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<strong>Responsive</strong> <strong>Environments</strong><br />

Supporting, inspiring and enriching people’s lives<br />

1 03-04-20<br />

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Colophon<br />

<strong>Responsive</strong> <strong>Environments</strong> - Supporting, inspiring and enriching people’s lives<br />

The ExperienceLab booklet is published on the occasion of CRE 2007<br />

Editors<br />

Angelique Kessels, Elly Pelgrim, Privender Saini<br />

Publisher<br />

<strong>Philips</strong> <strong>Research</strong> Europe<br />

Photography<br />

Bram Saeys<br />

<strong>Philips</strong><br />

Art Direction, Design and Prepress<br />

Creada Veldhoven<br />

Print<br />

Boom Planeta Graphics<br />

ISBN/EAN 9789074445771<br />

More information<br />

<strong>Philips</strong> <strong>Research</strong> Europe / Public Relations Departement<br />

High Tech Campus 5<br />

5656 AE Eindhoven<br />

The Netherlands<br />

resinfo@philips.com<br />

april 2007<br />

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Contents<br />

Supporting, inspiring and enriching people’s lives 4<br />

The Power of Experience 5<br />

Welcome to the Era of New Convergence 8<br />

From functional product to natural experience 10<br />

Lighting the way to the ideal shopping experience 12<br />

Strategic Considerations for Experience <strong>Research</strong> 14<br />

Social Interactions in Ambient Intelligent <strong>Environments</strong> 17<br />

Outlook on research in ExperienceLab 20<br />

HomeLab 22<br />

3DTV – enhancing the home<br />

TV-viewing experience 24<br />

amBX: Creating an ambience that fits your state of<br />

mind and enhances the way you experience activities 28<br />

See the music! 30<br />

Ambient Telephone 32<br />

The Buddy Bear 34<br />

Intelligent home network for sharing experiences<br />

and activities 36<br />

Electronic Memos 38<br />

Phontonic Textiles 40<br />

Embedded Magic by ESP 42<br />

CareLab 46<br />

CareServant 46<br />

Activity Lifestyle-Module for Diabetes 49<br />

Later-Life Lighting 53<br />

Light in your hands 54<br />

Personal TV Volume 57<br />

Senior – Supporting Elderly with Networks for<br />

Initiating and Optimizing Relations 58<br />

Home Stroke Rehabilitation Exerciser 61<br />

ShopLab 66<br />

The HaloSpot: a new concept for enhancing product<br />

presentations 66<br />

IILA – Intuitive Interaction for Lighting Atmospheres 68<br />

The DreamScreen Intelligent Shop Window project 73<br />

LightMan: Easy creation of appealing light effects and<br />

atmospheres from abstract descriptions 77<br />

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Supporting, inspiring<br />

and enriching people’s lives<br />

Before you lies the CRE 2007 ExperienceLab booklet.<br />

ExperienceLab serves a number of functions within <strong>Philips</strong><br />

<strong>Research</strong>. The most prominent function is that of a research<br />

facility where innovative concepts are tested. These concepts<br />

are developed according to end-user understanding. In<br />

order to truly support, inspire and enrich people’s lives, the<br />

technology is typically concealed from the user and embedded<br />

in the environment. After all, if we want people to experience,<br />

rather than use technology, we have to focus on the human<br />

by discovering what he needs. Another function of the<br />

ExperienceLab that is becoming increasingly important is that<br />

of serving as a place where customers are invited for inspiring<br />

discussions on new ideas.<br />

Through the unique combination of new technologies and sound<br />

research on true user understanding, a next step is again made in<br />

our journey towards products that make sense.<br />

Enjoy your visit to the ExperienceLab!<br />

ExperienceLab CRE Team 2007<br />

Elly Pelgrim, Angelique Kessels, Privender Saini<br />

This booklet represents a diverse collection of research work<br />

that has been done in the past year in HomeLab, CareLab and<br />

ShopLab. In HomeLab various illustrations of an intelligent<br />

attentive home are shown. The inhabitants are supported to<br />

maintain close contacts with their loved ones, regardless of<br />

physical distance and create their own preferred ambiance.<br />

CareLab presents solutions that support joyful and active aging.<br />

The aim is to motivate elderly to conduct physical and mental<br />

exercises and to support them in their daily activities. Finally,<br />

ShopLab demonstrates the latest concepts for an inspiring<br />

shopping experience. Here new techniques are explored for<br />

intuitive interaction solutions for lighting atmospheres.<br />

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The Power of Experience<br />

Peter Wierenga, CEO <strong>Philips</strong> <strong>Research</strong><br />

<strong>Philips</strong>’ mission today is to improve the quality of people’s lives<br />

by offering them timely innovations. But what is quality of life?<br />

How do we measure it? Who are “people”? And what is a “timely<br />

innovation”? This mission is expressed in our brand promise<br />

as “sense and simplicity”, but what do “sense” and “simplicity”<br />

mean? Providing clear answers to all these questions is no easy<br />

task, because they depend on a vast number of variables. And<br />

that, of course, is simply because they have to do with human<br />

beings, and the many different ways they interpret the world<br />

through the mind and the senses.<br />

People as co-researchers<br />

Our most important partners are people – consumers and<br />

customers – themselves. Previously, technology researchers<br />

tended to assume that when they had developed a technology<br />

that did what it was supposed to do efficiently, their job was<br />

done. It was then up to people to use it, no matter how difficult<br />

they found it. Today, we have learned our lesson. We realize that<br />

technology only really improves life if it offers a benefit that is<br />

experienced as an all-round improvement – not one gained only<br />

at the cost of extra complexity or discomfort.<br />

And yet this is our challenge at <strong>Philips</strong> <strong>Research</strong>: to understand<br />

what <strong>Philips</strong> can do to enhance people’s lives in ways and at times<br />

that are meaningful to them, and then to apply our expertise in<br />

technology to find or develop ways of actually doing it.<br />

A question of partnership<br />

This is such a complex task that we cannot do it alone. In striving<br />

to understand people’s motivations, ambitions and aspirations,<br />

and large-scale social trends, we benefit from the insight of<br />

the <strong>Philips</strong> marketing and design community. In developing<br />

technologies, we often seek partners in a spirit of “open<br />

competition”. We also participate in international consortia,<br />

working with other companies, universities and research<br />

institutes to create synergies and share costs.<br />

“We realize that technology only<br />

really improves life if it offers a<br />

benefit that is experienced as an<br />

all-round improvement.”<br />

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ExperienceLab<br />

That is why we set up the HomeLab in 2001, and why we have<br />

since expanded it into the ExperienceLab. We invite consumers<br />

and customers to take part in our research, by allowing us to<br />

watch them going about certain normal activities or interacting<br />

with new technologies. In realistic environments – a home,<br />

a shop and a care setting – we can observe what people do<br />

naturally, and see what they find simple or difficult. We can<br />

discuss with them their preferences and get their reaction<br />

to new options. In this way, we can fine-tune technologies so<br />

that they genuinely improve people’s lives in ways that they<br />

themselves say they experience as relevant, meaningful and<br />

simple.<br />

“Sense and simplicity”<br />

We believe that this approach to innovation – based not<br />

merely on technological excellence, but also on the sound,<br />

empirical study of people interacting with technology in realistic<br />

environments – can significantly help all of us at <strong>Philips</strong> deliver on<br />

our brand promise of “sense and simplicity”.<br />

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7


Welcome to the Era of<br />

New Convergence<br />

Rudy Provoost, CEO <strong>Philips</strong> Consumer Electronics<br />

For more than a decade now, we have been living in an era of<br />

convergence. TVs, computers, phones, cameras – a whole raft of<br />

technologies have been coming together, and companies have<br />

been competing with each other to ensure their own model of<br />

integration wins the day. However, although this technological<br />

consolidation will no doubt continue in some form, I believe<br />

it is about to be overtaken by what I call the “Era of New<br />

Convergence”.<br />

New focus<br />

Consumers today are demanding personal attention. Although<br />

“old” convergence provided them with technological solutions,<br />

these were often solutions to non-problems or increased<br />

rather than reduced complexity. No wonder consumers are<br />

frustrated: “old” convergence took no account of people. New<br />

Convergence, by contrast, will be all about people. It will focus<br />

on the convergence of content, i.e., meaningful activities people<br />

undertake (or want to undertake) in particular contexts. Besides<br />

looking at the activities themselves, New Convergence will also<br />

require an understanding of how people intuitively behave and<br />

interact with their environment. Approaching innovation from<br />

this angle, New Convergence solutions will apply technologies<br />

– existing or emerging, alone or in combination – to help people<br />

achieve their goals with greater ease and deeper satisfaction.<br />

On the way<br />

In line with this, Consumer Electronics will increasingly focus<br />

on creating meaningful experiences for people. Some of our<br />

recent innovations already take us in this direction. Photoframe,<br />

for instance, gives people back the experience of browsing<br />

through a physical photo album with family or friends; Ambilight<br />

TV enhances the experience of watching TV or movies; and our<br />

immersive gaming environment, AmBX, extends the concept of<br />

Ambilight by coordinating multiple devices in the room to deliver<br />

a new immersive experience.<br />

Beyond entertainment<br />

However, these new products, like traditional CE products, are<br />

still firmly in the field of entertainment. But New Convergence<br />

will soon take us further – into exciting new areas, such as<br />

consumer healthcare and wellbeing, wearable electronics and<br />

home security.<br />

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“New Convergence will also<br />

require an understanding of how<br />

people intuitively behave and<br />

interact with their environment.”<br />

ExperienceLab<br />

By committing ourselves to put people at the center of<br />

our work, we at <strong>Philips</strong> have made a good start in the era<br />

of New Convergence. But to build on that foundation, we<br />

need to further develop our ability to understand people.<br />

The ExperienceLab will play a key role in helping us gain<br />

deeper insight into what they want. In HomeLab, for instance,<br />

we are exploring navigation and control systems based on<br />

natural modes of communication, such as gesture, speech and<br />

humming. We are also looking at how we can enhance people’s<br />

preventative and therapeutic healthcare routines in the home.<br />

In CareLab, we focus particularly on how we can help make life<br />

safer and more enjoyable for the elderly and infirm. In short,<br />

as we enter the era of New Convergence, the ExperienceLab<br />

will make it possible for us to play our full part in improving<br />

the quality of people’s lives and give tangible form to “sense and<br />

simplicity”.<br />

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From functional product to<br />

natural experience<br />

Andrea Ragnetti, CEO <strong>Philips</strong> Domestic Appliances and Personal Care<br />

