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Mobile and Pervasive Computing - 7 Projects for Groups

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1 Mobile and Pervasive Computing - 7 Projects for Groups
Assoc.Prof. Halûk Gümüşkaya Department of Computer Engineering Fatih University Mobile and Pervasive Computing - 7 Projects for Groups Presented by: Dr. Adeel Akram University of Engineering and Technology, Taxila,Pakistan

2 Outline Principles of Pervasive Computing Evolution & Related Fields
Problem Space Example Projects Other Scenarios References

3 Principles of Pervasive Computing
“The most profound technologies are those that dissappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” Creation of environments saturated with computing and communication capability, yet gracefully integrated with human users. Scientific American, Vol. 265 N.9, pp , 1991 Mark Weiser (July 23, April 27, 1999) was a chief scientist of Xerox PARC and widely considered to be the father of Ubiquitous computing (also known as Ubicomp) and calm technology. Weiser authored more than 75 technical publications. In addition to computer science, Weiser was also the drummer in the first band to perform live on the Internet, Severe Tire Damage. When articulated, this was a vision too far ahead of its time - the hardware technology needed to achieve it simply did not exist. Not surprisingly, the implementation attempted by Weiser and his colleagues at Xerox PARC fell short. Mark Weiser

4 Principles of Pervasive Computing
During one of his talks, Weiser outlined a set of principles describing pervasive computing (also called ubiquitous computing): The purpose of a computer is to help you do something else. The best computer is a quiet, invisible servant. The more you can do by intuition the smarter you are; the computer should extend your unconscious. Technology should create calm. Calm technology “A technology that informs but doesn't demand our focus or attention”. (Designing Calm Technology, Weiser and John Seeley Brown) In Designing Calm Technology, Weiser and John Seeley Brown describe calm technology as "that which informs but doesn't demand our focus or attention".

5 Principles of Pervasive Computing
“My colleagues and I at PARC believe that what we call ubiquitous computing will gradually emerge as the dominant mode of computer access over the next 20 years. Like the personal computer, ubiquitous computing will produce nothing fundamentally new, but by making everything faster and easier to do, with less strain and fewer mental gymnastics, it will transform what is apparently possible.” -- Mark Weiser. Figure 1. The major trends in computing. "Ubiquitous computing names the third wave in computing, just now beginning. First were mainframes, each shared by lots of people. Now we are in the personal computing era, person and machine staring uneasily at each other across the desktop. Next comes ubiquitous computing, or the age of calm technology, when technology recedes into the background of our lives."

6 Principles of Pervasive Computing
Promoters of this idea hope that embedding computation into the environment and everyday objects would enable people to interact with information-processing devices more naturally and casually than they currently do, and in ways that suit whatever location or context they find themselves in.

7 Principles of Pervasive Computing
Pervasive computing integrates computation into the environment, rather than having computers which are distinct objects. Other terms for pervasive computing: Ubiquitous computing Calm technology Things that think Everyware Pervasive internet Ambient intelligence Proactive computing Augmented reality

8 Principles of Pervasive Computing
Central aim of pervasive computing: invisibility One does not need to continually rationalize one's use of a pervasive computing system. Having learnt about its use sufficiently well, one ceases to be aware of it. It is "literally visible, effectively invisible" in the same way that a skilled carpenter engaged in his work might use a hammer without consciously planning each swing. Similarly, when you look at a street sign, you absorb its information without consciously performing the act of reading.

9 Principles of Pervasive Computing
Evolution & Related Fields Problem Space Example Projects Other Scenarios References

10 Evolution & Related Fields
Pervasive computing represents a major evolutionary step in a line of work dating back to the mid- 1970s. Two distinct earlier steps in this evolution: Distributed systems Mobile computing Some of the technical problems in pervasive computing correspond to problems already identified and studied earlier in the evolution. In some of those cases, existing solutions apply directly; in other cases, the demands of pervasive computing are sufficiently different that new solutions have to be sought. There are also new problems introduced by pervasive computing that have no obvious mapping to problems studied earlier.

