Ubiquitous Omnipresence is the property of being present everywhere. According to eastern theism, God is present everywhere. Divine omnipresence is thus one of the divine attributes, although in western theism it has attracted less philosophical attention than such attributes as omnipotence, omniscience, or being eternal computing (ubicomp) is a post-desktop model of human-computer interaction Human–computer interaction is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and in which information processing has been thoroughly integrated into everyday objects and activities. In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is usually considered an advancement from the desktop paradigm In graphical computing, a desktop environment commonly refers to a style of graphical user interface (GUI) that is based on the desktop metaphor which can be seen on most modern personal computers today. These graphical interfaces are designed to assist the user in easily accessing and configuring (or modifying) the most important (or frequently.

This paradigm is also described as pervasive computing, ambient intelligence In computing, ambient intelligence refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020. In an ambient intelligence world,, or, more recently, everyware.[1][2] When primarily concerning the objects involved, it is also physical computing, the Internet of Things, haptic computing,[3] and things that think. Rather than propose a single definition for ubiquitous computing and for these related terms, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavours of ubiquitous systems and applications can be described [4].

Contents

Core concept

At their core, all models of ubiquitous computing (also called pervasive computing) share a vision of small, inexpensive, robust networked processing devices, distributed at all scales throughout everyday life and generally turned to distinctly common-place ends. For example, a domestic ubiquitous computing environment might interconnect lighting and environmental controls with personal biometric monitors woven into clothing so that illumination and heating conditions in a room might be modulated, continuously and imperceptibly. Another common scenario posits refrigerators "aware" of their suitably-tagged contents, able to both plan a variety of menus from the food actually on hand, and warn users of stale or spoiled food.

Ubiquitous computing presents challenges across computer science: in systems design and engineering, in systems modelling, and in user interface design. Contemporary human-computer interaction models, whether command-line A command-line interface is a mechanism for interacting with a computer operating system or software by typing commands to perform specific tasks. This text-only interface contrasts with the use of a mouse pointer with a graphical user interface (GUI) to click on options, or menus on a text user interface (TUI) to select options. This method of, menu-driven, or GUI A graphical user interface (sometimes pronounced gooey) is a type of user interface item that allows people to interact with programs in more ways than typing such as computers; hand-held devices such as MP3 players, portable media players or gaming devices; household appliances and office equipment with images rather than text commands. A GUI-based, are inappropriate and inadequate to the ubiquitous case. This suggests that the "natural" interaction paradigm appropriate to a fully robust ubiquitous computing has yet to emerge - although there is also recognition in the field that in many ways we are already living in an ubicomp world. Contemporary devices that lend some support to this latter idea include mobile phones A mobile phone is an electronic device used for full duplex two-way radio telecommunications over a cellular network of base stations known as cell sites. Mobile phones differ from cordless telephones, which only offer telephone service within limited range through a single base station attached to a fixed land line, for example within a home or, digital audio players A digital audio player, or DAP, usually referred to as an MP3 player, is a consumer electronic device that has the primary function of storing, organizing and playing audio files. Some DAPs are also referred to as portable media players as they have image-viewing and/or video-playing support, radio-frequency identification Radio-frequency identification is the use of an object (typically referred to as an RFID tag) applied to or incorporated into a product, animal, or person for the purpose of identification and tracking using radio waves. Some tags can be read from several meters away and beyond the line of sight of the reader tags, GPS The Global Positioning System is a space-based global navigation satellite system that provides reliable location and time information in all weather and at all times and anywhere on or near the Earth when and where there is an unobstructed line of sight to four or more GPS satellites. It is maintained by the United States government and is freely, and interactive whiteboards An interactive whiteboard or IWB, is a large interactive display that connects to a computer and projector. A projector projects the computer's desktop onto the board's surface, where users control the computer using a pen, finger or other device. The board is typically mounted to a wall or on a floor stand.

Mark Weiser proposed three basic forms for ubiquitous system devices, see also Smart device: tabs, pads and boards.

