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<p ALIGN="CENTER"><b><font FACE="Arial" SIZE="4">MediaCups: Experience with Design and Use
of Computer-Augmented Everyday Artefacts</font></b></p>

<p ALIGN="CENTER"><font SIZE="2">Michael Beigl, Hans-W. Gellersen and Albrecht Schmidt<br>
TecO, University of Karlsruhe</p>
</font><font face="Verdana, Helvetica, Arial" size="2">

<p align="center">Computer Networks, Special Issue on Pervasive Computing, Elsevier, Vol.
35, No. 4, March 2001, Elsevier, p. 401-409 </font></p>

<p ALIGN="CENTER"><font SIZE="2"><br>
</font></p>

<h2>Abstract</h2>
<font SIZE="2">

<p ALIGN="JUSTIFY">Our view of ubiquitous computing is artefact-centred: in this view,
computers are considered as secondary artefacts that enable items of everyday use as
networked digital artefacts. This view is expressed in an <i>artefact computing model</i>
and investigated in the Mediacup project, an evolving artefact computing environment. The
Mediacup project provides insights into the augmentation of artefacts with sensing,
processing, and communication capabilities, and into the provision of an open
infrastructure for information exchange among artefacts. One of the artefacts studied is
the Mediacup itself, an ordinary coffee cup invisibly augmented with computing and
context-awareness. The Mediacup and other computer-augmented everyday artefacts are
connected through a network infrastructure supporting loosely-coupled spatially-defined
communication.</p>
</font><font FACE="HELVETICA" SIZE="1"><b>

<p ALIGN="JUSTIFY">Keywords</p>
</b></font><font SIZE="2">

<p ALIGN="JUSTIFY">Ubiquitous computing, digital artefacts, context-awareness, networking,
embedded systems, Mediacup</p>
</font>

<h2>INTRODUCTION</h2>

<ol>
  <font SIZE="2"><p ALIGN="JUSTIFY">Computers are becoming ubiquitous in our everyday lives
  but not as the &#145;computers that we know&#146;. The computer that we know is a primary
  artefact, explicitly perceived and used as computer. Instead, the computers that will
  proliferate further into our everyday lives will mostly be secondary artefacts embedded in
  primary artefacts that have their own established appearance, purpose and use in everyday
  experience. As secondary artefacts, computers will ideally be invisible and interacted
  with implicitly. So, in a certain sense computers will disappear, while <i>digital
  artefacts</i> will emerge, encompassing all sorts of devices and things that are not
  computers themselves but augmented with the ability to process and exchange digital
  information. Computer-augmentation of artefacts will not be geared toward making them more
  computer-alike but at preserving their individual purposes and uses while enabling added
  value through digital information processing. </p>
  <p ALIGN="JUSTIFY">In contrast to general-purpose computers, it can be expected that
  digital artefacts will be deliberately limited in computational ability, memory and
  processing power to levels adequate for a given specific purpose. However, two distinct
  abilities will be much more stressed in digital artefacts than in traditional computers:
  ad hoc sharing of information, and awareness of the surrounding real world environment.
  The ability to share information sets digital artefacts apart from self-contained embedded
  systems, and is fundamental for possible exploitation of synergies among artefacts of
  different specialisation. With digital artefacts being tied to established purpose and
  use, it is only in their networking and interaction that additional functionality may
  emerge. This idea is also expressed in Don Norman&#146;s appliance model arguing that
  communication is the precondition to reintroduce the versatility of a device originally
  traded in to make it purpose-specific and easier to use [Norman, 1998]. </p>
  <p ALIGN="JUSTIFY">Most distinguishing from traditional computers will be the ability of a
  digital artefact to relate to their physical environment. Computers have traditionally
  been disconnected from the situations in which they are used, and only recently location-
  and context-awareness have received increased interest. In ubiquitous computing however,
  location and context are considered as key concepts, expressed by Weiser in his early
  vision paper by proposing that all computers will know where they are, and that instead of
  user interfaces in the traditional sense there will be &quot;places to get things
  done&quot; [Weiser, 1991]. Meanwhile, there has been a host of work on relating computing
  to locations, in particular driven by mobile computing, and recent advances in embedded
  sensor technologies drive a more general interest in context-awareness, in smart devices,
  and in their application in situated computing. This induces also a paradigm shift in
  human-computer-interaction leading from explicit interaction to implicit interaction
  [Schmidt, 2000].</p>
  </font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">The paper at hand presents an
  exploration into ubiquitous computing from the viewpoint that digital artefacts will be at
  the heart of the development. It constitutes an experience report from the Mediacup
  project, an ongoing development of an artefact computing environment with
  computer-augmented artefacts prototyped and deployed for empirical investigation. One of
  the artefacts studied in this effort is the Mediacup, an ordinary coffee cup invisibly
  augmented with sensors, processing and communication. The iterative development and use of
  the Mediacup gives some initial insights into issues in embedding computing technology
  into mundane everyday objects, and in particular into issues surrounding embedded
  context-awareness. Around the cup, other digital artefacts have emerged in our test bed
  environment, all connected through a network and location-based communication protocol.
  This growing environment of digital artefacts provides for experience in networking
  embedded technologies, and beyond it conveys insights into artefact inter-working toward
  emerging functionality. </p>
  <p ALIGN="JUSTIFY">This introduction will be followed by a brief review of related work.
  Section 3 is dedicated to the introduction of the artefact computing model which frames
  our work. Section 4 is focussed on the issue of augmenting artefacts and reports on the
  design, implementation, and use of the Mediacup. It is followed by section 5 concerned
  with artefact networking, describing the communication infrastructure developed in the
  project. Section 6 briefly discusses the evolution of the digital artefact environment.
  The paper will conclude with a summary of key points and an outlook on further
  development.</p>
  </font>
</ol>