11 Evolution & Related Fields
DISTRIBUTED SYSTEMS The field of distributed systems arose at the intersection of personal computers and local area networks. The research that followed from the mid-1970s through the early 1990s created a conceptual framework and algorithmic base that has proven to be of enduring value in all work involving two or more computers connected by a network — whether mobile or static, wired or wireless, sparse or pervasive. Spans many areas that are foundational to pervasive computing: Remote communication, including protocol layering, remote procedure call [5], the use of timeouts, and the use of endto-end arguments in placement of functionality Fault tolerance, including atomic transactions, distributed and nested transactions, and two-phase commit High availability, including optimistic and pessimistic replica control, mirrored execution, and optimistic recovery Remote information access, including caching, function shipping, distributed file systems, and distributed databases Security, including encryption-based mutual authentication and privacy. A true ACID transaction consists of reads and writes on arbitrary pieces of data, durably logged to disk, and strongly isolated (serializably) from other clients' transactions. MOBILE COMPUTING The appearance of full-function laptop computers and wireless LANs in the early 1990s led researchers to confront the problems that arise in building a distributed system with mobile clients. The field of mobile computing was thus born. Many basic principles of distributed system design continued to apply. Four key constraints of mobility forced the development of specialized techniques: Unpredictable variation in network quality Lowered trust and robustness of mobile elements Limitations on local resources imposed by weight and size constraints Concern for battery power consumption Many research areas: Mobile networking, including Mobile IP, ad hoc protocols, and techniques for improving TCP performance in wireless networks Mobile information access, including disconnected operation, bandwidth-adaptive file access, and selective control of data consistency Support for adaptative applications, including transcoding by proxies and adaptive resource management System-level energy saving techniques, such as energy-aware adaptation, variable-speed processor scheduling, and energy-sensitive memory management Location sensitivity, including location sensing and location-aware system behavior Figure 2. Taxonomy of computer systems research problems in pervasive computing.

12 Evolution & Related Fields
Distributed systems Arose at the intersection of personal computers and local area networks. The research that followed from the mid- 1970s through the early 1990s created a conceptual framework and algorithmic base that has proven to be of enduring value in all work involving two or more computers connected by a network — whether mobile or static, wired or wireless, sparse or pervasive. Spans many areas that are foundational to pervasive computing (Figure 2).

13 Evolution & Related Fields
Mobile computing The appearance of full-function laptop computers and wireless LANs in the early 1990s led researchers to confront the problems that arise in building a distributed system with mobile clients. The field of mobile computing was thus born. Many basic principles of distributed system design continued to apply. Four key constraints of mobility forced the development of specialized techniques: Unpredictable variation in network quality Lowered trust and robustness of mobile elements Limitations on local resources imposed by weight and size constraints Concern for battery power consumption

14 Evolution & Related Fields
Other related fields: Sensor networks Human-computer interaction Artificial intelligence

15 Evolution & Related Fields
Other related fields: Sensor Networks A sensor network consist of a large number of tiny autonomous computing devices, each equipped with sensors, a wireless radio, a processor, and a power source. Sensor networks are envisioned to be deployed unobtrusively in the physical environment in order to monitor a wide range of environmental phenomena (e.g., environmental pollutions, seismic activity, wildlife) with unprecedented quality and scale.

16 Evolution & Related Fields
Other related fields: Human Computer Interaction HCI is the study of interaction between people (users) and computers. A basic goal of HCI is to improve the interaction between users and computers by making computers more user- friendly and receptive to the user's needs. A long term goal of HCI is to design systems that minimize the barrier between the human's cognitive model of what they want to accomplish and the computer's understanding of the user's task.

17 Evolution & Related Fields
Other related fields: Artificial Intelligence AI can be defined as intelligence exhibited by an artificial (non-natural, manufactured) entity. AI is studied in overlapping fields of computer science, psychology and engineering, dealing with intelligent behavior, learning and adaptation in machines, generally assumed to be computers. Research in AI is concerned with producing machines to automate tasks requiring intelligent behavior.

