RESPONSIVE ENVIRONMENT / HCI
40°26'36.5"N 79°56'43.6"W
Internet of Things, Responsive Environment, Ultrawide Band
Spooky Technology, Human-computer Interaction
Intentions
In the information age, it is common knowledge that smart devices often collect and even steal personal information. However, the use of various AI models in everyday software and devices is not always apparent to users, leading to unawareness of manipulation by AI. For instance, some software only presents content it predicts will interest the user. Prolonged human-machine interaction can make individuals narrow-minded and increasingly dependent on machines due to their influence. The project aims to highlight the risks of manipulation by AI and the resulting narrow-mindedness and dependence on devices that can occur.
The big idea behind the project is to raise awareness about the potential negative impacts of prolonged human-machine interaction, particularly with the increasing use of AI models in everyday software and devices. The motivation behind the project is to address the growing concern about the use of AI in everyday life and its potential impact on society. With the increasing ubiquity of smart devices and the exponential growth of AI, it is crucial to raise awareness about the potential risks and encourage individuals to take proactive steps to protect themselves.
Ultimately, the project is driven by a desire to empower individuals to make informed decisions about their use of technology and ensure that they are not unwittingly subject to manipulation by AI. The project aims to foster a more responsible and mindful approach to technology that benefits individuals and society by promoting greater understanding and awareness.
At the Exhibition...
This project comprises three distinct parts that work together to create an interactive and thought-provoking experience for the audience.
I. Stay There: Phone
"Oh, hello there!
Make sure to grab your phone! Can’t leave without it..."
This first part involves using a phone provided to the visitor upon entering the space. The phone screen displays a message stating that "the connection between the mobile device and the smart home server has failed," raising questions about the reliability and security of smart home technology.
II. Stay There: Eye
"I am watching you. Stay there.
If you leave, I will warn you: dangerous things will happen. Things that will make you scared. Uncomfortable.
You know I exist. I have your focus. I watch everything. Just focus on me and don’t stray."
In the second part of the project, visitors will encounter a large mechanical eyeball that tracks their movements as they walk around the room. When visitors stand in the location designated by the machine, the eyeball turns blue, indicating a normal operation. However, if visitors attempt to leave the room or move towards the exit or entrance, the eye turns red, warning them not to proceed.
III. Stay There: Screen
"Oh whoops! Ignore us, just turn back around and go about your life.
We know everything, but you don’t need to know that."
Finally, the third part of the project consists of an electronic screen displaying an array of eyeballs that follow visitors' movements as they move around the room. This creates a sense of being watched and monitored by smart devices that people are normally unaware of, raising questions about privacy and surveillance in modern society.
Build
Bill of Materials
- Arduino Nano
- UWB Device(Sender and Receiver)
- P5.js + Display Monitor
- Servo Motor
- Heat Sinker
- Neopixel Ring
- 3D Printing + Laser Cutting
This project locates users by creating a grid with four UWB(Ultrawide Band) chips placed in the corner of the room and sending signals to the handheld chip. The handheld chip will send the location data to the Arduino Nano according to its position in the grid. The motor and the eye in the P5 controlled by the Arduino Nano will move according to the received location data. Here is a diagram of how the UWB locator, Arduino Nano board, the 'phone'(hand-held UWB receiver), and the P5 screen communicate with each other when the user is holding the 'phone' and walks around the room.