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What people value in a product today is not just its functional<br />

performance, i.e., how well it does its job. Rather, it’s the overall<br />

experience a product offers that makes the difference between<br />

a product that’s just “OK” and one that’s “really cool” or<br />

“amazing”.<br />

That’s hardly surprising: after all, the things in life that touch<br />

us most deeply are subjective experiences, not objects. This<br />

suggests that, by providing desirable experiences, we can improve<br />

the quality of people’s lives significantly.<br />

effect is one of relaxation, comfort and wellbeing. And that<br />

feeling (plus a light tan) remains with you.<br />

Another clear example of an experiential product is our Wake-Up<br />

Light. This enables people to replace the harsh morning ritual of<br />

loud alarms and glaring lights with a pleasant experience that follows<br />

the patterns of nature. The light starts gently, building in brightness,<br />

as sounds (such as birdsong or music) gradually increase in volume.<br />

This wakes people in the most natural way possible. As a result, they<br />

feel more rested, and welcome the day, rather than resenting the<br />

fact that they’ve been abruptly denied their sleep.<br />

A defining characteristic of an experience is that it is holistic:<br />

people absorb stimuli through all their senses and then integrate<br />

them into a unified mental event. An experience also has a time<br />

dimension: it starts with excited anticipation, builds up to a<br />

climax, and concludes with an after-effect and memory.<br />

As a result of these insights, at DAP we’ve been increasingly<br />

focusing on developing products that offer an experience. Take<br />

our Innergize, for instance. It provides tactile input in the form<br />

of infra-red warmth, auditory input in the form of music or<br />

birdsong, and olfactory input in the form of aromas. The overall<br />

“We are increasingly able<br />

to bridge the gap between<br />

technological complexity and<br />

natural simplicity.”<br />

The subjective nature of experiences means that, unlike<br />

functional performance, they are difficult to evaluate objectively.<br />

Experiences are also highly complex, with many difficult-to-define<br />

personal or environmental factors contributing. We cannot rely<br />

on our own subjective judgment to tell us what people want.<br />

The only way to understand the nature and effect of experiences<br />

is to observe people undergoing them, in controlled, realistic<br />

contexts.<br />

For us at DAP, this is the real value of the ExperienceLab,<br />

especially the HomeLab. Within it, we can explore how our<br />

ideas affect people in their home environment – whether in the<br />

kitchen, the living room, the bedroom or the bathroom. And, by<br />

being a complete house, it prompts us all to think about areas<br />

and activities in the home that we do not yet address – the<br />

healthcare opportunities offered by the bathroom, for example.<br />

Thanks to the HomeLab, we are learning much more (and much<br />

more quickly) about how people respond to and interact with<br />

technology. In this way, we are increasingly able to bridge the<br />

gap between objective functional specifications and subjective<br />

human experience, and, perhaps even more importantly, between<br />

technological complexity and natural simplicity.<br />

11<br />

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Lighting the way to the ideal<br />

shopping experience<br />

Theo van Deursen, CEO <strong>Philips</strong> Lighting<br />

It’s an exciting time in the Lighting industry. New technologies<br />

promise a revolution in the way people use and experience<br />

lighting, presenting new opportunities for us to enrich<br />

people’s lives. And that means we need to undertake<br />

systematic exploration of future ways of living, and the new<br />

roles lighting can play in them.<br />

pursuit rather than just a necessity. To respond to this trend,<br />

shop owners are beginning to transform their stores into<br />

“experiential destinations”, offering not just products to buy,<br />

but also fun, food and pampering. In the process, shopping<br />

becomes entertainment, and the commercial emphasis moves<br />

from merely shifting merchandise to acquiring loyal customers.<br />

Lighting has, of course, long influenced the quality of people’s<br />

lives. In practical terms, it makes it easier and safer for us<br />

to perform tasks and move around. But equally importantly,<br />

it can affect our mood, creating an atmosphere that relaxes<br />

us, an ambience that excites us, or a focal point that arouses<br />

our interest. At work, for instance, <strong>Philips</strong>’ Dynamic Lighting<br />

solutions already enable the brightness levels and color of<br />

office lighting to be easily changed to suit the time of day, the<br />

activities being performed or employees’ personal preferences.<br />

In the home, our new LivingColors LED lamps make it easy for<br />

people to design (and redesign) the color and intensity of their<br />

home lighting to suit their changing moods.<br />

But one activity that people are increasingly enjoying – and<br />

which new lighting technologies can enhance considerably – is<br />

shopping. Shopping is already becoming a leisure or lifestyle<br />

To provide shop owners with the lighting tools to succeed<br />

in this new “shoppertainment” environment, we need to<br />

gain an in-depth understanding of exactly what they – and<br />

shoppers – need and want. Given today’s fast pace of life,<br />

flexibility is paramount: new solid-state solutions make it easy<br />

to adjust the look and feel to achieve different effects. And in<br />

crowded markets, identity is essential: again, by creating and<br />

strengthening the ambience in a shop, lighting can present<br />

a clear brand identity. Importantly, it can also influence the<br />

buying decision.<br />

Our challenge is to make it easy for shop staff to configure<br />

factors such as light intensity, contrast, distribution, color and<br />

color rendering to attract attention, create identity, and provide<br />

amusement and variety – all within the constraints imposed by<br />

an energy-conscious economy.<br />

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We believe that the value of good lighting is best grasped by<br />

personal observation and experience. To show customers what<br />

can be achieved with our existing solutions, we interact with<br />

them at our Lighting Application Center. But to explore with<br />

them the possibilities of new technologies and innovations, we<br />

need something more. This is where the ShopLab comes in. Its<br />

realistic environment is an ideal setting in which to experiment,<br />

explore options with retailers, and work with store staff to<br />

achieve simple, intuitive modes of operation. Equally importantly,<br />

we can observe and talk to shoppers about how they experience<br />

different lighting effects. In this way, we can all better understand<br />

– and exploit – the potential and power of light to enhance the<br />

shopping experience, and our business.<br />

“We need to undertake<br />

systematic exploration of<br />

future ways of living, and<br />

the new roles lighting can<br />

play in them.”<br />

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Strategic considerations for<br />

Experience <strong>Research</strong><br />

Fred Boekhorst & Emile Aarts <strong>Philips</strong> <strong>Research</strong><br />

More than half a decade of experience research in ExperienceLab has provided <strong>Philips</strong> with a wealth of<br />

consumer insights that have led to novel product concepts. The most pronounced of these without doubt is<br />

the Active Ambilight TV, which took less than one and a half year to enter the market from a first concept<br />

prototype, and which has yielded a sales volume amounting up to one million pieces by the end of last year.<br />

ExperienceLab beyond doubt has grown into a very valuable asset of <strong>Philips</strong> and this role will become even<br />

more pronounced in view of the development of the current company strategy on Healthcare, Lifestyle, and<br />

Technology.<br />

Healthcare, Lifestyle, and Technology.<br />

The opening of ExperienceLab in 2006 by Rudy Provoost<br />

(CEO of Consumer Electronics) has marked the start of a new<br />

era in Ambient Intelligent research. Whereas early research<br />

in ambient intelligence was still dominated by technology<br />

driven developments such as device miniaturization, wireless<br />

communication, and systems embedding, more recent<br />

explorations are concerned with more human-centric issues<br />

such as social intelligence and acceptance. These novel subjects<br />

of research fully comply with <strong>Philips</strong>’ strategic change in business<br />

direction from a classical electronics components based<br />

company, serving <strong>Philips</strong> for more than a hundred years, to a<br />

company that builds its business on end-user insights and needs<br />

in the domains of Healthcare, Lifestyle, and Technology.<br />

“The role of ExperienceLab<br />

will become even more<br />

pronounced than it has been<br />

over the past years”<br />

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Strategic studies.<br />

The renewed strategic direction of <strong>Philips</strong> has definitely led to a<br />

sparkling new excitement throughout the company, as many of<br />

us have been inspired by the change in strategy in their search<br />

for new business success. There are currently several focus<br />

groups that conduct strategic studies and investigations. The<br />

Compass study conducted by <strong>Philips</strong> Design has provided <strong>Philips</strong><br />

with new insights in the various social trends that are developing<br />

within our contemporary society, possibly leading to a better<br />

understanding of ordinary peoples’ future needs and desires. The<br />

Consumer Strategy has led to the identification of a number of<br />

promising business directions for novel products and services<br />

in the consumer domains related to the well-being and lifestyle<br />

parts of the company’s overall strategy.<br />

Towards a <strong>Research</strong> Lifestyle Strategy.<br />

Recently, <strong>Philips</strong> <strong>Research</strong> has embarked on a strategic study<br />

with the aim of elicitating a number of new and exciting research<br />

areas with potential business innovations on a time scale of three<br />

to five years from now. The investigations are based on a study<br />

of the impact of a number of so called Delta-t’s, which describe<br />

trends in three related dimensions, i.e., Technology, Economy,<br />

and Society, and the possibly resulting new concept-market<br />

combinations that meet the <strong>Philips</strong> brand promise and support<br />

the growth ambitions of <strong>Philips</strong>. Examples of such Delta-t’s are:<br />

From Youth Hype to Dignified Aging, From Media Broadcast to<br />

Personalized Content Production and Distribution, and From<br />

Light Devices to Ambient Atmospheres. The novel strategic<br />

studies will lead to new directions in our research program in<br />

Lifestyle. 2007 is going to be a groundbreaking year that will<br />

mark the transition from a technology-based consumer research<br />

program to a research program in which advanced user-centric<br />

concepts provide the basis for novel business innovations.<br />

It goes without saying that the role of ExperienceLab will<br />

become even more pronounced than it has been over the<br />

past years because the human-centric approach followed in<br />

ExperienceLab will become one of the crucial and discriminating<br />

factors in the realization and implementation of our novel<br />

Lifestyle <strong>Research</strong> Strategy. Newly anticipated research fields<br />

such as hospitality, retail, and learning will require new types of<br />

experience infrastructures requiring further extensions of the<br />

current Experiencelab. Evidently, we have high expectations,<br />

as its sophisticated experience research facility should show<br />

us the way in finding new experience innovations in the<br />

Lifestyle domain.<br />

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Social Interactions in Ambient<br />

Intelligent <strong>Environments</strong><br />

Emile Aarts & Boris de Ruyter <strong>Philips</strong> <strong>Research</strong><br />

Whereas research in Ambient Intelligence (AmI) has traditionally been focused on user experiences in more<br />

entertainment and leisure-oriented scenarios, there is a move towards the deployment of AmI technologies<br />

for health and lifestyle related scenarios. This requires a major shift in the type of end-user insights that need<br />

to be investigated in order to come up with innovative propositions for new products and services in these<br />

domains. More specifically, new insights in the field of social interaction between human beings is needed.<br />

