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1.
Our daily lives are expected to change dramatically due to the popularity of ubiquitous computing technologies. These will make it possible to integrate various aspects of our lives. However, a new approach is required to seamlessly deal with devices embedded in our environments. Future embedded systems will embody a new approach that will take into account a variety of new issues, for example, spontaneous interaction, personalization, privacy protection, and interoperability. In this paper, we propose a personal home server that will make it possible to coordinate home appliances. Since everyone will have a different personal home server, it will allow us to personalize how the appliances are used according to individual preferences. Our personal home server can seamlessly discover and configure appliances at any locations, such as at railroad stations, cars, and streets as well as houses. We also discuss its design and implementation and present its current status.  相似文献   

2.
The smart phone: a ubiquitous input device   总被引:7,自引:0,他引:7  
We show how modern mobile phones (Weiser's tabs) can interact with their environment, especially large situated displays (Weiser's boards). Smart phones' emerging capabilities are fueling a rise in the use of mobile phones as input devices to such resources as situated displays, vending machines, and home appliances. Mobile phones' prevalence gives them great potential to be the default physical interface for ubiquitous computing applications. We survey interaction techniques that use mobile phones as input devices to ubiquitous computing environments. We use smart phone to describe an enhanced mobile phone. Our analysis blurs the line between smart phones and PDAs such as the Palm Pilot because the feature sets continue to converge.  相似文献   

3.
Pervasive environments with their ubiquitous multimedia devices such as video-enabled cell-phones, laptops, PC tablets, digital cameras, HDTV plasma displays are becoming integral part of our workplaces and homes. Furthermore, these digital multimedia devices make it easier and easier to create and view volumes of content that can be stored throughout the Internet. The big challenge is to organize the distributed content, get the distributed multimedia content composed, produced and distributed to users in customized fashion according to users’ preference, and their resource availabilities in pervasive environments. Basically, the challenge is to create Internet Interactive Television where the user/interest group, residing in a pervasive environment, corresponds to the TV program director who decides and/or influences what content(s) will be viewed, how it will be composed, presented and delivered. In this paper, we present a vision how this challenge can be solved. We propose a novel hourglass-based system that delivers composite multimedia content to users in pervasive environments, which considers both users’ interest in the content and the presentation capabilities of various display devices. This hourglass-based system relies on our content and service composition framework that allows for customized production, distribution and presentation of multimedia content for pervasive environments. We present the hourglass design, possible solutions for some content composition scenarios and validate the solutions via selected experiments.  相似文献   

4.
The increase in computational power and the networking abilities of home appliances are revolutionizing the way we interact with our homes. This trend is growing stronger and opening a number of technological challenges. From the point of view of distributed systems, there is a need to design architectures for enhancing the comfort and safety of the home, which deals with issues of heterogeneity, scalability and openness. By considering the evolution of domotic research and projects, we advocate a role for Web services in the domestic network. We ground our claim by proposing a concrete architecture for a home in which the health of an elder is monitored. The architecture is implemented on a heterogeneous set of devices, which allows us to evaluate it and draw conclusions on the feasibility of using service-oriented approaches in ubiquitous computing.  相似文献   

5.
Project Bayanihan is developing the idea of volunteer computing, which seeks to enable people to form very large parallel computing networks very quickly by using ubiquitous and easy-to-use technologies such as web browsers and Java. By utilizing Java’s object-oriented features, we have built a flexible software framework that makes it easy for programmers to write different volunteer computing applications, while allowing researchers to study and develop the underlying mechanisms behind them. In this paper, we show how we have used this framework to write master-worker style applications, and to develop approaches to the problems of programming interface, adaptive parallelism, fault-tolerance, computational security, scalability, and user interface design.  相似文献   

6.
Conducting user-centered design is a primary challenge in ubiquitous computing. Two kinds of prototyping techniques can be particularly effective for developing mobile and ubiquitous computing applications: compound prototypes and situated experience prototypes. Compound prototypes combine the final product's user interface (UI) with a computational implementation that runs on a separate system without the resource constraints of the target device. This model lets researchers and designers evaluate a new application's physicality and aesthetics as well as its functionality. Situated experience prototypes, or paratypes, include experimental protocols that attempt to reproduce user interaction with the system in real situations, and can optionally use common prototyping instruments such as paper mock-ups or physical props. Using our Personal Audio Loop (PAL) project as a case study, we discuss how you can fruitfully employ compound prototypes and paratypes when designing and developing mobile and ubiquitous computing applications.  相似文献   

