Definitions
• Computing that will appear in many different contexts and take a wide variety of forms
• Will affect almost every one of us, whether we’re aware of it or not
• Computing that has insinuated itself into everyday life
• Post-PC world
• Invisible Computing
• Intertwined with the stuff of everyday life
• In every place, but also in every thing
• People would interact with these systems fluently and naturally, barely noticing the powerful informatics they were engaging
• Bridges between the physical and virtual worlds
• Invisible but everywhere
• The rapidly approaching obsolescence of the desktop mode, the coming hegemony of networked devices, and the reconfiguration of everyday life around them
• A language of interaction suited to a world where information processing would be everywhere in the human environment
• Computing that is mobile or wearable or connected or situated
• A distributed phenomenon
• Paradigm shifts
• A new state of being
• Information processing embedded in the objects and surfaces of everyday life
• Dispersed into both the built environment and the wide variety of everyday objects we typically use there
• Computing that cannot interact directly with a human user.
• Incorporating digital intelligence into objects with an everyday form factor
• Getting people out from behind their screens
Examples
• Mobile phones
• Mobile Phones that offer services beyond communication
• Extending computation out into the walls and doorways of everyday experience
• Smart objects, embedded sensors and the always on networks that connected them.
• A range of wireless-enabled, embedded sensors and microcontrollers known generically as motes, as well as an operating system for them to run on.
• Radio-frequency identification tags and two-dimensional barcodes
• Gesture recognition and voice recognition
• Wearable computing, augmented reality, locative media, near-field communication, body-area networking
• Calm technology
• Interactive surfaces
• Ambients, which used phenomena such as sound, light and air currents as peripheral channels to the user
• Tangibles
• Coordinated suite of devices and user interfaces, sensor grids, software architecture, and ad hoc and mesh-network strategies
• Camera’s, watches and phones
• Microcontrollers
• Embedded microprocessors we encounter elsewhere in our lives, generally without being aware of them.
• They pump the brakes in our cars, cycle the compressors in our refrigerators, and adjust the water temperature in our washing machines
• Clothing, furniture, walls and doorways.
• Active badges – grant access to rooms, track people, cn be used to spy on people. Easy to forget about.
• Can be used in items that are universally familiar to anyone who’s ever worked in an office
• A beer mat that summons the bartender when an empty mug is placed upon it
• A bathtub that sounds tone in another room when the desired water temperature has been reached
• Wearable electronics
• Sensors
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