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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
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.
SOFTWARE TECHNOLOGY
INSURANCE
Quality of Service [QoS] +
Quality of Experience [QoE] +
Quality of Life [QoL]
FUTURE LAPTOPS
FUTURE OFFICES
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…..
ICT & INTELLIGENT BUILDING
NEW ERGONOMICS ??
FOR WOMEN - ON THEIR HANDHELDS
Virtuoso
Mixer
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.”
What is Needed?
An ecosystem, not components
People, Sustainability, Innovation, Integration
PEOPLE FIRST
Pertinent Demographics
[United States – Case Study]
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.
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.
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.
The Software Security Focus
THE SOFTWARE VALUE CHAIN
SUSTAINABILITY
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?
The “Jittery” Integration of Applications
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
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.
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.
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”
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.
Expressing ourselves
 Body language
 Facial expressions
 Tone of voice
 Words we choose
 All of them vary based on situation
 What we implicitly convey - emotion
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)
Emotional Computers
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
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
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
The WE-4RII
 Happiness
 Fear
The WE-4RII
 Surprise
 Sadness
The WE-4RII
 Anger
 Disgust
Marvin Minsky – The Emotion
Machine
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.
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...)
SOFTWARE TECHNOLOGY INSURANCE
Quality of Service [QoS] +
Quality of Experience [QoE] +
Quality of Life [QoL]
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.
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.
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.
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.
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
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.
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.
Steady State Display
THE BODYNET SYSTEM
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.”
CASE STUDY: DIGITAL CAMERA
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.
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.

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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.
  • 3. SOFTWARE TECHNOLOGY INSURANCE Quality of Service [QoS] + Quality of Experience [QoE] + Quality of Life [QoL]
  • 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…..
  • 7. ICT & INTELLIGENT BUILDING
  • 9. FOR WOMEN - ON THEIR HANDHELDS Virtuoso Mixer
  • 10.
  • 11.
  • 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
  • 15.
  • 16.
  • 17.
  • 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.
  • 22.
  • 23.
  • 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?
  • 27.
  • 28.
  • 29. The “Jittery” Integration of Applications
  • 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
  • 44. Marvin Minsky – The Emotion Machine
  • 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...)
  • 47.
  • 48. SOFTWARE TECHNOLOGY INSURANCE Quality of Service [QoS] + Quality of Experience [QoE] + Quality of Life [QoL]
  • 49.
  • 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.