UBIQUITOUS COMPUTING

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UBIQUITOUS COMPUTING by Mind Map: UBIQUITOUS COMPUTING

1. PROGRESS OF RELATED TECHNOLOGIES

1.1. The proliferation of smartphones and tablet PCs has fostered an ample adoption of the Mobile Computing

1.1.1. GPS has been stimulated by an increase of precision combined with a decreasing of prices.

1.1.2. Location systems have been embedded into mobile computers n that can be used to support the concept of Context

1.2. 1. Context

1.2.1. can be used to describe the circumstances concerning an entity

1.3. 2. Adaptation

1.3.1. software modifies itself according to sensed data

1.4. Strategic for the development of modern computer systems

1.4.1. Recommendation strategies, Profile management, Internet of things, Mobile cloud computing, Wireless sensor networks

2. APPLICATION

2.1. Focus researched in MobiLab/Unisinos

2.1.1. Health (u-Health)

2.1.1.1. Model : UDuctor

2.1.2. Accessibility (u-Accessibility)

2.1.2.1. Model: Hefestos

2.1.3. Learning (u-Learning)

2.1.3.1. Model : Local, GlobalEdu, Global, MultCComp

2.1.4. Logistics

2.1.4.1. Model: SWTrack, SafeTrack

2.1.5. Commerce (u-Commerce)

2.1.5.1. Model: MUCS

2.1.6. Games (u-Games)

2.1.6.1. Model: Mobio Threat

3. EXAMPLE APPLICATION

3.1. HEALTH (u-Health)

3.1.1. Vianna & Barbosa

3.1.2. centered in hospital routine management, patient monitoring or well-being

3.1.3. focus on treatment of noncommunicable diseases

3.1.4. Vianna & Barbosa proposed UDuctor based on considering shortcoming

3.1.4.1. UDuctor supports the search of nearby resources

3.1.4.2. People that are able to help chronic patients in their activities

3.2. ACCESSIBILITY (u-Accessibility)

3.2.1. Gregg Vanderheiden

3.2.1.1. argues that since the computing is shifting from personal workstations to ubiquitous computing, accessibility should be thought accordingly with this new computational paradigm

3.2.2. To indicate a new technology approach to support accessibility

3.2.3. The u-Accessibility has emerged as a way to improve the quality of life of people with disabilities and the elderly

3.2.4. MobiLab proposed the Hefestos model

3.2.4.1. Hefestos an intelligent system applied to ubiquitous accessibility based on an architecture designed

3.2.4.1.1. To support context awareness , profile management and trails management

3.2.5. 3 Contributions of Hefestos

3.2.5.1. returns personalized and contextualized resources for accessibility

3.2.5.2. software agent that supports the integration

3.2.5.3. the trails management of users

4. EXAMPLE APPLICATIONS

4.1. LEARNING (e-Learning)

4.1.1. Mobile Learning

4.1.1.1. increasing learners’ capability to carry their own learning environment along with them

4.1.2. Ubiquitous Learning

4.1.2.1. supported by the use of mobile and wireless communication technologies, sensors and location/tracking mechanisms,

4.1.2.2. connect virtual and real objects, people and events, in order to support a continuous, contextual and meaningful learning.

4.1.2.3. to realize which information can be presented throughout the learners’ daily tasks, in different forms and places, and to link this data with the learners’ educational process

4.1.3. MobiLab proposed four ubiquitous learning models

4.1.3.1. Local

4.1.3.2. GlobalEdu

4.1.3.3. Global

4.1.3.4. MultCComp

4.2. LOGISTICS

4.2.1. Oliveira

4.2.2. strategic in the supply chain integration

4.2.3. to control flows of resources, goods and products

4.2.4. Companies have used current technologies to obtain precise information

4.2.5. To support this management among which stands out the Global Position System (GPS)

4.2.6. Its use to implement location systems, and monitoring/tracking systems

4.2.7. MobiLab/Unisinos proposed 2 models called SWTrack and SafeTrack

4.2.7.1. Allows companies to track their vehicles and have control over the traveled routes.

4.2.7.2. The model enables the users to identify whether a vehicle is following a planned route or deviating from the original path.

5. EXAMPLE APPLICATIONS

5.1. COMMERCE

5.1.1. Gershman

5.1.2. context-aware commerce

5.1.3. ubiquitous commerce

5.1.4. 3 prerequisites for the success of u-commerce

5.1.4.1. always connected with the clients

5.1.4.2. always be aware of clients’ contexts

5.1.4.3. always be proactive

5.1.5. MobiLab proposed a model for ubiquitous commerce support, called MUCS

5.1.5.1. to identify business opportunities for users as clients or suppliers

5.1.5.2. to support trade in goods and services without domain restrictions.

6. RESEARCH OPPORTUNITIES

6.1. The publication of the classical articles of Weiser and Satyanarayanan, the ubiquitous computing has evolved in a significant way

6.2. several research topics have been consolidated

6.2.1. location Service

6.2.2. Location-based services

6.3. 3 Opportunites have been explored in the MobiLab

6.3.1. Contexts Histories, Profile Management, and Context Prediction.

7. INFO

7.1. Mark Weiser introduce the concept of Ubiquitous Computing

7.2. Mahadev Satyanarayanan revisited & reinforced the concept publishing studies

7.2.1. focused: component & architectures to achieve the Pervasive Computing

7.3. Application of ubiquitous computing has increasingly been studied

7.3.1. health (u-health)

7.3.2. accessibility (u-accessibility)

7.3.3. learning (u-learning)

7.3.4. commerce (u-commerce)

7.3.5. games (u-games)