Ubiquitous computing

Concept in software engineering and computer science

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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,[1] ambient intelligence,[2] or "everyware".[3] 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,[4] 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.[5]

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

[edit]

Ubiquitous computing is the concept of using small internet connected and inexpensive computers to help with everyday functions in an automated fashion.[6]

Mark Weiser proposed three basic forms for ubiquitous computing devices:[7]

* 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.[8] Expanding beyond those concepts there is a large array of other ubiquitous computing devices that could exist.[5]

## History

[edit]

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.[7][9][10]

## Recognizing the effects of extending processing power

[edit]

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'",[10] 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, while a researcher and student working under Andy Hopper at Cambridge University, worked on the "Active Badge System", which is an advanced location computing system where personal mobility that is merged with computing.

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.[11][12]

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[13] and the CSAIL effort known as Project Oxygen.[14] Other major contributors include University of Washington's Ubicomp Lab (directed by Shwetak Patel), Dartmouth College's DartNets Lab, Georgia Tech's College of Computing, Cornell University's People Aware Computing Lab, NYU's Interactive Telecommunications Program, UC Irvine's Department of Informatics, Microsoft Research, Intel Research and Equator,[15] Ajou University UCRi & CUS.[16]

## Examples

[edit]

One of the earliest ubiquitous systems was artist Natalie Jeremijenko's "Live Wire", also known as "Dangling String", installed at Xerox PARC during Mark Weiser's time there.[17] This was a piece of string attached to a stepper motor and controlled by a LAN connection; network activity caused the string to twitch, yielding a peripherally noticeable indication of traffic. Weiser called this an example of calm technology.[18]

A present manifestation of this trend is the widespread diffusion of mobile phones. Many mobile phones support high speed data transmission, video services, and other services with powerful computational ability. Although these mobile devices are not necessarily manifestations of ubiquitous computing, there are examples, such as Japan's Yaoyorozu ("Eight Million Gods") Project in which mobile devices, coupled with radio frequency identification tags demonstrate that ubiquitous computing is already present in some form.[19]

Ambient Devices has produced an "orb", a "dashboard", and a "weather beacon": these decorative devices receive data from a wireless network and report current events, such as stock prices and the weather, like the Nabaztag, which was invented by Rafi Haladjian and Olivier Mével, and manufactured by the company Violet.

The Australian futurist Mark Pesce has produced a highly configurable 52-LED LAMP enabled lamp which uses Wi-Fi named MooresCloud after Gordon Moore.[20]

The Unified Computer Intelligence Corporation launched a device called Ubi – The Ubiquitous Computer designed to allow voice interaction with the home and provide constant access to information.[21]

Ubiquitous computing research has focused on building an environment in which computers allow humans to focus attention on select aspects of the environment and operate in supervisory and policy-making roles. Ubiquitous computing emphasizes the creation of a human computer interface that can interpret and support a user's intentions. For example, MIT's Project Oxygen seeks to create a system in which computation is as pervasive as air:

> In the future, computation will be human centered. It will be freely available everywhere, like batteries and power sockets, or oxygen in the air we breathe...We will not need to carry our own devices around with us. Instead, configurable generic devices, either handheld or embedded in the environment, will bring computation to us, whenever we need it and wherever we might be. As we interact with these "anonymous" devices, they will adopt our information personalities. They will respect our desires for privacy and security. We won't have to type, click, or learn new computer jargon. Instead, we'll communicate naturally, using speech and gestures that describe our intent...[22]

This is a fundamental transition that does not seek to escape the physical world and "enter some metallic, gigabyte-infested cyberspace" but rather brings computers and communications to us, making them "synonymous with the useful tasks they perform".[19]

Network robots link ubiquitous networks with robots, contributing to the creation of new lifestyles and solutions to address a variety of social problems including the aging of population and nursing care.[23]

The "Continuity" set of features, introduced by Apple in OS X Yosemite, can be seen as an example of ubiquitous computing.[24]

## Issues

[edit]

Privacy is easily the most often-cited criticism of ubiquitous computing (ubicomp), and may be the greatest barrier to its long-term success.[25]

## Research centres

[edit]

