Ubiquitous computing in the context of Haptic technology


Ubiquitous computing in the context of Haptic technology

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⭐ Core Definition: Ubiquitous computing

Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials.

This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical computing, the Internet of Things, haptic computing, and "things that think".Rather than propose a single definition for ubiquitous computing and for these related terms, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavors of ubiquitous systems and applications can be described.

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Ubiquitous computing in the context of PARC (company)

Future Concepts division (formerly Palo Alto Research Center, PARC and Xerox PARC) is a research and development company in Palo Alto, California. It was founded in 1969 by Jacob E. "Jack" Goldman, chief scientist of Xerox Corporation, as a division of Xerox, tasked with creating computer technology-related products and hardware systems.

Xerox PARC has been foundational to numerous revolutionary computer developments, including laser printing, Ethernet, the modern personal computer, graphical user interface (GUI) and desktop metaphor–paradigm, object-oriented programming, ubiquitous computing, electronic paper, amorphous silicon (a-Si) applications, the computer mouse, and very-large-scale integration (VLSI) for semiconductors.

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Ubiquitous computing in the context of Smart device

A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols (such as Bluetooth, Zigbee, near-field communication, Wi-Fi, NearLink, Li-Fi, or 5G) that can operate to some extent interactively and autonomously. Several notable types of smart devices are smartphones, smart speakers, smart cars, smart cards, smart thermostats, smart doorbells, smart locks, smart refrigerators, phablets and tablets, smartwatches, smart bands, smart keychains, smart glasses, smart TV, and many others. The term can also refer to a device that exhibits some properties of ubiquitous computing, including—although not necessarily—machine learning.

Smart devices can be designed to support a variety of form factors, a range of properties pertaining to ubiquitous computing and to be used in three main system environments: physical world, human-centered environments, and distributed computing environments. Smart homes indicate the presence of sensors and some detection devices, appliances, and a database to control them.

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Ubiquitous computing in the context of Internet of things

The Internet of things (IoT) describes physical objects that are embedded with sensors, processing ability, software, and other technologies that connect and exchange data with other devices and systems over the Internet or other communication networks. The IoT encompasses electronics, communication, and computer science engineering. "Internet of things" has been considered a misnomer because devices do not need to be connected to the public Internet; they only need to be connected to a network and be individually addressable.

The field has evolved due to the convergence of multiple technologies, including ubiquitous computing, commodity sensors, increasingly powerful embedded systems, and machine learning. Traditional fields of embedded systems, wireless sensor networks, and control systems independently and collectively enable the Internet of Things.

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Ubiquitous computing in the context of Spatial computing

Spatial computing refers to 3D human–computer interaction techniques that are perceived by users as taking place in the real world, in and around their bodies and physical environments, instead of constrained to and perceptually behind computer screens or in purely virtual worlds. This concept inverts the long-standing practice of teaching people to interact with computers in digital environments, and instead teaches computers to better understand and interact with people more naturally in the human world. This concept overlaps with and encompasses others including extended reality, augmented reality, mixed reality, natural user interface, contextual computing, affective computing, and ubiquitous computing. The usage for labeling and discussing these adjacent technologies is imprecise.

Spatial computing devices include sensors—such as RGB cameras, depth cameras, 3D trackers, inertial measurement units, or other tools—to sense and track nearby human bodies (including hands, arms, eyes, legs, mouths) during ordinary interactions with people and computers in a 3D space. They further use computer vision to attempt to understand real world scenes, such as rooms, streets or stores, to read labels, to recognize objects, create 3D maps, and more. Quite often they also use extended reality and mixed reality to superimpose virtual 3D graphics and virtual 3D audio onto the human visual and auditory system as a way of providing information more naturally and contextually than traditional 2D screens.

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