<h2>RELATED WORK</h2>

<ol>
  <font SIZE="2"><p ALIGN="JUSTIFY">The main themes addressed in the project we report are
  the computer-augmentation of artefacts, specifically the embedding of context-awareness in
  artefacts, and the provision of an infrastructure for communication and artefact
  inter-working. In this section we will discuss work related to ours with respect to these
  themes.</p>
  </font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">Many popular ubiquitous computing
  scenarios and research and development efforts are based on computer-augmentation of
  consumer appliances, most notably home audio/video equipment, household appliances and
  personal communication devices [Schmidt et al., 1999]. There is comparatively little work
  on augmentation of more mundane everyday artefacts, in particular artefacts that are not
  based on electronics to start with, into the world of computing. The common approach to
  interface such non-technical artefacts is to tag them so they can be referenced in
  computer applications without embedding computing capabilities. A well-suited tagging
  technology are RFID tags as they can be attached post hoc and in unobtrusive ways to
  everyday artefacts. The utility of RFID tags has been explored by Want et al [Want et al.,
  1999], while others have shown that even simpler technologies such as barcodes can
  facilitate ubiquitous computing applications [Ljungstrand et al., 2000]. Tagging though
  keeps computing away from artefacts and stays short of enabling artefacts as more
  autonomous components in ubiquitous computing environments. </p>
  </font><font SIZE="2"><p ALIGN="JUSTIFY">Beyond tagging there is some work that like ours
  is based on embedding computing capabilities in everyday artefacts. Most notably, research
  groups affiliated with the Things That Think consortium at MIT Media Lab have produced a
  wide range of computer-augmented artefacts [Things that Think]. Also notable are
  computer-augmented toys with embedded sensors, processors and actuators, for example
  ActiMates Interactive Barney, a two-way interactive, talking and moving, wireless plush
  dinosaur [Actimates]. Computer-augmentation in these examples is generally geared toward
  the improvement of artefact-specific functionality and use experience, or, as in the case
  of Ishii&#146;s work in the TTT context, toward employment of artefacts as tangible and
  supposedly natural user interface to the computing world [Ishii &amp; Ullmer, 1997]. In
  contrast, our work investigates computer-augmentation of artefacts to enable them to
  capture their context, and to share context among artefacts, with applications not
  restricted to the original domain of the artefact [Gellersen et al., 1999]. </p>
  <p ALIGN="JUSTIFY">With respect to communication, major requirements imposed by ubiquitous
  computing are integration of different networking media and technologies, and openness
  toward a growing variety of devices. Most research and development in this area assumes
  the Internet as ubiquitous transport vehicle, or else the adoption of domain-specific
  standards such as Home Audio Video [HAVi]. To cater for openness, most approaches adopt a
  service-based model with services as abstraction for applications, functions and devices.
  These approaches, for example Jini [Jini], generally provide support for service
  discovery, enabling devices to use services of devices or provides not known a priori. In
  addition, protocols are introduced that facilitate service negotiation, for example
  JetSend [Hp, 1999], effectively enabling clients to talk to devices for which they do not
  have specific driver software. The work we report in this paper is likewise concerned with
  communication in ad hoc communities of devices, however it is specifically aimed at
  integration of non-technical artefacts and as such less assuming with respect to embedded
  technology, anticipating that a computer environment suited for attachment to mundane
  artefacts may not be powerful enough to provide full Internet capabilities or Java
  support. Another difference is that in our model artefacts export context rather than
  services, with context serving for loosely-coupled communication within spatially defined
  environments. </p>
  <p ALIGN="JUSTIFY">At a more abstract level, the artefact computing model also relates to
  Norman&#146;s appliance model [Norman, 1998]; like Norman&#146;s information appliances,
  artefacts are special-purpose entities with the ability to exchange information to enable
  versatile uses. In contrast however, the artefact computing model stresses inclusion of
  everyday artefacts that are not primarily associated with being information devices.</p>
  <p ALIGN="JUSTIFY">&nbsp;</p>
  </font>
</ol>