This need has led to an augmentation of the ambient intelligence model with a class of concepts that relate to<br />

social intelligence.<br />

User experiences.<br />

The AmI vision positions human needs centrally and technology<br />

is seen as a means to enrich our life. Ambient Intelligence refers<br />

to the embedding of technologies into electronic environments<br />

that are sensitive and responsive to the presence of people.<br />

Aspects such as information overload, violations of privacy<br />

and lack of trust in general threaten the introduction of novel<br />

technologies into our day-to-day life. Consequently it is often<br />

not clear whether people will perceive such scenarios as<br />

beneficial. Essential are the user experiences people have when<br />

interacting with AmI environments. Examples of such experiences<br />

are immersiveness and social connectedness, and they both can<br />

be viewed as emergent features of intelligent behavior in AmI<br />

systems as studied in ExperienceLab.<br />

Mechanical versus Social Intelligence.<br />

In the original formulation of the AmI vision intelligent systems<br />

behavior was attributed to four different elements identified<br />

as context aware, personalized, adaptive, and anticipatory. These<br />

elements differ with respect to the amount of intelligence that is<br />

needed to realize them. It will take less time to realize “context<br />

aware” than “anticipatory”. These elements can be viewed as<br />

instantiations of mechanical intelligence as they are generated by<br />

an AmI system in a mechanistic manner.<br />

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However, due to these raised expectations of AmI technologies<br />

the mechanical intelligence of AmI environments requires<br />

complementing with social intelligence as depicted in Figure<br />

1. The three elements of social intelligence can be described as<br />

follows.<br />

Ambient<br />

Embedded<br />

Many invisible distributed devices throughout the environment that are<br />

integrated into our lives<br />

Context awar<br />

e<br />

Personalized<br />

Adaptive<br />

Anticipatory<br />

Mechanical Intelligence<br />

that know their situational state<br />

that can be tailored towards your<br />

needs and recognize you,<br />

that can change in response to<br />

you and your environment, and<br />

that anticipate your desires<br />

without conscious mediation<br />

Socialized<br />

Empathic<br />

Conscious<br />

Figure 1: Mechanical vs. Social Intelligence in Ambient Intelligence.<br />

Social Intelligence<br />

that adhere to social conventions<br />

that have a representation of<br />

your emotions and motives, and<br />

that form and use a model of<br />

their inner motives<br />

The term socialized means compliant to social conventions. For<br />

example, in a sensing environment some form of mechanical<br />

intelligence that is context aware would know that a person is<br />

in a private situation. A system that is personalized, would know<br />

“Due to the raised expectations<br />

of AmI technologies the<br />

mechanical intelligence of<br />

Aml environments requires<br />

complementing with social<br />

intelligence.”<br />

that it is the user’s preference not to be interrupted in such a<br />

situation. A system that is socialized would use common sense<br />

to not allow interrupting the person in such a context. This<br />

example illustrates that although we make a distinction between<br />

mechanical and social intelligence at a conceptual level, that at<br />

the implementation level both forms of intelligence need to<br />

come together.<br />

The term empathic refers to the ability to take into account<br />

emotions and motives of a person and adapt to this state. For<br />

example, a form of mechanical intelligence could infer that a<br />

person is getting frustrated while the socially intelligent system<br />

with empathic capabilities would trigger the AmI environment to<br />

demonstrate understanding and helpful behavior towards<br />

the person.<br />

The term conscious implies that a system has an inner state of<br />

its own. With such a level of social intelligence, the conscious<br />

system could anticipate the effect a person is trying to get onto<br />

the system. With this level of social intelligence it will be possible<br />

to develop rich and human like interactions in AmI environments.<br />

Conclusion.<br />

As AmI technologies are gaining impact in our daily lives, the<br />

need for extending the mechanical intelligence with social<br />

intelligence becomes more articulated. The effect of social<br />

intelligence in AmI systems is investigated in ExperienceLab<br />

through so-called controlled experiments. First results obtained<br />

from studies of socially intelligent AmI systems in ExperienceLab<br />

reveal that incorporating social intelligence into AmI systems<br />

in general has a positive effect on the user’s acceptance of AmI<br />

technologies.<br />

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Outlook on research in<br />

ExperienceLab<br />

Reinder Haakma <strong>Philips</strong> <strong>Research</strong><br />

Just like all other organizations, the ExperienceLab needs to<br />

evolve. However, being a front-runner, it is by far not obvious<br />

where to go. There is no obvious path, and different people will<br />

have different opinions on how to proceed. Therefore, I consider<br />

two things to be important in bringing the ExperienceLab<br />

forward. The first one is a discussion with stakeholders of<br />

the lab. It is important to learn from people how they regard<br />

the ExperienceLab and how they see it bring value to their<br />

organisations. The second one is leadership. Front runners are<br />

leaders, shaping the future. They don’t necessarily strive for<br />

consensus, but work from irresistible inspiration and enthusiasm.<br />

Both ingredients are necessary in the process of bringing the<br />

ExperienceLab forward.<br />

To me, being one of stakeholders in the ExperienceLab, the<br />

heart of the matter is that the lab functions as meeting ground<br />

where researchers and end-customers discuss innovations<br />

and assess how these meet the customers’ needs and desires.<br />

The lab offers the right context for this discussion because it<br />

allows users to experience how these innovations could impact<br />

their lives. For example, ShopLab has served as a setting where<br />

researchers, people from Lighting and retailers jointly discussed<br />

the innovation proposals at display and what that could bring to<br />

shoppers. In addition, shoppers were asked about their shopping<br />

experience in ShopLab and how the proposed innovations<br />

enhance that. In this way, the ExperienceLab is instrumental in<br />

engraining the <strong>Philips</strong> brand promise of sense and simplicity in<br />

innovations coming from <strong>Research</strong>.<br />

Being a front runner, the innovations coming from the<br />

ExperienceLab have to be top-notch for their intended market.<br />

To me, the different labs in the ExperienceLab are linked to<br />

markets: HomeLab is linked the home consumer market,<br />

CareLab to the assisted-living market for elderly and ShopLab<br />

to the retail market. These are markets where <strong>Philips</strong> has<br />

growth ambitions, markets where <strong>Philips</strong> has the ambition to<br />

shape the market by enabling new experiences from technical<br />

innovations. For example, in HomeLab the amBX system shows<br />

how watching movies can be enriched and become an impressive<br />

multi-sensorial experience. But it doesn’t always have to be<br />

overwhelming. In CareLab, subtle illumination is introduced to<br />

prevent seniors from falling at night when visiting the bathroom.<br />

It is a subtle, but high-impact effect because falling is the number<br />

one reason why seniors loose independence and have to enter<br />

institutionalized care. What counts is that these innovations<br />

make a difference to people’s lives. And the ExperienceLab can<br />

also make a difference in other markets by adding new labs. For<br />

example, hospitality is a market that is important as well for<br />

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Lighting as for Consumer Electronics. We currently study what<br />

innovations could bring value to owners and guests of hotels<br />

and restaurants, and other stakeholders in the hospitality market.<br />

And more markets could come under consideration. In this way,<br />

the ExperienceLab is instrumental in matching <strong>Philips</strong>’ research<br />

ambitions with <strong>Philips</strong>’ market ambitions, together a powerful<br />

combination.<br />

I see a bright future ahead for the ExperienceLab. Its research<br />

innovations will continue to make a difference to people’s<br />

lives along the brand promise of sense and simplicity, while<br />

matching the marketing and research ambitions of <strong>Philips</strong>.<br />

Though ExperienceLab does not allow us to predict the future,<br />

it definitely helps us to experience what it could bring and<br />

empowers us to shape that future.<br />

“The ExperienceLab is<br />

instrumental in matching<br />

<strong>Philips</strong>’ research ambitions with<br />

<strong>Philips</strong>’ market ambitions”<br />

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HomeLab<br />

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23 03-04-20<br />

23


3DTV – enhancing the home<br />

TV-viewing experience<br />

Robert-Paul Berretty, Chris Varekamp, Marcel Krijn <strong>Philips</strong> <strong>Research</strong><br />

In recent years the visual quality of television displays has almost<br />

reached perfection. Nowadays home users want more immersive<br />

experiences. This can be achieved by adding 3D sound systems,<br />

light systems such as AmbiLight, and other non-visual effects.<br />

The creation of a 3D viewing experience will be the next big<br />

addition to the visual experience since the introduction of color<br />

TV. The effect of 3D has been clearly shown in demonstrations at<br />

conferences, in the emerging 3D gaming market and through the<br />

introduction of 3D in the advertisement market.<br />

Content is key for the adoption of 3D applications in the<br />

market. <strong>Philips</strong> has taken up the challenge to realize all elements<br />

in the chain from content creation and signal processing to<br />

visualization. The end-to-end 3D systems are fully backwards<br />

compatible with the current 2D multi-media and broadcast<br />

formats since legacy 2D video can still be viewed in 2D. <strong>Philips</strong>’<br />

conversion algorithms allow real-time conversion of existing<br />

content into 3D. <strong>Philips</strong> also offers services to convert existing<br />

content to 3D.<br />

<strong>Philips</strong>’ 3D displays provide exciting out-of-screen effects<br />

without the need for special glasses. Multiple users can<br />

experience 3D at the same time in a large 3D viewing zone. A<br />

sheet of transparent lenses is fixed on an LCD screen. This sheet<br />

sends different images to each eye, so that a person sees two<br />

images. These two images are combined by our brain to create<br />

a 3D effect. Because the sheet is transparent, it results in full<br />

brightness, full contrast and true color representation.<br />

In HomeLab we demonstrate the combination of 3D sound, 3D<br />

lighting and 3D video: the ultimate experience.<br />

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25 03-04-20<br />

25


26 03-04-20


27 03-04-20


amBX: Creating an ambience<br />

that fits your state of mind and<br />

enhances the way you<br />

experience activities<br />

Winfried Berkvens <strong>Philips</strong> <strong>Research</strong><br />

In recent decades there have been tremendous changes in<br />

interior decoration in the home. During this period there has<br />

been a change from standard functional furnishings towards a<br />

more decorative approach. Consumers nowadays like to create<br />

a more personalized environment in which they can feel relaxed<br />

and comfortable and where they create their own ambience.<br />

This can be done in various ways. Lighting is seen as one of the<br />

elements that can help to realize this – for instance by using<br />

candles to create a romantic atmosphere.<br />

In the infrastructure in the HomeLab living room the lighting can<br />

be controlled via pre-set light settings at the push of a button.<br />

This ensures that user interaction with the system is kept<br />

very simple. The light settings that can be created range from<br />

simple static scenes to full dynamic atmospheres. If the system<br />

is extended, the user will even be able to extend the set of light<br />

settings by adding personal scenarios. In this way the user will be<br />

able to create the atmosphere in the room that fits his current<br />

mood or that will help him to get into the mood of his choice.<br />

In addition to this, user studies have shown that people appreciate<br />

the developments that have taken place in TVs, e.g. AmbiLight<br />

TVs where colored light creates an enriched experience. The very<br />

positive feedback from users who have experienced amBX for<br />

gaming as well as for Home Cinema and have become completely<br />

immersed in the content has further convinced us that colored<br />

light is one way to create a pleasant and attractive ambience.<br />

At present media content is used as the driver for these<br />

developments but this does not necessarily have to be the case.<br />

The amBX system used to realize the HomeLab setup is,<br />

however, more than a standard light control mechanism because<br />

it provides a means of rendering full dynamic experiences,<br />

including the stimulation of other human senses, in a coherent<br />

way. At the same time, the amBX system can also be used for<br />

other media applications, e.g. for listening to music or watching<br />

TV, and can enhance these with multi-sensory effects as well.<br />

One application shows the playing of 3D video enhanced with<br />

experience scripts that relate to this content.<br />

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29 03-04-20


See the music!<br />

Dragan Sekulovski, Gijs Geleijnse, Bram Kater, Fabio Vignoli <strong>Philips</strong> <strong>Research</strong><br />

