Specialized elements of hardware and software, connected by wires, radio waves and infrared, will be so ubiquitous that no one will notice their presence
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
How it works?, What is Virtual Reality?, Introduction?, History, VR Components,
Virtual Reality's Types, Applications of Virtual Reality, Advantages of Virtual Reality, Disadvantages of virtual Reality, Conclusion of After Learning this Stuff.
Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. Virtual Reality is often used to describe a wide variety of applications, commonly associated with its immersive, highly visual, 3D environments. The development of CAD software, graphics hardware acceleration, head mounted displays, database gloves and miniaturization have helped popularize the concept. Jaron Lanier coined the term Virtual Reality in 1987. Today Virtual Reality plays a big part in the everyday lives of the world’s population.
How it works?, What is Virtual Reality?, Introduction?, History, VR Components,
Virtual Reality's Types, Applications of Virtual Reality, Advantages of Virtual Reality, Disadvantages of virtual Reality, Conclusion of After Learning this Stuff.
The content provides the evolution of the Unmanned Aerial Vehicles from the very beginning to the present.
Starting from 1849 with Balloons, the UAVs have now evolved so much with the technology and have gained a lot importance in different sectors.
Virtual reality and healthcare - the past, the present, and the futureStanford University
This presentation provides an overview of how VR and AR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR/ AR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR/AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Keynote Presentation for the 2019 VR Health Symposium
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
Smart cities: how computers are changing our world for the betterRoberto Siagri
Introduction
The world is flat, hot and crowded, as Thomas Friedman says in his last book. Luckily, we can also say that it is getting more and more intelligent. Our world is increasingly interconnected and increasingly able to talk to us: people, systems and objects can communicate and interact with one another in completely new ways. Now we have the means to measure, hear and see instantaneously the state of all things. When all things, including processes and working methods, are intelligent, we will be able to respond to changing conditions with more speed and more focus, and make more precise forecasting which in turn will lead to optimization of future events. This ongoing transformation has given birth to the concept of Smart Cities, cities that are able to take action and improve the quality of life of their inhabitants, reconciling it with the needs of trades, factories, service industries and institutions by means of an innovative and pervasive use of digital technologies.
The content provides the evolution of the Unmanned Aerial Vehicles from the very beginning to the present.
Starting from 1849 with Balloons, the UAVs have now evolved so much with the technology and have gained a lot importance in different sectors.
Virtual reality and healthcare - the past, the present, and the futureStanford University
This presentation provides an overview of how VR and AR technology will impact medicine, clinical care, and personal health and wellness, and how it will help to facilitate the shift of medicine to direct personal care.
Although entertainment, social connection, and gaming will drive the initial adoption of Virtual Reality and Augmented Reality technology, the deepest and most significant impact of the next generation of VR/AR technology will be to enhance clinical care and to improve personal health and wellness.
We know from decades of clinical research that VR/AR technology can provide breakthrough solutions that address the most difficult problems in healthcare - ranging from mood disorders such as Anxiety and Depression to PTSD, Addictions, Autism, Cognitive Aging, Stroke Recovery and Physical Rehabilitation, to name just a few.
VR/ AR technology also improved clinical measurements and assessments, can greatly improve medical training such as surgical skill training and procedure planning. Personal health and wellness will be improved by using VR to promote healthy lifestyles and to reduce stress and anxiety. As the cost of healthcare rises, VR/AR technology can serve as an effective telemedicine platform to reduce costs of care delivery, and improve clinical efficiency.
Walter Greenleaf, PhD
Virtual Human Interaction Lab | Stanford University
Keynote Presentation for the 2019 VR Health Symposium
AR101 Lecture - Introduction to Augmented Reality. Lecture providing an introduction to AR, the history of AR and some example applications. Presented by Mark Billinghurst at the AR101 summer school at the ISMAR 2016 conference, September 18th 2016.
Smart cities: how computers are changing our world for the betterRoberto Siagri
Introduction
The world is flat, hot and crowded, as Thomas Friedman says in his last book. Luckily, we can also say that it is getting more and more intelligent. Our world is increasingly interconnected and increasingly able to talk to us: people, systems and objects can communicate and interact with one another in completely new ways. Now we have the means to measure, hear and see instantaneously the state of all things. When all things, including processes and working methods, are intelligent, we will be able to respond to changing conditions with more speed and more focus, and make more precise forecasting which in turn will lead to optimization of future events. This ongoing transformation has given birth to the concept of Smart Cities, cities that are able to take action and improve the quality of life of their inhabitants, reconciling it with the needs of trades, factories, service industries and institutions by means of an innovative and pervasive use of digital technologies.
