Our interactive hugging ring project RingU is featured on French TV
Our interactive hugging ring project RingU is featured on French TV
Culture Geek : une Saint-Valentin geek – 14/02 (by BFMTV)
Our interactive hugging ring project RingU is featured on French TV
Culture Geek : une Saint-Valentin geek – 14/02 (by BFMTV)
1) What kinds of technologies realise the ‘reality-virtuality coexistence’ in our daily life?
– Adrian:A process of hyperconnectivity, afforded by such technologies as cloud computing and social media is merging the physical reality and digitaldata.
– Howard: Fundamentally we are talking about video, mobility and cloud. This presumes affordable broadband services with infinite bandwidth.
– Genevieve: It’s more about the experiences supported/enabled by various technologies (e.g. mobile phones, social networks) than technologies themselves. In fact, experiencing virtual worlds is not strictly about technologies- take religious rituals for example.
2) Where is this zeitgeist heading and how will they shape our future?
– Adrian: in a direction that encompasses more of our senses and feelings. Our social networks may extend beyond humans to an emotional/non-verbal communication between humans, their environments, devices and objects.
– Howard: mixed reality technologies will be applied more extensively to the such areas – but not limited to – as virtual training, immersive teaching/learning. These virtual reality-supported learning experiences will increase competence, success and well being in many of our activities.
– Genevieve: The ways for ‘social networking’ will become more diversified,and new modes of digitally enhanced social engagements will continue to emerge. Cultural, social and regulatory frameworks will play an important role in this process.
3) How we can make AR/MR become more humanised and sustainable?
– Adrian: The use of visual, auditory, haptic, olfactory and gustatory senses will enable a new paradigm of more humanised telecommunication. This field has a long way to go, but it would be especially interesting to see how children will grasp these technologies to create value.
– Howard:Are AR/MR technologies about creating alternative realities or enhancing the ‘real world’? – it should be about extending and enhancing our physical world. When used for learning and training, AR/MR can prove to be powerful tools for creativity, innovation, collaboration and productivity.
– Genevieve: We are moving from command-control interactions with technology to possibilities of forming ‘relationships’ with them. Siri for example promises to ‘listen’ and gives us a sense of being taken care of. We might imagine a relationship in which humans and technologies are effectively bound to each other.
That’s Not A Droid, That’s My Girlfriend | The Global Mail
Adrian David Cheok interviewed in article about robotics, together with Hiroshi Ishiguro and David Levy.
Extract:
Adrian David Cheok, an Australian who is now a professor at Keio University in Tokyo, is one of the journal’s founders. The way he sees it, the internet has already helped bring people closer together. But it’s an experience limited by the fact that the internet currently only interacts with two of our senses: sight and sound. Anyone who has been brought back to childhood by a smell, or been comforted by a hug or touch — in other words, pretty much everyone — knows how powerful such senses can be.
“Actually, physically it’s also been shown that the smell and taste senses are directly connected to the limbic system of our brain. The limbic system of our brain is responsible for emotion and memory. Unlike the visual sense, which basically gets processed by visual cortex and then the frontal lobe, which is higher-order, logical part, we have direct connection between smell and taste and the emotional and memory part of our brain,” Cheok says.
“So much of our lives now is online, but still I think a lot of us will agree it’s so different than meeting someone face-to-face. You have all these different physical communications that we can’t capture now through an audio/visual screen,” he says. “Essentially I’m really interested in [whether we can] merge all of our five senses of human communication with the internet — with the virtual world. That’s what I call ‘mixed reality’.”
Robotics plays a key role in making that a reality, through what is known as telepresence. Basically, it means transmitting actions into a robotic surrogate somewhere else. This can be fairly simple, Cheok says. Cheok and his students have already developed a ring worn on the finger that can deliver a gentle squeeze from a loved one, via a smart phone app. A student of Cheok’s has recently commercially released a vest that can transmit hugs, which is proving useful for calming autistic children. Cheok’s engineers are working on systems to transmit taste, via electrical impulses to the tongue, as well as smell, either via electrical stimulation or the release of chemicals.
The goal further down the track will be the creation of robotic avatars — representations or embodiments of people, though not necessarily made to look like them. To start with, these will be soft, fluffy and not particularly complex. For example, we could transmit our presence into a pillow or teddy bear. But as the endeavours of such scientists as Hiroshi Ishiguro progress, the creation of human-like surrogates will become possible.
