I
again viewed “Why Google Glass” presented by Sergey
Brin (2013) at a TED conference. Brin who
is a cofounder of Google, introduced the Google Glass and the motivation behind
its creation which took about two years.
Essentially, Glass is a wearable, WiFi-connected computer with an
optical head-mounted display to capture photos and record 720p HD video. In addition to third-party developed apps,
Glass incorporates Google applications such as Google Now, Google Maps,
Google+, and Gmail. The intent was to
have information come to the individual as needed, mirroring the original
vision for the Google search engine.
Glass, shown in Figure 1, brings low-cost, hands-free Internet access useful for any number
of safety and productivity functions such as law enforcement (recording
arrests), email, directions, and video chat.
Google
Glass represents a seed endorsed by the public; the YouTube video “One Day…”
that announced Glass on April 4, 2012 has logged more than 21.6 million viewers. Pedersen and Trueman (2013) summarized the
technological and social forces impacting this innovation, “Glass’s birth is
not only a marketing phenomenon heralding a technical prototype, we also argue
and speculate that Glass’s popularization is an instigator for the adoption of
a new paradigm in human-computer interaction” (p. 2089). The fundamentals of a connected society are
in place to support the graduated deployment of more sophisticated social
networking devices and contextual intelligent support. In particular, two forces stood out to me as impacting
the innovation illustrated in the video:
technological and social.
Technological
Force:
As
noted by Baldwin (2012), currently there are several glasses with integrated
displays, though the technology will continue to advance significantly to offer
more sophisticated and comprehensive capabilities such as 3D hologram display
and contextual information. The
innovation continues due a deeper integration among the individual, the
physical device, and the social environment.
These factors are indicative of the forces that are shaping how people
want to embrace their personal computing experience (addressed separately as a
Social Force), as well as the wider infrastructure implications. Greenfield (2010) provided the concept of
Everyware to describe ubiquitous computing.
A more encompassing, progressive approach embeds degrees of reasoning
support into the environment. As stated
by Augusto (2007), “The basic idea behind AmI [ambient intelligence] is that by
enriching an environment with technology (mainly sensors and devices
interconnected through a network), a system can be built to make decisions to
benefit the users of that environment based on real-time information gathered
and historical data accumulated” (p. 214).
The backend support for the transmission, storage, and security for
ever-growing amounts of data is a concern.
Hyman (2013) observed that, “If cloud security is an issue to be
reckoned with today, the problem will only worsen as more and more data is
saved and backed up to the cloud” (p. 18).
Koning (2013) further noted the contradiction between the autonomic
behavior of ambient computing systems hidden from the user and a central
objective of data protection to precisely and fully identify purpose
limitations, stating that, “As a rule, the purposes need to be specified prior
to, and in any event, not later than, the time when the collection of personal
data occurs” (p. 10).
Social Force:
Unlike
some innovations that may be subtle or require time to discern, the Glass is
clearly distinguishable not unlike the introduction of the Sony Walkman or the
Apple iPod though more so for the later due to the online support represented
by the iTunes application and store.
Similar to other portable personal electronic devices, wearable heads-up
displays are beginning to realize a form, capabilities, and price that consumers
may find attractive, perhaps leading to either supplementing or as an
alternative to other types of mobile handhelds.
A survey by BiTE interactive (2013) found that 10 percent of American
smart phone users would buy and regularly use Google Glass if they could afford
it. Fung (2013) also noted that compared
with the iPhone’s deployment history, “In the first quarter of its existence
[beginning June 2007], the iPhone made just 270,000 sales. It took another two years for it to break the
31-million mark.” Cumulative iPhone
sales since 2007 will reach over 318 units in 2013. But unlike smart phones which are refined
versions of cell phones, Glass is a different type of product not previously
seen in the marketplace, making it challenging to gauge the consumers’
acceptance. However, given the success
of other social media such as Facebook, Twitter, and YouTube, people readily
seek social connectivity. Glass
therefore represents the union of ubiquitous computing and an information-driven
society immersed in an augmented reality environment.
What
I found most interesting about the video was the fact that we can identify a
demarcation point, one of those rare moments when in the future we will be able
to look back and singularize an Internet-era milestone not unlike the first Web
browser (1990), Wi-Fi (1991), the one billionth Facebook user (2012), and greater
than one petabits per second transmission over optical fiber (2013). As a wearable personal computer, in Google
Glass we can observe a synergy of cloud and communication systems in support of
an individual’s immediate information demands within a dynamic
environment. With future enhancements
that take into consideration a user’s stored preferences and data history,
Glass would provide the precursor to a basic personal expert system by offering
the user timely, customized recommendations.
The Glass template might not make people smarter would be enable them to
make more informed choices.
References
Augusto, J. C.
(2007). Ambient intelligence: the confluence of ubiquitous/pervasive computing
and artificial intelligence. In Intelligent
Computing Everywhere (pp. 213-234). Springer London.
Baldwin, R.
(2012, November 4). 6 glasses with
integrated displays that you can buy today. Retrieved on 12 July 2013 from http://www.wired.com/gadgetlab/2012/04/6-glasses-with-integrated-displays-that-you-can-buy-today/
BiTE interactive. (2013, May 15). Only one in 10 American
smartphone owners would wear google glass regularly. Retrieved on 12 July 2013
from
http://www.bite-interactive.com/blog/only-one-10-american-smartphone-owners-would-wear-google-glass-regularly
Brin, S. (2013,
May). Why Google Glass? In presentation
at TED conference (filmed February 2013), www. ted.com/index.
php/talks/sergey_brin_why_google_glass. html
Fung, B. (2013,
May 30). A staggering share of americans
would use google glass if they could. Retrieved on 12 July 2013 from http://www.nationaljournal.com/tech/a-staggering-share-of-americans-would-use-google-glass-if-they-could-20130515
Google. (2012,
April 4). Project Glass: One day... Retrieved
on 12 July 2013 from http://www.youtube.com/watch?v=9c6W4CCU9M4
Greenfield, A.
(2010). Everyware: The dawning age of
ubiquitous computing. New Riders .
Hyman, P.
(2013). Augmented-reality glasses bring cloud security into sharp focus. Communications of the ACM, 56(6), 18-20.
Koning, M. E. (2013)
Purpose limitation and ambient computing.
Retrieved
on 12 July 2013 from http://www.pilab.nl/ifip-summerschool-2013/submissions/Koning.pdf
Pedersen, I.,
& Trueman, D. (2013, April). Sergey Brin is Batman: Google’s project glass
and the instigation of computer adoption in popular culture. In CHI’13 Extended Abstracts on Human Factors
in Computing Systems (pp. 2089-2098). ACM.
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