These three forms proposed by Weiser are characterised by being macro-sized, having a planar form and on incorporating visual output displays. If we relax each of these three characteristics we can expand this range into a much more diverse and potentially more useful range of Ubiquitous Computing devices. Hence, three additional forms for ubiquitous systems have been proposed: [4]

In his book The Rise of the Network Society, Manuel Castells Manuel Castells is a sociologist especially associated with information society and communications research suggests that there is an ongoing shift from already-decentralised, stand-alone microcomputers and mainframes towards entirely pervasive computing. In his model of a pervasive computing system, Castells uses the example of the Internet as the start of a pervasive computing system. The logical progression from that paradigm is a system where that networking logic becomes applicable in every realm of daily activity, in every location and every context. Castells envisages a system where billions of miniature, ubiquitous inter-communication devices will be spread worldwide, "like pigment in the wall paint".

History

Mark Weiser coined the phrase "ubiquitous computing" around 1988, during his tenure as Chief Technologist of the Xerox Xerox Corporation is a Fortune 500 global document management company (founded in 1906) which manufactures and sells a range of color and black-and-white printers, multifunction systems, photo copiers, digital production printing presses, and related consulting services and supplies. Xerox is headquartered in Norwalk, Connecticut (moved from Palo Alto Research Center (PARC) PARC , formerly Xerox PARC, is a research and co-development company in Palo Alto, California with a distinguished reputation for its contributions to information technology and hardware systems. Both alone and with PARC Director and Chief Scientist John Seely Brown His research interests include the management of radical innovation, digital culture, ubiquitous computing, autonomous computing and organizational learning. JSB is also the namesake of John Seely Brown Symposium on Technology and Society, held at the University of Michigan School of Information. The first JSB symposium in 2000 featured a lecture, Weiser wrote some of the earliest papers on the subject, largely defining it and sketching out its major concerns.[5][6][7]

Recognizing that the extension of processing power into everyday scenarios would necessitate understandings of social, cultural and psychological phenomena beyond its proper ambit, Weiser was influenced by many fields outside computer science, including "philosophy Philosophy is the study of general and fundamental problems concerning matters such as existence, knowledge, values, reason, mind, and language. It is distinguished from other ways of addressing fundamental questions by its critical, generally systematic approach and its reliance on rational argument. The word "philosophy" comes from the, phenomenology Phenomenology is a philosophical movement. It was founded in the early years of the 20th century by Edmund Husserl, expanded together with a circle of his followers at the universities of Göttingen and Munich in Germany, and spread across to France, the United States, and elsewhere, often in contexts far removed from Husserl's early work, anthropology Anthropology is the study of humanity. Anthropology has origins in the natural sciences, the humanities, and social sciences. The term "anthropology", pronounced /ænθrɵˈpɒlədʒi/, is from the Greek ἄνθρωπος, anthrōpos, "human", and -λογία, -logia, "discourse" or "study", and was first, psychology Psychology is the scientific study of human or other animal mental functions and behaviors. In this field, a professional practitioner or researcher is called a psychologist. Psychologists are classified as social or behavioral scientists. Psychological research can be considered either basic or applied. Psychologists attempt to understand the, post-Modernism Postmodernism is a tendency in contemporary culture characterized by the rejection of objective truth and global cultural narrative. It emphasizes the role of language, power relations, and motivations; in particular it attacks the use of sharp classifications such as male versus female, straight versus gay, white versus black, and imperial versus, sociology of science The sociology of scientific knowledge is the study of science as a social activity, especially dealing "with the social conditions and effects of science, and with the social structures and processes of scientific activity." The sociology of knowledge, by contrast, focuses on the production of non-scientific ideas and social and feminist criticism." He was explicit about "the humanistic origins of the ‘invisible ideal in post-modernist thought'",[7] referencing as well the ironically dystopian A dystopia (alternatively, cacotopia, or anti-utopia) is a vision of an often futuristic society, which has developed into a negative version of Utopia, in which society has degraded into a repressive, controlled state. A dystopia is often characterized by an authoritarian or totalitarian form of government. It usually features different kinds of Philip K. Dick novel Ubik.

