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Computing Now Exclusive Content — March 2009

News Archive

July 2012

Gig.U Project Aims for an Ultrafast US Internet

June 2012

Bringing Location and Navigation Technology Indoors

May 2012

Plans Under Way for Roaming between Cellular and Wi-Fi Networks

Encryption System Flaw Threatens Internet Security

April 2012

For Business Intelligence, the Trend Is Location, Location, Location

Corpus Linguistics Keep Up-to-Date with Language

March 2012

Are Tomorrow's Firewalls Finally Here Today?

February 2012

Spatial Humanities Brings History to Life

December 2011

Could Hackers Take Your Car for a Ride?

November 2011

What to Do about Supercookies?

October 2011

Lights, Camera, Virtual Moviemaking

September 2011

Revolutionizing Wall Street with News Analytics

August 2011

Growing Network-Encryption Use Puts Systems at Risk

New Project Could Promote Semantic Web

July 2011

FBI Employs New Botnet Eradication Tactics

Google and Twitter "Like" Social Indexing

June 2011

Computing Commodities Market in the Cloud

May 2011

Intel Chips Step up to 3D

Apple Programming Error Raises Privacy Concerns

Thunderbolt Promises Lightning Speed

April 2011

Industrial Control Systems Face More Security Challenges

Microsoft Effort Takes Down Massive Botnet

March 2011

IP Addresses Getting Security Upgrade

February 2011

Studios Agree on DRM Infrastructure

January 2011

New Web Protocol Promises to Reduce Browser Latency

To Be or NAT to Be?

December 2010

Intel Gets inside the Helmet

Tuning Body-to-Body Networks with RF Modeling

November 2010

New Wi-Fi Spec Simplifies Connectivity

Expanded Top-Level Domains Could Spur Internet Real Estate Boom

October 2010

New Weapon in War on Botnets

September 2010

Content-Centered Internet Architecture Gets a Boost

Gesturing Going Mainstream

August 2010

Is Context-Aware Computing Ready for the Limelight?

Flexible Routing in the Cloud

Signal Congestion Rejuvenates Interest in Cell Paging-Channel Protocol

July 2010

New Protocol Improves Interaction among Networked Devices and Applications

Security for Domain Name System Takes a Big Step Forward

The ROADM to Smarter Optical Networking

Distributed Cache Goes Mainstream

June 2010

New Application Protects Mobile-Phone Passwords

WiGig Alliance Reveals Ultrafast Wireless Specification

Cognitive Radio Adds Intelligence to Wireless Technology

May 2010

New Product Uses Light Connections in Blade Server

April 2010

Browser Fingerprints Threaten Privacy

New Animation Technique Uses Motion Frequencies to Shake Trees

March 2010

Researchers Take Promising Approach to Chemical Computing

Screen-Capture Programming: What You See is What You Script

Research Project Sends Data Wirelessly at High Speeds via Light

February 2010

Faster Testing for Complex Software Systems

IEEE 802.1Qbg/h to Simplify Data Center Virtual LAN Management

Distributed Data-Analysis Approach Gains Popularity

Twitter Tweak Helps Haiti Relief Effort

January 2010

2010 Rings in Some Y2K-like Problems

Infrastructure Sensors Improve Home Monitoring

Internet Search Takes a Semantic Turn

December 2009

Phase-Change Memory Technology Moves toward Mass Production

IBM Crowdsources Translation Software

Digital Ants Promise New Security Paradigm

November 2009

Program Uses Mobile Technology to Help with Crises

More Cores Keep Power Down

White-Space Networking Goes Live

Mobile Web 2.0 Experiences Growing Pains

October 2009

More Spectrum Sought for Body Sensor Networks

Optics for Universal I/O and Speed

High-Performance Computing Adds Virtualization to the Mix

ICANN Accountability Goes Multinational

RFID Tags Chat Their Way to Energy Efficiency

September 2009

Delay-Tolerant Networks in Your Pocket

Flash Cookies Stir Privacy Concerns

Addressing the Challenge of Cloud-Computing Interoperability

Ephemeralizing the Web

August 2009

Bluetooth Speeds Up

Grids Get Closer

DCN Gets Ready for Production

The Sims Meet Science

Sexy Space Threat Comes to Mobile Phones

July 2009

WiGig Alliance Makes Push for HD Specification

New Dilemnas, Same Principles:
Changing Landscape Requires IT Ethics to Go Mainstream

