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Ubiquitous computing

Ubiquitous computing
Ubiquitous computing (ubicomp) is a concept in software engineering and computer science where computing is made to appear everywhere and anywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets and terminals in everyday objects such as a fridge or a pair of glasses. This new paradigm is also described as pervasive computing, ambient intelligence,[1] ambient media[2] or 'everyware'.[3] Each term emphasizes slightly different aspects. Ubiquitous computing touches on a wide range of research topics, including distributed computing, mobile computing, location computing, mobile networking, context-aware computing, sensor networks, human-computer interaction, and artificial intelligence. Core concepts[edit] Dust: miniaturized devices can be without visual output displays, e.g. Layer 1: task management layer Dr.

Things That Think: TTT Vision Statement The goal of the Things That Think Consortium is to invent the future of digitally augmented objects and environments. We bring a unique, boundary-breaking perspective to research, uniting leaders in the diverse fields of science, engineering, design, and art. Grounded by in-depth corporate sponsor interaction, our prototypes and research demonstrations aim to inspire the products and services of tomorrow. Things That Think began in 1995 with the goal of embedding computation into both the environment and everyday objects. These fresh frontiers of research now need to address new questions: How do we design interactions and environments that are natural and enjoyable?

Ambient intelligence An (expected) evolution of computing from 1960–2010. In computing, ambient intelligence (AmI) 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, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in an easy, natural way using information and intelligence that is hidden in the network connecting these devices (see Internet of Things). As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users. A typical context of ambient intelligence environment is a Home environment (Bieliková & Krajcovic 2001). Overview[edit] History[edit] Criticism[edit]

Information and communications technology Information and communications technology (ICT) is often used as an extended synonym for information technology (IT), but is a more specific term that stresses the role of unified communications[1] and the integration of telecommunications (telephone lines and wireless signals), computers as well as necessary enterprise software, middleware, storage, and audio-visual systems, which enable users to access, store, transmit, and manipulate information.[2] The term Infocommunications is sometimes used interchangeably with ICT. In fact Infocommunications is the expansion of telecommunications with information processing and content handling functions on a common digital technology base. For a comparison of these and other terms, see.[6] The ICT Development Index compares the level of ICT use and access across the world.[7] Global Costs of IT[edit] The WSIS Process and the stocktaking process[edit] The second phase took place from November 16 through 18, 2005, in Tunis, Tunisia. See also[edit]

Project Oxygen: Overview Bringing abundant computation and communication, as pervasive and free as air, naturally into people's lives. For over forty years, computation has centered about machines, not people. We have catered to expensive computers, pampering them in air-conditioned rooms or carrying them around with us. In the future, computation will be human-centered. New systems will boost our productivity. To support highly dynamic and varied human activities, the Oxygen system must master many technical challenges. Oxygen enables pervasive, human-centered computing through a combination of specific user and system technologies. Oxygen's device, network, and software technologies dramatically extend our range by delivering user technologies to us at home, at work or on the go. Devices in Oxygen supply power for computation, communication, and perception in much the same way that batteries and wall outlets supply power for electrical appliances. All three decide to meet next week in Paris.

Mark Weiser Biography[edit] In 1999, Weiser was diagnosed with stomach cancer and given 18 months to live. Weiser died six weeks later, on April 27, 1999.[4] His younger sister, Mona Weiser Holmes (1953–1999) predeceased him by three weeks. His surviving sister is Ann Weiser Cornell (b. 1949). He was married to Victoria Reich. The Mark D. Ubiquitous computing and calm technology[edit] During one of his talks, Weiser outlined a set of principles describing ubiquitous computing: The purpose of a computer is to help you do something else.The best computer is a quiet, invisible servant.The more you can do by intuition the smarter you are; the computer should extend your unconscious.Technology should create calm. In Designing Calm Technology,[7] Weiser and John Seely Brown describe calm technology as "that which informs but doesn't demand our focus or attention." Works[edit] References[edit] External links[edit] Tribute Site established at Stanford UniversityHistoric Site

Infotainment Infotainment is "information-based media content or programming that also includes entertainment content in an effort to enhance popularity with audiences and consumers."[1] The term can also refer to the hardware/software products and systems which are built into, or can be added to vehicles in order to enhance driver and/or passenger experience. Infotainment is not to be confused with infotisement, a form of advertisement. Criticism[edit] The label "infotainment" is emblematic of concern and criticism that journalism is devolving from a medium which conveys serious information about issues affecting public interest, into a form of entertainment which happens to have fresh "facts" in the mix. A specialization process has also occurred, beginning with the rise of mass market special-interest magazines, moving into broadcast with the advent of cable television, and continuing into new media, like the Internet and satellite radio. Infotainment versus journalism[edit] Apocrypha[edit] [edit]

What is pervasive computing (ubiquitous computing)? - Definition from Whatis Pervasive computing (also called ubiquitous computing) is the growing trend towards embedding microprocessors in everyday objects so they can communicate information. The words pervasive and ubiquitous mean "existing everywhere." Pervasive computing devices are completely connected and constantly available. Pervasive computing relies on the convergence of wireless technologies, advanced electronics and the Internet. The goal of researchers working in pervasive computing is to create smart products that communicate unobtrusively. The products are connected to the Internet and the data they generate is easily available. Privacy advocates are concerned about the "big brother is watching you" aspects of pervasive computing, but from a practical standpoint, most researchers feel it will improve efficiency. An example of a practical application of pervasive computing is the replacement of old electric meters with smart meters. Continue Reading About pervasive computing (ubiquitous computing)

Ben Shneiderman Ben Shneiderman (born August 21, 1947) is an American computer scientist, and professor for Computer Science at the University of Maryland Human-Computer Interaction Lab at the University of Maryland, College Park. He conducted fundamental research in the field of human–computer interaction, developing new ideas, methods, and tools such as the direct manipulation interface, and his eight rules of design.[1] Biography[edit] He is a graduate of the Bronx High School of Science, and received a B.S. in Mathematics and Physics from the City College of New York in 1968, and then went on to study at the State University of New York at Stony Brook, where he received an M.S. in Computer Science in 1972 and graduated with a Ph.D. in 1973. He was inducted as a Fellow of the Association for Computing Machinery in 1997, a Fellow of the American Association for the Advancement of Science in 2001, a Member of the National Academy of Engineering in 2010, and an IEEE Fellow in 2012.[2] Work[edit] 1980.

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