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Pervasive Social Media
Mark Billinghurst
HIT Lab NZ
University of Canterbury
September 2013
Web Based Social Networks (1995 - )
Mobile Social Networking (2000 - )
Contextual Social Networking (2008 - )
Generations of Social Networks
  Web based (1995 - )
  Content + Communication
  Mobile (2000 - )
  Content + Communication + Mobility
  Contextual (2008 - )
  Content + Communication + Mobility + Context
Pervasive Social Networking
  Always on
  always available
  Always aware
  context awareness
  Always accessible
  intimate user interface
  Always connected
Mobility Context
Content
ConnectAccessible
Wearable Devices
  Always on
  Always aware
  Always accessible
  Always connected
Capture user actions and infer context
Wearable Computing
MIT Wearable Computing Group - 1996
Evolution of Wearables
Google Glass
Pervasive Social Networking
Pervasive Social Networking
What's Inside Google Glass?
  Hardware
  CPU TI OMAP 4430 – 1 Ghz
  16 GB SanDisk Flash,1 GB Ram
  570mAh Battery
  Input
  5 mp camera, 720p recording, microphone
  GPS, InvenSense MPU-9150 inertial sensor
  Output
  Bone conducting speaker
  640x360 micro-projector display
View Through Google Glass
Always available peripheral information display
Combining computing, communications and content capture
User Interface
  dfasdf
Pervasive Social Networking
User Experience
  Truly Wearable Computing
  Less than 46 ounces
  Hands-free Information Access
  Voice interaction, Ego-vision camera
  Intuitive User Interface
  Touch, Gesture, Speech, Head Motion
  Access to all Google Services
  Map, Search, Location, Messaging, Email, etc
  asdfa
Glass Support for Social Networking
  Hangouts, Google+, Path
  Twitter, Facebook, Tumbler
  More to come..
New Types of Social Networking
  Shared Experiences
  "See what I see", first person perspective
  Experience capture
  Image + audio + context
  Life Logging
  Continual sensor recording
  Face to face augmentation
  Translation, information retrieval
Wearables + Human Computation
  Human Computation
  Real people solving problems
difficult for computers
  AR attributes
  Shared point of view
  Real world overlay
  Location sensing
What does this say?
Living Heads Up vs. Heads Down
Pervasive Social Networking
Competitors
  Vuzix M100
  $999, profession
  Recon Jet
  $600, more sensors, sports
  Opinvent
  500 Euro, multi-view mode
  Motorola Golden-i
  Rugged, remote assistance
Projected Market
  > 10 million displays by 2016
Looking to the Future
What’s Next?
Annotated Life
AR 2.0 Infrastructure
Scaling Up
  Seeing actions of millions of users in the world
  Augmentation on city/country level
AR + Smart Sensors + Social Networks
  Track population at city scale (mobile networks)
  Match population data to external sensor data
  medical, environmental, etc
  Mine data to improve social services
Pervasive Social Networking
Conclusion
  Pervasive Social Networking
  Always on, accessible, connected, context aware
  Wearable computers provide ideal platform
  Google Glass, Recon Jet, Vuzix M100
  New opportunities for Social Networking
  Scaling up, large scale augmentation
More Information
  Mark Billinghurst
  mark.billinghurst@hitlabnz.org
  HIT Lab NZ
  http://www.hitlabnz.org/

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Pervasive Social Networking

  • 1. Pervasive Social Media Mark Billinghurst HIT Lab NZ University of Canterbury September 2013
  • 2. Web Based Social Networks (1995 - )
  • 5. Generations of Social Networks   Web based (1995 - )   Content + Communication   Mobile (2000 - )   Content + Communication + Mobility   Contextual (2008 - )   Content + Communication + Mobility + Context
  • 6. Pervasive Social Networking   Always on   always available   Always aware   context awareness   Always accessible   intimate user interface   Always connected Mobility Context Content ConnectAccessible
  • 7. Wearable Devices   Always on   Always aware   Always accessible   Always connected Capture user actions and infer context
  • 8. Wearable Computing MIT Wearable Computing Group - 1996
  • 14.   Hardware   CPU TI OMAP 4430 – 1 Ghz   16 GB SanDisk Flash,1 GB Ram   570mAh Battery   Input   5 mp camera, 720p recording, microphone   GPS, InvenSense MPU-9150 inertial sensor   Output   Bone conducting speaker   640x360 micro-projector display
  • 15. View Through Google Glass Always available peripheral information display Combining computing, communications and content capture
  • 18. User Experience   Truly Wearable Computing   Less than 46 ounces   Hands-free Information Access   Voice interaction, Ego-vision camera   Intuitive User Interface   Touch, Gesture, Speech, Head Motion   Access to all Google Services   Map, Search, Location, Messaging, Email, etc
  • 20. Glass Support for Social Networking   Hangouts, Google+, Path   Twitter, Facebook, Tumbler   More to come..
  • 21. New Types of Social Networking   Shared Experiences   "See what I see", first person perspective   Experience capture   Image + audio + context   Life Logging   Continual sensor recording   Face to face augmentation   Translation, information retrieval
  • 22. Wearables + Human Computation   Human Computation   Real people solving problems difficult for computers   AR attributes   Shared point of view   Real world overlay   Location sensing What does this say?
  • 23. Living Heads Up vs. Heads Down
  • 25. Competitors   Vuzix M100   $999, profession   Recon Jet   $600, more sensors, sports   Opinvent   500 Euro, multi-view mode   Motorola Golden-i   Rugged, remote assistance
  • 26. Projected Market   > 10 million displays by 2016
  • 27. Looking to the Future What’s Next?
  • 30. Scaling Up   Seeing actions of millions of users in the world   Augmentation on city/country level
  • 31. AR + Smart Sensors + Social Networks   Track population at city scale (mobile networks)   Match population data to external sensor data   medical, environmental, etc   Mine data to improve social services
  • 33. Conclusion   Pervasive Social Networking   Always on, accessible, connected, context aware   Wearable computers provide ideal platform   Google Glass, Recon Jet, Vuzix M100   New opportunities for Social Networking   Scaling up, large scale augmentation
  • 34. More Information   Mark Billinghurst   mark.billinghurst@hitlabnz.org   HIT Lab NZ   http://www.hitlabnz.org/