Music is an important contributing factor to the atmosphere<br />

in an environment. As such, people use it to enhance or create<br />

their mood in everyday life. By playing the music of their choice,<br />

they change the environment to suit their personal preference.<br />

Other aspects of the environment could be changed accordingly<br />

in order to strengthen the atmosphere inspired by the music.<br />

For example, the color of the lighting in the room could be<br />

changed to suit the music.<br />

In discotheques and clubs visual effects in the form of disco lights<br />

are added to enhance the experience. These effects are based<br />

on the music that is being played and the same techniques could<br />

also be used in a home environment. However, the types of<br />

music and the settings in which disco effects are appreciated are<br />

very specific. In their living room, people prefer lighting effects<br />

that change slowly and smoothly and are based on a much<br />

broader range of music.<br />

Previous methods used to automatically compute colors from<br />

music failed to maintain the semantic connection between the<br />

lyrics and the visual effects. Although these methods succeeded<br />

in enhancing the experience, end-user studies have shown that<br />

this semantic connection is important. Consider, for example,<br />

the Beatles’ song about a yellow submarine, where the room<br />

lighting changes to red or blue during the chorus. If you consider<br />

the lyrics, however, you would expect the lighting to be yellow in<br />

color instead.<br />

In order to preserve the semantic connection between the<br />

music and the accompanying visual effects, we retrieve images<br />

from the Internet based on terms taken from the lyrics. Because<br />

of the large amount of data available on the Internet, we find<br />

a representative set of images that are associated with parts<br />

of the lyrics. Color information from these images is then<br />

used to compute the visual effects: the search for ‘a yellow<br />

submarine’ yields a set of images from which we were are<br />

able to extract a yellow color, while ‘Strawberry fields forever’<br />

yields the colors red and green. Note, however, that it is not<br />

entirely straightforward to identify terms in the lyrics that have a<br />

semantic connection to a color.<br />

When we synchronize the lyrics to the music that is being<br />

played, we can traverse the identified terms sequentially. The<br />

associated images are used to create visual effects that change as<br />

the song progresses. By adding visual effects to the room, based<br />

on the music that is playing, we enhance the experience that<br />

is created. The addition of an automatically created slideshow<br />

provides the user with a rich multimedia experience, preserving<br />

the semantic connection with the lyrics of the song.<br />

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31 03-04-20


Ambient Telephone<br />

Aki Härmä, Michael Verschoor <strong>Philips</strong> <strong>Research</strong><br />

AmbiPhone is a next-generation distributed hands-free<br />

‘telephone’ system for the home environment. It was inspired<br />

by the observation that Skype users tend to abandon the<br />

130-year-old concept of the telephone call and instead leave<br />

the line continuously connected so that they can experience a<br />

stronger sense of being together with a distant friend or relative.<br />

Current VoIP solutions cannot fully support this mode of use<br />

because they rely on handsets, headsets or the close proximity<br />

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of a speakerphone to enable mediated communication. This<br />

means that the user has to carry, wear or stand next to the<br />

terminal in order to have a conversation with a friend. Reliance<br />

on these terminals also means that communication tends to be<br />

strictly session-based because nobody wants to have to be so<br />

close to a terminal all day long.<br />

Just like the lighting or the air conditioning, AmbiPhone is<br />

available everywhere in the home. As a result, it also creates the<br />

potential for the continuous presence of a friend or a relative.<br />

To extend this potential to real-life settings, AmbiPhone enables<br />

users to carry on a conversation with a remote friend or<br />

relative while walking from one room in the home to another<br />

without having to be reliant on explicit user commands or<br />

obtrusive user tracking. For this same reason, AmbiPhone<br />

enables users to transfer smoothly an ongoing conversation<br />

to a traditional handset or a mobile phone for a more private<br />

and intimate conversation. This degree of support for openended<br />

mediated communication makes it possible for users<br />

to experience the spontaneity and naturalness of face-to-face<br />

communication in mediated conversations. We believe that this<br />

might serve to increase substantially a sense of personal and<br />

warm communication with friends and relatives who are not in<br />

the same location.<br />

Further research and innovative new technologies in the fields of<br />

speech capture, transmission and rendering are required in order<br />

to develop the AmbiPhone system. New concepts for audiobased<br />

user tracking, user interaction, home networking, and<br />

automatic configuration also need to be developed to provide<br />

all the functionality described above. These are the research<br />

topics in the SoPresent project, one of the New Frontier<br />

Projects at <strong>Philips</strong> <strong>Research</strong>. In the CRE 2007, we provide a<br />

flavor of the experiences that AmbiPhone can provide to users<br />

by demonstrating the ability to carry on a conversation with a<br />

friend in a remote location while moving to a different room in<br />

the home.<br />

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33 03-04-20


The Buddy Bear<br />

Aweke Lemma, Mehmet Celik, Stefan Katzenbeisser and Michiel van der Veen <strong>Philips</strong> <strong>Research</strong><br />

Meet Emily and her companion the ‘Buddy Bear’. In the eyes of<br />

an innocent onlooker, Buddy Bear is just another stuffed toy,<br />

but Emily has a different view – Buddy Bear is not a toy, he is<br />

her buddy. They experience life together. After breakfast, they<br />

watched their favorite cartoon on TV. Now they are listening<br />

to a nice song and waiting for her mother to show up with the<br />

DVD of the latest animated movie. They will watch it this<br />

evening before going to bed. Although he is a great companion,<br />

Buddy Bear is very shy. He does not share his thoughts or<br />

show his emotions.<br />

Imagine Buddy Bear were alive and more social. Just by listening<br />

in, he would recognize his owner’s favorite cartoon when it<br />

comes on TV and would show his enthusiasm through his<br />

actions, either by shouting “yeah” or just by smiling. He would<br />

also recognize a theme song and – if he feels like it – he might<br />

dance along to it, whether it is played on the radio or from the<br />

sound track of a DVD. Buddy Bear would not need Emily to tell<br />

him how to act, he would decide for himself and might even<br />

surprise Emily. As a good companion, he would also protect<br />

Emily and warn her if the movie she started watching was not<br />

appropriate for her.<br />

Every kid has his/her Buddy Bear, whether it is a stuffed bear<br />

or an action figure. Digital watermarking technology offers an<br />

efficient and flexible way of making these toys recognize<br />

audio-visual content and react accordingly. Now they can be<br />

turned into living and interacting companions.<br />

Digital watermarking works as follows: at the mastering stage<br />

the designer decides what actions are suitable for which parts<br />

of the audio-visual content. A watermark conveying the relevant<br />

action codes is embedded at the corresponding positions<br />

in the audio track. Content is distributed to the consumers,<br />

for instance on DVD. At the consumer’s site, the watermark<br />

detector built into the toy captures the audio signal through<br />

a microphone and inspects it to see if there is a watermark<br />

present. Once found, the embedded action codes and associated<br />

timing information are extracted from the watermark. Action<br />

codes are translated into a series of pre-determined actions and<br />

conveyed to electro-mechanical actuators at the right point in<br />

time. In a sense, the toy can ‘hear’ the designer’s instructions<br />

and act upon them. As the watermark is independent of<br />

the underlying audio content, different instructions can be<br />

embedded into the same content, for instance when it is<br />

broadcast on TV. Furthermore, toys with built-in detectors will<br />

have the ability to react not only to the current content but also<br />

to future content bearing the same watermark, for instance the<br />

sequel of an animated movie.<br />

Digital watermarking opens up new dimensions both for the<br />

designers and for Emily.<br />

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“Every kid has his/her Buddy Bear, whether it<br />

is a stuffed bear or an action figure.”<br />

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Intelligent home network for<br />

sharing experiences and activities<br />

Maddy D. Janse, Dietwig Lowet, Paul Shrubsole, Peter Lambooij, Peter Vink <strong>Philips</strong> <strong>Research</strong><br />

New types of personal devices are taking over the role of<br />

everyday tools, such as diaries and telephones, while others<br />

are giving users access to new types of value-added services,<br />

for example mobile Internet. The introduction of such new<br />

devices and services into home networks and appliances<br />

presents major challenges. While consumers are demanding<br />

seamless services with high functionality, the underlying<br />

components that deliver such value-added services are<br />

derived from many different infrastructures that are not able<br />

to work together. Home networking has already emerged in<br />

specific applications such as PC-to-PC communication and<br />

home entertainment systems, but its ability to really change<br />

people’s lives is still hampered by complex installation<br />

procedures, a lack of interoperability between equipment<br />

made by different manufacturers and the absence of compelling<br />

user services.<br />

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The Amigo project is a joint effort by fifteen of Europe’s leading<br />

companies and research organizations in mobile and home<br />

networking, software development, consumer electronics<br />

and domestic appliances. The goal of the project is to develop<br />

a service-oriented architecture for intelligent future home<br />

networks, which can use the available context information to<br />

provide intelligent and attractive user services. This architecture<br />

can handle different devices and compose and integrate new<br />

devices and services that provide users with applications<br />

in which the main objective is to enable people to share<br />

experiences, to create social presence and to enable responsive<br />

home environments. Furthermore, it also gives users the<br />

possibility to extend their home environment to other homes,<br />

the car, a hotel or an office environment. Since content sharing<br />

and community-driven applications are very popular applications<br />

on the Internet and the PC platform, extending this development<br />

to include consumer devices, for example by means of an<br />

interoperable middleware, could provide excellent opportunities<br />

for <strong>Philips</strong>. Hence, providing attractive and interesting services by<br />

which users can share experiences and activities in an easy and<br />

personalized fashion is another important objective of the Amigo<br />

project. People can share experiences and activities in their<br />

personal environment, for example in their living room, with<br />

friends, family or other social communities in other locations.<br />

Regardless of the location, the Amigo interoperable technology<br />

makes it possible, for example, for a parent who is away on<br />

business to still be able to read a bedtime story to their child<br />

at home. Both the parent and the child can see each other, talk,<br />

play a game together, do some exercises or just watch television<br />

together or look at pictures. This can be done independently of<br />

the type of equipment used, e.g. TV with PC, TV with hotel TV,<br />

mobile with TV. This is the application that is shown in HomeLab.<br />

In another application example, in which the middleware<br />

technology is used, people can use the services in their own<br />

home via a personal device, for example a mobile phone, from<br />

someone else’s home network.<br />

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37 03-04-20


Electronic Memos<br />

Manfred Müller, Harry van Amerongen, Frank van Abeelen, Guofu Zhou <strong>Philips</strong> <strong>Research</strong><br />

