Showing posts with label smartwatch. Show all posts
Showing posts with label smartwatch. Show all posts

Sunday, November 30, 2014

Dynamic Group Cognitive Coordination through Wearable Tech

A surprising ‘new functionality’ enabler of smartwatches and wearable tech is not just getting real-time alerts and notifications to a single user as the front-end of the seamless connected computing world, but group coordination. Real-time group coordination could foster a whole new class of wearable applications, for a wide range of ‘serious’ and ‘fun’ uses in both large and small groups.

35 teams presented at the Apple WatchKit Hackathon at Silicon Valley’s Hacker Dojo on Sunday November 23, 2014. Many interesting apps were shown, mostly for only a single smartwatch like MoodyBaby, NowCash, MedAlert, ItsRaining, LoveTap, and ScrollforSushi.

Best Tech was won by this author’s own team project for WatchSet: a multi-player social gaming app for smartwatch wearers in proximity to self-discover and play interactive games (Figure 1).

Figure 1: WatchSet Multi-player Social Gaming App for Smartwatch.
Large-scale Dynamic Cognitive Coordination
The level of where we are starting to operate now with technology is automating lower-level cognitive tasks. Linking any and all data streams on-demand in the connected computing world is allowing us to conceive of automation in new ways - as both mechanical task relief and cognitive processing offload. This suggests that we may be able to shift the whole way we interact with the world, and organize human activity in new and dynamically coordinated ways, that are potentially at a much larger scale than has been possible previously.

Sunday, August 11, 2013

Killer Apps of Cognitive Nanorobotics

One of the most fun parts of thinking about nanocognition and cognitive nanorobotics is imagining the killer apps that we might have! 
  1. Bias Reduction - The first and most obvious killer app is bias reduction, helping to identify and reduce the many cognitive biases of humans including loss aversion, overconfidence, confirmation, rationalization, neglecting probability, and hindsight biases. 
  2. Memory Management - A second killer app is memory management – both accessing the right memories at the right time (and including possibly augmenting real memories with Internet-accessible personal or general data), and blocking access to memories, for example in trauma resolution or to consider issues cleanly and not fall into sunk cost or other cognitive traps. 
  3. Desire, Values, and Utility Optimization - The third killer app is the ability to elicit and optimize value systems, utility functions, and desires - using cognitive nanorobots to evoke personal values profiles and manage mental state and behavior for greater fulfillment. 
  4. Perceptual Augmentation - A fourth killer app is perceptual augmentation – using cognitive nanorobots to amplify subjective experience – to give us a way to see multiple realities simultaneously, and to see and think in time instead of space, and to see movement in both time and space. 
  5. POV Apps - A fifth killer app is POV apps (point-of view apps) – a whole new class of apps based on the functionality of being able to see the points of view of others (per their permission). The advent of Google Glass suggests that this is not that far away. There could be the Negotiator App to look for areas of common ground between people in conflict or potential conflict, or the Art Appreciation App as articulated in Greg Egan's 'Diaspora' to try on the different aesthetics perspectives of your friends, there can be endless new permutations of Garage Band simply starting from “here, let me share my HUD.” 
 More: YouTube Video, Presentation

Monday, July 29, 2013

Smartwatch Killer App: Meeting Entertainment!

Smartwatches have popped onto the scene and just like tablets (the world’s fastest adopted platform, even faster than the cell phone), the key killer app that could drive extremely fast penetration is…meeting entertainment! Like tablets, smartwatches (less obtrusively worn with the face on the inside of the wrist) are socially-acceptable gadgetry to attend to during meetings, and serve as a real-time notification and entertainment console. 

Sunday, June 02, 2013

Sensor Mania – The SmartWatch Arrives

The wireless Internet of Things is slowly rolling out – smartwatches (Pebble, Basis) have been some prominent arrivals alongside Google Glass.

A variety of two-way communication from each device type has been a quickly realized need that is starting to appear in SDKs and APIs. Pebble in particular is doing a lot to stimulate use and application development through developer community resources, an online codesharing cloud, meetups, and hackathon events.

Perhaps the most interesting aspect of the smartwatch rollout and actual use in applications (Figure 1) is the notion of a [seamless] interoperable computing system where the smartwatch, cell phone, and PC communicate together and perform different operations at different times like message alerts and data syncing. A future with a distributed on-board (e.g.; on-human) computing environment can be imagined with many different special purpose devices providing key functionality, all communicating with a utility device for power and connectivity.

Figure 1: Pebble Watch Faces / Apps

Sunday, September 09, 2012

Consumer Products go Social: from Shelf-Buy to Ongoing Dialogue

With the modern expectation of a social layer for everything, together with real-time feedback, data infographics, personalized recommendations, and gamification fun and reward, all received ambiently on the Pebble watch (the smartwatch is the new platform), consumer product delivery is being revolutionized.

Just as new media crippled juggernaut industry business models in computing, email, newspapers, TV, and music distribution, an even more fundamental shift is coming to consumer products. The successful game is transitioning from a one-off shelf-buy to an ongoing dialogue with consumers, providing a consumer product service.

One way this could be facilitated is by delivering preventive wellness/peak health enhancement services (“condition-as-a-service”) at the growing number of in-store clinics (à la WalMart Vison Centers) at drugstores (CVS, Walgreens) and high-end food stores (e.g.; Whole Food’s Wellness Club). How soon is the Whole Body and Whole Mind’s Neurofeedback Demo and Service Purchase coming along with Whole Food’s in-store destination edutainment sommelier training?