Software Technology Insurance for Customers (STIC) was presented as addressing the quality of service, quality of experience, and quality of life through an interdisciplinary approach. STIC draws on collaborative teams involving social scientists, clinicians, engineers and computer scientists to improve life quality using technologies while ensuring factors like user acceptance and privacy. STIC was presented through a case study on BodyNet, a wearable system that monitors vital signs unobtrusively with applications in fields like telemedicine and military monitoring.
Scaling API-first – The story of a global engineering organization
Software Technology Insurance for Customers
1. SOFTWARE TECHNOLOGY INSURANCE
FOR CUSTOMER (STIC)
Dr. T V Gopal
Professor &
Chairman, CSI Division II [Software]
Department of Computer Science and
Engineering
College of Engineering
Anna University, Chennai – 600 025
e-mail : gopal@annauniv.edu
Home Page http://www.annauniv.edu/staff/gopal &
http://www.csi-india.org/web/software/home
Saturday, 29 June 2013
Seminar Hall, Alumni Center, CEG Campus, Anna University
2. HUMAN BEING – SEQUENTIAL THINKING,
CREATIVE & POOR INSTINCTS
Humanity, in contrast with other species, does
not possess highly developed instinctive
reactions.
Software Technology designed to improve the
quality of life involves academic engineers, social
scientists and architects, together with
representatives of user groups and in several
cases a manufacturer.
Software technology currently accounts for at
least one-third of all new technology.
Inter – Disciplinary Work has always been
difficult & highly error prone.
6. FUTURE “TENSE”
In one experiment the students make a microwave transmitter and receiver
and study radiation and detection by dipole antennas.
Most of the students have little or no electronics knowledge at the
start and they exhibit solid long-lasting learning.
Commoditization occurs when consumers can buy the same product or
service from different small or large businesses. Price is the only
distinguishing factor in commoditized products…..
12. WATTS HUMPHREY
“When coupled with the explosive growth of
the Internet and the resulting exposure to
hackers, criminals, and terrorists, the need
for reliable, dependable, and secure software
systems will steadily increase. If experience
is any guide, as these systems are used to
perform more critical functions, they will get
more complex and less reliable.
Unfortunately, this probably means that
it will take a severe, disruptive, and
highly public software failure to get
people concerned about software
quality.”
13. What is Needed?
An ecosystem, not components
People, Sustainability, Innovation, Integration
18. TECHNOLOGY – “VALLEY OF DEATH”
More than four in five technologies developed
globally never make it to the commercial world,
due to their inability to cross the “Valley of
Death” - the virtual chasm that separates
applied research from technology demonstration.
These technologies fall into nine categories
Sensors & Control, Materials & Coatings, Clean
& Green Environment, Information &
Communication Technology, Microelectronics,
Sustainable Energy, Health & Wellness, Medical
Devices & Imaging Technology and Advanced
Manufacturing & Automation.
Innovative products are different; they are
not complied with existing standards.
19. SECURITY
Securing your network requires more than just new
hardware and software. It’s about a change in your
organization’s culture to a more security-conscious
environment.
20. VULNERABILITIES
First you need to realize the scope of the vulnerability problem.
Vulnerabilities are like the fish in the sea. We can identify all of
the different species of them, but then you have to focus on the
different varieties and you know there are others to discover.
Although there have been more than 26,000 vulnerabilities
discovered, there is truly an unlimited number out there.
We simply haven’t found them all.
This is what people refer to as known vs. unknown
vulnerabilities.
Once a vulnerability is found, vulnerability scripts can be written
to look for and identify them.
On average, there are 20 new vulnerabilities found on a daily
basis.
Not all of these vulnerabilities affect every system daily.
70% of applications failed to comply with enterprise security policies
on first submission.
26. QUESTIONS & MORE QUESTIONS
What are the new applications that will drive the
Cyber Infrastructure use that are emerging or likely
to emerge in the coming decade?
Key Challenge “SCALE THE SCIENCE -- NOT
THE CODES!” Verification, validation, uncertainty
quantification --> PREDICTION!
How can useful application and systems software be
developed, disseminated and sustained beyond the
development period?
What application support environments will be
needed?
What education and training actions should be
considered to prepare researchers, students and
educators for future Cyber Infrastructure?
30. SOFTWARE TECHNOLOGIES FOR HUMANITY
The Global Electronic Library
Immersive Technology for Education
Augmented Reality
Practical Robots
Genetics as “Software that can be
Re-Engineered” – Can result in Larger Brains,
Fancy Foods, Organ Performance Enhancement
Tracking Technologies – Head, Eye & Mind
Tactile Feedback
Super-learning Systems
Pervasive, Ubiquitous & Nano Computing
31. A GLIMPSE OF NANOTECHNOLOGY
Cosmetics & Nail Paints that penetrate the skin.
Skin creams that can protect against toxins.