MIT The Massachusetts Institute of Technology is a private research university located in Cambridge, Massachusetts. MIT has five schools and one college, containing a total of 32 academic departments, with a strong emphasis on scientific and technological research. MIT is one of two private land-grant universities[b] and is also a sea-grant and space- has also contributed significant research in this field, notably Hiroshi Ishii's Things That Think consortium at the Media Lab The MIT Media Lab is a department within the MIT School of Architecture and Planning. Devoted to research projects at the convergence of multimedia and technology, the Media Lab was widely popularized in the 1990s by business and technology publications such as Wired and Red Herring for a series of practical inventions in the fields of wireless[8] and the CSAIL effort known as Project Oxygen.[9] Other major contributors include Georgia Tech The Georgia Institute of Technology is a public, coeducational research university in Atlanta, Georgia, in the United States. It is a part of the University System of Georgia and has satellite campuses in Savannah, Georgia; Metz, France; Athlone, Ireland; Shanghai, China; and Singapore's College of Computing, NYU New York University is a private, nonsectarian research university based in New York City. NYU's main campus is situated in the Greenwich Village section of Manhattan. Founded in 1831, NYU is the largest private, nonprofit institution of higher education in the United States, with an enrollment of more than 40,000 students distributed across's Interactive Telecommunications Program, UC Irvine's Department of Informatics, Microsoft Research Microsoft Research is a division of Microsoft created in 1991 for researching various computer science topics and issues. It currently employs Turing Award winners C.A.R. Hoare, Butler Lampson, and Charles P. Thacker, Fields Medal winner Michael Freedman, MacArthur Fellow Jim Blinn, Dijkstra Prize winner Leslie Lamport and many other highly, Intel Intel Corporation is a technology company, and the world's largest semiconductor chip maker, based on revenue. It is the inventor of the x86 series of microprocessors, the processors found in most personal computers. Intel was founded on July 18, 1968, as Integrated Electronics Corporation (though a common misconception is that "Intel" Research and Equator, Ajou University UCRi & CUS.[10]

Examples

One of the earliest ubiquitous systems was artist Natalie Jeremijenko's "Live Wire", also known as "Dangling String," installed at Xerox PARC during Mark Weiser's time there. This was a piece of string attached to a stepper motor A stepper motor is a brushless, synchronous electric motor that can divide a full rotation into a large number of steps. The motor's position can be controlled precisely without any feedback mechanism (see Open-loop controller), as long as the motor is carefully sized to the application. Stepper motors are similar to switched reluctance motors ( and controlled by a LAN A local area network is a computer network covering a small physical area, like a home, office, or small groups of buildings, such as a school, or an airport. The defining characteristics of LANs, in contrast to wide area networks (WANs), include their usually higher data-transfer rates, smaller geographic area, and lack of a need for leased connection; network activity caused the string to twitch, yielding a peripherally noticeable indication of traffic. Weiser called this an example of calm technology.[11]

Ambient Devices has produced an "orb", a "dashboard", and a "weather beacon": these decorative devices receive data from a wireless network Wireless network refers to any type of computer network that is wireless, and is commonly associated with a telecommunications network whose interconnections between nodes is implemented without the use of wires. Wireless telecommunications networks are generally implemented with some type of remote information transmission system that uses and report current events, such as stock prices and the weather, like the Nabaztag produced by Violet.

Current research

Main article: List of ubiquitous computing research centers

Ubiquitous computing touches on a wide range of research topics, including distributed computing Distributed computing is a field of computer science that studies distributed systems. A distributed system consists of multiple autonomous computers that communicate through a computer network. The computers interact with each other in order to achieve a common goal. A computer program that runs in a distributed system is called a distributed, mobile computing Mobile internet access is generally slower than direct cable connections, using technologies such as GPRS and EDGE, and more recently 3G networks. These networks are usually available within range of commercial cell phone towers. Higher speed wireless LANs are inexpensive, but have very limited range, sensor networks A wireless sensor network consists of spatially distributed autonomous sensors to cooperatively monitor physical or environmental conditions, such as temperature, sound, vibration, pressure, motion or pollutants. The development of wireless sensor networks was motivated by military applications such as battlefield surveillance. They are now used, human-computer interaction Human–computer interaction is the study of interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and, and artificial intelligence Artificial intelligence is the intelligence of machines and the branch of computer science that aims to create it. Textbooks define the field as "the study and design of intelligent agents," where an intelligent agent is a system that perceives its environment and takes actions that maximize its chances of success. John McCarthy, who.

