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1 Unit II Pervasive Computing Devices

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Page 1: UbiCom Book Figures ·  · 2016-09-02Ubiquitous computing: smart devices, ... Tagging, Sensing and Controlling Environments ... •Sensing or monitoring the physical environment:

1

Unit II

Pervasive Computing

Devices

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Overview

• Early UbiCom Research Projects

• Everyday Applications in the Virtual, Human and

Physical World

• Some example projects in more detail

Ubiquitous computing: smart devices, environments and interaction 2

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3 Ubiquitous computing: smart devices, environments and interaction

Early Projects

Ubiquitous Computing Applications and Projects

Smart Tabs ...

Active Badge..

Joy’s 6 Webs

Smart

DevicesSmart

Environments

Smart

Interaction

CCI HCICPI

Ubiquitous AV

Ubiquitous data

Ebooks

Universal Local

Control

Personalised Spaces

Unimate

MH-1

Smart Dust &

TinyOS

Everyday Applications

CCI HHI CPI

Smart Utilities

Smart Buildings

Smart Living

Smart Streets

Smart Transport

Pervasive Games

U-Commerce

Mobile Worker

Community CareClassroom 2000

Smart Space

iRoom

Cooltown

EasyLiving. SPOT

HomeLab

Calm Computing

Things That Think

DataTiles

Ambient Wood

WearComp

Cyborg

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Smart Environments :Tagging, Sensing

and Controlling Environments

• Tagging and annotating the physical

environment: tags, e.g., RFID32 tags, can be

attached to physical objects. Tag readers can be

used to find the location of tags and to track

them.

• Sensing or monitoring the physical environment:

e.g., how much ink is in a printer’s cartridges.

Sensors provide the raw information about the

state of the physical environment as input to

help determine the context in a context

aware system.

7/18/2016 Ubiquitous computing: smart devices, environments and interaction

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• Filtering: a system forms an abstract or virtual

view of part of its environment such as the

physical world. This reduces the number of

features in the view and enables viewers to

focus on the features of interest.

• Adapting: system behaviour can adapt to the

features of interest in the environment of adapt

to changes in the environment, e.g., a physical

environment route is based upon the relation of

the current location to a destination location.

• Controlling the physical world :e.g., heating or

cooling systems that sense the temperature in

an environment.

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• Assembling: robots are used to act on a part

of the physical world. e.g., a robot can

incorporate sensors to detect objects in a

source location, move them and stack them

in a destination location. Robots may be

stationary, e.g., a robot arm, or be mobile.

• Regulating: Regulators tend to work in a fixed

location, e.g., a heating system uses

feedback control to regulate the temperature

in an environment within a selected range.

7/18/2016 Ubiquitous computing: smart devices, environments and interaction

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Smart Interaction In the smart interaction design model, system

components dynamically organise and interact

to achieve shared goals. This organisation may

occur internally without any external influence, a

self organising system, or this may be driven in

part by external events. Components interact to

achieve goals jointly because they are

deliberately not designed to execute and

complete sets of tasks to achieve goals all by

themselves they are not monolithic system

components. There are several benefits to

designs based upon sets of interacting

components.

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Types of Interaction

A range of levels of interaction between UbiCom

system components exists from basic to smart.

A distinction is made between (basic) interaction

that uses fixed interaction protocols between two

statically linked dependent parties versus

(smart) interaction that uses richer interaction

protocols between multiple dynamic

independent parties or entities.

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Basic Interaction

There are two main types of basic interaction

• Synchronous Interaction: a client component

makes a request to a server component and

gets a response.

• Asynchronous Interaction: a sender sends a

message to a receiver without knowing

necessarily if the receivers will receive the

message or if there will be a subsequent reply

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Smart Interaction types

Coordinated interactions: e.g., a sender requests a

receiver to handle a request to complete a sub

task on the sender’s behalf and the interaction is

synchronised to achieve this.

Policy and convention based interaction: different

components act together to achieve a common

organisational goal but it is based upon agreed

rules or contractual policies without necessarily

requiring significant explicit communication

protocols between them.

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• Dynamic organizational interaction: organizations

are systems which are an arrangement of

relationships (interactions) between individuals

so that they produce a system with qualities not

present at the level of individuals.

