Pervasive Computing Unit I
Pervasive Computing Unit I
UNIT I
PART I
Introduction
Our life in the future should be very carefree with
little to no hassle.
Less searching, more fast and accurate access to
information, when needed.
Time and location boundaries will eventually be
eliminated, resulting in a true information age style
of civilisation.
Future devices will become more and more
intelligent , they will start to talk among themselves
to serve us better.
Introduction
Ubiquitous - Present Everywhere
Bringing mobile, wireless and sensor
networking technologies together towards a
new computing paradigm
Everywhere, anywhere, always on, anytime
Introduction
Pervasive computing is the third wave of computing
technologies to emerge since computers first
appeared:
• First Wave - Mainframe computing era: one computer
shared by many people, via workstations.
• Second Wave - Personal computing era: one
computer used by one person, requiring a conscious
interaction. Users largely bound to desktop.
• Third Wave – Pervasive (initially called ubiquitous)
computing era: one person, many computers.
Millions of computers embedded in the environment,
allowing technology to recede into the background
The Third Wave of Computing
Dramatic calm
Obtrusive inconspicuous
Overpowering empowering
Distracting facilitating
Difficult easy
Extraordinary everyday
Complex simple
Desktop embedded interface
Introduction
The aim of ubiquitous computing is to design
computing infrastructures in such a manner
that they integrate seamlessly with the
environment and become almost invisible.
Ubiquitous computing vision
Introduction
Unobtrusiveness and Spread through
From all the directions
Degree of Penetration
Our physical world is Pervasive, because it
surrounds us all the time.
This is a collection of nature and things.
Principles of Pervasive Computing
Scientific American,
Mark Weiser Vol. 265 N.9, pp. 66-75, 1991
Principles of Pervasive Computing
Sentient Computing
Urban Computing
Ubiquitous computing
Ubiquitous computing (ubicomp) integrates
computation into the environment, rather than having
computers which are distinct objects. Promoters of this
idea hope that embedding computation into the
environment and everyday objects would enable people
to interact with information-processing devices more
naturally and casually than they currently do, and in
ways that suit whatever location or context they find
themselves in.
Ubiquitous computing encompasses wide range of
research topics, including distributed computing, mobile
computing, sensor networks, human-computer
interaction, and artificial intelligence.
Sentient computing
Sentient computing is a form of ubiquitous computing which uses
sensors to perceive its environment and react accordingly. A
common use of the sensors is to construct a world model which
allows location-aware or context-aware applications to be
constructed.
One famous research prototype of a sentient computing system was the work at
AT&T Laboratories, Cambridge (now defunct). It consisted of an ultrasonic indoor
location system called the “Active Bats” which provided a location accuracy of about 3
cm. The world model was managed via the SPIRIT database, using CORBA to
access information and spatial indexing to deliver high-level events such as “Alice
has entered the kitchen” to listening context-aware applications. The research
continues at the Digital Technology Group at the University of Cambridge.
Some example applications of the system include:
A “follow-me phone” which would cause the telephone nearest the recipient to ring.
Teleporting desktops via VNC just by clicking their Active Bat near the computer.
Spatial buttons which were activated by clicking the Active Bat at a particular spot
(such as a poster).
Measuring and surveying buildings.
Locative games
Context adaptative computing
context adaptive system typically enables the user to maintain a
certain application (in different forms) while roaming between
different wireless access technologies, locations, devices and even
simultaneously executing everyday tasks like meetings, driving a car
etc.
For example a context adaptive and hence ubiquitous navigation
system would offer navigation support in the situations at home,
indoor, outdoor, and in car.
This involves making the navigation functionality available for
different availability of output devices, input devices and location
sensors as well as adapting the user interaction operability to the
current speed, noise or operator handicaps while keeping in mind
the overall applicability depending on the user preferences, his
knowledge, current task etc.
Wearable computers
Wearable computers are computers that are worn on the body. They have
been applied to areas such as behavioral modeling, health monitoring
systems, information technologies and media development. Government
organizations, military, and health professionals have all incorporated
wearable computers into their daily operations. Wearable computers are
especially useful for applications that require computational support while
the user’s hands, voice, eyes or attention are actively engaged with the
physical environment.