“We’re definitely getting there… The rate of change of technology is exponential. What before maybe we thought would take 50 years now takes 5 or 10. I don’t think it’s going to be very far off when we have humanoid robots. They may be expensive at first,” Cheok says.
“I think at that stage, we can have virtual avatars; virtual robots which then, for example, [let you] be in Tokyo or Sydney and give a conference in Los Angeles. You don’t have to fly there. Your robot can be there.”
If there’s one major obstacle in the way of Japan’s projected robo-utopia, it’s the country’s economic situation. Japan has been in a state of economic malaise for more than two decades, and memories of the robot-supported boom years are fading. Neither the companies likely to do the research nor the Japanese government are as flush with cash as they used to be.
One of Japan’s major strengths — its peacenik constitution — has also proved to be a weakness. In the United States, the massive military-industrial complex has marshalled resources to create some truly impressive machinery; drones, for example, have been developed to meet guaranteed demand from government agencies. In Japan, however, there is little co-ordination between different institutions and industries, explains Nishida of Kyoto University.
“People are just interested in working on small parts of the problem, rather than looking at the whole,” Nishida says. While some work on artificial intelligence, others are focussed on the outer physical appearance of robots. With co-ordination and plenty of funding, a fairly complete intelligent android could be built within the next decade or two, he says. Under current conditions, it will probably take longer.
But the consensus is that such robots are coming, and that they will most likely be made first in Japan.
Cheok, of Keio University, says he’s not convinced we’ll produce thinking, feeling, conscious robots until at least the middle of the century, if at all. But he is certain we’re heading towards a loving technological future.
Thanks to their Shinto beliefs, the Japanese have fewer cultural barriers standing in the way of forming close emotional bonds with machines. But as robots become smarter and better looking, he says many more people of other cultures will become ensnared.
“I think the thing is that we already develop bonding with not very intelligent beings. As a kid you might have kept a pet hamster or pet mouse. They’re not actually so intelligent. But I think that a kid can even cry when the hamster dies,” he says.
“I’m not a biologist. I don’t know why we developed empathy but I’m sure there’s an important evolutionary reason why we developed empathy. That empathy doesn’t just stop at human beings. We can develop empathy for small creatures and animals. I don’t think the leap is very far where you can develop empathy for robots.”
World Economic Forum 2012 – A Game Changing Year (by YGL Alumni). Young Global Leader Adrian David Cheok is interviewed about Augmented Reality as a Game Changer in 2012. Other interviewees in the video include Aung San Suu Kyi, Ian Solomon (World Bank), Jimmy Wales (Wikipedia), Salman Khan (Khan Academy),
Taste and Smell Internet : A Multisensory (Media) Communication Breakthrough | Future Young Leaders
Article in Future Young Leaders.
Extract: With the continuous advancements in computing and media, technology has widened to include multi-sensory experiences in remote interactions. Using electrical, thermal, and magnetic stimulation technologies we are currently experimenting on reproducing smell and taste sensations digitally. As a fundamental aim of this research, we will develop novel user interfaces that empower people’s life with digitized taste and smell communication capabilities. This research will generate important avenues for further research areas using smell and taste based interactions and new media. As the ultimate goal of this project we will develop devices which could actuate taste and smell sensations digitally through the Internet.
We will need to develop new protocols to codify these sensations as well as how to transmit them over the internet. New interfaces for how to send and receive these kinds of sensations will have to be designed. We hope that this will open the doors to new paradigms in human-computer interface design and new fields of research in academia.
Slashdot How To Hug a Chicken Via the Internet
“I believe we need to move from the age of information, which we have reached today, into the age of experience,” he says. A 2007 project extended the chicken research to children: The Huggy Pajama allows faraway parents to give their kid a remote good-night hug by pressing an input module’s buttons. In user surveys, parents and children reported higher levels of emotional engagement thanks to the huggy system. Now Cheok’s working on a commercial product that would let a user send a squeeze—and a warm thought—to the ring on a loved one’s finger. He hopes to have a prototype ready by the start of 2013.
Haptics are just the beginning. Cheok has a “digital lollipop” in the works that electrically and thermally stimulates the tongue to produce basic flavors—bitter, sour, salty, sweet. He dreams of a system that would let friends in Paris send you a taste of their wine over the Internet. “The ultimate Internet,” he says, “will integrate all our senses.”