18 Principles of Pervasive Computing
Evolution & Related Fields Problem Space Example Projects Other Scenarios References

19 Problem Space Pervasive computing incorporates four additional research thrusts: Effective use of smart spaces Invisibility Localized scalability Masking uneven conditioning

20 Problem Space Effective use of smart spaces
By embedding computing infrastructure in building infrastructure, a smart space brings together physical and virtual worlds that have been disjoint until now. The fusion of these worlds enables sensing and control of one world by the other. Automatic adjustment of heating, cooling, and lighting levels in a room based on an occupant’s electronic profile. Akıllı alanların etkili kullanımı

21 Problem Space Invisibility
The ideal expressed by Weiser is complete disappearance of pervasive computing technology from a user’s consciousness (minimal user distraction). If a pervasive computing environment continuously meets user expectations and rarely presents him with surprises, it allows him to interact almost at a subconscious level. Görünmezlik

22 Problem Space Localized scalability
As smart spaces grow in sophistication, the intensity of interactions between a user’s personal computing space and his/her surroundings increases. This has severe bandwidth, energy, and distraction implications for a wireless mobile user. The presence of multiple users will further complicate this problem. Good system design has to achieve scalability by severely reducing interactions between distant entities. Sınırlandırılmış Ölçeklenirlik

23 Problem Space Masking un-even conditioning
Huge differences in the “smartness” of different environments — what is available in a well-equipped conference room, office, or classroom may be more sophisticated than in other locations. This large dynamic range of “smartness” can be jarring to a user, detracting from the goal of making pervasive computing technology invisible. One way to reduce the amount of variation seen by a user is to have his/her personal computing space compensate for “dumb” environments. Değişken Durumların Gizlenmesi

24 Problem Space Design and implementation problems in pervasive comp.
User intent Cyber foraging Adaptation strategy High-level energy management Client thickness Context awareness Balancing proactivity and transparency Privacy and trust

25 Problem Space User intent
For proactivity to be effective, it is crucial that a pervasive computing system track user intent. Otherwise, it will be almost impossible to determine which system actions will help rather than hinder the user. For example, suppose a user is viewing video over a network connection whose bandwidth suddenly drops. Should the system: Reduce the fidelity of the video? Pause briefly to find another higher-bandwidth connection? Advise the user that the task can no longer be accomplished? The correct choice will depend on what the user is trying to accomplish.

26 Problem Space Cyber foraging (also called “living off the land”)
The idea is to dynamically augment the computing resources of a wireless mobile computer by exploiting wired hardware infrastructure. As computing becomes cheaper and more plentiful, it makes economic sense to “waste” computing resources to improve user experience. In the forseeable future, public spaces such as airport lounges and coffee shops will be equipped with compute servers or data staging servers for the benefit of customers, much as table lamps are today. (Today, many shopping centers and cafeterias offer their customers free wireless internet access.)

27 Problem Space Adaptation strategy
Adaptation is necessary when there is a significant mismatch between the supply and demand of a resource (e.g. wireless network bandwidth, energy, computing cycles or memory). There are three alternative strategies for adaptation in pervasive computing: A client can guide applications in changing their behavior so that they use less of a scarce resource. This change usually reduces the user-perceived quality, or fidelity, of an application. A client can ask the environment to guarantee a certain level of a resource (reservation-based QoS systems). From the viewpoint of the client, this effectively increases the supply of a scarce resource to meet the client’s demand. A client can suggest a corrective action to the user. If the user acts on this suggestion, it is likely (but not certain) that resource supply will become adequate to meet demand.

28 Problem Space High-level energy management
Sophisticated capabilities such as proactivity and self- tuning increase the energy demand of software on a mobile computer in one’s personal computing space. Making such computers lighter and more compact places severe restrictions on battery capacity, requiring advance energy efficient memory management. One example is energy-aware memory management, where the operating system dynamically controls the amount of physical memory that has to be refreshed. Another example is energy-aware adaptation, where individual applications switch to modes of operation with lower fidelity and energy demand under operating system control.

29 Problem Space Client thickness (hardware capabilities of the client)
For a given application, the minimum acceptable thickness of a client is determined by the worst-case environmental conditions under which the application must run satisfactorily. A very thin client suffices if one can always count on high-bandwidth low-latency wireless communication to nearby computing infrastructure, and batteries can be recharged or replaced easily. If there exists even a single location visited by a user where these assumptions do not hold, the client will have to be thick enough to compensate at that location. This is especially true for interactive applications where crisp response is important.

