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PERVASIVE COMPUTING Fully Modified_watermarked

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    PERVASIVE COMPUTING

    Abstract

    This paper discusses the challenges in computer

    systems research posed by the emerging field of

    Pervasive computing or Ubiquitous computing. It first

    examines the relationship of this new field to its

    predecessors: distributed systems and mobile

    computing. It then identifies four new research thrusts:

    effective use of smart spaces, invisibility, localized

    scalability, and masking uneven conditioning. Next, it

    sketches a couple of hypothetical pervasive computing

    scenarios, and uses them to identify key capabilities

    missing from todays systems. The paper closes with a

    discussion of the research necessary to develop these

    capabilities.

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    Ubiquitous computing (ubicomp) is a post-desktop

    model ofhuman-computer interaction in which information processing

    has been thoroughly integrated into everyday objects and activities.

    In the course of ordinary activities, someone "using" ubiquitous

    computing engages many computational devices and systems

    simultaneously, and may not necessarily even be aware that they are

    doing so. This model is usually considered advancement from thedesktop paradigm.

    This paradigm is also described as pervasive computing,

    ambient intelligence. When primarily concerning the objects involved,

    it is also physical computing, the Internet of Things, haptic

    computing, and things that think. Rather than propose a single

    definition for ubiquitous computing and for these related terms,

    taxonomy of properties for ubiquitous computing has been proposed,

    from which different kinds or flavours of ubiquitous systems and

    applications can be described

    HOW IT HAPPENS?

    At their core, all models of ubiquitous computing (also

    called pervasive computing) share a vision of small, inexpensive,

    robust networked processing devices, distributed at all scales

    throughout everyday life and generally turned to distinctly common-

    place ends. For example, a domestic ubiquitous computing

    environment might interconnect lighting and environmental controls

    with personal biometric monitors woven into clothing so that

    illumination and heating conditions in a room might be modulated,

    continuously and imperceptibly. Another common scenario posits

    refrigerators "aware" of their suitably-tagged contents, able to both

    plan a variety of menus from the food actually on hand, and warn

    users of stale or spoiled food.

    http://en.wikipedia.org/wiki/Human-computer_interactionhttp://en.wikipedia.org/wiki/Desktop_environmenthttp://en.wikipedia.org/wiki/Ambient_intelligencehttp://en.wikipedia.org/wiki/Internet_of_Thingshttp://en.wikipedia.org/wiki/Human-computer_interactionhttp://en.wikipedia.org/wiki/Desktop_environmenthttp://en.wikipedia.org/wiki/Ambient_intelligencehttp://en.wikipedia.org/wiki/Internet_of_Things
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    Ubiquitous computing presents challenges across computer

    science: in systems design and engineering, in systems modelling,

    and in user interface design. Contemporary human-computer

    interaction models, whether command-line, menu-driven, or GUI-

    based, are inappropriate and inadequate to the ubiquitous case. Thissuggests that the "natural" interaction paradigm appropriate to a fully

    robust ubiquitous computing has yet to emerge - although there is

    also recognition in the field that in many ways we are already living in

    an ubicomp world. Contemporary devices that lend some support to

    this latter idea include mobile phones, digital audio players, radio-

    frequency identification tags, GPS, and interactive whiteboards.

    (An actuator is a mechanical device for moving or controlling a mechanism or system. An actuator

    typically is a mechanical device that takes energy, usually transported by air, electric current, or liquid,

    and converts that into some kind of motion)

    Mark Weiser proposed three basic forms for ubiquitous systemdevices, see also Smart device: tabs, pads and boards.

    Tabs: wearable centimetre sized devices Pads: hand-held decimetre-sized devices Boards: meter sized interactive display devices.