Nano sensors that can test immediately for
hundreds and even thousands of viruses effecting
human beings simultaneously.
Smart Paper
Nanomaterials that can see through baggages
and vessels.
Nanotechnology that can regrow bones and
organs.
32. IMMERSIVE TECHNOLOGIES
A person who wishes to experience a learning
session via augmented reality would don a pair of
see-through glasses that also host two tiny video
cameras and a pair of earphones.
A tiny computer, perhaps worn on the wrist or
around the waist, would recognize the geometry
and content of the user’s immediate environment
and overlay that environment with meaningful
images and sounds for a specific purpose.
The augmented reality system is “projecting”
people, objects, environments or other elements
onto the environment around you.
33. IMMERSIVE TECHNOLOGIES NOW
Real-time vision recognition (three-dimensional geometry
mapping and more)
Voice recognition
Real-time overlay display technology (built in to the
wearable glasses, must cover light shading, depth of field
considerations, and so on)
Sound and voice rendering, including spatial
considerations
Human character rendering (covering body mechanics,
adherence to physical laws, and so on)
AI (Artificial Intelligence) technology for understanding
user speech and creating intelligent, meaningful dialog
Miniaturization advances for wearable CPUs and sensory
devices
Improvements in portable power
Augmented Reality enables “Make Your Own App”
34. Why Can’t…
We have a thinking computer?
A machine that performs about a million
floating-point operations per second
understand the meaning of shapes?
We build a machine that learns from
experience rather than simply repeat
everything that has been programmed into it?
A computer be similar to a person?
The above are some of the questions facing computer
designers and others who are constantly striving to
build more and more ‘intelligent’ machines.
35. Expressing ourselves
Body language
Facial expressions
Tone of voice
Words we choose
All of them vary based on situation
What we implicitly convey - emotion
36. What is emotion?
In psychology and common use, emotion is the
language of a person's internal state of being,
normally based in or tied to their internal
(physical) and external (social) sensory
feeling. Love, hate, courage, fear, joy, and
sadness can all be described in both
psychological and physiological terms.
“There can be no knowledge without emotion. We may be aware of a truth,
yet until we have felt its force, it is not ours. To the cognition of the brain
must be added the experience of the soul.”
Arnold Bennett (British novelist, playwright, critic, and essayist, 1867-
1931)
38. Do machines need emotion?
Machines of today don’t need emotion
Machines of the future would need it to
– Survive
– Interact with other machines and humans
– Learn
– Adapt to circumstances
Emotions are a basis for humans to do all
the above
39. What is an emotional machine?
An intelligent machine that can
recognize emotions and respond
using emotions
Concept proposed by Marvin Minsky
in his book ‘The Emotion Machine’
Example: the WE-4RII (Waseda Eye
No. 4 Refined II), being developed at
the Waseda University, Japan, 2007
40. The WE-4RII
Simulates six basic emotions
– Happiness
– Fear
– Surprise
– Sadness
– Anger
– Disgust
Recognizes certain smells
Detects certain types of touch
Uses 3 personal computers for communication
Still not as close to an emotional machine as we
would want
45. SOME SOFTWARE HORROR STORIES
California courts throw huge software project on scrap heap
'Antiquated' software leaves city out of millions in uncollected
parking fines.
Death resulted from inadequate testing of the London Ambulance
Service software.
A computer-monitored house arrest inmate escaped and
subsequently committed murder.
The clock in the video camera indicated a customer had
withdrawn his money at the same time as a fraud occurred, so
the bank forwarded his photo to the authorities. The clock
had been off by about one hour.
The nine-hour breakdown of AT&T's long-distance telephone network
in Jan. 1990, caused by an untested code patch, dramatized the
vulnerability of complex computer systems everywhere.
During a payday rush in 1989, a faulty program shut down 1,800
automated-teller machines at Tokyo's Dai-Ichi Kangyo Bank.
Computers were blamed when, in three separate incidents, 3 million,
5.4 million, and 1.5 million gallons of raw sewage were dumped into
Willamette River.
Software error causes patients to be declared dead.
46. OSI + HCI : 10 LAYERS
HCI
[QoE –
Quality of
Experience
]
10.
Human Needs (communication, education, acquisition, security,
entertainment...)
9.
Human Performance (perception, cognition, memory, motor control,
social...)
8. Display (keyboard, GUI/CLI, vocal, bpp, ppi, ppm...)
OSI
[QoS –
Quality of
Service]
7. Application (http, ftp, nfs, pop...)
6. Presentation (ps, lz, iso-pp...)
5. Session (dns, rpc, pap...)
4. Transport (tcp, udp, rtp...)
3. Network (ip, dhcp, icmp, aep...)
2. Data Link (arp, ppp...)
1. Physical (10bt, xDSL, V.42...)
50. QUALITY OF LIFE
Interdisciplinary in nature.
