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Ubiquitous computing

Ubiquitous computing is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Ubiquitous computing rather than just read about it. In short: Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format.

Key takeaways

  • Ubiquitous computing belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Ubiquitous computing to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Ubiquitous computing from memory before moving on to harder problems.

Reference excerpt

Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials. This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical computing, the Internet of Things, haptic computing, and "things that think". Rather than propose a single definition for ubiquitous computing and for these related terms, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavors of ubiquitous systems and applications can be described. Ubiquitous computing themes include: distributed computing, mobile computing, location computing, mobile networking, sensor networks, human–computer interaction, context-aware smart home technologies, and artificial intelligence.

Core concepts Ubiquitous computing is the concept of using small internet connected and inexpensive computers to help with everyday functions in an automated fashion. Mark Weiser proposed three basic forms for ubiquitous computing devices:

Tabs: a wearable device that is approximately a centimeter in size Pads: a hand-held device that is approximately a decimeter in size Boards: an interactive larger display device that is approximately a meter in size Ubiquitous computing devices proposed by Mark Weiser are all based around flat devices of different sizes with a visual display. These conceptual device categories were later implemented at Xerox PARC in experimental systems including the PARCTab, PARCPad, and LiveBoard, which served as early prototypes of handheld, tablet-style, and large interactive display computing environments. Expanding beyond those concepts there is a large array of other ubiquitous computing devices that could exist.

History Mark Weiser coined the phrase "ubiquitous computing" around 1988, during his tenure as Chief Technologist of the Xerox Palo Alto Research Center (PARC). Both alone and with PARC Director and Chief Scientist John Seely Brown, Weiser wrote some of the earliest papers on the subject, largely defining it and sketching out its major concerns.

Recognizing the effects of extending processing power Recognizing that the extension of processing power into everyday scenarios would necessitate understandings of social, cultural and psychological phenomena beyond its proper ambit, Weiser was influenced by many fields outside computer science, including "philosophy, phenomenology, anthropology, psychology, post-Modernism, sociology of science and feminist criticism". He was explicit about "the humanistic origins of the 'invisible ideal in post-modernist thought'", referencing as well the ironically dystopian Philip K. Dick novel Ubik. Andy Hopper from Cambridge University UK proposed and demonstrated the concept of "Teleporting" – where applications follow the user wherever he/she moves. Roy Want (now at Google), while at Olivetti Research Ltd, designed the first "Active Badge System", which is an advanced location computing system where personal mobility is merged with computing. Later at Xerox PARC, he designed and built the "PARCTab" or simply "Tab", widely recognized as the world's first Context-Aware computer, which has great similarity to the modern smartphone. Bill Schilit (now at Google) also did some earlier work in this topic, and participated in the early Mobile Computing workshop held in Santa Cruz in 1996. Ken Sakamura of the University of Tokyo, Japan leads the Ubiquitous Networking Laboratory (UNL), Tokyo as well as the T-Engine Forum. The joint goal of Sakamura's Ubiquitous Networking specification and the T-Engine forum, is to enable any everyday device to broadcast and receive information. MIT has also contributed significant research in this field, notably Things That Think consortium (directed by Hiroshi Ishii, Joseph A. Paradiso and Rosalind Picard) at the Media Lab and the CSAIL effort known as Project Oxygen. Other major contributors include University of Washington (Shwetak Patel, Anind Dey and James Landay), Dartmouth College's HealthX Lab (directed by Andrew Campbell), Georgia Tech's College of Computing (Gregory Abowd and Thad Starner), Cornell Tech's People Aware Computing Lab (directed by Tanzeem Choudhury), NYU's Interactive Telecommunications Program, UC Irvine's Department of Informatics, Microsoft Research, Intel Research and Equator, Ajou University UCRi & CUS.

… excerpt ends here. Continue reading the full article.

Worked examples

Example 1 — a first encounter with Ubiquitous computing

Start with the simplest possible case. Write down what Ubiquitous computing claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Ubiquitous computing before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Ubiquitous computing ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Ubiquitous computing

In research
Ubiquitous computing appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Ubiquitous computing in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Ubiquitous computing is common in secondary-school and first-year university syllabi. It links to neighbouring topics Ambient intelligence, Computing-related lists, Human–computer interaction, so understanding it makes those chapters shorter.
In everyday life
Look for Ubiquitous computing outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Ubiquitous computing in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Ubiquitous computing means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Ubiquitous computing out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Ubiquitous computing in simple terms?

Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any form…

Why does Ubiquitous computing matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Ubiquitous computing?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Ubiquitous computing.

Tags

  • Ambient intelligence
  • Computing-related lists
  • Human–computer interaction
  • Ubiquitous computing

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