The year of the Internet of Things; The Internet of Things probably already influences your life. And if it doesn’t, it soon
will, say computer scientists; Ubiquitous computing names the third wave in computing, just now beginning. First were
mainframes, each shared by lots of people. Now we are in the personal computing era, person and machine staring uneasily at
each other across the desktop. Next comes ubiquitous computing, or the age of calm technology, when technology recedes into
the background of our lives. Alan Kay of Apple calls this "Third Paradigm" computing.
Ubiquitous computing is essentially the term for human interaction with computers in virtually everything.
Ubiquitous computing is roughly the opposite of virtual reality. Where virtual reality puts people inside a computer-generated
world, ubiquitous computing forces the computer to live out here in the world with people. Virtual reality is primarily a horse
power problem; ubiquitous computing is a very difficult integration of human factors, computer science, engineering, and social
sciences.
The approach: Activate the world. Provide hundreds of wireless computing devices per person per office, of all scales (from 1"
displays to wall sized). This has required new work in operating systems, user interfaces, networks, wireless, displays, and many
other areas. We call our work "ubiquitous computing". This is different from PDA's, dynabooks, or information at your
fingertips. It is invisible; everywhere computing that does not live on a personal device of any sort, but is in the woodwork
everywhere. The initial incarnation of ubiquitous computing was in the form of "tabs", "pads", and "boards" built at Xerox
PARC, 1988-1994. Several papers describe this work, and there are web pages for the Tabs and for the Boards (which are a
commercial product now):
Ubiquitous computing will drastically reduce the cost of digital devices and tasks for the average consumer. With laborintensive
components such as processors and hard drives stored in the remote data centers powering the cloud , and with pooled
resources giving individual consumers the benefits of economies of scale, monthly fees similar to a cable bill for services that
feed into a consumer’s phone
www.itu.int/en/Lists/consultation2015/Attachments/41/45.3104.pdf
http://docplayer.net/search/?q=assem+abdel+hamed+mousa
https://www.waset.org/abstracts/5638
http://www.ipoareview.org/wp-content/uploads/2016/05/Statement-by-Dr.Assem-Abdel-Hamied-Mousa-President-of-the-Association-of-Scientists-Developers-and-FacultiesASDF.pdf
Locative Media And Responsive EnvironmentsJeff Watson
This presentation explores the evolution and trajectory of ubiquitous computing technologies that enable designers to embed media artifacts and computational systems in physical space. By placing custom bar code glyphs, GPS/Google Earth markers, sensor systems or other smart-phone-readable triggers in physical locations, designers can create hyperlinks connecting real-world objects or places with a wide variety of media -- from video, audio and text content to dynamic data feeds and opportunities for interactions with both human and non-human agencies. Crucially, however, this layering practice does not stop at the level of the hyperlink or the traditional notion of Augmented Reality. Rather, designers are beginning to perceive opportunities for embedding responsive computational power in physical space, enabling environments to track, profile and communicate with their inhabitants, providing customized, adaptive and anticipatory user experiences.
First in a series of presentations given to BCM staff about interactive and direct marketing. This presentation is a general overview of Web 2.0 and what it might be like to surf the net in the imminent and distant future.
The Future World is a presentation by Sasha Kazantseva first done at the Woman Development Forum in Guernsey. Sasha explores the technology trends of the past 300 years and the implications for the future.
We live in a VUCA (volatile, uncertain, complex and ambiguous) world where the main currency is ideas and innovation and the most important investment you can make if you.
Sasha blogs at www.startupme.co
Sasha is a Guernsey resident technology entrepreneur, angel investor and NED. She set up her first venture in school aged 16 and the entrepreneurial spark never left her. Since then she has worked for Google, L'Oreal and Priceline, co-founded a private start-up accelerator, a green activist group in Russia and launched a mobile game for iOS.
At Google, Sasha created or co-founded global award winning campaigns such as the Google Cultural Institute and a big data predictor algorithm for competitions. She is passionate about supporting and promoting startup ecosystems and is involved with projects in Guernsey as a director with Start Up Guernsey, committee member of Creative Industries.
She has lived and worked in Singapore, Thailand, Mongolia, Russia, UK and Spain and holds a BSc from the London School of Economics and an MBA from INSEAD. She lives in Guernsey with her husband, whom she met climbing Mt Kilimanjaro for charity, and their twin daughters.
Tour d’horizon of the current digital landscape, philosophical extrapolation, identification of risks and opportunities. Why design is important and how designers can further the success of your business.
Also available in German : since-1973.com/downloads.html
The Internet of Things can be understood as a layer of digital information that covers the physical world. Objects and places become part of the Internet of Things in two ways: First, data and information can be associated with a particular location, using geo-coordinates or a street address. Second with sensors and RFID tags or transmitters installed in these objects allowing then to be accessed via Internet protocols.
