Conference Workshops: Sunday May 7th 2006

Workshop Registration Information

Pervasive 2006 is pleased to announce a day of dedicated workshops to be held in advance of the main conference. The workshops offer a unique opportunity to experience a personal, focused session with industry experts and peers. There is a choice of workshops available at a special registration fee.

W1
W2
PerGames 2006 – 3rd International Workshop on Pervasive Gaming Application (online program)
W3
W4
W5
W6
W7
W8

If you wish to join one of the workshops, you can register onsite in advance on Saturday 6th May to allow you the benefit of early registration. This will allow you to book your place at the workshops in advance of the day to save you time.

At this time, the cost to attend the workshops is €175.

Onsite registration for the workshops will open at 14:00 on Saturday 6th May in the Burlington Hotel. For any queries relating to this, please contact the Conference Secretariat on pervasive@ovation.ie or +353 (0) 1 2802641.

We look forward to welcoming you to Dublin and the Pervasive 2006 workshops.

 

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 today’s 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.