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Stefan Poslad

Ubiquitous Computing: Smart Devices, Environments and Interactions

Wiley, ISBN: 978-0-470-03560-3, 2009

Table of Contents (draft)

 1 Basics and Vision 14

1.1 Living in a Digital World 14

1.1.1 Overview 14

1.1.2 Illustrative Ubiquitous Computing Applications 15

1.1.2.1 Personal Memories 15

1.1.2.2 Adaptive Transport Scheduled Service 17

1.1.2.3 Foodstuff Management 17

1.1.2.4 Utility Regulation 18

1.1.3 Holistic Framework for UbiCom: Smart DEI 18

1.2 Modelling the Key Ubiquitous Computing Properties 19

1.2.1 Core Properties of UbiCom Systems 20

1.2.2 Distributed ICT Systems 21

1.2.2.1 Networked ICT Devices 21

1.2.2.2 Transparency and Openness 21

1.2.3 Implicit Human Computer Interaction (iHCI) 22

1.2.3.1 The Calm Computer 22

1.2.3.2 Implicit versus Explicit Human Computer Interaction 23

1.2.3.3 Embodied Reality versus Virtual, Augmented and Mediated Reality 23

1.2.4 Context-Awareness 24

1.2.4.1 Three Main Types of Environment Context: Physical, User, Virtual 24

1.2.4.2 User-awareness 25

1.2.4.3 Active versus Passive Context Awareness 25

1.2.5 Autonomy 25

1.2.5.1 Reducing Human Interaction 26

1.2.5.2 Easing System Maintenance versus Self-Maintaining Systems 26

1.2.6 Intelligence 27

1.2.7 Taxonomy of UbiCom Properties 27

1.3 Ubiquitous System Environment Interaction 31

1.3.1 Human ICT Device Interaction (HCI) 32

1.3.2 ICT Device to Physical World Interaction (CPI) 33

1.4 Architectural Design for UbiCom Systems: Smart DEI Model 34

1.4.1 Smart Devices 36

1.4.1.1 Weiser’s ICT Device Forms : Tabs, Pads and Boards 36

1.4.1.2 Extended Forms for ICT Devices: Dust, Skin and Clay 36

1.4.1.3 Mobility 37

1.4.1.4 Volatile Service Access 37

1.4.1.5 Situated and Self-Aware 38

1.4.2 Smart Environments 38

1.4.2.1 Tagging, Sensing and Controlling Environments 38

1.4.2.2 Embedded versus Untethered 39

1.4.2.3 Device Sizes 39

1.4.3 Smart Interaction 40

1.4.3.1 Basic Interaction 40

1.4.3.2 Smart Interaction 40

1.5 Discussion 41

1.5.1 Interlinking System Properties, Environments and Designs 41

1.5.2 Common Myths of Ubiquitous Computing 43

1.5.3 Organisation of the Smart DEI Approach 44

1.6 Exercises 45

1.7 References 45

 

