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Ubiquitous Computing Introduction

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Ubiquitous computing analogous to pervasive and calm computing ... asynchronous 'noticeboard' type activities. synchronous 'show, tell & share' activities ... – PowerPoint PPT presentation

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Title: Ubiquitous Computing Introduction


1
Ubiquitous Computing - Introduction
  • The third wave of computing
  • - 1st Mainframe, one computer to many
  • - 2nd Personal Computing, one computer per
    person
  • - 3rd Ubiquitous, many computers embedded in
    environment!
  • Ubiquitous computing analogous to pervasive and
    calm computing
  • Technology merges in background in a
    non-intrusive way
  • Articulated first by late Mark Weiser (PARC
    research)

2
Trends in Computing
3
Introduction
  • According to Weiser (98), UbiComp enhances
    computer usage by embedding numerous computers in
    the environment, making them invisible to the
    user itself
  • Related to UbiComp Calm computing, Pervasive
    Computing, Natural Interfaces (Abowd et.al.),
    Context Awareness, Proactive Computing, Ambient
    Intelligence, Intelligent Systems etc

4
Introduction
  • Ubiquitous computing aims to provide invisible
    and calm computing that does not interrupt the
    user suggestion
  • Provide more natural and non-invasive interaction
    modes selection of objects by looking etc
  • Context awareness of user and user intentions
    highly important for ubiquitous computing

5
Some examples
  • Microsoft EasyLiving
  • The Aware Home Georgia Tech
  • Oxygen, MIT
  • Aura, Carnegie Mellon
  • others

6
Issues in Ubiquitous Computing
  • Privacy Do we want our environment to know what
    we are doing? , privacy of our data?
  • How can the system handle multiple users working
    together?
  • Can intentions be accurately modeled?
  • How flexible can the system be? Can it anticipate
    all user intentions and change accordingly?
  • Is the system scalable to new situations?
  • Compatibility - hardware and software ?

7
Microsoft EasyLiving
  • A prototype of an architecture and technologies
    for ubiquitous computing

8
EasyLiving
  • Intelligent room or house environment
  • Demonstrates many of the capabilities of ubicomp
  • mobile, wireless computing with migratory
    programs an intelligent environment with
    context-awareness and location-sensitive
    computing disaggregated computing
  • Long research project, almost 10 years
  • One of the biggest research projects of ubicomp
    in Microsoft Research

9
EasyLiving
  • EasyLiving lab is generally one room (2001) which
    is full of microphones, cameras and sensors
  • Speech recognition, computer vision and thumb
    scanner applications are used in this room

10
Dynamo
  • A Communal, Multi-User Surface for Sharing
    Exchanging Digital Media

11
Dynamo
  • a situated multi-user display system for
    community spaces
  • cooperative sharing and exchange of a wide range
    of media

12
Device Compatibility
  • control with a laptop, tablet PC, or wireless
    mice keyboards provided
  • compatible with many kinds of USB devices
  • flash drives
  • digital cameras
  • mp3 players
  • smartphones
  • PDAs

13
Using Dynamo
  • asynchronous 'noticeboard' type activities
  • synchronous 'show, tell share' activities

14
Using Dynamo
  • Parcels
  • Carving

15
Problems?
  • may be difficult (particularly initially) to get
    members of the community to voluntarily and
    spontaneously use such displays
  • integrating the system with the existing
    practices?
  • acting out in a public arena?

16
User Study
  • Interaction with the Dynamo surface
  • images and video most popular
  • followed by HTML, audio and text content
  • the use of more advanced features changed in both
    amount and form of usage when the users got to
    know the system better
  • carving more frequent at the beginning
  • parcels used only after the users were more
    familiar with the functionalities

17
User Study
  • Dynamo in a communal setting
  • interaction was also affected by the nature of
    the space
  • students that were interacting directly with
    Dynamo tended to sit in the tables closest to the
    screens
  • back row occasionally joined the interaction
  • public performance space (pre-announced)
  • orientation to the screen
  • social conventions

18
User Study
  • Dynamo promoted a social atmosphere
  • mostly used for entertainment and having fun
  • researchers expected more studying-related use

19
Design Implications
  • The interactive display should fit in and be able
    to be integrated with the other artefacts used in
    the space
  • Provide flexibility both in terms of physical and
    digital arrangements
  • Design interactive applications that the
    community can adapt to their own activities
  • Provide an initial set of display-based
    interactions that are intuitive and can be easily
    and comfortably followed

20
Questions Comments
  • Video clip
  • http//www.cs.uta.fi/jt68641/easy/
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