Alex Henzen iRex Technologies BV<br />

Electronic communication has enriched our lives at an<br />

unprecedented rate, yet a simple written note still remains an<br />

efficient means of communication. Examples include the sticky<br />

note (the well-known post-its), the pin board or the traditional<br />

family note pad on the fridge. Indeed these applications have<br />

a number of advantages over more modern communication<br />

methods, such as mobile phone, SMS or e-mail. Notes can be<br />

stuck virtually anywhere and serve as an efficient eye-catcher/<br />

reminder for anyone close by, because they display their message<br />

continuously. They can also combine text with sketches or other<br />

content and are both cheap and easy to use. On the downside,<br />

however, they lack all the advanced possibilities offered by<br />

modern telecommunications facilities.<br />

With electronic paper one can combine paper and wireless<br />

communication into a new message system that brings the sticky<br />

note into the digital age. These ‘electronic sticky notes’ are based<br />

on technology developed jointly by <strong>Philips</strong> <strong>Research</strong> and its spinoff<br />

iRex Technologies. They are, therefore, a showcase for open<br />

innovation on the High Tech Campus as well as a good example<br />

of the possibilities offered by electronic paper.<br />

Electronic sticky notes retain the functionality of the paper<br />

version and complement well the communication possibilities<br />

offered by mobile phones. They could be used in applications,<br />

such as:<br />

• A wireless message board that enhances the functionality of<br />

the traditional family fridge notes (“I’ll be home late! I missed<br />

the train!”).<br />

• A way to share notes, greetings cards, etc., between devices.<br />

For example, rather than trying to describe a location verbally<br />

on the mobile phone, one can just quickly sketch a map on one<br />

device and send it to another.<br />

• A wireless up-to-date sign (“This shop will open 30 minutes<br />

late because the owner is still stuck in a traffic jam! We<br />

apologize for any inconvenience caused!”).<br />

The devices presented here focus on simplicity and ease of use.<br />

Input will mostly be via mobile phone by just sending an SMS or<br />

MMS to the device. This takes advantage of the fact that people<br />

nearly always have access to a cell phone and most find it quite<br />

natural to use it to send text messages. The addition of a touch<br />

screen further improves the flexibility of the device: messages<br />

and sketches can be drawn directly on the electronic sticky note<br />

and can then be shared with other similar devices at the push of a<br />

button. If a message is received it will be shown continuously until<br />

a new message arrives. Older messages can be accessed via scroll<br />

buttons. The whole device is compact and battery operated.<br />

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The electronic paper currently used can show bright, high-contrast<br />

black-and-white messages with 16 gray scales without the need<br />

for continuous power (power is only needed to change the image<br />

content). Planned improvements include the use of thinner, more<br />

flexible displays as well as higher switching speeds. Once colored<br />

electronic paper becomes available, the sharing of photos will also<br />

become much more attractive. The device will then combine the<br />

functionalities of an electronic picture frame with an MMS receiver,<br />

where friends can decorate each other’s message boards, for<br />

example with holiday snapshots or greeting cards.<br />

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Photonic Textiles<br />

Liesbeth van Pieterson, Rabin Bhattacharya, Koen Kriege, Piet Bouten, Olaf van Loon <strong>Philips</strong> <strong>Research</strong><br />

Technology is rapidly becoming a part of every aspect of our<br />

daily lives. Because technology is so pervasive, electronics are<br />

increasingly being designed to blend in with the surroundings and<br />

personal devices are becoming objects of identity rather than<br />

being purely functional. The experiential side is becoming more<br />

and more important.<br />

safe, so that it does not affect the quality of sleep. If the child<br />

is not lying completely under the covers, another application<br />

– the interactive teddy bear wearing a t-shirt with a fabric<br />

display – can help him to get to sleep. When hugged, the bear<br />

will display relaxing animations on its t-shirt, which gradually<br />

fade away once the child has fallen asleep.<br />

It is precisely this experiential and fun side of technology on<br />

which Photonic Textiles at <strong>Philips</strong> <strong>Research</strong> is working. We have<br />

incorporated light-emitting elements into textiles. Combined<br />

with the softness and ‘drapeability’ of fabrics, light can give rise to<br />

truly magical effects.<br />

The applications in HomeLab are explorations into the<br />

potential for influencing emotions and experiences by means<br />

of light and textiles. We embedded light-emitting elements into<br />

a quilt cover for children. The light-emitting elements blend<br />

into the fabrics and are invisible in the ‘off’ state. When the<br />

bedroom lights are turned off at night, the quilt cover comes<br />

to life! The child climbs under the covers and is welcomed by<br />

light. This light enables the child to read under the blankets.<br />

However, the lights are not strictly functional; they also make<br />

the child feel safe in the dark. The system is lightweight, soft and<br />

We have recently improved the softness, weight and drape of<br />

the fabrics. The light-emitting textiles consist of conductive<br />

yarns interwoven with polyester yarns. LEDs are attached at the<br />

crossovers and can be addressed individually, enabling pictures to<br />

be displayed. The system obtains its power from a small battery<br />

pack or the mains.<br />

“Light can give rise<br />

to truly magical effects”<br />

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Embedded Magic by ESP<br />

Willem Fontijn, Janneke Verhaegh, Jettie Hoonhout <strong>Philips</strong> <strong>Research</strong><br />

Children are getting hooked on computer games at an everyounger<br />

age. However, these offer a physically restrictive<br />

and unhealthy user interface. Electronic tangible interfaces<br />

enable toys and games that offer the thrill of computer game<br />

interactivity combined with the wholesomeness of traditional<br />

toys. At the same time, they promote cognitive development,<br />

dexterity and social interaction.<br />

Combining sensing technology and embedded computing we<br />

have developed a low-cost and easy-to-apply platform for<br />

tangible interfaces targeted at self-contained educational and<br />

entertaining applications. By hiding the technology fully we can<br />

create interactive toys with an almost magical interaction. The<br />

platform becomes easy to apply through end-user programming<br />

tools based on a high-level descriptive language (ESPranto),<br />

which is simple enough for an 8-year-old child, yet rich enough<br />

for professional content creators. We call a programmable<br />

tangible user interfacing solution based on this platform a<br />

Tangible Interaction Console (TIC).<br />

The educational board game TagTiles is an example of a TIC. It<br />

combines tabletop positioning, audio output and an LED grid. The<br />

absence of a screen in particular enables a robust and low-cost<br />

design, ideally suited for both the classroom and home setting.<br />

It offers collaborative play and addresses real needs, such as<br />

healthier interactive gaming, assessment during play, and teaching<br />

that is tailored to the individual child.<br />

TagTiles is used to investigate how the challenge that a game<br />

offers can be tuned to optimize both enjoyment and learning.<br />

Providing a challenge, seen as the most important factor to make<br />

a game enjoyable, requires the game task to be simple enough to<br />

appear achievable, offering a sense of control to the player, yet at<br />

the same time difficult enough for the outcome to be uncertain.<br />

Consequently, in order to preserve the challenge, the task must<br />

evolve with the player’s skills, requiring the skill level of the<br />

individual child to be assessed during play. TagTiles addresses a<br />

wide variety of skills, e.g. cognitive, social and fine motor skills.<br />

Tangible interfaces are suitable for serious gaming applications<br />

targeted at adults. For instance, the same assessment methods<br />

used for children can be used to monitor cognitive decline<br />

and provide targeted training for the elderly. This can be done<br />

unobtrusively, e.g. in cases where the elderly person is not keen<br />

to admit to the problem. In addition, it can address the issue of<br />

social isolation by offering games connected to the Internet that<br />

they can play with their (grand)children through interfaces that<br />

offer a natural style of interaction.<br />

Games can be used to motivate in a personal healthcare<br />

setting. An important issue in getting people to change their<br />

behavior (e.g. starting regular physical exercise) is how to bridge<br />

the gap between short-term effort and long-term benefit. Play is<br />

useful here because it adds a short-term benefit in the context<br />

of the game.<br />

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Medical applications include therapy support, e.g. by using<br />

(physical) games to make physical therapy enjoyable or by<br />

providing personalized patient information to children in a<br />

non intimidating way through special dolls.<br />

Finally, tangible interfaces can be used for lighting and home<br />

control applications. By focusing first on toys and games, we can<br />

gather input on how to develop devices which people will enjoy<br />

interacting with and that are also inexpensive to implement.<br />

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CareLab<br />

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CareServant<br />

Jan van Bekkum, Peter van Grinsven,<br />

Jurjen Eisink <strong>Philips</strong> CareServant<br />

Infotainment that makes the patient feel like a guest<br />

The <strong>Philips</strong> CareServant provides communication solutions and<br />

services that improve the quality of a stay in hospital for patients<br />

and clients of care organizations. It is an interactive system<br />

consisting of a TV with plug-in card or touch-screen terminal.<br />

It provides users with information, communication facilities and<br />

relaxation in their care environment. A central network server<br />

drives the entire system.<br />

CareServant builds on the experience and technologies used<br />

by <strong>Philips</strong> Consumer Electronics for hotel TVs and Internet<br />

protocol television (IPTV). It also draws on <strong>Philips</strong> <strong>Research</strong>’s<br />

work on portals in care environments. The result is a turnkey<br />

patient ‘infotainment’ solution which, in addition to providing<br />

controlled access to broadcast programs, also uses modules,<br />

for example for video on demand or games, access to the<br />

Internet or e-mail, ordering meals, shopping or for delivering<br />

information about the hospital facilities or the patient’s personal<br />

treatment schedule.<br />

“Improve the quality of a stay in<br />

hospital for patients and clients<br />

of care organisations”<br />

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Easing the caregiver’s load<br />

