CS 290-63: Ubiquitous Computing

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Transcript CS 290-63: Ubiquitous Computing

CS 290-63: Ubiquitous Computing
Prasun Dewan (Prsün Divän)
SN 150
Department of Computer Science
University of North Carolina
[email protected]
www.cs.unc.edu/ubiq
TR: ???
Office Hours: ???
Ubiquitous Computing

Computing
 CPU,
Memory,
Communication

Ubiquitous
 everywhere
 indefinite

number of times
Not really possible or
desirable
 more
than in traditional
computing
 so widespread that
unnoticed
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Traditional Computing


Desktop
Computers
/Servers
Embedded
Computers
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Ubiquitous = More of the Same?

No new technical
issue
 Except
scalable
networking
 IPV6

In ubiquitous
computing we
see new kinds
of computing
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Interactive Mobile Computers

Motivation
 Pervasive
access to standalone apps
 Calculator,

Games, Music, Video
Issues

Hardware realization (will be
mostly ignored)
 more
robust
 lower-power
 lighter weight
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Interactive Mobile

Software Issues

Resource-poor
 power
• Scheduling, result accuracy
 I/O
devices
• Speech, Handwriting recognition
 Storage
• MEMS
 Tiny
OS
 Security
 More
vulnerable to theft and
destruction
 Exposed to more people
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Strongly-Connected Mobile

Motivation
 Remote
 web,
data access
rlogin
 Collaboration
 Email,
chat, application-sharing
 Computation
offloading
Internet
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Strongly-Connected Mobile

Issues
 Mobile
IP
 Address
contains location but
location variable
 Adapting
to mix of heavyweight,
lightweight computers
Internet
 Dynamic
application-sharing
architectures
 Multi-device collaboration
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Intermittent Connection

Disconnected and stronglyconnected states
 Remote
data accessed in
disconnected state

Motivation
 Work
Internet
in the offline mode
 Paper,

spreadsheets
Issues
 Local
database smaller
 hoarding
 Conflicts
can arise
 merging
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Wireless (Weak) Connection

Additional weakly connected
state
 higher

delay, error rate
Motivation
 Ubiquitous
remote access
Network
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Wireless (Weak) Connection

Issues
 Physical
Layer
 Bluetooth,
 Optimizing
 Batching
Network
IEEE 802.11, Infrared
weak connections
changes propagated for
merging
 Transcoding
 Adapting
to multiple connection
levels
 Adaptive
TCP/IP
 Adaptive Transcoding
 Adaptive update propagation for
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merging
Networked Embedded Computers

Connected to network
 send

and/or receive
May be embedded only for
network access
 networked
Network
appliances
 sensors
 historical
sites & other
locations
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Peer of Networked Embedded
Computer?

Another embedded
computer
Network

Non embedded Computer
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Embedded Peer

Composite devices
 security

system
Distributed composites vs.
hardwired devices
 client-defined
composites
 reuse of constituents
Network
 ease
of change
 extendibility
& scalability
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“Smart Dust”
 Late
binding
Monitoring
Temperatures in a
Fire
 Monitoring rain
levels in a flood

Network
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Embedded Computer communicating
with Non embedded Computer


Embedded is client
Embedded is server
Network
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Embedded is Client

Motivation
 viewing/recording
status
 image
Network
from camera
 body part data
 instrument visualization
 trigger
orders
 refrigerator
items
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Embedded is Server

Interactive computer issues
commands to embedded computer
Network
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Motivation


Automatic applianceremote control binding
A single remote control for
arbitrary (dissimilar) appliances


Control appliance from
arbitrary locations

Internet

TVs, EKG machines, Water
Sprinklers, Car Seats
Water sprinkler from
beach
Interactive computer can offer
different user interfaces from
conventional controls
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Per-User Control of Shared
Appliances

Mobile device knows
owner’s info:
Favorite channels
 Volume preferences
 Credit card
 PIN
 Files to be printed
 Car-seat tilt angle


Record/replay

Pin recorded first time
and replayed later
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More Powerful Device

Output Device
EKG results
 Refrigerator contents
 Sprinkler settings


Offline Mode


Enter arbitrary input


Synchronization
Water sprinkler days
More computation power
Undo/Redo
 Cut/Paste
 Save
 Macros

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Control Appliance Collections

Multicast commands
Start/stop recording
images from all
cameras
 Switch off all lights in
the room
 Switch of all
appliances except
the refrigerator

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Control Appliance Collections

Distributed
presentation

On projector,
speakers, computer
screens
Network
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Motivation Summary

More universal

More remote

More control
Internet
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Networked Embedded Computers

Issues

Late binding
 Naming
 Discovery
 IPC
 User-interface
Network
deployment
 Multi-appliance control
 Access
control
 Existing
social protocols not
supported by existing
mechanisms
• All co-located users can use
appliance
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• Children can see certain channels
Ad-Hoc Networks
Peer to peer connections
among late bound
computers


Motivation

Spontaneous collaboration
 classroom,
war, airport
meeting
 Sensor
networks
 disaster
Network
recovery
• e.g. heat sensors thrown on fire
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Ad-Hoc Networks

Issues
 No
Router
 ad-hoc
routing
• Power-aware
Network
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Location-aware computing

operations based on current,
past, and future locations of
users and devices
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Location-Aware Computing

Motivation
 location-based
action
 nearby
local printer, doctor
 nearby remote phone
 directions/maps
 location-based

information
real
• person’s location
• history/sales/events
 virtual
• walkthrough
• story of city
 augmented
• touring machine
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Pose-Aware Computing


Operations based on
locations and
orientations of users
and devices
Motivation
 Augmented
 Magic
reality
Lens
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Wearable Pose-Aware Computers

Computers on body
 track
body relative
movements
 monitor
person
 train person
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Location/Pose- Aware Computing

Issues

Tracking algorithms
 fine
or coarse grained
 Software
architecture
 Maintaining privacy
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Summary

Traditional
 Stationary
desktops/servers and
 Embedded

Ubiquitous
 Interactive
mobile
 resource-poor
 security
vulnerability
 Strongly-connected
mobile
 mobile
IP
 adapting to heavyweight/lightweight mix
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Summary

Ubiquitous computing
 Intermittently
connected mobile
 hoarding
 synchronization
 Wireless
(weak) communication
 Physical
layer
 Optimizing weak connections
 Adaptations for multiple connection levels
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Summary

Ubiquitous computing

Networked embedded computers
Naming
 Discovery
 IPC
 UI deployment
 Access control


Ad-hoc networking with late bound devices


ad-hoc routing
Location and Pose aware
Tracking
 Architecture
 Privacy


Wearable
Avoid strong signals
 Displays

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Beyond Desktops/Servers
Embedded
Mobile
Location
Interactive
Sensor
Flight
Simulator
Wearable
Active
badge
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