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PREPARED BY: 
SAKSHI MONGIA 
2808037 
CSE – 4TH YR.
 INTRODUCTION TO UC 
 HISTORY OF UC 
 PRINCIPLE OF UC 
 MARK WEISER’s THREE KEY DEVICES 
 GOALS OF UC 
 UC Vs VR 
 TECHNOLOGIES WITH SAME PERSPECTIVE 
 GENERIC FEATURES 
 DESIGN PRINCIPLES 
 PROBLEMS IN UCS 
 UbiCompGC 
 APPLICATIONS OF UC 
 FUTURE OF UC 
 UbiComp PROJECTS
 Ubiquitous computing is the method of 
enhancing computer use by making many 
computers available throughout the physical 
environment, but making them effectively 
invisible to the user. 
-MARK WEISER 
 Ubiquitous computing, or calm technology, is 
a paradigm shift where technology becomes 
virtually invisible in our lives. 
-MARCIA RILEY
 Researchers at the computer lab of XEROX’s 
PARC(Palo Alto Research Center) first 
articulated the idea of UBIQUITOUS 
COMPUTING in 1988. 
 They called UC “…highest ideal is to make a 
computer so embedded, so fitting, so natural, 
that we use it without even thinking about it.”
“The most profound 
technologies are 
those that 
dissappear. They 
weave themselves 
into the fabric of 
everyday life until 
they are 
indistinguishable 
from it.”
 XEROX PAD - Pads were small, tablet sized laptop 
computers, similar to today’s Tablet PC’s. One of XEROX 
PARC’s pad devices was labeled the MPad. It was designed to 
provide the freedom of a portable, wireless tablet computer while 
still maintaining the power of a workstation. 
 XEROX TAB - Tabs were small handheld computing devices, 
similar to today’s palmtop computers. XEROX PARC envisioned 
Tabs as the entry way for data in the ubiquitous computing era; 
useful enough to be used by everyone and small enough to be 
everywhere. 
 XEROX LIVEBOARD - Liveboards represented the “yard-size” 
information bearers in the family of cooperating devices for 
cooperating people. Liveboards supported multi-user input.
 Ultimate goal: 
 Invisible technology. 
 Integration of virtual and physical worlds. 
 Wireless technology. 
 Smart enough to sense and react to the situation.
Ubiquitous Computing is entirely different 
from Virtual Reality. 
Ubiquitous Computing 
 filling the real world with computers 
 Virtual and Augmented Reality 
 making the real world in a computer!
 PERVASIVE COMPUTING: refer a to the use of 
computers in everyday life including PDAs, 
Smartphone and other mobile devices. 
 CALM TECHNOLOGY: technology that 
remains in the background until needed & thus 
enables a person to interact with it in a calm, 
engaged manner. 
 AMBIENT INTELLIGENCE: it refers to 
electronic environments that are sensitive & 
responsive to the presence of people.
Transparent 
Interfaces 
Awareness of 
Context(s) 
Capture Experience
 hide their presence from user. 
 Provide interaction between user and 
application. 
Need: 
- flexible interfaces 
- Varied interfaces that can provide similar 
functionality 
 Example: 
 Gesture recognition, speech recognition, free 
form pen interaction, computational 
perception etc.
o Information about the environment with which 
the application is associated. 
o EXAMPLE: 
• user’s state and surroundings (LOCATION & 
TIME). 
o Context aware application: 
- is one which can capture the context 
- assign meaning to it 
- change behavior accordingly
 To capture our day-to-day experience and make it 
available for future use. 
 Constraints: 
- Multiple streams of information 
- Their time synchronization 
- Their correlation and integration 
 Need: 
Automated tools that support capture, integration and 
future access of info.
Ubiquitous systems contain the principle of 
distributed system and mobile computing system. 
 Remote Communication 
 Distributed Security 
 Mobile Networking 
 Location Sensitivity 
 Effective use of Smart Space 
 Invisibility 
 Localised Scalability 
 Privacy & Security
 Context Awareness 
 Radio Frequency Identification (RFID) 
 Trust, Privacy & Security 
 Seamless Communication 
 Low Powered Devices 
 Self Configuration 
 Information Overload 
 Social Issues
UbiCompGC: 
 Experience (User) View 
 Design (Engineering) View 
 Science (Theory) View
To develop ubiquitous computing 
methods and techniques that are sensitive 
both to the needs of individuals and 
society, and the impact upon them. 