<h2>THE ARTEFACTS COMPUTING MODEL</h2>

<ol>
  <font SIZE="2"><p ALIGN="JUSTIFY">The artefact computing model is based on
  computer-augmentation of everyday artefacts to yield digital artefacts:</p>
  <p ALIGN="JUSTIFY">An <b>everyday artefact</b> is a non-computational physical entity with
  established purpose, appearance and use in everyday experience.</p>
  <p ALIGN="JUSTIFY">A <b>digital artefact</b> is an everyday artefact augmented with
  computing and communication, enabling it to establish and exchange information about
  itself with other digital artefacts and/or computer applications.</p>
  <p ALIGN="JUSTIFY">These definitions stress the integration of non-computational artefacts
  as opposed to introduction of a new kinds of information artefacts. The rationale is to
  move computing and information processing to the background of familiar activities such as
  the manipulation of familiar artefacts. Hence the idea is to augment artefacts in a way
  that does not compromise their original function and use, while enabling new functionality
  to emerge from digital artefact networking. The model for artefact networking is to have
  artefacts broadcast context information within a spatially defined environment.</p>
  <b><p ALIGN="JUSTIFY">Artefact context</b> is the information a digital artefact maintains
  about itself and its immediate physical environment. Digital artefacts can embody sensors
  and perceptual computing to establish their context.</p>
  <b><p ALIGN="JUSTIFY">Spatial context communication. </b>Digital artefacts communicate
  their context into a geometrically defined congruent communication space. Digital
  artefacts and/or computing devices can retrieve artefact context from any communication
  space they physically enter without further knowledge of the artefacts from which the
  contexts originate.</p>
  <p ALIGN="JUSTIFY">The core idea here is that everyday artefacts are augmented so to make
  information about themselves available for computing within a local environment, assuming
  that such context is of primarily local value. Our primary interest is in the use of this
  communication model to connect artefacts. However, the model does not assume that digital
  artefact with implicit computing will fully replace explicit computing devices, and it is
  anticipated that artefact context will not exclusively serve for artefact communication,
  but also to support context-aware applications in explicit computing scenarios.</p>
  <p ALIGN="JUSTIFY">We have explored the artefact computing model in the Mediacup project.
  The subsequent sections discuss this experience, first in section 4 with respect to the
  augmentation of everyday artefacts with sensors, processing, and communication; and then
  in section 5 with respect to implementation of an infrastructure for spatially defined
  communication between artefacts.</p>
  </font>
</ol>

<h2>Augmenting Everyday Artefacts: The MediaCup</h2>

<blockquote>
  <font SIZE="2"><p ALIGN="JUSTIFY">For exploration of the artefact computing model we have
  augmented ordinary coffee with computer technology embedded in the base, creating <i>Mediacups</i>.
  The Mediacups contain hardware and software for sensing, processing and communicating the
  state of the cup as context information. While coffee cups may seem a fancy choice for the
  study of computer-augmented artefacts, they are in fact a typical everyday object that is
  frequently used but usually remains in the background of the user&#146;s attention.
  Moreover coffee cups have changing states and they are used in different places and
  situations which altogether means that there is a lot of context information that
  potentially can be obtained by means of computer-augmentation.</font></p>
  <p>&nbsp;</p>
  <font SIZE="2"><p align="center"><img SRC="image35.gif" width="258" height="339"></font></p>
  <font SIZE="1"><b><p align="center">Figure 1.</b> The Mediacup is an ordinary coffee cup
  with sensors, processing and communication embedded in the base.</font></p>
</blockquote>