Synthetic DNS Stirs Controversy:
Why Breaking Is a Good Thing

New Approach Fights Microchip Piracy

Technique Makes Strong Encryption Easier to Use

New Adobe Flash Streams Internet Directly to TVs

June 2009

Aging Satellites Spark GPS Concerns

The Changing World of Outsourcing

North American CS Enrollment Rises for First Time in Seven Years

Materials Breakthrough Could Eliminate Bootups

April 2009

Trusted Computing Shapes Self-Encrypting Drives

March 2009

Google, Publishers to Try New Advertising Methods

Siftables Offer New Interaction Model for Serious Games

Hulu Boxed In by Media Conglomerates

February 2009

Chips on Verge of Reaching 32 nm Nodes

Hathaway to Lead Cybersecurity Review

A Match Made in Heaven: Gaming Enters the Cloud

January 2009

Government Support Could Spell Big Year for Open Source

25 Reasons For Better Programming

Web Guide Turns Playstation 3 Consoles into Supercomputing Cluster

Flagbearers for Technology: Contemporary Techniques Showcase US Artifact and European Treasures

December 2008

.Tel TLD Debuts As New Way to Network

Science Exchange

November 2008

The Future is Reconfigurable

Siftables Offer New Interaction Model for Serious Games

by James Figueroa

Taking inspiration from traditional children’s blocks and Legos, developers at MIT Media Labs have created a new model for computing that has some big potential for serious games. Called Siftables, the technology combines a technical user interface with a wireless sensor network into a platform that lets users physically grasp information and sort it interactively. Small, cookie-sized blocks are equipped with display screens and can be used in a variety of ways. For example, you can upload images on each block to physically sort digital photos, tune each one with a musical beat to form songs, and display letters on each block to play word games.

David Merrill, who was a doctorate student at MIT when he collaborated with Jeevan Kalanithi and advisor Pattie Maes to create Siftables, wowed onlookers at the Technology, Entertainment, Design (TED) Conference with his presentation in February and had many people in the serious games community buzzing.

"Spatial reasoning is deeply connected to how we understand a lot of world around us," Merrill said at the conference, referencing wooden blocks as an important learning tool for thinking and solving problems. 'I started to wonder what if when we used a computer, instead of having this one mouse cursor that was like a digital fingertip moving around a flat desktop, what if we could reach in with both hands and grasp information physically, arranging it the way we want it."

The Siftable devices include an LCD display encased with a microcontroller, accelerometer, wireless radio, and four Infrared Data Association (IrDA) transceivers for networking.

According to Merrill, who recently visited China to explore manufacturing options, the TED presentation elicited plenty of feedback from companies interested in developing games and other uses for the devices. "There seems to be terrific interest in playful and education applications," he said.

Computing Becomes Tangible

Siftables is the latest example of a tangible user interface (TUI), an emerging technology that aims to use physical objects as interfaces for computing needs. MIT has been a pioneer in the field. Hiroshi Ishii and Brygg Ullmer outlined a model for TUIs in 1997 that they called Tangible Bits, which described three key concepts—interactive surfaces, ambient media, and bits represented by everyday objects. One example was the marble answering machine, a prototype that used marbles to represent incoming messages.

The Tangible Bits vision has been the basis for several projects and prototypes originating from MIT. Similar ideas have sprung up from other institutions—for example, phidgets (physical widgets representing a GUI) from the University of Calgary.

Siftables, however, differ from traditional TUI models with the addition of a sensor network user interface (SNUI), which gives them a groundbreaking level of coordination and interaction.

