|
_Glossar
Dieses spezifisches Glossar wird sukzessive aufgebaut und erweitert.
Allerdings sei an dieser Stelle auf bereits vorhandene Online-Glossare
zu Themengebieteten der Informatik verwiesen:
»
http://www.netx.ch/lexikon/default.asp
Lexikon mit rund 6.000 Einträgen zu den Themen Informatik und Computing.
» http://edvinfo.com/
Lexikon mit etwa 4.000 EDV-Begriffen und Abkürzungen
» http://131.99.21.145/n2.html
Internet-Wörterbuch von Langenscheidt und sueddeutsche.de mit rund
1800 Einträgen.
» http://www.kleines-lexikon.de
Ein "Kleines Lexikon des Internet" mit 1.000 Begriffen, Abkürzungen
und Techniken des Internet. Dazu weiterführende Links.
» http://www.glossar.de/glossar/glosbody.htm
Glossar mit mit angebotener Downloadversion
» http://www.computerlexikon.com/
rund 1600 Begriffe und 300 Links
EINTRÄGE
Design| Simulation | Operationsresearch
| Modell | Augmented Reality Mixed reality | Moores Law
DESIGN
"De/sign [di'zain], das; -s, [engl. design < älter frz. desseing,
zu: desseigner = zeichnen, entwerfen < ital. disegnare < lat. designare
-> designieren]: formgerechte und funktionale Gestaltgebung u. die
so erzielte Form eines Gebrauchsgegenstandes; Entwurfszeichnung]: neuzeitliches,
geschmackvolles D. [von Möbeln] (...) De/si/gner [di'zaina], der;
-s, - [engl. designer, zu: to design = zeichnen, entwerfen < frz. désigner
< lat. designare -> designieren]: jmd., der das Design von Gebrauchs-
u. Verbrauchsgütern entwirft (Berufsbez.): D. von Industrieprodukten;
(...)"
Duden, Deutsches Universalwörterbuch, Mannheim
1989
"Industrie-Design ist Gestaltung im Sinne einer planenden,
konzipierenden und entwerfenden Tätigkeit für Industrieunternehmen,
Kommunen und Dienstleistungseinrichtungen. Dazu sind Kenntnisse, Fähigkeiten
und Erfahrungen erforderlich, um die produktionsbestimmenden Faktoren
zu erfassen, die Gestaltungskonzeption zu erarbeiten und dieselbe im Zusammenwirken
mit den an der Produktplanung, Entwicklung und Fertigung Beteiligten umzusetzen.
Die koordinierende Entwurfstätigkeit muß ganzheitlich Nutzungs-
und Verwertungszusammenhänge einbeziehen, um eine soziale und ökologische
Verträglichkeit, kulturelle Akzeptanz und Wirtschaftlichkeit der
Ergebnisse zu erreichen. Ziel dieser Tätigkeit ist die funktionsgerechte
Gestaltung von Produkten, Systemen, Prozessen, Erscheinungsbildern etc."
VDID-Extra 1/94, S.7
"Design:
Exceptionally rich in connotations, design (as verb or noun) suggests
the activity of marking out, of conceiving a plan in one's mind, of devising
means for a specific function. It also has the connotation of creating
and calculating for a predetermined end (a definition of particular relevance
to engineering design). It also covers such apparently unrelated activities
as to designate for office and function, to generate an undercover scheme
or plot of disputable intent, to have a purpose (artistic or not) in mind.
There is, nevertheless, something that brings all these connotations into
some focus. The word (with its roots in Latin) points to an activity that
centers on the sign. Indeed, the word design could mean "from the
sign," "on account of the sign," "concerning the sign,"
according to the sign," "through the medium of the sign."
All these possible understandings imply the semiotic nature of design
activity. This might be a meaning conjured after the experience of modern
semiotics, but nevertheless experientially grounded in the nature of the
activity (to design) and of the products (designs) the world labels. It
is no surprise then that designers were among the first to show interest
in the modern revival of semiotics, an interest that continues unabated.
In search of a theory for a field of human practice characterized by a
lack of conceptual discipline, designers were (and still are) willing
to adopt semiotics as their theory (or metatheory), provided that semioticians
pay attention to critical problems of design, and do not extend a language-based
model where image-based understanding is expected.
