The document proposes a system called "Ghosting" that allows two smart homes to synchronize audio and lighting in real-time on a room-by-room basis, creating a sense of virtual shared living. This would allow occupants in different homes to converse naturally and also experience passive sounds and lights as if co-located. If widely adopted, the infrastructure could enable a global home-to-home network supporting new applications like shared virtual experiences, games, and economic opportunities like subscribing to modeled lifestyle. The system aims to use technology to strengthen social bonds by mediating human-human interaction.
The Echo Project aims to track real-time human actions indicative of foreign aid success by using low-cost sensors to generate "Echoes" of physical activities. These Echoes will be aggregated into standardized data streams that tell stories of aid progress through interactive visualizations. The initial phase will test this in New York City by collecting Echo data from a set of actions and making the data available through an API and displays to gauge shifts in public sentiment. If successful, the project will expand to more areas and data to directly connect communities through aid implementation activities.
Network of Excellence in Internet Science (Multidisciplinarity and its Implic...i_scienceEU
The document discusses the role of human sciences in future internet design. It notes that the internet has evolved from a machine network focused on host-to-host communication to a human-centric network that blends digital and physical worlds. It is emerging as a tool to study human behavior at large scales. The structure and content of online social networks provides insights into how people interact and share information. Understanding human cognition and decision-making can inform self-aware systems for content-centric internets. A new multi-disciplinary approach is needed combining ICT and human sciences like sociology, anthropology and psychology to account for the human element in internet evolution.
What is Ubiquitous Computing?
Ubiquitous computing (alias: Pervasive Computing) is a paradigm in which the processing of information is linked with each activity or object as encountered. It involves connecting electronic devices, including embedding microprocessors to communicate information. Devices that use ubiquitous computing have constant availability and are completely connected.
Ubiquitous computing focuses on learning by removing the complexity of computing and increases efficiency while using computing for different daily activities.
Ubiquitous computing is also known as pervasive computing, everyware and ambient intelligence.
Context refers to information that can characterize an entity's situation, such as a user's location, identity, activity, time, nearby objects and people. Context-aware computing uses sensors to automatically collect context and adapt applications and services to the user's context. There is a need for context-aware computing because computers lack the implicit contextual cues that humans use in communication. Context-aware applications can make interactions between humans and computers more natural by tailoring information and services to the user's changing context.
In this presentation, I describe the Context-Aware concept, Context-Aware Computing, and Context-Aware application with some application example of use it
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.
1. HomeOS is an operating system that aims to provide a unified platform for managing smart home devices and developing applications that can control these devices.
2. It presents all network devices in the home as peripherals connected to a central "logical PC" to simplify management and enable cross-device applications.
3. HomeOS addresses challenges like heterogeneity across homes, limited support for third-party devices/applications, and difficulties with incremental growth through a layered architecture and protocol-independent interfaces.
This document discusses using Bluetooth technology to monitor and control home appliances via the internet. It proposes a system where a user can monitor and operate appliances from anywhere through a mobile phone or computer connected to the internet. The system would involve Bluetooth or ZigBee devices connected to appliances at home transmitting data to an embedded web server connected to the internet, allowing remote access and control through a web browser. It provides diagrams of the system structure and steps to connect a Bluetooth device to the internet for remote monitoring and control of appliances.
The Echo Project aims to track real-time human actions indicative of foreign aid success by using low-cost sensors to generate "Echoes" of physical activities. These Echoes will be aggregated into standardized data streams that tell stories of aid progress through interactive visualizations. The initial phase will test this in New York City by collecting Echo data from a set of actions and making the data available through an API and displays to gauge shifts in public sentiment. If successful, the project will expand to more areas and data to directly connect communities through aid implementation activities.
Network of Excellence in Internet Science (Multidisciplinarity and its Implic...i_scienceEU
The document discusses the role of human sciences in future internet design. It notes that the internet has evolved from a machine network focused on host-to-host communication to a human-centric network that blends digital and physical worlds. It is emerging as a tool to study human behavior at large scales. The structure and content of online social networks provides insights into how people interact and share information. Understanding human cognition and decision-making can inform self-aware systems for content-centric internets. A new multi-disciplinary approach is needed combining ICT and human sciences like sociology, anthropology and psychology to account for the human element in internet evolution.
What is Ubiquitous Computing?
Ubiquitous computing (alias: Pervasive Computing) is a paradigm in which the processing of information is linked with each activity or object as encountered. It involves connecting electronic devices, including embedding microprocessors to communicate information. Devices that use ubiquitous computing have constant availability and are completely connected.
Ubiquitous computing focuses on learning by removing the complexity of computing and increases efficiency while using computing for different daily activities.
Ubiquitous computing is also known as pervasive computing, everyware and ambient intelligence.
