This document presents an introduction to ubiquitous computing. It discusses how ubiquitous computing aims to make many computers available throughout the physical environment, yet make them effectively invisible to the user. It outlines the three waves of computing as mainframes, personal computers, and ubiquitous computing. It also covers key elements of ubiquitous computing including ubiquitous networking, sensing, access, and middleware. Issues with privacy, reliability, and social impact are discussed.
Ubiquitous computing is one of the most prodiously growing topic which will be covering all facets of life.In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is considered an advancement from the older desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs".
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
Ubiquitous computing, also known as pervasive computing, refers to a post-desktop model of human-computer interaction where computing is integrated into everyday objects and activities in a way that is invisible to the user. The document discusses the history and definitions of ubiquitous computing, including Mark Weiser's vision of making many computers available throughout the physical environment but making them effectively invisible. It also covers related areas like augmented reality, ambient intelligence, and properties of ubiquitous computing systems like being networked, distributed, context-aware, and able to operate autonomously.
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Ubiquitous computing (ubicomp) refers to computers integrated into everyday objects and activities. The goal is to create an environment where connectivity between devices is always available but unobtrusive. Examples of ubicomp devices include digital audio players, RFID tags, smartphones, and interactive whiteboards. Mark Weiser is considered the father of ubiquitous computing and coined the term in the 1980s.
Ubiquitous computing (ubicomp) involves integrating computation into everyday objects and environments. It aims to make many computers available throughout the physical world and make them effectively invisible to the user. Ubicomp enhances computer use by bringing computing capabilities to any device or location. Key aspects of ubicomp include ubiquity, adaptation to the environment, and intuitive interfaces. Ubicomp raises issues around privacy, adaptability to different contexts, and availability in various locations. It involves context-aware computing that tailors services to a user's location, activities, and environment.
This document presents an introduction to ubiquitous computing. It discusses how ubiquitous computing aims to make many computers available throughout the physical environment, yet make them effectively invisible to the user. It outlines the three waves of computing as mainframes, personal computers, and ubiquitous computing. It also covers key elements of ubiquitous computing including ubiquitous networking, sensing, access, and middleware. Issues with privacy, reliability, and social impact are discussed.
Ubiquitous computing is one of the most prodiously growing topic which will be covering all facets of life.In the course of ordinary activities, someone "using" ubiquitous computing engages many computational devices and systems simultaneously, and may not necessarily even be aware that they are doing so. This model is considered an advancement from the older desktop paradigm. More formally, ubiquitous computing is defined as "machines that fit the human environment instead of forcing humans to enter theirs".
Ubiquitous Computing - The Future of ComputingShiraz Shrestha
Ubiquitous Computing is a technology that interlinks physical and digital world together. It aims to do so by embedding microprocessors in devices of various forms including laptops, tablets and in everyday objects such as fridge, tables, pair of glasses, etc. The basic idea behind Ubiquitous Computing is to embed chips in almost any devices, from clothing to tools to appliances to cars to homes to kitchens to the human body to connect it to an infinite network of other devices.
This slide deals with ubiquitous computing, the eras of computing, generic features of ubiquitous computing like natural interfaces, context-aware learning and automated capture and access to live experiences, related areas of ubiquitous computing like ambient intelligence, augmented reality, wearable computing, how it has changed the way humans interact with the computers and the future of computing.
Ubiquitous computing, also known as pervasive computing, refers to a post-desktop model of human-computer interaction where computing is integrated into everyday objects and activities in a way that is invisible to the user. The document discusses the history and definitions of ubiquitous computing, including Mark Weiser's vision of making many computers available throughout the physical environment but making them effectively invisible. It also covers related areas like augmented reality, ambient intelligence, and properties of ubiquitous computing systems like being networked, distributed, context-aware, and able to operate autonomously.
Ubiquitous Computing Applications
Outline
Ubiquitous Computing
Virtual Reality
Augmented Reality
Information and Data Visualization.
What is ubiquitous computing?
Any computing technology that permits human interaction away from a single workstation.
This includes
pen-based technology,
handheld or portable devices,
large-scale interactive screens,
voice or vision technology.
Human-centered vision with these technologies presents many challenges. Here we Focus
defining the appropriate physical interaction experience;
discovering general application features;
theories for designing and evaluating the human experience within ubiquitous computing.
Scales of devices
Mark Weiser proposed three basic forms for ubiquitous system devices:
Inch
Foot
Yard
Implications for device size as well as relationship to people.
