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Encyclopedia of Computer Science and Technology

Encyclopedia of Computer Science and Technology

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Uubiquitous computingTraditionally people have thought <strong>of</strong> computers as discretedevices (such as a desktop or h<strong>and</strong>held device), used forspecific purposes such as to send e-mail or browse the Web.However, many researchers <strong>and</strong> futurists are looking towarda new paradigm that many believe is rapidly emerging. Ubiquitous(or pervasive) computing focuses not on individualcomputers <strong>and</strong> tasks but on a world where most objects(including furniture <strong>and</strong> appliances) have the ability to communicateinformation. (This has also been called “the Internet<strong>of</strong> things.”) This can be viewed as the third phase in aprocess where the emphasis has gradually shifted from individualdesktops (1980s) to the network <strong>and</strong> Internet (1990s)to mobile presence <strong>and</strong> the ambient environment.Some examples <strong>of</strong> ubiquitous computing might include:• picture frames that display pictures attuned to theuser’s activities• “dashboard” devices that can be set to display changinginformation such as weather <strong>and</strong> stock quotes• parking meters that can provide verbal directions tonearby attractions• kiosks or other facilities to provide verbal cues toguide travelers, such as through airports• home monitoring systems that can sense <strong>and</strong> dealwith accidents or health emergenciesUbiquitous computing greatly increases the ability <strong>of</strong>people to seamlessly access information for their dailyactivities, but the fact that the user is in effect “embedded”in the network can also raise issues <strong>of</strong> privacy <strong>and</strong> thereceiving <strong>of</strong> unwanted advertising or other information (seeprivacy in the digital age).An early center <strong>of</strong> research in ubiquitous computing wasXerox PARC, famous for its development <strong>of</strong> graphical userinterfaces (particularly the work <strong>of</strong> Mark Weiser). Today amajor force is MIT (see MIT Media Lab), especially its ProjectOxygen, which explores networks <strong>of</strong> embedded computers.This challenging research area brings together aspects<strong>of</strong> many other fields (see artificial intelligence, distributedcomputing, psychology <strong>of</strong> computing, smart buildings <strong>and</strong>homes, touchscreen, user interface, <strong>and</strong> wearable computers).Note that while the user’s experience <strong>of</strong> ubiquitouscomputing might be similar in some ways to that <strong>of</strong> virtualreality, the latter puts the user into a computer-generatedworld, while the former uses computing power to enhancethe user’s connections to the outside world (see virtualreality).Further ReadingGreenfield, Adam. Everywhere: The Dawning Age <strong>of</strong> UbiquitousComputing. Berkeley, Calif.: New Riders, 2006.Igoe, Tom. Making Things Talk: Practical Methods Connecting PhysicalObjects. Sebastapol, Calif.: O’ Reilly, 2007.MIT Project Oxygen. Available online. URL: http://www.oxygen.lcs.mit.edu/. Accessed November 30, 2007.Morville, Peter. Ambient Findability: What We Find Changes WhoWe Become. Sebastapol, Calif.: O’Reilly, 2005.Terdiman, Daniel. “Meet the Metaverse, Your New Digital Home.”CNET News. Available online. URL: http://news.com.com/Meet+the+metaverse%2C+your+new+digital+home/2100-1025_3-6175973.html. Accessed November 30, 2007.484

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