2 Applications: Past and Present 47

2.1 Introduction 47

2.1.1 Overview 47

2.2 Example Early UbiCom Research Projects 47

2.2.1 Smart Devices: CCI 47

2.2.1.1 Smart Boards Pads and Tabs 47

2.2.1.2 Active Badge, Bat and Floor 48

2.2.2 Smart Environments: CPI and CCI 48

2.2.2.1 Classroom 2000 48

2.2.2.2 Smart Space and Meeting Room 49

2.2.2.3 Interactive Workspaces and iRoom 49

2.2.2.4 Cooltown 49

2.2.2.5 EasyLiving and SPOT 50

2.2.2.6 HomeLab and Ambient Intelligence 50

2.2.3   Smart Devices: CPI 51

2.2.3.1 Unimate and MH-1 Robots 51

2.2.3.2 Smart Dust and TinyOS 51

2.2.4 Smart Devices: iHCI and HPI 52

2.2.4.1 Calm Computing  52

2.2.4.2 Things That Think and Tangible Bits 53

2.2.4.3 DataTiles 53

2.2.4.4 Ambient Wood 54

2.2.4.5 WearComp and WearCam 55

2.2.4.6 Cyborg 1.0 and 2.0 56

2.2.5 Other UbiCom Projects 56

2.3Everyday Applications in the Virtual, Human and Physical World 57

2.3.1 Ubiquitous Networks of Devices: CCI 57

2.3.2 Human Computer Interaction 58

2.3.2.1 Ubiquitous Audio-Video Content Access 58

2.3.2.2 Ubiquitous Information Access and Ebooks 59

2.3.2.3 Universal Local Control of ICT Systems 60

2.3.2.4 User-awareness and Personal Spaces    61

2.3.3 Human to Human Interaction (HHI) Applications 62

2.3.3.1 Transaction-based M-Commerce and U-Commerce services 62

2.3.3.2 Enhancing the Productivity of Mobile Humans 62

2.3.3.3 Care in the Community 63

2.3.4 Human-Physical World-Computer Interaction (HPI) and (CPI) 64

2.3.4.1 Physical Environment Awareness 64

2.3.4.2 (Physical) Environment Control 64

2.3.4.3 Smart Utilities 64

2.3.4.4 Smart Buildings and Home Automation 65

2.3.4.5 Smart Living Environments and Smart Furniture 66

2.3.4.6 Smart Street furniture 67

2.3.4.7 Smart Vehicles, Transport and Travel 67

2.3.4.8 Pervasive Games and Social Physical Spaces 68

2.4 Discussion Achievements from Early Projects and Status Today 69

2.4.1. Smart Devices 69

2.4.2 Smart Physical World Environments 70

2.4.3 Context Awareness and Service Discovery 70

2.4.4 Wearable Smart Devices and Implants 70

2.5 Exercises 71

2.6 References 72

 

3 Smart Devices and Services 75

3.1          Introduction       75

3.1.1 Overview            75

3.1.2 Smart Device and Service Characteristics               75

3.1.3 Distributed System Viewpoints 76

3.1.4 Abstraction versus Virtualisation               77

3.2 Service Architecture Models       79

3.2.1 Partitioning and Distribution of Service Components       79

3.2.2 Multi-Tier Client Service Models               80

3.2.2.1 Distributed Data Storage              80

3.2.2.2 Distributed Processing   81

3.2.2.3 Client Server Design       81

3.2.2.4 Proxy based Service Access         82

3.2.3 Middleware       83

3.2.4 Service Oriented Computing (SOC)          83

3.2.5 Grid Computing                85

3.2.6 Peer-to-Peer Systems   85

3.2.7 Device Models  88

3.3 Service Provision Life-cycle          88

3.3.1 Network Discovery         89

3.3.2 Service Announcement, Discovery, Selection and Configuration                89

3.3.2.1 Web Service Discovery  91

3.3.2.2 Semantic Web and Semantic Resource Discovery              91

3.3.3 Service Invocation           91

3.3.3.1 Distributed Processes    92

3.3.3.2 Asynchronous (MOM) versus Synchronous (RPC) Communication Models          92

3.3.3.3 Reliable versus Unreliable Communication           94

3.3.3.4 Caches, Read Ahead and Delayed Writes              94

3.3.3.5 On-Demand Service Access         95

3.3.3.6 Event-Driven Architectures (EDA)            96

3.3.3.7 Shared Data Repository                97

3.3.3.8 Enterprise Service Bus (ESB) Model         98

3.3.3.9 Volatile Service Invocation           98

3.3.4 Service Composition       99

3.3.4.1 Service Interoperability 100

3.4 Virtual Machines and Operating Systems              100

3.4.1 Virtual Machines              100

3.4.2 BIOS      101

3.4.3 Multi-Tasking Operating Systems (MTOS)             101

3.4.4 Process Control                102

3.4.5 Memory Management  103

3.4.6 Input and Output             104

3.5 Exercises             104

3.6 References         104

 

