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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