<h3>Implementation</h3>

<blockquote>
  <font SIZE="2"><p ALIGN="JUSTIFY">The current implementation of the MediaCup, shown in
  figure 1, is the result of a number of design iterations that have been carried out over a
  period of nearly two years. The objective of the hardware development was to augment an
  ordinary coffee cup with sensing capabilities, processing power, and communication. The
  design challenge was to provide these additional features without changing the basic
  properties (shape, size, and weight) of the cup noticeably and without compromising
  everyday use (ensuring robustness, and maintenance-free use). </p>
  <p ALIGN="JUSTIFY">Sensors have been integrated to capture movement and temperature of the
  cup. For motion detection, three metal ball-switches have been integrated to measure
  orientation, and a switch in the base to detect when a cup is placed on a surface as
  opposed to held or carried. A Dallas DS1621 chip is integrated to measure temperature (-55
  to 125 °C, 1 µA standby, 400 µA communication current). Signals from the sensors are
  computed at the Microchip PIC 16F84 microprocessor which also contains memory and I/O
  ports. The power is stored in two large capacitors (Panasonic GoldCaps, 1F each), which
  can be wirelessly charged using a resonant circuit with 20kHz. The entire hardware is laid
  out on a circular PCB only 6mm high with all components mounted so it can be placed
  unobtrusively in the cup base. To the user, the hardware remains invisible as it is sealed
  away and does not compromise everyday cup handling.</p>
  <p ALIGN="JUSTIFY">The Mediacup software controls acquisition of raw data from sensors and
  of cup-specific context from application of basic perceptual computing. The process of
  sensor reading and abstraction is designed to minimize energy consumption. Movement is a
  parameter that can change fast and frequently, but most of the time a cup will actually
  remain still over longer periods. To detect movement by sensor polling would have required
  readings about every 20ms; to avoid this, the motion detectors are connected to the
  interrupt pins of the processor, triggering readings only when changes have occurred.
  Detected movement is recorded as event, and a short history of such events is used in a
  rule-based heuristic to detect more abstract events with a cup-related meaning; these are <i>cup
  is stationary, cup is moving</i>, <i>drinking out of the cup</i>, and <i>fiddling with the
  cup.</i> In contrast to movement, temperature is a parameter that is changing slowly in
  the real world. Also, the adaptation speed of the sensor is very slow, and therefore it is
  read only every two seconds. The tracked temperature information in conjunction with some
  motion information is used to compute further cup-related context: <i>filled up</i>, <i>cooled
  off</i>, and <i>current temperature. </p>
  </i></font>
</blockquote>

<h3>Experience from Design and Use</h3>

<blockquote>
  <font SIZE="2"><p ALIGN="JUSTIFY">The design and use of the Mediacups provides substantial
  experience on different issues surrounding the embedding of computer technology in
  non-technical everyday artefacts. Not surprisingly, the embedding of technology in
  artefacts that are not powered themselves raises a host of issues with respect to power
  management. Our experience from iterative design of the Mediacup is that power concerns
  become a key issue that influence a wide range of design decisions:</p>
  <ul>
    <li>Processing. The used microcontroller runs with a reduced clock speed of only 1 MHz; this
      reduces the power consumption to below 2mA at 5.5V in processing mode. The processor is
      switch to sleep mode (power consumption below 1 µA) whenever possible.</li>
    <li>Motion detection. In one of the early versions of the cup an accelerometer (ADXL202) was
      used. To reduce the power consumption and to make it feasible to wake up the electronic
      from sleep mode whenever the cup is moved without active polling the accelerometer was
      replaced by three ball switches. These switches are connected to the external interrupt
      inputs of the microcontroller. This makes it feasible to put the microcontroller more than
      99% of the time in sleep mode without losing the information if the cup is moved.</li>
    <li>Recharging. Users can not be expected to change batteries or explicitly recharge a
      perceivably non-technical artefact such as a coffee cup. These leaves two design
      alternatives, first the provision of batteries that last for the life time of the cup, or
      secondly a mechanism for implicit recharging that does not require any explicit action on
      the user side. In the Mediacup, the latter approach is adopted: a cup saucer is augmented
      so the cup gets wirelessly charged whenever the cup is placed on the saucer. When the
      Mediacup is not used much, for example when it is stored in the cupboard, it can run up to
      a week with the 2 F capacity. With normal usage the MediaCup needs a 15 minutes recharge
      about every 24 hours. </li>
  </ul>
  </font>
</blockquote>