4 Smart Mobiles, Cards and Device Networks 107

4.1 Introduction 107

4.1.1 Outline 107

4.2 Smart Mobile Devices, Users, Resources and Code 107

4.2.1. SMS and Mobile Web Services 108

4.2.2 Java VM and J2ME 110

4.2.3 .NET CF 111

4.2.4 Mobile Code 111

4.2.5 Mobile Devices and Mobile Users 112

4.3 Operating Systems for Mobile Computer and Communicator Devices 113

4.3.1 Microkernel Designs 113

4.3.2      Mobility Support              113

4.3.3      Resource Constrained Devices   114

4.3.4      Power Management      114

4.3.4.1 Low Power CPUs              114

4.3.4.2 Application support        115

4.4          Smart Card Devices         116

4.4.1      Smart Card OS   116

4.4.2      Smart Card development using JavaCard and WSCard     117

4.5          Device Networks             117

4.5.1      HAVi, HES and X10           118

4.5.2      Device Discovery              118

4.5.3      OSGi      119

4.6          Exercises             120

4.7          References         121

5 Human Computer Interaction 122

5.1          Introduction       122

5.1.1      Overview            122

5.1.2      Explicit HCI: Motivation and Characteristics          122

5.1.3      Complexity of Ubiquitous Explicit HCI     123

5.1.4      Implicit HCI: Motivation and Characteristics          123

5.2          User Interfaces and Interaction for Four Widely Used Devices    124

5.2.1      Diversity of ICT Device Interaction            124

5.2.2      Personal Computer Interface     125

5.2.3      Mobile Handheld Device Interfaces         126

5.2.3.1 Handling Limited Key Input: Multi-Tap, T9, Fastap, Soft keys and Soft Keyboard 12

5.2.3.2 Handling Limited Output               127

5.2.4      Games Console Interfaces and Interaction           127

5.2.5      Localised Remote Control: Video Devices             128

5.3          Hidden UI via Basic Smart Devices            128

5.3.1      Multi-Modal Visual Interfaces    129

5.3.2      Gesture Interfaces          130

5.3.3      Reflective versus Active Displays              132

5.3.4      Combining Input and Output User Interfaces      133

5.3.4.1 Touchscreens    133

5.3.4.2 Tangible Interfaces         133

5.3.4.3 Organic Interfaces           134

5.3.5    Auditory Interfaces         135

5.3.6      Natural Language Interfaces       135

5.4          Hidden UI via Wearable and Implanted Devices 136

5.4.1      Posthuman Technology Model  136

5.4.2      Virtual Reality and Augmented Reality   136

5.4.3      Wearable Computer Interaction               136

5.4.3.1 Head(s)-Up Display (HUD)           137

5.4.3.2 Eyetap  137

5.4.3.3 Virtual Retinal Display (VRD)       138

5.4.3.4 Clothes as Computers    138

5.4.4      Computer Implants and Brain Computer Interfaces         138

5.4.5      Sense-of-Presence and Telepresence    139

5.5          Human Centred Design (HCD)    140

5.5.1      Human Centred Design Life-Cycle            140

5.5.2      Methods to Acquire User Input and to Build Used Models            141

5.5.3      Defining the Virtual and Physical Environment Use Context         142

5.5.4      Defining the Human Environment Use Context and Requirements           142

5.5.4.1 User Characteristics        142

5.5.5      Interaction Design           143

5.5.5.1 Conceptual Models and Mental Models                143

5.5.6      Evaluation           144

5.6          User Models: Acquisition and Representation    144

5.6.1      Indirect User Input and Modelling            145

5.6.2      Direct User Input and Modelling               145

5.6.3      User Stereotypes            146

5.6.4      Modelling UsersPlanned Tasks and Goals           146

5.6.5      Multiple User Tasks and Activity Based Computing           146

5.6.6      Situation Action versus Planned Action Models  147

5.7          iHCI Design         148

5.7.1      iHCI Model Characteristics           148

5.7.2      User Context Awareness             148

5.7.3      More Intuitive and Customised Interaction          149

5.7.4      Personalisation 150

5.7.5      Affective Computing: Interactions using Users Emotional Context           151

5.7.6      Design Heuristics and Patterns   151

5.8          Exercises             154

5.9          References         154

