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Moving on from weiser's vision of calm computing: engaging ubicomp experiences

Yvonne Rogers
- pp 404-421
TLDR
It is described how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways.
Abstract
A motivation behind much UbiComp research has been to make our lives convenient, comfortable and informed, following in the footsteps of Weiser's calm computing vision. Three themes that have dominated are context awareness, ambient intelligence and monitoring/tracking. While these avenues of research have been fruitful their accomplishments do not match up to anything like Weiser's world. This paper discusses why this is so and argues that is time for a change of direction in the field. An alternative agenda is outlined that focuses on engaging rather than calming people. Humans are very resourceful at exploiting their environments and extending their capabilities using existing strategies and tools. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways.

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Internet of Things (IoT): A vision, architectural elements, and future directions

TL;DR: In this article, the authors present a cloud centric vision for worldwide implementation of Internet of Things (IoT) and present a Cloud implementation using Aneka, which is based on interaction of private and public Clouds, and conclude their IoT vision by expanding on the need for convergence of WSN, the Internet and distributed computing directed at technological research community.
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Internet of Things (IoT): A Vision, Architectural Elements, and Future Directions

TL;DR: This paper presents a Cloud centric vision for worldwide implementation of Internet of Things, and expands on the need for convergence of WSN, the Internet and distributed computing directed at technological research community.
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Ubiquitous Computing: Smart Devices, Environments and Interactions

Stefan Poslad
TL;DR: This paper aims to provide a history of Ubiquitous Computing and its applications in the Virtual, Human and Physical World, as well as some examples of how these applications have changed over time.
Proceedings ArticleDOI

Requirements and design space for interactive public displays

TL;DR: The fundamentals for creating exciting public displays and multimedia experiences enabling new forms of engagement with digital content are discussed, and a taxonomy for interactive public display is concluded.
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Toward proximity-aware internetworking

TL;DR: The proposed wireless technology (FlashLinQ) is described at a conceptual and tutorial level and is argued to be essential for realization of a vision of Ubiquitous Computing famously expounded by Mark Weiser.
References
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Journal ArticleDOI

The Computer for the 21st Century

Mark D. Weiser
- 01 Sep 1991 - 
TL;DR: Consider writing, perhaps the first information technology: The ability to capture a symbolic representation of spoken language for long-term storage freed information from the limits of individual memory.
Book

Persuasive Technology: Using Computers to Change What We Think and Do

B. J. Fogg
TL;DR: Mother Nature knows best--How engineered organizations of the future will resemble natural-born systems.
Book

Where the Action Is: The Foundations of Embodied Interaction

Paul Dourish
TL;DR: This book addresses the philosophical bases of human-computer interaction and looks in particular at how tangible and social approaches to interaction are related, how they can be used to analyze and understand embodied interaction, and how they could affect the design of future interactive systems.
Book

Persuasive technology : using computers to change what we think and do

B. J. Fogg
TL;DR: Fogg has coined the phrase Captology (an acronym for computers as persuasive technologies) to capture the domain of research, design, and applications of persuasive computers as mentioned in this paper, and has revealed how Web sites, software applications, and mobile devices can be used to change people's attitudes and behavior.
Journal ArticleDOI

Charting past, present, and future research in ubiquitous computing

TL;DR: Everyday computing is proposed, a new area of applications research, focussed on scaling interaction with respect to time, just as pushing the availiability of computing away from the traditional desktop fundamentally changes the relationship between humans and computers.
Frequently Asked Questions (16)
Q1. What contributions have the authors mentioned in the paper "Moving on from weiser’s vision of calm computing: engaging ubicomp experiences" ?

This paper discusses why this is so and argues that is time for a change of direction in the field. I describe how pervasive technologies can be added to the mix, outlining three areas of practice where there is much potential for professionals and laypeople alike to combine, adapt and use them in creative and constructive ways. 

Three areas of research were suggested as to how this could be achieved ; but, equally, there are others where there is much potential for enhancing and extending human activities ( e. g., vineyard computing [ 11 ], firefighting [ 24 ] and sports ). The ‘ excitement of interaction ’ that Weiser suggested forsaking in the pursuit of a vision of calm living should be embraced again, enabling users, designers and researchers to participate in the creation of a new generation of user experiences that go beyond what is currently possible with their existing bricolage of tools and media. 

Key questions in context-aware computing concern what to sense, what form and what kind of information to represent to augment ongoing activities. 

A central aspiration running through these early efforts was that the environment, the home, and their possessions would be aware, adapt and respond to their varying comfort needs, individual moods and information requirements. 

The toolkit comprises sensors, motors, lights, microcomputers, and other physical and electrical devices that can be easily programmed and assembled to make them react, interact and communicate, enabling “musical sculptures, interactive jewelry, dancing creatures and other playful inventions” to be created by children and adults alike. 

Areas where there is likely to be obvious benefits to scientists through the integration of UbiComp and computational tools are environmental science and climate change. 

It also entails figuring out how to integrate and replay, in meaningful and powerful ways, the masses of digital recordings that are begin gathered and archived such that professionals and researchers can perform new forms of computation and problem-solving, leading to novel insights. 

Several handcrafted listening, recording and viewing devices were created to present certain kinds of digital augmentations, such as sounds of biological processes, images of organisms, and video clips of life cycles. 

The Ambient Wood project used an assortment of UbiComp technologies to encourage more self-initiation in inquiry and reflective learning. 

a benefit of UbiComp toolkits over physical artifacts is that they offer new opportunities to combine physical interaction, through manipulation of objects or tools or through physical body postural movement andlocation, with new ways of interacting, through digital technology. 

Examples of projects that have pioneered the design of novel physical-digital spaces to facilitate creativity and reflection include the Hunting of the Snark [32], Ambient Wood [36], RoomQuake [33] 

In this paper The authorargue that progress in UbiComp research has been hampered by intractable computational and ethical problems and that the authors need to begin taking stock of both the dream and developments in the field. 

There is much scope, too, for utilizing UbiComp technologies to enhance computation thinking, through integrating sensor-based instrumentation in the medical, environmental and chemical sciences. 

Three of the most promising areas are described below: (i) playful and learning practices, (ii) scientific practices and (iii) persuasive practices. 

An advantage of such lightweight, off-the-shelf tangible toolkits is that they offer many opportunities for different user groups (e.g., educators, consultants) to assemble and appropriate in a range of settings, such as schools, waiting rooms, playgrounds, national parks, and museums. 

A key question that needs to be addressed is whether UbiComp technologies are more (or less) effective compared with other technologies in changing behavior.