• Semantic and linguistic interactions:

communication, interoperability (shared

definitions about the use of the communication)

and coordination are enhanced if the

components concerned share common

meanings of the terms exchanged and share a

common language to express basic structures

for the semantic terms exchanged.

7/18/2016 Ubiquitous computing: smart devices, environments and interaction

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Early UbiCom Research Projects

• Smart Devices: CCI

– PARC Tab, MPad & LiveBoard; Active Badge, Bat and Floor

• Smart Environments: CPI and CCI

– Classroom 2000, Smart Space and Meeting Room, Interactive

Workspaces and iRoom, Cooltown, EasyLiving and SPOT,

HomeLab and Ambient Intelligence

• Smart Devices: CPI

– Unimate and MH-1 Robots, Smart Dust and TinyOS

• Smart Devices: iHCI

– Calm Computing, Things That Think and Tangible Bits, DataTiles,

WearComp and WearCam, Cyborg

• Other UbiCom Projects

Ubiquitous computing: smart devices, environments and interaction 12

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Smart Devices : CCI

1. Active Badge, Bat and Floor

Active Badge (forerunner of ParcTab) at Cambridge University / Olivetti

• 1st context-aware computing application

• Designed an aid for a telephone receptionist

• Active Badge periodically sends infrared signals to sensors embedded

in rooms throughout the building.

• Limited Location determination accuracy

• See http://www.cl.cam.ac.uk/research/dtg/attarchive/bat/

Ubiquitous computing: smart devices, environments and interaction 13

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Active Bat

• Uses ultrasound, greater accuracy ~ 3 cm.

• Base station used for position determined

Active Floor

• Identification by person’s gait,

• Pros and Cons

• Special Floor design.

Ubiquitous computing: smart devices, environments and interaction 14

Active Badge, Bat and Floor

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2. PARC Tab, MPad, LiveBoard

3 main intertwined devices and applications known as known as Boards,

Pads and Tabs developed at PARC,

• Large wall-display program called LiveBoard

• Smaller computers Book-sized MPad

• Palm-sized ParcTab computer

See http://www.parc.com

Ubiquitous computing: smart devices, environments and interaction 15

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Smart Environment : CPI and CCI

1. ClassRoom 2000

• To capture the live experiences of the occupants and to provide that

record to users for later access and review.

• 1995, Classroom 2000 (led by Abowd, Georgia Institute of

Technology)

• Most research focussed on development of multimedia-enhanced

materials

• Classroom 2000 researched content generation by instrumenting a

room with the capabilities to automatically record a lecture

• See http://www.cc.gatech.edu/fce/eclass/pubs/

Ubiquitous computing: smart devices, environments and interaction 16

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2. Smart Space and Meeting Room

Projects • NIST (1998-2003): use of pervasive devices, sensors & networks for

context-aware smart meeting rooms that sense ongoing human

activities and respond to them

• Meeting Room design, 200 microphone, 5 cameras,smart white

board etc.

• 2 sets of tools were used to manage sensor data.

• When people talk, system takes dictation, records a transcript of the

meeting, tracks individual speakers, follow what the conversation is

about and triggers associated services from the Internet.

• Design supports an iHCI model for taking notes and for assisting

speakers by intuitively providing further information.

• See http://www.nist.gov/smartspace/talksAndPubs.html

Ubiquitous computing: smart devices, environments and interaction 18

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3. Interactive Workspaces Project • Interactive Workspaces project (Stanford University, 1999 ) investigated

design and of rooms (iRooms) to create applications integrating the use

of multiple types of devices of varying form factors

• Also developed several interaction patterns for interacting with large

high resolution displays

• Location aware.

• Typed drag and drop support:

• See http://graphics.stanford.edu/papers/iwork-overview/

Ubiquitous computing: smart devices, environments and interaction 19

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Three characteristics of iRoom • Moving data:Users in the room need to be able

to move data among the various visualization

applications that run on screens in the room and

on laptops or PDAs that are brought into the

Workspace.

• Moving control. To minimize disruption during

collaboration sessions, any user should be able

to control any device or application from his or

her current location.

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• Dynamic application coordination: The specific

applications needed to display data and analyze

scenarios during team problem-solving sessions

are potentially diverse.