Initially seen as a form of applied drawing, design evolved to integrate
messages, artifacts, and events. "Nearly every object we use, most
of the clothes we wear and many things we eat have been designed,"
observed Adrian Forty in his historic overview. The examples mentioned
(fashion, products, food) need to be expanded in order to integrate design
engineering, architecture, interior design, interface design, and the
design of ceremonies and political events, all in extension of the practical
activity of imagining things before we make them happen. Preliminary drawings
by painters, sculptors, architects, even preliminary schemes conceived
by poets, novelists, or playwrights are defined as designs. They are executed
well before the work and sometimes do not lead to any further effort.
Based on how the activity defined itself since the inception of the profession
(in the eighteenth century), a good definition of design will have to
show how a new designed reality emerges from what is possible and indeed
desired.
Current distinctions are made between graphic design, advertising design,
industrial design, product design, and fashion design, to name a few areas.
They seem to express specializations rather than the awareness of a common
denominator. It is clear that the persons who created the elaborate heraldic
signs of the Middle Ages, or those who worked on identifiers for businesses
(what is today called signage), or those who conceived of tools, weapons,
or household utensils shared a sense of visual quality and understanding
of how form, material, and desired function are related. When, only as
recently as 1944, one of the first designer groups (the British Council
of Industrial Design) identified its field of interest, design entered
an age of commitments and self-definition that led to the many design
organizations and publications dedicated to various current aspects and
practices of design. This process can be better understood as a change
from the amorphous status of the Arts and Crafts movement to the status
of a profession in search of its concepts, methods, and tools. Art Nouveau,
the German Jugendstil, and the Bauhaus, are some of the stages in this
development. Among those with considerable impact on the definition of
design and its growing self-awareness (semiotic awareness included) are
C.R. Mackintosh, P. Behrens, F.L. Wright, W. Gropius, A. Rodchenko, L.
Mies van der Rohe, El Lissitzky, Le Corbusier, A. Aalto, and M. Breuer.
To design means, among other things, to plan, to anticipate according
to a devised course of events in view of a goal, of material and technical
constraints, and under the influence of the environment. Design reflects
the awareness of quality (of objects, actions, representations) and the
expectation of functionality within a framework of shared values. The
environment of design is that of culture. "Engineering, medicine,
business, architecture, and painting are concerned not with how things
are but with how things might be -
in short, with design," noted Herbert Simon. The observation
implicitly states that all fields mentioned are subject to design activity.
It is probably appropriate to state that design is one of the major human
activities that shapes the future. Designers work towards a goal to be
attained with the help of representations of this goal. These representations,
whether drawings, models, or computer simulations, are semiotic means.
In the course of its evolution, design acknowledged some representational
conventions (perspective, section, rendering, among others), while continuously
searching for new expressive means. Design requires a great deal of system
(or method), especially in precise areas such as typography (which bears
the heavy load of tradition), signage, specialized communication, or engineering.
However, elements of inventiveness, spontaneity, even randomness confer
"life" upon design. The human touch (dominantly the indexical
sign of the designer or of the craftsman) makes perfection (of machine
drawing or execution) more bearable. In the design representation, rationality,
imagination, sensitivity, and invention coexist and interact. While pragmatic
requirements are in the end decisive for any design endeavor, designers
frequently pursue semantic goals or syntactic procedures. Semantically
driven design tends to equate the representation with the function. Consequently,
designs in the semantic mode are illustrative of what they emulate. This
is why semantic design never took root in graphic design but were widespread
in theories oriented towards product design. Syntactically based design
mimics appearance under the assumption that functions will emerge from
similar syntactic patterns. Graphic design is often driven by syntactic
considerations (a clear subset of design formalism). Encouraged by the
analytical resolution of a semiotic approach to design, designers hoped
to eventually integrate semiotic thought in their activity. Among the
most controversial issues of a generative semiotic theory and of a semiotic
practice of design are the dynamic aspects of designed artifacts. The
"form follows function" paradigm that dominated until the seventies
unequivocally expressed an obsession with function. The experience of
designing that followed functionalism repositions the subject of semiotic
process. It accounts for the many changes that take place in the process
of designing and for the fact that many contexts (of understanding and
use) replace each other: from the preliminaries of the design sketch until
the result of design activity renders the actual artifact. One of such
contexts is evaluation (internal, in terms specific to design, or external,
in terms of the commissioned work). As a context of understanding, previous
exposure to a design concept turns out to be a design code. This is illustrated
in the continuity implicit in interactions with everyday designed artifacts,
such as radios, television sets, automobiles, coffeemakers, newspapers,
television programs, and a host of home and office appliances and equipment.
