4,880 research outputs found

    Toward a distributed architecture for context awareness in ubiquitous computing

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    The applications in Ubiquitous Computing (UbiComp) environments must be aware of their contexts of interest and adapt to changes in them. Thus, a major research challenge in the area of UbiComp is related to context awareness. Considering the high distribution, heterogeneity, dynamism, and mobility of ubiquitous environments, this paper presents an architectural model for context awareness, called EXEHDAUC (Execution Environment for Highly Distributed Applications - Ubiquitous Context awareness). The proposal includes elements to support contextual data acquisition, actuation in the environment, and processing of contextual information. We consider that the main contribution of this work is an architecture that supports the managing of the acquisition, storage, and processing of context data, in a distributed way, independently of the application, in an autonomic and rule-based perspective. To assess the functionalities of the EXEHDA-UC, we present a case study, highlighting the prototypes developed, technologies employed, and tests carried out.Keywords: ubiquitous computing, context awareness, distributed architecture

    A Multi-tiered Model for Context-Aware Systems

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    Abstract Context awareness is considered one of the most important challenges to be tackled in the field of ubiquitous computing (ubicomp). In this perspective, this paper describes a general model for context-aware systems. The model is organized in multiple tiers, each one addressing a specific design characteristic related to the area. The proposition can be applied in the design and assessment of context-aware systems. Author Keywords Context awareness; sensors; context management. ACM Classification Keywords Introduction Context awareness is one of the challenges that must be addressed when developing ubiquitous computing (ubicomp) systems. The idea consists in the perception of characteristics related to the users and their surroundings. These characteristics are normally referred to as context, i.e. any information that can be used to describe the circumstances concerning an entity (persons, places, or objects) [1]. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. Copyright is held by the owner/author(

    Remarkable Objects: Supporting Collaboration in a Creative Environment

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    In this paper, we report the results of a field trial of a Ubicomp system called CAM that is aimed at supporting and enhancing collaboration in a design studio environment. CAM uses a mobile-tagging application which allows designers to collaboratively store relevant information onto their physical design objects in the form of messages, annotations and external web links. The purpose of our field trial was to explore the role of augmented objects in supporting and enhancing creative work. Our results show that CAM was used not only used to support participants’ mutual awareness and coordination but also to facilitate designers in appropriating their augmented design objects to be explorative, extendable and playful supporting creative aspects of design work. In general, our results show how CAM transformed static design objects into ‘remarkable’ objects that made the creative and playful side of cooperative design visible

    Seamful interweaving: heterogeneity in the theory and design of interactive systems

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    Design experience and theoretical discussion suggest that a narrow design focus on one tool or medium as primary may clash with the way that everyday activity involves the interweaving and combination of many heterogeneous media. Interaction may become seamless and unproblematic, even if the differences, boundaries and 'seams' in media are objectively perceivable. People accommodate and take advantage of seams and heterogeneity, in and through the process of interaction. We use an experiment with a mixed reality system to ground and detail our discussion of seamful design, which takes account of this process, and theory that reflects and informs such design. We critique the 'disappearance' mentioned by Weiser as a goal for ubicomp, and Dourish's 'embodied interaction' approach to HCI, suggesting that these design ideals may be unachievable or incomplete because they underemphasise the interdependence of 'invisible' non-rationalising interaction and focused rationalising interaction within ongoing activity

    Ubiquitous systems and the family: Thoughts about the networked home

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    Developments in ubiquitous and pervasive computing herald a future in which computation is embedded into our daily lives. Such a vision raises important questions about how people, especially families, will be able to engage with and trust such systems whilst maintaining privacy and individual boundaries. To begin to address such issues, we have recently conducted a wide reaching study eliciting trust, privacy and identity concerns about pervasive computing. Over three hundred UK citizens participated in 38 focus groups. The groups were shown Videotaped Activity Scenarios [11] depicting pervasive or ubiquitous computing applications in a number of contexts including shopping. The data raises a number of important issues from a family perspective in terms of access, control, responsibility, benefit and complexity. Also findings highlight the conflict between increased functionality and the subtle social interactions that sustain family bonds. We present a Pre-Concept Evaluation Tool (PRECET) for use in design and implementation of ubicomp systems

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    Smart objects as building blocks for the internet of things

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    The combination of the Internet and emerging technologies such as nearfield communications, real-time localization, and embedded sensors lets us transform everyday objects into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of Things and enable novel computing applications. As a step toward design and architectural principles for smart objects, the authors introduce a hierarchy of architectures with increasing levels of real-world awareness and interactivity. In particular, they describe activity-, policy-, and process-aware smart objects and demonstrate how the respective architectural abstractions support increasingly complex application

    Gaming on the edge: using seams in ubicomp games

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    Outdoor multi-player games are an increasingly popular application area for ubiquitous computing, supporting experimentation both with new technologies and new user experiences. This paper presents an outdoor ubicomp game that exploits the gaps or seams that exist in complex computer systems. Treasure is designed so that players move in and out of areas of wireless network coverage, taking advantage not only of the connectivity within a wireless ‘hotspot’ but of the lack of connectivity outside it. More broadly, this paper discusses how the notion of seamful design can be a source of design ideas for ubicomp games

    Social positioning: Designing the Seams between Social, Physical and Digital Space

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    Mobile settings are not only physically and digitally mediated; they are also inhabited by people - a social space. We argue that careful design exposing the connections, gaps, overlays and mismatches within and between physical, digital and social space allow for a better understanding and thereby mastering of the resulting combined space. Two concepts are explored in MobiTip, a social mobile service for exchanging opinions among peers: intramedia seams concerning network coverage and position technology, and intermedia seams between digitally transmitted tips and the physical, social context surrounding the user. We introduce social positioning as an alternative and complement to the current strive for seamless connectedness and exact positioning in physical space
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