See also

References

  1. ^ Greenfield, Adam (2006). Everyware: the dawning age of ubiquitous computing. New Riders. pp. p.11–12. ISBN 0321384016.
  2. ^ Hansmann, Uwe (2003). Pervasive Computing: The Mobile World. Springer. ISBN 3540002189.
  3. ^ "World Haptics Conferences". Haptics Technical Committee. http://www.worldhaptics.org/hapticConferences.htm. Retrieved 2007-10-13.
  4. ^ a b Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments and Smart Interaction. Wiley. ISBN 978-0-470-03560-3. http://www.elec.qmul.ac.uk/people/stefan/ubicom/index.html.
  5. ^ Weiser, Mark (1991). "The Computer for the 21st Century". http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html. Retrieved 2008-05-07.
  6. ^ Weiser; Gold; Brown (1999-05-11). "Ubiquitous computing". http://www.research.ibm.com/journal/sj/384/weiser.html. Retrieved 2008-05-07.
  7. ^ a b Weiser, Mark (1996-03-17). "Ubiquitous computing". http://www.ubiq.com/hypertext/weiser/UbiHome.html. Retrieved 2007-11-03.
  8. ^ "MIT Media Lab - Things That Think Consortium". MIT The Massachusetts Institute of Technology is a private research university located in Cambridge, Massachusetts. MIT has five schools and one college, containing a total of 32 academic departments, with a strong emphasis on scientific and technological research. MIT is one of two private land-grant universities[b] and is also a sea-grant and space-. http://ttt.media.mit.edu. Retrieved 2007-11-03.
  9. ^ "MIT Project Oxygen: Overview". MIT The Massachusetts Institute of Technology is a private research university located in Cambridge, Massachusetts. MIT has five schools and one college, containing a total of 32 academic departments, with a strong emphasis on scientific and technological research. MIT is one of two private land-grant universities[b] and is also a sea-grant and space-. http://oxygen.csail.mit.edu/Overview.html. Retrieved 2007-11-03.
  10. ^ "Center_of_excellence_for_Ubiquitous_System". CUS. http://www.cuslab.com. Retrieved 2008-05-04.
  11. ^ Weiser, Mark; Rich Gold and John Seely Brown His research interests include the management of radical innovation, digital culture, ubiquitous computing, autonomous computing and organizational learning. JSB is also the namesake of John Seely Brown Symposium on Technology and Society, held at the University of Michigan School of Information. The first JSB symposium in 2000 featured a lecture (1999). ""The origins of ubiquitous computing research at PARC in the late 1980s"". IBM systems journal 38 (4). doi A digital object identifier is a character string used to uniquely identify an electronic document or other object. Metadata about the object is stored in association with the DOI name and this metadata may include a location, such as a URL, where the object can be found. The DOI for a document is permanent, whereas its location and other metadata:10.1147/sj.384.0693.

Resources and other external links

An introduction to the field appropriate for general audiences is Adam Greenfield's book Everyware: The Dawning Age of Ubiquitous Computing (ISBN 0-321-38401-6). Greenfield describes the interaction paradigm of ubiquitous computing as "information processing dissolving in behavior."

Notable conferences in the field include:

Academic journals and magazines devoted primarily to pervasive computing:

Mark Weiser's original material dating from his tenure at Xerox PARC:

Other links:

Mixed reality
Concepts Virtual · Virtual reality Virtual reality is a term that applies to computer-simulated environments that can simulate places in the real world as well as in imaginary worlds. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional · Augmented reality Augmented reality is a term for a live direct or indirect view of a physical real-world environment whose elements are merged with (or augmented by) virtual computer-generated imagery - creating a mixed reality. The augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a · Augmented virtuality · Meat world Meatspace refers to real life or the physical world, and is conceived as the opposite of cyberspace or virtuality · Projection augmented model · Virtuality Continuum · Simulated reality Simulated reality is the proposition that reality could be simulated—perhaps by computer simulation—to a degree indistinguishable from "true" reality. It could contain conscious minds which may or may not be fully aware that they are living inside a simulation. In its strongest form, the "simulation hypothesis" claims it is · Ubiquitous computing · Virtual world A virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects. Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual
Technology Compositing · Camera resectioning · Head-mounted display · Head-up display · Image-based modeling and rendering · Real-time computer graphics · Video tracking · Virtual retinal display · Wearable computer · Stereoscopy · Chroma key · Visual hull
Applications Alternate reality game · ARToolKit · Interactive art · Cave Automatic Virtual Environment

Categories: Ubiquitous computing

 

The above information uses material from Wikipedia and is licensed under the GNU Free Documentation License.
Some facts may not have been fully verified for accuracy. [Disclaimers]
This page was last archived by our server on Thu Oct 15 11:38:25 2009. [ refresh local cache ]
Displaying this page or its contents does not use any Wikimedia Foundation's resources.
The owners of this site proudly support the Wikimedia Foundation.