Ubiquitous Computing
Topic Overview
Karen Branley BNurs. GradDipSc(IT) Prog. ECU
Edith Cowan University
School of Computer and Information Science
MIC/MIT student
[email protected]
Ubiquitous Computing (Ubi Comp), or pervasive computing is hyped as the 'third wave' in computing (Weiser, 1996) and is best described by its creator Mark Weiser, (1996, p1) as " invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere". Ubiquitous computing therefore attempts to create technologies that mar the boundary between the users experience with computing and the world by becoming one with it. There are a number of ubiquitous computing research branches such as mobile computing, wearable computing and the intelligent environment.
Ubiquitous computing is reputed to evolve our business, learning, entertainment, collaborative and home environments by embedding smart technologies that interact with us quietly behind the scenes (Roussos et al, 2003). The vision is of smart embedded technology grounded in the realizable theory where microprocessors are becoming smaller, less expensive and able to incorporate into everyday objects and environments such as clothes, pencils, paper, toys, tools, home and office appliances, walls, floors and fixtures (Mattern & Strum, 2003). Wireless technologies will be the enabler for these devices and environments seamlessly communicating with other smart devices or services over the internet (Mattern & Strum, 2003). User interfaces will consist of speech or gesture recognition systems designed to blend into the world and require little knowledge for users to accomplish complex tasks (Mattern & Strum 2003; Emerson 1999).
There are several research studies regarding the development and application of ubiquitous computing in environments for example the 'Aware Home' (Kidd et al, 1999), the 'Intelligent Room' (Coen, 1998), the 'Smart Home' (Park et al, 2003) and the 'Smart Classroom' (Jiang et al, 2001). The "Smart Classroom' enables remote students to actively participate in lectures as well as recording the lecturer's verbal presentation (Jiang et al, 2001). The 'Smart Home' seeks to devise intelligent home appliances that provide 'the good life' (Park et al, 2003). 'Roomware' transforms the office environment with interactive walls able to utilise large displays of collaborative work, tables that record group discussions and chairs that adjust accordingly to correct posture and comfort (Streitz et al, 2002). Patterson et al (2002) propose smart technologies in health care to assist Alzheimer's patients by prompting them for activities of daily living and reorientating them to location with an activity compass that leads patients home. Proposed devices include 'Intelligent Paper' that works like real paper (Dymetman & Copperman, 1998), 'Peek-a-Drawer' a scanning communicating device for children (Siio, 2002) and 'Cyberguide' the guide book that knows where you are (Abowd, 1997). Park et al (2003) discuss the 'Smart Pen' that finds definitions and saves phrases as well as the 'Smart Pillow' that reads you to sleep and turns off the light amongst many others.
Topic Overview
Karen Branley BNurs. GradDipSc(IT) Prog. ECU
Edith Cowan University
School of Computer and Information Science
MIC/MIT student
[email protected]
Ubiquitous Computing (Ubi Comp), or pervasive computing is hyped as the 'third wave' in computing (Weiser, 1996) and is best described by its creator Mark Weiser, (1996, p1) as " invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere". Ubiquitous computing therefore attempts to create technologies that mar the boundary between the users experience with computing and the world by becoming one with it. There are a number of ubiquitous computing research branches such as mobile computing, wearable computing and the intelligent environment.
Ubiquitous computing is reputed to evolve our business, learning, entertainment, collaborative and home environments by embedding smart technologies that interact with us quietly behind the scenes (Roussos et al, 2003). The vision is of smart embedded technology grounded in the realizable theory where microprocessors are becoming smaller, less expensive and able to incorporate into everyday objects and environments such as clothes, pencils, paper, toys, tools, home and office appliances, walls, floors and fixtures (Mattern & Strum, 2003). Wireless technologies will be the enabler for these devices and environments seamlessly communicating with other smart devices or services over the internet (Mattern & Strum, 2003). User interfaces will consist of speech or gesture recognition systems designed to blend into the world and require little knowledge for users to accomplish complex tasks (Mattern & Strum 2003; Emerson 1999).
There are several research studies regarding the development and application of ubiquitous computing in environments for example the 'Aware Home' (Kidd et al, 1999), the 'Intelligent Room' (Coen, 1998), the 'Smart Home' (Park et al, 2003) and the 'Smart Classroom' (Jiang et al, 2001). The "Smart Classroom' enables remote students to actively participate in lectures as well as recording the lecturer's verbal presentation (Jiang et al, 2001). The 'Smart Home' seeks to devise intelligent home appliances that provide 'the good life' (Park et al, 2003). 'Roomware' transforms the office environment with interactive walls able to utilise large displays of collaborative work, tables that record group discussions and chairs that adjust accordingly to correct posture and comfort (Streitz et al, 2002). Patterson et al (2002) propose smart technologies in health care to assist Alzheimer's patients by prompting them for activities of daily living and reorientating them to location with an activity compass that leads patients home. Proposed devices include 'Intelligent Paper' that works like real paper (Dymetman & Copperman, 1998), 'Peek-a-Drawer' a scanning communicating device for children (Siio, 2002) and 'Cyberguide' the guide book that knows where you are (Abowd, 1997). Park et al (2003) discuss the 'Smart Pen' that finds definitions and saves phrases as well as the 'Smart Pillow' that reads you to sleep and turns off the light amongst many others.