History : The History Of Computers
Technology : History Of Computers
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Generation of Computers
History of the Computer
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The History And How Of Computers
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The History of Computers
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History of Computers
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History of Computers
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A Brief History of Computers
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Partindo de uma introdução ao Node, entenderemos o funcionamento da Engine JavaScript V8, o Loop de Eventos, o Ambiente de Desenvolvimento até criarmos um pequeno Microsserviço com Node.js e o framework Express.
Planejamento estratégico de comunicação digital - Dados sobre internet e mobi...Dan Vitoriano
Exemplo de planejamento de comunicação + plano de negócios para desenvolvimento de estratégia digital. Exemplos de aplicação, o que é internet, redes sociais, como formular a missão da empresa, etc.
Documento escrito em Julho de 2012 em parceria com a empresa Neogen e Bruna Delfino.
Google Material Design - Conceito, aplicações, código e web componentsDan Vitoriano
Palestra e hangout: Danilo Vitoriano.
Os conceitos do guideline Material Design desenvolvido pela Google, as inspirações, testes, objetivos, além de exemplos de código, aplicação no desenvolvimento de sites, aplicativos e interfaces em geral, e por fim, uma breve abordagem sobre componentes web e a aplicação do Material Design com Polymer, um projeto de web components desenvolvido também pelo Google, e utilizado nos apps Google Music, Youtube e no site GItHub, por exemplo.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Communications Mining Series - Zero to Hero - Session 1DianaGray10
This session provides introduction to UiPath Communication Mining, importance and platform overview. You will acquire a good understand of the phases in Communication Mining as we go over the platform with you. Topics covered:
• Communication Mining Overview
• Why is it important?
• How can it help today’s business and the benefits
• Phases in Communication Mining
• Demo on Platform overview
• Q/A
SAP Sapphire 2024 - ASUG301 building better apps with SAP Fiori.pdfPeter Spielvogel
Building better applications for business users with SAP Fiori.
• What is SAP Fiori and why it matters to you
• How a better user experience drives measurable business benefits
• How to get started with SAP Fiori today
• How SAP Fiori elements accelerates application development
• How SAP Build Code includes SAP Fiori tools and other generative artificial intelligence capabilities
• How SAP Fiori paves the way for using AI in SAP apps
Sudheer Mechineni, Head of Application Frameworks, Standard Chartered Bank
Discover how Standard Chartered Bank harnessed the power of Neo4j to transform complex data access challenges into a dynamic, scalable graph database solution. This keynote will cover their journey from initial adoption to deploying a fully automated, enterprise-grade causal cluster, highlighting key strategies for modelling organisational changes and ensuring robust disaster recovery. Learn how these innovations have not only enhanced Standard Chartered Bank’s data infrastructure but also positioned them as pioneers in the banking sector’s adoption of graph technology.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
GraphSummit Singapore | The Art of the Possible with Graph - Q2 2024Neo4j
Neha Bajwa, Vice President of Product Marketing, Neo4j
Join us as we explore breakthrough innovations enabled by interconnected data and AI. Discover firsthand how organizations use relationships in data to uncover contextual insights and solve our most pressing challenges – from optimizing supply chains, detecting fraud, and improving customer experiences to accelerating drug discoveries.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Elizabeth Buie - Older adults: Are we really designing for our future selves?
The computer for the 21st century - Mark Weiser, 1991
1. 09-91 SCI AMER WEISER *** 1
Scientific American Ubicomp Paper after Sci Am editing
one more final edit from me to go
The Computer for the 21st Century
Mark Weiser
The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life
until they are indistinguishable from it.
Consider writing, perhaps the first information technology: The ability to capture a symbolic representation of
spoken language for long-term storage freed information from the limits of individual memory. Today this
technology is ubiquitous in industrialized countries. Not only do books, magazines and newspapers convey
written information, but so do street signs, billboards, shop signs and even graffiti. Candy wrappers are covered
in writing. The constant background presence of these products of "literacy technology" does not require active
attention, but the information to be conveyed is ready for use at a glance. It is difficult to imagine modern life
otherwise.
Silicon-based information technology, in contrast, is far from having become part of the environment. More than
50 million personal computers have been sold, and nonetheless the computer remains largely in a world of its
own. It is approachable only through complex jargon that has nothing to do with the tasks for which which
people actually use computers. The state of the art is perhaps analogous to the period when scribes had to know
as much about making ink or baking clay as they did about writing.
The arcane aura that surrounds personal computers is not just a "user interface" problem. My colleagues and I at
PARC think that the idea of a "personal" computer itself is misplaced, and that the vision of laptop machines,
dynabooks and "knowledge navigators" is only a transitional step toward achieving the real potential of
information technology. Such machines cannot truly make computing an integral, invisible part of the way
people live their lives. Therefore we are trying to conceive a new way of thinking about computers in the world,
one that takes into account the natural human environment and allows the computers themselves to vanish into
the background.