As a context of use, the appearance of new designs does not affect the
user's understanding of them, but rather requires a continuous relearning
of the "language" of newly designed artifacts. Increased performance
and broader functionality of new designs demand an effort to comprehend
their new semiotics (of more complex commands, of new functions, or of
programmed use). Successful designs become fashionable and act as models
throughout the period of success.
Design understood broadly as problem solving relies on the expectation
that a neat distinction between the problem and the solution can be made.
As we go through more and more practical experiences, many design answers
to the problems we facedÖin transportation, energy use, communication,
social life, for exampleÖturned out to cause new problemsÖpollution,
waste, social fragmentation, educational inadequacy. Even built-in obsolescence,
once a revolutionary concept, is now regarded as at least problematic.
The new ecological awareness of design is but a reflex of the inadequacy
of the problem-solving paradigm, but not yet the answer to a better notion
and improved experience of designing.
Sign operations - substitution, insertion,
omission - and sign typology
- icon,index, symbol - can together
constitute a "language" of design. In the semiotic component
of design education in the United States, they became part of the vocabulary
taught. Nevertheless, design is not reducible to "correct" semiotic
"sentences" that result from a mechanical or electronic composition
of signs. As opposed to language and its implicit expectations of correct
grammar or precise orthography, design does not confirm rules, but continuously
investigates new possibilities. Its visual determination places design
investigation in the open-ended realm of experiment and innovation. Constraints
pertaining to materials, processing technologies, and social and economic
expectations are elements of challenge. Design creativity, as opposed
to art, is quite often the result of overcoming constraints rather than
of formal innovation. The material substratum of the sign is probably
more relevant to designers than to many other semiotic practitioners.
When people relate to designed artifacts, they ignore or are unaware of
the underlying semiotics (involving the commissioned aspects of design)
and interpret the artifact for what it is supposed to be, or for what
they make of it in a given pragmatic context. For designers to be aware
of semiotics, or to apply it, means to understand, in addition to technological,
social, physical, and other aspects, that the sign process embodied in
design continues in the use of what was designed. This forces into the
equation of design the future user as a component of the design semiosis.
Design and design products can be interpreted as signs. But as products,
regardless of their concrete realization, they are not semiotic entities,
but rather the result of human needs and desires. Accordingly, while the
symbolism of a certain design might be an important factor in the user's
decision to buy it, the most important factor will be the product's performance.
This raises the issue of design value and criteria for evaluation. During
the documented history of design, various criteria were acknowledged:
formal qualities, utility, functionality, adaptability, among others.
It is impossible to define universal measures for successful design. The
trade-off involved in all design is determined in each particular evaluation
context, and thus it seems that design as a projection seems to carry
with it the "design yardstick" by which it should be evaluated.
Economic considerations that reflect a design's intrinsic value, as well
as the potential for its production (in limited or large scale series)
affect this yardstick.
The semiotic functions of design - its practicality,
aesthetics, the theoretic aspect, and the symbolism ascertained through
the convention of design - were suggested
from a structuralist-based dualistic semiotics (elaborated by
Mdearovsky). Taking process into consideration, these functions
need to be complemented by heuristics (the inquisitive aspect of design
interaction), cognition (what we learn in interacting with designed artifacts),
and expressivity (the originality of design). If we look at design as
applied semiotics, then design is, in the final analysis, the process
through which signs appropriate to intended contexts of interpretation
and use are generalized and integrated in new practical experiences. Contemporary
design expresses this new condition in many ways, making extensive use
of new technologies in order to model various contexts.
Systematic attempts to look at design from a semiotic perspective are
on record in the Saussurean semiological applications of the French School
(Roland Barthes contributed many interpretations of architecture, clothing,
food, and photography), in the text-based cultural models (for which Yuri
Lotman is celebrated), and in the Peircean tradition. The Ulm School of
Design adopted a semiotic framework (in the 1960's); Toms Maldonado,
Theo Crosby, and Guy Bonsiepe made initial contributions through their
own design and in teaching design. Many contributions to semiotics followed
both in the practice and theory of design in the United States, France,
Germany, Ireland, Italy, and recently in Russia. Seduced by the powerful
techniques of deconstruction, architects pursued their own semiotic concerns
as these apply to the underlying design of their work. Integrated in the
design of post-modern projects, deconstructionist strategies led to the
juxtaposition of architectural signs of various historic and pragmatic
contexts. Generally speaking, the post-modern is the embodiment of a semiotic-driven
design intent on showing signs and sign operations, as well as integrating
the user in the semiosis of the designed artifact. With the emergence
of technologies supporting interactivity (in particular interactive multimedia
as a design tool and medium), design faces new challenges that correspond
to the new nature of the pragmatics of human activity. New tools, such
as virtual reality environments, new means of communication, such as digital
carriers and high-definition image displays, and new strategies of interaction,
such as those facilitated by broadband networking, affect the condition
of design as an integrative human activity involved in shaping the present
and the future. As a computational activity, design reaches a new stage
within which the dynamic component can be integrated through modelling
or simulation. This new universe demands more sophisticated evaluation
criteria that consider how new designs can be executed, as well as how
the value of built-in obsolescence can be accounted for."
