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Introduccin
Hacia donde vamos s. XXI Predicciones
Colonizacin en la luna Ciudades submarinas Autos energa nuclear Hechos (miniaturizacin) Biotecnologa Nanotecnologa Microelectrnica
Introduccin
Personas y Tecnologas Informticas
- Operador, personas fuera del sistema. Computacin Ciencia dura - Usuario, Simbiosis persona-computador Sistemas interactivos (HCI: Human Computer Interaction) - Consumidor, personas rodeadas de un gran nmero de dispositivos informticos, utilizados de forma implcita en la realizacin de actividades cotidianas.
Introduccin
Mark Weiser
Desarroll el concepto (1988), Computer Science Laboratory. Xerox PARC Divulg el concepto en The Computer for the Twenty-First Century. Scientific American, 1991
Ubiquitous Computing #1
Inspired by the social scientists, philosophers, and anthropologists at PARC, we have been trying to take a radical look at what computing and networking ought to be like. We believe that people live through their practices and tacit knowledge so that the most powerful things are those that are effectively invisible in use. This is a challenge that affects all of computer science. Our preliminary approach: Activate the world. Provide hundreds of wireless computing devices per person per office, of all scales (from 1" displays to wall sized). This has required new work in operating systems, user interfaces, networks, wireless, displays, and many other areas. We call our work "ubiquitous computing". This is different from PDA's, dynabooks, or information at your fingertips. It is invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere.
Ubiquitous Computing #2
For thirty years most interface design, and most computer design, has been headed down the path of the "dramatic" machine. Its highest ideal is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. A less-traveled path I call the "invisible"; its highest ideal is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it. (I have also called this notion "Ubiquitous Computing", and have placed its origins in post-modernism.) I believe that in the next twenty years the second path will come to dominate. But this will not be easy; very little of our current systems infrastructure will survive. We have been building versions of the infrastructure-to-come at PARC for the past four years, in the form of inch-, foot-, and yard-sized computers we call Tabs, Pads, and Boards. Our prototypes have sometimes succeeded, but more often failed to be invisible. From what we Mark Weiser in 1988 at the Computer Science have learned, we are now exploring some new Lab at Xerox PARC directions for ubicomp, including the famous http://www.ubiq.com/ubicomp/ "dangling string" display.
Introduccin
What Ubiquitous Computing Isn't
Ubiquitous computing is roughly the opposite of virtual reality.
Where virtual reality puts people inside a computergenerated world, ubiquitous computing forces the computer to live out here in the world with people. Virtual reality is primarily a horse power problem; ubiquitous computing is a very difficult integration of human factors, computer science, engineering, and social sciences.
Introduccin
Introduccin
Omnipresencia
Atributo privativo de los dioses Dispositivos electrnicos embebidos en objetos fijos o mviles conectados entre s por medio de Internet Avalancha de informacin
Introduccin
Tendencias
Proliferacin de microprocesadores equipados con sensores y con capacidad inalmbrica (Pervasivo) Deteccin del entorno que rodea a los objetos con capacidades de procesamiento de informacin y de comunicaciones. (Embebido) Integracin Mviles E-commerce Conexin de todo lo que existe en el mundo a Internet. (Comunicacin) Informacin acerca de cualquier cosa, en cualquier momento y en cualquier lugar (Ubicuo)
Computacin Ubicua
Objetos (aparatos) embebidos podran: Descubrir o Donde se encuentran o Que otros objetos se encuentran cerca de ellos o Que le ocurri anteriormente Cooperar y comunicarse con otros objetos inteligentes Acceder a toda clase de recursos en Internet Reaccionar y funcionar de manera sensible al contexto (inteligentes)
Computacin Ubicua
Viable por los avances en: Computacin Microelectrnica Tecnologa de las comunicaciones Ciencia de los materiales Nuevas Aplicaciones: Objetos funcionando de manera cooperativa, crearan nuevas utilidades emergentes Debate sobre la: Realidad vinculada al ciberespacio basado en la informacin
Computacin Ubicua
Modelo de interaccin: procesamiento de informacin integrado fuertemente en las actividades y objetos cotidianos
Computacin Ubicua
Intenta:
Desarrollar entornos transparentes para que todo usuario pueda beneficiarse sin darse cuenta que la est usando.