    These three forms proposed by Weiser are characterised by being

    macro-sized, having a planar form and on incorporating visual output

    displays. If we relax each of these three characteristics we can

    expand this range into a much more diverse and potentially more

    useful range of Ubiquitous Computing devices. Hence, three

    additional forms for ubiquitous systems have been proposed:

    http://en.wikipedia.org/wiki/Command-linehttp://en.wikipedia.org/wiki/GUIhttp://en.wikipedia.org/wiki/Mobile_phonehttp://en.wikipedia.org/wiki/Digital_audio_playerhttp://en.wikipedia.org/wiki/Radio-frequency_identificationhttp://en.wikipedia.org/wiki/Radio-frequency_identificationhttp://en.wikipedia.org/wiki/GPShttp://en.wikipedia.org/wiki/Interactive_whiteboardhttp://en.wikipedia.org/wiki/Mark_Weiserhttp://en.wikipedia.org/wiki/Smart_devicehttp://en.wikipedia.org/wiki/Command-linehttp://en.wikipedia.org/wiki/GUIhttp://en.wikipedia.org/wiki/Mobile_phonehttp://en.wikipedia.org/wiki/Digital_audio_playerhttp://en.wikipedia.org/wiki/Radio-frequency_identificationhttp://en.wikipedia.org/wiki/Radio-frequency_identificationhttp://en.wikipedia.org/wiki/GPShttp://en.wikipedia.org/wiki/Interactive_whiteboardhttp://en.wikipedia.org/wiki/Mark_Weiserhttp://en.wikipedia.org/wiki/Smart_device
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    Dust: miniaturised devices can be without visual output

    displays, e.g., Micro Electro-Mechanical Systems (MEMS),

    ranging from nanometres through micrometers to millimetres.

    Skin: fabrics based upon light emitting and conductive

    polymers, organic computer devices, can be formed into moreflexible non-planar display surfaces and products such as clothes

    and curtains, see OLED display. MEMS device can also be

    painted onto various surfaces so that a variety of physical world

    structures can act as networked surfaces of MEMS.

    Clay: ensembles of MEMS can be formed into arbitrary three

    dimensional shapes as artefacts resembling many different

    kinds of physical object.

    UNDERSTANDING THE MODULES IN PERVASIVE

    COMPUTING:

    Three major issues which make pervasive computing to stand out and

    be on of its kind are:

    1. Distributed systems

    2. Mobile computing

    3. Pervasive computing

    4. Internal network which governs all other devices (either hand

    held or static)

    Distributed Systems

    The field of distributed systems arose at the intersection of

    personal computers and local area networks. The research that

    followed from the mid-1970s through the early 1990s created a

    conceptual framework and algorithmic base that has proven to be of

    enduring value in all work involving two or more computers connected

    by a network whether mobile or static, wired or wireless, sparse or

    pervasive.

    The factors governing distributed systems are:

    http://en.wikipedia.org/wiki/Microelectromechanical_systemshttp://en.wikipedia.org/wiki/OLED_displayhttp://en.wikipedia.org/wiki/Microelectromechanical_systemshttp://en.wikipedia.org/wiki/OLED_display
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    remote communication, including protocol layering, remoteprocedure call, the use of timeouts, and the use of end-to-endarguments in placement of functionality.

    fault tolerance, including atomic transactions, distributed andnested transactions, and two-phase commit.

    high availability, including optimistic and pessimistic replicacontrol, mirrored execution, and optimistic recovery.

    remote information access, including caching, function shipping,distributed file systems, and distributed databases.

    security, including encryption-based mutual authentication and

    privacy.

    Mobile Computing

    The appearance of full-function laptop computers and

    wireless LANs in the early 1990s led researchers to confront the

    problems that arise in building a distributed system with mobile

    clients. The field of mobile computing was thus born. Although many

    basic principles of distributed system design continued to apply, four

    key constraints of mobility forced the development of specialized

    techniques. These constraints are: unpredictable variation in network

    quality, lowered trust and robustness of mobile elements, limitations

    on local resources imposed by weight and size constraints, and

    concern for battery power consumption. Mobile computing is still a

    very active and evolving field of research, whose body of knowledge

    awaits codification in textbooks. The results achieved so far can be

    grouped into the following broad areas:

    mobile networking, including Mobile IP, ad hoc protocols, andtechniques for improving TCP performance in wireless networks.

    mobile information access, including disconnected operation,bandwidth-adaptive file access, and selective control of dataconsistency.

    support for adaptative applications, including trans-coding by

    proxies and adaptive resource management.

