●미디어 랩 유럽:
●미디어 랩 아시아: |
MIT 미디어랩은 최고의 연구기관으로써 인정을 받고 있는 조직이다. MIT 미디어 랩은 유럽과 아시아에도 연구소가 있으며, 전체적으로 지금 현재 약 470여개의 프로젝트들이 진행중에 있다. 새로운 아이디어와 기술들이 이 MIT미디어 랩을 통하여 많이 개발되었다. MIT미디어랩의 프로젝트를 이해하고 분석함으로써 신기술 동향을 이해할 수 있을 것이다. 이곳 코너에서는 지금 현재 MIT 미디어 랩 홈페이지에서 제공하는 영문 자료만 정리하여 제공하고 있지만, 조만간 한글로 내용을 요약하여 제공할 할 예정이다. MIT 미디어랩에서 유비쿼터스와 가장
밀접하게 관련된 컨소시엄으로는 "Things
That Think"가
있다. 현재 27개 프로젝트로 구성되어 있다.(한국에서는 LG, 삼성, 정보통신대학교가
스폰서를 하고 있다.) |
[MIT미디어 랩] MIT미디어랩에는 34개의 프로젝트 그룹이 있는데, 이러한 프로젝트 그룹에서 평균 10개 정도의 세부 프로젝트를 진행하며, 2004년 3월 현재 361개의 세부프로젝트가 진행되고 있습니다. 이러한 세부 프로젝트를 바탕을 하여 5개의 컨소시엄과 5개의 SIG(Special Interest Group)이 있습니다. 컨소시엄은 외부에서 스폰서를 받아서 진행하는 프로젝트이며, SIG는 MIT 미디어 랩에서 관심있게 연구하는 분야입니다.
[미디어 랩 유럽]
[미디어 랩 아시아]
[프로젝트 분석] [e-markets] e-market는 크게 3가지 목표를 가지고 있습니다. 1) Examining existing and emerging
electronic marketplaces 즉, 전자상거래 시장의 현재와 미래를 살펴보고, 새로운 전자상거래 시장을 디자인하고 구상해보는 것입니다. 또한 이러한 시장을 위한 도구와 기술들을 개발하는것입니다. 전자상거래 시장의 예로 LG e-shop과 같은 전자 쇼핑몰, 옥션과 같은 경매 사이트를 들 수 있을 것입니다. "e-market"연구의 주요 토픽으로는 다음과 같은 것들이 있습니다. personalization, [e-market]에 속하는 세부 프로젝트입니다. (15개) Active Messenger Auction Behavior Autonomous Interactive Intermediaries CheckMate Conversation Finder for Socially Aware Communication CryBaby E-Commerce When Things Go Wrong E-Commerce When You Don't Know What You Want Hearplay Impromptu Robotic F.A.C.E.: Facial Alerting in a Communication Environment Robotic P.A.C.E.: Parrot Alerting in a Communication Environment Safe & Sound Sensetable TinyProjector [eRationality]에 속하는 세부 프로젝트입니다.(9개) Acting on Advice from Computer Agents Active-Learning Smart Agents Arbitrary Coherence in Behavioral Economics Auction Behavior CheckMate Day-to-Day Monitoring for e-Health Deterministic vs. Contingent Ending Rules in Online Auctions Expiring Coupons for e-Markets Inferring Values from Others in Online Auctions
[Active Messenger] 이 프로젝트에서는 e-mail을 어떻게 사용자에게 항상 수신이 가능하도록 할까라는 주제를 가지고 연구되고 있습니다. 우리는 이 프로젝트를 기반으로 하여 좀 더 나아가 e-mail뿐만 아니라 사용자에게 전달이 되려고 하는 모든 형태의 정보, 예를 들어 e-mail, 문자메세지, 팩스, 인터넷 게시판, 집이나 사무실 방문 정보 등등.. 사용자에게 전달이 되어야 하는 모든 정보에 대한 문제로 확대해 생각해 볼 수 있을 것입니다. 1)집이나 사무실에 자리를 비운사이에 누군가 찾아와서 메모를 남기고 갔을때 그 메모가 사용자에게 전달이 되고자 하는 것: 집에 누군가 방문했을때 초인종과 휴대폰을 연결하여 원격지에서도 집에 누가 찾아왔는지 알수 있게 해주는 서비스가 홈 네트워크 분야에서 연구되고 있습니다. 2)팩스: 유선 팩스를 컴퓨터가 수신하여 e-mail로 전달 받을 수도 있습니다. 예를 들어 해외로 출장을 간 사이에 도착하는 팩스를 컴퓨터가 수신한다면 해외 출장지에서도 e-mail이나 게시판을 통하여 팩스를 확인할 수 있습니다. 또는, U-프린팅 서비스를 이용하여 출장지에서 직접 출력물을 받아 볼 수 도 있습니다. 3)자동 응답기능: 메세지를 사용자가 받을 형편이 되지 않을 경우에는 정보 송신자에게 기본적인 정보를 reply해주는 기능입니다. 실례로 출장 등으로 인하여 e-mail을 수신하지 못할 때 "부재증"이라는 응답 메일을 자동으로 해주는 기능을 많이 사용하고 있습니다. Reply의 목적지도 송신자의 상황에 따라서 다양한 장치를 통해서 전달해 줄 수 있습니다. 컴퓨터를 사용하는 사용자라면 MSN메신저같은 것을 이용하여 쪽지창을 띄워줄수 있을 것입니다.
[컨소시엄] ■ Changing Places Changing Places (CP), a joint Media Lab and Department of Architecture consortium, explores how new technologies, materials, and strategies for design can make possible dynamic, evolving places that respond to the complexities of life. It is an expansion of the MIT House_n Consortium. Central to this research is the development of a home-scale, occupied "Living Laboratory"–an agile facility to test new design, construction, and digital infrastructure concepts. The Living Lab will enable ongoing scientific studies into the real-world impact of design and technology for preventative health care, energy/resource conservation, human-environment interfaces, and links between the home and changing places of healing, work, learning, and community.
