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Ubiquitous Computing: Smart Devices, Environments and Interactions
Wiley, ISBN: 978-0-470-03560-3, 2009
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 Users’Planned 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