Such a disappearance is a fundamental consequence not of technology, but of human psychology. Whenever
people learn something sufficiently well, they cease to be aware of it. When you look at a street sign, for
example, you absorb its information without consciously performing the act of reading.. Computer scientist,
economist, and Nobelist Herb Simon calls this phenomenon "compiling"; philosopher Michael Polanyi calls it
the "tacit dimension"; psychologist TK Gibson calls it "visual invariants"; philosophers Georg Gadamer and
Martin Heidegger call it "the horizon" and the "ready-to-hand", John Seely Brown at PARC calls it the
"periphery". All say, in essence, that only when things disappear in this way are we freed to use them without
thinking and so to focus beyond them on new goals.
The idea of integrating computers seamlessly into the world at large runs counter to a number of present-day
trends. "Ubiquitous computing" in this context does not just mean computers that can be carried to the beach,
jungle or airport. Even the most powerful notebook computer, with access to a worldwide information network,
still focuses attention on a single box. By analogy to writing, carrying a super-laptop is like owning just one
very important book. Customizing this book, even writing millions of other books, does not begin to capture the
real power of literacy.
Furthermore, although ubiquitous computers may employ sound and video in addition to text and graphics, that
2. does not make them "multimedia computers." Today's multimedia machine makes the computer screen into a
demanding focus of attention rather than allowing it to fade into the background.
Perhaps most diametrically opposed to our vision is the notion of "virtual reality," which attempts to make a
world inside the computer. Users don special goggles that project an artificial scene on their eyes; they wear
gloves or even body suits that sense their motions and gestures so that they can move about and manipulate
virtual objects. Although it may have its purpose in allowing people to explore realms otherwise inaccessible --
the insides of cells, the surfaces of distant planets, the information web of complex databases -- virtual reality is
only a map, not a territory. It excludes desks, offices, other people not wearing goggles and body suits, weather,
grass, trees, walks, chance encounters and in general the infinite richness of the universe. Virtual reality focuses
an enormous apparatus on simulating the world rather than on invisibly enhancing the world that already exists.
Indeed, the opposition between the notion of virtual reality and ubiquitous, invisible computing is so strong that
some of us use the term "embodied virtuality" to refer to the process of drawing computers out of their
electronic shells. The "virtuality" of computer-readable data -- all the different ways in which it can be altered,
processed and analyzed -- is brought into the physical world.
How do technologies disappear into the background? The vanishing of electric motors may serve as an
instructive example: At the turn of the century, a typical workshop or factory contained a single engine that
drove dozens or hundreds of different machines through a system of shafts and pulleys. Cheap, small, efficient
electric motors made it possible first to give each machine or tool its own source of motive force, then to put
many motors into a single machine.
A glance through the shop manual of a typical automobile, for example, reveals twenty-two motors and
twenty-five more solenoids. They start the engine, clean the windshield, lock and unlock the doors, and so on.
By paying careful attention it might be possible to know whenever one activated a motor, but there would be no
point to it.
Most of the computers that participate in embodied virtuality will be invisible in fact as well as in metaphor.
Already computers in light switches, thermostats, stereos and ovens help to activate the world. These machines
and more will be interconnected in a ubiquitous network. As computer scientists, however, my colleagues and I
have focused on devices that transmit and display information more directly. We have found two issues of
crucial importance: location and scale. Little is more basic to human perception than physical juxtaposition, and
so ubiquitous computers must know where they are. (Today's computers, in contrast, have no idea of their
location and surroundings.) If a computer merely knows what room it is in, it can adapt its behavior in
significant ways without requiring even a hint of artificial intelligence.
Ubiquitous computers will also come in different sizes, each suited to a particular task. My colleagues and I
have built what we call tabs, pads and boards: inch-scale machines that approximate active Post-It notes,
foot-scale ones that behave something like a sheet of paper (or a book or a magazine), and yard-scale displays
that are the equivalent of a blackboard or bulletin board.
How many tabs, pads, and board-sized writing and display surfaces are there in a typical room? Look around
you: at the inch scale include wall notes, titles on book spines, labels on controls, thermostats and clocks, as well
as small pieces of paper. Depending upon the room you may see more than a hundred tabs, ten or twenty pads,
and one or two boards. This leads to our goals for initially deploying the hardware of embodied virtuality:
hundreds of computers per room.
Hundreds of computers in a room could seem intimidating at first, just as hundreds of volts coursing through
wires in the walls did at one time. But like the wires in the walls, these hundreds of computers will come to be
invisible to common awareness. People will simply use them unconsciously to accomplish everyday tasks.
Tabs are the smallest components of embodied virtuality. Because they are interconnected, tabs will expand on
3. the usefulness of existing inch-scale computers such as the pocket calculator and the pocket organizer. Tabs will
also take on functions that no computer performs today. For example, Olivetti Cambridge Research Labs
pioneered active badges, and now computer scientists at PARC and other research laboratories around the world
are working with these clip-on computers roughly the size of an employee ID card. These badges can identify
themselves to receivers placed throughout a building, thus making it possible to keep track of the people or
objects to which they are attached.