■ Digital Life
■ Digital Nations Digital Nations (DN) aims to address major social challenges (improving education, enhancing health care, supporting community development) through the innovative design and use of new technologies. The consortium's ultimate goal is to empower people in all walks of life to invent new opportunities for themselves and their societies. The consortium focuses especially on populations with the greatest needs—children and seniors, underserved communities, and developing nations.
■ Information Organized
■ Things That Think Things That Think (TTT) is inventing the future of digitally augmented objects and environments. TTT brings a unique, boundary-breaking perspective to research, uniting leaders in science, engineering, design, and art. Grounded by extensive corporate sponsor interaction, TTT prototypes and demonstrations aim to inspire the products and services of tomorrow.
[Speical Interest Group] ■ Counter Intelligence Counter Intelligence is focused on developing a digitally connected, self-aware kitchen with knowledge and memory of its activities. The program explores new foods, new technologies for preparing food, and new social interactions that will arise in the kitchen of the future. The plan is to invent and experiment with new utensils, appliances, and communications media that can be applied in domestic settings. Unlike an office or a living room, the kitchen is the locus of the most intense family interaction, as well as much tool and appliance usage. This makes it a fundamentally interesting context for new research.
■ e-markets e-markets is focused on understanding devices, technology, and humans as they interface in a market setting; the new forms that transactions may take in a networked world; and the new social and economic order that may result. The program creates tools and techniques for enabling electronic marketplaces, for engaging all segments of society in the new economy, and for freeing transactions from the desktop as well as the corner store. A unique feature of e-markets is its collaboration with MIT's Sloan School of Management.
■ Gray Matters
■ Personal Fabrication Personal Fabrication is about making things, and about the future of how things are made, from nano- to macroscale. It has two basic goals: first, to involve members in learning new fabrication techniques (CAD tools, 3-D printing, laser cutting, vacuum forming, AFM assemblers), and second, to introduce them to the latest developments and possible future applications of rapid and desktop fabrication.
■ Silicon Biology
[연구 프로젝트 그룹]
■ eRationality
■ Electronic Publishing How to distill meaning from complex everyday experiences.
How to invent new, computer-generated, 3-D displays that are viewable without glasses, using a variety of holographic and other optical techniques. Stephen Benton passed away in November, 2003. His research is continued by his colleagues, listed below.
