Spotlight: Personal natural Resource Consumption Profiler

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Transcript Spotlight: Personal natural Resource Consumption Profiler

The Second Life of a Sensor:
Integrating Real-World
Experience in Virtual Worlds
using Mobile Phones
Mirco Musolesi, Emiliano Miluzzo, Nicholas D.
Lane, Shane B. Eisenmany,
Tanzeem Choudhury and Andrew T. Campbell
Dartmouth College, USA yColumbia University,
USA
Outline
• Introduction to Second Life
• Motivation
• System Design Challenges
• Prototype implementation
• Evaluation
• Conclusion
What’s Second Life?
• An internet based virtual world video
game
• Enables users, “Residents”, to interact with
each other through motional avatars
• Residents can explore, meet other
Residents, socialize, participate in
individual and group activities, and create
and trade items with one another
Second Life
Motivation
• Virtual world still ≠Real world
• Changes in real world can’t be
automatically translated to avatar in virtual
world.
• Provide a virtual representation, their
surroundings as sensed by humans
themselves, and interactions with other
members.
Contributions
• Discuss the systems challenges and design
issues in integrating real world peoplecentric sensor systems and virtual worlds
• Be able to reproduce human activities and
not only inanimate objects
• Discuss a prototype based on
implementation of the system on mobile
phone
Activity Recognition and Visualization
• Activity inference
– Extraction of high level activities (sitting,
running, walking or talking)
– Activity mapping
• Visualization
– User-specified visualization policies
– Information accuracy
Intermittent Connectivity
• Cell phones may experience intermittent
connectivity.
• Avatars are set to a meaningful state.
• May involve the use of prediction to
determine the current state and location.
• Employ delay tolerant mechanism to store
user status on the phone then later be
inputted to virtual world
Scalability
• High status/activities updating rate from
users at server end
• Update occurs only when the inferred
human status/activity of the human
changes
• Run full/a portion of activity recognition on
cell phone
Data Sharing and Group Activities
• Existing work focuses on the analysis and
processing of information collected by the
local sensors.
• Sharing of raw or processed data among
different people in physical proximity.
• This allows for a more accurate inference
of group activities
External Sensing Devices
• Activity recognition can be processed by
external devices though Bluetooth
• Bluecel:
– Badge size
– Accelerometer, light, temperature
– GSR sensor to infer stress level
Context Reflection
• Collected data can be displayed in virtual
world by changing the appearance of an
environment.
• EX: High humidity (real)  Rain or misty
condition (virtual)
• User may participate in the data collection
process such as audio/video media,
photos … etc
Privacy and Social Implications
• Be able to interrupt sampling at anytime in
virtual world.
• Actual position and actions of users may
be disclosed according to pre-configured
policies
• Personal information exposed to large set
of people is an issue
CenseMe
• A platform acts as the core service for the
retrieval and analysis of the sensed data
• Provides information about personal status
of its users and their surroundings
Architecture of CenseMe
Prototype Design (1/2)
• CenseMe object behavior is written in LSL
and communicates with Second Life server
• Linden Script Language is an event
oriented language and suited to
implement state machine style solution
• A library of potential Second Life activities
is maintained
Prototype Design (1/2)
• 1.When the object is attached to avatar, a
periodic timer is initiated.
• 2.An HTTP request is made from Second
Life server to CenseMe client via CenseMe
• CenseMe processes the incoming response
and returning a list of invoked avatar
actions
• Second Life server determines which
action should be displayed
Screenshots of Avatars
Delay measurement
Future Work
• Investigate controlling movement in the
geographical space
• Define appropriate privacy policies
• Develop mechanism to address
disconnected period
Conclusion
• A mechanism to bridge real and virtual
world using commercial mobile phone
equipped with standard sensors.
• Discuss a number of key issues that need
to be tackled.
• It’s the first time that sensors used on
everyday mobile phones reflecting a
person’s activity in Second Life