6 Tagging, Sensing and Controlling 158

6.1          Introduction       158

6.1.1      Overview            159

6.2          Tagging the Physical World          159

6.2.1      Life-cycle for Tagging Physical Objects    159

6.2.2      Tags: Types and Characteristics  160

6.2.3      Physical and Virtual Tag Management    161

6.2.4      RFID Tags             161

6.2.4.1 Active RFID Tags               162

6.2.4.2 Passive RFID Tags             163

6.2.5      Personalised and Social Tags       163

6.2.6      Micro versus Macro Tags              164

6.3          Sensor Networks             164

6.3.1      Overview of Sensor Net Components and Processes      164

6.3.2      Sensor Electronics           167

6.3.3      Physical Network: Environment, Density and Transmission           167

6.3.4      Data Network: Addressing and Routing 168

6.3.5      Data Processing: Distributed Data Storage and Data Queries        169

6.4          Micro Actuation and Sensing: MEMS       170

6.4.1      Fabrication          170

6.4.2      Micro-Actuators               171

6.4.3      Micro-Sensors   171

6.4.4      Smart Surfaces, Skin, Paint, Matter and Dust       172

6.4.5      Downsizing to Nanotechnology and Quantum Devices   173

6.5          Embedded Systems and Real-time Systems        174

6.5.1      Application Specific Operating Systems (ASOS)  175

6.5.2      Real-Time Operating Systems for Embedded Systems    175

6.6          Control Systems (For Physical World Tasks)          176

6.6.1      Programmable Controllers           176

6.6.2      Simple PID Type Controllers        177

6.6.3      More Complex Controllers          177

6.7          Robots  178

6.7.1      Robot Manipulators        179

6.7.2      Mobile Robots  179

6.7.3      Biologically Inspired Robots         180

6.7.4      Nanobots            180

6.7.5      Developing UbiCom Robot Applications 181

6.8          Exercises             182

6.9          References         183

7 Context-Aware Systems 186

7.1          Introduction       186

7.1.1      Overview            186

7.1.2      Context-Aware Applications       186

7.2          Modelling Context Aware Systems          188

7.2.1      Survey of Context-Aware Systems          188

7.2.2      Types of Context             188

7.2.3      Context Creation and Context Composition         190

7.2.4      Context Aware Adaptation          191

7.2.5      Environment Modelling                192

7.2.6      Context Representation               192

7.2.7      A Basic Architecture        193

7.2.8      Challenges in Context Awareness            195

7.3          Mobility Awareness        197

7.3.1      Call Routing For Mobile Users     197

7.3.2      Mobile Phone Location Determination   197

7.3.3      Mobile User Awareness as an Example of Composite Context Awareness            198

7.3.4      Tourism Services for Mobile Users           198

7.4          Spatial Awareness           199

7.4.1      Spatial Context Creation               200

7.4.1.1 Spatial Acquisition           200

7.4.1.2 Location Acquisition        201

7.4.2      Location and other Spatial Abstractions 202

7.4.3      User Context Creation and Context-aware Adaptation   203

7.4.3.1 Cartography: adapting spatial viewpoints to different user contexts        203

7.4.3.2 Geocoding: Mapping Location Contexts to User Contexts             203

7.4.4      Spatial Context Queries and Management: GIS  203

7.5          Temporal Awareness: Coordinating and Scheduling         204

7.5.1      Clock Synchronisation: Temporal Context Creation           204

7.5.2      Temporal Models and Abstractions         205

7.5.3      Temporal Context Management and Adaptation to User contexts            206

7.6          ICT System Awareness  206

7.6.1      Context-aware Presentation and Interaction at the UI   207

7.6.1.1 Acquiring the UI Context              207

7.6.1.2 Content Adaptation        207

7.6.2     Network-aware Service Adaptation        208

7.7          Exercises             210

7.8          References         210

8 Intelligent Systems (IS) 213

8.1          Introduction       213

8.1.1      Overview            213

8.2          Basic Concepts  213

8.2.1      Types of Intelligent Systems       213

