Smart object

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A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analyzed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product.

Contents

It can not only refer to interaction with physical world objects but also to interaction with virtual (computing environment) objects. A smart physical object may be created either as an artifact or manufactured product or by embedding electronic tags such as RFID tags or sensors into non-smart physical objects. Smart virtual objects are created as software objects that are intrinsic when creating and operating a virtual or cyber world simulation or game. The concept of a smart object has several origins and uses, see History. There are also several overlapping terms, see also smart device, tangible object or tangible user interface and Thing as in the Internet of things.

History

In the early 1990s, Mark Weiser, from whom the term ubiquitous computing originated, referred to a vision "When almost every object either contains a computer or can have a tab attached to it, obtaining information will be trivial", [1] [2] Although Weiser did not specifically refer to an object as being smart, his early work did imply that smart physical objects are smart in the sense that they act as digital information sources. Hiroshi Ishii and Brygg Ullmer [3] refer to tangible objects in terms of tangibles bits or tangible user interfaces that enable users to "grasp & manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces.

The smart object concept was introduced by Marcelo Kallman and Daniel Thalmann [4] as an object that can describe its own possible interactions. The main focus here is to model interactions of smart virtual objects with virtual humans, agents, in virtual worlds. The opposite approach to smart objects is 'plain' objects that do not provide this information. The additional information provided by this concept enables far more general interaction schemes, and can greatly simplify the planner of an artificial intelligence agent. [4]

In contrast to smart virtual objects used in virtual worlds, Lev Manovich focuses on physical space filled with electronic and visual information. Here, "smart objects" are described as "objects connected to the Net; objects that can sense their users and display smart behaviour". [5]

More recently in the early 2010s, smart objects are being proposed as a key enabler for the vision of the Internet of things. [6] The combination of the Internet and emerging technologies such as near field communications, real-time localization, and embedded sensors enables everyday objects to be transformed into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of things and enable novel computing applications. [6] In 2018, one of the world's first smart houses was built in Klaukkala, Finland in the form of a five-floor apartment block, using the Kone Residential Flow solution created by KONE, allowing even a smartphone to act as a home key. [7] [8]

Characteristics

Although we can view interaction with physical smart object in the physical world as distinct from interaction with virtual smart objects in a virtual simulated world, these can be related. Poslad [2] considers the progression of: how

Smart physical objects

The concept smart for a smart physical object simply means that it is active, digital, networked, can operate to some extent autonomously, is reconfigurable and has local control of the resources it needs such as energy, data storage, etc. [2] Note, a smart object does not necessarily need to be intelligent as in exhibiting a strong essence of artificial intelligence—although it can be designed to also be intelligent.

Physical world smart objects can be described in terms of three properties: [6]

Based upon these properties, these have been classified into three types: [6]

Smart virtual objects

For the virtual object in a virtual world case, an object is called smart when it has the ability to describe its possible interactions. [4] This focuses on constructing a virtual world using only virtual objects that contain their own interaction information. There are four basic elements to constructing such a smart virtual object framework. [4]

Some versions of smart objects also include animation information in the object information, but this is not considered to be an efficient approach, since this can make objects inappropriately oversized. [9]

The term smart products can be confusing as it is used to cover a broad range of different products, ranging from smart home appliances (e.g., smart bathroom scales or smart light bulbs) to smart cars (e.g., Tesla). While these products share certain similarities, they often differ substantially in their capabilities. Raff et al. developed a conceptual framework that distinguishes different smart products based on their capabilities, which features 4 types of smart product archetypes (in ascending order of "smartness")[2]

Categorization

The terms smart, connected product or smart product can be confusing as it is used to cover a broad range of different products, ranging from smart home appliances (e.g., smart bathroom scales or smart light bulbs) to smart cars (e.g., Tesla). While these products share certain similarities, they often differ substantially in their capabilities. Raff et al. developed a conceptual framework that distinguishes different smart products based on their capabilities, which features 4 types of smart product archetypes (in ascending order of "smartness"). [10]

Advantages

Smart, connected products have three primary components: [11] :67

Each component expands the capabilities of one another resulting in "a virtuous cycle of value improvement". [11] First, the smart components of a product amplify the value and capabilities of the physical components. Then, connectivity amplifies the value and capabilities of the smart components. These improvements include:

The Internet of things (IoT)

The Internet of things is the network of physical objects that contain embedded technology to communicate and sense or interact with their internal states or the external environment. [13] The phrase "Internet of things" reflects the growing number of smart, connected products and highlights the new opportunities they can represent. The Internet, whether involving people or things, is a mechanism for transmitting information. What makes smart, connected products fundamentally different is not the Internet, but the changing nature of the 'things'. [11] :66 Once a product is smart and connected to the cloud, the products and services will become part of an interconnected management solution. Companies can evolve from making products to offering more complex, higher-value offerings within a "system of systems". [14] [15]

See also

Related Research Articles

Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials.