30 Problem Space Context awareness
A pervasive computing system must recognize user’s state and surroundings, and must modify its behavior based on this information. A user’s context can be quite rich, consisting of attributes such as physical location, physiological state (e.g., body temperature and heart rate), emotional state (e.g., angry, distraught, or calm), personal history, daily behavioral patterns, and so on. If a human assistant were given such context, he or she would make decisions in a proactive fashion, anticipating user needs. In making these decisions, the assistant would typically not disturb the user at inopportune moments except in an emergency. A pervasive computing system should emulate such a human assistant.

31 Problem Space Balancing proactivity and transparency
Unless carefully designed, a proactive system can annoy a user and thus defeat the goal of invisibility. A mobile user’s need and tolerance for proactivity are likely to be closely related to his/her level of expertise on a task and familiarity with his/her environment. A system that can infer these factors by observing user behavior and context is better positioned to strike the right balance. For transparency, a user patience model can be implemented to predict whether the user will respond positively to a fetch request. So the user interaction is suppressed and the fetch is handled transparently.

32 Problem Space Privacy and trust
As a user becomes more dependent on a pervasive computing system, it becomes more knowledgeable about that user’s movements, behavior patterns and habits. Exploiting this information is critical to successful proactivity and self-tuning (invisibility), but also may cause serious loss of privacy. User must trust the infrastructure to a considerable extent and the infrastructure needs to be confident of the user’s identity and authorization level before responding to his/her requests. It is a difficult challenge to establish this mutual trust in a manner that is minimally intrusive and thus preserves invisibility.

33 Principles of Pervasive Computing
Evolution & Related Fields Problem Space Example Projects Other Scenarios References

34 Example Projects After a decade of hardware progress, many critical elements of pervasive computing that were exotic in 1991 are now viable commercial products: Handheld and wearable computers; Wireless LANs; Devices to sense and control appliances. We are now better positioned to begin the quest for Weiser’s vision.

35 Example Projects Pervasive computing projects have emerged at major universities and in industry: Project Aura (Carnegie Mellon University) Oxygen (Massachusetts Institute of Technology) Portalano (University of Washington) Endeavour (University of California at Berkeley) Place Lab (Intel Research Laboratory at Seattle)

36 Example Projects : Project Aura (1)
Aura (Carnegie Mellon University) Distraction-free (Invisible) Ubiquitous Computing. The most precious resource in a computer system is no longer its processor, memory, disk or network. Rather, it is a resource not subject to Moore's law: User Attention. Today's systems distract a user in many explicit and implicit ways, thereby reducing his effectiveness. Project Aura will fundamentally rethink system design to address this problem. Aura's goal is to provide each user with an invisible halo of computing and information services that persists regardless of location. Meeting this goal will require effort at every level: from the hardware and network layers, through the operating system and middleware, to the user interface and applications. Project Aura will design, implement, deploy, and evaluate a large-scale system demonstrating the concept of a “personal information aura” that spans wearable, handheld, desktop and infrastructure computers. PROJECT WEBSITE:

37 Example Projects : Project Aura (2)
Moore’s Law Reigns Supreme Processor density Processor speed Memory capacity Disk capacity Memory cost ... Glaring Exception Human Attention The most precious resource in a computer system is no longer its processor, memory, disk or network. Rather, it is a resource not subject to Moore's law: User Attention. Today's systems distract a user in many explicit and implicit ways, thereby reducing his effectiveness. Project Aura will fundamentally rethink system design to address this problem. Aura's goal is to provide each user with an invisible halo of computing and information services that persists regardless of location. Meeting this goal will require effort at every level: from the hardware and network layers, through the operating system and middleware, to the user interface and applications. Project Aura will design, implement, deploy, and evaluate a large-scale system demonstrating the concept of a “personal information aura” that spans wearable, handheld, desktop and infrastructure computers. PROJECT WEBSITE: Human Attention Adam & Eve 2000 AD