<h2>Networking Artifacts: The MediaCup environment</h2>

<ol>
  <font SIZE="2"><p ALIGN="JUSTIFY">Computer-augmentation of everyday artefacts is one area
  of study in the Mediacup project, however our main research interest is in how
  computer-augmented artefacts can inter-work to enable emerging functionality in artefact
  communities. A precondition is provision of a communication infrastructure to connect
  artefacts. In this section we describe the network infrastructure developed in the
  Mediacup project to connect Mediacups and other digital artefacts to the local area
  computer network. We also describe the communication protocol developed to implement
  spatial context communication, i.e. broadcast of context within a spatially defined
  environment. </font></p>
</ol>
<font SIZE="2">

<p align="center"><img SRC="image36.gif" width="405" height="268"></font></p>
<font SIZE="2">

<p align="center"><b>Figure 2.</b> The network infrastructure of the Mediacup environment
integrates IR, CAN, and LAN technoloogy.</font></p>

<ol>
  <h3>Network Infrastructure </h3>
  <font SIZE="2"><p ALIGN="JUSTIFY">The Mediacup environment integrates different network
  media. Mobile digital artefacts such as the Mediacups use infrared for communication with
  a ceiling-mounted transceiver infrastructure. The transceivers use a Car Area Network
  (CAN) as backbone. The CAN in turn is integrated with the local area network as overall
  communication backbone in our environment. This infrastructure is depicted in figure 2.</p>
  </font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">Mediacup communication is message
  based. Cups broadcast their context as event message together with their unique ID every
  two seconds. The cups are equipped with an infrared LED (HSDL4420) that faces overhead,
  and use the IrDA-physical layer coding. The IrDA coding is done in software on the
  micro-controller to keep the number of hardware components on the Mediacup board small.
  The data rate is set to the maximum that is feasible with software implementation in the
  current design (19.2kbit/s) to minimize the time the infrared diode has to be powered. The
  communication range is about two meters with an half-angle of 30°. </p>
  <p ALIGN="JUSTIFY">The cup information is collected through an overhead transceiver
  infrastructure consisting of multiple access points that forward packets from received
  from the wireless communication channel to the wired backbone and vice versa. This
  infrastructure is installed in the usage environment of the cups, i.e. currently in 4
  rooms in our office environment. The access points are based on HP&#146;s HSDL 1001 IrDA
  chip and have a footprint of about 1,5m². They are connected through a CAN bus
  infrastructure using Phillips SJA 1000 controllers. The SJA 1000 is a CAN 2.0B stand-alone
  controller handling the complete layer 1 and 2 protocol. A router forwards messages to the
  local Ethernet if necessary, in which collected context is broadcast in UDP packets.</p>
  </font><font SIZE="2"><p ALIGN="JUSTIFY">The data transmission technologies in the
  Mediacup environment are chosen because of their specific characteristics that make them
  especially suitable for operation in Ubiquitous Computing environments. One of the main
  characteristics of IrDA infrared communication is the sharp delimited range of acceptable
  infrared intensity. We use this characteristic both to locate objects inside the footprint
  of an infrared beam and to allow objects to determine their position. </p>
  <p ALIGN="JUSTIFY">The CAN bus system is used as backbone because of its flexibility and
  robustness. The CAN specification allows a bus length up to several kilometers with lower
  data rates and data rates up to 1 Mbit/s on shorter buses. The CAN protocol can also
  detect and handle a broad range of errors as loss of termination or shorted data line. In
  such cases the bus recovers with a reduced transmission speed. This characteristic makes
  the CAN bus particularly well-suited for use in unsupervised environments. Moreover, the
  real-time characteristic allows to use CAN for time-critical communication.</p>
  <p ALIGN="JUSTIFY">&nbsp;</p>
  </font><h3>Spatial Context Communication</h3>
  <font SIZE="2"><p ALIGN="JUSTIFY">A principle adopted for digital artefact communication
  is to reflect the spatial relationship of artefacts. RAUM is a communication model based
  on this principle [Hupfeld &amp; Beigl, 2000]. In this model, a device can define regions
  of interest in which they communicate; such a region is called RAUM. A RAUM is described
  as congruent geometric space in the physical world; the geometric space is defined as
  envelop over all points defining the RAUM. Communication in a RAUM-based system is bounded
  by the physical locations of the artefacts taking part in the communication; only
  artefacts that are inside the space of interest are also inside the communication scope. </p>
  <p ALIGN="JUSTIFY">The RAUM concept is implemented as routing protocol. Artefacts that
  broadcast messages attach information to it that describes the spatial communication
  scope. In the Mediacup environment, a simple symbolic model is used for identification of
  communication spaces. This information is used in the routing process to ensure that
  messages are only broadcast within the defined scope. While RAUM is conceptually a layer 3
  protocol, it is in fact implemented over IP in the Mediacup environment. It should also be
  noted that RAUM communication spaces are not limited to the physical broadcast range of
  any medium; different media can be bridged with RAUM routers that forward messages based
  on the location of the sender and the defined communication scope. </p>
  <p ALIGN="JUSTIFY">Spatially-defined communication implies that participating artefacts do
  not have to know each others identity or capabilities (e.g. their services). Instead
  communication is solely based on co-location within a well-defined spatial region, with
  the spatial region serving as mediator for messages. This ensures artefacts can exchange
  information without being explicitly designed to that end and even without knowing of each
  others exsitence. </p>
  <p ALIGN="JUSTIFY">&nbsp;</p>
  </font>
</ol>