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    system-level energy saving techniques, such as energy awareadaptation, variable-speed processor scheduling, and energy-sensitive memory management.

    location sensitivity, including location sensing and location-awaresystem behavior

    Pervasive Computing

    We characterized a pervasive computing environment asone saturated with computing and communication capability, yet sogracefully integrated with users that it becomes a technology thatdisappears. Since motion is an integral part of everyday life, such atechnology must support mobility; otherwise, a user will be acutely

    aware of the technology by its absence when he moves. Hence, theresearch agenda of pervasive computing subsumes that of mobilecomputing, but goes much further.

    Drilling Down

    Practical realization of pervasive computing will require us to

    solve many difficult design and implementation problems. Building on

    the discussion in earlier sections, we now look at some of these

    problems at the next level of detail. Our goal is only to convey an

    impressionistic picture of the road ahead. We make no claim of

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    completeness or exclusiveness this specific set of topics is merely a

    sampling of the problem space, presented in no particular order. In

    this discussion, we assume that each user is immersed in a personal

    computing space that accompanies him everywhere and mediates all

    interactions with the pervasive computing elements in hissurroundings. This personal computing space is likely to implement on

    a body-worn or handheld computer (or a collection of these acting as

    a single entity). We refer to this entity as a client of its pervasive

    computing environment, even though many of its interactions may be

    peer-to-peer rather than strictly client-server. As indicated by the

    discussion below, the client needs to be quite sophisticated and,

    hence, complex.

    User Intent

    For proactivity to be effective, it is crucial that a pervasive

    computing system track user intent. Otherwise, it will be almost

    impossible to determine which system actions will help rather than

    hinder the user. For example, suppose a user is viewing video over a

    network connection whose bandwidth suddenly drops. Should the

    system (a) reduce the fidelity of the video, (b) pause briefly to find

    another higher-bandwidth connection, or (c) advise the user that thetask can no longer be accomplished? The correct choice will depend

    on what the user is trying to accomplish. Todays systems are poor at

    capturing and exploiting user intent. On the one hand are generic

    applications that have no idea what the user is attempting to do, and

    can therefore offer little support for adaptation and proactivity. On the

    other hand are applications that try to anticipate user intent but do so

    very badly gimmicks like the Microsoft paperclip are often more

    annoying than helpful.

    Adaptation Strategy

    Adaptation is necessary when there is a significant mismatch

    between the supply and demand of a resource. The resource in

    question may be wireless network bandwidth, energy, computing

    cycles, memory, and so on. There are three alternative strategies for

    adaptation in pervasive computing. First, a client can guide

    applications in changing their behaviour so that they use less of a

    scarce resource. This change usually reduces the user-perceived

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    quality, or fidelity, of an application. Odyssey is an example of a

    system that uses this strategy. Second, a client can ask the

    environment to guarantee a certain level of a resource. This is the

    approach typically used by reservation-based QoS systems. From the

    viewpoint of the client, this effectively increases the supply of ascarce resource to meet the clients demand. Third, a client can

    suggest a corrective action to the user. If the user acts on this

    suggestion, it is likely (but not certain) that resource supply will

    become adequate to meet demand. All three strategies are important

    in pervasive computing. The existence of smart spaces suggests that

    some of the environments encountered by a user may be capable of

    accepting resource.

    Context Awareness

    A pervasive computing system that strives to be minimally

    intrusive has to be context-aware. In other words, it must be

    cognizant of its users state and surroundings, and must modify its

    behavior based on this information. A users context can be quite rich,

    consisting of attributes such as physical location, physiological state

    (such as body temperature and heart rate), emotional state (such as

    angry, distraught, or calm), personal history, daily behavioralpatterns, and so on. If a human assistant were given such context, he

    or she would make decisions in a proactive fashion, anticipating user

    needs. In making these decisions, the assistant would typically not

    disturb the user at inopportune moments except in an emergency.