Paul Bouissac (Hrsg.), The Encyclopedia of Semiotics,
New York, Oxford 1998; http://www.code.uni-wuppertal.de/de/computational_design/who/nadin/publications/articles_in_books/design.html
[18-04-01]
( Eintrag M. Nadin)
SIMULATION
"[lat.] die,
1) allg.: das Vortäuschen von Zuständen, insbesondere von Krankheiten.
2) Wissenschaft und Technik: die Darstellung oder Nachbildung eines kybernet.
Systems (Prozesses) oder bestimmter Aspekte desselben durch ein Modell,
das v.a. physikalisch-techn. oder mathematisch-abstrakter Natur sein kann.
Simulation erlauben Untersuchungen oder Manipulationen (insbesondere des
Zeitverhaltens), deren Durchführung am eigentl. System nicht möglich
ist; entsprechende Geräte werden als Simulatoren bezeichnet; Methode
des Operationsresearch."
Brockhaus 1999
OPERATIONSRESEARCH
"[':, .] das, Abk. OR (Unternehmensforschung), Teilgebiet der Wirtschaftswiss.
mit dem Ziel, auf der Grundlage mathemat. Modelle Handlungsalternativen
in Wirtschaft, Verwaltung und bei polit. Planungen zu entwickeln. Verfahren
der OR sind die Modelle der mathemat. Programmierung, Netzplanmodelle,
Simulation, Entscheidungsbaumverfahren, Modelle des Systems Dynamics,
Lagerhaltungs-, Markow-, Warte-, Ersatz- und Spielmodelle. Bes. enge Beziehungen
bestehen zw. OR und Wirtschaftsinformatik."
Brockhaus 1999
MODELL
"[italien.] das, Vorbild, Muster,
Entwurf von Gegenständen, auch gedankl. Konstruktionen.
1) Kunst: in Malerei und Bildhauerkunst ein Naturgegenstand, bes. der
Mensch, als Vorbild künstler. Gestaltung. In der Bildhauerkunst kann
das Modell auch ein genaues Vorbild des endgültigen Werkes sein,
z.B. ein Gipsmodell, das in Stein oder Holz übertragen oder in Bronze
gegossen wird.
2) Mode: der ausgeführte Entwurf der Mode Schaffenden, der als Einzelstück
Verwendung findet oder abgewandelt als Vorlage für die serienmäßige
Herstellung (Konfektion) dient.
3) Wissenschaften und Technik: materielles oder Gedankenobjekt, das einem
Untersuchungsgegenstand in bestimmten Eigenschaften oder Relationen entspricht
(Struktur-, Funktions- oder Verhaltensanalogie) und für sonst nicht
mögl. oder zu aufwendige experimentelle Untersuchungen, mathemat.
Berechnungen, Erklärungs- oder Demonstrationszwecke oder zur Optimierung
des Originals verwendet wird. Technische Modelle dienen bes. zur Veranschaulichung
von Strukturen und Konstruktionen, zur Unterrichtung und als wiss. Versuchsobjekt
(Modellversuche). In der Gießerei werden Modelle zur Herstellung
von Gussformen verwendet. Wirtschaftstheoretische Modelle sind ein vereinfachtes
Abbild des tatsächl. Wirtschaftsablaufs, z.T. in mathemat. Formulierung."
Brockhaus 1999
AUGMENTED REALITY MIXED REALITY
"Augmented or mixed reality (AR)
research aims to develop technologies that allow to mix or overlap computer
generated 2D or 3D virtual objects on the real world. Unlike virtual reality
that replaces the physical world, AR enhances the physical reality by
integrating virtual objects into the physical world which become in a
sense an equal part of our natural environment."
http://www.mic.atr.co.jp/~poup/research/ar/
"mixed reality // noun:
An environment that combines elements of both virtual reality and the
real world.