One of the main features of a wearable computer is consistency. There is a
constant interaction between the computer and user, ie. There is no need to
turn the device on or off. Another feature is the ability to multi-task. It is not
necessary to stop what you are doing to use the device; it is augmented into
all other actions. These devices can be incorporated by the user to act like a
prosthetic. It can therefore be an extension of the user’s mind and/or body.
Examples for wearable computers: calculator watch ,EyeTap,Head-
mounted display ,
Head-up display,Laptop,Personal digital assistant,Tablet PC,Virtual retinal
display
Context-aware pervasive systems
Context-aware pervasive systems (or aware
systems, for short) refer to systems that can be
aware of their physical (and virtual) environment
or situation, and respond intelligently based on
such awareness.
It is among the most exciting trends in
computing today, fueled by developments in
pervasive computing, including new computers
worn by users, embedded devices, sensors, and
wireless networking technology
Ambient Intelligence
The concept of ambient intelligence or AmI is a vision where humans are
surrounded by computing and networking technology unobtrusively embedded in their
surroundings.
The concept of ambient intelligence (AmI) was developed by the ISTAG advisory
group to the European Commission’s DG Information Society and the Media. AmI
puts the emphasis on user-friendliness, efficient and distributed services support,
user empowerment, and support for human interactions. This vision assumes a shift
away from PCs to a variety of devices which are unobtrusively embedded in our
environment and which are accessed via intelligent interfaces.
In order for AmI to become a reality a number of key technologies are required:
Unobtrusive hardware (miniaturisation, nano-technology, smart devices, sensors etc.)
A seamless mobile/fixed web-based communication infrastructure (interoperability,
wired and wireless networks etc.)
Dynamic and massively distributed device networks
Natural feeling human interfaces (intelligent agents, multi-modal interfaces, models of
context awareness etc.)
Dependability and security (self-testing and self repairing software, privacy ensuring
technology etc)
Urban computing
urban computing: the integration of computing, sensing, and
actuation technologies into our everyday urban settings and
lifestyles. Successful integration requires taking several facets of the
urban environment into account at once.
Urban settings frame social behaviors; they encompass architectural
forms and features that may or may not be harmonious with given
technologies; and they are increasingly but variably permeated by
wireless networks and fixed and mobile devices.
A key challenge is the great diversity and density of people, devices,
and built artifacts found in urban places.
Urban computing ranges from city-wide transportation-sensing
infrastructure, to services embedded in a cafe, to the bluetooth
“aura” of an individual’s mobile phone as he or she walks down a
street.
Principles of Pervasive Computing
Flip a switch!
“The Workspace”
Evolution
Distributed Computing
intersection of personal computers and local area
networks.
Mobile Computing
The appearance of full-function laptop computers
and wireless LANs in the early 1990s led
researchers to confront the problems that arise in
building a distributed system with mobile clients.
The field of mobile computing was thus born.
Distributed Computing
Remote communication, including protocol layering, remote
procedure call, the use of timeouts, and the use of end to- end
arguments in placement of functionality
Fault tolerance, including atomic transactions, distributed and
nested transactions, and two-phase commit
High availability, including optimistic and pessimistic replica
control, mirrored execution, and optimistic recovery
Remote information access, including caching, function shipping,
distributed file systems, and distributed databases
Security, including encryption-based mutual authentication and
privacy
Effective Use of Smart Spaces
The first research thrust is the effective use
of smart spaces. A space may be an
enclosed area such as a meeting room or
corridor, or a well-defined open area such as
a courtyard or quadrangle.
By embedding computing infrastructure in
building infrastructure, a smart space brings
together two worlds that have been disjoint
until now. The fusion of these worlds enables
sensing and control of one world by the other.
Invisibility
The second thrust is invisibility. The ideal
expressed by Weiser is complete
disappearance of pervasive computing
technology from a user’s consciousness. In
practice, a reasonable approximation to this
ideal is minimal user distraction.
