Ubiquitous Computing
Introduction: What is Ubiquitous computing?
Ubiquitous
computing is a phrase first coined back in 1988 by Mark Weiser who is
in general seen as the father of Ubiquitous computing and had
outlined that it is set by four principles.
1.
The purpose of a computer is to help you achieve something else.
2.
The best computer is a quiet invisible servant.
3.
The more you can do by intuition the smarter you are; You computer
should be an extension of this.
4.
Technology should create calm, And should inform but not demand our
focus or attention.
“Ubiquitous
computing names the third wave in computing, just now beginning.
First were mainframes, each shared by lots of people. Now we are in
the personal computing era, person and machine staring uneasily at
each other across the desktop. Next comes ubiquitous computing, or
the age of calm technology, when technology recedes into the
background of our lives.
” - Mark Weiser
In
short Ubiquitous computing is to help make the lives of the user
easier and cut down on certain processes where not previously
possible, For example there are now fridges that will know when you
are running out of milk and order more, You can have an AI assistant
such as Alexa or Siri order your shopping or take down your shopping
lists. These computing elements require very little if any input from
the user but still perform tasks that the user would need to do and
these devices are everywhere now in the forms of mobile phones,
fridges, smart watches, Al's, Smart glasses, and many more examples
and we are only just scratching the surface of possibilities.
Wearable, handheld and product embedded systems.
Wearable
tech in terms of computerised technology has been around since as
early as the early 80s, and available widely as early as 1995 when
Sega released a Virtual reality headset called the VFX1
Headgear this retailed for nearly 600$ and was revolutionary for its
time, however due to technological restraints it only lasted a few
years and then people started to forget about VR until the last few
years and now it has really taken off, the same can be said for other
forms of wearable technology and embedded systems.
There
are now a whole range of wearable tech and embedded systems some of
which save lives and keep people beating, You have smart watches that
track the wearers steps, blood pressure, location, calories burned,
how much you are sleeping and even the type of sleep you are getting.
In a way these watches could tell you anything you would want to know
about yourself and in many ways have been helping doctors to identify
potential health issues within the wearers from this data provided.
Then you have the medical aspects of embedded systems, There are
wearable devices such as insulin monitors which monitor the wearers
blood sugars if they are diabetic and give them dosages of insulin
accordingly, Pacemakers which can help keep the heart running and
even alert emergency services if there is a problem sometimes before
the user is even aware it is happening. This technology is saving
lives and has been a crucial and revolutionary aid to modern medicine
and technology alike.
We
are now in a new age of wearable and embedded technology including
contact lenses which further help to improve vision and even have the
ability to magnify. “Developed
by a team led by Eric Tremblay at the Swiss Federal Institute of
Technology in Lausanne, the rigid contact lens covers the sclera, or
whites of the eyes, making it larger than an ordinary lens. Within it
are tiny aluminium mirrors, arranged in a ring around the centre.
When light streams through, the mirrors bounce it around several
times, causing objects to appear 2.8 times larger than they really
are.
“-Aviva
Rutkin 2015
This style of contact lens could literally change the way we view
the world.
Characteristics of interaction and display hardware.
Display
hardware is in a constant state of fluctuation screen sizes are
getting bigger and smaller and the consumers and designers are always
getting new ideas of what we want, TV's are getting bigger and better
resolutions with High definition being seen as a standard (1920x1080)
4K UHD being the higher end models (4096
x 2160 pixels
)
and 8K being released last year (7680
× 4320
) where you would be looking at currently about £14,000 to buy so I
would say that's more of a luxury purchase if there ever was one.
That's just the current state of TV's, similar things happen with
phones we're wanting and getting bigger screens, better resolutions
on those screens for clearer viewing and now phone company's are
toying with fold-able screens so the user can change the size of the
phone screen on a whim depending on what they are wanting to do at
that given time. “On
the front of the Samsung Galaxy Fold there is a 4.6-inch HD+ Super
AMOLED (21:9) display, but open the phone up and you'll find a
7.3-inch QXGA+ (QHD+) Dynamic AMOLED (4.2:3) Infinity Flex display
which transforms the phone into a tablet.
“-techradar
These
constant changes and upgrades change the way in which a user will
interact with their devices now and going forwards potentially even
eliminating the need for a tablet device if a phones display could be
large enough, powerful enough and convenient enough to take over that
particular market. The way in which we as users interact with our
hardware is also changing too, we are now finding more and more
intuitive ways to use our devices be it the larger ones at home or
the smaller ones we can carry with us, interfaces play a huge role in
this and designers now try to make the displays give us as much
functionality with as little information as possible so we as users
aren't overwhelmed by it all but we still know what is going on most
commonly in the forms of apps we can control our devices and have
them set to our exact preferences, brightness, colour correction and
so much more these devices have been streamlined to keep their users
engaged.
Memory and processing constraints.
What
a device can accomplish is quite often limited by its memory and
processing constraints which is why there are always breakthroughs in
processors and storage drives, a good example of this is the
difference between an Intel I3 processor, an I5 and an I7 an I3 has 2
cores, an I5 and I7 have 4 cores. An I3 runs at about a max of 4.2GHz
an I5 at 3.8GHz and an I7 at about 4.2GHz so you can be clocking much
greater speeds out of the I5 and the I7 due the the clock speeds and
greater number of cores.