Context refers to information that can characterize an entity's situation, such as a user's location, identity, activity, time, nearby objects and people. Context-aware computing uses sensors to automatically collect context and adapt applications and services to the user's context. There is a need for context-aware computing because computers lack the implicit contextual cues that humans use in communication. Context-aware applications can make interactions between humans and computers more natural by tailoring information and services to the user's changing context.
In this presentation, I describe the Context-Aware concept, Context-Aware Computing, and Context-Aware application with some application example of use it
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.
1. HomeOS is an operating system that aims to provide a unified platform for managing smart home devices and developing applications that can control these devices.
2. It presents all network devices in the home as peripherals connected to a central "logical PC" to simplify management and enable cross-device applications.
3. HomeOS addresses challenges like heterogeneity across homes, limited support for third-party devices/applications, and difficulties with incremental growth through a layered architecture and protocol-independent interfaces.
This document discusses using Bluetooth technology to monitor and control home appliances via the internet. It proposes a system where a user can monitor and operate appliances from anywhere through a mobile phone or computer connected to the internet. The system would involve Bluetooth or ZigBee devices connected to appliances at home transmitting data to an embedded web server connected to the internet, allowing remote access and control through a web browser. It provides diagrams of the system structure and steps to connect a Bluetooth device to the internet for remote monitoring and control of appliances.
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 various wearable technology concepts created by Frog Design studios around the world. Mnemo is an interactive friendship bracelet that records and shares memories. Tree Voice collects environmental sensor data from trees and displays it to raise awareness. Kinetik harnesses kinetic energy from the user's movement to power mobile devices. CompassGo uses location data to suggest unexpected local discoveries. Icho helps visually impaired users navigate cities. MTA Relay provides New York City subway information and times. Hello World DIY is a wearable tech kit for tween girls. AirWaves filters air quality data through a smart pollution mask and community sharing app.
The document discusses context and contextual design. It provides an overview of the ICT&S Center at the University of Salzburg and defines context as any information that can be used to characterize the situation of an entity. The document reviews several models of context, including those proposed by Schmidt, Abowd and Mynatt, Tarasevich, Bradley and Dunlop, and Grill and Tscheligi.
Mining customer location data to provide behavioral information and business ...HitReach
This document discusses how Sense Networks analyzes mobile location and communication data to understand people's lifestyles and behaviors. It describes how single location pings are not very useful but analyzing location history can provide insights. Sense Networks has created apps like CitySense to show real-time user densities and CabSense to track taxis and popular pickup locations. Their MacroSense solution segments users into "tribes" based on analyzed location and call data. The company aims to build networks of similar places and people based on their patterns of movement and activity.
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 interactions are occurring across multiple devices that can sense context. As devices proliferate, interactions are becoming distributed across time and space, occurring seamlessly between devices. However, current design practices still silo devices and services, rather than taking a holistic approach. To fully realize ubiquitous interaction, the field needs new models that account for dynamic, distributed use of many devices informed by context.
This document provides an overview of social networks and social network analysis. It begins with definitions of social networks and how they can be used in knowledge management systems. It then discusses social network analysis, including how to measure networks based on degree centrality, betweenness centrality, and closeness centrality. Examples of applying social network analysis to map influential individuals and flow of information are provided. Technologies that enable social networks like LinkedIn are also examined. The document concludes by discussing how social network analysis could help reduce complexity and enable geographic visualization of networks in the future.
2011 10-05 lithium -likes to love london v slide-shareMichael Wu PhD
Turn your Facebook “Likes” into “Loves” by turning your fans into superfans.
1. Turn your connections into actions and interaction via gamification
2. Turn the actions and interactions into tangible ROI via influence and loyalty
3. Build strong customer relationship in communities and spread WOM through social networks
The document discusses approaches for designing objects and services for the ubiquitous computing era. It describes identifying user needs through contextual investigation and participatory design. Services can be defined based on capabilities like delivering, sharing, or triggering information to or from objects. Mental models of objects' ecosystems can be captured using techniques like drawing network maps. Existing objects can be redesigned by augmenting them with new features enabled by ubiquitous computing technologies.
The document discusses key concepts related to the Internet of Things (IoT). It describes IoT as connecting everyday physical objects to the internet through sensors and software. This allows objects to collect and exchange data. The document outlines some challenges with IoT, such as privacy, security, standards and regulation. It emphasizes the importance of collaborative and multistakeholder approaches to address these challenges.
Context-aware mobile computing allows mobile applications to take advantage of contextual information about the user's environment to provide better services. This literature review explores the evolution of context-aware technologies and their impact on society. Key developments include location sensing technologies like GPS and WiFi that provide context data, as well as augmented reality projects like Google Glass and Project Tango that give mobile devices a 3D understanding of space. Context-aware software like Google Now uses this information to deliver the right data to users at the appropriate time.
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.
Slides by Raquel Salcedo Gomes
For the English for Specific Purposes class at the IT technical course at IFSUL, campus Sapucaia do Sul. September 2017.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
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’.
