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1.
Applications and services for pervasive computing have been dramatically grown and have contributed extensively to our daily experiences in recent years. Smart systems, devices, and spaces are proactive for ubiquitous and pervasive computing. Smart information technology (IT) is also an outcome of the state of the art and novel mobile and ubiquitous computing technologies that include highly capable handheld device, pervasive and personal device, etc. This special issue will be a trigger for further related research and technology improvements in pervasive and ubiquitous computing using smart devices and services. This special issue called for original papers describing the latest developments, trends, and solutions of smart devices and spaces for pervasive computing including real-time operating systems (OS), tiny OS and middleware supports, mobile system performance, trustworthy Internet and communications, agents and mobile and pervasive services, among others. In particular, this special issue focuses on a remote control and media-sharing system, flash storage-based smart system, heterogeneous mobile OS, and prediction and auto-execution system for pervasive computing.  相似文献   

2.
Ubiquitous networking, the interlinking of computers, consumer electronics, automobiles, home appliances, medical equipment, transportation systems, animals and plants through an overlapping of electronic spaces and physical spaces, is expected to provide an environment that enhances our lives through improved convenience, efficiency and safety in all areas.Today’s healthcare industry emphasizes safety, efficiency, patient-oriented approach, timeliness and balance. u-healthcare makes it possible to safely deliver appropriate services from any location at any time. To explain the emergence of u-healthcare, one must invoke, first of all, progress in IT and medical technology, and then the desire and willingness on the part of health care institutions to adopt the new service concept and increased health care demand. Digitalization of information, introduction of broadband communication and leaps made in healthcare technology in recent years have provided the technological capacity necessary for the achievement of u-healthcare.Based on recently reached theoretical results, integrating u-healthcare environments in virtual organizations, we proposed a methodology for the design and implementation of u-healthcare, linking the distributed mobile agents with medical entities into a convergence and collaborative environment. Despite the challenges in implementing and deploying u-healthcare, the advantages of ubiquitous healthcare are enabled by our smart model for the soft computing endowed ubiquitous. The strength of our approach is that it relates to u-healthcare a system which consists of its dual character emerging from the synergetic interaction between ubiquitous computing techniques and the mobile devices in convergence manner. We have developed a set of initial healthcare agent services on the mobile collaboration framework. We evaluate the functionality and effectiveness of our convergence mobile agent, whether the platform can manage services based on the model and whether the results of u-healthcare services discovery could satisfy user’s requirements with example cases.  相似文献   

3.
Location-based services in ubiquitous computing environments   总被引:1,自引:0,他引:1  
This paper presents a framework for providing dynamically deployable services in ubiquitous computing settings. The goal of the framework is to provide people, places, and objects with computational functionalities to support and annotate them. Using RFID-based tracking systems, the framework detects the locations of physical entities, such as people or things, and deploys services bound to the entities at proper computing devices near where they are located. It enables location-based and personalized information services to be implemented as mobile agents and operated at stationary or mobile computing devices, which are at appropriate locations, even if the services do not have any location-information. This paper presents the rationale, design, implementation, and applications of our prototype infrastructure.  相似文献   

4.
Wireless mobile services are computing applications that run on handheld wireless devices. Such applications must work within the daunting constraints of the devices, which include memory, processing power, input capabilities, and size of display. It is therefore important that mobile services take into account the user’s context, optimize resource usage, and minimize input effort imposed on the user. In this paper, we present the design and implementation of a smart agent-enabled system for personalizing wireless mobile services and advertisements for Java 2 Micro Edition (J2ME) or Java ME, and Wireless Application Protocol (WAP) enabled devices. We use software agents for context filtering because such autonomous software entities have characteristics that can benefit mobile devices and the wireless environment, and the Composite Capability/Preference Profiles (CC/PP) standard for defining profiles for user preferences and device capabilities. The system incorporates the use of artificial neural networks to adaptively and iteratively learn to select the best available service based on contextual information. The system is evaluated using practical operating scenarios, as well as empirical data and results show an 87% success rate in the selection of the best available service.  相似文献   