8.2.2      Types of Environment for Intelligent Systems     214

8.2.3      Use of Intelligence in Ubiquitous Computing       215

8.3          IS Architectures                216

8.3.1      What a Model Knows versus How it is Used         216

8.3.1.1 Types of Architecture Model      217

8.3.1.2 Unilateral versus Bilateral System Environment Models 217

8.3.1.3 Model Representations                218

8.3.1.4 How System Models are Acquired and Adapt     218

8.3.2    Reactive IS Models          218

8.3.3      Environment Model based IS     219

8.3.4      Goal-based IS    220

8.3.5      Utility-based IS 221

8.3.6      Learning-based IS            222

8.3.6.1 Machine Learning Design             222

8.3.7      Hybrid IS              223

8.3.8      Knowledge-based (KB) IS             224

8.3.8.1 Production or Rule-Based KB System      225

8.3.8.2 Blackboard KB System   225

8.3.9      IS Models Applied to UbiCom Systems   225

8.4          Semantic KB IS  227

8.4.1      Knowledge Representation        227

8.4.2      Design Issues     229

8.4.2.1 Open World versus Closed World Semantics       229

8.4.2.2 Knowledge Life-cycle and Knowledge Management        229

8.4.2.3 Creating Knowledge       229

8.4.2.4 Knowledge Deployment and Maintaining Knowledge     230

8.4.2.5 Design Issues for UbiCom Use   231

8.5          Classical Logic IS                231

8.5.1      Propositional and Predicate Logic             232

8.5.2      Reasoning           232

8.5.3      Design Issues     233

8.6          Soft Computing IS Models           233

8.6.1      Probabilistic Networks   234

8.6.2      Fuzzy Logic          234

8.7          IS System Operations     234

8.7.1      Searching            234

8.7.2      Classical (Deterministic) Planning              236

8.7.3      Non-Deterministic Planning        237

8.8          Exercises             237

8.9          References         238

9 Intelligent System Interaction 240

9.1          Introduction       240

9.1.1      Overview            240

9.2          Interaction Multiplicity  240

9.2.1      P2P Interaction between Multiple Senders and Receivers            241

9.2.1.1 Unknown Sender and Malicious Senders              241

9.2.1.2 Unknown Receivers       242

9.2.1.3 Too Many Messages      242

9.2.2    Interaction using Mediators        242

9.2.2.1 Shared Communication Resource Access              242

9.2.2.2 Shared Computation Resource Access   243

9.2.2.3 Mediating Between Requesters and Providers  243

9.2.3      Interaction using Cooperative Participants           245

9.2.3.1 Coordination      246

9.2.3.2 Coordination using Norms and Electronic Institutions      247

9.2.3.3 Hierarchical and Role-based Organisational Interaction   248

9.2.4      Interaction with Self-interested Participants       249

9.2.4.1 Market-based Interaction and Auctions                250

9.2.4.2 Negotiation and Agreements     251

9.2.4.3 Consensus-based Agreements  253

9.3          IS Interaction Design      253

9.3.1      Designing System Interaction to be more Intelligent        253

9.3.2      Designing Interaction between Individual Intelligent Systems     254

9.3.3      Interaction Protocol Design         254

9.3.3.1 Semantic or Knowledge Sharing Protocols            256

9.3.3.2 Agent Communication Languages and Linguistic-based Protocols              57

9.3.4     Further Examples of the use of Interaction Protocols      259

9.3.5      Multi-Agent Systems     260

9.3.5.1 ACL and Agent Platform Design 260

9.3.5.2 Multi-Agent System Application Design 261

9.4          Some Generic Intelligent Interaction Applications             262

9.4.1      Social Networking and Media Exchange 262

9.4.2      Recommender and Referral Systems      264

9.4.2.1   Recommender Systems                264

9.4.2.2   Content-Based Recommendations          264

9.4.2.3   Collaborative Filtering    264

9.4.3      Pervasive Work Flow Management for People   265

9.4.4      Trust Management         265

9.5          Exercises             266

9.6          References         267

10 Autonomous Systems and Artificial Life 271

10.1        Introduction       271

10.1.1    Overview            271

10.2        Basic Autonomous Intra-Acting Systems               271