How to build characters that have the everyday common sense, the ability to learn, and the sense of empathy that one finds in animals such as dogs.
How to create communication systems that gain an understanding of the content they carry and use it to make richer connections among users.
How to build cooperative machines that work and learn in partnership with people.
How to redefine and expand the conceptual framework and language of learning by creating new technologies and spheres of practice. For more Future of Learning projects, see Seymour Papert.
How we can construct information technology and intelligence from the fundamental building blocks of physical media: atoms and molecules.
How artists can refigure technology to address the full range of human experience.
How creators, editors, and audience can blend into one, weaving and navigating paths within the media fabric.
How to create better online environments and interfaces for human communication.
How materials and mechanisms integrate the bits of the digital world with the atoms of our physical world.
How technology can be used to enhance human physical capability.
How to design seamless interfaces among humans, digital information, and the physical environment.
How to engineer logic and machines on the molecular scale.
How new technologies, materials, and strategies for design can make possible dynamic, evolving places that respond to the complexities of life.
How software can act as an assistant to the user rather than a tool, by learning from interaction and by proactively anticipating the user’s needs.
How to construct agile, scalable, collaborative systems.
How musical composition, performance, learning, and expression can be facilitated for professionals and amateurs through the design of new interfaces.
How simplifying the basic tools for digital expression will lead to a new creative digital economy.
How ubiquitous, interactive, intuitive interfaces can be responsive to our interests and expand our minds.
How to detect the activity of biological molecules with micro- and nanofabricated devices.
How various phenomena of mind emerge from the interactions among many kinds of highly evolved brain mechanisms.
How buildings and cities can become more intelligently responsive to the needs and desires of their inhabitants.
How to redefine and expand the conceptual framework and language of learning by creating new technologies and spheres of practice. For a complete listing of the Future of Learning group's projects, see David Cavallo.
How new sensing modalities and enabling technologies can create new forms of interactive experience and expression.
How technology can be used to redefine the structure and performance of human organizations.
How computational systems can sense, recognize, and understand human emotions and respond.
How to engage people in creative learning experiences.
How machines can learn to communicate in deeply meaningful ways.
How speech technologies and portable devices can enhance communication.
How to design machines that use what we do, where we are, and how we feel to add to our social, educational, and functional success.
How to build intelligent music systems.
[프로젝트 리스트] ■ eRationality Acting on Advice from Computer Agents Active-Learning Smart Agents Arbitrary Coherence in Behavioral Economics Auction Behavior CheckMate Day-to-Day Monitoring for e-Health Deterministic vs. Contingent Ending Rules in Online Auctions Expiring Coupons for e-Markets Inferring Values from Others in Online Auctions
■ Electronic Publishing Blogdex CheckMate Community CompilerDigital Mirror eRadio: Empowerment Through Community Electronic Radio HDL/Silverstringers Image Maps Open Corpus Roots, Fruits, and Shoots Second Messenger talkTV The Expertise Crucible Topology of Learning and Correction in Dynamic Balance What Was I Thinking? Who's Got Game?