These will support the realization of 
human experiences. 
These will include new forms of 
interaction and new interaction paradigms 
that make ubiquitous computing usable by 
all.
To define engineering design principles that: 
 that pertain to all aspects of ubiquitous 
computing; 
 are agreed among both academic and 
professional engineers; 
 are instantiated in the design and rigorous 
documentation of several computational 
systems with a successful operational 
history.
 To develop a coherent informatics science 
whose concepts, calculi, models, theories and 
tools allow descriptive, explanatory and 
predictive analysis of ubiquitous computing 
at many levels of abstraction; 
 To employ these theories to derive all its 
systems and software, including languages; 
 To analyze and justify all its constructions by 
these theories and tools.
 Conductive textiles and inks 
 print electrically active 
patterns directly onto 
fabrics. 
 Sensors based fabric 
 e.g., monitor pulse, blood 
pressure, body 
temperature. 
 Invisible collar microphones. 
 Kidswear 
 game console on the 
sleeve. 
 integrated GPS-driven 
locators. 
 integrated small cameras.
flexible, bendable, digital paper Display
smart jewellery : emotional user interfaces, 
affective computing
 A mat at the entrance of 
home, provides a vital 
connection between inside 
and outside the house. 
 By sensing the body 
weight and footprint of the 
user, the smart mat 
immediately recognizes 
which user is stepping on 
the mat.
specially for foreign languages and vocabulary
 As the era of personal computers comes to a close and the 
era of ubiquitous computing emerges, technologically 
advanced countries will enter a brave new world. A world 
where computers are everywhere, but rarely seen. 
Computing machinery will be embedded to devices hidden 
from view, while other computing devices will seem so 
natural we will use them without believing they are 
computers. 
 The advances that will be made will create a new life style 
for human beings. It will be a lifestyle where computers aid 
and assist us in our daily lives. Even doing the most 
mundane activity, such as looking up a telephone number, 
may be accessed as easily as speaking a person’s name. 
Sensors embedded in the environment around us will make 
like simpler.
 Ambient Devices 
 EU IST Disappearing Computer 
 Project Aura, CMU  user attention 
 UNC “office of real soon now” 
augmented surfaces [Reki99] 
 Microsoft Easy Living 
Oxygen, MIT 
 Portolano, Univ. of Washington 
 Endeavour, Berkeley 
CoolTown, HP Labs
Ubiqutous Computing

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Ubiqutous Computing

  • 1. PREPARED BY: SAKSHI MONGIA 2808037 CSE – 4TH YR.
  • 2.  INTRODUCTION TO UC  HISTORY OF UC  PRINCIPLE OF UC  MARK WEISER’s THREE KEY DEVICES  GOALS OF UC  UC Vs VR  TECHNOLOGIES WITH SAME PERSPECTIVE  GENERIC FEATURES  DESIGN PRINCIPLES  PROBLEMS IN UCS  UbiCompGC  APPLICATIONS OF UC  FUTURE OF UC  UbiComp PROJECTS
  • 3.  Ubiquitous computing is the method of enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user. -MARK WEISER  Ubiquitous computing, or calm technology, is a paradigm shift where technology becomes virtually invisible in our lives. -MARCIA RILEY
  • 4.  Researchers at the computer lab of XEROX’s PARC(Palo Alto Research Center) first articulated the idea of UBIQUITOUS COMPUTING in 1988.  They called UC “…highest ideal is to make a computer so embedded, so fitting, so natural, that we use it without even thinking about it.”
  • 5. “The most profound technologies are those that dissappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.”
  • 6.  XEROX PAD - Pads were small, tablet sized laptop computers, similar to today’s Tablet PC’s. One of XEROX PARC’s pad devices was labeled the MPad. It was designed to provide the freedom of a portable, wireless tablet computer while still maintaining the power of a workstation.  XEROX TAB - Tabs were small handheld computing devices, similar to today’s palmtop computers. XEROX PARC envisioned Tabs as the entry way for data in the ubiquitous computing era; useful enough to be used by everyone and small enough to be everywhere.  XEROX LIVEBOARD - Liveboards represented the “yard-size” information bearers in the family of cooperating devices for cooperating people. Liveboards supported multi-user input.
