Ashley White.  Computing that is made to be found anywhere and everywhere.  A high degree of communication among devices and sensors through a ubiquitous.

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Presentation transcript:

Ashley White

 Computing that is made to be found anywhere and everywhere.  A high degree of communication among devices and sensors through a ubiquitous and secure network infrastructure with a wired core and wireless adjuncts.  A lot to do with human-computer interaction  Fall into four broad areas: devices, networking, middleware, and applications.

 Cell phones, desktop computers, kitchen devices, and even clothing.

 Linking devices together  used to transfer the information about the user to different devices

 Enables two separate programs to interact with each other.  A software layer inside a single application that allows different aspects of the program to work together.

 Guide the middleware and networking issues to a large extent.

 “Recent technological advances have made it feasible to measure and track the location of users, vehicles, and practically any mobile object. Positioning and tracking systems are then collecting a huge amount of potentially sensitive location information, which is a set of data describing a user’s location over a period of time.” ( Ardagna, C. A., Cremonini)

 Will eventually cause problems with the environment.  Pollution, additional material and energy consumption.

 The game uses sensors to capture the world around the user to increase their gaming experience.  “Sensors capture information about their current context, including their location, and this is used to deliver a gaming experience that changes according to where they are, what they are doing, and even how they are feeling.” (Benford, S., Magerkurth,)