Apart from the extra comfort for patients, CareServant also<br />

makes life easier for caregivers. It can handle tasks like reminding<br />

patients to order meals, or to turn off sets at a specified time,<br />

e.g. at 21:00 hours. This frees up more time for nurses to<br />

concentrate on providing medical care. Much like the related<br />

Motiva home telemedicine solution, CareServant also makes it<br />

possible to deliver instructional movies and to survey patients,<br />

for example to record their own subjective assessment of their<br />

condition.<br />

Designed for the care environment<br />

In a hospital environment the CareServant can use an LCD<br />

television mounted on the wall or suspended from the ceiling as<br />

well as a touch-screen terminal. Wall or ceiling mounts are used to<br />

solve the cleaning problems associated with touch screens as well<br />

as to ensure the screen does not obscure the nurse’s view of the<br />

patient. On the other hand, the touch screen is better suited for<br />

displaying information that is of a private nature.<br />

The layout of the wired remote control and the design of the<br />

screen are based on <strong>Philips</strong> Consumer Electronics’ expertise in<br />

developing interfaces for people who are not computer literate,<br />

as is often the case in hospitals. A wired control eliminates the<br />

inconvenience of having to spend time looking for units that have<br />

been mislaid.<br />

In other care environments, such as nursing homes or private<br />

condominiums for senior citizens, a TV-based setup is chosen<br />

that fits perfectly in a home environment yet still offers all<br />

the benefits of interactivity. By using as much mass-produced<br />

hardware as possible the investment cost can be kept down,<br />

installation and maintenance can be simplified, and cheap and<br />

easy upgrades will be available as and when necessary.<br />

CareServant has been commercialized by the new CareServant<br />

Lifestyle incubator. As the solution is intended to provide relief<br />

for the medical staff, <strong>Philips</strong> offers a full range of links to other<br />

systems, from RFID readers to ensure each patient gets their<br />

correct content to connections to the patient’s demographics<br />

and records in the Hospital Information System. Because it<br />

offers added services, it can also link to the hospital’s prepay or<br />

invoicing system. <strong>Philips</strong> CareServant has already been installed in<br />

six healthcare institutes in the UK and the Netherlands.<br />

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Activity Lifestyle-Module<br />

for Diabetes<br />

Christien Zeijlstra, Laura Peters, Jan van Herk, Rufus Driessen <strong>Philips</strong> <strong>Research</strong><br />

Diabetes is a chronic disease that has a major impact on the<br />

quality of life for many people. It is estimated that in 2025<br />

the number of people with diabetes will exceed 333 million.<br />

This metabolic disease is associated with elevated blood<br />

glucose levels. Over time, this can lead to life-threatening<br />

and feared complications such as a stroke, blindness, kidney<br />

failure and amputations; 65% of the diabetic population dies of<br />

cardiovascular diseases.<br />

Diabetic care is not only characterized by medical treatment<br />

of the health complications; consumer lifestyle choices also<br />

play an important role in dealing with the disease. The most<br />

prominent lifestyle modifications have to do with physical activity,<br />

eating patterns and controlling body weight. Although lifestyle<br />

modification is beneficial to many individuals who do not suffer<br />

from a chronic condition, for diabetes it is the primary therapy<br />

to manage the disease. Once diagnosed, individuals with earlystage<br />

type-2 diabetes can delay the progression of the disease,<br />

postpone complications and reduce the need for medication by<br />

changing their lifestyle.<br />

Although the clinical effectiveness of lifestyle intervention has<br />

been proven, the implementation is not obvious.<br />

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What is missing today is an effective and customized tool to<br />

support the individual, as well as a financial incentive scheme<br />

initiating and sustaining lifestyle modifications. The solution<br />

calls for a diabetes lifestyle companion in combination with<br />

professional care provided through the healthcare system.<br />

An important component in the diabetic lifestyle companion is<br />

the activity module. The small activity sensor is worn on the<br />

body and monitors the body movements. An accurate algorithm<br />

has been developed to translate the accelerometer data into<br />

meaningful output, such as the individual’s energy expenditure.<br />

The activity sensor communicates with a personal computer.<br />

This enables detailed analysis of the activity data and provides<br />

the desired output to the individual. When appropriate, specific<br />

data stored on the PC can be made available over the Internet<br />

to others, such as caregivers or peers.<br />

The activity module supports the individual in changing his<br />

lifestyle in a number of ways. The display on the activity sensor<br />

itself provides immediate feedback to the individual wearing the<br />

sensor. Secondly, the individual will gain a true understanding of<br />

his actual physical activity pattern from the analysis of the data<br />

on a PC. This analysis takes place on the basis of three factors:<br />

the duration, the intensity and the temporal distribution of the<br />

physical activity during the day. The individual can see what he<br />

has achieved and can monitor his progress over time. Thirdly, in<br />

intervention schemes where it is crucial for motivational reasons<br />

to share accomplishments and information with others, the<br />

individual can be part of an on-line peer community.<br />

The activity module in CareLab shows that body sensor<br />

technology, physiological algorithms and information technology<br />

can contribute meaningfully in the primary therapy in diabetes.<br />

It can improve people’s quality of life and it addresses healthcare<br />

cost of a chronic disease of epidemic proportions.<br />

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Later-Life Lighting<br />

Esther de Beer, Luc Schlangen, George Kok <strong>Philips</strong> Lighting<br />

As people grow older many of their bodily functions start to<br />

deteriorate: hearing, vision, physical mobility and cognitive/<br />

memory performance. <strong>Philips</strong> Lighting works together<br />

closely with care homes to develop lighting solutions and<br />

recommendations that facilitate elderly care and improve<br />

well-being in later life.<br />

The aim of the project is to design and test lighting solutions that<br />

are tailored to suit the needs of the elderly. The product solutions<br />

are designed to enhance the quality of life through improved<br />

visibility, better sleep quality, greater alertness during the day and a<br />

generally enhanced sense of well-being. The project involves design,<br />

end-user testing and claim validation of the product concepts by<br />

means of tests with end users in their own living environment.<br />

One line of product concepts creates favorable conditions to<br />

enable the elderly to continue visual activities like reading, playing<br />

cards, embroidery, etc. These activities are known to maintain<br />

or improve the cognitive/memory performance. In order to<br />

compensate for poorer eyesight, elderly people require lighting<br />

levels that are 3-5 times higher than those required by younger<br />

people. In addition to the need for more light, the elderly are<br />

also more sensitive to glare. A relatively bright, glare-free lighting<br />

solution helps to reduce the risk of daytime falls.<br />

A second line of product concepts is aimed at improving the<br />

sleep-wake rhythm. In elderly people most of the input that<br />

regulates the bio-rhythm is reduced: there is less social input<br />

(family life with a daily routine), motor activity decreases and,<br />

in particular, they tend not to have sufficient exposure to<br />

outdoor or bright light that enters the body through the eyes.<br />

Moreover, light exposure may be impaired by different age-related<br />

deficiencies in the eye or by degeneration of the optic nerve.<br />

This means that even if patients are exposed to adequate light<br />

intensities during the day, less light will actually reach their<br />

24-hour biological clock.<br />

Light treatment is a non-pharmacological approach to improving<br />

the day-night rhythm and has virtually no adverse side effects.<br />

This is particularly relevant for the elderly, many of whom are<br />

already taking a range of drugs for various health problems.<br />

Conventional light therapy is administered by the patient sitting<br />

in front of a bright light for a minimum of 30 minutes a day.<br />

Compliance by elderly with this procedure is difficult and requires<br />

supervision. An alternative is to increase the intensity of the light<br />

in the ambient surroundings of the main room where the patients<br />

spend their day. A third possibility is to use dawn and/or dusk<br />

simulation that mimics outdoor twilight transitions. A gradual<br />

dusk and/or dawn has the advantage that it can be fitted in<br />

automatically to suit the regular sleeping patterns of the person<br />

concerned. Moreover, it does not require daily bright-light therapy<br />

sessions or the presence of a caregiver.<br />

A key challenge in the project is how to design products that<br />

offer comfortable and healthy lighting conditions and are<br />

appropriate for the end user in terms of aesthetics and userfriendliness/ease<br />

of use.<br />

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Light in your hands<br />

Cees Ronda, Antony Liu, Gongming Wei, Hugo Cornelissen, Marcel Krijn, Erik de Ruijter, Bo Liu,<br />

Kairaz Contractor <strong>Philips</strong> <strong>Research</strong><br />

The perception of visual information is very important in reading.<br />

In the developed western world, light can be generated virtually<br />

anywhere, either using the electricity grid or using batteries. As<br />

reading is only pleasurable at sufficiently high lighting levels, it<br />

is not always possible to read without disturbing others, e.g. in<br />

shared bedrooms or in airplanes.<br />

Light generated only locally and only at the place where it is<br />

required (‘designed around you’) enables a high level of reading<br />

comfort without affecting other people. Moreover, if modern<br />

solid-state light sources are used, only very low power levels are<br />

required. This means very compact reading lights are possible.<br />

Such reading lights are easy to use.<br />

The demonstration shown in CareLab consists of a light guide<br />

with an integrated magnifying glass. This light guide is placed on<br />

the object to be read and reflects light onto it. Two batteries are<br />

all that is required to enjoy several hours of reading. Rechargeable<br />

batteries allow sustainable operation of the reading light.<br />

When placed on the object to be read, the magnifying glass<br />

has no effect, which suggests that reading lights like these can<br />

be used universally. The full functionality of the glass becomes<br />

apparent by increasing the distance from the page to be read. In<br />

this way, the reading light can be used as reading glasses.<br />

The ability to read is also instrumental in human development.<br />

By educating people in developing countries, it is possible to<br />

help these people out of the poverty trap. Current solutions are<br />

based on burning fuel, which on the one hand is very expensive<br />

and on the other hand very unhealthy and dangerous. Other<br />

countries have electricity in some areas, but many people are<br />

without it. Furthermore, in some regions of the world the<br />

electricity supply is limited and unreliable. Our lighting product<br />

enables people to enjoy light so they can study or read in the<br />

evenings, even without access to an electricity grid, because a<br />

solar panel that charges the battery during the daytime has been<br />

integrated into the light.<br />

The project involves design, tests with end users and validation<br />

of the claims made by the product concepts. To this end, <strong>Philips</strong><br />

researchers based at three locations (Eindhoven, Shanghai and<br />

Aachen) are working together very closely. With the help of<br />

<strong>Philips</strong> <strong>Research</strong> Business Development in Shanghai, products are<br />