These
speeds and the memory involved will effect everything you do on your
devices, apps, games, word processors all need varying amounts to be
able to accomplish your task for example using a word processor might
only need a few kilobytes which is why systems going back 20 or 30
years would have been able to run them however a game or program we
use nowadays such as Maya would need a considerable amount more and
technology has to be kept in line with this, nobody is going to
create games that systems can't handle or even run as nobody would
want to play them and there is no monetary vale in that for them,
whereas if you create a game that has a standard amount of processing
power and memory needed to run then you will be able to get a lot
more out of it. These constraints are the same for any devices and
applications somebody would want to create and release they need to
be able to keep up with the demand of better graphics, realism and
immersion but at the same time be able to do so without overheating.
Smite by Hirez studios is a good example of adhering to a
standardised set of processing power and memory as they have managed
to do so in a manner which means there game can now be played across
multiple platforms allowing PC players to play with the likes of Xbox
and Nintendo switch players.
Memory
is another area in which we have made great strides and continue to
do so for example one of the first hard drives created had a memory
of 3.75 megabytes and took up a space of 86 cubic feet, compare that
to recently released hard drives of 15 terabytes that take up a space
of 2.1 cubic inches. That is a memory improvement of nearly 4 million
to one.
Mobile
computing applications
mobile
computing applications covers a wide range of applications many of
which are generally communications based sending emails, text to
text, voice to voice communications even video to video
communications are all readily available and offer the users much
needed communication tools and providing you have an internet
connection or data are free. This wide range of communication tools
allow for people to connect all over the world, share ideas, concepts
and almost anything you could wish for, Such applications allows
things such as family to keep in touch, scholars to work together
without ever having to be in the same room and even watching
television on the go.
Mobility
and persistence
Continuing
on from the previous section mobility and persistence plays a huge
role in the way in which we use our devices, tablets, mobile phones,
laptops and other smaller scale devices offer us a lot of options of
both decent power and the luxury of mobility, Those with long
commutes can use these devices to ease boredom, read books, watch
television on the go or even just chat to someone nowhere near their
current location whilst on the go and the persistence of these will
not be something that ceases anytime soon. Allowing people instant
round the world connection to these applications is something they
are going to keep up with as long as they are available and the
demand for it is something that I can see only ever increasing with
more and more generations picking up technology the more the mobility
of devices and usage of them will rise.
Networking.
An
ad-hoc network is composed of a group of networked devices all
communicating with each other without the need of human interference
but grouped through a single access point such as a switch or a
router. These Ad-hoc networks will often be used in smaller areas and
are an ideal set up for small offices and LAN's as they allow for the
transmission of data between each point and the separate nodes
without the need of an actual internet connection. Location routing
and networking all play a part in this too, If the network was to be
made bigger or connected to the internet there would be other factors
taken into account such as the location of said network, the provider
of the internet or servers need to connect to and the way in which
the network is organised e it all going through a single computer,
all connected to a single server, all of the computers interconnected
These all have different benefits and downsides as well as their own
costs attached and it is generally up to the network administrator to
decide on how they would proceed.
Pervasive
computing
“Often
considered the successor to mobile computing, ubiquitous computing
and, subsequently, pervasive computing, generally involve wireless
communication and networking technologies, mobile devices, embedded
systems, wearable computers, RFID tags, middleware and software
agents. Internet capabilities, voice recognition and artificial
intelligence are often also included.”-Rouse 2016 Pervasive
computing is often a combination of different technologies all
interconnected for example smart watches, When you receive a call
from your phone your smartwatch will often ring out or vibrate, When
it does this you can on most occasions also choose to take the call
through said smart watch instead of having to use your phone, this
still all goes through the phone but it is interconnected with the
smartwatch allowing for it to take the place in some cases where the
watch would be the more prevalent option.
Software environments for mobile and ubiquitous systems development.
There
are many differing ways to develop mobile and ubiquitous environments
for many differing devices and it more often than not depends on what
is available to the developer, the environments they are comfortable
with and the knowledge of the developer. Arduino uses a couple but
primarily focuses on The Arduino IDE, but there are programs like
visual studio that has sections entirely devoted to programming for
PC or mobile devices, as well as being a primary point for coding on
the unity engine for video game development. There are lots of
development options out there as well as a wide range of knowledge
databases to choose from to help with development and will more often
than not be free for most parts until it comes to publications.
References
Lorena Lehman, M. (2018). The Effects of Calm Technology within Environments. [online] Marialorenalehman.com. Available at: https://marialorenalehman.com/post/effects-calm-technology-environments [Accessed 1 Mar. 2019].
McCann, J. (2019). Samsung Galaxy Fold release date, news and features. [online] TechRadar. Available at: https://www.techradar.com/uk/news/samsung-galaxy-fold [Accessed 1 Mar. 2019].
Rouse, M. (2016). What is pervasive computing (ubiquitous computing)? - Definition from WhatIs.com. [online] IoT Agenda. Available at: https://internetofthingsagenda.techtarget.com/definition/pervasive-computing-ubiquitous-computing [Accessed 1 Mar. 2019].
Rutkin, A. (2015). [online] Newscientist.com. Available at: https://www.newscientist.com/article/dn26968-telescopic-contact-lenses-let-you-zoom-in-on-demand/ [Accessed 1 Mar. 2019].
Digibarn.com. (2019). The DigiBarn Computer Museum. [online] Available at: http://www.digibarn.com/index.html [Accessed 8 Mar. 2019].
Digibarn.com. (2019). The DigiBarn Computer Museum. [online] Available at: http://www.digibarn.com/index.html [Accessed 8 Mar. 2019].
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