<span class="mw-page-title-main">Smart device</span> Type of electronic device

A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols that can operate to some extent interactively and autonomously. Several notable types of smart devices are smartphones, smart speakers, smart cars, smart thermostats, smart doorbells, smart locks, smart refrigerators, phablets and tablets, smartwatches, smart bands, smart keychains, smart glasses, and many others. The term can also refer to a device that exhibits some properties of ubiquitous computing, including—although not necessarily—machine learning.

<span class="mw-page-title-main">Tangible user interface</span>

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of the human ability to grasp and manipulate physical objects and materials.

<span class="mw-page-title-main">Ambient intelligence</span>

Ambient intelligence (AmI) is a term used in computing to refer to electronic environments that are sensitive and responsive to the presence of people. The term is generally applied to consumer electronics, telecommunications, and computing.

Smart environments link computers and other smart devices to everyday settings and tasks. Smart environments include smart homes, smart cities and smart manufacturing.

<span class="mw-page-title-main">Smart transducer</span>

A smart transducer is an analog or digital transducer, actuator or sensor combined with a processing unit and a communication interface.

Supranet is a term coined at the turn of the 21st century by information technology analysis firm Gartner to describe the fusion of the physical and the digital (virtual) worlds, a concept that embeds the "Internet of things" as one of its elements.

The Internet of things (IoT) describes devices with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other communications networks. The Internet of things encompasses electronics, communication and computer science engineering. Internet of things has been considered a misnomer because devices do not need to be connected to the public internet, they only need to be connected to a network, and be individually addressable.

A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.

Anind Dey is a computer scientist. He is the Dean of the University of Washington Information School. Dey is formerly the director of the Human-Computer Interaction Institute at Carnegie Mellon University. His research interests lie at the intersection of human–computer interaction and ubiquitous computing, focusing on how to make novel technologies more usable and useful. In particular, he builds tools that make it easier to build useful ubiquitous computing applications and supporting end users in controlling their ubiquitous computing systems.

A cyber–physicalsystem (CPS) or intelligent system is a computer system in which a mechanism is controlled or monitored by computer-based algorithms. In cyber–physical systems, physical and software components are deeply intertwined, able to operate on different spatial and temporal scales, exhibit multiple and distinct behavioral modalities, and interact with each other in ways that change with context. CPS involves transdisciplinary approaches, merging theory of cybernetics, mechatronics, design and process science. The process control is often referred to as embedded systems. In embedded systems, the emphasis tends to be more on the computational elements, and less on an intense link between the computational and physical elements. CPS is also similar to the Internet of Things (IoT), sharing the same basic architecture; nevertheless, CPS presents a higher combination and coordination between physical and computational elements.

In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.

<span class="mw-page-title-main">Finger tracking</span> High-resolution technique in gesture recognition and image processing

In the field of gesture recognition and image processing, finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse.

<span class="mw-page-title-main">Digital object memory</span>

A digital object memory (DOMe) is a digital storage space intended to keep permanently all related information about a concrete physical object instance that is collected during the lifespan of this object and thus forms a basic building block for the Internet of Things (IoT) by connecting digital information with physical objects.

<span class="mw-page-title-main">Hardware interface design</span>

Hardware interface design (HID) is a cross-disciplinary design field that shapes the physical connection between people and technology in order to create new hardware interfaces that transform purely digital processes into analog methods of interaction. It employs a combination of filmmaking tools, software prototyping, and electronics breadboarding.

Cloud robotics is a field of robotics that attempts to invoke cloud technologies such as cloud computing, cloud storage, and other Internet technologies centered on the benefits of converged infrastructure and shared services for robotics. When connected to the cloud, robots can benefit from the powerful computation, storage, and communication resources of modern data center in the cloud, which can process and share information from various robots or agent. Humans can also delegate tasks to robots remotely through networks. Cloud computing technologies enable robot systems to be endowed with powerful capability whilst reducing costs through cloud technologies. Thus, it is possible to build lightweight, low-cost, smarter robots with an intelligent "brain" in the cloud. The "brain" consists of data center, knowledge base, task planners, deep learning, information processing, environment models, communication support, etc.