<h2>EVOLUTION OF THE MEDIACUP ENVIRONMENT</h2>

<ol>
  <h3>Other networking Artefacts</h3>
  <font SIZE="2"><p ALIGN="JUSTIFY">The Mediacup environment is not made up of coffee cups
  only. Instead it stadily evolves with introduction of additional digital artefacts and
  context-aware applications. This reflect the open nature of the artefcat computing model:
  artefact computing environment are not considered to be developed top down but rather to
  evolve over time. </p>
  <p ALIGN="JUSTIFY">Figure 3 shows applications and artefacts that have emerged in the
  Mediacup environment over the course of our project so far. The Mediacup activity viewer
  is similar to visualisation found in people locator systems however it has to be noted
  that the cups are deliberately not personalized; that means the activity view does not
  relate individual people&#146;s activity but the overall buzz within a group as captured
  by visualization of coffee cup movement and temperature. </p>
  <p ALIGN="JUSTIFY">The smart door plate is an interactive display for information
  associated with a room, for instance for the names of the people working in the room, or
  for events taking place there. With the Mediacup&#146;s context locally available, a
  context-aware application of the smart door plates can emerge: whenever co-located hot
  cups are present in the room, the door plate indicates that a meeting takes place. This is
  a small and certainly not far reaching applications, however it is indicative of how new
  artefacts may have use for other artefact context in evolving environment. The smart door
  plate is also an example for how a communication of interest is exploited. The doorplates
  define the rooms to which they are designated as their context communication spaces
  through which they obtain context from locally present artefacts.</p>
  <p ALIGN="JUSTIFY">The other artefacts shown in figure 3 are a PC-based watch with
  infrared that allows users to access digital artefact context directly, e.g. to read the
  coffee temperature, and a coffee machine that is controlled by a Beck IPC connected to the
  Ethernet.</p>
  <p ALIGN="JUSTIFY">&nbsp;</p>
  </font>
</ol>

<h2>CONCLUSION AND FURTHER WORK</h2>

<ol>
  <font SIZE="2"><p ALIGN="JUSTIFY">In this paper we have reported experience from the
  Mediacup project investigating computer-augmentation of everyday artefacts and
  communication infrastructure for the evolution of artefact computing environments. Our
  work demonstrates the feasibility the approach and indicates the potential of augmenting
  everyday artefacts so they can capture their own context and share it in a networked
  environment. </p>
  <p ALIGN="JUSTIFY">One strand of our future research will investigate generic technology
  for augmentation of everyday artefacts with context-awareness, generalizing the Mediacup
  experience. The objective is to develop a configurable awareness device that integrates
  core sensors and perception techniques but that can be dynamically re-configured to
  compute context specific to an artefact. The vision is that such devices will be small and
  unobtrusive enough to have them post hoc attached to any kind of artefact, as is now
  possible with RFID tags. This vision will be approached in the Smart-Its project
  [Smart-Ist], funded by the European Commission under the Disappearing Computer research
  initiative.</p>
  <p ALIGN="JUSTIFY">Another strand of research will be concerned with emerging
  functionality in artefact computing environments. In our work we observe a shift from
  top-down developed applications to emerging applications that are gradually enabled by
  introduction of digital artefacts into an open environment. The research issue is to
  develop an understanding of how emergence of functionality can be supported through
  services, architectures and design practice.</p>
  </font>
</ol>