Ubiquitous computing (ubicomp) refers to computers integrated into everyday objects and activities. The goal is to create an environment where connectivity between devices is always available but unobtrusive. Examples of ubicomp devices include digital audio players, RFID tags, smartphones, and interactive whiteboards. Mark Weiser is considered the father of ubiquitous computing and coined the term in the 1980s.
Ubiquitous computing (ubicomp) involves integrating computation into everyday objects and environments. It aims to make many computers available throughout the physical world and make them effectively invisible to the user. Ubicomp enhances computer use by bringing computing capabilities to any device or location. Key aspects of ubicomp include ubiquity, adaptation to the environment, and intuitive interfaces. Ubicomp raises issues around privacy, adaptability to different contexts, and availability in various locations. It involves context-aware computing that tailors services to a user's location, activities, and environment.
Ubiquitous computing, also known as pervasive computing, refers to the concept of integrating computation into everyday objects and environments. It allows computing to occur anytime and anywhere using any device. The father of ubiquitous computing is Mark Weiser, who first articulated the idea in 1988 and envisioned computers being embedded everywhere in a way that is invisible to the user. Ubiquitous computing represents the third generation of computing after mainframes and personal computers, enabling one person to use many computers. While it provides advantages like efficient information access anywhere, ubiquitous computing also faces challenges related to security, connectivity, and costs.
This document provides an overview of ubiquitous networking. It begins by defining ubiquitous computing as making many computers available throughout the environment while making them invisible to the user. It then discusses the history and major trends in computing that led to ubiquitous computing. Ubiquitous networking is introduced as the implementation of ubiquitous computing using network infrastructures that provide constant internet access across diverse devices. The document outlines a 3 step process for how ubiquitous networking could work using ultrasonic location systems, zones around users and devices, and information hoopers and smart posters. Finally, applications of ubiquitous networking for e-commerce, mobility, and corporate use are discussed.
Ubiquitous computing, also known as pervasive computing, refers to the concept of integrating computers into everyday objects and environments. The goal is to create invisible technology that is integrated with both the virtual and physical world. Some key applications of ubiquitous computing include healthcare, home automation, intelligent transportation systems, and environmental monitoring using smart devices. While ubiquitous computing provides advantages like efficiency and adaptability, there are also challenges to address regarding power consumption, wireless connectivity, security, and cost. Overall, ubiquitous computing aims to simplify lives through digital environments that are sensitive and responsive to human needs.
Pervasive Computing : You're Already Knee Deep In ItRob Manson
Presentation for Web Directions South 2009 on Pervasive Computing that outlines 5 key metrics that can be used to measure how pervasive computing is collapsing your sense of space.
These measurements can be used to define and refine specific elements of a business model to make your operating and distribution platforms more pervasive.
This document outlines an agenda for a presentation on ubiquitous computing and context-aware computing systems. The presentation will cover ubiquitous computing concepts like devices, research areas, and great moments in the field's history. It will then discuss context-aware computing systems, including definitions of context, real-world usage scenarios, and interest from industry and academia. Sensors that enable context awareness will also be discussed. The presentation will conclude with a Q&A section.
Ubiquitous computing aims to enhance computer use by integrating many computers throughout the environment. It discusses the history and evolution of ubiquitous computing from constraints to prototyping. Key challenges include developing transparent interfaces, capturing context awareness, and facilitating automated capture of experiences. Issues involve toolkit design, software structuring, component integration, scalability, adaptability, privacy and security as more devices are connected. The vision for 2020 is that computers will be everywhere in daily objects and integrated into fabrics of life, facilitating an invisible intelligent network.
Ubiquitous computing refers to technology that is integrated into everyday life to the extent that it is indistinguishable from it. The vision is for computing services to be available anytime and anywhere through devices that are increasingly more powerful, smaller, and cheaper. Ubiquitous computing is changing daily activities by allowing people to communicate and interact with hundreds of computing devices in new ways. However, it also presents challenges in systems design, security and privacy, and how teaching and learning can take advantage of ubiquitous access to resources and tools.
Roy Campbell discusses his research on pervasive and ubiquitous computing through his work on Active Spaces and the Gaia project. The key goals are to seamlessly augment human activities through networked computing devices that are integrated into physical environments. This allows for applications that are aware of users' locations and can customize interfaces. However, ensuring privacy, security, and that systems are used for good purposes will be ongoing challenges as ubiquitous computing becomes more common.
Pervasive/ubiquitous computing refers to embedding microprocessors in everyday objects to communicate information and connect devices. The goal is for connectivity to be unobtrusive and always available. Key aspects include wireless technologies, advanced electronics, and the internet connecting smart products. Challenges include creating seamless integration between technology and users.
