|   Motivation 
      When I started using computers, they did not have mice. 
        I felt close to the machine because I learned to understand all the layers 
        between the hardware and me. When GUI-based operating systems hit the 
        desktop, they completely unnerved me. Suddenly the computer that made 
        sense to me was couched behind a semi-spatial metaphor that elucidated 
        neither its workings nor the nature of space. I have, of course, come 
        to accept it. I have taken the time to try to understand the new layers 
        of operation that have been interposed between me and the machine. But 
        fundamentally, the spatializing of computational objects in screen space 
        remains an affront because it engages the user as a two-fingers and a 
        wrist. Anyone who has ever spent ten perfectly good seconds looking for 
        a cursor that she purportedly controls with her hand has felt the difference 
        between screen space and real space. 
         
        My work takes computation away from the screen and into the realm of full 
        physical involvement. It is by no means the first effort to do so. The 
        difficulty and expense of tracking points in space or the vagaries of 
        computer vision have hampered many previous attempts. Many of the successful 
        prototypes require very strict conditions of operation or a special setup 
        not widely available to the public. By contrast, Pointable Computing requires 
        only a very cheap and intuitive layer of technology to be applied to a 
        handheld device and an object in the world, and derives from those a robust 
        and useful spatial relationship without calibration. 
         
        There is an irony in the use of the words “active,” “interactive,” 
        and “reactive” to describe computational objects—both 
        physical and virtual. It is a common practice, as though nothing had those 
        qualities until the computer waltzed in and started endowing ordinary 
        objects with buttons and microphones. The truth is that non-computational 
        objects are far more active, interactive, and reactive than any working 
        computational version of the same. The reason is that in order to consider 
        an object computationally, we must derive data from it, and that means 
        outfitting it with sensors in some way. As soon as we do that, we chop 
        away all of the interactions we have with that object that are not meaningful 
        to the specific sensor we have chosen. No matter how many sensors we add, 
        we are taking a huge variety of interactive modalities and reducing them 
        to several. How could a simulation of a cup ever be as interactive as 
        a cup? 
         
        Some argue that adding sensors to a physical object does not constrain 
        its existing interactivity, but augments it electronically. I believe 
        that is true as long as the object remains primarily itself with respect 
        to the user and does not undergo some metaphoric transformation into a 
        virtual representation of itself (visual or otherwise) or into a semantic 
        placeholder. That is difficult to achieve, and cannot be done as long 
        as a user must consult a secondary source to determine the quality of 
        his interaction. To check a screen or even to listen to a tone to determine 
        the pressure with which I am squeezing an object supercedes my own senses 
        and reduces any squeezable object into a pressure sensor. In order for 
        a physical object to be augmented rather than flattened by computation, 
        the computation must occur (or appear to occur) inside the object and 
        the consequences of the computation be registered by the object. This 
        is a strong argument for ubiquitous computation, which challenges the 
        supremacy of the desktop computer, placing localized computation in objects 
        distributed throughout the environment. 
         
        Pointable Computing takes as its starting point an emerging reality in 
        which everyday electronic devices communicate wirelessly. These devices 
        already have identities tied to their functions, be they headphones, storage 
        devices, or building controls. They are not crying out for an additional 
        layer of interface. How can we address the new capacity of things to talk 
        to each other without further mediating our relationships with them? We 
        need the remote equivalent of touch, an interaction focused on its object 
        and containing its own confirmation. Pointable Computing offers that by 
        way of a visible marker, a bright spot of light. You do not need to consult 
        a screen to determine if you are properly aligned. It is apparent. The 
        receiver may also indicate that is has acquired the beam, but that indication 
        will always be secondary to the visual confirmation that the object is 
        illuminated. 
         
        As Norbert Weiner pointed out, any system containing a human being is 
        a feedback system. As a user, a person automatically adjusts his behavior 
        based on the overall performance of the system. What makes the Pointable 
        Computing a robust communication system is that the feedback loop containing 
        the human being is direct and familiar. The human eye has an area of acuity 
        of 1–2°, implying that narrow, beamlike focus is the norm, not 
        the exception for human perception. The rest of the visual field is sampled 
        by eye movements and then largely constructed in the brain. Tight visual 
        focus is the way we solve the problem of reference without naming in a 
        spatial environment. The feedback loop that enables the act of looking 
        entails our observing and correcting our proprioceptively-sensed body 
        attitude to minimize error of focus. It happens so quickly and effectively 
        that we do not even notice it. The same visual feedback loop can be applied 
        to a point of focus controlled by the hands. It is not quite as immediate 
        as the eyes, but it is close. And, as it turns out, it doesn’t suffer 
        from the kinds of involuntary movements that plague eye-tracking systems. 
         
