Responsive Environments - Philips Research
Responsive Environments - Philips Research
Responsive Environments - Philips Research
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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 />
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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
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
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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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