5.
Though research into location-based services (LBS) is being carried out across a number of disciplines, user aspects of LBS remains a cross-cutting theme. In this paper, the research focuses on investigating the user information requirements from LBS at individual level, with emphasis on the interactive nature of information transactions between environments, individuals and mobile devices. Based on a proposed conceptual model, urban pedestrian wayfinding experiments have been implemented in an immersive virtual reality test environment. Automated and semi-automated methods of data collection have allowed an integrated picture of participant behaviour and information preferences to be constructed and analysed. The results of this study show that there are clear user preferences in information requirements in completing wayfinding tasks. However, changes in user preferences during the wayfinding tasks do occur in response to levels of confidence, different spatial layouts and the wayfinding situations individuals encounter. The outcomes indicate that the proposed conceptual interaction model and adopted implementation approach assist in understanding user behaviour and information preferences for LBS.  相似文献   

6.
实现了一个可提供基于位置的移动餐厅推荐及导航服务的系统。结合最新的Web2.0应用数据,实现了多模式的餐厅信息推送服务,包括基于模糊条件约束的查询机制,基于位置的地图浏览模式和基于三维标签云的协同信息共享机制,为用户提供实时的基于位置的餐厅个性推荐及导航。同时,针对移动手机屏幕较小,显示内容受限的问题,研究并提出了一个“面向移动终端的多维标签云可视化方法”,并实现了一种标签云关联分析和聚类算法,实现了基于用户偏好的快速导航。  相似文献   

7.
When services providing real-time information are accessible from mobile devices, functionality is often restricted and no adaptation of the user interface to the mobile device is attempted. Mobile access to real-time information requires designs for multi-device access and automated facilities for the adaptation of user interfaces. We present TapBroker, a push update service that provides mobile and stationary access to information on autonomous agents trading stocks. TapBroker is developed for the Ubiquitous Interactor system and is accessible from Java Swing user interfaces and Web user interfaces on desktop computers, and from a Java Awt user interface on mobile phones. New user interfaces can easily be added without changes in the service logic.  相似文献   

8.
Most augmented reality (AR) applications are primarily concerned with letting a user browse a 3D virtual world registered with the real world. More advanced AR interfaces let the user interact with the mixed environment, but the virtual part is typically rather finite and deterministic. In contrast, autonomous behavior is often desirable in ubiquitous computing (Ubicomp), which requires the computers embedded into the environment to adapt to context and situation without explicit user intervention. We present an AR framework that is enhanced by typical Ubicomp features by dynamically and proactively exploiting previously unknown applications and hardware devices, and adapting the appearance of the user interface to persistently stored and accumulated user preferences. Our framework explores proactive computing, multi‐user interface adaptation, and user interface migration. We employ mobile and autonomous agents embodied by real and virtual objects as an interface and interaction metaphor, where agent bodies are able to opportunistically migrate between multiple AR applications and computing platforms to best match the needs of the current application context. We present two pilot applications to illustrate design concepts. Copyright © 2007 John Wiley & Sons, Ltd.  相似文献   

9.
Interconnection of the sensing and actuating devices providing the ability to share information across platform through a unified framework for enabling innovative applications. This is achieved by seamless ubiquitous sensing, data analytics and information representation as the unifying framework. Extending the current internet with interconnected objects and devices and their virtual representation has been a growing trend in recent years. Internet of Things (IoT) services are becoming a popular services. This will be supported challenges in a large of aspects such as smart health, green energy, smart home and personalized applications. So, the IoT plays more and more important issue in lifestyle through entertainment such as Games. As of yet, there has not been much research done on IoT environment games as a service. In this paper, we propose schemes of the design and implantation of IT convergence framework for games as a service of IoT. First of all, we discussed what to consider when design and implementation of IT convergence framework for games through contents using user’s mobile devices and various sensors in IoT environment and suggest related techniques. Then, we showed the possibility of games in the IoT environment by creating games and measuring the interactions of users in the IoT environment.  相似文献   

10.
刘树栋  孟祥武 《软件学报》2014,25(11):2556-2574
伴随着无线通信技术和智能移动终端的快速发展,基于位置的服务(location-based services,简称LBS)以其移动性、实用性、随时性和个性化的特点,在军事、交通、物流等诸多领域得到了广泛的应用,成为最具发展潜力的移动增值业务之一。在一个基于位置的网络服务推荐框架的基础上,给出了一种基于位置的移动用户偏好相似度计算方法,同时证明了其满足近邻相似测度的一般性质;然后,提出一种符合社会学概念的信任值计算方法。把它们应用于基于移动用户位置的网络服务推荐过程中,从而形成了一种基于移动用户位置的网络服务推荐方法。该方法有效地提高了网络服务推荐的准确性和可靠性,同时缓解了推荐过程中可能存在的数据稀疏性以及冷启动问题。最后,通过公开的MIT数据集验证了该推荐方法的准确度和可行性。  相似文献   