expected to be ready to be launched onto the market in 2007.<br />

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Personal TV Volume<br />

Werner de Bruijn <strong>Philips</strong> <strong>Research</strong><br />

With age, people’s hearing deteriorates. This leads to problems<br />

in a variety of everyday activities, such as difficulty understanding<br />

what people are saying on the TV. As a result, hearing-impaired<br />

people tend to turn up the volume of their TV, often to such<br />

a high level that it disturbs other people in the room or even<br />

the neighbors. And to make matters worse, in many cases<br />

turning up the volume does not actually solve the intelligibility<br />

problem, because the acoustics of the room (reflections and<br />

reverberation) often form a significant part of the problem.<br />

The Personal TV Volume system shown in CareLab solves both<br />

problems at the same time, i.e. it results in better intelligibility<br />

for the user and less annoyance for others.<br />

The concept on which the solution is based involves reproducing<br />

the TV sound as a narrow beam of sound directed towards<br />

the user, using a slim array of loudspeakers integrated into<br />

or installed just beneath the TV. The digital signal processing<br />

technique used for this is an advanced form of ‘beam forming’.<br />

In effect, the processing makes it possible to direct most of the<br />

radiated sound energy from the TV towards the user, while<br />

radiating significantly less energy in other directions. For the<br />

user, this results in better speech intelligibility and clarity, since<br />

less reverberation is generated in the room. For other people in<br />

the room, this results in less disturbance because a significantly<br />

smaller amount of sound is radiated towards them than when a<br />

normal TV speaker system is used. There is also less disturbance<br />

for people outside the room because the total amount of<br />

sound power that is needed to achieve a given sound level at<br />

the position of the user is also significantly lower. Obviously,<br />

the increased intelligibility achieved by the system is not only<br />

of benefit to hearing-impaired users, but to users with normal<br />

hearing as well, since in many multi-person households it often<br />

happens that when one family member is trying to follow the<br />

news on TV, this is made impossible by other family members’<br />

noisy activities or conversations.<br />

The direction of the sound beam can be controlled. This<br />

means that if the system is combined with a user-tracking<br />

system, the beam can be automatically directed towards the<br />

user. Other beam characteristics, such as width, can also be<br />

manipulated and tailored to suit a variety of user scenarios.<br />

When combined with a home-theatre system, the Personal<br />

TV Volume array can be used to only beam the (center) dialog<br />

channel to enhance intelligibility of the movie dialog.<br />

Finally, an important point to note is the flexibility of the<br />

hardware and processing architecture used to implement the<br />

Personal TV Volume system. By loading different processing<br />

algorithms, the same system can be used for a broad range of<br />

other sound reproduction concepts as well, for example<br />

one-bar surround sound reproduction (‘one-bar SonoWave’)<br />

or directional multi-audiostream reproduction. Integration of<br />

this sound reproduction system into a TV or implementation<br />

thereof as a separate TV add-on will therefore make it possible<br />

to provide the user with a range of attractive, innovative<br />

sound features.<br />

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Senior – Supporting Elderly<br />

with Networks for Initiating and<br />

Optimizing Relations<br />

Elly Pelgrim, Boris de Ruyter, Harm Buisman, Merlijn Sevenster, Alexander Sinitsyn <strong>Philips</strong> <strong>Research</strong><br />

Due to the changing physical and cognitive conditions often<br />

associated with old age, elderly people experience a growing<br />

need for assistance. For example, they might start to forget to<br />

take their medication or become so distracted during shopping<br />

that they forget several essential goods. Although cognitive<br />

decline is a normal part of aging, it is a major concern for elderly.<br />

Some people find it difficult to cope with this change in their<br />

abilities and might become afraid of going out or commencing<br />

new activities.<br />

Fortunately, empirical evidence has also shown that cognitive<br />

training has a positive effect on cognitive functioning. However,<br />

during their daily lives elderly are often not as mentally<br />

stimulated as younger generations, for example due to the fact<br />

that they are retired. This makes it difficult to stay mentally active<br />

in a natural and unforced way.<br />

The Senior project aims to support elderly with cognitive<br />

stimulation, by offering mind games that are challenging,<br />

motivating, easy to use and personalized. Currently a set of six<br />

games are offered, covering a variety of aspects of cognitive<br />

performance which can be enhanced by training. In order<br />

to stimulate regular exercising and trigger social contact, a<br />

community view is added to the individual scores overview,<br />

which shows the gaming frequency of members in a person’s<br />

social network. Applying this social network as a motivator to<br />

engage in cognitive exercising will serve two core needs at a<br />

time, namely social participation and cognitive stimulation.<br />

The mind games are offered as a service proposition on the<br />

television, thereby taking advantage of the fact that nearly all<br />

elderly people have a television and are therefore already familiar<br />

with this kind of interaction. In order to promote acceptance<br />

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of the service proposition by the elderly user, it is essential to<br />

make the user-system interaction as intuitive as possible, thereby<br />

taking into account the differences in preferences and capabilities<br />

of various groups of senior citizens (e.g. healthy versus frail<br />

elderly people). More specifically, the user interface on both the<br />

display and the remote control are being studied and developed<br />

within the project. These usability issues will be addressed<br />

primarily by means of user tests in the CareLab, while detailed<br />

preferences and acceptance issues will be addressed in longerterm<br />

field studies in people’s homes.<br />

By adding a complementary value to indoor activities, without<br />

representing an alternative to outdoor activities, the service<br />

proposition aims to strengthen the feeling of self-efficacy and<br />

social participation for senior citizens. This, in turn, might give<br />

elderly people more confidence to engage in outdoor activities.<br />

“The service proposition aims to<br />

strengthen the feeling of selfefficacy<br />

and social participation<br />

of senior citizens”<br />

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Home Stroke<br />

Rehabilitation Exerciser<br />

Richard Willmann, Privender Saini, Annick Timmermans, Jürgen te Vrugt,<br />

Stefan Winter <strong>Philips</strong> <strong>Research</strong><br />

Effective rehabilitation after a stroke increases patients’ quality<br />

of life by enabling them to resume work and live independently.<br />

For rehabilitation it is vital that therapy is not discontinued<br />

prematurely or reduced in intensity. However, the ideal<br />

rehabilitation path is often not followed for many reasons,<br />

including cost pressure and lack of patient motivation. <strong>Philips</strong> is<br />

developing and testing solutions to increase the efficiency and<br />

effectiveness of rehabilitation.<br />

how well he has performed the exercises. In addition, the patient<br />

can view illustrations of his performance and progress over time.<br />

Relevant and engaging training exercises and easy-to-interpret<br />

feedback are essential for maintaining patient compliance and<br />

motivation over a prolonged period of time.<br />

One-sided motor problems that affect arm-hand function<br />

are among the most common effects of a stroke. The Stroke<br />

Rehabilitation Exerciser uses motion sensors to fully capture<br />

the patient’s upper-body movements. These sensors are<br />

attached to the patient’s torso and strapped to the wrist and<br />

upper arm. The movements recorded are evaluated against<br />

prescribed motor exercises. The motor training is planned by<br />

the physiotherapist and uploaded to the remote patient unit.<br />

The patient is then coached through his training program in the<br />

comfort of his own home. As the patient performs an exercise,<br />

the StrokeRehabilitation Exerciser processes and analyzes the<br />

data in real time to give timely feedback on how it is performed.<br />

After completing a set of exercises, the patient is able to play<br />

back his movements, thus enabling him to review and understand<br />

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“Relevant and engaging training<br />

exercises and easy-to-interpret<br />

feedback are essential for<br />

maintaining patient compliance<br />

and motivation.”<br />

From a clinical point of view, the Stroke-Rehabilitation<br />

Exerciser enables the therapist to play a fundamental role in the<br />

assessment, tracking and planning of home training, as well as to<br />

make essential therapeutic interventions. The therapist is able to<br />

review the motion exercises remotely, add or modify the training<br />

modules and deliver personal messages to the patients. Face-toface<br />

sessions can be scheduled and organized effectively thanks<br />

to the continuous availability of training data. In this way the<br />

therapist is able to monitor and treat multiple patients within a<br />

shorter timeframe.<br />

An interdisciplinary team developed the wireless inertial sensors,<br />

the motion tracking algorithms and the design of the user<br />

interfaces in order to ensure that the system not only fulfils<br />

the relevant clinical standards, but is also designed around the<br />

patient. We are continuing to extend our network of clinical and<br />

academic partners to enable us to investigate valuable solutions<br />

for the patient and the therapist. Assessment of these solutions<br />

in a series of clinical trials with patients and medical professionals<br />

forms the central process for guaranteeing the development of<br />

optimum and meaningful innovation.<br />

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ShopLab<br />

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The HaloSpot: a new concept for<br />

enhancing product presentations<br />

Raluca Constantinescu, Annemarie Buddemeijer <strong>Philips</strong> Lighting<br />

Tom Bergman, Tim Dekker <strong>Philips</strong> <strong>Research</strong><br />

Retailers constantly have to try and keep up with rising<br />

competition and changing consumer preferences. Consumers<br />

respond to the total product and its presentation. The atmosphere<br />

in the shop can be more influential than the product itself in the<br />

purchase decision. Because lighting is an important factor in the<br />

creation of shop atmospheres, we started by investigating the<br />

benefits of a colored lighting effect for merchandise displays: the<br />

colored halo effect.<br />

For many people shopping is one of their favorite leisure activities.<br />

People shop for fun, to feel good about themselves, to take their<br />

mind off things or just because they need to replace a product.<br />

During shopping, experiences play an important role. There are<br />

many different aspects that can influence the way shoppers perceive<br />

and experience a shop environment and its products. A positive<br />

experience in a shop can make shoppers buy more and return to<br />

the shop regularly.There are many enablers for creating a specific<br />

shopping experience that shoppers will perceive as positive.<br />

One of these enablers can be the shop lighting. Lighting in shops<br />

is generally used in its functional role, i.e. to illuminate the shop<br />

and the products inside it. However, lighting is increasingly being<br />

used to create an emotional effect. This can be achieved by using<br />

combinations of different lighting parameters such as color,<br />

intensity, color temperature and beam divergence. Lighting can<br />

be used to change the total look and feel of the shop and can<br />

therefore enable the retailer to create the desired atmosphere and<br />

shopping experience for his customers. If used properly in the shop<br />

environment, colored lighting could create such an experience. The<br />

use of color and dynamics in shops attracts shoppers’ attention.<br />

However, neither retailers nor shoppers like it when colored light is<br />

used to illuminate products. Colored light can have an adverse effect<br />

on the color rendering of the merchandise and may make shoppers<br />

unsure of the real color of the product. Furthermore, retailers<br />

do not want to distract shoppers from browsing and buying the<br />

products. However, both shoppers and retailers are interested in<br />

a memorable shopping experience. <strong>Philips</strong> Lighting is therefore<br />

working on a new lighting concept that combines both of these<br />

roles – the functional and the emotional. This concept uses light<br />

with good color rendering properties to illuminate the merchandise,<br />

and colored RGB LED light for the surroundings to enhance the<br />

presentation of the merchandise. Using expertise from GOAL, we<br />

evaluated the halo concept with retailers in the fashion segment<br />

as well as with shoppers. A possible design for this halo concept is<br />

explored by the Atmosphere-providing Luminaires project (<strong>Philips</strong><br />