One company reported using over 240 software

tools during a standard design cycle. Any

number of these programs might be needed

during a single meeting. The activities of each

tool should coordinate with others as

appropriate. For example, the financial impacts

of a design change in a CAD program should

automatically show up in a spreadsheet program

that shows related information running

elsewhere in the room

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4. Cooltown

• HP Project , 2000-2003, to develop a vision of UbiCom to

support:

– Key feature of Cooltown is that each physical and virtual

world resource has a Web presence (URL)

– Mobile users providing access to information via

wireless hand held devices based upon WWW and

linking the virtual ICT world.

• 3 important benefits of using the Web for Mobile users

situated in the physical world: – Ubiquitous access : HTTP

– Just Enough Middleware ; Browser

– Local means local: Service using local web server.

Ubiquitous computing: smart devices, environments and interaction 23

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5. EasyLiving & SPOT

• EasyLiving project (Microsoft, 1997-2003) developed intelligent

environments to support dynamic aggregation of diverse I/O devices

into a single coherent user experience.

• SPOT devices (Microsoft, 2003) designed to listen for digitally encoded

data such as news stories, weather forecasts, personal messages,

traffic updates, and retail directories transmitted on frequency

sidebands leased from commercial FM radio stations .

Ubiquitous computing: smart devices, environments and interaction 24

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6. Ambient Intelligence (AmI)

• Proposed by Philips in late 1990s as a novel paradigm for

consumer electronics that is sensitive responsive to the

presence of people & became part of a EU Research

Framework (FP6 IST)

• Key properties of AmI systems are:

– User-aware / iHCI

– Intelligence

– Embedded

Ubiquitous computing: smart devices, environments and interaction 25

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Smart Devices : CPI

1. Unimate and MH-1 Robots

• Machines are used to perform physical tasks that are very labour

intensive and repetitive or are too dangerous or difficult for humans to

implement directly.

• Automated machines that just do one thing are not robots.

• Robots have the capability of handling a range of programmable jobs.

• 1961, Ernst developed the MH-1

• 1st first industrial computer controlled robot, the Unimate designed by

Engelberger

• It could be programmed to load and unload machine tools, palletise

parts, handle welding guns and operate die casting machines

and forging presses.

• The very first application was die casting at a General Motors car

factory in 1962.

Ubiquitous computing: smart devices, environments and interaction 26

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Unimate Robot

Ubiquitous computing: smart devices, environments and interaction 27

See http://www.thocp.net/reference/robotics/robotics2.htm

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2. Smart Dust

• Micro fabrication and integration of low-cost sensors, actuators and

computer controllers, MEMS (Micro Electro-Mechanical Systems)

• Can be sprayed & embedded throughout the digital environment

• Creating a digital skin that senses physical & chemical phenomena

• See Smart Dust project (Pister, UCB)

Ubiquitous computing: smart devices, environments and interaction 28

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Smart Devices : iHCI & HPI

1. iHCI: Calm Computing

• Weiser noted whereas computers and games for personal

use have focused on the excitement of interaction, when

computers are all around we will interact with them

differently. We often want to compute while doing

something else.

• Calm technologies are said to encalm us as they can

empower our periphery in three ways:

1. to engage both the centre of our locus of attention and the

periphery of our attention, which moves back and forth between

the two;

2. to enhance our peripheral reach by bringing more details into

the periphery

3. to offer locatedness (location awareness)

Ubiquitous computing: smart devices, environments and interaction 29

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iHCI: Calm Computing

• Example of calm technology was the

“Dangling String” created by artist

Natalie Jeremijenko, situated at PARC

• String jiggled in proportion to the

degree of subnet activity

Ubiquitous computing: smart devices, environments and interaction 30

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iHCI: Tangible Bits & Things That

Think (TTT)

• In 1997, and still to a large extent 10 years later, GUI-based HCI

displayed its information as "painted bits" on rectangular screens in

the foreground

• In contrast, Tangible Bits project (led by Ishii, MIT, 1997) aimed to

change "painted bits", into "tangible bits" by leveraging multiple

senses & multimodal human interactions within the physical world

• "Tangible User Interfaces" emphasize both visually intensive,

hands-on foreground interactions, and background perception of

ambient light, sound, airflow, and water flow at the periphery of our

senses.

• See http://ttt.media.mit.edu/, http://tangible.media.mit.edu/

Ubiquitous computing: smart devices, environments and interaction 31

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• DataTiles project (Sony, 2001, led by Rekimoto) focussed on interactive

user interfaces that use task specific physical objects as alternatives to

conventional HCI.