This is a list of notable institutions who claim to have a focus on Ubiquitous computing sorted by country:

Canada

Topological Media Lab, Concordia University, Canada

Finland

Community Imaging Group, University of Oulu, Finland

Germany

Telecooperation Office (TECO), Karlsruhe Institute of Technology, Germany

India

Ubiquitous Computing Research Resource Centre (UCRC), Centre for Development of Advanced Computing[26]

Pakistan

Centre for Research in Ubiquitous Computing (CRUC), Karachi, Pakistan

Sweden

Mobile Life Centre, Stockholm University

United Kingdom

Mixed Reality Lab, University of Nottingham

## See also

[edit]

* Ambient IoT
* Ambient media
* Computer accessibility
* Human-centered computing
* Mobile interaction
* Smart city (ubiquitous city)
* Ubiquitous commerce
* Ubiquitous learning
* Ubiquitous robot
* Wearable computer

## References

[edit]

1. ^ Nieuwdorp, E. (2007). "The pervasive discourse". Computers in Entertainment. 5 (2): 13. doi:10.1145/1279540.1279553. S2CID 17759896.
2. ^ Hansmann, Uwe (2003). Pervasive Computing: The Mobile World. Springer. ISBN 978-3-540-00218-5.
3. ^ Greenfield, Adam (2006). Everyware: The Dawning Age of Ubiquitous Computing. New Riders. pp. 11–12\. ISBN 978-0-321-38401-0.
4. ^ "World Haptics Conferences". Haptics Technical Committee. Archived from the original on 16 November 2011.
5. ^ a b Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments and Smart Interaction (PDF). Wiley. ISBN 978-0-470-03560-3. Archived (PDF) from the original on 2019-05-27. Retrieved 2019-05-27.
6. ^ Kang, Byeong-Ho (January 2007). "Ubiquitous Computing Environment Threats and Defensive Measures". International Journal of Multimedia and Ubiquitous Engineering. 2 (1): 47–60. Retrieved 2019-03-22.
7. ^ a b Weiser, Mark (1991). "The Computer for the 21st Century". Archived from the original on 22 October 2014.
8. ^ Weiser, Mark (March 23, 1993). "Some Computer Science Issues in Ubiquitous Computing". CACM. Archived from the original on May 28, 2019. Retrieved May 28, 2019.
9. ^ Weiser, M.; Gold, R.; Brown, J.S. (1999-05-11). "Ubiquitous computing". Archived from the original on 10 March 2009.
10. ^ a b Weiser, Mark (17 March 1996). "Ubiquitous computing". Archived from the original on 2 June 2018.
11. ^ Krikke, J (2005). "T-Engine: Japan's ubiquitous computing architecture is ready for prime time". IEEE Pervasive Computing. 4 (2): 4–9\. doi:10.1109/MPRV.2005.40. S2CID 11365911.
12. ^ "T-Engine Forum Summary". T-engine.org. Archived from the original on 21 October 2018. Retrieved 25 August 2011.
13. ^ "MIT Media Lab – Things That Think Consortium". MIT. Archived from the original on 2021-04-24. Retrieved 2007-11-03.
14. ^ "MIT Project Oxygen: Overview". MIT. Archived from the original on 2007-07-06. Retrieved 2007-11-03.
15. ^ "Equator". UCL. Archived from the original on 2010-04-10. Retrieved 2009-11-19.
16. ^ "Center of excellence for Ubiquitous System" (in Korean). CUS. Archived from the original on 2 October 2011.
17. ^ Weiser, Mark (2017-05-03). "Designing Calm Technology". Archived from the original on 2023-03-06. Retrieved May 27, 2019.
18. ^ Weiser, Mark; Gold, Rich; Brown, John Seely (1999). "The Origins of Ubiquitous Computing Research at PARC in the Late 1980s". IBM Systems Journal. 38 (4): 693. doi:10.1147/sj.384.0693. S2CID 38805890.
19. ^ a b Winter, Jenifer (December 2008). "Emerging Policy Problems Related to Ubiquitous Computing: Negotiating Stakeholders' Visions of the Future". Knowledge, Technology & Policy. 21 (4): 191–203\. doi:10.1007/s12130-008-9058-4. hdl:10125/63534. S2CID 109339320.
20. ^ Fingas, Jon (13 October 2012). "MooresCloud Light runs Linux, puts LAMP on your lamp (video)". Engadget.com. Archived from the original on 25 March 2019. Retrieved 22 March 2019.
21. ^ "Ubi Cloud". Theubi.com. Archived from the original on 2 January 2015.
22. ^ "MIT Project Oxygen: Overview". Archived from the original on July 5, 2004.
23. ^ "Network Robot Forum". Archived from the original on October 24, 2007.
24. ^ deAgonia, Michael (2014-06-06). "Apple's Continuity tack brings ubiquitous computing to Yosemite and iOS 8". Archived from the original on 2023-01-31. Retrieved 2023-01-31. `{{cite magazine}}`: Cite magazine requires `|magazine=` (help)
25. ^ Hong, Jason I.; Landay, James A. (June 2004). "An architecture for privacy-sensitive ubiquitous computing" (PDF). Proceedings of the 2nd international conference on Mobile systems, applications, and services - MobiSYS '04. pp. 177=189. doi:10.1145/990064.990087. ISBN 1581137931. S2CID 3776760.
26. ^ "Ubiquitous Computing Projects". Department of Electronics & Information Technology (DeitY). Ministry of Communications & IT, Government of India. Archived from the original on 2015-07-07. Retrieved 2015-07-07.