<strong>Research</strong>) in the form of an elegant flat transparent luminaire.<br />

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IILA – Intuitive Interaction for<br />

Lighting Atmospheres<br />

Richard van de Sluis, Tom Bergman, Peter van den Biggelaar, Jettie Hoonhout <strong>Philips</strong> <strong>Research</strong><br />

The IILA project aims to define new user interaction solutions<br />

for lighting atmospheres in the retail domain. These solutions<br />

will also help to realize the aim of <strong>Philips</strong> Lighting’s AmbiScene<br />

concept by helping retailers to flexibly change atmospheres and<br />

to create inspiring and meaningful shopping experiences.<br />

shop more often so the shop remains attractive and refreshing<br />

and to create a sense that there is always something new. The IILA<br />

project investigates ways to change the lighting atmosphere in an<br />

easy and enjoyable way but also explores what type of interactive<br />

lighting would be valuable for both the retailer and the shopper.<br />

For many people, shopping is an enjoyable leisure activity,<br />

a journey of discovery and experience that fulfils a need in itself.<br />

Since many shoppers often navigate in a less structured way,<br />

they will be attracted by appealing product presentations and<br />

nice environments and will stay longer in atmospheres that<br />

induce pleasure and excitement. Pleasing atmospheres are also<br />

known to have a positive effect on a person’s mood, which in<br />

turn makes them view the products they see in the store in a<br />

more positive way.<br />

Product collections in shops are being refreshed at an increasing<br />

rate, especially in fashion. Fashion retailers want to be able to<br />

present frequent shoppers with new products every time they<br />

visit the store. To highlight these frequently updated collections,<br />

retailers also want to update the interior and atmosphere in the<br />

Concepts<br />

Based on knowledge of the trends and needs in the retail<br />

domain, a large pool of concepts was created, which were then<br />

evaluated with shoppers, shop owners and other stakeholders.<br />

This led to a number of concepts being selected, which were<br />

developed into operational concept demonstrators and have<br />

been integrated into ShopLab.<br />

The color-control concepts that have been realized are:<br />

• ColorWheel: a touch wheel that enables simple navigation<br />

around a color circle.<br />

• ColorSensor: a sensor that allows a user to hold an object of<br />

the desired color in front of a sensor.<br />

• LightWand: a color-sensor-based scanning and pointing device<br />

that enables the user to ‘paint with light’.<br />

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The interactive shop lighting concepts that are being explored<br />

in the project are:<br />

• Interactive Clothing Rack: a rail with integrated lighting that allows<br />

proper illumination of the garments in the rack so as to attract<br />

the attention of shoppers from a distance and in a subtle way.<br />

• Smart Color Cube: a display cube with integrated color lighting<br />

and a camera that can automatically adapt the inside color of the<br />

cube to suit the colors of the product on display.<br />

• Reactive Spotlights: spots to illuminate products in the store that<br />

can subtly change in beam width when a shopper approaches.<br />

Evaluation of the concept demonstrators<br />

In cooperation with the Marketing and Sales experts at <strong>Philips</strong><br />

Lighting, sessions were organized in which prominent fashion<br />

retailers from the mid and higher segments were invited to<br />

ShopLab in order for us to aquire feedback on all ShopLab<br />

concepts. Separately from this, user studies were organized in which<br />

frequent fashion shoppers were confronted with these innovations.<br />

Based on the feedback from these two important groups of<br />

stakeholders, concept demonstrators are continuously being<br />

further refined and improved. For the winning concepts, we will<br />

explore the possibilities of turning these innovations into business<br />

opportunities.<br />

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The DreamScreen Intelligent<br />

Shop Window project<br />

Evert van Loenen, Tatiana Lashina, Mark van Doorn, Angelique Kessels, Vic Teeven,<br />

Werner de Bruin, Rick van Haasen, Lars Kaijser <strong>Philips</strong> <strong>Research</strong><br />

The Intelligent Shop Window (ISW) is one of the key concepts<br />

that is being explored in the DreamScreen project. This project<br />

aims to create attractive experiences by augmenting or replacing<br />

the view through what are otherwise transparent windows. Its<br />

goal is to find out as early as possible what value propositions<br />

can be created based on end-user insights in order to define the<br />

necessary technological requirements and, eventually, to create<br />

complete, easily programmable prototype systems, including<br />

appropriate interaction solutions.<br />

The Intelligent Shop Window provides shop owners and visual<br />

merchandisers with powerful new tools to express their brand<br />

in order to attract and inspire target customers, to dynamically<br />

adapt the shop appearance, and to offer after-hours shopping<br />

options. It is in the interests of shoppers to be better informed<br />

about the products available and this also enables them to<br />

explore the range and even reserve or buy products when the<br />

shop is closed.<br />

To be able to evaluate the feasibility, usability and end-user<br />

appreciation of different ISW application and interaction<br />

options, a fully functional test setup was developed and<br />

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integrated in ShopLab. Here different options, such as explicit,<br />

implicit or combined interaction solutions, can be compared<br />

side-by-side.<br />

The DreamScreen-ISW focuses on simplicity: it is easy to<br />

experience for shoppers, and easy to create for shop owners.<br />

Shoppers can obtain information about the items on display in<br />

the shop window just by looking or pointing at them. They can<br />

also find information about all the products the shop has to<br />

offer by using the window as a touch-screen display. All content<br />

appears transparently on the windows without blocking the view<br />

of the actual products. Information can be targeted at individual<br />

shoppers by means of a localized audio system. The Intelligent<br />

Shop Window is aware of the presence of people nearby and<br />

can adapt its behavior accordingly. For example, when people are<br />

further away from the shop the full shop front is used to express<br />

the identity and style of the shop in an elegant way. Another<br />

option, to be shown for the first time during CRE2007, is to<br />

change the entire shop front into an interactive digital painting.<br />

This Protoquadro, which is being developed in co-operation with<br />

the video artists F. Bonelli and M. Martinucci of Submultimedia,<br />

has the property of continuously changing itself in such a way,<br />

that every instance in time is unique and never repeated.<br />

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End-user programming<br />

One of the user insights obtained from evaluation of the ISW<br />

demonstrator with retailers is that customization is very<br />

important. To differentiate from the competition and respond<br />

to changes in the market, shop owners want to be able to<br />

personalize the look and feel of the shop window to suit their<br />

brand. This means it should be easy for shop owners to change<br />

not only the content on the ISW but also the total experience,<br />

i.e. the way in which the shop window interacts with users. To<br />

accommodate this variety, the underlying system architecture<br />

must allow easy programming by end users. To this end, we are<br />

developing an Ambient Narrative Engine that uses context data<br />

and explicit user feedback to sequence small, modular ambient<br />

experience fragments to form a coherent story that people<br />

perceive as ambient intelligent behavior. End users, such as shop<br />

designers and visual merchandisers, can write their own ambient<br />

experience fragments using a simple authoring tool and can then<br />

add these scenes at any time to the existing set of scenes to<br />

change the run-time behavior of the system.<br />

To communicate the style of the Intelligent Shop Window before it<br />

is actually built and to test the ISW under varying conditions, we are<br />

developing an Ambient Narrative Simulator as part of the end-user<br />

programming solution. This simulator consists of an interactive 3D<br />

virtual environment where designers can gain a realistic impression<br />

of the final experience before actually rendering it in real space. The<br />

simulator uses the same underlying engine and abstractions as the<br />

real system but uses virtual sensing and rendering devices instead.<br />

This enables us to work on improving the underlying models and<br />

algorithms without having access to the complete working system.<br />

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LightMan: Easy creation of appealing<br />

light effects and atmospheres from<br />

abstract descriptions<br />

Jan Nesvadba, Rainer Assent, Salvador Boleko, Reinhold Elferich, Dirk Engelen,<br />

Bozena •z Erdmann, Robert van Herk, Armand Lelkens, Arjen van der Linden, Iustina Mezei,<br />

Harald Radermacher, Oliver Schreyer, Matthias Wendt <strong>Philips</strong> <strong>Research</strong><br />

Evolutionary changes in the lifestyle, desires and demands of<br />

societies throughout the world call for technologies that supply<br />

the market with adequate, sensible, simple and experienceenhancing<br />

solutions that satisfy people’s needs and preferences.<br />

These solutions are ubiquitously applicable, spanning not only an<br />

individual’s private surroundings, leisure- and shopping areas, but<br />

also public areas and spaces.<br />

Atmospheric ambient lighting serves these needs perfectly<br />

because it enhances an individual’s experiences and appreciation<br />

by means of pleasant and situation-appropriate lighting<br />

atmospheres and effects. Such lighting solutions may include not<br />

just vivid dynamic color effects that are rendered harmoniously<br />

according to the lighting setup, but also automatically selected<br />

experience-enhancing effects and atmospheres that respond<br />

to an individual’s actions and interactions. In addition, such<br />

solutions make it possible to cover distributed locations with<br />

uniform lighting to communicate a sense of community or<br />

corporate identity.<br />

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In the retail market, for example, frequent interior<br />

refurbishments are required to ensure that a shop retains its<br />

appeal and remains attractive. Nowadays, such refurbishments<br />

include repainting the interior, making adjustments and new<br />

additions to the lighting infrastructure. This results in costly<br />

downtime for the shop.<br />

LightMan tackled this issue and elaborated a transparent and<br />

flexible lighting management system that hides from view the<br />

complexity of the system setup and maintenance (a variety of<br />

heterogeneous lighting modules with a range of diverse lamp<br />

capabilities, connected actuators, sensors, etc.). The solution<br />

includes robust communication protocols across wired and<br />

wireless (e.g. DMX or ZigBee, respectively) lighting management<br />

networks, appropriate representation of distributed ubiquitous<br />

light sources by their physical capabilities, and automatic<br />

rendering of static and dynamic effects. The desired atmospheres<br />

are derived from an abstract description of the light scenes,<br />

which are currently designed by professional atmosphere<br />

designers for chains of shops. The abstract description is then<br />

converted into specific lamp module control values for the<br />

various shops and these are then managed by the system.<br />

Furthermore, tailor-made solutions are foreseen, which will allow<br />

even ordinary consumers to enjoy colored lighting systems.<br />

LightMan’s ShopLab demo includes the automatic and simple<br />

creation of atmospheres that respond to user interaction,<br />

changes in the shop layout (rearrangement of objects) and<br />

changes in the semantics of areas.<br />

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