7.
Abstract

To evaluate ubiquitous computing technologies, which may be embedded in the environment, embedded in objects, worn, or carried by the user throughout everyday life, it is essential to use methods that accommodate the often unpredictable, real-world environments in which the technologies are used. This article discusses how we have adapted and applied traditional methods from psychology and human-computer interaction, such as Wizard of Oz and Experience Sampling, to be more amenable to the in situ evaluations of ubiquitous computing applications, particularly in the early stages of design. The way that ubiquitous computing technologies can facilitate the in situ collection of self-report data is also discussed. Although the focus is on ubiquitous computing applications and tools for their assessment, it is believed that the in situ evaluation tools that are proposed will be generally useful for field trials of other technology, applications, or formative studies that are concerned with collecting data in situ.  相似文献   

8.
面向智能家居应用,以Unity 3D为虚拟现实开发平台,给出了用虚拟智能化家庭场景实现虚拟场景家电设备及环境监测设备的模型设计。平台中的虚拟人可以在虚拟场景中自由漫游,并且通过虚拟人手中的终端设备,实时家电控制并获得环境监测设备的实时数据,使得家庭控制更加生动形象,实现虚拟与现实的融合。虚拟场景的设计有助于智能家居的宣传、培训和展示,同时让用户通过远程操作,也可以体验到真实的智能家居系统,零距离展示智能家居实验室的科研成果。  相似文献   

9.
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   

10.
We envision future work and play environments in which the user's computing interface is more closely integrated with the physical surroundings than today's conventional computer display screens and keyboards.We are working toward realizable versions of such environments, in which multiple video projectors and digital cameras enable every visible surface to be both measured in 3D and used for display. If the 3D surface positions were transmitted to a distant location, they may also enable distant collaborations to become more like working in adjacent offices connected by large windows. With collaborators at the University of Pennsylvania, Brown University, Advanced Network and Services, and the Pittsburgh Supercomputing Center, we at Chapel Hill have been working to bring these ideas to reality. In one system, depth maps are calculated from streams of video images and the resulting 3D surface points are displayed to the user in head‐tracked stereo. Among the applications we are pursuing for this tele‐presence technology, is advanced training for trauma surgeons by immersive replay of recorded procedures. Other applications display onto physical objects, to allow more natural interaction with them ``painting'' a dollhouse, for example. More generally, we hope to demonstrate that the principal interface of a future computing environment need not be limited to a screen the size of one or two sheets of paper. Just as a useful physical environment is all around us, so too can the increasingly ubiquitous computing environment be all around us ‐integrated seamlessly with our physical surroundings.  相似文献   

11.
A sensible appliance is an appliance which understands a users situation and takes appropriate actions to provide a high-quality user experience. A sensible appliance should be able to collect and infer relevant contexts to understand the users situation. It is important for designers to understand context-awareness and its impact on design. In this paper, we introduce what context and context-awareness are by using data from our survey on existing work in the area. Then, we present our categorization of existing appliances based on their contextualness. Finally, as a design case study of context-aware appliances, we describe our work on the Gate Reminder—a ubiquitous and context-aware reminder appliance built into a front door to remind users of things they should take with them when leaving home, and messages they should be aware of before going out.  相似文献   

12.
Connectivity is very important to enable ubiquitous computing. Wireless communication plays a continual key role in future ubiquitous network where all devices need to be connected freely. Ultra-wideband (UWB) radio is a new method of short-range wireless technology which is suit for ubiquitous computing. In this paper, we provided the potentials of impulse radio UWB (IR-UWB) technology in ubiquitous computing environments. Our study investigated possible communication methods which can be used in ubiquitous network. Comparisons between different communication technologies demonstrated that UWB-based solutions can support identification, location, sensing, and connectivity. In addition, we proposed two typical schemes which show how IR-UWB is used in ubiquitous computing.  相似文献   

13.
Raising people's awareness with environmental data and educational information does not necessarily trigger sufficient motivation to change their habits towards a more environmentally friendly and sustainable lifestyle. This article reports on two workshops at Pervasive 2008 and UbiComp 2008 that sought to develop a better understanding how to go beyond just informing and into motivating and encouraging action and change. Drawing on participatory culture, ubiquitous computing, and real-time information, participants discussed research and development of viable new design approaches and information interfaces that can strengthen our position to meet the targets of the Kyoto protocol, and contribute to the sustainability of a low-carbon future.  相似文献   