Pervasive computing also known as Ubiquitous computing (ubicomp) is a concept in software engineering and computer science where computing is made to appear everywhere and anywhere. Eg:laptop computers, tablets and terminals in everyday objects such as a fridge or a pair of glasses.
•It is also termed as ambient intelligence, Ubiquitous computing ,everyware,physical computing, the Internet of Things, haptic computing, and 'things that think’.
Ubiquitous computing aims to embed computers into everyday objects to make them invisible. It was envisioned by Mark Weiser as computers spreading into everything around us. Key aspects are devices interacting and coordinating without needing direct human interaction. Challenges include retrofitting environments for ubiquitous computing and ensuring impromptu interoperability and privacy between connected devices.
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Pervasive computing refers to embedding computers and communication technologies in our everyday environment so they are invisible but always available when needed. This allows computers to operate in the real world through things like sensors that can watch, listen, and interact with people. The goal is for computing to be integrated everywhere and available at any time through millions of embedded computers and devices. Some examples include smart homes that control lighting and temperature based on biometric sensors in clothes or large-scale monitoring of wildlife, baggage, transportation systems, and more through networks of sensors.
The document provides an overview of ubiquitous computing (ubicomp). It discusses key concepts like ubicomp being computing that is integrated into everyday objects and environments. The document outlines some of the underlying technologies that enable ubicomp like sensors, networks, and context-aware computing. It also discusses Weiser's vision of calm and invisible computing and describes example application scenarios for personal memories, transportation, food management, and utilities. Finally, it introduces concepts like smart devices, environments, and interactions as architectural patterns for ubicomp systems.
The document discusses issues and challenges in ubiquitous computing including security, privacy, and trust. It proposes several solutions to these problems such as sandboxing, certification, proof carrying code, direct code analysis, and biometrics. The future of ubiquitous computing is envisioned as integrating computing technology everywhere for everyone at all times through pervasive networks and devices.
This document discusses pervasive computing, which refers to embedding microprocessors into everyday objects to make computing available anywhere. It defines pervasive computing, describes its architecture and principles, compares it to ubiquitous computing, and discusses related fields, applications, benefits, limitations, and future directions. Pervasive computing aims to spread intelligence and connectivity through mobile devices, sensors, and other embedded technologies. It will continue affecting more people as networking allows intelligent objects to communicate and share information.
The document analyzes Fitbit's competitive positioning, growth opportunities, and valuation. It finds that while Fitbit currently captures 25% of the global wearables market, this market is highly competitive and volatile. For long-term viability, Fitbit must continue preferring its products over competitors and seize growth opportunities in new markets and customer segments. However, as the market matures, costs will remain high. Based on projections of future sales growth and expenses, the document values Fitbit at $5 billion, implying its current share price of $30 is overvalued by 30% and the target price should be $22.75.
1. Context-aware computing uses information about a user's environment and situation to provide tailored services, with the goal of delivering the right service at the right moment.
2. Context includes information such as location, identity, activity, schedule, nearby resources and more. It comes from various sources and changes over time.
3. Designing context-aware applications and systems requires acquiring context information, reasoning about it, and using it intelligently to benefit users or services while maintaining user privacy and control. Many technical and research challenges remain open.
Ubiquitous computing, also known as pervasive computing, refers to the concept of integrating computation into everyday objects and environments. It allows computing to occur anytime and anywhere using any device. The father of ubiquitous computing is Mark Weiser, who first articulated the idea in 1988 and envisioned computers being embedded everywhere in a way that is invisible to the user. Ubiquitous computing represents the third generation of computing after mainframes and personal computers, enabling one person to use many computers. While it provides advantages like efficient information access anywhere, ubiquitous computing also faces challenges related to security, connectivity, and costs.
This document provides an overview of ubiquitous networking. It begins by defining ubiquitous computing as making many computers available throughout the environment while making them invisible to the user. It then discusses the history and major trends in computing that led to ubiquitous computing. Ubiquitous networking is introduced as the implementation of ubiquitous computing using network infrastructures that provide constant internet access across diverse devices. The document outlines a 3 step process for how ubiquitous networking could work using ultrasonic location systems, zones around users and devices, and information hoopers and smart posters. Finally, applications of ubiquitous networking for e-commerce, mobility, and corporate use are discussed.
Ubiquitous computing, also known as pervasive computing, refers to the concept of integrating computers into everyday objects and environments. The goal is to create invisible technology that is integrated with both the virtual and physical world. Some key applications of ubiquitous computing include healthcare, home automation, intelligent transportation systems, and environmental monitoring using smart devices. While ubiquitous computing provides advantages like efficiency and adaptability, there are also challenges to address regarding power consumption, wireless connectivity, security, and cost. Overall, ubiquitous computing aims to simplify lives through digital environments that are sensitive and responsive to human needs.