• The DataTiles system consisted of an acrylic transparent tiles with

embedded RFID tags; a flat display that also acts as a tray for the tiles,

an electromagnetic pen tablet behind the display, RFID readers (sensor

coils) mounted behind the display’s cover glass; an electronic circuit for

sensing multiple sensor coils using a single RFID reader

Ubiquitous computing: smart devices, environments and interaction 32

DataTiles

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DataTiles

• Allows users to manipulate data in form of tangible “tiles”

• Combinations of data streams and functions make it possible to create new applications

33 Ubiquitous computing: smart devices, environments and interaction

Photo courtesy of Sony Computer Science Laboratories, Inc.

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WearComp and WearCam • Mann’s experiments with wearable computers started in late 1970s.

• Main application was recording personal visual memories that could be

shared with other via the Internet.

Ubiquitous computing: smart devices, environments and interaction 34

Photo courtesy of http://en.wikipedia.org/wiki/Wearable_computing

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WearComp and WearCam Later generations of WearComp supported three key features.

1. Wearable computer was hidden. Customised glasses used as HUD,

conductive fabric used as BAN.

2. Mediated reality was supported, reality may be diminished or

otherwise altered as desired, not just augmentered.

3. Thirdly, Homographic Modelling was supported in the display.

• See http://www.eecg.toronto.edu/~mann/

Ubiquitous computing: smart devices, environments and interaction 35

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Cyborg 1.0 and 2.0

• Implanted into human mobile hosts are a form of embedded device.

• Cyborg 1.0, a silicon chip transponder implanted in a forearm which

remained in place for 9 days (1998, Warwick)

• Cyborg 2.0 (2002, Warwick) new implant in his lower arm could send

signals back and forth between the nervous system and a computer

• See http://www.kevinwarwick.com/

Ubiquitous computing: smart devices, environments and interaction 36

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Cyborg 2.0

Electrode array surgically

implanted into Warwick’s

left arm and interlinked

into median nerve fibres

is being monitored.

37 Ubiquitous computing: smart devices, environments and interaction

Photo Courtesy of University of Reading

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R&D UbiCom Applications

• There are many other innovative UbiCom projects, only a

selection of these is given here.

• Two of the main conferences that cover a greater range of

UbiCom projects are:

– IEEE http://www.UbiCom.org

– ACM http:// www.percom.org

• Research here (add-link) for what your institute is doing in

this area

Ubiquitous computing: smart devices, environments and interaction 38

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Analysis of Early Projects

Achievements and Legacy

• Focus on 3 basic UbiComp properties: iHCI, context awareness and

distributed access

• Many innovative iHCI projects

.

Ubiquitous computing: smart devices, environments and interaction 39

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Analysis of Early Projects: Distributed

Access Support • Early work at PARC and by Olivetti, late 1980s was focussed on basic

smart mobile device model design for Tabs and Pads.

• Proprietary communication & location-awareness for mobile users : no

commercial mobile ICT devices, widely available wireless networks.

• Late 2000s, mobile devices and wireless networks are widely available

• Service discovery of local network resources was weak and the

discovery of other local environment resources is still virtually non-

existent

• -> Much of the vision of Cooltown is not routinely available.

– Reasons for this?

Ubiquitous computing: smart devices, environments and interaction 40

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Analysis of Early Projects: context-

awareness

• Context-awareness: mainly location awareness

• Early achievements based upon (local not global) location awareness

indoors with heavily instrumented environment.

• Location-determinism today tends to be supported mainly as stand-

alone devices and services that are not readily interoperable.

• GPS for outdoor use.

• Systems for indoor use are available today based, e.g., based upon

trilateration using WLAN but not ubiquitous (See Chapter 8)

Ubiquitous computing: smart devices, environments and interaction 41

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Analysis of Early Projects:

iHCI • Electronic boards

– Allow users to collaboratively edit text and graphics were prototyped

at PARC in the early 1990s -> later became commercial products.

– Used in Classroom 2000 in 1995-1998 by Abowd et al. -> now

routinely used in many educational establishments that support

distance learning.

• Wearable smart devices

– still in infancy, several products are available but they are not yet in

pervasive use.

• iHCI

– is a continuing research initiative.