"They are a generic interaction platform that combines the flexible graphic display capabilities of the GUI with the physicality of a TUI, coupled with the capabilities of a sensor network," Merrill's team wrote in their 2007 report for the first International Conference on Tangible and Embedded Interaction. "In contrast to TUIs that provide handles to a projected digital representation of data, a SNUI operator holds a representation of the data itself that can be perceived and altered directly."

Merrill explained further that the display screen was an important aspect that essentially let people put GUI features in the palm of their hand.

"There is already a lot of great research out there towards bridging the physical and digital worlds, but the limitation that we saw in much of the work was that without a screen on the manipulatives, they could not be as flexible," he said. "Pixels are more easily changed than bits—at least for now. So by putting a graphical display on each Siftable, we made an interface that could be arranged and manipulated easily with the hands and fingers, but that retains much of the useful flexibility of a graphical user interface."

Siftable Learning

Lynn Marentette, a school psychologist and counselor who writes a blog called Interactive Multimedia Technology, has seen first-hand the limitations of desktop computers in a traditional classroom setting. It's not easy to coordinate a group of young children at rows of desks in front of individual monitors, where they must point and click at the same time to follow the lesson plan. When the classroom is set up with each computer facing a wall and away from the teacher, coordination can be even more difficult.

Siftables could help overcome these problems by giving children an interactive platform that's instantly recognizable as a system of blocks that don't require computer knowledge.

"We could put them to use right away," said Marentette, who envisioned lots of possible uses for the devices. "Siftables look like they would be great for working with young people who have autism or social communication problems. I think that games and activities using TUIs support learning and memory because of the hands-on motor component, and by doing so, they can provide a multi-modal means of getting in and around the brain."

Marentette offered several possibilities for Siftables games, including "feeling games" to help students understand facial expressions with video, storyboarding, memory games, and outdoor treasure hunts for science.

Eliane Alhadeff, who blogs about Future-Making Serious Games, also saw plenty of potential in Siftables. "As thinking toys they intrinsically have many of the serious games attributes, making their use possible for learning math, ESL, history, geography, etcetera," she said. "The other possibility I'm envisioning is their early use at school—for instance, kindergarten to second grade—as an appetizer for further serious game converted curricula. If we welcome the idea that serious games are the new common language for learning, then Siftables could eventually become the great instrument to 'alphabetize' very young students, introducing them to the world of games and simulations."

Although Siftables were created as a broad general-purpose platform for anything from business to media manipulation, Merrill acknowledged that serious play applications were an important part of the design process.

"Humans have played games with small blocks and tiles for a long time—like chess, mahjong, and dominoes," he said. "Education theory has also noticed the value of physical manipulatives, starting with Froebel's gifts and with contemporary Montessori schools leading the charge. It's natural that a flexible, digital version of these established ideas has the potential to be really compelling. One of the great strengths of tangibles is that they support trying lots of different possibilities quickly, a search pattern that tends to lead to more and better solutions."

Sorting It All Out

Marentette noted that the final product would have to be rugged, able to withstand heavy use by young children who wouldn't understand the difference between wooden blocks and delicate electrical components.

Durability was among several challenges as Merrill and Kalanithi moved to market Siftables. They've partnered with fellow MIT graduate Brent Fitzgerald to form a company called Taco Lab and finalize development.

Among their concerns was ensuring low power consumption with a long-lasting rechargeable battery and making the devices inexpensive enough that a lost Siftable wouldn't cause too many problems. Most of those concerns may have been addressed with Merrill's visit to China, which he said was productive.

There's no set timeframe for Siftables to become commercially available, and Taco Lab simply lists their release as "soon." At this stage, it's too early to tell what kind of impact Siftables will have once they hit the market, but it's easy to visualize them as part of a new wave of technology that includes a range of interactive TUIs and wireless networks. For now, Merrill is simply hoping that people will have fun with them.

"The most important thing to us is that Siftables are easy and delightful to use," he said, "and that will drive our process as we move towards commercialization."