2. PERVASIVE COMPUTING
• “Teknologi yang paling canggih di abad ke-21 setelah penemuan komputer personal
adalah teknologi yang tidak lagi tampak secara fisik”, (Mark Weiser, 1991)
• Pervasive computing menyangkut 3 hal pokok:
1. cara orang memahami perangkat komputasi bergerak dan menggunakannya dalam
lingkungan sekitar untuk melakukan tugas spesifik
2. cara aplikasi dikembangkan dan disebarkan untuk mengelola tugas-tugas yang akan
dilakukan
3. bagaimana unjuk kerja lingkungan tersebut ditingkatkan melalui kemunculan informasi
baru dan fungsionalitasnya yang ada dimana-mana
3. APLIKASI PERVASIVE
• Aplikasi: komputer genggam; komputer yang dapat dikenakan
(wearable computer); jaringan LAN/ nirkabel; perangkat kontrol.
• Penelitian di universitas: Project Aura di Carnegie Mellon, Endeavour
di UC Berkeley, Oxygen di MIT, dan Portalano di Washington.
• Penelitian di industri: AT&T Research di Cambridge (UK) dan IBM TJ
Watson.
6. AUGMENTED REALITY
Karakteristik utama AR:
1. mengkombinasikan dunia
nyata dan dunia virtual
2. interaktif dalam waktu nyata
(real time)
3. terdaftar dalam ruang
dimensi 3 (3D)
Sumber: Azuma (1997)
8. APLIKASI-APLIKASI AR
Sistem informasi
personal (Personal
Assistance and
Advertisement,
Navigation,Touring)
Militer dan industri
(design, assembly,
maintenance,
Combat and
simulation)
Hiburan (Sports
broadcasting,
Games)
Perkantoran
(kolaborasi,
pendidikan dan
pelatihan)
Medis
11. MOBILE AUGMENTED REALITY BERBASIS
KOMPUTASI AWAN (CLOUD COMPUTING)
• Aspek pervasive computing adalah penghematan energi.
• Komputasi awan diciptakan sebagai salah satu infrastruktur green technology
• Komputasi awan akan menggantikan server-server konvensional ke dalam arsitektur
cloud.
• Penggunaan cloud storage sebagai database juga memudahkan pengembangan
sistem AR selanjutnya.
12. KESIMPULAN
• Teknologi AR di masa depan akan menjadi teknologi yang semakin
populer.
• AR menciptakan lingkungan pervasive, karena objek-objek AR
tertanam di sekitar lingkungan.
• Komputasi awan mendukung infrastruktur sistem AR yang hemat
energi dan mudah bergerak (mobile).
• Jenis perangkat pervasive masa depan: ponsel cerdas (smartphone),
tablet, kacamata pintar (Google Glass), helm pintar, dsb.
13. REFERENSI
1. D. Saha and A. Mukherjee, "Pervasive Computing: A Paradigm for The 21st Century," IEEE Computer Society, pp. 25-31, 2003.
2. G. Banavar, J. Beck, E. Gluzberg, J. Munson, J. Sussman and D. Zukowski, "Challenges: an application model for pervasive computing," in In
Proceedings of the 6th annual international conference on Mobile computing and networking, 2000.
3. M. Satyanarayanan, "Pervasive Computing:Vision and Challenges," IEEE Personal Communications, 2001.
4. P. Milgram and F. Kishino, "A Taxonomy Of Mixed Reality Visual Displays," in IEICE Transactions on Information Systems, 1994.
5. S. Zlatanova, "Augmented Reality Technology," TU Delft, Section GIS technology, Faculty of Civil Engineering and Geosciences, Delft, 2002.
6. R.T. Azuma, "A Survey of Augmented Reality," in In Presence:Teleoperators and Virtual Environments, 1997.
7. T. H. Höllerer and S. K. Feiner, "Mobile Augmented Reality," in Telegeoinformatics: Location-Based Computing and Services, 2004.
8. C. Ludwig and C. Reimann, "Augmented reality: Information at focus," in Cooperative Computing & Communication Laboratory (Volume 4.
No. 1), 2005.
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in IEEE International Symposium on Mixed and Augmented Reality, Cambridge, 2008.
10. S. C.-Y.Yuen, G.Yaoyuneyong and E. Johnson, "Augmented Reality: An Overview and Five Directions for AR in Education," Journal of
Educational Technology Development and Exchange, pp. 119-140, 2011.
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Virtual Reality, pp. 1-20, 2010.
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