– Very many variations – not clear which will catch on, if there is a

mass market for each of these.

Ubiquitous computing: smart devices, environments and interaction 42

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Student Project Ideas

• ???

Ubiquitous computing: smart devices, environments and interaction 43

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Overview

• Example Early UbiCom Research Projects

• Everyday Applications in the Virtual, Human

and Physical World

• Some Example Projects in More Detail

Ubiquitous computing: smart devices, environments and interaction 44

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Everyware UbiCom Applications

• Vision: ubiquitous computer systems to support people in

their daily activities in the physical world tasks to simplify

these and to make these less obtrusive.

• People will live, work, and play in a seamless computer

enabled environment that is interleaved into the world.

• Bushnell (1996) coined variations of term ware such as

deskware, couchware, kitchenware, autoware,

bedroomware and bathware to reflect the use of ubiquitous

computing for routine tasks.

• Greenfeld (2006) used the term everyware to encompass

the many different types of ware

Ubiquitous computing: smart devices, environments and interaction 45

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Everyware UbiCom Applications

• Many ways to categorise UbiCom applications from an

end-user perspective:

• Here we categorise applications with respect to:

– smart mobile device versus smart environment

– by type of environment interaction such as CCI, HCI and CPI.

Ubiquitous computing: smart devices, environments and interaction 46

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Everyware UbiCom Applications: CCI

• Ubiquitous Networks of Devices: CCI

– Human Computer Interaction

– Ubiquitous Audio-Video Content Access

– Ubiquitous Information Access and Ebooks

– Universal Local Control of ICT Systems

– User-awareness and Personal Spaces

Ubiquitous computing: smart devices, environments and interaction 47

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Ubiquitous MM Content Access

• Multi-media (MM) content via any network & access device

• Broadcast MM content, professionally, created by third-

parties, copyright, non-interactive, downloaded, read-only

content, stored & manipulated in access device.

• User generated, locally created content that is modifiable

• From 1 to many content services per network

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49 Ubiquitous computing: smart devices, environments and interaction

External

Energy GridICT Network

External Video

Broadcast

External TCP/IP

Internet

External

Phone

Network

External Audio

Broadcast

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50 Ubiquitous computing: smart devices, environments and interaction

Processing:

edit, annotate, compose

User Interaction

StorageEmail

Web

Chat

VoD

VoIP

Management:

Resources & Content

Inte

rna

l C

om

ms.

Audio-Video Stream

Audio-Video Cluster Computer as Hub of cluster

Local Network

Wide network

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Universal Information Access

• PC still the dominant information access device

• PC suffers from a number of limitations compared to its paper

counterpart. What?

• Specialised reading devices: ebooks, epaper

– E.g. www.sonystyle.com, www.amazon.com (kindle, USA only when 1st

released)

• Good Content adaptation & layout critical

– Microsoft Word, Adobe Acrobat, Web browsers have many limitations

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Universal Control of Local Devices

• Appliances controlled using Infrared, short-range controller

• Some well known conventions are used to label common function

buttons

• No convention for less common functions –> read the manual.

• 1 controller per appliance -> many controllers, discarded each time,

appliance is upgraded

• Two types of hand-held universal local control device have been

proposed that can be configured for multiple local devices:

• Use of mobile phones and PDAs as universal local controllers?

• Focus on control of virtual rather than physical services

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53 Ubiquitous computing: smart devices, environments and interaction

Radio

17:38

1

GHI4

PQR7

ABC2

JKL5

STU8

DEF3

MNO6

WXYZ9

* 0 + #

Play channel

Record channel Channel 4

Radio TV DVD-W

Channel 5

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User Awareness & Personalisation

• Personalisation: content and services tailored to individuals based

upon on knowledge about their preferences and behaviour. Benefits

• Greater convenience, more relevant filtered information

• but trade off against a loss in privacy.

• Users can personalise configuration of services, annotation of content

• Personal preferences could follow a user around

• Mobile devices provide an obvious means for users to personalise their

environment

Ubiquitous computing: smart devices, environments and interaction 54

Page 55: UbiCom Book Figures ·  · 2016-09-02Ubiquitous computing: smart devices, ... Tagging, Sensing and Controlling Environments ... •Sensing or monitoring the physical environment:

Student Project Ideas

• ???