38 Example Projects : Project Aura (3)
Aura Thesis: The most precious resource in computing is human attention. Aura Goals: Reduce user distraction. Trade-off plentiful resources of Moore’s law for human attention. Achieve this scalably for mobile users in a failure-prone, variable-resource environment. The most precious resource in a computer system is no longer its processor, memory, disk or network. Rather, it is a resource not subject to Moore's law: User Attention. Today's systems distract a user in many explicit and implicit ways, thereby reducing his effectiveness. Project Aura will fundamentally rethink system design to address this problem. Aura's goal is to provide each user with an invisible halo of computing and information services that persists regardless of location. Meeting this goal will require effort at every level: from the hardware and network layers, through the operating system and middleware, to the user interface and applications. Project Aura will design, implement, deploy, and evaluate a large-scale system demonstrating the concept of a “personal information aura” that spans wearable, handheld, desktop and infrastructure computers. PROJECT WEBSITE:

39 Example Projects : Project Aura (4)
The Airport Scenario Jane wants to send from the airport before her flight leaves. She has several large enclosures She is using a wireless interface She has many options. Simply send the Is there enough bandwidth? Compress the data first Will that help enough? Pay extra to get reserved bandwidth Are reservations available? Send the “diff” relative to older file Are the old versions around? Walk to a gate with more bandwidth Where is there enough bandwidth? How do we choose automatically? The most precious resource in a computer system is no longer its processor, memory, disk or network. Rather, it is a resource not subject to Moore's law: User Attention. Today's systems distract a user in many explicit and implicit ways, thereby reducing his effectiveness. Project Aura will fundamentally rethink system design to address this problem. Aura's goal is to provide each user with an invisible halo of computing and information services that persists regardless of location. Meeting this goal will require effort at every level: from the hardware and network layers, through the operating system and middleware, to the user interface and applications. Project Aura will design, implement, deploy, and evaluate a large-scale system demonstrating the concept of a “personal information aura” that spans wearable, handheld, desktop and infrastructure computers. PROJECT WEBSITE:

40 Example Projects : Project Aura (5)
The Mobile Task Scenario Aura saves Scott’s task. Scott enters office and gets strong authentication and secure access. Aura restores Scott’s task on desktop machine and uses a large display. Scott controls application by voice. Bradley enters room. Bradley gets weak authentication, Scott’s access changes to insecure. Aura denies voice access to sensitive application. Scott has multi-modal control of PowerPoint application. Aura logs Scott out when he leaves the room. The most precious resource in a computer system is no longer its processor, memory, disk or network. Rather, it is a resource not subject to Moore's law: User Attention. Today's systems distract a user in many explicit and implicit ways, thereby reducing his effectiveness. Project Aura will fundamentally rethink system design to address this problem. Aura's goal is to provide each user with an invisible halo of computing and information services that persists regardless of location. Meeting this goal will require effort at every level: from the hardware and network layers, through the operating system and middleware, to the user interface and applications. Project Aura will design, implement, deploy, and evaluate a large-scale system demonstrating the concept of a “personal information aura” that spans wearable, handheld, desktop and infrastructure computers. PROJECT WEBSITE:

41 Example Projects : Oxygen
Oxygen (MIT) Pervasive human-centered computing. Goal of Oxygen is bringing abundant computation and communication, as pervasive and free as air, naturally into people's lives.

42 Example Projects : Oxygen (2)
To support highly dynamic and varied human activities, the Oxygen system must be pervasive— it must be everywhere, with every portal reaching into the same information base; embedded— it must live in our world, sensing and affecting it; nomadic— it must allow users and computations to move around freely, according to their needs; adaptable— it must provide flexibility and spontaneity, in response to changes in user requirements and operating conditions; powerful, yet efficient— it must free itself from constraints imposed by bounded hardware resources, addressing instead system constraints imposed by user demands and available power or communication bandwidth; intentional— it must enable people to name services and software objects by intent, for example, "the nearest printer," as opposed to by address; eternal— it must never shut down or reboot; components may come and go in response to demand, errors, and upgrades, but Oxygen as a whole must be available all the time.