10.2.1    Types of Autonomous System   271

10.2.1.1                Autonomous Intelligent Systems              272

10.2.1.2                Limitation of Autonomous Systems         273

10.2.2    Self-* Properties of Intra-Action               273

10.3        Reflective and Self-Aware Systems         275

10.3.1    Self-Awareness                275

10.3.2    Self-Describing and Self-Explaining Systems        275

10.3.3    Self-Modifying Systems based upon Reflective Computation      277

10.4        Self-Management and Autonomic Computing    278

10.4.1    Autonomic Computing Design    279

10.4.2    Autonomic Computing Applications         281

10.4.3    Modelling and Management Self-* Systems       282

10.5        Complex Systems            282

10.5.1    Self-Organisation and Interaction             283

10.5.2    Self-Creation and Self-Replication            285

10.6        Artificial Life       285

10.6.1    Finite State Automata Models   286

10.6.2    Evolutionary Computing               287

10.7        Exercises             288

10.8        References         288

11 Ubiquitous Communication 291

11.1        Introduction       291

11.1.1    Overview            291

11.2        Audio Networks               292

11.2.1    PSTN Voice Networks    292

11.2.2    Intelligent Networks and IP Multimedia Subsystems       292

11.2.3    ADLS Broadband              293

11.2.4    Wireless Telecoms Networks     293

11.2.5    Audio Broadcast (Radio Entertainment) Networks            294

11.3        Data Networks  295

11.3.1    Addressing         295

11.3.2    Routing                295

11.3.3    Network Protocol Suites               296

11.3.4    Internetworking and Routing     296

11.4        Wireless Data Networks               297

11.4.1    Types of Wireless Network         297

11.4.2    WLAN and WiMAX          298

11.4.3    Bluetooth            299

11.4.4    ZigBee  299

11.4.5    Infrared               299

11.4.6    UWB      300

11.4.7    Satellite and Microwave Communication              300

11.4.8    Roaming between Local Wireless LANs  301

11.5        Universal and Transparent Audio, Video and Alphanumeric Data Network Access             301

11.5.1    Combined Voice and Data networks       302

11.5.2    Combined Audio-Video and Data Content Distribution Networks              303

11.5.3    On-demand, Interactive and Distributed Content             305

11.6        Ubiquitous Networks     305

11.6.1    Wireless Networks          305

11.6.2    Power Line Communication (PLC)             305

11.6.3    Personal Area Networks               306

11.6.4    Body Area Networks      306

11.6.5    Mobile Users Networks                307

11.6.5.1                Mobile Addresses           307

11.6.5.2                Single Path Routing         308

11.6.5.3                Multi-Path Routing in Mobile Ad hoc Networks (MANETs)            308

11.7        Further Network Design Issues 309

11.7.1    Network Access Control               309

11.7.2    Ubiquitous versus Localised Access         310

11.7.3    Controlling Network Access: Firewalls, NATs and VPNs   310

11.7.4    Group Communication: Transmissions for Multiple Receivers      311

11.7.5    Internetworking Heterogeneous Networks         311

11.7.6    Global Use: Low-cost Access Networks for Rural Use      312

11.7.7    Separating Management and Control from Usage            312

11.7.8    Service-Oriented Networks        313

11.7.8.1                Service-Orientation at the Network Edge             314

11.7.8.2                Content-based Networks            314

11.7.8.3                Programmable Networks             315

11.7.8.4                Overlay Networks           315

11.7.8.5                Mesh Networks               316

11.7.8.6                Cooperative Networks  317

11.8        Exercises             317

11.9        References         318

12 Management of Smart Devices 321

12.1        Introduction       321

12.1.1    Overview            321

12.2        Managing Smart Devices in Virtual Environments              321

12.2.1    Process and Application Management   322

12.2.2    Network Oriented Management              322

12.2.2.1 FCAPS   323