A digital twin is a digital model of an intended or actual real-world physical product, system, or process that serves as the effectively indistinguishable digital counterpart of it for practical purposes, such as simulation, integration, testing, monitoring, and maintenance. The digital twin has been intended from its initial introduction to be the underlying premise for Product Lifecycle Management and exists throughout the entire lifecycle of the physical entity it represents. Since information is granular, the digital twin representation is determined by the value-based use cases it is created to implement. The digital twin can and does often exist before there is a physical entity. The use of a digital twin in the creation phase allows the intended entity's entire lifecycle to be modeled and simulated. A digital twin of an existing entity may be used in real-time and regularly synchronized with the corresponding physical system.

The industrial internet of things (IIoT) refers to interconnected sensors, instruments, and other devices networked together with computers' industrial applications, including manufacturing and energy management. This connectivity allows for data collection, exchange, and analysis, potentially facilitating improvements in productivity and efficiency as well as other economic benefits. The IIoT is an evolution of a distributed control system (DCS) that allows for a higher degree of automation by using cloud computing to refine and optimize the process controls.

Responsive computer-aided design is an approach to computer-aided design (CAD) that utilizes real-world sensors and data to modify a three-dimensional (3D) computer model. The concept is related to cyber-physical systems through blurring of the virtual and physical worlds, however, applies specifically to the initial digital design of an object prior to production.

The Internet of Musical Things is a research area that aims to bring Internet of Things connectivity to musical and artistic practices. Moreover, it encompasses concepts coming from music computing, ubiquitous music, human-computer interaction, artificial intelligence, augmented reality, virtual reality, gaming, participative art, and new interfaces for musical expression. From a computational perspective, IoMusT refers to local or remote networks embedded with devices capable of generating and/or playing musical content.

References

  1. Weiser, Mark (1991). "The Computer for the Twenty-First Century". Scientific American . 265 (3): 94–104. doi:10.1038/scientificamerican0991-94.
  2. 1 2 3 Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments and Smart Interaction. Wiley. ISBN   978-0-470-03560-3. Archived from the original on 2014-12-10.
  3. Ishii, Hiroshi; Brygg Ullmer (1997). Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms (PDF). Proceedings of Conference on Human Factors in Computing Systems, (CHI '97). ACM Press. pp. 234–241.
  4. 1 2 3 4 Kallman, Marcelo; Daniel Thalmann (1998). Modeling Objects for Interaction Tasks. Proc. Eurographics Workshop on Animation and Simulation. Springer. pp. 73–86.
  5. Manovich, Lev (2006). "The poetics of urban media surfaces". First Monday (Special Issue #4: Urban Screens: Discovering the potential of outdoor screens for urban society). doi: 10.5210/fm.v0i0.1545 .
  6. 1 2 3 4 Kortuem, Gerd; Fahim Kawsar; Daniel Fitton; Vasughi Sundramoor (2010). "Smart Objects as Building Blocks for the Internet of Things" (PDF). IEEE Internet Computing. 14 (1): 44–51. doi:10.1109/mic.2009.143. S2CID   1007932.
  7. "FÖRST I VÄRLDEN – Klövskog, Finland" (in Swedish). KONE. Retrieved October 13, 2019.
  8. "Nurmijärven Kreivi – Den første i verden" (in Danish). Byggematerialer. Retrieved October 13, 2019.
  9. Jorissen, Pieter; Maarten Wijnants; Wim Lamotte (2005). "Dynamic Interactions in Physically Realistic Collaborative Virtual Environments". IEEE Transactions on Visualization and Computer Graphics. 11 (6): 649–660. doi:10.1109/tvcg.2005.100. PMID   16270858. S2CID   12182396.
  10. Raff, Stefan; Wentzel, Daniel; Obwegeser, Nikolaus (2020-08-20). "Smart Products: Conceptual Review, Synthesis, and Research Directions*". Journal of Product Innovation Management. 37 (5): 379–404. doi: 10.1111/jpim.12544 . ISSN   0737-6782.
  11. 1 2 3 Porter, M. E.; Heppelmann, J. E. (November 2014). "How Smart, Connected Products are Transforming Competition". Harvard Business Review.
  12. "The New Era of Smart, Connected Products Is Changing How Businesses Compete". Wall Street Journal. November 28, 2014.
  13. "Gartner Says the Internet of Things Installed Base Will Grow to 26 Billion Units by 2020". Gartner. December 12, 2013. Archived from the original on December 16, 2013.
  14. Dan Ostrower (November 2014). "Smart Connected Products: Killing Industries, Boosting Innovation". Wired Magazine.
  15. Z. Jenipher Wang (July 2016). "The Smart IoT Brings Us the Greatest Value".

Further reading