■ Spatial Imaging Autostereoscopic Video Displays for Multiple ViewersEdge-Lit Holograms Full-Parallax Synthetic Holograms Haptic Holography Holographic Fly's-Eye Autostereoscopic Display Holographic Laser Printer Holovideo Display Interface Circuit iLOS, In Line of Sight Display Insights from Aerospace: Transitions into Automobile Cockpits Three-Dimensional Capture and Virtual Cinematographer
■ Synthetic Characters C5: Development and Learning Dobie: Integrated Learning for Interactive Synthetic Characters Don't Tease the Animals Growing Up Virtual: The Computational Lessons of Development Learning From and About Others: Social Learning for Synthetic Characters Loops Music Creatures Perceiving Emotional Affect in Vocalizations Synthetic Characters Skunk Works
■ Object-Based Media BYOB: Build Your Own Bag Eye Society iCom Miniature Video Projector (Personal Projection) Paintable Computing Reflexion Smart Architectural Surfaces Viper: Responsive Object-Based Media
■ Robotic Life Artificial Fruit How to Teach a Robot Manipulation Skills by Demonstration Human-Robot Cooperation Human-Robot Interaction Studies Novel Actuators Robotic Computer Robotic Flowers Socially Guided Robot Learning Speech and Motor Synchronization for Robotic Creatures Synthetic Skin for Robots
■ Future of Learning(1) 1-Teacher Schools Constructionism Full-Contact Poetry GoGo Board: A Personalized Technology Toolset for Learning Learning and Community Development Learning as a Basis for Sustainable Development Learning Hubs Programming Continuum Redesigning Urban Learning Environments RoBallet Roots, Fruits, and Shoots Sharing Emotions Through Active Expression The City that We Want (A Cidade que a Gente Quer)
■ Quanta Chaniltonians MetaMaterials Molecular Control with NMR Quanta
■ Computing Culture Acoustic Chase Critical Cartography DJ I, Robot Failsafe Haptic Opposition Machine Therapy Open Government Information Awareness ReSound Sensible Cities Tele-Guides Throwing Light
■ Interactive Cinema Cinematic Commonsense Emonic Environment Improvisational Media Fabrics M-Views Mixer-Subverter MOVITS Objects with Attitude Participatory Networked Camera Tangible Spatial Narratives Tangible StorySims TViews Video Weblogs
■ Sociable Media AnthroViz Artifacts of the Presence Era Carousel Chat Circles Loom2 Multiples of News Newsgroup Database (NGDB) PostHistory Social Network Fragments TeleAction Telemurals
■ Physics and Media Digital Stamp Field Imaging Microfluidic Logic Paintable Computing Shaped Ultrafast Pulse Optical Pumping of NMR Systems Table-Top Chemistry
■ Biomechatronics A Powered Leg Orthosis for the Neuromuscularly Impaired Active Ankle-Foot Orthosis Biologically Realistic Leg Prostheses Bipedal Balancing Using Integrated Movement of Non-Contact Limbs Control of Muscle-Actuated Systems Via Electrical Stimulation Human Walking Biomechanics Humanoid Walking Control Using Angular Momentum Partition Leg Orthosis for Locomotory Endurance Amplification Magnetorheological Transfemoral Prosthesis
■ Tangible Media Actuated Mesh Actuated Workbench Audiopad circuiTUI Door Collision Avoidance Sensor i/o Brush Illuminating Clay Interfacing Electronics to Living Plants PINS SandScape Sensetable Sketch Interface Super Cilia Skin Tangible Bits Tangible Interface for Drivers Topobo
■ Molecular Machines Building MEMS with Nanoparticles Electronic Ink and Electronic Paper MetaMaterials Micro-Electro Mechanical Devices (MEMS) Printed Displays Printed Electro-Mechanical Systems (PEMS) Printed Electronics Printed Machines Rewritable Substrates for Printing and Large-Scale Reflective Displays
■ House_n Activity Recognition in the Home Setting Using Simple and Ubiquitous Sensors Connections: Chassis and Infill Design Engine for Mass Customization of Houses Distributed Network: Connecting Anything, Anywhere, Anytime Dressed for Living Evolutionary Adaptation Light House Light Life MetaField 2: Encouraging Physical, Cognitive, and Social Activity Recognizing Activities in Daily Living in the Home Setting Translucent, Super-Insulating, Power Generating Roof Urban Narratives Web-Based Tools for Universal Design
■ Software Agents A Common-Sense Approach to Predictive Text Entry Agent-Application Communication Agents for Integrated Annotation and Retrieval of Images An Advisory Agent for Web Browsing Common-Sense and Semantic Understanding for ARIA Common-Sense Reasoning for Interactive Applications E-Commerce When Things Go Wrong E-Commerce When You Don't Know What You Want Emotus Ponens: Affective Story Understanding for Agents Globuddy Goal-Oriented Web Search User Interfaces Graphical Interfaces for Software Visualization and Debugging Information Pipette Instructible Agents Intelligent Technical Documentation MakeBelieve: Interactive Computer Story Generation Using Common Sense MARCO: Mutual Disambiguation of Recognition Errors in a Multimodal Navigational Agent Navigating in Very Large Display Spaces Real-Time Searches on a Local Social Network Teaching Agents to Recognize Text Using Common-Sense Reasoning in Video Game Design Using Common-Sense Reasoning to Enable the Semantic Web Using Common-Sense Reasoning to Find Cultural Differences in Text Using Common-Sense Reasoning to Improve Voice Recognition
■ Viral Communications Collaborative (Viral) Wireless Communication Networks Cooperative Transport Protocols DiVA: The Distributed Video Appliance Economic Models for Cooperative Media Distribution Network Beatles: Tabletop Location Estimation through Wireless Communication and Networking Project Mayhem: Enabling Peer-to-Peer, Decentralized, and Self-Organizing Systems Viral Photography
■ Opera of the Future Beatbugs Hyperinstruments Hyperscore Hyperviolin Bow Music Shapers Skeleton Technology and Creative Music Education Toy Symphony Voice Patterns
■ Physical Language Workshop Design for Complex Information How to Program Visual Systems OpenAtelier Treehouse Studio
■ Interactive Experience Ambient Semantics Collective Memory/Collective Intelligence ether GPS Ether Threads Evocative Portrait Extending Portraiture iQuarium Shadow Vehicles What Would They Think?