Adrian Cheok: Making a Huggable Internet – IEEE Spectrum
By ELIZA STRICKLAND / OCTOBER 2012
Full article ON IEEE SPECTRUM
Using social media tools for academic research | biggerbrains.com
Read on for advice on using social media tools for research, from an interview with Prof. Adrian David Cheok, a Full Professor at Keio University, Graduate School of Media Design.
The role of social media tools in academic research
We live in a hyperconnected society and can access limitless information in real time and that’s fundamentally changing the way we do research. Before we would wait until a journal paper was published or for an annual conference before we would see each other’s work. Now you can keep abreast of the latest research through social networks.
The hyperconnectivity of social networks also offers a new way of building up your academic network. In academia, just like in any other profession, it’s very important to build up your network, to have sponsors or mentors in your career, especially when you’re young. Now you can do this virtually: You don’t have to be in the same university or attend the same conference as these sponsors or mentors. Of course, some physical interaction is important. But you can build a very strong academic network using these new social networks and new connectivity.
Profiles and interactions on social media vs. traditional CV
You may still need to send your CV but that’s just the starting point. People like to check your publication profile on different digital libraries and on Google Scholar and other social profiles. People are going to see what you say on your blog and your Facebook profile. So it’s very important that you take control of this as a young researcher, and always keep an eye on that and make sure you are optimizing your research, that you appear well on these profiles and social networks.
Social media tools for research work
All the profiles have slightly different characteristics. It is important to build up your LinkedIn profile because potential employers look at this. Twitter is a way of engaging with fellow researchers and the general public in real time. Facebook is kind of a connector – you can use it to connect to other academics, and be aware of upcoming conferences. And this is a core network that you use to supplement the others. White label seo services for agencies is also something that can not only improve your site traffic but also help you to improve research when talking about social media tools.-
Young researchers are advised to have a profile on all of these networks and to choose one as the main projection of their research. You should still publish in top journal papers. And you should still try to get into conferences. But in between the papers and the conferences, you should post about your research findings and your ideas. A lot of the big difficult problems that we’re facing in research really need collaboration, and often you can get real-time feedback on your research by using social networks.
The do’s and don’ts when using social media networks
Stay focused. Normally people like to read your blog, or follow your Twitter or Facebook when you stay focused on a particular topic, if you are active on Instagram make sure to get Instagram Services. You become well known in a particular field. No matter at what stage you are in your PhD, you can build up your expertise and people will want to hear what you have to say about your field.
Social media has been used for marketing over the past years and it has been slowly becoming more popular. Get the facts at this website, their professionals can help you out with anything you may need about marketing.
Whenever you try to sell something on Amazon, ask yourself “Will other people buy this?” Unless someone knows you well, they’re not interested in personal things that go on in your life, so I suggest staying focused on professional things. learning how to sell on amazon is great. It’s okay sometimes to sell funny things and bits of humor to engage with people. But mainly stay focused on a certain topic – your research – and get well known for that.
Curve article on mixed reality, interview with Adrian David Cheok
Article published in Curve Magazine, Getty Images. Original article at: http://curve.gettyimages.com/article/expert-insider-adrian-cheok
How we see and experience images is changing fast. Increasingly images are not just 2D visual representations, with the technology of augmented reality, they are becoming entry points for interaction, whether it’s the simple location information on our phones or more complicated interactions requiring us to enter a different world, the world of blended or mixed reality.
Adrian David Cheok is a pioneer in the field of Augmented/Mixed Reality and is currently based at the Keio University, Graduate School of Media Design, Tokyo, Japan. His works Human Pacman, Magic Land and Metazoa Ludens were each selected as one of the world’s top inventions by Wired, and invited to be exhibited in Wired Nextfest 2005 and 2007. Cheok was awarded Young Global Leader by the World Economic Forum in 2008 and set up the Mixed Reality Lab at the National University of Singapore to look for ways to merge the physical and virtual world more closely. We interviewed Professor Cheok while he was in Vienna for a European Union project discussing developments in the area of Human Computer Collaboration, the Internet of Things, and Pervasive Computing.
