and academic research of pervasive
technology. Practitioners are asked to report on the projects
they completed (or are about to complete), the practical challenges
they faced and the ways in which they succeeded to meet them.
This exchange of insights, experiences and implementable tips
are to benefit both, industry peers as well as researchers who
work in this field.
W5: Tangible Space Initiative (program
online)
http://www.tsi2006.org
The objective of this workshop is to facilitate intellectual
exchange on current research activities towards building next-generation
interaction spaces. Previously, human computer interaction (HCI)
issues in ubiquitous or pervasive computing and virtual and
augmented reality have been largely carried out in separate
research communities. Given major advancements and increased
maturity within the individual research areas, it may be fruitful
to discuss combined approaches with a unifying perspective toward
the next-generation interaction space; we initiated the Tangible
Space Initiative (TSI) toward this perspective, a multi-campus
international research program funded by KIST for the next 10
years.. We have identified three components that form mutually
cooperative but distinct areas in TSI: tangible interface (TI),
responsive cyberspace (RCS), and tangible agents (TA). TI mainly
provides the interface between the human and the cyberspace.
RCS is a virtual space that is responsive to user situation
and intentions. A TA is a physical agent that can perform physical
interaction on behalf of the cyberspace. TI has been a major
focus of VR/AR research, RCS has been a main focus of research
in simulated environments and artificial intelligence, and TA
has been a main focus of the robotics and vision fields. The
organizing committee seeks papers drawing on theory and methods
toward the next-generation interaction space in these diverse
research communities and encourages workshop participants to
identify research directions in their individual fields that
can be profitably combined to form a new cooperative approach
for the next-generation interaction space.
W6: Requirements and Solutions for Pervasive
Software Infrastructures (program
online)
http://www.igd.fhg.de/igd-a1/RSPSI
The
objective of this workshop is to facilitate intellectual exchange
on current research activities towards building next-generation
interaction spaces. Previously, human computer interaction (HCI)
issues in ubiquitous or pervasive computing and virtual and augmented
reality have been largely carried out in separate research communities.
Given major advancements and increased maturity within the individual
research areas, it may be fruitful to discuss combined approaches
with a unifying perspective toward the next-generation interaction
space; we initiated the Tangible Space Initiative (TSI) toward
this perspective, a multi-campus international research program
funded by KIST for the next 10 years.. We have identified three
components that form mutually cooperative but distinct areas in
TSI: tangible interface (TI), responsive cyberspace (RCS), and
tangible agents (TA). TI mainly provides the interface between
the human and the cyberspace. RCS is a virtual space that is responsive
to user situation and intentions. A TA is a physical agent that
can perform physical interaction on behalf of the cyberspace.
TI has been a major focus of VR/AR research, RCS has been a main
focus of research in simulated environments and artificial intelligence,
and TA has been a main focus of the robotics and vision fields.
The organizing committee seeks papers drawing on theory and methods
toward the next-generation interaction space in these diverse
research communities and encourages workshop participants to identify
research directions in their individual fields that can be profitably
combined to form a new cooperative approach for the next-generation
intPervasive computing infrastructures are by definition highly
distributed and dynamic. In order to successfully realize applications
for such a fluent environment, application developers need software
technologies that are able to manage the adaptation, computation
and communication requirements in an efficient and transparent
manner. The requirements for such pervasive middleware technologies
vary significantly across the different application domains.
The workshop seeks to discuss the different requirements that
were the reasons for choosing specific software infrastructure
resp. for determinig the specification of a project-specific
middleware infrastructure. Furthermore, the workshop will elaborate
a reliable list of features of middleware technologies for distributed
systems as well as an evaluation resp. ranking of this feature
list with respect to certain application areas. In the same
direction, methods and methodologies for the measurement and
assessment of the capabilities of these software infrastructures
will be discussed.
W7: Combining Theory and Systems Building
in Pervasive Computing (program
online)
http://www.smartlab.cis.strath.ac.uk/CTSB
This
workshop seeks to promote a combined systems building and theory
approach in pervasive computing research, by bringing together
researchers of the two, currently largely separate, communities,
with the aim to share their experiences from work where this approach
was followed, but more importantly to identify key areas within
which this approach could be further nurtured and grown.
Most
of the pervasive computing research to date has focused on systems
building with little attention paid to theoretical foundations
of the models on top of which systems are built. Although it can
be argued that this has traditionally been the case for systems
research more generally, we believe that the particular characteristics
of pervasive computing give cause to question the wisdom of this
approach. The pervasive computing vision of computational capability
deeply embedded into the physical environment means that system
failures have the potential to cause serious disruption to human
activities, or even endanger human lives. Moreover, the large
scale and worldwide deployment of pervasive computing systems
mean that it would be difficult to locally contain these effects.
In this context, prudence would suggest that research prototypes
should not leave the laboratory, until certain guarantees about
their safe operation and deployment can be offered. We believe
that this is exactly where theoretical tools can be utilised to
great effect.
This workshop will focus both on system models and semantics
for pervasive computing in order to promote the combined research
approach advocated above, and to explore ways in which it can
be developed.
The authors of the best submissions, as nominated by the workshop
programme committee, will be invited to submit for review extended
versions of their papers for a special issue of the Computer
Journal (http://comjnl.oxfordjournals.org/).
W8: Privacy, trust and identity issues for
ambient intelligence (program
online)
http://pst.dcs.st-and.ac.uk/pti-ai-workshop/
Ambient
Intelligence (AmI) has been described as a paradigmatic
shift in computing and society and has become one of the
key concepts in the FP6 IST programme 2002-2006. However most
of the current work on AmI is driven by technological concerns,
despite claims that it is fundamentally a human-centred development
that will essentially set people free from the desktop, hence
it has been argued that the societal and user implications of
AmI should be made more explicit.
One of the particular challenges of AmI, which marks it out from
other E-Society developments, is that the user will be involved
in huge numbers of moment-to-moment exchanges of personal data
without explicitly sanctioning each transaction. Agent technologies
will be required to manage the flow of information, and a great
deal of exciting technical work is ongoing in this field. But
personal and social concerns remain unanswered, particularly
concerning issues of privacy, trust and identity. The AmI challenge
is particularly pressing, since in future there will be no obvious
physical markers to tell us when we move from private to public
cyberspaces (Beslay and Punie, 2002) and so individuals must
be given a clearer vision of how and when to control personal
data.