■ Nanoscale Sensing Field-Effect Biosensors High-Resolution Interferometric Accelerometer Microfluidics Molecular-Scale Device Fabrication
■ Grassroots Invention Beyond Black Boxes: Rethinking Science Learning Biosphera Coco Constructionism Constructopedia JET Learning Independence Networks LogoChip Programmable Bricks Sensors for Science Education The Pleasure of Making Things The Tower: A Modular Electronics Design Environment
■ Society of Mind Architectures for Common-Sense Computing How Cars Make People Feel LifeNet OMCSNet Open Mind Common Sense Robots with Common Sense Society of Mind
■ Smart Cities Building Blocks in the Mass-Customized Era Car in the City Comparative Design Processes: Architecture vs. Automotive Concept Car with General Motors and Frank O. Gehry Curbside Sensor Exploring the Solution Space: Parametric Design Genealogy of the Car Smart Cities meets Human Design
■ Future of Learning(2) Empowering Minds Improving Schools from the Inside-Out Laptop Computing in Classrooms RoBallet Speaking on the Record
■ Responsive Environments Design Principles for Efficient Smart Sensor Systems Functional Integration for Embedded Intelligence Localization and Sensing Applications in the Pushpin Computing Network Modular Platform for High-Density Wireless Sensing Parasitic Mobility for Sensor Networks Phenomenological Model for Distributed Systems Pushpin Computing Real-Time 3-D Volumetric Sensing Self-Organized Pixellated Vibrotactile Input-Output Device Tribble: The Robotic Interactive Ball-Based Living Entity Wearable Badge for Distributed Systems with Multiple Channels of Communication Wireless Wearable System for Gait Evaluation
■ Human Dynamics Learning Humans MIThril Reality Mining Shortcuts: Creating Small Worlds Smart Cities meets Human Design The I Sensed Series: Wearables for Capturing Your Past Unwiring the World VitaMon: Long-Term Health and Behavior Monitoring
■ Affective Computing 300M IT Edition Adaptive, Wireless, Signal Detection and Decoding Affective Learning Companion Affective Mirror Affective Tangibles Automatic Facial Expression Analysis BioMod Detection and Analysis of Driver Stress Gene Expression Data Analysis Moral Sensors Mouse-Behavior Analysis and Adaptive Relational Agents Pattern Recognition and Learning Personal Heart-Stress Monitor Posture Recognition Chair Robotic Computer Sharing Emotions Through Active Expression Wearable Relational Devices for Stress Monitoring
■ Lifelong Kindergarten Active Essays Beyond Black Boxes: Rethinking Science Learning Computer Clubhouse Constructionism Constructopedia Digital Manipulatives eThinking Pearls of Wisdom Perspectives Programmable Bricks Scratch System Blocks: A Physical Interface for System Dynamics Simulation Young Activists Network (YAN)
■ Cognitive Machines A Situation-Aware Reflective Car Elvis: A Situation-Aware Conversational Chandelier Fluid Coordination of Language and Movement for a Conversational Robot Goal-Driven Behavior for a Conversational Robot Learning Words for Actions Mental Models and Mental Imagery for a Conversational Robot Multi-Level Understanding of Situated Language Object Vision for Language Patent Semantics Symbolsnare
■ Speech Interfaces Active Messenger Autonomous Interactive Intermediaries Conversation Finder for Socially Aware Communication CryBaby Digit Spotter Hearplay Impromptu LampMail Robotic F.A.C.E.: Facial Alerting in a Communication Environment Robotic P.A.C.E.: Parrot Alerting in a Communication Environment Safe & Sound SimPhony: Voice Group Communication TalkBack TinyProjector WatchMe