Pervasive Computing : You're Already Knee Deep In ItRob Manson
Presentation for Web Directions South 2009 on Pervasive Computing that outlines 5 key metrics that can be used to measure how pervasive computing is collapsing your sense of space.
These measurements can be used to define and refine specific elements of a business model to make your operating and distribution platforms more pervasive.
This document outlines an agenda for a presentation on ubiquitous computing and context-aware computing systems. The presentation will cover ubiquitous computing concepts like devices, research areas, and great moments in the field's history. It will then discuss context-aware computing systems, including definitions of context, real-world usage scenarios, and interest from industry and academia. Sensors that enable context awareness will also be discussed. The presentation will conclude with a Q&A section.
Ubiquitous computing aims to enhance computer use by integrating many computers throughout the environment. It discusses the history and evolution of ubiquitous computing from constraints to prototyping. Key challenges include developing transparent interfaces, capturing context awareness, and facilitating automated capture of experiences. Issues involve toolkit design, software structuring, component integration, scalability, adaptability, privacy and security as more devices are connected. The vision for 2020 is that computers will be everywhere in daily objects and integrated into fabrics of life, facilitating an invisible intelligent network.
Ubiquitous computing refers to technology that is integrated into everyday life to the extent that it is indistinguishable from it. The vision is for computing services to be available anytime and anywhere through devices that are increasingly more powerful, smaller, and cheaper. Ubiquitous computing is changing daily activities by allowing people to communicate and interact with hundreds of computing devices in new ways. However, it also presents challenges in systems design, security and privacy, and how teaching and learning can take advantage of ubiquitous access to resources and tools.
Roy Campbell discusses his research on pervasive and ubiquitous computing through his work on Active Spaces and the Gaia project. The key goals are to seamlessly augment human activities through networked computing devices that are integrated into physical environments. This allows for applications that are aware of users' locations and can customize interfaces. However, ensuring privacy, security, and that systems are used for good purposes will be ongoing challenges as ubiquitous computing becomes more common.
Pervasive/ubiquitous computing refers to embedding microprocessors in everyday objects to communicate information and connect devices. The goal is for connectivity to be unobtrusive and always available. Key aspects include wireless technologies, advanced electronics, and the internet connecting smart products. Challenges include creating seamless integration between technology and users.
Pervasive computing also known as Ubiquitous computing (ubicomp) is a concept in software engineering and computer science where computing is made to appear everywhere and anywhere. Eg:laptop computers, tablets and terminals in everyday objects such as a fridge or a pair of glasses.
•It is also termed as ambient intelligence, Ubiquitous computing ,everyware,physical computing, the Internet of Things, haptic computing, and 'things that think’.
Ubiquitous computing aims to embed computers into everyday objects to make them invisible. It was envisioned by Mark Weiser as computers spreading into everything around us. Key aspects are devices interacting and coordinating without needing direct human interaction. Challenges include retrofitting environments for ubiquitous computing and ensuring impromptu interoperability and privacy between connected devices.
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Pervasive computing refers to embedding computers and communication technologies in our everyday environment so they are invisible but always available when needed. This allows computers to operate in the real world through things like sensors that can watch, listen, and interact with people. The goal is for computing to be integrated everywhere and available at any time through millions of embedded computers and devices. Some examples include smart homes that control lighting and temperature based on biometric sensors in clothes or large-scale monitoring of wildlife, baggage, transportation systems, and more through networks of sensors.
The document provides an overview of ubiquitous computing (ubicomp). It discusses key concepts like ubicomp being computing that is integrated into everyday objects and environments. The document outlines some of the underlying technologies that enable ubicomp like sensors, networks, and context-aware computing. It also discusses Weiser's vision of calm and invisible computing and describes example application scenarios for personal memories, transportation, food management, and utilities. Finally, it introduces concepts like smart devices, environments, and interactions as architectural patterns for ubicomp systems.
The document discusses issues and challenges in ubiquitous computing including security, privacy, and trust. It proposes several solutions to these problems such as sandboxing, certification, proof carrying code, direct code analysis, and biometrics. The future of ubiquitous computing is envisioned as integrating computing technology everywhere for everyone at all times through pervasive networks and devices.