If a pervasive computing environment
continuously meets user expectations and
rarely presents him with surprises, it allows
him to interact almost at a subconscious level
Localized Scalability
The third research thrust is localized scalability. As smart spaces
grow in sophistication, the intensity of interactions between a
user’s personal computing space and his/her surroundings
increases. This has severe bandwidth, energy, and distraction
implications for a wireless mobile user.
The presence of multiple users will further complicate this
problem. Scalability, in the broadest sense, is thus a critical
problem in pervasive computing.
Previous work on scalability has typically ignored physical
distance — a Web server or file server should handle as many
clients as possible, regardless of whether they are located next
door or across the country. The situation is very different in
pervasive computing.
Here, the density of interactions has to fall off as one moves
away; otherwise, both the user and his computing system will be
overwhelmed by distant interactions that are of little relevance.
Masking Uneven Conditioning
The fourth thrust is the development of techniques for masking
uneven conditioning of environments. The rate of penetration of
pervasive computing technology into the infrastructure will vary
considerably depending on many nontechnical factors such as
organizational structure, economics, and business models.
Uniform penetration, if it is ever achieved, is many years or
decades away.
In the interim, there will persist huge differences in the
“smartness” of different environments — what is available in a
well-equipped conference room, office, or classroom may be
more sophisticated than in other locations. This large dynamic
range of “smartness” can be jarring to a user, detracting from the
goal of making pervasive computing technology invisible.
Evolution & Related Fields
Oxygen (MIT)
Pervasive human-centered computing.
Goal of Oxygen is bringing abundant computation and
communication, as pervasive and free as air, naturally into
people's lives.
Example Projects : Oxygen (2)
To support highly dynamic and varied human activities, the Oxygen
system must be
pervasive— it must be everywhere, with every portal reaching into the same
information base;
embedded— it must live in our world, sensing and affecting it;
nomadic— it must allow users and computations to move around freely, according
to their needs;
adaptable— it must provide flexibility and spontaneity, in response to changes in
user requirements and operating conditions;
powerful, yet efficient— it must free itself from constraints imposed by bounded
hardware resources, addressing instead system constraints imposed by user
demands and available power or communication bandwidth;
intentional— it must enable people to name services and software objects by
intent, for example, "the nearest printer," as opposed to by address;
eternal— it must never shut down or reboot; components may come and go in
response to demand, errors, and upgrades, but Oxygen as a whole must be
available all the time.
Related Projects: Portalano
Expedition goals:
Connecting the physical world to the world-wide information fabric
Instrument the environment: sensors, locators, actuators
Universal plug-and-play at all levels: devices to services
Optimize for power: computation partitioning, comm. opt.
Intermittent communication: new networking strategies
Scenario
Alice begins the day with a cup of coffee and her
personalized newspaper.
When her carpool arrives, she switches to reading the news
on her handheld display, where she notices an advertisement
for a new 3-D digital camera.
It looks like something that would interest her shutterbug-
friend Bob, so Alice asks her address book to place the call.
Related Projects: Portalano (3)
Scenario (2)
Bob's home entertainment system softens the volume of his
custom music file as his phone rings.
Alice begins telling Bob about the camera, and forwards him a
copy of the advertisement which pops up on his home display.
Bob is sold on the product, and after hanging up with her, he
asks his electronic shopping agent to check his favorite
photography stores for the lowest price and make the
purchase.
Related Projects: Portalano (4)
Scenario (3)
When the camera arrives, Bob snaps some photos of his
neighbor's collection of antique Portuguese navigation
instruments.
After reviewing the photo album generated automatically by a
web-based service, Bob directs a copy of his favorite image
to the art display in his foyer.
He also sends a pointer to the photo album to Alice and
instructs his scheduling agent to set up a lunch date so that
he can thank her for the suggestion.
Other Scenarios
Screen Fridge
Provides:
Email
Video messages
Web surfing
Food management
TV
Radio
Virtual keyboard
Digital cook book
Surveillance camera
Other Scenarios
Artificial Retina
Direct interface
with nervous system
Whole new
computational
paradigm (who’s the
computer?)
Other Scenarios
Smart Dust
Nano computers that couple:
Sensors
Computing
Communication