In our experimental embodied virtuality, doors open only to the right badge wearer, rooms greet people by
name, telephone calls can be automatically forwarded to wherever the recipient may be, receptionists actually
know where people are, computer terminals retrieve the preferences of whoever is sitting at them, and
appointment diaries write themselves. No revolution in artificial intelligence is needed--just the proper
imbedding of computers into the everday world. The automatic diary shows how such a simple thing as
knowing where people are can yield complex dividends: meetings, for example, consist of several people
spending time in the same room, and the subject of a meeting is most likely the files called up on that room's
display screen while the people are there.
My colleague Roy Want has designed a tab incorporating a small display that can serve simultaneously as an
active badge, calendar and diary. It will also act as an extension to computer screens: instead of shrinking a
program window down to a small icon on the screen, for example, a user will be able to shrink the window onto
a tab display. This will leave the screen free for information and also let people arrange their computer-based
projects in the area around their terminals, much as they now arrange paper-based projects in piles on desks and
tables. Carrying a project to a different office for discussion is a simple as gathering up its tabs; the associated
programs and files can be called up on any terminal.
The next step up in size is the pad, something of a cross between a sheet of paper and current laptop and palmtop
computers. Bob Krivacic at PARC has built a prototype pad that uses two microprocessors, a workstation-sized
display, a multi-button stylus, and a radio network that can potentially handle hundreds of devices per person
per room.
Pads differ from conventional portable computers in one crucial way. Whereas portable computers go
everywhere with their owners, the pad that must be carried from place to place is a failure. Pads are intended to
be "scrap computers" (analogous to scrap paper) that can be grabbed and used anywhere; they have no
individualized identity or importance.
One way to think of pads is as an antidote to windows. Windows were invented at PARC and popularized by
Apple in the Macintosh as a way of fitting several different activities onto the small space of a computer screen
at the same time. In twenty years computer screens have not grown much larger. Computer window systems are
often said to be based on the desktop metaphor--but who would ever use a desk whose surface area is only 9" by
11"?
Pads, in contrast, use a real desk. Spread many electronic pads around on the desk, just as you spread out papers.
Have many tasks in front of you and use the pads as reminders. Go beyond the desk to drawers, shelves, coffee
tables. Spread the many parts of the many tasks of the day out in front of you to fit both the task and the reach of
your arms and eyes, rather than to fit the limitations of CRT glass-blowing. Someday pads may even be as small
and light as actual paper, but meanwhile they can fulfill many more of paper's functions than can computer
screens.
Yard-size displays (boards) serve a number of purposes: in the home, video screens and bulletin boards; in the
office, bulletin boards, whiteboards or flip charts. A board might also serve as an electronic bookcase from
which one might download texts to a pad or tab. For the time being, however, the ability to pull out a book and
place it comfortably on one's lap remains one of the many attractions of paper. Similar objections apply to using
a board as a desktop; people will have to get used to using pads and tabs on a desk as an adjunct to computer
screens before taking embodied virtuality even further.
4. Boards built by Richard Bruce and Scott Elrod at PARC currently measure about 40 by 60 inches and display
1024x768 black-and-white pixels. To manipulate the display, users pick up a piece of wireless electronic "chalk"
that can work either in contact with the surface or from a distance. Some researchers, using themselves and their
coleagues as guinea pigs, can hold electronically mediated meetings or engage in other forms of collaboration
around a liveboard. Others use the boards as testbeds for improved display hardware, new "chalk" and
interactive software.
For both obvious and subtle reasons, the software that animates a large, shared display and its electronic chalk is
not the same as that for a workstation. Switching back and forth between chalk and keyboard may involve
walking several steps, and so the act is qualitatively different from using a keyboard and mouse. In addition,
body size is an issue -- not everyone can reach the top of the board, so a Macintosh-style menu bar may not be a
good idea.
We have built enough liveboards to permit casual use: they have been placed in ordinary conference rooms and
open areas, and no one need sign up or give advance notice before using them. By building and using these
boards, researchers start to experience and so understand a world in which computer interaction casually
enhances every room. Liveboards can usefully be shared across rooms as well as within them. In experiments
instigated by Paul Dourish of EuroPARC and Sara Bly and Frank Halasz of PARC, groups at widely separated
sites gathered around boards -- each displaying the same image -- and jointly composed pictures and drawings.
They have even shared two boards across the Atlantic.
Liveboards can also be used as bulletin boards. There is already too much data for people to read and
comprehend all of it, and so Marvin Theimer and David Nichols at PARC have built a prototype system that
attunes its public information to the people reading it. Their "scoreboard" requires little or no interaction from
the user other than to look and to wear an active badge.