11.
Context-awareness becomes an increasingly important concept in the development of mobile and ubiquitous systems. Applications and services, which run in these kinds of highly dynamic environments, should be aware of and adapt to their contexts. Context-aware applications improve and enrich people’s interactions with devices, computers and other people.In this paper, design and development of iConAwa, which is an intelligent context-aware multi-agent system proactively providing mobile users with context-aware information and services, is described. In iConAwa, mobile users can get information and services about nearby resources (attraction points) according to their context and also communicate with each other by exchanging messages. Context and point of interest ontologies are developed in OWL. Context and points of interest are modelled in a flexible and extensible way by the developed ontology models. Knowledge sharing and knowledge reuse are also provided by using these ontology models. iConAwa makes use of rule-based context reasoning which provides derivation of high level implicit context from low level explicit context. With this approach context reasoning is decoupled from the source code of the system. JADE agent development framework is used to develop the agents and Jena semantic web framework is used to manipulate ontologies and for rule based reasoning.  相似文献   

12.
In this paper, we propose a hybrid simulation environment that incorporates with wired/wireless networks, IEEE standard 1516 high-level architecture (HLA), and IBM Aglets mobile agent system. Therefore, HLA simulations are not restricted to be participated solely by using desktop computers with cable connections. Users can use a wide variety of devices to join in HLA simulations and explicitly exclude from junk data in terms of a personalized data filtering policy. Based on data correlation between HLA objects and a client's data filtering policy, we employ the simulation environment manager in distributing a client to an appropriate federate server (FS). In particular, a mobile agent, namely data filtering agent, is devised to temporarily reside at the FS to perform mobile agent-based data distribution management for clients. As a result, the clients can receive the most interested information corresponding to their pre-defined data filtering policies. Once either the data transmission quality within the wireless network is degraded below a threshold or the clients abnormally modify the data filtering policies, their own mobile agents carry out migrations to provide the users with the ubiquitous and seamless services. Consequently, the users can use any mobile device as well as using a desktop computer in a stationary point to participate in the HLA simulations. The experimental results also show that the proposed mobile agent-based data distribution can raise adaptability and applicability to large-scale HLA simulations.  相似文献   

13.
With the ubiquity of handheld devices (such as smart phones and PDAs) and the availability of a wide range of mobile services (such as mobile banking, road traffic updates, and weather forecast), people can nowadays access information and conduct online transactions virtually anywhere and anytime. In such flexible, dynamic but less reliable environment, transaction management technology is believed to provide service reliability and data consistency. Indeed, in mobile and ubiquitous environments where devices as well as services can seamlessly join and leave the ubiquitous network; transaction management can be very helpful during the recovery of services from failure. Current transaction models and commit protocols do not take into account context information. However, in mobile environments, it is imperative to consider context information in the commit of a transaction—i.e., a transaction can be successfully completed if it meets the required context. In this paper, we propose a new model for context-aware transactions and their performance management in mobile environments. Unlike conventional transactions, context-aware transactions adapt to the required context. By context, we mean the service’s context as well as the users’ context that includes users’ needs and preferences. This paper designs and develops the proposed transaction model and evaluates its performance in terms of time and message complexities as well as transaction’s throughput.  相似文献   

14.
It is common to browse web pages via mobile devices. However, most of the web pages were designed for desktop computers equipped with big screens. When browsing on mobile devices, a user has to scroll up and down to find the information they want because of the limited screen size. Some commercial products reformat web pages. However, the result pages still contain irrelevant information. We propose a system to personalize users’ mobile web pages. A user can determine which blocks in a web page should be retained. The sequence of these blocks can also be altered according to individual preferences.  相似文献   

15.
Smart robotic environments combine traditional (ambient) sensing devices and mobile robots. This combination extends the type of applications that can be considered, reduces their complexity, and enhances the individual values of the devices involved by enabling new services that cannot be performed by a single device. To reduce the amount of preparation and preprogramming required for their deployment in real‐world applications, it is important to make these systems self‐adapting. The solution presented in this paper is based upon a type of compositional adaptation where (possibly multiple) plans of actions are created through planning and involve the activation of pre‐existing capabilities. All the devices in the smart environment participate in a pervasive learning infrastructure, which is exploited to recognize which plans of actions are most suited to the current situation. The system is evaluated in experiments run in a real domestic environment, showing its ability to proactively and smoothly adapt to subtle changes in the environment and in the habits and preferences of their user(s), in presence of appropriately defined performance measuring functions.  相似文献   