Professor Cheok believes that while we are now connected to a greater degree than we have ever been, we need to invent new forms of communication and interaction that bridge the gap between the physical and virtual world. His background is also a sign of a longer term shift in the kinds of images consumers are experiencing – images that are engineered as much as ‘created’. We asked Adrian Cheok about the future of the digital image in a mixed reality world, hyper-connectivity, those Google glasses everyone is talking about, and about a shift in communications from a world of text messages to a future of taste messages.
The Curve: You have evolved from the world of electronic engineering to design?
Adrian Cheok: I did electrical engineering as an undergraduate and postgraduate and when I finished my PhD I actually worked for Mitsubishi Electric in Japan, where I started to think about technology which can interact with humans.
The Curve: When did you begin work in augmented reality and what motivated your research?
AC: When I went to Singapore I started in augmented reality through a project that seemed such a new thing at the time, called Wearable Computers. You would have a small computer and head-mounted display so you could see digital information and the biggest application at the time seemed to be augmented reality.
I started to think more deeply about how we could bring the physical and virtual world together to become one, about new kinds of entertainment media. I wanted to do games where you play out in the real world but you could be part of the computer game using augmented reality. I did work such as the Human Pacman in the early 2000s and recently I’ve been thinking about merging the virtual and real world through all of our senses, not just via the visual in graphics, so now I am looking at touch taste and smell digital interfaces.
My goal has always been to make new things. This was true growing up, I loved to play with gadgets and take apart things to figure out how they worked. I soon realized I really enjoyed “hacking” in the good sense of the word. My entry into the world of invention was actually fairly conventional – I studied electronic engineering and then completed my doctorate in power electronics. My first job was in the development lab at Mitsubishi Electronics, where I worked on a range of interesting projects. These included increasing the efficiency of electricity grids, developing high-speed trains and a range of other topics that engineers love. However, I quickly became aware of the fact that we were only working to improve existing items. This of course was important work in itself and a practical endeavor, but I felt that I wanted to do more to help bring innovations into the world. At the same time, the Internet age was just beginning. As a result, I started to focus closely on digital technology and arrived at the following question: Why did the virtual worlds and virtual reality of the 80s and 90s, which had started so promisingly, never really take hold and accelerate technical development? Why had these approaches only found niche uses, such as in automotive development?
Numerous renowned psychologists have looked at this question, and largely share the same conclusion: As real people, we are not comfortable in purely virtual worlds where we cannot touch, feel, taste or smell. We have developed our senses over millions of years and think in fact through our bodies. Increasingly, neuroscientific discoveries show that the separation between mind and body is an illusion. My conclusion from this was that we had to make virtual worlds sensory so that they could actually be experienced by people. Only by doing this will we ensure that virtual reality genuinely aids technical development and helps improve people’s lives around the world. Basically, this is what my work in the “mixed reality lab” is all about.
When I started working in mixed reality, I initially looked at developing mobile augmented reality. We developed computer games where the boundaries between the real and virtual worlds were blurred. This included projecting a virtual object, such as a virtual flower in a real vase. I wrote a series of scientific papers on how this could be achieved, which were very well received in the academic world. However, I didn’t really get a clear idea of the effect we might have on society until we presented “Human Pacman”. “Human Pacman” is a video game that is played at the point where the virtual and physical worlds meet: Players become the actual pacman character, play in the city streets by collecting virtual cookies, and run away from ghosts who are their friends.
This might just sound like fun, but the concept has a very serious background. Increasing numbers of children spend day after day glued to their computer. Of course, you may ask why they need a “Human Pacman” to get them outside. Why can’t they simply go out and kick a ball around? This may be a valid point, but it means nothing if children don’t do it. We can’t turn back the clock. Kids love computer entertainment, so we must ensure this has a physical, interactive edge if we want our children to do more exercise. This doesn’t just apply to kids either – it is equally valid for the elderly. In fact, it applies to both groups together. To address this issue, we invented “Age Invaders”, a mixed reality game based on “Space Invaders”. The twist here was that grandparents used laser beams with fast lasers, while the children’s were slower, and in addition, the children should follow fast dance steps. The children thus had to move quickly to dodge lasers from the grandparents, while the older players had much longer; the interaction between generations was fantastic to see. Through studies in Singapore, we also established that we could introduce older people to computer technology through games like this, and they enjoyed playing with the younger generations. First they play, then they surf the ‘Net, then they use computers to simplify their everyday lives. We saw this as a particularly positive side effect of our games.