    Can a Pervasive Computing system emulate such a human

    assistant?

    A key challenge is obtaining the information needed tofunction in a context-aware manner. In some cases, the desired

    information may already be part of a users personal computing

    space. For example, that space may include schedules, personal

    calendars, address books, contact lists, and to-do lists. More dynamic

    information has to be sensed in real time from the users

    environment. Examples of such information include position,

    orientation, the identities of people nearby, locally observable objects

    and actions, and emotional and physiological state. Implementing a

    context-aware system requires many issues to be addressed.

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    4.7. Balancing Proactivity and Transparency

    Proactivity is a double-edged sword. Unless carefully

    designed, a proactive system can annoy a user and thus defeat the

    goal of invisibility. How does one design a system that strikes the

    proper balance at all times? Self-tuning can be an important tool in

    this effort. A mobile users need and tolerance for proactively are

    likely to be closely related to his level of expertise on a task and his

    familiarity with his environment. A system that can infer these factors

    by observing user behaviour and context is better positioned to strike

    the right balance. Historically, the ideal in system design has beentransparency. For example, caching is attractive in distributed file

    systems because it is completely transparent. Unfortunately, servicing

    a cache miss on a large file over a low-bandwidth wireless network

    takes so long that most users would rather be asked first whether

    they really need the file. However, a flurry of such interactions can

    overwhelm the user.

    4.8. Privacy and Trust

    Privacy, already a thorny problem in distributed systems

    and mobile computing, is greatly complicated by pervasive

    computing. Mechanisms such as location tracking, smart spaces, and

    use of a user becomes more dependent on a pervasive computing

    system, it becomes more knowledgeable about that users

    movements, behaviour patterns and habits. Exploiting this

    information is critical to successful proactivity and self-tuning. At the

    same time, unless use of this information is strictly controlled, it can

    be put to a variety of unsavoury uses ranging from targeted

    spam to blackmail. Indeed, the potential for serious loss of privacy

    may deter knowledgeable users from using a pervasive computing

    system Greater reliance on infrastructure means that a user must

    trust that infrastructure to a considerable extent. Conversely, the

    infrastructure needs to be confident of the users identity and

    authorization level before responding to his requests. It is a difficultchallenge to establish this mutual trust in a manner that is minimally

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    intrusive and thus preserves invisibility. Privacy and trust are likely to

    be enduring problems in pervasive computing.

    Summary

    This paper began by exposing some of the limitations

    behind the way mobile computing devices are used today. As the

    scenario illustrated, today's applications do not enable people to

    perform many of the tasks they need to do, do not provide satisfying

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    user experiences, and fall far short of the potential for pervasive

    computing. For pervasive computing to meet the expectations of

    mobile users, fundamental changes need to occur in the way people

    perceive the roles of devices, applications and the environment.

    Again, devices need to be perceived as portals into theapplication/data space supported by the environment, rather than

    repositories of custom software. Applications need to be seen as tasks

    performed on behalf of a user, not as programs written to exploit the

    resources of a specific computer. And, the computing environment

    needs to be recognized as an extension of the user's surroundings,

    not a virtual space for hosting and running programs.

    To realize this vision of devices, applications and

    environments, we believe a new application model is needed. The

    model is characterized by a device-independent application

    development process, which includes abstract specification of the

    application front-end and the application's resource and service

    requirements. The model includes a highly dynamic load-time system

    supporting application discovery, resource and capability negotiation,

    and application apportioning. The run-time system allows the

    resources to be dynamically shared among client devices and servers.

    It also includes monitoring and check pointing, and enables a runningapplication to migrate from device to device or to simultaneously

    utilize the interface capabilities of multiple devices.


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