This document discusses pervasive computing, which refers to embedding microprocessors into everyday objects to make computing available anywhere. It defines pervasive computing, describes its architecture and principles, compares it to ubiquitous computing, and discusses related fields, applications, benefits, limitations, and future directions. Pervasive computing aims to spread intelligence and connectivity through mobile devices, sensors, and other embedded technologies. It will continue affecting more people as networking allows intelligent objects to communicate and share information.
The document analyzes Fitbit's competitive positioning, growth opportunities, and valuation. It finds that while Fitbit currently captures 25% of the global wearables market, this market is highly competitive and volatile. For long-term viability, Fitbit must continue preferring its products over competitors and seize growth opportunities in new markets and customer segments. However, as the market matures, costs will remain high. Based on projections of future sales growth and expenses, the document values Fitbit at $5 billion, implying its current share price of $30 is overvalued by 30% and the target price should be $22.75.
1. Context-aware computing uses information about a user's environment and situation to provide tailored services, with the goal of delivering the right service at the right moment.
2. Context includes information such as location, identity, activity, schedule, nearby resources and more. It comes from various sources and changes over time.
3. Designing context-aware applications and systems requires acquiring context information, reasoning about it, and using it intelligently to benefit users or services while maintaining user privacy and control. Many technical and research challenges remain open.
The document discusses developing an Android application for home automation. The application would allow users to control devices in their home remotely from their Android device by sending SMS messages. A PC connected to a microcontroller and home devices would receive the SMS messages and trigger the appropriate devices. The application would also provide status updates on device states. It requires an Android device, Java software, and hardware components like a microcontroller to interface with home appliances.
Fitbit started as a fitness tracker to encourage personal health but has expanded into a platform that tracks various health and activity metrics through wristbands and apps. It motivates users through social features, challenges, and weekly progress reports. However, Fitbit faces threats from competitors like Jawbone and Apple expanding into the wearables space through potential smartwatch devices.
Luxury home automation wasn’t a face of everyday life. Today it is, though gradually! Directly controlling and seamlessly staying connected with the home systems you use every day via a mobile device would significantly enhance your quality of life. It is not only about remotely controlling the lights, AC, fan, audio systems, curtains, television, kitchen appliances, garage doors, sprinklers from your smartphone from anywhere. Again it is not merely about regularly monitoring the security of your home and your kids from your workplace miles away. It is all about convenience and safety. It is about exploiting the latest of what technology has on offer. It is about saving energy significantly and contributing to the creation of a greener earth through use of energy efficient systems. A smart home offers all of these – comfort, convenience, monetary savings, and safety. Smart Automation has emerged as a reliable and leading service provider in this segment.
The past decade has seen significant advancement in the field of consumer electronics. Various ‘intelligent’ appliances such as cellular phones, air-conditioners, home security devices, home theatres, etc. are set to realize the concept of a smart home. They have given rise to a Personal Area Network in home environment, where all these appliances can be interconnected and monitored using a single controller.
Busy families and individuals with physical limitation represent an attractive market for home automation and networking. A wireless home network that does not incur additional costs of wiring would be desirable. Bluetooth technology, which has emerged in late 1990s, is an ideal solution for this purpose.
Home automation involves introducing a degree of computerized or automatic control to
Certain electrical and electronic systems in a building. These include lighting, temperature
Control etc.
This project demonstrates a simple home automation system which contains a remote mobile host controller and several client modules (home appliances). The client modules communicate with the host controller through a wireless device such as a Bluetooth enabled mobile phone, in this case, an android based Smart phone.
This document discusses home automation through an Android mobile device. It describes a system where a Bluetooth module and relays are used to allow an Android phone to remotely control home appliances. The phone acts as the host controller, communicating with client modules attached to devices via Bluetooth. The system allows users to control lights, temperature and other electronics from their mobile device.
The document summarizes a presentation about how libraries need to adapt to changes brought about by new mobile and portable computing devices. It notes that library visitors and website traffic increasingly come from mobile devices rather than traditional computers. It also discusses the shift to touch interfaces and how wearable technologies may become more prevalent in the future. The presentation argues that libraries need mobile-first strategies, should look outside themselves for trends, and prepare for an influx of digital information as more services move online.
Laptops have evolved significantly since their invention in the 1970s. Early laptops had limited memory, processing power, and small LCD screens. Over time, laptops grew more powerful with improvements like increased RAM and storage, color screens, and longer battery life. Modern laptops resemble desktop computers in capabilities but remain portable and convenient for mobile use. While laptops are more expensive than desktops for equivalent performance, their portability and integrated design make them very useful for work, school, travel, and home computing.
