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Week 6 (Chapter 10)

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0% found this document useful (0 votes)
6 views27 pages

Week 6 (Chapter 10)

Copyright
© © All Rights Reserved
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Chapter 10

Pervasive
Computing
Principles
• The term computing no longer refers to a PC on a desktop; mobile
devices are letting employees access information from wherever
they happen to be.

• Teams made up of people living in different geographical regions


are able to work together efficiently and effectively, without ever
having to meet.
Introduction
• Pervasive computing: The move of the computer away from
the desktop to a ubiquitous presence.
Introduction
• Information systems are no longer tied to a desk in an office:
 Computing power is being incorporated into a range of existing
objects.
 New objects are being created that exploit computing power.

• Wireless Internet access and mobile devices contributed to the


pervasive computing paradigm by extending computational
capabilities beyond traditional computing environments.
Wireless Internet
Access
• Wireless internet access allows us to access information on the
move.
• There are many options available for wireless communication
like: WiFi, 4G and 5G.
• WiFi hotspot: An area where
Wi-Fi wireless Internet access is
available.
Wireless Internet
Access
Business benefits of Wi-Fi:

 Mobile access to information; employees away on business can


easily send and receive email.
 Employees can access information on company websites or
read about local conditions on news services.
 Employees could access sensitive information on company
extranets.
Mobile Devices
• The number of devices that can make use of wi-fi on the
move is growing: Laptops
1. Tablet
2. Mobile Phones
3. Mobile Game Consoles
4. Smartwatches
5. E-readers
Wearable
•Computing
Wearable Computing: A term which refers to computing
technology worn on the body.
• Smartphone components are made smaller to fit into clothing
items such as jackets or belts.
• Instead of carrying a separate device, we carry this technology
with us seamlessly in our everyday wear.
• The technology is ready but so far that has not been a ‘killer
application’ to being wearable technology to a mainstream
audience.
Wearable
Computing
• Wearable computing
applications:
 GPS receiver built into a special
jacket
 Google Glass
 Apple Watches
 UberBadge
E-Money
• E-Money: The transfer of funds electronically rather than by
physical coins and notes.
• Contactless payment: A method of transaction where payment is
made by waving or tapping a device near a payment terminal,
without the need for physical contact or swiping of cards.
• Contactless payment via near field communication (NFC) is
• becoming more common.
E-Money
• How can we implement E-Money?
1. Credit/debit cards: Users load funds onto their cards.
2. Mobile Wallets: Mobile phone accounts can be used to ‘text’
money to someone.
 This is convenient and similar services are transforming life in
third world countries where citizens have limited access to
bank accounts.
3. Smart cards such as Hong Kong’s Octopus card and Oyster Card in
London.
Tangible Media
• Tangible media involves incorporating computing power and/or
digital information into everyday objects.
• An example is a Phicon –a physical icon; it is a way of
representing data, in a similar way to how an icon on a computer
desktop represents a computer file.
• The technology is ready but what is needed is a ‘killer
application’ to bring it into the mainstream (Very few applications
are currently commercially available).
Tangible Media
Personal Robotics
• The term personal robotics refers to robots that become part of
our everyday lives.
• Examples of personal robotics:
 The Roomba vacuum cleaner.
 Minerva was a talking robot designed to accommodate people
in public spaces.
Virtual Pets
Virtual Pets
• Examples of virtual pets:
 Post Pet by Sony
 The Nabaztag Rabbit
 The Microsoft Clippy help
agent
Computer Supported Cooperative
Work
• Computer Supported Cooperative Work (CSCW):
Technologies that allows groups of people to work
together to achieve goals.
• Individuals can be co-located or separated.
• Work can be synchronous or asynchronous.
• Technologies supporting CSCW: Videoconferencing, messaging,
interactive whiteboards and Virtual Worlds (MMOGs).
Videoconferencing
• Videoconferencing: A simultaneous communication between
two or more parties who are physically separated where they can
both see and hear each other.
• Potential application: Holding a global meeting without having to
travel.
• Visual cues can be transmitted but discipline is needed (why?)
 It is easy for more than one person to talk at once and even a
slight delay in transmission time can cause chaos.
Messaging
• Messaging technology includes e-mail, instant messaging and
web-based chat rooms.
• Instant messaging (IM) is being used by many companies as
an alternative to a phone call to a call center.
• Advantages of IM over telephone calls:
 Text can be easily saved and re-read at a later date.
 Customers often prefer clicking on the chat icon on a company
website and waiting for the ‘operator’ to respond instead of
having to phone and wait in a queue.
Interactive Whiteboards
• Interactive Whiteboards are a combination of a whiteboard
and a PC.
• What is written on one whiteboard can appear on another in
another location.
• The contents of the whiteboard can be printed.
• An animation of what has been written on the board over time can
be saved.
Virtual Worlds (MMOGs)
• Massively Multiplayer Online Game(MMOG) exist today as 3D
virtual worlds.
• Virtual worlds: A computer-based environment where users’
avatars can interact.
 Communication is mostly by text, but voice has recently been
introduced.

• Business point of view: Platform for holding meetings and for


their marketing potential.
• Second Life: Used by some businesses to hold meetings.
Virtual Worlds (MMOGs)
Blogs & Podcasts
• A blog or weblog is an online diary, used by people to write
about their observations, experiences and feelings on a wide
range of topics.
• When people post information to a blog, it is placed at the top of
the blog (most recent post appearing at the top).
• Blogs are used by some businesses as a promotional tool.
• A podcast is an audio broadcast over the Internet, which is
another way of delivering information to stakeholders –customers,
suppliers, students, friends and family, etc.
Cloud Tools
• Users access cloud computing software via a browser on any
of their devices making it fully mobile.
 The software connects users allowing computer
supported cooperative work.
 The software can do this because of strong web
standards.
Reference
•shttps://www.pcmag.com/news/the-golden-age-of-virtual-petski
• https://www.researchgate.net/figure/Ubiquitous-Computing-access-everywhere_fig11_221927941
• https://egov.eletsonline.com/2015/08/delhi-to-get-wi-fi-hotspots-for-now/
• https://www.esquire.com/uk/design/a39159340/smart-glasses/
• https://www.youtube.com/watch?v=LSHQJmLzc_o
• https://support.apple.com/en-kw/111985
• https://www.flickr.com/photos/arselectronica/29275787126
• https://www.tp-link.com/my/blog/1221/benefits-of-having-a-robot-vacuum-for-your-home/
• https://www.apptunix.com/blog/e-wallet-app-development-comprehensive-guide-benefits-cost/
• https://archive.org/details/clippitMS
• https://www.softwaretestinghelp.com/wp-content/qa/uploads/2020/06/Avatars-attending-meeting-
in-world-in-Second-Life-all-with-voice-video-and-images-gestures.jpg

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