  • 7.  Ultimate goal:  Invisible technology.  Integration of virtual and physical worlds.  Wireless technology.  Smart enough to sense and react to the situation.
  • 8. Ubiquitous Computing is entirely different from Virtual Reality. Ubiquitous Computing  filling the real world with computers  Virtual and Augmented Reality  making the real world in a computer!
  • 9.  PERVASIVE COMPUTING: refer a to the use of computers in everyday life including PDAs, Smartphone and other mobile devices.  CALM TECHNOLOGY: technology that remains in the background until needed & thus enables a person to interact with it in a calm, engaged manner.  AMBIENT INTELLIGENCE: it refers to electronic environments that are sensitive & responsive to the presence of people.
  • 10. Transparent Interfaces Awareness of Context(s) Capture Experience
  • 11.  hide their presence from user.  Provide interaction between user and application. Need: - flexible interfaces - Varied interfaces that can provide similar functionality  Example:  Gesture recognition, speech recognition, free form pen interaction, computational perception etc.
  • 12. o Information about the environment with which the application is associated. o EXAMPLE: • user’s state and surroundings (LOCATION & TIME). o Context aware application: - is one which can capture the context - assign meaning to it - change behavior accordingly
  • 13.  To capture our day-to-day experience and make it available for future use.  Constraints: - Multiple streams of information - Their time synchronization - Their correlation and integration  Need: Automated tools that support capture, integration and future access of info.
  • 14. Ubiquitous systems contain the principle of distributed system and mobile computing system.  Remote Communication  Distributed Security  Mobile Networking  Location Sensitivity  Effective use of Smart Space  Invisibility  Localised Scalability  Privacy & Security
  • 15.  Context Awareness  Radio Frequency Identification (RFID)  Trust, Privacy & Security  Seamless Communication  Low Powered Devices  Self Configuration  Information Overload  Social Issues
  • 16. UbiCompGC:  Experience (User) View  Design (Engineering) View  Science (Theory) View
  • 17. To develop ubiquitous computing methods and techniques that are sensitive both to the needs of individuals and society, and the impact upon them. These will support the realization of human experiences. These will include new forms of interaction and new interaction paradigms that make ubiquitous computing usable by all.
  • 18. To define engineering design principles that:  that pertain to all aspects of ubiquitous computing;  are agreed among both academic and professional engineers;  are instantiated in the design and rigorous documentation of several computational systems with a successful operational history.
  • 19.  To develop a coherent informatics science whose concepts, calculi, models, theories and tools allow descriptive, explanatory and predictive analysis of ubiquitous computing at many levels of abstraction;  To employ these theories to derive all its systems and software, including languages;  To analyze and justify all its constructions by these theories and tools.
  • 20.  Conductive textiles and inks  print electrically active patterns directly onto fabrics.  Sensors based fabric  e.g., monitor pulse, blood pressure, body temperature.  Invisible collar microphones.  Kidswear  game console on the sleeve.  integrated GPS-driven locators.  integrated small cameras.
  • 22. smart jewellery : emotional user interfaces, affective computing
  • 23.  A mat at the entrance of home, provides a vital connection between inside and outside the house.  By sensing the body weight and footprint of the user, the smart mat immediately recognizes which user is stepping on the mat.
  • 24. specially for foreign languages and vocabulary
  • 25.  As the era of personal computers comes to a close and the era of ubiquitous computing emerges, technologically advanced countries will enter a brave new world. A world where computers are everywhere, but rarely seen. Computing machinery will be embedded to devices hidden from view, while other computing devices will seem so natural we will use them without believing they are computers.  The advances that will be made will create a new life style for human beings. It will be a lifestyle where computers aid and assist us in our daily lives. Even doing the most mundane activity, such as looking up a telephone number, may be accessed as easily as speaking a person’s name. Sensors embedded in the environment around us will make like simpler.
  • 26.  Ambient Devices  EU IST Disappearing Computer  Project Aura, CMU  user attention  UNC “office of real soon now” augmented surfaces [Reki99]  Microsoft Easy Living Oxygen, MIT  Portolano, Univ. of Washington  Endeavour, Berkeley CoolTown, HP Labs