Jennifer Kaplan, Product Marketing Manager, GovDelivery, discuss 9 rules for digital communications as part of GovDelivery's 2013 Digital Communications Tour.
New Cities Summit Paris: “Navigating the Meta-City”frog
This document outlines an agenda for a workshop on smart cities. It discusses four topics: smart sociality, smart transactions, smart buildings, and smart mobility. For each topic, it provides background context and questions for participants to discuss in 15-minute breakout sessions. The goal is to generate ideas, insights, opportunities, and questions around how technology could shape people's everyday lives and interactions within smart city contexts.
This document provides an introduction and overview of a project on vision-based hand gesture recognition. It discusses the motivation for the project and how hand gestures can provide a more natural human-computer interaction compared to traditional input devices like keyboards and mice. The document outlines the objectives of the project, which are to develop a system that can identify specific hand gestures using a webcam and interpret them to control mouse operations on a computer. It also provides an overview of the organization of the project report and the topics that will be discussed in subsequent chapters, such as the literature review, proposed methodology, results, and conclusions.
A empresa BBOM oferece rastreadores de veículos, aeronaves e embarcações para monitoramento logístico e geográfico ou segurança. Ela compartilha a estrutura da UNEPXMIL, com 17 anos de experiência e 46.000 prestadores de serviços. BBOM aluga esses equipamentos de rastreamento por uma taxa mensal e repassa parte da receita aos franqueados. Há demanda por 1,5 milhão de novos dispositivos por mês no mercado.
Esta presentación interactiva es parte del proyecto " Aula Creativa - Emociones y sentimiento (Educación infantil primer ciclo)", en su fase exploratoria. Es importante sustituir la imágenes de los niños caricaturizados por las fotografías reales de los niños, ya que es parte fundamental en el reconocimiento individual y la actitud positiva frente al logro.
La unidad trabaja de manera conjunta la identificación caricaturizada de la alegría y la tristeza, al momento de realizar las actividades se debe preguntar las razones por lo que los niños consideran el personaje esta triste o alegre.
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 various wearable technology concepts created by Frog Design studios around the world. Mnemo is an interactive friendship bracelet that records and shares memories. Tree Voice collects environmental sensor data from trees and displays it to raise awareness. Kinetik harnesses kinetic energy from the user's movement to power mobile devices. CompassGo uses location data to suggest unexpected local discoveries. Icho helps visually impaired users navigate cities. MTA Relay provides New York City subway information and times. Hello World DIY is a wearable tech kit for tween girls. AirWaves filters air quality data through a smart pollution mask and community sharing app.
The document discusses context and contextual design. It provides an overview of the ICT&S Center at the University of Salzburg and defines context as any information that can be used to characterize the situation of an entity. The document reviews several models of context, including those proposed by Schmidt, Abowd and Mynatt, Tarasevich, Bradley and Dunlop, and Grill and Tscheligi.
Mining customer location data to provide behavioral information and business ...HitReach
This document discusses how Sense Networks analyzes mobile location and communication data to understand people's lifestyles and behaviors. It describes how single location pings are not very useful but analyzing location history can provide insights. Sense Networks has created apps like CitySense to show real-time user densities and CabSense to track taxis and popular pickup locations. Their MacroSense solution segments users into "tribes" based on analyzed location and call data. The company aims to build networks of similar places and people based on their patterns of movement and activity.
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 interactions are occurring across multiple devices that can sense context. As devices proliferate, interactions are becoming distributed across time and space, occurring seamlessly between devices. However, current design practices still silo devices and services, rather than taking a holistic approach. To fully realize ubiquitous interaction, the field needs new models that account for dynamic, distributed use of many devices informed by context.
This document provides an overview of social networks and social network analysis. It begins with definitions of social networks and how they can be used in knowledge management systems. It then discusses social network analysis, including how to measure networks based on degree centrality, betweenness centrality, and closeness centrality. Examples of applying social network analysis to map influential individuals and flow of information are provided. Technologies that enable social networks like LinkedIn are also examined. The document concludes by discussing how social network analysis could help reduce complexity and enable geographic visualization of networks in the future.
2011 10-05 lithium -likes to love london v slide-shareMichael Wu PhD
Turn your Facebook “Likes” into “Loves” by turning your fans into superfans.
1. Turn your connections into actions and interaction via gamification
2. Turn the actions and interactions into tangible ROI via influence and loyalty
3. Build strong customer relationship in communities and spread WOM through social networks
The document discusses approaches for designing objects and services for the ubiquitous computing era. It describes identifying user needs through contextual investigation and participatory design. Services can be defined based on capabilities like delivering, sharing, or triggering information to or from objects. Mental models of objects' ecosystems can be captured using techniques like drawing network maps. Existing objects can be redesigned by augmenting them with new features enabled by ubiquitous computing technologies.
The document discusses key concepts related to the Internet of Things (IoT). It describes IoT as connecting everyday physical objects to the internet through sensors and software. This allows objects to collect and exchange data. The document outlines some challenges with IoT, such as privacy, security, standards and regulation. It emphasizes the importance of collaborative and multistakeholder approaches to address these challenges.