## Further reading

[edit]

* Adam Greenfield's book Everyware: The Dawning Age of Ubiquitous Computing ISBN 0-321-38401-6.
* Salim, Flora, Abowd, Gregory UbiComp-ISWC '20: Adjunct Proceedings of the 2020 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2020 ACM International Symposium on Wearable Computers Association for Computing Machinery, New York, United States ISBN 978-1-4503-8076-8.

## External links

[edit]

Wikimedia Commons has media related to Ubiquitous computing.

* International Conference on Pervasive Computing (Pervasive)
* Pervasive and Mobile Computing journal, PMC (Elsevier)
* Proceedings of the Semantic Ambient Media Workshop Series (iAMEA)[usurped]
* University of Siegen, ubicomp home publications

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Computer science

Note: This template roughly follows the 2012 ACM Computing Classification System.

Hardware|

* Printed circuit board
* Peripheral
* Integrated circuit
* Very Large Scale Integration
* Systems on Chip (SoCs)
* Energy consumption (Green computing)
* Electronic design automation
* Hardware acceleration
* Processor
* Size / Form

Computer systems organization|

* Computer architecture
* Computational complexity
* Dependability
* Embedded system
* Real-time computing

Networks|

* Network architecture
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Mathematics of computing|

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Information systems|

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Human–computer interaction|

* Interaction design
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* Social computing
* Ubiquitous computing
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Concurrency|

* Concurrent computing
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Artificial intelligence|

* Natural language processing
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* Computer vision
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Machine learning|

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Graphics|

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* From least to most virtual: Augmented reality (AR)
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Concepts|

| Main|

* Cinematic virtual reality
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* Immersion
* Metaverse
* Avatar
* Projection augmented model
* "Room-scale"
* Six degrees of freedom (6DoF)
* Spatial computing
* Telepresence
* Virtual reality applications
* Virtual reality sickness
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|

Other|

* Camera filter
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* Simulation hypothesis
* Transhumanism
* VTuber

Technologies|

| Display|

* EyeTap
* Head-mounted display
* optical
* Head-up display
* Pancake lens
* Smartglasses
* Virtual reality headset
* list
* Virtual retinal display

|

3D interaction|

* Brain–computer interface
* Eye tracking
* Facial motion capture
* Finger/hand tracking
* Pose tracking
* Simultaneous localization and mapping

Software|

* Asynchronous reprojection
* Foveated rendering
* Image-based modeling and rendering
* Spatial audio

Photography|

* 360-degree video
* Free viewpoint television
* Omnidirectional (360-degree) camera
* VR photography

Other|

* Haptic suit
* Omnidirectional treadmill
* Wearable computer

Peripherals|

* Cyberith Virtualizer
* Leap Motion
* Oculus Touch
* PlayStation Move
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Companies|

