Mobile and Pervasive Computing - 7 Projects for Groups - PowerPoint PPT Presentation

About This Presentation
Title:

Mobile and Pervasive Computing - 7 Projects for Groups

Description:

Assoc.Prof. Hal k G m kaya Department of Computer Engineering Fatih University Mobile and Pervasive Computing - 7 Projects for Groups Presented by: Dr. Adeel Akram – PowerPoint PPT presentation

Number of Views:224
Avg rating:3.0/5.0
Slides: 62
Provided by: webUettax
Category:

less

Transcript and Presenter's Notes

Title: Mobile and Pervasive Computing - 7 Projects for Groups


1
Mobile and Pervasive Computing - 7Projects for
Groups
Assoc.Prof. Halûk Gümüskaya Department of
Computer Engineering Fatih University
  • Presented by Dr. Adeel Akram
  • University of Engineering and Technology,
    Taxila,Pakistan
  • http//web.uettaxila.edu.pk/CMS/SP2014/teMPCms

2
Outline
  • Principles of Pervasive Computing
  • Evolution Related Fields
  • Problem Space
  • Example Projects
  • Other Scenarios
  • References

3
Principles of Pervasive Computing
  • The most profound technologies are those that
    dissappear. They weave themselves into the fabric
    of everyday life until they are indistinguishable
    from it.
  • Creation of environments saturated with computing
    and communication capability, yet gracefully
    integrated with human users.
  • Scientific American,Vol. 265 N.9, pp. 66-75, 1991

Mark Weiser
4
Principles of Pervasive Computing
  • During one of his talks, Weiser outlined a set of
    principles describing pervasive computing (also
    called ubiquitous computing)
  • The purpose of a computer is to help you do
    something else.
  • The best computer is a quiet, invisible servant.
  • The more you can do by intuition the smarter you
    are the computer should extend your unconscious.
  • Technology should create calm.
  • Calm technology
  • A technology that informs but doesn't demand our
    focus or attention. (Designing Calm Technology,
    Weiser and John Seeley Brown)

5
Principles of Pervasive Computing
Figure 1. The major trends in computing.
  • "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."

6
Principles of Pervasive Computing
  • 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.

7
Principles of Pervasive Computing
  • Pervasive computing integrates computation into
    the environment, rather than having computers
    which are distinct objects.
  • Other terms for pervasive computing
  • Ubiquitous computing
  • Calm technology
  • Things that think
  • Everyware
  • Pervasive internet
  • Ambient intelligence
  • Proactive computing
  • Augmented reality

8
Principles of Pervasive Computing
  • Central aim of pervasive computing invisibility
  • One does not need to continually rationalize
    one's use of a pervasive computing system.
  • Having learnt about its use sufficiently well,
    one ceases to be aware of it.
  • It is "literally visible, effectively invisible"
    in the same way that a skilled carpenter engaged
    in his work might use a hammer without
    consciously planning each swing.
  • Similarly, when you look at a street sign, you
    absorb its information without consciously
    performing the act of reading.

9
  • Principles of Pervasive Computing
  • Evolution Related Fields
  • Problem Space
  • Example Projects
  • Other Scenarios
  • References

10
Evolution Related Fields
  • Pervasive computing represents a major
    evolutionary step in a line of work dating back
    to the mid-1970s.
  • Two distinct earlier steps in this evolution
  • Distributed systems
  • Mobile computing

11
Evolution Related Fields
Figure 2. Taxonomy of computer systems research
problems in pervasive computing.
12
Evolution Related Fields
  • Distributed systems
  • Arose at the intersection of personal computers
    and local area networks.
  • The research that followed from the mid-1970s
    through the early 1990s created a conceptual
    framework and algorithmic base that has proven to
    be of enduring value in all work involving two or
    more computers connected by a network whether
    mobile or static, wired or wireless, sparse or
    pervasive.
  • Spans many areas that are foundational to
    pervasive computing (Figure 2).

13
Evolution Related Fields
  • 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.
  • Many basic principles of distributed system
    design continued to apply.
  • Four key constraints of mobility forced the
    development of specialized techniques
  • Unpredictable variation in network quality
  • Lowered trust and robustness of mobile elements
  • Limitations on local resources imposed by weight
    and size constraints
  • Concern for battery power consumption

14
Evolution Related Fields
  • Other related fields
  • Sensor networks
  • Human-computer interaction
  • http//www.sigchi.org/
  • Artificial intelligence

15
Evolution Related Fields
  • Other related fields
  • Sensor Networks
  • A sensor network consist of a large number of
    tiny autonomous computing devices, each equipped
    with sensors, a wireless radio, a processor, and
    a power source.
  • Sensor networks are envisioned to be deployed
    unobtrusively in the physical environment in
    order to monitor a wide range of environmental
    phenomena (e.g., environmental pollutions,
    seismic activity, wildlife) with unprecedented
    quality and scale.