Prototype tabs, pads and boards are just the beginning of ubiquitous computing. The real power of the concept
comes not from any one of these devices; it emerges from the interaction of all of them. The hundreds of
processors and displays are not a "user interface" like a mouse and windows, just a pleasant and effective
"place" to get things done.
What will be most pleasant and effective is that tabs can animate objects previously inert. They can beep to help
locate mislaid papers, books or other items. File drawers can open and show the desired folder -- no searching.
Tabs in library catalogs can make active maps to any book and guide searchers to it, even if it is off the shelf and
on a table from the last reader.
In presentations, the size of text on overhead slides, the volume of the amplified voice, even the amount of
ambient light, can be determined not by accident or guess but by the desires of the listeners in the room at that
moment. Software tools for instant votes and consensus checking are already in specialized use in electronic
meeting rooms of large corporations; tabs can make them widespread.
The technology required for ubiquitous computing comes in three parts: cheap, low-power computers that
include equally convenient displays, a network that ties them all together, and software systems implementing
ubiquitous applications. Current trends suggest that the first requirement will easily be met. Flat-panel displays
containing 640x480 black-and-white pixels are now common. This is the standard size for PC's and is also about
right for television. As long as laptop, palmtop and notebook computers continue to grow in popularity, display
prices will fall, and resolution and quality will rise. By the end of the decade, a 1000x800-pixel high-contrast
display will be a fraction of a centimeter thick and weigh perhaps 100 grams. A small battery will provide
several days of continuous use.
Larger displays are a somewhat different issue. If an interactive computer screen is to match a whiteboard in
usefulness, it must be viewable from arm's length as well as from across a room. For close viewing the density
5. of picture elements should be no worse than on a standard computer screen, about 80 per inch. Maintaining a
density of 80 pixels per inch over an area several feet on a side implies displaying tens of millions of pixels. The
biggest computer screen made today has only about one fourth this capacity. Such large displays will probably
be expensive, but they should certainly be available.
Central-processing unit speeds, meanwhile, reached a million instructions per second in 1986 and continue to
double each year. Some industry observers believe that this exponential growth in raw chip speed may begin to
level off about 1994, but that other measures of performance, including power consumption and auxiliary
functions, will still improve. The 100-gram flat-panel display, then, might be driven by a single microprocessor
chip that executes a billion operations per second and contains 16 megabytes of onboard memory along with
sound, video and network interfaces. Such a processor would draw, on average, a few percent of the power
required by the display.
Auxiliary storage devices will augment the memory capacity. Conservative extrapolation of current technology
suggests that match-book size removable hard disks (or the equivalent nonvolatile memory chips) will store
about 60 megabytes each. Larger disks containing several gigabytes of information will be standard, and
terabyte storage -- roughly the capacity of the Library of Congress -- will be common. Such enormous stores
will not necessarily be filled to capacity with usable information. Abundant space will, however, allow radically
different strategies of information management. A terabyte of space makes deleting old files virtually
unnecessary, for example.
Although processors and displays should be capable of offering ubiquitous computing by the end of the decade,
trends in software and network technology are more problematic. Software systems today barely take any
advantage of the computer network. Trends in "distributed computing" are to make networks appear like disks,
memory, or other non-networked devices, rather than to exploit the unique capabilities of physical dispersion.
The challenges show up in the design of operating systems and window systems.
Today's operating sytems, like DOS and Unix, assume a relatively fixed configuration of hardware and software
at their core. This makes sense for both mainframes and personal computers, because hardware or operating
system software cannot reasonably be added without shutting down the machine. But in an embodied virtuality,
local devices come and go, and depend upon the room and the people in it. New software for new devices may
be needed at any time, and you'll never be able to shut off everything in the room at once. Experimental
"micro-kernel" operating systems, such as those developed by Rick Rashid at Carnegie-Mellon University and
Andy Tanenbaum at Vrije University in Amsterdam, offer one solution. Future operating systems based around
tiny kernels of functionality may automatically shrink and grow to fit the dynamically changing needs of
ubiquitous computing.
Today's window systems, like Windows 3.0 and the X Window System, assume a fixed base computer on which
information will be displayed. Although they can handle multiple screens, they do not do well with applications
that start out in one place (screen, computer, or room) and then move to another. For higher performance they
assume a fixed screen and input mode and use the local computer to store information about the application--if
any of these change, the window system stops working for that application. Even window systems like X that
were designed for use over networks have this problem--X still assumes that an application once started stays
put. The solutions to this problem are in their infancy. Systems for shared windows, such as those from Brown
University and Hewlett-Packard Corporation, help with windows, but have problems of performance, and do not
work for all applications. There are no systems that do well with the diversity of inputs to be found in an
embodied virtuality. A more general solution will require changing the kinds of protocols by which application
programs and windows interact.