        I have developed a few use cases to demonstrate the potential of Pointable 
        Computing: 
      Universal remote 
        The most obvious use of Pointable Computing would be to make a universal 
        remote. Pointing the device at any enabled object would turn the handheld 
        into a remote control for that object. On the face of things, this seems 
        to be a rather mundane application, and one that seems to run counter 
        to the program of endowing objects with individuality and escape from 
        metaphor. But consider a simple control consisting of a single pressure 
        sensor. This might be useful as a volume control or light dimmer, for 
        instance. Since there is nothing on the control to look at, the interaction 
        with the controlled device can be directed entirely at it while a thumb 
        controls the pressure. 
         
        Further, this kind of control can bring autonomy to a previously overlooked 
        device. For example, speakers are the source of sound. It would make sense 
        that to control their volume you would manipulate them directly. This 
        isn’t, however, the case. Instead we have to reach to a separate 
        box covered with controls and turn a knob. We know this drill because 
        we have learned it, but it makes sense only if understood as a case for 
        efficiency—all the controls are centrally located to save you the 
        footwork of walking to your speakers and the to save money in manufacture. 
        If the speakers were outfitted with pointable sensors, they would be controllable 
        from anywhere they were visible as fast as you could point at them, and 
        they would enjoy finally being addressed as the agents of soundmaking 
        instead of the slaves of a master console. This kind of distributed autonomy 
        and freedom from central control is exactly the condition that Pointable 
        Computing facilitates. 
      Active Tagging 
        Imagine yourself walking down an aisle of products. You see one you would 
        like more information about or two you would like to compare. You point 
        your handheld device at them and they transmit information about themselves 
        back to you. Why is this different from giving each product a passive 
        tag and letting an active reader look up information in a database? Again 
        the answer is about autonomy and decentralization. If the information 
        is being actively sent by the object scanned, it does not need to be registered 
        with any central authority. It means that no powerful agent can control 
        the repository of product information, and anyone can create an active 
        tag for anything without registering some unique identifier. Note also 
        that in this scenario we see the likely condition that a non-directed 
        wireless communication like BlueTooth would be useful in conjunction with 
        a Pointable. The two technologies complement each other beautifully. 
      Getting and Putting 
        In a vein similar to the Tangible Media Group’s mediaBlocks project, 
        it would make sense to use Pointable Computing to suck media content from 
        one source and deliver it to another. Here again it is not necessary to 
        display much on the handheld device, and one button may be sufficient. 
        An advantage in media editing that the Pointable has over a block is that 
        there is no need to touch the source. That means that it would be possible 
        to sit in front of a large bank of monitors and control and edit to and 
        from each one without moving. It may even make sense to use a Pointable 
        interface to interact with several ongoing processes displayed on the 
        same screen. 
      Ad-hoc networking 
        In this simple application, the Pointable is used simply to connect together 
        or separate wireless devices. If, for instance, you have a set of wireless 
        headphones which can be playing sound from any one of a number of sources, 
        there is no reason you couldn’t simply point at your headphones 
        and then point at the source to which you want to connect them. 
         
        Sun Microsystems likes to say, “The network is the computer.” 
        This is a fairly easy formulation to agree with considering how many of 
        our daily computational interactions are distributed among multiple machines. 
        Any form of electronic communication necessarily involves a network. The 
        shrinking and embedding of computation into everyday objects implies that 
        informal networks are being created in the physical fabric of our homes 
        and offices. If we assume that the network of wireless devices around 
        ourselves is essentially a computer, we must admit that we spend our days 
        physically located inside our computers. Being located inside the machine 
        is a new condition for the human user, and it allows the possibility of 
        directing computation from within. A pointing agent, a kind of internal 
        traffic router, is one potential role for the embedded human being. 
      Reactive surfaces 
        Reactive surfaces are building surfaces, exterior or interior, covered 
        with these changeable materials coupled to arrays of pointable sensors. 
        They make use of new materials that have changeable physical properties 
        such as LCD panels, electrochromic glass, OLEDs, or electroluminescents. 
        It would be possible, for instance, to write a temporary message on a 
        desk or wall or define a transparent aperture in an otherwise shaded window 
        wall. Such an aperture might follow the path of the sun during the day. 
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