16.
Personalization and Context Management   总被引:1,自引:0,他引:1  
Supporting the individual user in his working, learning, or information access is one of the main goals of user modeling. Personal or group user models make it possible to represent and use information about preferences, knowledge, abilities, emotional states, and many other characteristics of a user to adapt the user experience and support. Nowadays, the disappearing computer enables the user to access her information from a variety of personal and public displays and devices. To support a new generation of contextualized and personalized information and services, this paper addresses the problem of context management. Context management is a new approach to the design of context-aware systems in ubiquitous computing that combines personalization and contextualization. The presented framework for context management integrates user modeling and context modeling, which can benefit from each other and give rise to more valid models for personalized and contextualized information delivery. The paper will introduce a base framework and tools for designing context-aware applications and decompose the underlying framework into its foundational components. As two illustrative application cases, the paper discusses implementations of an intelligent advertisement board and an audio-augmented museum environment.  相似文献   

17.
Pervasive computing is an emerging technology that offers new possibilities to distributed computing and computer networking; it employs a wide variety of smart, ubiquitous devices throughout an individual's working and living environment. Mobile agents are software entities that can migrate between servers (mobile agent environments) of the network accomplishing various tasks on the behalf of their owners. The objective of this paper is to describe a test and prototyping environment for experimenting with mobile agents in pervasive environments. A prototype environment for a novel, proactive infrastructure is described for mobile agent assisted pervasive computing. In addition, a new message passing algorithm is provided for mobile agent connection establishment and management (CEMA). Simulation results show the performance of the proposed approach.  相似文献   

18.
Ubiquitous technologies have potentials to play major roles in different real world organizational settings. One of the areas where applying ubiquitous technologies has been given a lot of attention is in the healthcare domain. Here, users are frequently on the move while at the same time relying increasingly on centralized computerized information. In this paper, we explore ubiquitous technologies in the real world through two studies in the healthcare domain. First, we look at the use and usability of a ubiquitous electronic patient record (EPR) system distributed on desktop and laptop computers throughout a large hospital. Secondly, we present an extension to this ubiquitous computing environment in the form of a context-aware mobile computer terminal prototype. The usability of the mobile EPR prototype was evaluated in both laboratory and field settings. Our results indicate that the usefulness of a ubiquitous computing environment supporting work activities in healthcare can benefit from context-aware mobile information access. However, interaction design for such systems must be carefully thought out and thoroughly evaluated. Also, while the use of mobile and stationary computers complement each other very well, we found that the usefulness of ubiquitous computing environments in healthcare may benefit from additional elements such as situated displays at key locations and on key objects, and from seamless integration between the different devices comprising the system as a whole.  相似文献   

19.
People routinely carry mobile devices in their daily lives and obtain a variety of information from the Internet in many different situations. In searching for information (content) with a mobile device, a user’s activity (e.g., moving or stationary) and context (e.g., commuting in the morning or going downtown in the evening) often change, and such changes can affect the user’s degree of concentration on his or her mobile device’s display and information needs. Therefore, a search system should provide the user with an amount of information suitable for the current activity and a type of information suitable for the current context. In this study, we present the design and implementation of a content search system that considers a mobile user’s activity and context, with the goal of reducing the user’s operation load for content search. The proposed system switches between two kinds of content search systems according to the user’s activity: the location-based content search system is activated when the user is stationary (e.g., standing and sitting), while a menu-based content search system is activated when the user is moving (e.g., walking). Both systems present information according to user context. The location-based system presents detailed information via menus and a map according to location-based categories. The menu-based system presents only a few options to enable users to get content easily. Through user experiments, we confirmed that participants could get desired information more easily with this system than with a commercial search system.  相似文献   

20.
Huber  J.F. 《Computer》2002,35(10):100-102
The promise of ubiquitous computing is a future in which highly specialized, embedded computing devices operate seamlessly within the everyday environment and are transparent to users. Realizing this vision will require next-generation networks to support mobile multimedia devices with capabilities well beyond those of today's handsets. These networks will exploit wideband radio access technologies and IP-based protocols to provide IP transparency-all network elements support IP; mobility management for a globally networked environment; unique addressing for every user; personalization of information; positioning to enable location-dependent services; and end-to-end security. Such functionality requires more than providing wireless Internet access and e-mail.  相似文献   

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