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Everyware UbiCom Applications: HHI

• Human to Human Interaction (HHI)

– Transaction-based M-Commerce & U-Commerce

services

– Enhancing the Productivity of Mobile Humans

– Care in the Community

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M-commerce and U-Commerce

• M-Commerce: variant of E-Commerce with services over mobile-wireless infrastructure

• U-Commerce Sub-type of eCommerce / mCommerce

– (Watson et al. 2002)

• Characterised by:

– Universality:

– Uniqueness:

– Unison:

– Ubiquity:

Ubiquitous computing: smart devices, environments and interaction 57

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Enhancing Productivity of Mobile

Humans • Productivity can suffer from a bottleneck when people don't have the

right information where & when they need it

– E.g.,

• Mobile users can access calls, email, diary, calendar and notepads

– Does greater mobile service access empower or enslave us?

• Two-way interaction versus unilateral workflow across time & space

– e.g.,,.

• Communities of practice

• Challenges?

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Care in the Community

• ‘Vulnerable’ individuals at home monitored by friends,

family and health professionals situated elsewhere.

• There are two basic kinds of approaches in terms of:

– whether the subject explicitly asks for help from others or

– Whether others can anticipate when the subject requires help.

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Project Ideas

• Mobile services: various

• Combined Indoor and outdoor spatial information

system

• Care in the Community: sensing activity

• Etc.

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Everyware UbiCom Applications: (HPI,

CPI)

• Physical Environment Awareness

• (Physical) Environment Control

• Smart Buildings and Home Automation

• Smart Living Environments and Smart Furniture

• Smart Street furniture

• Smart Vehicles, Transport and Travel

• Pervasive Games and Social Physical Spaces

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Physical Environment Awareness

• Services slanted towards specific physical environment contexts, e.g.,

• Short-range (point-based, static) context determination

• Longer range(regional, roaming) context access

• Sensors for specific physical world phenomena are statically embedded

into specific devices and services, e.g.,

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(Physical) Environment Control

• Mobile phone or other hand held device can use a wireless

link to issue simple control instructions

– E.g.,

• Resources may be public, private, commercial

• privately owned, e.g., garage door or car door

– .

• provided as pay per use services, e.g. drinks dispenser

• N.B. control and reconfiguration of many devices is manual

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Smart Buildings and Home

Automation • Sensors & automation is increasing used in buildings to

automate control of light, climate, doors, windows, security,

energy efficiency.

• Sensors & control devices can be put in physical

environment in a variety of ways

• Home automation, e.g., X10, seems more common in U.S.

vs Europe

• Building today not well suited to keep pace with rapid

technological changes and with recent sustainability

concerns.

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Smart Living Environments and Smart

Furniture • Several smart environment devices can adapt to human activities.

• Doors, lighting, taps and air ventilation can be designed to detect the

presence of humans, to be activated by them and to adapt to them.

• Smart fridge behaves as a stock-control system

• MediaCup (Beigl et al., 2001)

• Smart chairs such as SenseChair (Forlizzzi et al., 2005)

• Smart clocks e.g., Microsoft wherabouts clock.

• Smart mirrors: can move to adapt view, e.g., as car moves, can overlay

other information, can link to cameras.

• Smart wardrobe , smart bed, smart pillow Smart Mat, smart sofa (Park

et al. 2003).

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Smart Vehicles, Transport and Travel

• Embedded computer systems increasingly being used within vehicles.

• Improves operation such as automatically controlling or providing

assisted control.

• Automatically guided vehicles along track

• Inform waiting passengers of the status of arriving & departing vehicles.

• Location determination for remote tracking of vehicles

• Access travel info. much more conveniently

• Travel Tickets are also smarter – see smart cards (Chapter 4)

• Access to Internet in moving smart vehicles

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Social Physical Spaces & Pervasive

Games • On detecting friends within a local vicinity, suggest meeting point, e.g.,

ImaHima

• Local traders electronic offers.

• Many social and economic issues ,

• Games: a core type of entertainment, social, interactive, application.

• Traditional or pre-electronic games: 2 types of interaction, HPI and

HHI, uses game control interface (d-pad interface)

• In pervasive gaming, social activities and games exploit the potential of

combining the physical space

• Electronic game types: mobile games, location-based games,

Augmented reality games, Adaptronic games, Pervasive games..

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