6 research outputs found

    Defining and Modeling Context in a Multi-Agent Systems Architecture for Decision-Making

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    http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.143.652Ambient intelligence involves the convergence of several computing areas: ubiquitous computing, intelligent systems and context-awareness. Developing context-aware applications needs facilities for recognizing and representing context, reasoning on it and adapting to it accordingly. In what concerns context representation, the newest and most challenging representation is the ontological one. The problem is that current ontologies for context do not provide a standard for representing complex context attributes. In this paper, we propose a context definition and representation used to construct context-based agent architecture. The representation we propose combines the generality provided by ontologies with the complexity inspired by the object oriented models. The goal of the proposed architecture is to support the deployment of context-aware agents able to learn how to recognize the context of their decisions and to adapt to it. The use of this architecture is illustrated on a test MAS for agenda management, using the JADE-LEAP platform on PCs and PDAs

    A Critique of Design Approaches for Notification Systems

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    The Fall 2004 Virginia Tech Undergraduate Research in Computer Science (VTURCS) class, taught by Dr. McCrickard, covered the following topics: problem, activity and information/interaction phases of design; scenario based design; interruption, reaction, and comprehension (IRC) values; stages of action; ubiquitous computing evaluation areas (UEAs) and participatory negotiation. This critique is my assessment and observations of how these design approaches worked for our project

    Communication blades: modular communications for tangible and embedded interfaces

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    Bladed Tiles is a modular hardware toolkit for building tangible and embedded interface devices. It includes “function blades” and “interaction tiles,” which can provide a flexible, inexpensive, open-ended platform for constructing a wide variety of tangible and embedded interfaces. In this paper, we propose Communication Blades. These are a class of electronic modules with varied computational capabilities for interfacing devices built using bladed tiles toolkit and also for interfacing embedded devices as adapters with external communication networks. These blades provide flexibility by offering the ability to select between different communication technologies and connectivity by providing devices with interoperability over different communication mediums. Furthermore, the modular blade architecture allows different types of communication blades to be plugged in on demand. This reduces the need for development and knowledge of communication protocols by the developers, thus abstracting the underlying complexity. My research work includes studying and designing various communication blades i.e. Serial, USB, Bluetooth and Gumstix. It also includes prototyping, testing and implementing the communication blades

    Perspectives on ubiquitous computing

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    Este artículo presenta tres perspectivas analíticas sobre la relación entre computación ubicua (ubicomp) y diversas dimensiones sociales y culturales. Para ello, se reconstruyen las últimas tres décadas de producción teórica sobre el tema. En el primer apartado se analizan posiciones instrumentalistas que examinan el impacto, la aplicación y la adopción de estos desarrollos en distintas áreas, así como las tendencias que descubren su complejidad. Posteriormente, en una segunda sección se indagan los dilemas éticos y las críticas culturales que surgen ante la omnipresencia de la informática (pervasive computing). En tercer lugar se estudian las tendencias políticas que emergen ante la ubicomp. Por último, se recuperan las potencialidades abiertas al pensar estas perspectivas en conjunto.This paper presents three analytical perspectives on the relationship between ubiquitous computing (ubicomp) and various social and cultural dimensions. To achieve such aim, the study reconstructs the last three decades of theoretical production on the subject. Firstly, the paper analyzes instrumentalist positions about the impact, application and adoption of these developments in different areas as well as the trends that reveal their complexity. Then, in a second section, attention is turned to the ethical dilemmas and cultural criticisms that arise before pervasive computing. Thirdly, the study focuses on the political tendencies that emerge over ubicomp. Finally, conclusions about the potential of thinking these perspectives as a whole are drawn.Fil: Rossi, Luis Sebastián Ramón. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Universidad Nacional de Entre Ríos; Argentin

    Display computers

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    A Display Computer (DC) is an everyday object: Display Computer = Display + Computer. The “Display” part is the standard viewing surface found on everyday objects that conveys information or art. The “Computer” is found on the same everyday object; but by its ubiquitous nature, it will be relatively unnoticeable by the DC user, as it is manufactured “in the margins”. A DC may be mobile, moving with us as part of the everyday object we are using. DCs will be ubiquitous: “effectively invisible”, available at a glance, and seamlessly integrated into the environment. A DC should be an example of Weiser’s calm technology: encalming to the user, providing peripheral awareness without information overload. A DC should provide unremarkable computing in support of our daily routines in life. The nbaCub (nightly bedtime ambient Cues utility buddy) prototype illustrates a sample application of how DCs can be useful in the everyday environment of the home of the future. Embedding a computer into a toy, such that the display is the only visible portion, can present many opportunities for seamless and nontraditional uses of computing technology for our youngest user community. A field study was conducted in the home environment of a five-year old child over ten consecutive weeks as an informal, proof of concept of what Display Computers for children can look like and be used for in the near future. The personalized nbaCub provided lightweight, ambient information during the necessary daily routines of preparing for bed (evening routine) and preparing to go to school (morning routine). To further understand the child’s progress towards learning abstract concepts of time passage and routines, a novel “test by design” activity was included. Here, the role of the subject changed to primary designer/director. Final post-testing showed the subject knew both morning and bedtime routines very well and correctly answered seven of eight questions based on abstract images of time passage. Thus, the subject was in the process of learning the more abstract concept of time passage, but was not totally comfortable with the idea at the end of the study

    Human-sensor dialogue in participatory sensing

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    Participatory sensing is an emerging field that uses pervasive technology to create new forms of sensing networks combining people, personal devices, and other sensors. Pervasive computing technology forms an essential component, used to report data and coordinate activities. This thesis reviews research in participatory sensing and key fields related to it: pervasive computing, observation networks and public engagement with science. After examining wider issues in sensor-based interaction from pervasive computing literature, this thesis investigates human-sensor dialogue; specifically how to develop new forms of dialogue in future participatory sensing experiences. The term 'dialogue' is used in broad sense, encompassing affordances and ongoing relationships between sensors and users. The thesis examines participatory sensing activities centring on two studies involving groups of young people collecting and visualising environmental sensor data using automatic and manual sensors. Participant observation methods are used for in-situ, naturalistic evaluation using observations, video footage and system logs and data. A framework for human-sensor dialogue is developed as a tool to help analyse the dialogue in participatory sensing experiences and inspire new forms of dialogue in future experiences. It highlights five activities to which dialogue can relate: planning, testing, navigation, capture and reflection. These are interleaved throughout an experience, affecting how it takes shape and resulting from the design of the devices and the whole experience. The framework is demonstrated by applying it to the experiences in the previous two studies. The framework is used to prototype a new experience intended for longer term engagement. It is used to elicit requirements for the new experience, structuring the activity and highlighting the desired transitions. The resulting prototype application is described, outlining the activity setup, key features and technical details. This application uses handheld devices as mobile sensors, wirelessly connected to fixed environmental sensors, which collect, process, and store the restating data
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