The network connecting these computers has its own challenges. On the one hand, data transmission rates for
both wired and wireless networks are increasing rapidly. Access to gigabit-per-second wired nets is already
possible, although expensive, and will become progressively cheaper. (Gigabit networks will seldom devote all
of their bandwidth to a single data stream; instead, they will allow enormous numbers of lower-speed
6. transmissions to proceed simultaneously.) Small wireless networks, based on digital cellular telephone
principles, currently offer data rates between two and 10 megabits per second over a range of a few hundred
meters. Low-power wireless networks transmitting 250,000 bits per second to each station will eventually be
available commercially.
On the other hand, the transparent linking of wired and wireless networks is an unsolved problem. Although
some stop-gap methods have been developed, engineers must develop new communication protocols that
explicitly recognize the concept of machines that move in physical space. Furthermore the number of channels
envisioned in most wireless network schemes is still very small, and the range large (50-100 meters), so that the
total number of mobile devices is severely limited. The ability of such a system to support hundreds of machines
in every room is out of the question. Single-room networks based on infrared or newer electromagnetic
technologies have enough channel capacity for ubiquitous computers, but they can only work indoors.
Present technologies would require a mobile device to have three different network connections: tiny range
wireless, long range wireless, and very high speed wired. A single kind of network connection that can
somehow serve all three functions has yet to be invented.
Neither an explication of the principles of ubiquitous computing nor a list of the technologies involved really
gives a sense of what it would be like to live in a world full of invisible widgets. To extrapolate from today's
rudimentary fragments of embodied virtuality resembles an attempt to predict the publication of Finnegan's
Wake after just having invented writing on clay tablets. Nevertheless the effort is probably worthwhile:
Sal awakens: she smells coffee. A few minutes ago her alarm clock, alerted by her restless rolling before
waking, had quietly asked "coffee?", and she had mumbled "yes." "Yes" and "no" are the only words it knows.
Sal looks out her windows at her neighborhood. Sunlight and a fence are visible through one, but through others
she sees electronic trails that have been kept for her of neighbors coming and going during the early morning.
Privacy conventions and practical data rates prevent displaying video footage, but time markers and electronic
tracks on the neighborhood map let Sal feel cozy in her street.
Glancing at the windows to her kids' rooms she can see that they got up 15 and 20 minutes ago and are already
in the kitchen. Noticing that she is up, they start making more noise.
At breakfast Sal reads the news. She still prefers the paper form, as do most people. She spots an interesting
quote from a columnist in the business section. She wipes her pen over the newspaper's name, date, section, and
page number and then circles the quote. The pen sends a message to the paper, which transmits the quote to her
office.
Electronic mail arrives from the company that made her garage door opener. She lost the instruction manual, and
asked them for help. They have sent her a new manual, and also something unexpected -- a way to find the old
one. According to the note, she can press a code into the opener and the missing manual will find itself. In the
garage, she tracks a beeping noise to where the oil-stained manual had fallen behind some boxes. Sure enough,
there is the tiny tab the manufacturer had affixed in the cover to try to avoid E-mail requests like her own.
On the way to work Sal glances in the foreview mirror to check the traffic. She spots a slowdown ahead, and
also notices on a side street the telltale green in the foreview of a food shop, and a new one at that. She decides
to take the next exit and get a cup of coffee while avoiding the jam.
Once Sal arrives at work, the foreview helps her to quickly find a parking spot. As she walks into the building
the machines in her office prepare to log her in, but don't complete the sequence until she actually enters her
office. On her way, she stops by the offices of four or five colleagues to exchange greetings and news.
Sal glances out her windows: a grey day in silicon valley, 75 percent humidity and 40 percent chance of
7. afternoon showers; meanwhile, it has been a quiet morning at the East Coast office. Usually the activity
indicator shows at least one spontaneous urgent meeting by now. She chooses not to shift the window on the
home office back three hours -- too much chance of being caught by surprise. But she knows others who do,
usually people who never get a call from the East but just want to feel involved.
The telltale by the door that Sal programmed her first day on the job is blinking: fresh coffee. She heads for the
coffee machine.
Coming back to her office, Sal picks up a tab and "waves" it to her friend Joe in the design group, with whom
she is sharing a virtual office for a few weeks. They have a joint assignment on her latest project. Virtual office
sharing can take many forms--in this case the two have given each other access to their location detectors and to
each other's screen contents and location. Sal chooses to keep miniature versions of all Joe's tabs and pads in
view and 3-dimensionally correct in a little suite of tabs in the back corner of her desk. She can't see what
anything says, but she feels more in touch with his work when noticing the displays change out of the corner of
her eye, and she can easily enlarge anything if necessary.