Technology Trends and Their Impact on AssociationsASAE
Mobile technology is dramatically impacting organizations in the following ways:
1) Mobile data usage has skyrocketed in recent years and will continue to grow exponentially, with mobile video becoming the dominant type of mobile data traffic by 2015.
2) Smartphones and tablets are ushering in a new "post-PC" era of ubiquitous, portable, and personalized computing that is optimized for touch interfaces.
3) To take advantage of these trends, organizations need to develop mobile strategies that include mobile device management, support for bring your own devices (BYOD), prioritizing mobile-optimized content and applications, and enabling mobile collaboration and communication.
Computer: Definition
A computer is a machine that can be programmed to manipulate symbols. Its principal characteristics are:
It responds to a specific set of instructions in a well-defined manner.
It can execute a prerecorded list of instructions (a program).
It can quickly store and retrieve large amounts of data.
Therefore computers can perform complex and repetitive procedures quickly, precisely and reliably. Modern computers are electronic and digital. The actual machinery (wires, transistors, and circuits) is called hardware; the instructions and data are called software. All general-purpose computers require the following hardware components:
Central processing unit (CPU): The heart of the computer, this is the component that actually executes instructions organized in programs ("software") which tell the computer what to do.
Memory (fast, expensive, short-term memory): Enables a computer to store, at least temporarily, data, programs, and intermediate results.
Mass storage device (slower, cheaper, long-term memory): Allows a computer to permanently retain large amounts of data and programs between jobs. Common mass storage devices include disk drives and tape drives.
Input device: Usually a keyboard and mouse, the input device is the conduit through which data and instructions enter a computer.
Output device: A display screen, printer, or other device that lets you see what the computer has accomplished.
In addition to these components, many others make it possible for the basic components to work together efficiently. For example, every computer requires a bus that transmits data from one part of the computer to another.
IoTMeetupGuildford#2: IOT Resin.io - Lorenzo Stoakes (Resin.io)MicheleNati
The document discusses the Internet of Things and how devices are becoming more powerful due to Moore's Law, allowing them to perform more complex tasks. However, this increased power also means more maintenance challenges for developers. The Resin platform aims to address this by handling setup, security updates and deployments for devices, allowing developers to focus on their applications.
History of computer and classification of computersRoopsi Srivastava
The history of computers began thousands of years ago with the abacus, used in China as an early counting device. The first programmable computer was invented in Germany in the 1930s, while the first digital commercial computer was the ENIAC, created in the 1940s. In the 1980s, Bill Gates and Steve Jobs drove the personal computer revolution by making computers more accessible and user-friendly through Microsoft and Apple. They established the foundations for how people interact with computers today.
The document discusses the One Laptop per Child (OLPC) initiative which aims to provide affordable, rugged, low-power laptop computers to children around the world. Key points about the OLPC include that it was started by researchers at MIT who took a constructionist approach to learning, the laptops were designed to be durable and use little power, and they include features like a sunlight readable display and multiple usage modes such as e-book, sharing, camera, and games to support learning.
Wearable computers are computers that are worn on the body and are useful for applications where hands are busy. They operate continuously and are always ready to interact. Early wearables challenged other PCs in the 1970s by running on batteries. They have six key attributes including being unrestrictive to the user and attentive to the environment. Applications include assistance for the blind and augmented reality. Disadvantages include short battery life and potential illegal or anti-social uses. IBM introduced a wearable PC in the late 1990s with specifications including a 233MHz processor, 64MB RAM, and 340MB hard drive.
Microsoft Surface is a touchscreen tablet developed by Microsoft that combines the functionality of a tablet and PC. It comes in two models - the Surface RT which runs Windows RT and the Surface Pro which runs Windows 8 Pro. The Surface has a multi-touch screen that allows for natural gestures without the need for a mouse or keyboard. It is being used commercially by several companies and provides advantages like easier design, time savings, and improved learning compared to traditional touchscreen devices.
This document provides information to help consumers choose between a desktop computer and laptop/notebook computer, and also compares PCs and Macs. It defines key components and specifications for computers like the CPU, memory, storage, display, and operating system. It also lists popular manufacturers and review websites. Finally, it includes fact sheets comparing the Kindle e-reader and iPad tablet. In 3 sentences: This document defines and compares desktops and laptops/notebooks, lists specs for components like the CPU and display, and includes fact sheets for the Kindle and iPad to help consumers choose between different device types for their needs.
The document discusses a new wireless monitor introduced by Fujitsu that does not require any cables for power or video transmission. It uses SUPA technology to transmit video signals and power to the monitor up to 10 meters away from the computer. This wireless functionality frees up desk space by removing cables. Some potential applications mentioned include using the monitor as a secondary display to avoid losing BIOS/DOS functionality when the primary display is disconnected. However, the technology has limitations like lower bandwidth than wired monitors.