43 Related Projects: Portalano
Portolano (University of Washington) An expedition into invisible computing. Expedition goals: Connecting the physical world to the world-wide information fabric Instrument the environment: sensors, locators, actuators Universal plug-and-play at all levels: devices to services Optimize for power: computation partitioning, comm. opt. Intermittent communication: new networking strategies Get computers out of the way Don’t interfere with user’s tasks Diverse task-specific devices with optimized form-factors Wide range of input/output modalities Robust, trustworthy services High-productivity software development Self-organizing, active middleware, maintenance, monitoring Higher-level, meaningful services PROJECT WEBSITE:

44 Related Projects: Portalano (2)
Scenario Alice begins the day with a cup of coffee and her personalized newspaper. When her carpool arrives, she switches to reading the news on her handheld display, where she notices an advertisement for a new 3-D digital camera. It looks like something that would interest her friend Bob, so Alice asks her address book to place the call. PROJECT WEBSITE:

45 Related Projects: Portalano (3)
Scenario (2) Bob's home entertainment system softens the volume of his custom music file as his phone rings. Alice begins telling Bob about the camera, and forwards him a copy of the advertisement which pops up on his home display. Bob is sold on the product, and after hanging up with her, he asks his electronic shopping agent to check his favorite photography stores for the lowest price and make the purchase. PROJECT WEBSITE:

46 Related Projects: Portalano (4)
Scenario (3) When the camera arrives, Bob snaps some photos of his neighbor's collection of antique Portuguese navigation instruments. After reviewing the photo album generated automatically by a web-based service, Bob directs a copy of his favorite image to the photo album folder. He also sends a pointer to the photo album to Alice and instructs his scheduling agent to set up a lunch date so that he can thank her for the suggestion. PROJECT WEBSITE:

47 Example Projects : Endeavour
The Endeavour Expedition (UC Berkeley) Charting the Fluid Information Utility Endeavour Goal: Enhancing human understanding through the use of information technology. PROJECT WEBSITE:

48 Principles of Pervasive Computing
Evolution & Related Fields Example Projects Other Scenarios References

49 Other Scenarios Buy drinks by Friday (1) Take out the last can of soda
Swipe the can’s UPC label, which adds soda to your shopping list Make a note that you need soda for the guests you are having over this weekend ersal_Product_Code

50 Other Scenarios Buy drinks by Friday (2) Approach a local supermarket
AutoPC informs you that you are near a supermarket Opportunistic reminder: “If it is convenient, stop by to buy drinks.”

51 Other Scenarios Buy drinks by Friday (3)
Friday rolls around and you have not bought drinks Deadline-based reminder sent to your pager

52 Other Scenarios Screen Fridge Provides: Email Video messages
Web surfing Food management TV Radio Virtual keyboard Digital cook book Surveillance camera

53 Other Scenarios The Active Badge
This inch-scale computer contains a small microprocessor and an infrared transmitter. The badge broadcasts the identity of its wearer and so can trigger automatic doors, automatic telephone forwarding and computer displays customized to each person reading them. The active badge and other networked tiny computers are called tabs.

54 Other Scenarios The Active Badge

55 Other Scenarios Edible computers: The pill-cam
Miniature camera Diagnostic device It is swallowed Try this with an ENIAC computer!

56 Other Scenarios Artificial Retina Direct interface with nervous system
Whole new computational paradigm

57 Other Scenarios Smart Dust Nano computers that couple:
Sensors Computing Communication Grids of motes (“nano computers”)

58 Principles of Pervasive Computing
Evolution & Related Fields Problem Space Example Projects Other Scenarios References

59 References Mark Weiser, "The Computer for the Twenty-First Century," Scientific American, pp , September 1991. Wikipedia Mark Weiser, Ubiquitous Computing, HCI, AI M.Satyanarayanan, “Pervasive Computing: Vision and Challenges”, IEEE Personal Communications, August 2001. D.Saha, A.Mukherjee, “Pervasive Computing: A Paradigm for the 21st Century”, IEEE Computer Society, March 2003. Roberto Siagri, Presentation of "Computer you can eat or Portable, High-Performance Systems", Eurotech Spa, December 2004 Andrew C. Huang, Presentation of “Pervasive Computing: What is it good for?”, August 1999 CMU Project Aura Web Site, MIT Project Oxygen Web Site, UW Project Portalano Web Site, UC Berkeley Project Endeavour,

60 Assignment # 3 Give Presentation on any of 5 projects discussed on Slide 35 and submit report in next class Highlight Unique aspects Components of the System Other Related projects

61 Questions???


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