Context-aware mobile computing allows mobile applications to take advantage of contextual information about the user's environment to provide better services. This literature review explores the evolution of context-aware technologies and their impact on society. Key developments include location sensing technologies like GPS and WiFi that provide context data, as well as augmented reality projects like Google Glass and Project Tango that give mobile devices a 3D understanding of space. Context-aware software like Google Now uses this information to deliver the right data to users at the appropriate time.
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.
Slides by Raquel Salcedo Gomes
For the English for Specific Purposes class at the IT technical course at IFSUL, campus Sapucaia do Sul. September 2017.
This document discusses the concept of embodiment as it relates to interactive systems and phenomenology. It argues that tangible and social computing have a common foundation in embodiment, which phenomenology explores as our experiences as embodied actors interacting in and through the world in an absorbed, unreflective manner. Since phenomenology takes embodiment as central, it seems a good place to turn for help in developing an understanding of embodiment's role in interactive systems. The document examines how embodiment can organize embodied interaction in terms of creating, manipulating, and communicating meaning and establishing practices.
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’.
Jennifer Kaplan, Product Marketing Manager, GovDelivery, discuss 9 rules for digital communications as part of GovDelivery's 2013 Digital Communications Tour.
New Cities Summit Paris: “Navigating the Meta-City”frog
This document outlines an agenda for a workshop on smart cities. It discusses four topics: smart sociality, smart transactions, smart buildings, and smart mobility. For each topic, it provides background context and questions for participants to discuss in 15-minute breakout sessions. The goal is to generate ideas, insights, opportunities, and questions around how technology could shape people's everyday lives and interactions within smart city contexts.
This document provides an introduction and overview of a project on vision-based hand gesture recognition. It discusses the motivation for the project and how hand gestures can provide a more natural human-computer interaction compared to traditional input devices like keyboards and mice. The document outlines the objectives of the project, which are to develop a system that can identify specific hand gestures using a webcam and interpret them to control mouse operations on a computer. It also provides an overview of the organization of the project report and the topics that will be discussed in subsequent chapters, such as the literature review, proposed methodology, results, and conclusions.
A empresa BBOM oferece rastreadores de veículos, aeronaves e embarcações para monitoramento logístico e geográfico ou segurança. Ela compartilha a estrutura da UNEPXMIL, com 17 anos de experiência e 46.000 prestadores de serviços. BBOM aluga esses equipamentos de rastreamento por uma taxa mensal e repassa parte da receita aos franqueados. Há demanda por 1,5 milhão de novos dispositivos por mês no mercado.
Esta presentación interactiva es parte del proyecto " Aula Creativa - Emociones y sentimiento (Educación infantil primer ciclo)", en su fase exploratoria. Es importante sustituir la imágenes de los niños caricaturizados por las fotografías reales de los niños, ya que es parte fundamental en el reconocimiento individual y la actitud positiva frente al logro.
La unidad trabaja de manera conjunta la identificación caricaturizada de la alegría y la tristeza, al momento de realizar las actividades se debe preguntar las razones por lo que los niños consideran el personaje esta triste o alegre.
Presentación HCERES Desafíos de la evaluación y de la acreditación institucional en Francia
Solange Pisarz
Jefe de Proyecto, Departamento Europea e Internacional
Este documento lista y describe varias ayudas técnicas para favorecer la movilidad, incluyendo bastones, muletas, caminadores, sillas de ruedas, dispositivos para subir escaleras, grúas y arneses. La lista incluye diferentes tipos y variantes de cada ayuda, como bastones plegables, caminadores con ruedas, sillas motorizadas y grúas manuales versus eléctricas. El objetivo es proporcionar opciones para mejorar la movilidad de personas con discapacidades.
Desde la creación de la SEP diversos personajes han impulsado la educación estableciendo desde artículos y leyes que la legislan, planes de estudio y universidades y colegios que han permitido abordar la labor educativa.
Como instalar oWindows 7 e Linux num computadorFabricio Micael
O documento fornece instruções para instalar o Windows 7 e o Ubuntu em um computador. Ele descreve os passos para iniciar a instalação do Windows 7, criar partições, definir configurações de usuário e concluir a instalação. Em seguida, explica como inserir o disco do Ubuntu, selecionar uma instalação paralela, repartir o espaço no disco e concluir a instalação do Ubuntu.
O documento fornece um resumo conciso em 3 frases:
1) O Poção do Córrego Grande é uma queda d'água natural que formou uma piscina de 10m de largura e 4m de profundidade no bairro Córrego Grande em Florianópolis.
2) A água do Poção é potável e abastece o bairro e arredores, enquanto a vegetação nativa da mata ao redor abriga a fauna e flora local.
