08.11.2012 Aufrufe

Carlos Manuel Rodrigues Machado Autonomic Ubiquitous Computing

Carlos Manuel Rodrigues Machado Autonomic Ubiquitous Computing

Carlos Manuel Rodrigues Machado Autonomic Ubiquitous Computing

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1.2 The <strong>Ubiquitous</strong> <strong>Computing</strong> Vision<br />

The vision of ubiquitous computing was developed by the Xerox PARC researcher, Mark<br />

Weiser, in the late eighties and early nineties. His landmark article with the title ´The Computer for<br />

the 21st Century` [Weiser, 1991] starts off with the following sentences:<br />

“The most profound technologies are those that disappear.<br />

They weave themselves into the fabric of everyday life<br />

until they are indistinguishable from it.”<br />

[Weiser, 1991]<br />

Weiser’s vision is one of a “computer” that disappears into the background. This does not<br />

mean that the computer visually disappears, but that it is used in a transparent way. During<br />

everyday tasks, a ubiquitous computing system would be used repeatedly without users`<br />

acknowledgement or involvement. The motivation for this vision comes from technologies that are<br />

part of our daily live, which are constantly and effortlessly used. The electricity is an example of<br />

technology that is used to power almost everything and people only think about it when no<br />

electricity is available.<br />

Besides the notion of the computer disappearing into the environment, several other terms<br />

describe different aspects of ubiquitous computing. Weiser’s vision of seamlessly integrating<br />

computers into the physical world is opposed to many of today’s design principles. A seamless<br />

integration of technology into the real world would allow people to be totally unaware of technology<br />

underlying a service. Calm technology as described by Weiser [Weiser and Brown, 1995] stresses<br />

the point that good technology should not intrude on our lives, but live along with us, in a calmer<br />

way. The vision of calm technology was an inspiration for many projects in the areas of ambient<br />

and peripheral displays. Embodied virtuality is a term that was invented to explicitly bring out the<br />

ideas that computers can be brought into the physical world. This part of the vision was taken<br />

literally in the work of [Ishii and Ullmer, 1997] and in the work followed by many others in the area<br />

of tangible interfaces.<br />

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