Computer systems can be categorized in several ways, including by size, functionality, and type. Mainframe computers are large systems used by large organizations for critical tasks like data processing. Mini computers are mid-sized systems between mainframes and microcomputers. Microcomputers, when equipped with a keyboard, mouse and monitor become personal computers. Personal computers include desktops intended for single location use as well as laptops optimized for mobile use. Tablets are touchscreen mobile computers while wearables are computers worn on the body. Other computer types include servers which provide resources to client machines on a network, and supercomputers capable of highly complex calculations. Operating systems manage basic computer functions and security, and can be classified as multi-user, multiprocessing,
Laptop computers have evolved significantly since their inception in the 1980s. Early laptops like the Osborne 1 had 5-inch screens and floppy disk drives. By the late 1980s, laptops were becoming popular for business users and models like the NEC UltraLite weighed only 2 kg. Today, there are several types of laptops including desktop docking stations, laptops, notebooks, subnotebooks, and tablet PCs. Key differences are in screen size, weight, and included features such as disk drives and connectivity options.
Multimodal interfaces use computer vision, touch surfaces, and other input methods to allow novel ways of interacting with computers beyond the traditional keyboard and mouse. Technologies like the Wiimote, iPhone touchscreen, and Kinect demonstrate approaches like gesture recognition and touch that will continue advancing as hardware and software improve, making these interfaces cheaper, more accurate, and more widely available. This opens opportunities to rethink user interfaces and how people interact with and navigate digital experiences.
Smart Playing Cards A Ubiquitous Computing Gameguest218195
Ubiquitous computing refers to computers integrated into everyday objects and environments. It is the next wave after desktop computing and aims to make many computers available throughout the environment, serving each person, but doing so invisibly. A key researcher who coined the term was Mark Weiser at Xerox PARC in the 1980s. Experiments included tabs, pads and boards, and applications now include smart devices, interactive displays, and augmented reality games. Challenges include designing for privacy, security, and seamless interactions across contexts.
Wearable computers are computers that can be worn on the body and are useful for applications that require computational support while the user's hands or attention are engaged elsewhere. They are designed to mediate activities without interfering with tasks and come in various forms from wrist-mounted devices to head-mounted displays. Research into wearable computers continues to explore new interfaces and ways to integrate digital experiences into real-world interactions.
This document discusses different types of computers based on their operational principles and processing power. It describes analog computers, digital computers, and hybrid computers. It also outlines mainframe computers, microcomputers, desktops, laptops, netbooks, PDAs, minicomputers, supercomputers, wearable computers, and tablet computers.
The document introduces surface computing, which allows for natural interaction through touch and gestures rather than mice and keyboards. Surface computing was developed by Microsoft and introduced in 2007. The Surface is a horizontal, multi-touch table that uses infrared cameras and projection to recognize objects placed on its surface and enable multiple users to interact simultaneously. Current applications of Surface include retail, hospitality, education and more. It provides advantages like collaboration and control, but also has limitations such as cost and lack of portability.
leewayhertz.com-AI in predictive maintenance Use cases technologies benefits ...alexjohnson7307
Predictive maintenance is a proactive approach that anticipates equipment failures before they happen. At the forefront of this innovative strategy is Artificial Intelligence (AI), which brings unprecedented precision and efficiency. AI in predictive maintenance is transforming industries by reducing downtime, minimizing costs, and enhancing productivity.
Trusted Execution Environment for Decentralized Process MiningLucaBarbaro3
Presentation of the paper "Trusted Execution Environment for Decentralized Process Mining" given during the CAiSE 2024 Conference in Cyprus on June 7, 2024.
This presentation provides valuable insights into effective cost-saving techniques on AWS. Learn how to optimize your AWS resources by rightsizing, increasing elasticity, picking the right storage class, and choosing the best pricing model. Additionally, discover essential governance mechanisms to ensure continuous cost efficiency. Whether you are new to AWS or an experienced user, this presentation provides clear and practical tips to help you reduce your cloud costs and get the most out of your budget.
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Have you ever been confused by the myriad of choices offered by AWS for hosting a website or an API?
Lambda, Elastic Beanstalk, Lightsail, Amplify, S3 (and more!) can each host websites + APIs. But which one should we choose?
Which one is cheapest? Which one is fastest? Which one will scale to meet our needs?
Join me in this session as we dive into each AWS hosting service to determine which one is best for your scenario and explain why!