* Apple Inc.
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* Meta Platforms
* Reality Labs
* Microsoft
* Niantic, Inc.
* Pimax
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Devices|

| Current|

* Apple Vision Pro
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* Golden-i headsets
* HTC Vive
* Magic Leap
* Meta Quest 3
* 3S
* Open Source Virtual Reality
* PICO 4 Ultra
* Pimax
* PlayStation VR2
* Valve Index
* Vuzix

|

Former|

* AntVR
* castAR
* EyePhone
* Google Cardboard
* Google Daydream
* Google Glass
* Meta Quest Pro
* Microsoft HoloLens
* 2
* Oculus Go
* Oculus Quest
* Oculus/Meta Quest 2
* Oculus Rift
* CV1
* S
* PICO 4
* PlayStation VR
* Samsung Gear VR
* Sensorama
* SixthSense
* The Sword of Damocles
* VFX1 Headgear
* Virtual Boy
* Virtual fixture
* Virtuality
* VR-1

Unreleased|

* Project Iris
* Sega VR

Software|

| General|

* Interactive art
* Virtual graffiti
* Metaverse
* Pervasive game
* Software related to augmented reality
* Virtual reality game

|

Operating systems and
desktop environments|

* Android XR
* Meta Horizon OS
* version history
* visionOS
* Windows Mixed Reality

Development tools and
game engines|

* A-Frame
* ARCore
* ARKit
* ARToolKit
* Godot Engine
* Jetpack Compose XR
* Meta Spatial SDK
* OpenVR
* OpenXR
* RealityKit
* S&box
* TabletopKit
* Unity
* Universal Scene Description
* Unreal Engine
* Vuforia Augmented Reality SDK
* WebXR

Games|

* List of HTC Vive games
* List of Meta Quest games
* List of Oculus Rift games
* List of PlayStation VR games
* VR2

Communities and
social networks|

* AltspaceVR
* FaceTime for visionOS
* Horizon Worlds
* NeosVR
* Rec Room
* Resonite
* Sansar
* Sensorium
* Sinespace
* VRChat
* VTime XR

People|

* Philippe Bekaert
* Maurice Benayoun
* Simon Birrell
* Mark Bolas
* Brendan Bradley
* Fred Brooks
* Boštjan Burger
* John Carmack
* Tim Cook
* Carolina Cruz-Neira
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* Mark Zuckerberg

In fiction|

* Star Trek's Holodeck
* film
* Netrunner
* Neuromancer
* Ready Player One
* film
* Ready Player Two
* Snow Crash
* Superhot
* Sword Art Online

* Portals
* Technology
* Category
* Augmented reality
* Mixed reality
* Virtual reality
* Metaverse
* Spatial computing
* Commons
* Augmented reality
* Mixed reality
* Virtual reality
* Metaverse

* v
* t
* e

Ambient intelligence

Concepts|

* Ambient IoT
* Context awareness
* Device ecology
* Spatial computing
* Internet of things
* Object hyperlinking
* Profiling
* Spime
* Ubiquitous computing
* Web of Things
* Wireless sensor networks

Technologies|

* 6LoWPAN
* ANT+
* DASH7
* IEEE 802.15.4
* Internet 0
* Machine to machine
* Radio-frequency identification
* Smartdust
* XBee

Platforms|

* Arduino
* Contiki
* Gadgeteer
* ioBridge
* Netduino
* Raspberry Pi
* TinyOS
* Wiring
* Xively
* NodeMCU

Applications|

* Ambient device
* CeNSE
* Connected car
* Home automation
* HomeOS
* Internet refrigerator
* Nabaztag
* Smart city
* Smart TV
* Smarter Planet

Pioneers|

* Kevin Ashton
* Gaetano Borriello
* Adam Dunkels
* Stefano Marzano
* Don Norman
* Roel Pieper
* Josef Preishuber-Pflügl
* John Seely Brown
* Bruce Sterling
* Mark Weiser

Other|

* Ambient Devices
* AmbieSense
* Ebbits project
* IPSO Alliance

Authority control databases

International|

* FAST

National|

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Other|

* IdRef

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