11,765 research outputs found

    Multi-Sensor Context-Awareness in Mobile Devices and Smart Artefacts

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    The use of context in mobile devices is receiving increasing attention in mobile and ubiquitous computing research. In this article we consider how to augment mobile devices with awareness of their environment and situation as context. Most work to date has been based on integration of generic context sensors, in particular for location and visual context. We propose a different approach based on integration of multiple diverse sensors for awareness of situational context that can not be inferred from location, and targeted at mobile device platforms that typically do not permit processing of visual context. We have investigated multi-sensor context-awareness in a series of projects, and report experience from development of a number of device prototypes. These include development of an awareness module for augmentation of a mobile phone, of the Mediacup exemplifying context-enabled everyday artifacts, and of the Smart-Its platform for aware mobile devices. The prototypes have been explored in various applications to validate the multi-sensor approach to awareness, and to develop new perspectives of how embedded context-awareness can be applied in mobile and ubiquitous computing

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future

    Adding generic contextual capabilities to wearable computers

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    Context-awareness has an increasingly important role to play in the development of wearable computing systems. In order to better define this role we have identified four generic contextual capabilities: sensing, adaptation, resource discovery, and augmentation. A prototype application has been constructed to explore how some of these capabilities could be deployed in a wearable system designed to aid an ecologist's observations of giraffe in a Kenyan game reserve. However, despite the benefits of context-awareness demonstrated in this prototype, widespread innovation of these capabilities is currently stifled by the difficulty in obtaining the contextual data. To remedy this situation the Contextual Information Service (CIS) is introduced. Installed on the user's wearable computer, the CIS provides a common point of access for clients to obtain, manipulate and model contextual information independently of the underlying plethora of data formats and sensor interface mechanisms

    Wearable learning tools

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    In life people must learn whenever and wherever they experience something new. Until recently computing technology could not support such a notion, the constraints of size, power and cost kept computers under the classroom table, in the office or in the home. Recent advances in miniaturization have led to a growing field of research in ‘wearable’ computing. This paper looks at how such technologies can enhance computer‐mediated communications, with a focus upon collaborative working for learning. An experimental system, MetaPark, is discussed, which explores communications, data retrieval and recording, and navigation techniques within and across real and virtual environments. In order to realize the MetaPark concept, an underlying network architecture is described that supports the required communication model between static and mobile users. This infrastructure, the MUON framework, is offered as a solution to provide a seamless service that tracks user location, interfaces to contextual awareness agents, and provides transparent network service switching
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