3) O local é usado para lazer, p
Marketing e Planejamento Estratégico - Mercadologia e PublicidadeJulia Travaglini
Trabalho realizado na disciplina de Mercadologia e Publicidade, orientado pelo Prof. Dr. Mitsuru Yanaze, pela Escola de Comunicações e Artes da Universidade de São Paulo.
A autora expressa seu cansaço de viver na pobreza, contando tostões e deixando sonhos de lado. Ela pede para que as pessoas lutem pelos seus sonhos, pelos seus filhos e por sua felicidade, e nunca desistam apesar das dificuldades. A autora decidiu lutar para mudar sua vida e incentiva outras pessoas a acreditarem em si mesmas e a se juntarem a ela para realizar seus sonhos.
O documento fornece instruções sobre como usar um editor de texto no Linux, incluindo como selecionar, salvar e escrever arquivos, alterar formatação de texto e usar comandos como copiar e colar. Foi produzido pela EBEM Pe. João Alfredo Rohr em Florianópolis para ensinar Libras.
O documento descreve o caso de uma paciente de 26 anos admitida no hospital devido a trabalho de parto prematuro na 28a semana de gestação. A paciente relata medo do que ocorreu em sua primeira gestação quando o bebê nasceu prematuro e faleceu. Ela está ansiosa com o nascimento do bebê e recebimento de alta.
O marido da autora, Mauro, começou a gostar de ler após se juntar a uma empresa chamada Empower Network, onde uma das tarefas é ler diariamente sobre negócios. A autora ficou feliz por conseguir motivar Mauro a ler e acredita que a leitura o ajuda a aprender e melhorar a escrita. Ela recomenda que mais pessoas leiam para crescerem pessoal e profissionalmente.
Este documento describe una lección de ciencias naturales de sexto grado sobre enfermedades de la vista. La maestra guía a los estudiantes a distinguir entre la miopía y la hipermetropía, incluyendo sus características y los tipos de lentes utilizados para cada condición. Los estudiantes aprenden que la miopía implica dificultad para ver de lejos y se corrige con lentes cóncavos, mientras que la hipermetropía implica dificultad para ver de cerca y se corrige con lentes convexos
Paulo Reglus Neves Freire fue un educador y filósofo brasileño nacido en 1921 en Recife, Brasil. Se dedicó a la alfabetización de adultos y desarrolló una filosofía educativa basada en el diálogo y la liberación del oprimido. Sus obras más notables incluyen Pedagogía del oprimido. Falleció en 1997 en São Paulo, Brasil.
El documento lista tres eventos que ocurren en noviembre: Mozart Bewegt, una visita guiada a la torre del reloj (Zytglogge) de Berna, y un evento no especificado de noviembre a marzo.
Este documento descreve a infância e adolescência da autora em Portugal. Sua mãe é de Angola e sua família costumava viajar entre Angola, Brasil e Portugal. Quando começou a guerra em Angola, seus avós foram para o Brasil e depois seus pais foram para a África do Sul, onde a autora foi concebida. Sua mãe então viajou para o Brasil e Portugal, onde a autora nasceu.
Este documento presenta una introducción a la informática y sus componentes básicos. Explica que la informática se refiere al tratamiento automatizado de la información y que las computadoras están constituidas por componentes como el monitor, la placa base, la CPU, la memoria RAM, tarjetas de expansión, fuente de alimentación, unidad óptica, disco duro, teclado y ratón. Luego describe brevemente las funciones del monitor, CPU, teclado y ratón.
A micropolitica do processo de trabalho na saúde pdfjcdn10
1) O artigo discute o processo de trabalho em saúde e a importância de intervir na micropolítica buscando um novo modo de atuação em saúde.
2) Recupera conceitos de autores clássicos como Marx sobre o trabalho, sua importância na vida humana, sua intencionalidade e criatividade.
3) Discutem as especificidades do processo de trabalho em saúde em comparação a outros setores, tendo como objeto o indivíduo ou grupos e como produto a assistência à saúde.
Presentation on Ubiqutous Computing. Describes basic aspects of this computing. How it can be deployed in our day-to-day life. applications and advantages.
Slides for my presentation at Shift08, 17 oct 2008. They probably won't all make sense without the presentation video. I might make another version that is more stand-alone.
Pablo Rivilla - How do you imagine social interaction within 10 years, takin...pablorivilla
In 10 years, social interaction will likely be heavily influenced by advancing technology. New communication technologies like 5G networks, holograms, and brain interfaces could allow for more immersive communication across distances. However, overreliance on online interaction could reduce real-world social skills and increase isolation, while constant social media comparison may have negative mental health impacts. The ideal future balances both digital and in-person connections.
Security and Privacy Consideration for Internet of Things in Smart Home Envir...IJERD Editor
Internet Of Things(IOT) has emerged as a trustworthy technology to improve the quality of life in
smart homes through offering various automated, interactive and comfortable services. Sensors integrated at
different places in homes, offices, and even in clothes, equipment, and utilities are used to sense and monitor
owners’ positions, movements, required signs, valuable usage, temperature and humidity levels of rooms, etc.