16
Evolution Related Fields
  • Other related fields
  • Human Computer Interaction
  • HCI is the study of interaction between people
    (users) and computers.
  • A basic goal of HCI is to improve the interaction
    between users and computers by making computers
    more user-friendly and receptive to the user's
    needs.
  • A long term goal of HCI is to design systems that
    minimize the barrier between the human's
    cognitive model of what they want to accomplish
    and the computer's understanding of the user's
    task.

17
Evolution Related Fields
  • Other related fields
  • Artificial Intelligence
  • AI can be defined as intelligence exhibited by an
    artificial (non-natural, manufactured) entity.
  • AI is studied in overlapping fields of computer
    science, psychology and engineering, dealing with
    intelligent behavior, learning and adaptation in
    machines, generally assumed to be computers.
  • Research in AI is concerned with producing
    machines to automate tasks requiring intelligent
    behavior.

18
  • Principles of Pervasive Computing
  • Evolution Related Fields
  • Problem Space
  • Example Projects
  • Other Scenarios
  • References

19
Problem Space
  • Pervasive computing incorporates four additional
    research thrusts
  • Effective use of smart spaces
  • Invisibility
  • Localized scalability
  • Masking uneven conditioning

20
Problem Space
  • Effective use of smart spaces
  • By embedding computing infrastructure in building
    infrastructure, a smart space brings together
    physical and virtual worlds that have been
    disjoint until now.
  • The fusion of these worlds enables sensing and
    control of one world by the other.
  • Automatic adjustment of heating, cooling, and
    lighting levels in a room based on an occupants
    electronic profile.

21
Problem Space
  • Invisibility
  • The ideal expressed by Weiser is complete
    disappearance of pervasive computing technology
    from a users consciousness (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.

22
Problem Space
  • Localized scalability
  • As smart spaces grow in sophistication, the
    intensity of interactions between a users
    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.
  • Good system design has to achieve scalability by
    severely reducing interactions between distant
    entities.

23
Problem Space
  • Masking un-even conditioning
  • 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.
  • One way to reduce the amount of variation seen by
    a user is to have his/her personal computing
    space compensate for dumb environments.

24
Problem Space
  • Design and implementation problems in pervasive
    comp.
  • User intent
  • Cyber foraging
  • Adaptation strategy
  • High-level energy management
  • Client thickness
  • Context awareness
  • Balancing proactivity and transparency
  • Privacy and trust

25
Problem Space
  • User intent
  • For proactivity to be effective, it is crucial
    that a pervasive computing system track user
    intent. Otherwise, it will be almost impossible
    to determine which system actions will help
    rather than hinder the user.
  • For example, suppose a user is viewing video over
    a network connection whose bandwidth suddenly
    drops. Should the system
  • Reduce the fidelity of the video?
  • Pause briefly to find another higher-bandwidth
    connection?
  • Advise the user that the task can no longer be
    accomplished?
  • The correct choice will depend on what the user
    is trying to accomplish.

26
Problem Space
  • Cyber foraging (also called living off the
    land)
  • The idea is to dynamically augment the computing
    resources of a wireless mobile computer by
    exploiting wired hardware infrastructure.
  • As computing becomes cheaper and more plentiful,
    it makes economic sense to waste computing
    resources to improve user experience.
  • In the forseeable future, public spaces such as
    airport lounges and coffee shops will be equipped
    with compute servers or data staging servers for
    the benefit of customers, much as table lamps are
    today. (Today, many shopping centers and
    cafeterias offer their customers free wireless
    internet access.)

27
Problem Space
  • Adaptation strategy
  • Adaptation is necessary when there is a
    significant mismatch between the supply and
    demand of a resource (e.g. wireless network
    bandwidth, energy, computing cycles or memory).
  • There are three alternative strategies for
    adaptation in pervasive computing
  • A client can guide applications in changing their
    behavior so that they use less of a scarce
    resource. This change usually reduces the
    user-perceived quality, or fidelity, of an
    application.
  • A client can ask the environment to guarantee a
    certain level of a resource (reservation-based
    QoS systems). From the viewpoint of the client,
    this effectively increases the supply of a scarce
    resource to meet the clients demand.
  • A client can suggest a corrective action to the
    user. If the user acts on this suggestion, it is
    likely (but not certain) that resource supply
    will become adequate to meet demand.

28
Problem Space
  • High-level energy management
  • Sophisticated capabilities such as proactivity
    and self-tuning increase the energy demand of
    software on a mobile computer in ones personal
    computing space.
  • Making such computers lighter and more compact
    places severe restrictions on battery capacity,
    requiring advance energy efficient memory
    management.
  • One example is energy-aware memory management,
    where the operating system dynamically controls
    the amount of physical memory that has to be
    refreshed.
  • Another example is energy-aware adaptation, where
    individual applications switch to modes of
    operation with lower fidelity and energy demand
    under operating system control.