<h2>REFERENCES</h2>
<font SIZE="2">

<p ALIGN="JUSTIFY">[Actimates] ActiMates Barney.
http://www.asia.microsoft.com/products/hardware/actimates/barney/ 3ways.htm</p>

<p ALIGN="JUSTIFY">[Gellersen et al., 2000] Gellersen, H.-W., Schmidt, A., and Beigl, M.
Adding Context-Awareness to Mobile Artifacts. IEEE Workshop on Mobile Computing Systems
and Applications (WMCSA2000), Monterey CA, Dec. 2000.</p>

<p ALIGN="JUSTIFY">[Gellersen et al., 1999] Hans-Werner Gellersen, Michael Beigl, Holger
Krull: The MediaCup: Awareness Technology embedded in an Everyday Object, 1th
International Symposium on Handheld and Ubiquitous Computing (HUC99), Karlsruhe, Germany,
1999 &amp; Lecture notes in computer science; Vol 1707, H-W Gellersen ed, ISBN
3-540-66550-1; Springer, 1999, pp 308-310 </p>

<p ALIGN="JUSTIFY">[HAVi] http://www.havi.org</p>

<p ALIGN="JUSTIFY">[HP, 1999] HP. JetSend Communications Technology Protocol Specification
Version 1.5. HP, White Paper, 1999.</p>

<p ALIGN="JUSTIFY">[Hupfeld &amp; Beigl, 2000] Hupfeld F. and Beigl M., Spatially aware
local communication in the RAUM system, Proceedings of the IDMS 2000, Enschede,
Netherlands, 2000</p>

<p ALIGN="JUSTIFY">[Ishii &amp; Ullmer, 1997] Ishii, H. and Ullmer, B., &quot;Tangible
Bits: Towards Seamless Interfaces between People, Bits and Atoms,&quot; Proceedings of
Conference on Human Factors in Computing Systems, ACM, Atlanta, March 1997, pp. 234-241.</p>

<p ALIGN="JUSTIFY">[Jini] http://www.sun.com/jini/</p>

<p ALIGN="JUSTIFY">[Ljungstrand et al., 2000] Peter Ljungstrand, Johan Redström and Lars
Erik Holmquist. Webstickers: Using Physical Tokens to Access, Manage and Share Bookmarks
to the Web. In: Proceedings of DARE 2000 (Designing Augmented Reality Environments),
Elsinore, Denmark 12-14 April 2000. </p>

<p ALIGN="JUSTIFY">[Norman, 1998] Donald A. Norman. The Invisible Computer. MIT Press,
1998.</p>

<p ALIGN="JUSTIFY">[Schmidt, 2000] Albrecht Schmidt. Implicit Human Computer Interaction
Through Context. Personal Technologies Volume 4(2&amp;3), June 2000, pp191-199.</p>

<p ALIGN="JUSTIFY">[Schmidt et al., 1999] Albrecht Schmidt, Kofi Asante Aidoo, Antti
Takaluoma, Urpo Tuomela, Kristof Van Laerhoven, Walter Van de Velde. Advanced Interaction
in Context. In: 1th International Symposium on Handheld and Ubiquitous Computing (HUC99),
Karlsruhe, Germany, 1999 &amp; Lecture notes in computer science; Vol 1707, ISBN
3-540-66550-1; Springer, 1999, pp 89-101</p>

<p ALIGN="JUSTIFY">[Smart-Its] http://www.smart-its.org. </p>

<p ALIGN="JUSTIFY">[Things That Think] http://www.media.mit.edu/ttt/.</p>

<p ALIGN="JUSTIFY">[Want et al., 1999] Roy Want, Kenneth P. Fishkin, Anuj Gujar, Beverly
L. Harrison, Bridging physical and virtual worlds with electronic tags, </font><font
SIZE="1">Proceedings of the ACM Conference on Human Factors in Computing Systems (CHI'99),
May 1999, pp. 370-377. </p>
</font><font SIZE="2">

<p ALIGN="JUSTIFY">[Weiser, 1991] Mark Weiser. The Computer for the 21st Century.<i> </i>Scientific
American, 9, September 1991, pp 66-75.</p>
</font>
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