The games brought my lab’s research international recognition, and for that I am of course very grateful. However, I wanted to explore further the potential of digital entertainment and communication. As I mentioned, for a few years I have been driven by the question of how we can turn Internet communications into encounters that feel genuine. This might sound a bit funny at first. We can already chat and Skype with video, and send endless e-mails; and that’s all great. Yet people still constantly fly around the world, putting a great strain on the environment, in order to meet personally. Why is this? The reason is the same as that behind the limited success of virtual worlds. Rational communication only accounts for 30 to 40 percent of all our communications, while the rest is conveyed via body language, gestures, touch, smell, situation, etc. Chatting to a friend over dinner has an entirely different quality to an MSN chat. In the mixed reality lab, we are looking for ways to make Internet communications feel more genuine through the use of non-verbal elements.
We have started with touch, or more precisely, hugging. A prototype has been developed for a system that we call the “Huggy Pajama”. Through this, parents who are away travelling can embrace their children at home in bed, provided they are wearing the special sleep suit with controllable air chambers. It feels incredibly realistic. Please don’t misunderstand the aim of our work. We are also aware that the world has more pressing needs than a remote hugging system. What we’re carrying out here, however, is research into improving remote communications. Our strategy is to come up with crazy things, in the hope that they will at some point lead to important practical applications.
A good example here is the electric lollipop. This allows flavors to be transferred remotely. You place an electronic plate in your mouth that activates the taste nerves, which enables, for example, a literally sweet message to be sent over the Internet. In the near future, we also hope to be able to transmit smells via the web. I understand that this might also sound a little crazy or unnecessary, but the project is being financed by the Japanese computer firm NEC and has a serious background. Studies show that 20 percent of all elderly people in Japan can go over a week without speaking to a single person. Work pulls families apart all around the world; traditional family meals are only held occasionally, if at all. My hope would be that a sensory Internet brings us closer together. Grandmothers or grandfathers can cook in their kitchen, while grandchildren sit in their own kitchen, smelling what’s being cooked and talking about the meal with them.
Once again, we don’t want people to only communicate through technology that artificially creates authenticity (however contradictory that may sound). Humans require genuine authenticity. Perhaps one day it will be possible to walk through a virtual Coliseum that looks and feels relatively real. People will still travel to Rome, however, to see the actual Coliseum. I feel a world in which people only embrace using the “Huggy Pajama” would be a nightmare. There are parents and children today who communicate with each other via MSN Messenger whilst being in the same house – which is of course fairly ridiculous, and it may even be damaging.
At the same time, we must seize the opportunities offered by new technology to improve communications. At present, we are leaving the information age and moving into the “age of experience”. The Internet has multiplied our communications, but at the same time it has separated us physically to a certain extent. Technically assisted, sensory communications offer an opportunity to bring us closer together again – during times of work, school or business meetings and trips. There are even other potential uses which initially I did not think of. I’ll give you an example: When we presented the “Huggy Pajama”, I received messages from all around the world. One e-mail came from a father in the UK whose daughter was in quarantine in a hospital. Nobody was allowed to approach her, and the “Huggy Pajama” would have been the only way that the little girl could have been embraced.
The YGL community has really helped clarify the possible social effects of inventions. I’m now 39, and in the next part of my life I will try to examine how creative technology can help underprivileged people. Geeks and “mad engineers” like me need to see this as a much more important part of their work. I am very excited as to where this path may take me.
Mixed and Virtual Reality. Kim Solez and Nikki Olson feature interview with Adrian David Cheok (by Adrian David Cheok)
Biggerbrains.com : What is the impact of social media on decision making in research work?
USING SOCIAL MEDIA TOOLS FOR ACADEMIC RESEARCH
Prof. Adrian David Cheok shares the insights on using social media tools to communicate and collaborate with your research community.
Biggerbrains.com : What are the do’s and don’ts when using social media networks?
USING SOCIAL MEDIA TOOLS FOR ACADEMIC RESEARCH
Prof. Adrian David Cheok shares the insights on using social media tools to communicate and collaborate with your research community.
Biggerbrains.com : How useful are today’s common social media tools for research?
USING SOCIAL MEDIA TOOLS FOR ACADEMIC RESEARCH
Prof. Adrian David Cheok shares the insights on using social media tools to communicate and collaborate with your research community.