29
Problem Space
  • Client thickness (hardware capabilities of the
    client)
  • For a given application, the minimum acceptable
    thickness of a client is determined by the
    worst-case environmental conditions under which
    the application must run satisfactorily.
  • A very thin client suffices if one can always
    count on high-bandwidth low-latency wireless
    communication to nearby computing infrastructure,
    and batteries can be recharged or replaced
    easily.
  • If there exists even a single location visited by
    a user where these assumptions do not hold, the
    client will have to be thick enough to compensate
    at that location.
  • This is especially true for interactive
    applications where crisp response is important.

30
Problem Space
  • Context awareness
  • A pervasive computing system must recognize
    users state and surroundings, and must modify
    its behavior based on this information.
  • A users context can be quite rich, consisting of
    attributes such as physical location,
    physiological state (e.g., body temperature and
    heart rate), emotional state (e.g., angry,
    distraught, or calm), personal history, daily
    behavioral patterns, and so on.
  • If a human assistant were given such context, he
    or she would make decisions in a proactive
    fashion, anticipating user needs.
  • In making these decisions, the assistant would
    typically not disturb the user at inopportune
    moments except in an emergency.
  • A pervasive computing system should emulate such
    a human assistant.

31
Problem Space
  • Balancing proactivity and transparency
  • Unless carefully designed, a proactive system can
    annoy a user and thus defeat the goal of
    invisibility.
  • A mobile users need and tolerance for
    proactivity are likely to be closely related to
    his/her level of expertise on a task and
    familiarity with his/her environment.
  • A system that can infer these factors by
    observing user behavior and context is better
    positioned to strike the right balance.
  • For transparency, a user patience model can be
    implemented to predict whether the user will
    respond positively to a fetch request. So the
    user interaction is suppressed and the fetch is
    handled transparently.

32
Problem Space
  • Privacy and trust
  • As a user becomes more dependent on a pervasive
    computing system, it becomes more knowledgeable
    about that users movements, behavior patterns
    and habits.
  • Exploiting this information is critical to
    successful proactivity and self-tuning
    (invisibility), but also may cause serious loss
    of privacy.
  • User must trust the infrastructure to a
    considerable extent and the infrastructure needs
    to be confident of the users identity and
    authorization level before responding to his/her
    requests.
  • It is a difficult challenge to establish this
    mutual trust in a manner that is minimally
    intrusive and thus preserves invisibility.

33
  • Principles of Pervasive Computing
  • Evolution Related Fields
  • Problem Space
  • Example Projects
  • Other Scenarios
  • References

34
Example Projects
  • After a decade of hardware progress, many
    critical elements of pervasive computing that
    were exotic in 1991 are now viable commercial
    products
  • Handheld and wearable computers
  • Wireless LANs
  • Devices to sense and control appliances.
  • We are now better positioned to begin the quest
    for Weisers vision.

35
Example Projects
  • Pervasive computing projects have emerged at
    major universities and in industry
  • Project Aura (Carnegie Mellon University)
  • Oxygen (Massachusetts Institute of Technology)
  • Portalano (University of Washington)
  • Endeavour (University of California at Berkeley)
  • Place Lab (Intel Research Laboratory at Seattle)

36
Example Projects Project Aura (1)
  • Aura (Carnegie Mellon University)
  • Distraction-free (Invisible) Ubiquitous Computing.

37
Example Projects Project Aura (2)
  • Moores Law Reigns Supreme
  • Processor density
  • Processor speed
  • Memory capacity
  • Disk capacity
  • Memory cost
  • ...
  • Glaring Exception
  • Human Attention

Human Attention
Adam Eve
2000 AD
38
Example Projects Project Aura (3)
  • Aura Thesis
  • The most precious resource in computing is human
    attention.
  • Aura Goals
  • Reduce user distraction.
  • Trade-off plentiful resources of Moores law for
    human attention.
  • Achieve this scalably for mobile users in a
    failure-prone, variable-resource environment.

39
Example Projects Project Aura (4)
  • The Airport Scenario
  • Jane wants to send e-mail from the airport before
    her flight leaves.
  • She has several large enclosures
  • She is using a wireless interface
  • She has many options.
  • Simply send the e-mail
  • Is there enough bandwidth?
  • Compress the data first
  • Will that help enough?
  • Pay extra to get reserved bandwidth
  • Are reservations available?
  • Send the diff relative to older file
  • Are the old versions around?
  • Walk to a gate with more bandwidth
  • Where is there enough bandwidth?
  • How do we choose automatically?