14.
One of the driving applications of ubiquitous computing is universal appliance interaction: the ability to use arbitrary mobile devices to interact with arbitrary appliances, such as TVs, printers, and lights. Because of limited screen real estate and the plethora of devices and commands available to the user, a central problem in achieving this vision is predicting which appliances and devices the user wishes to use next in order to make interfaces for those devices available. We believe that universal appliance interaction is best supported through the deployment of appliance user interfaces (UIs) that are personalized to a users habits and information needs. In this paper, we suggest that, in a truly ubiquitous computing environment, the user will not necessarily think of devices as separate entities; therefore, rather than focus on which device the user may want to use next, we present a method for automatically discovering the users common tasks (e.g., watching a movie, or surfing TV channels), predicting the task that the user wishes to engage in, and generating an appropriate interface that spans multiple devices. We have several results. We show that it is possible to discover and cluster collections of commands that represent tasks and to use history to predict the next task reliably. In fact, we show that moving from devices to tasks is not only a useful way of representing our core problem, but that it is, in fact, an easier problem to solve. Finally, we show that tasks can vary from user to user.  相似文献   

15.
Displays are the most visible part of most computer applications. Novel display technologies strongly influence and inspire new forms of computer use and interaction. We are particularly interested in the interplay of novel displays and interaction for ubiquitous computing or ambient media environments, as emerging display technologies may become game-changers in how we define and use computers, possibly changing the context of computing fundamentally. We present some of our experiments and lessons learnt with a new category of displays, the “immaterial” FogScreen. It can be described as a novel media platform, exhibiting some fundamental differences to and advantages over other displays. It also enables novel kinds of user interfaces and experiences. In this paper we give insights about the special properties and strengths of the FogScreen by looking at a set of successfully demonstrated interfaces and applications. We also discuss its future potential for user interface design.
Ismo RakkolainenEmail:
  相似文献   

16.
The authors present a robust, infrastructure-centric, and platform-independent approach to integrating information appliances into the iRoom, an interactive workspace. The Interactive Workspaces Project at Stanford explores new possibilities for people to work together in technology-rich spaces with computing and interaction devices on many different scales. It includes faculty and students from the areas of graphics, human-computer interaction (HCI), networking, ubiquitous computing, and databases, and draws on previous work in all those areas. We design and experiment with multidevice, multiuser environments based on a new architecture that makes it easy to create and add new display and input devices, to move work of all kinds from one computing device to another, and to support and facilitate group interactions. In the same way that today's standard operating systems make it feasible to write single-workstation software that uses multiple devices and networked resources, we are constructing a higher level operating system for the world of ubiquitous computing. We combine research on infrastructure (ways of flexibly configuring and connecting devices, processes, and communication links) with research on HCI (ways of interacting with heterogeneous changing collections of devices with multiple modalities)  相似文献   

17.
18.
Many believe that ubiquitous computing will succeed when it has faded into the background of everyday life and work—that is, when it has become mundane. This paper examines the potential for technology to enhance users’ experience of their environments through the improvement of the unremarkable activities that comprise everyday experience. Based on a year-long longitudinal study, we describe how we designed, deployed, and evaluated technology to support and enhance a common but unremarkable practice: the act of connecting a portable computer to a shared display (e.g., VGA projector). We found that new capabilities of our technology introduced subtle but significant changes in the practices surrounding the sharing of information in meetings. However, we also met with substantial challenges in terms of deployment, adoption, and evaluation. We analyze and discuss these challenges in depth, in order to inform the design of future mundane, pervasive applications.  相似文献   

19.
20.
In this paper, a conceptual model for synchronous applications in ubiquitous computing environments is proposed. To test its applicability, it was used to structure the architecture of the BEACH software framework that is the basis for the software infrastructure of i-LAND (the ubiquitous computing environment at FhG-IPSI). The BEACH framework provides the functionality for synchronous cooperation and interaction with roomware components, i.e. room elements with integrated information technology. To show how the BEACH model and framework can be applied, the design of a sample application is explained. Also, the BEACH model is positioned against related work. In conclusion, we provide our experiences with the current implementation.  相似文献   

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