Salesforce Integration for Bonterra Impact Management (fka Social Solutions A...Jeffrey Haguewood
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This video focuses on integration of Salesforce with Bonterra Impact Management.
Interested in deploying an integration with Salesforce for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
HCL Notes und Domino Lizenzkostenreduzierung in der Welt von DLAUpanagenda
Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
DLAU und die Lizenzen nach dem CCB- und CCX-Modell sind für viele in der HCL-Community seit letztem Jahr ein heißes Thema. Als Notes- oder Domino-Kunde haben Sie vielleicht mit unerwartet hohen Benutzerzahlen und Lizenzgebühren zu kämpfen. Sie fragen sich vielleicht, wie diese neue Art der Lizenzierung funktioniert und welchen Nutzen sie Ihnen bringt. Vor allem wollen Sie sicherlich Ihr Budget einhalten und Kosten sparen, wo immer möglich. Das verstehen wir und wir möchten Ihnen dabei helfen!
Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
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- Reduzierung der Lizenzkosten durch Auffinden und Beheben von Fehlkonfigurationen und überflüssigen Konten
- Wie funktionieren CCB- und CCX-Lizenzen wirklich?
- Verstehen des DLAU-Tools und wie man es am besten nutzt
- Tipps für häufige Problembereiche, wie z. B. Team-Postfächer, Funktions-/Testbenutzer usw.
- Praxisbeispiele und Best Practices zum sofortigen Umsetzen
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With Skybuffer AI, various AI models can be integrated into a single communication channel such as Microsoft Teams. This integration empowers business users with insights drawn from SAP backend systems, enterprise documents, and the expansive knowledge of Generative AI. And the best part of it is that it is all managed through our intuitive no-code Action Server interface, requiring no extensive coding knowledge and making the advanced AI accessible to more users.
3. 3
Some Principles
The purpose of a computer is to help you do something else
The best computer is a quiet invisible servant
Technology should remain calm
4. 4
Calm Technology
Can computing technology be as easy to use as literacy
technology?
Difficulty does not stem from UI problems
The idea of the personal computer is the problem
5. 5
The Super Laptop
Ubiquitous computing does not mean:
Computers you can bring to the beach
Analogy to writing
One very important book or
Being able to write anywhere to anyone
7. 7
Motor Analogy
As Motors grew smaller and more powerful, they disappeared
Nanoscale Engine
Watt Rotary Engine
8. 8
Parc-Tab
Tabs - Size of pack of cards
Personalized and carried with you
Pads - Size of piece of paper
Scrap computers, antidote to “windows”
Boards - Yard Sized
Large displays for groups of people
9. 9
Groundwork - Displays
Portable displays will have
1000x800 resolution
centimeter thick
weight 100 grams
Rollable Display
240 x 360 resolution
Larger displays will have 100 microns thick
Viewing density of computer screen VisWall - 96 inch
12000 x 6100 resolution
~ 75 million pixels
Tens of millions of pixels
10. 10
Groundwork - Computation
CPU speed may level off at 1 Mhz
We now have > Ghz processors
Separate processors for display
GPU’s with hundreds of Mb of memory
Matchbook hard disk with 60 Mb capacity
iPod with 60 Gb
Toshiba 0.85 hard disk with 4 Gb
11. 11
Groundwork - Software
Software needs to take advantage of the network
Micro Kernel Operating Systems
Highly modular collection of OS neutral abstractions
Different OSes can be hosted on the micro kernel
Current operating systems do not allow apps to move
MobiDesk, VMWare, VNC & Citrix come closer
12. 12
Groundwork - Networks
Cellular rates of 250 kbps
Transparent Linking of wired and unwired networks
Single protocol to bridge short-range wifi, long-range wifi and high
speed wired networks (MSocks, E2E Mobility)
Must cope with users who move
Need for better wireless medium
13. 13
Scenario at home
Sal looks out her windows at their neighbourhood. Sunlight and a
fence are visible through one, but through the others she sees
electronic trails that have been kept for her of neighbours coming and
going during the early morning.
Transparent, cheap large display
Location sensing of people
Network to communicate location information
Privacy Policies
14. 14
Scenario at home
On the way to work Sal glances in the foreview mirror to check the
traffic. She spots a slow down 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 traffic jam.
Experience should be as unintrusive as looking in rearview mirror
Providing location dependent information
15. 15
Scenario at work
... 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 verions of
all Joe’s tabs and pads in view ...
Sharing of work area assists with collaboration
Location sensing is opt-in
16. 16
Discussion
Ubiquitous Computing will
Bring people closer together
Make obtaining information trivial
Be like a pleasant walk in the woods