40
Example Projects Project Aura (5)
  • The Mobile Task Scenario
  • Aura saves Scotts task.
  • Scott enters office and gets strong
    authentication and secure access.
  • Aura restores Scotts task on desktop machine and
    uses a large display.
  • Scott controls application by voice.
  • Bradley enters room.
  • Bradley gets weak authentication, Scotts access
    changes to insecure.
  • Aura denies voice access to sensitive email
    application.
  • Scott has multi-modal control of PowerPoint
    application.
  • Aura logs Scott out when he leaves the room.

41
Example Projects Oxygen
  • 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.

42
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.

43
Related Projects Portalano
  • Portolano (University of Washington)
  • An expedition into invisible computing.
  • 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
  • Get computers out of the way
  • Dont interfere with users tasks
  • Diverse task-specific devices with optimized
    form-factors
  • Wide range of input/output modalities
  • Robust, trustworthy services
  • High-productivity software development
  • Self-organizing, active middleware, maintenance,
    monitoring
  • Higher-level, meaningful services

44
Related Projects Portalano (2)
  • 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
    friend Bob, so Alice asks her address book to
    place the call.

45
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.

46
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 photo album
    folder.
  • 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.

47
Example Projects Endeavour
  • The Endeavour Expedition (UC Berkeley)
  • Charting the Fluid Information Utility
  • Endeavour Goal
  • Enhancing human understanding through the use of
    information technology.

48
  • Principles of Pervasive Computing
  • Evolution Related Fields
  • Example Projects
  • Other Scenarios
  • References

49
Other Scenarios
  • Buy drinks by Friday (1)
  • Take out the last can of soda
  • Swipe the cans UPC label, which adds soda to
    your shopping list
  • Make a note that you need soda for the guests you
    are having over this weekend
  • http//en.wikipedia.org/wiki/Universal_Product_Cod
    e

50
Other Scenarios
  • Buy drinks by Friday (2)
  • Approach a local supermarket
  • AutoPC informs you that you are near a
    supermarket
  • Opportunistic reminder If it is convenient,
    stop by to buy drinks.

51
Other Scenarios
  • Buy drinks by Friday (3)
  • Friday rolls around and you have not bought
    drinks
  • Deadline-based reminder sent to your pager

52
Other Scenarios
  • Screen Fridge
  • Provides
  • Email
  • Video messages
  • Web surfing
  • Food management
  • TV
  • Radio
  • Virtual keyboard
  • Digital cook book
  • Surveillance camera

53
Other Scenarios
  • The Active Badge
  • This inch-scale computer contains a small
    microprocessor and an infrared transmitter.
  • The badge broadcasts the identity of its wearer
    and so can trigger automatic doors, automatic
    telephone forwarding and computer displays
    customized to each person reading them.
  • The active badge and other networked tiny
    computers are called tabs.

54
Other Scenarios
  • The Active Badge

55
Other Scenarios
  • Edible computers The pill-cam
  • Miniature camera
  • Diagnostic device
  • It is swallowed
  • Try this with an ENIAC computer!

56
Other Scenarios
  • Artificial Retina
  • Direct interface with nervous system
  • Whole new computational paradigm

57
Other Scenarios
  • Smart Dust
  • Nano computers that couple
  • Sensors
  • Computing
  • Communication
  • Grids of motes (nano computers)

58
  • Principles of Pervasive Computing
  • Evolution Related Fields
  • Problem Space
  • Example Projects
  • Other Scenarios
  • References

59
References
  • Mark Weiser, "The Computer for the Twenty-First
    Century," Scientific American, pp. 94-10,
    September 1991.
  • Wikipedia
  • Mark Weiser, Ubiquitous Computing, HCI, AI
  • M.Satyanarayanan, Pervasive Computing Vision
    and Challenges, IEEE Personal Communications,
    August 2001.
  • D.Saha, A.Mukherjee, Pervasive Computing A
    Paradigm for the 21st Century, IEEE Computer
    Society, March 2003.
  • Roberto Siagri, Presentation of "Computer you can
    eat or Portable, High-Performance Systems",
    Eurotech Spa, December 2004
  • Andrew C. Huang, Presentation of Pervasive
    Computing What is it good for?, August 1999
  • CMU Project Aura Web Site, http//www.cs.cmu.edu/
    aura/
  • MIT Project Oxygen Web Site, http//oxygen.csail.m
    it.edu/
  • UW Project Portalano Web Site, http//portolano.cs
    .washington.edu/
  • UC Berkeley Project Endeavour, http//endeavour.cs
    .berkeley.edu/

60
Assignment 3
  • Give Presentation on any of 5 projects discussed
    on Slide 35 and submit report in next class
  • Highlight Unique aspects
  • Components of the System
  • Other Related projects

61
  • Questions???
Write a Comment
User Comments (0)
About PowerShow.com