A blank tab on Sal's desk beeps, and displays the word "Joe" on it. She picks it up and gestures with it towards
her liveboard. Joe wants to discuss a document with her, and now it shows up on the wall as she hears Joe's
voice:
"I've been wrestling with this third paragraph all morning and it still has the wrong tone. Would you mind
reading it?"
"No problem."
Sitting back and reading the paragraph, Sal wants to point to a word. She gestures again with the "Joe" tab onto
a nearby pad, and then uses the stylus to circle the word she wants:
"I think it's this term 'ubiquitous'. Its just not in common enough use, and makes the whole thing sound a little
formal. Can we rephrase the sentence to get rid of it?"
"I'll try that. Say, by the way Sal, did you ever hear from Mary Hausdorf?"
"No. Who's that?"
"You remember, she was at the meeting last week. She told me she was going to get in touch with you."
Sal doesn't remember Mary, but she does vaguely remember the meeting. She quickly starts a search for
meetings in the past two weeks with more than 6 people not previously in meetings with her, and finds the one.
The attendees' names pop up, and she sees Mary. As is common in meetings, Mary made some biographical
information about herself available to the other attendees, and Sal sees some common background. She'll just
send Mary a note and see what's up. Sal is glad Mary did not make the biography available only during the time
of the meeting, as many people do...
In addition to showing some of the ways that computers can find their way invisibly into people's lives, this
speculation points up some of the social issues that embodied virtuality will engender. Perhaps key among them
is privacy: hundreds of computers in every room, all capable of sensing people near them and linked by
high-speed networks, have the potential to make totalitarianism up to now seem like sheerest anarchy. Just as a
workstation on a local-area network can be programmed to intercept messages meant for others, a single rogue
tab in a room could potentially record everything that happened there.
Even today, although active badges and self-writing appointment diaries offer all kinds of convenience, in the
wrong hands their information could be stifling. Not only corporate superiors or underlings, but overzealous
8. government officials and even marketing firms could make unpleasant use of the same information that makes
invisible computers so convenient.
Fortunately, cryptographic techniques already exist to secure messages from one ubiquitous computer to another
and to safeguard private information stored in networked systems. If designed into systems from the outset,
these techniques can ensure that private data does not become public. A well-implemented version of ubiquitous
computing could even afford better privacy protection than exists today. For example, schemes based on "digital
pseudonyms" could eliminate the need to give out items of personal information that are routinely entrusted to
the wires today, such as credit card number, social security number and address.
Jim Morris of Carnegie-Mellon University has proposed an appealing general method for approaching these
issues: build computer systems to have the same privacy safeguards as the real world, but no more, so that
ethical conventions will apply regardless of setting. In the physical world, for example, burglars can break
through a locked door, but they leave evidence in doing so. Computers built according to Morris's rule would
not attempt to be utterly proof against cracker, but they would be impossible to enter without leaving the digital
equivalent of fingerprints.
By pushing computers into the background, embodied virtuality will make individuals more aware of the people
on the other ends of their computer links. This development carries the potential to reverse the unhealthy
centripetal forces that conventional personal computers have introduced into life and the workplace. Even today,
people holed up in windowless offices before glowing computer screens may not see their fellows for the better
part of each day. And in virtual reality, the outside world and all its inhabitant effectively ceases to exist.
Ubiquitous computers, in contrast, reside in the human world and pose no barrier to personal interactions. If
anything, the transparent connections that they offer between different locations and times may tend to bring
communities closer together.
My colleagues and I at PARC believe that what we call ubiquitous computing will gradually emerge as the
dominant mode of computer access over the next twenty years. Like the personal computer, ubiquitous
computing will enable nothing fundamentally new, but by making everything faster and easier to do, with less
strain and mental gymnastics, it will transform what is apparently possible. Desktop publishing, for example, is
fundamentally not different from computer typesetting, which dates back to the mid 1960's at least. But ease of
use makes an enormous difference.
When almost every object either contains a computer or can have a tab attached to it, obtaining information will
be trivial: "Who made that dress? Are there any more in the store? What was the name of the designer of that
suit I liked last week?" The computing environment knows the suit you looked at for a long time last week
because it knows both of your locations, and, it can retroactively find the designer's name even if it did not
interest you at the time.
Sociologically, ubiquitous computing may mean the decline of the computer addict. In the 1910's and 1920's
many people "hacked" on crystal sets to take advantage of the new high tech world of radio. Now
crystal-and-cat's whisker receivers are rare, because radios are ubiquitous. In addition, embodied virtuality will
bring computers to the presidents of industries and countries for nearly the first time. Computer access will
penetrate all groups in society.
Most important, ubiquitous computers will help overcome the problem of information overload. There is more
information available at our fingertips during a walk in the woods than in any computer system, yet people find
a walk among trees relaxing and computers frustrating. Machines that fit the human environment, instead of
forcing humans to enter theirs, will make using a computer as refreshing as taking a walk in the woods.