In a conceptual leap that goes even beyond the idea of virtual worlds,
the Human Interface Technology Laboratory of the University of Washington
will be showing Technology in Bloom. This is an example of augmented reality.
The viewer wears goggles that superimpose virtual images onto the real
world. So you can see the actual room you are in, decorated with, say,
a fetching 3-D virtual shrub (and you don't even have to water it). ...
Another mixed reality work on display will be New York artist Camille
Utterback's Text Rain, where viewers catch falling virtual letters that
appear in a mirror image of themselves."
(Denise Taylor, "Make an exhibit of yourself," The Boston
Globe, April 12, 2001)
http://www.wordspy.com/words/mixedreality.asp
"Between the extremes of real life
and Virtual Reality lies the spectrum of Mixed Reality, in which views
of the real world are combined in some proportion with views of a virtual
environment."
(Milgram 1996)
http://vered.rose.utoronto.ca/people/david_dir/SPIE96/SPIE96.full.html
Virtuality Continuum
"Recent research in the field of augmented reality suggests new ways
of mixing the real and virtual. Milgram and Kishino introduce the idea
of a virtuality continuum whose extremes are characterised by real and
virtual environments and at whose center the technology of augmented reality
is found [Milgram94]." http://www.crg.cs.nott.ac.uk/research/technologies/mixed/
[ nach: Paul Milgram and Fumio Kishino,
"A taxonomy of mixed reality visual displays", in: IEICE
(Institute of Electronics, Information and Communication Engineers) Transactions
on Information and Systems, Special issue on Networked Reality, E77-D(12),
Dec. 1994, S. 1321-1329 ]
http://vered.rose.utoronto.ca/people/paul_dir/SPIE94/SPIE94.full.html
MOORE'S LAW
Die Rechenleistung der
PCs verdoppelt sich seit den 70er Jahren in schöner Regelmäßigkeit
alle 18 Monate. Der Intel-Ingenieur Gordon Moore stellte 1965 in Electronics
Magazine die These auf, daß die Größe der Transistoren
exponentiell schrumpfe. Alle zwölf Monate verdoppele
sich die Zahl der Schaltungen und damit die Leistung der Microprozessoren.
Diese damals sehr spekulativ formulierte Behauptung mußte
Moore später in der Praxis korrigieren, nachdem die Firma Intel gegründet
worden war. Nicht ein Jahr, sondern 18 Monate brauchte es zur Verdoppelung
der Transistorendichte, fand er 1971 heraus. Über die Jahrzehnte
hat sich Moores Gesetz als ein erstaunlich exaktes Abbild der technischen
Entwicklung herausgestellt - so exakt, daß manche das Gesetz inzwischen
für harte Physik halten. Vergangene Woche stellte Moore auf einer
Konferenz in Wien die neueste Version seines Gesetzes vor: Nur alle 24
Monate verdoppele sich nunmehr die Zahl der Transistoren und damit die
Leistung der Chips.
Detlef Borchers, Eherne Gesetze, in: Die Zeit Nr. 38, 10.
September 1998, S. 75
PERCEPTIVE COMPUTING
"Perceptive Computing" beschreibt
die Vernetzung des Computers mit Sensoren, die dem System erlauben, Umwelteinflüsse
(= Kontext) aufzugreifen und zu berücksichtigen. Der Begriff "perceptive"
aber scheint unglücklich: "Perzeption" beschreibt Wahrnehmung,
und daran gekoppelt ist die Interpretation von Information (Information
ç Input/ Data; vgl. selektive Wahrnehmung, Hirnforschung, Reiz-reaktions-Schema
usw.)
PERVASIVE COMPUTING (1)
Pervasive computing is the trend towards increasingly ubiquitous (another
name for the movement is ubiquitous computing), connected computing devices
in the environment, a trend being brought about by a convergence of advanced
electronic - and particularly, wireless - technologies and the Internet.
Pervasive computing devices are not personal computers as we tend to think
of them, but very tiny - even invisible - devices, either mobile or embedded
in almost any type of object imaginable, including cars, tools, appliances,
clothing and various consumer goods - all communicating through increasingly
interconnected networks. According to Dan Russell, director of the User
Sciences and Experience Group at IBM's Almaden Research Center, by 2010
computing will have become so naturalized within the environment that
people will not even realize that they are using computers. Russell and
other researchers expect that in the future smart devices all around us
will maintain current information about their locations, the contexts
in which they are being used, and relevant data about the users.