■ Context-Aware Computing 300M IT Edition Attentional Mixer Chameleon Car Context-Aware Tables Contextual Jukebox Digital Cigarette DishMaker Disruptive Interruptions ExcerCar Food Oracle Gesture Ball Information Annotation of the Kitchen InVision iSphere: a Sensible 3-D Control Device Living Food Media Windshield Meet and Do: Automated Meeting Minutes Multimedia Bed SmartSink Tactile Feedback for Singing and Music Performance WaterBot: A Persuasive Technology to Motivate Water Conservation
■ Music, Mind and Machine Audio Spotlight Automatic Generation of Sound Synthesis Techniques Community Metadata for Informed Music Retrieval Formalized Auditory Scene Analysis Instrument Identification Through a Simulated Cochlear Implant Processing System Melody Retrieval on the Web Modeling Musical Structure Radio, Radio Recording Studios Without Walls: Geographically Unrestricted Music Collaboration Singing Voice Parameterization and Re-synthesis Structured Audio
미디어 랩 유럽
■ Adaptive Speech interface UI on the fly Nutmeg Wizard-of-Oz: A platform for corpus collection Analysis of Hyperspeech BumpList Media Dive More than words... Multimodal Centering Adaptive Speech Synthesis Rhetorical Analysis with Support Vector Machines Symbolify
■ Common Sense Deep Background Experiential Computing Grounded Code
■ Everyday learning Amble Time Magic Writing Nature Trailer Smoke Rings TexTales Comm’n Sense Liberating Learning Multimodal Networked Interfaces for Collaborative Music Learning Biosphera Birdcase Dimensional Reading Dino Stable Electro Jewels Empowering Minds Learning Network Sensors for Science Education
■ Human connectedness Breakout for Two BumpList Habitat Iso-phone One2One (Floral Display) Open Window Palimpsest Portrait of Cati RAW Reflexion tunA WANDerful Alcove AudioBored Desktop Subversibles SpeakerPhone iCom Transparent Headphones Viper Isis
■ Liminal devices Coexistence MyoPhone Think and Spell
■ Mind games Affective Agent Attention Bio-Melodics Brain Child Breathing Space Diffuse Optical Tomography HeartFelt Mental Leaps Mind Balance Paint Affects Peace Composed Phantom Limb Relax to Win Still Life Virtually Healthy
■ Palpable machines EpipE Handling Perspective reAction Figures Relay TACTUS Touch Football Touch TV Touching Tales
■ Story networks Context-aware, sensible cinema Hopstory v.2 Interactive Portrait of the Liberties International workshop on creative media making and sharing Mixer-Subverter Nature Trailer Passing Glances Sin Sceal Eile Stories for Remote Places: the Selkie story Textable Game Textable movies Computer-assisted schizophrenia: a multitrack video sampler for poor improvised theater Hopstory v.1 Live cinema Office Voodoo Tangible narrative objects World as Game Board
미디어 랩 아시아
■ World Computer Rural Operating Systems Speech Interfaces For Local Dialects Visual Language Interfaces for All Interlingua Web Multi-Literate Interfaces Literacy Learning Through Pictures
■ Bits for All Rural WiFi DakNet Digital Gangetic Plain Off-Line Internet Access Rural VoIP
■ Tomorrow's Tools Mapping For the Masses Community Access to Sustainable Health (Ca:sh) Building Robots Creating Science (BRiCS) Digital Craft Revival Digital Human Body Digital Music InfoSculpture Suchik Polysensors Complex RF Impedance Analyzers UV-VIS Spectrometer Power Sensors Think Cycle
■ Digital Village Sustainable Access In Rural India Community Connection Digital Mandi Infothela Rural Hisaab Grassroots ICT |