Along with sensing and monitoring capabilities, sensors cooperate and communicate with themselves to deliver;
share and process sensed information and help real-time decision making procedures through activate suitable
alerts and actions. However, ensuring privacy and providing enough security in these required services provided
by IOTs is a major issue in smart home environments. In this paper, we examine the privacy and security
challenges of IOTs and survey its possibilities for smart home environments. We discuss the unique
characteristics that differentiate a smart environment from the rest, elaborate on security and privacy issues and
their respective solution measures. A number of challenges and interesting research issues appearing from this
study have been reported for further analysis.
In the year 2024, communication technologies will have evolved and expanded in several key areas. Interactive television will be the most commonly used form of television, allowing viewers more control over their content and experience through tablet-like remotes. Electronic textbooks will also be widely used, serving as digital alternatives to print textbooks with new interactive features like text-to-speech, quizzes, and note-taking tools. Additionally, homes will incorporate more smart appliances and interactive elements that are customized to homeowners' preferences through voice commands and other controls.
Pervasive computing refers to embedding computers and communication technologies into our everyday environments. The goal of pervasive computing is to make computing power invisible but always available whenever needed. It aims to make computers operate seamlessly in the real world through distributed devices that can dynamically discover and interact with each other. Proponents argue that pervasive computing could make human life simpler, safer and more efficient by leveraging ambient intelligence from connected devices. However, privacy, security and technical challenges remain as pervasive systems could gather and share sensitive personal data without user consent.
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1. Weaving Social Fabric with a
Home-to-Home Network
Meghan Clark
University of Michigan
EECS Department
Ann Arbor, MI 48109, USA
mclarkk@umich.edu
Prabal Dutta
University of Michigan
EECS Department
Ann Arbor, MI 48109, USA
prabal@umich.edu
Copyright is held by the author/owner(s).
Position paper for the CHI 2016 workshop “Future of Human-Building Interaction”
Abstract
We believe that the future of human-building interaction lies
in the mediation of human-human interactions. In this work
we introduce a smart home application called Ghosting,
which is a two-way telepresence system that synchronizes
the audio and lighting state of two homes at a room level.
This allows users to converse as they normally would while
sharing a home, such as by talking while in the same room
or by shouting across the house. Users can additionally ex-
perience in real time the casual yet intimate interactions of
daily shared living, like hearing the remote occupant walk-
ing from room to room, coughing and shuffling papers just
around the corner, and seeing the lights turn on and off.
Due to its broad appeal, shared virtual living could lead to
the widespread deployment of space synchronization in-
frastructure, forming a global home-to-home network. We
explore the new applications and economies that could
emerge from such a network, given the capabilities of the
Ghosting infrastructure.
Author Keywords
Smart Homes; Human-Building Interaction; Internet of
Things; Telepresence; Intimate Computing
ACM Classification Keywords
H.5.m [Information interfaces and presentation (e.g., HCI)]:
Miscellaneous
2. Introduction
A compelling smart home application that holds mass ap-
peal for users has yet to emerge. Only 4% of households
contain an “Internet of Things” device, and market research
reveals that most consumers consider the smart objects
currently on the market to be “gimmicky” [1]. To envision the
evolution of human-building interactions over the next few
decades, we need to identify what smart home capabilities
might provide real, compelling value to occupants.
Our key insight is that people want to interact with other
beings, not buildings. As modern life increasingly isolates
us, we turn more and more to technologically-mediated
avenues of socialization to build and maintain social bonds
across great distances. Homes enhanced with networked
technologies are uniquely poised to serve as transparent
facilitators of social interaction.
Smart homes are particularly suited to creating virtual shared
spaces. With their sensor-actuator networks, smart homes
can capture physical context, ship it vast distances, and
quickly recreate it in new locations. Interactions with the
remote context can be shipped back in real time.
While a significant body of existing HCI research explores
ways to use networked technology to facilitate remote phys-
ical intimacy, these efforts often involve artificial interactions
with smart objects or special-purpose devices. Such in-
teractions are generally imposed on the users rather than
serving as seamless extensions of naturally-occurring in-
teractions. The experiences are also often transactional,
requiring active attention and explicit initiation.
Passive indications of presence are an often overlooked
yet important aspect of shared spaces. Partners in long-
distance relationships report leaving Skype running in a
room for long periods of time even when not actively con-
versing with the other partner, in order to “simulate shared
living” [5]. Transactional communications that capture active
but not passive interactions miss an important opportunity
to create a truly immersive experience of remote presence.
In this paper we describe an approach to virtual shared
living called Ghosting. Ghosting lets people separated by
distance feel like they are living in the same house by syn-
chronizing light and audio on a room level. While users can
actively converse, users can also hear the remote occupant
walking from room to room, coughing or shuffling papers
just around the corner, and see the occupant turn lights on
and off, as if they were actually present in the home. The
capability for conversation combined with the casual ema-
nations of presence creates a sense of shared living that
may be valuable for people living away from their friends
and family, partners in long-distance relationships, and the
elderly or mobility-constrained who would nevertheless like
to spend time with their friends and relatives [5].