Spanning discussions of sensors an
interpretation; mechanisms and manipulation;
human interaction and modeling; rehabilitation
and health science; communication and
distributed systems; and personal and
socio-economic considerations, such as user
acceptance and privacy issues.
Draws on collaborative, interdisciplinary teams
involving social scientists, clinicians, engineers
and computer scientists.
Quality of Life Technologies [QoLT] researchers are very active at Carnegie
Mellon University, University of Dallas & University of Pittsburg.
51. INSIDE OUT SENSING
The goal of the project is to develop new
approaches to sensing, such as “inside-out” vision
in which the system experiences the environment
and the user’s behavior from the user’s point of
view, thus facilitating the analysis of her
behavior and intentions.
52. QUALITY OF LIFE TECHNOLOGIES
incorporation of universal design principals;
active involvement of all relevant
stakeholders and a clear understanding of
the circumstances of the target user and task
requirements;
multidisciplinary research, design, and
development processes involving users,
engineers, designers, clinicians, social and
health professionals, marketing, and service
delivery; and
an interactive development process.
Yamazaki, University of Tokyo, Japan developed
a robot to help with household tasks. The PR2
robot is designed to assist humans with various
household tasks, such as fetching coffee, folding
clothes, and even making pancakes.
53. REALITY : DIGITAL OR ANALOG
Reality is presented to us both in a digital and
analog manner, the first as evidenced by the
findings about the nature of space and sub-
atomic entities, and the latter by the
uncertainties at the quantum level.
The most fundamental law of understanding is
that we apprehend something in terms of what it
is not.
We need contradiction to discern anything.
Our understanding is process based
All this has major implications for us in the form
of inherent computations, phenomena as
illusions, and complexity arising from simplicity.
54. DRIVERS FOR DIGITAL QUALITY OF LIFE
1. Look to Digital Progress as the Key Driver of Improved
Quality of Life
2. Invest in Digital Progress
3. Ensure Affordable and Widespread Digital Infrastructure
4. Encourage Widespread Digital Literacy and Digital
Technology Adoption
5. Do Not Let Concerns About Potential or Hypothetical
Harms Derail or Slow Digital Progress
6. Do Not Just Digitize Existing Problems; Use IT to Find
New Solutions to Old Problems
7. Create Reusable Digital Content and Applications
8. Collaborate and Partner with the Private and Non-Profit
Sectors
9. Lead by Example
10. Nudge Digital
55. BODYNET – THE WEARABLE
MOTHERBOARD PARADIGM
STIC - Case Study
BODYNET has enormous potential for applications
in fields such as telemedicine, monitoring of patients
in post-operative recovery, the prevention of SIDS
(sudden infant death syndrome), and monitoring of
astronauts, athletes, law enforcement personnel and
combat soldiers.
56. Research on the design and
development of a Georgia Tech
Wearable Motherboard Smart
Shirt) for Combat Casualty
Care has led to the realization
of the world's first Wearable
Motherboard or an "intelligent"
garment for the 21st Century.
This Georgia Tech Wearable
Motherboard (Smart Shirt)
provides an extremely versatile
framework for the incorporation
of sensing, monitoring and
information processing devices.
The principal advantage of
Smart Shirt is that it provides, for
the first time, a very systematic
way of monitoring the vital signs
of humans in an unobtrusive
manner.
59. NORBERT WIENER
[THE HUMAN USE OF HUMAN BEINGS – 1954]
“Automatons must not be taken
for granted, because with
advances in technology that allow
them to learn, the machines may
be able to escape human control if
humans do not continue proper
supervision of them. We might
become entirely dependent on
them, or even controlled by them.
There is danger in trusting
decisions to something which
cannot think abstractly, and may
therefore be unlikely to identify
with intellectual human values
which are not purely utilitarian.”
61. BLAMING TECHNOLOGY
“Blaming
Technology: The
Irrational Search for
Scapegoats”
- Samuel Florman
Blaming technology when society goes
wrong is lazy
If you have trouble getting to sleep at night, there's a
good chance that the smartphone in your hand or the
TV working in the background are partially to blame.
When we are faced with a social problem, from
cyber-bullying to privacy breaches, it’s much
easier to blame technology or the company that
provides us with it than to take responsibility
ourselves.
We can truthfully say that the internet has
changed us, but once we start talking about
“how and why” we need to factor ourselves in as
well.
62. KEVIN KELLY
[WHAT TECHNOLOGY WANTS – 2010]
“Every technology
produces degrees of
good, harm and risk,
and the evolution of
each is uncertain.”
Kelly introduces the concept of the 'technium'
to embody the vast techno-social system. Distinct
from individual innovations such as radar or
plastic polymer, the technium includes all the
machines, processes, society, culture and
philosophies associated with technologies.
Although the technium has neither an idea of
self nor conscious desires, it develops mechanical
tendencies, or 'wants', through its complex
behaviour. Its millions of amplifying
relationships and circuits of influence push the
technium in certain directions.
Technium is spinning beyond human control.