The goal of researchers is to create a system that is pervasively and
unobtrusively embedded in the environment, completely connected, intuitive,
effortlessly portable, and constantly available. Among the emerging technologies
expected to prevail in the pervasive computing environment of the future
are wearable computers, smart homes and smart buildings. Among the myriad
of tools expected to support these are: application-specific integrated
circuitry (ASIC); speech recognition; gesture recognition; system on a
chip (SoC); perceptive interfaces; smart matter; flexible transistors;
reconfigurable processors; field programmable logic gates (FPLG); and
microelectromechanical systems (MEMS).
A number of leading technological organizations are exploring pervasive
computing. Xerox's Palo Alto Research Center (PARC), for example, has
been working on pervasive computing applications since the 1980s. Although
new technologies are emerging, the most crucial objective is not, necessarily,
to develop new technologies. IBM's project Planet Blue, for example, is
largely focused on finding ways to integrate existing technologies with
a wireless infrastructure. Carnegie Mellon University's Human Computer
Interaction Institute (HCII) is working on similar research in their Project
Aura, whose stated goal is "to provide each user with an invisible
halo of computing and information services that persists regardless of
location." The Massachusetts Institute of Technology (MIT) has a
project called Oxygen. MIT named their project after that substance because
they envision a future of ubiquitous computing devices as freely available
and easily accessible as oxygen is today.
http://searchnetworking.techtarget.com/sDefinition/0,,sid7_gci759337,00.html
UBIQUITOUS COMPUTING (1)
Definition:Computers everywhere. Making
many computers available throughout the physical environment, while making
them effectively invisible to the user. Ubiquitous computing is held by
some to be the Third Wave of computing. The First Wave was many people
per computer, the Second Wave was one person per computer. The Third Wave
will be many computers per person. Three key technical issues are: power
consumption, user interface, and wireless connectivity.
The idea of ubiquitous computing as invisible computation was first articulated
by Mark Weiser in 1988 at the Computer Science Lab at Xerox PARC.
http://www.hyperdictionary.com/computing/ubiquitous+computing
UBIQUITOUS COMPUTING (2)
What is Ubiquitous Computing?
Ubiquitous computing, or calm technology, is a paradigm shift where technology
becomes virtually invisible in our lives. Instead of having a desk-top
or lap-top machine, the technology we use will be embedded in our environment.
From the ubiquitous computing page at Xerox PARC [UBPARC] we have the
following description: imagine a world with hundreds of wireless computing
devices of different sizes in the same room. In order to bring this type
of computing out into the environment, among the things we need to rethink
are user interfaces, displays, operating systems, networks, and wireless
communications.
This rethinking demands a radical departure from the tradition of putting
machines out for our use, and having us adapt to them. Instead, in the
world of ubiquitous computing, technology will be implicit in our lives,
built in to the things we use, including the spaces. The proponents of
this technology hold that this type of computing will be a more natural
tool, and thus a more powerful and effective one for us to use.
Now that it is defined, what are some uses envisioned by its proponents
and authors? In 1991 Mark Weiser, thought of as the founder of what we
now term ubiquitous computing, wrote an article for Scientific American
entitled "The Computer for the 21st Century". In it, Weiser
describes the multiple computers in a room as tabs, pads and boards, which
roughly correspond to active Post-It notes, sheets of paper, and white
boards and bulletin boards. A good description of these items can be found
in the article "Some Computer Science Issues in Ubiquitous Computing".
These computers serve many functions as people come in and out of the
rooms. The people themselves could be tracked by active badges (based
on infrared sensors) or other devices, and email could be forwarded automatically
to wherever the person is. Locating people at work to deliver important
messages, or for other reasons, is made easy. (The possible misuses of
these capabilities are probably entering the reader's mind at this point.
This concern will be discussed in the Issues and Concerns section below.
Other scenarios given in the article include the coffee starting at your
request when the alarm wakes you, seeing "electronic trails"
left by people passing through the neighborhood, and automatically transmitting
a quote from a newspaper to the office with the swipe of a pen over the
newspaper.
With these definitions and examples, we have an idea of what ubiquitous
computing is, and what it hopes to achieve. To see how it has evolved,
we'll now look at its history.
Marcia Riley, Ubiquitous Computing: An Interesting
New Paradigm, http://www.cc.gatech.edu/classes/cs6751_97_fall/projects/say-cheese/marcia/mfinal.html#definition
UBIQUITOUS COMPUTING (3)
|