12.2.3 Monitoring and Accounting 324

12.2.3.1 ICMP 324

12.2.3.2 SNMP 325

12.2.4 Configuration Management 326

12.2.5 Security Management 327

12.2.5.1 Encryption support for Confidentiality, Authentication and Authorisation 328

12.2.5.2 Securing the System and its Middleware 329

12.2.5.3 Securing Access Devices 330

12.2.5.4 Securing Information 331

12.2.6 Fault Management 332

12.2.7 Performance Management 333

12.2.8 Service Oriented Computer Management            334

12.2.8.1 Metrics for evaluating the use of SOA    334

12.2.8.2 Distributed Resource Management and the Grid              335

12.2.8.3 SLA Management of Services     335

12.2.8.4 Policy-based Service Management          336

12.2.8.5 Pervasive Work Flow Management for Services                336

12.2.9 Information Management           337

12.2.9.1 Information Applications              337

12.2.9.2 Rich versus Lean and Soft versus Hard Information          337

12.2.9.3 Managing the Information Explosion      338

12.2.9.4 Managing Multimedia Content  339

12.2.9.5 Managing Lean and Hard Data Using RDBMSs     340

12.2.9.6 Managing Metadata       340

12.3 Managing Smart Devices in Human User Centred Environments                341

12.3.1 Managing Richer and Softer Data              341

12.3.2 Service Management Models for Human User and Physical Environments          341

12.3.3 User Task and Activity Based Management          343

12.3.4 Privacy Management     343

12.3.4.1 Biometric User Identification      345

12.3.4.2 Privacy-Invasive Technologies versus Privacy Enhanced Technologies     346

12.3.4.3 Entrusted Regulation of User Privacy by Service Providers            347

12.3.4.4 Legislative Approaches to Privacy             347

12.4 Managing Smart Devices in Physical Environments           348

12.4.1 Context-Awareness       348

12.4.1.1 Context-aware Management of Physical and Human Activities   348

12.4.1.2 Management of Contexts and Events    349

12.4.2 Micro and Nano Sized Devices   349

12.4.3 Unattended Embedded Devices               350

12.5 Exercises             350

12.6 References         351

13 Ubiquitous System Challenges and Outlook 355

13.1Introduction       355

13.1.1 Overview            355

13.2 Overview of Challenges                355

13.2.1 Key Challenges 355

13.2.2 Multi-level Support for UbiCom Properties          357

13.2.3 Evolution versus Revolution        358

13.2.4 The Future: Technologies to be Embraced in the Next 25 Years  358

13.3    Smart Devices   358

13.3.1 Smaller More Functional Smart Devices 359

13.3.2 More Fluid Ensembles of Diverse Devices             359

13.3.3 Richer System Interaction and Interoperability   360

13.3.3.1                Migrating from Analogue to Digital Device Interaction     360

13.3.3.2                Richer Digital Device Interaction                361

13.4 Smart Interaction             361

13.4.1 Unexpected Connectivity: Accidently Smart Environments           361

13.4.2 Impromptu Service Interoperability        362

13.5        Smart Physical Environment Device Interaction  363

13.5.1 Context Awareness:  Ill-Defined Contexts versus a Context Free World 363

13.5.2 Lower Power and Sustainable Energy Usage       363

13.5.3 Eco friendly UbiCom Devices      365

13.6        Smart Human Device Interaction              368

13.6.1 More Diverse Human Device Interaction               369

13.6.2 More versus Less Natural HCI     370

13.6.3 Analogue to Digital and Digital Analogues              371

13.6.4 Form follows Function   371

13.6.5 Forms for Multi-Function Devices             371

13.7        Human Intelligence versus Machine Intelligence               372

13.7.1 Posthuman: ICT Augments Human Abilities Beyond Being Human             374

13.7.2 Blurring of Reality: Mediated Realities    374

13.8        Social-issues: Promise versus Peril           374

13.8.1 Increased Virtual Social Interaction versus Local Social Interaction             375

13.8.2 UbiCom Accessible by Everyone               376

13.8.3 UbiCom Affordable by Everyone              377

13.8.4 Legislation in the Digital World and Digitising Legislation 378

13.9        Final Remarks    379

13.10     Exercises             380

13.11     References         380