Ghosting extends the natural mechanics of interaction in
the home. Occupants avoid accidentally turning the lights
on or off on a remote occupant the same way they would if
they were actually there – by being aware of the other per-
son’s presence in the room, and by asking, if necessary. If
a local occupant wants to talk to a remote occupant, then
they need to walk to same room or shout across the house.
Ghosting provides enough information and spatial “physics”
that users can interact using many of the same social con-
ventions they would use if they were physically co-located.
Widespread adoption of our space synchronization infras-
tructure would result in the incidental emergence of a global
home-to-home network. In the remaining sections, we ex-
plore the ways that such a home-to-home network could
potentially impact social bonds, encourage new applica-
tions, and create new economies.
3. The Haunted House
During a Ghosting session, each occupant feels like the
remote occupant is in the home with them. Sounds gener-
ated in one room are picked up by local microphones and
emerge from speakers in the corresponding room in the
other house. Similarly, when an occupant turns on smart
lights in one room, the lights in the corresponding remote
room turn on. These real-time interactions let even distant
homes feel like a single shared space.
Design Points
While there are a number of factors that could make imple-
mentations of Ghosting “too creepy” or uncomfortable to
use, we believe overcoming these issues is feasible with
good interface design.
Based on preliminary results [2], we have identified a num-
ber of principles that should be considered when imple-
menting the system.
The first principle is to support curation. As with more tra-
ditional online services, users want the ability to manage
their image and curate what they are sharing. For Ghost-
ing, this means that the system should provide the ability
to mute and unmute both transmission (TX) and reception
(RX) before a call begins and at any time during a call, even
if they are not carrying a phone or other computing device.
All transmitting and receiving devices in each room should
come with a hardware switch that allows for immediate en-
abling and disabling of operation.
The second principle is to support visibility into the sys-
tem state. Users should always know at an ambient level
whether or not the system is transmitting or receiving data,
even when they are not carrying a phone. This means the
system should warn all occupants that a call is about to be-
gin, such as by blinking the smart lights on and off, and by
turning them red or some other warning color. The system
should also provide a visible indicator in every room to sig-
nal whether TX or RX are currently in progress. This could
be achieved by placing small and unobtrusive LEDs some-
where visible.
The third principle is to support good telepresence. This
means providing at-a-glance indications of both whether
someone is in the room, and who is in the room. Not only
does this enhance the core user experience, it also puts oc-
cupants at ease who might otherwise be concerned about
invisible people, possibly strangers, secretly listening in and
sneaking around their house. For the best telepresence
experience, the system should also provide an avatar that
represents the remote occupant, so that people have some-
thing to look at and focus on while speaking. This can be
done in a number of ways, such as by dedicating a control-
lable light in each room to indicate presence and identity.
Supporting Infrastructure
Implementing Ghosting is technologically feasible. While
their integration may result in new applications, the core
technologies required for Ghosting are not complicated.
At a basic level, each room needs a good microphone that
can pick up ambient sounds from across the room, at least
two (preferably wireless) speakers to provide auditory im-
mersion, LED indicator lights, and a networked controller. A
working system can be constructed using easily-obtained
and reasonably-priced commodity components.
The software needs to be able to support configuration,
contact management, and call interfaces. The configuration
stage faces the most design challenges. First, a one-time
configuration step needs to be performed during system
setup, which discovers the hardware on the network and
maps it to the rooms of the house. Second, every time a
4. new contact is added to the system, a configuration step
must be taken to map the rooms of the two homes to each
other. The design space for this step is large. The naive ap-
proach, which could serve as the default method, is to map
two rooms with the same label. But what happens when
there are multiple bedrooms in a home? Should the family
room be mapped to the game room or the living room? How
should the system handle the mapping between a large
house and studio apartment? How about mapping spe-
cific lights to each other? What if the kitchen audio in one
house captures the front door opening and closing, but the
kitchen is far away from the front door in the other home?
Careful design of this configuration process is crucial, as it
ultimately impacts the overall user experience.
Augmented Reality Extension
An augmented reality interface for Ghosting could be added
by integrating a localization system into the infrastructure
and generating a mapping between the three dimensional
metric spaces in the two homes. If each occupant were
wearing a localization tag, then an occupant could pull out
their phone and use it as a viewer that renders the remote
occupant visible. The remote occupant would show up on
the camera as a glowing avatar, moving around the home
in real time, in the locations corresponding to their remote
position. This would allow occupants to “see” each other
walking around in the shared space, even while talking and
interacting in the ways described above.
Precise and accurate localization can be achieved using
recently developed systems like PolyPoint [4]. However,
the mapping between the two spaces poses interesting de-
sign challenges due to the need to accommodate context. If
the remote occupant is sitting on a couch near the kitchen,
then should the mapping place them at the location of the
local couch, or near the local kitchen? If addressed well,
this augmented reality interface has the potential to greatly
enhance the experience of virtual shared living.
Magic Mirror Extension
Physical visibility into the remote space could be achieved
by using “magic mirrors.” These would need to behave
more like physical portals and less like camera feeds. They
would need to be the size of walls or doors or decorative
mirrors to give the illusion of looking into an adjoined space.
More challenging still is the need to allow people to con-
verse while looking at each other directly in the eyes. While
the enabling technologies for a well-done magic mirror are
not yet on the market, there are potential solutions that may
be commoditized within a decade or so. For example, an
Apple patent published in 2009 describes a system that al-
lows two or more cameras to sit directly behind a screen
by duty-cycling parts of the screen so fast that the human
viewer cannot detect it, and stitching the camera frames
together into a continuous video feed [3].
The Home-to-Home Network
We envision mutual telepresence through space synchro-
nization as a killer app that results in the deployment of
infrastructure in homes across the globe. In a Ghosting-
enabled home, each room has a networked microphone,
speakers, and a networked controller that can communicate
with other homes, household devices, and online services.
Consequently, the hardware and software infrastructure
used for Ghosting provides the backbone for a global home-
to-home network. Such a home-to-home network would
enable a number of applications, and even new industries,
which we describe next.
New Applications
A home-to-home network would enable a suite of new ap-
plications that provide opportunities for unusual and ca-
5. sual interactions. Ghosting itself improves social bonding
for families and friends separated by diaspora, elderly and
mobility-constrained populations who want to visit friends
and relatives, and partners in long-distance relationships.
However, there are other uses for Ghosting, such as house-
sitting, checking in on kids or pets who are at home alone,
or providing remote observation for those in at-home care.
With very little alteration to the original Ghosting applica-
tion, other applications could be developed that overlay
different kinds of social networks on top of the Ghosting ca-
pability. For example, Ghosting could easily support an im-
mersive language and cultural exchange program. Ghosting
could also give rise to ChatRoulette for homes. There are
many online services like ChatRoulette and Omegle that
allow strangers to meet from across the planet and have
sometimes moving, sometimes strange interactions, and
we expect that impulse to extend to the home-to-home net-
work.
There are also potential non-real-time applications, such as
the recording, transmission, and playback of home activity
and other multi-modal messages. These applications could
range from digital scrapbooking to burglary deterrence.
Having a microphone and speakers in every room would
also support the ubiquity of vocal controls and vocal agent
interaction. We could speak to our homes, and our homes
could speak to us.
New Economies
A home-to-home network would generate opportunities for
the emergence of new industries. For example, there could
arise people who live (and sell) “model lives.” Imagine a
public visionary, executive, intellectual, artist, celebrity, ath-
lete, or guru that has some quality that you admire. Now
imagine having your house prompt you to wake up when
their house says that they have woken up, eat what they
eat, read what they read, work when they work. If living an-
other’s life in real-time does not seem feasible, the system
could generate statistical models for lives optimized for par-
ticular qualities that users desire. Users could subscribe to
the “fitness” lifestyle. Users could also assemble custom
lifestyles from statistical aspects of the lives of people that
they admire.
In addition to lifestyle subscriptions and model lives, the
home-to-home network could also be the genesis of new
classes of games. Imagine also the enhancements that
could be made to movies if the movie could range around
your house. The horror genre in particular could make ex-
cellent use of the Ghosting infrastructure.
The infrastructure for space synchronization is simple, yet
powerful and versatile enough that it could support a di-
versity of applications and interests, which has historically
been the strength of previously successful generative plat-
forms like smartphones and the Internet.
Conclusion
The home-to-home network and its supporting infrastruc-
ture could positively impact society by strengthening social
bonds and by revolutionizing the ways in which we inter-
act with each other and our built environment. In this paper
we described an example telepresence application called
Ghosting, which enables shared virtual living through the
room-level synchronization of homes. If widely adopted, the
infrastructure for Ghosting could lead to the emergence of a
global home-to-home network. This network could produce
new ways to help us stay close to friends and loved ones
from afar, break through the isolation of aging in place, live
healthier lives, fund unique lifestyles, meet new people, and
enjoy immersive forms of entertainment. The modern age
6. has scattered and isolated us. Smart homes can bring us
back together.
Acknowledgements
This work was supported in part by the TerraSwarm Re-
search Center, one of six centers supported by the STAR-
net phase of the Focus Center Research Program (FCRP)
a Semiconductor Research Corporation program sponsored
by MARCO and DARPA.The work was also supported by
the National Science Foundation Graduate Research Fel-
lowship. Any opinion, findings, and conclusions or rec-
ommendations expressed in this material are those of the
authors and do not necessarily reflect the views of the Na-
tional Science Foundation.
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