Computacin Ubicua
Busca: Que la experiencia de todo usuario puede ser ms agradable y facilite la interaccin con su entorno
Permite al mdico mantener contacto con un paciente cuyo estado requiere vigilancia. Adems monitorear continuamente los signos vitales crticos que pueden anticipar una emergencia.
Computacin Ubicua
Qu es?
Uso de dispositivos invisibles, donde invisible es la herramienta que esta dentro de nuestro inconsciente. Para qu? Ofrecer al usuario nuevas experiencias en trminos TI.
Computacin Ubicua
Impactos: Menos puestos de trabajo, se los reemplazara por maquinas o objetos muy avanzados. Los E-objetos a medida que avanzan para satisfacer nuestra necesidades pueden ser mucho mas costosos. Crear escasez de capacidades tcnicas, cambio en los valores y expectativas de empleados, clientes, etc.
Computacin Ubicua
Tecnologa Ubicua:
Relevante para los mundos virtuales en relacin al entretenimiento y su fuerte relacin con las redes sociales ???
Idea:
Futuro de la humanidad est en los mundos virtuales ??? Nuevo modelos educativos desarrollados a partir de: Nuevas tecnologas en el mundo del aprendizaje, Mejora de las capacidades cognitivas por medio de la computacin y comunicaciones
http://www.pac.com.ve/index.php?option=com_content&view=category&layout=blog&id=74&Itemid=208
http://cruc.khi.nu.edu.pk/
http://www.rcet.org/ubicomp/implications.html
Affective Computing
How new technologies can help people better communicate, understand, and respond to affective information.
The Affective Computing group aims to bridge the gap between computational systems and human emotions.
Our research addresses: o machine recognition and modeling of human emotional expression, o machine learning of human preferences as communicated by user affect, o intelligent computer handling of human emotions, o computer communication of affective information between people, o affective expression in machines and computational toys, o emotion modeling for intelligent machine behavior, o tools to help develop human social-emotional skills, and o new sensors and devices to help gather, communicate, and express emotional information.
Biomechatronics
Seeks to advance technologies that promise to accelerate the merging of body and machine, including device architectures that resemble the body's own musculoskeletal design, actuator technologies that behave like muscle, and control methodologies that exploit principles of biological movement.
Camera Culture
The Camera Culture group is building new tools to better capture and share visual information. How to create new ways to capture and share visual information. What will a camera look like in ten years? How should we photography? change the camera to improve mobile
How will a billion networked and portable cameras change the social culture?
We exploit unusual optics, novel illumination, and emerging sensors to build new capture devices and develop associate algorithms.
Changing Places
How new strategies for architectural design, mobility systems, and networked intelligence can make possible dynamic, evolving places that respond to the complexities of life. The Changing Places group proposes that fundamentally new strategies must be found for creating the places where people live/work, and the mobility systems that connect these places, in order to meet the profound challenges of the future. We are investigating how new models for urban architecture and personal vehicles can be more responsive to the unique needs and values of individuals though the application of disentangled systems and smart customization technology. We are developing technology to understand and respond to human activity, environmental conditions, and market dynamics. We are interested in finding optimal combinations of automated systems, just-in-time information for personal control, and interfaces to persuade people to adopt sustainable behaviors.
Civic Media
How to create technical and social systems for sharing, prioritizing, organizing, and acting on information.
We are creating technical and social systems for sharing, prioritizing, organizing, and acting on information.
We use the term civic media, rather than citizen journalism: civic media is any form of communication that strengthens the social bonds within a community or creates a strong sense of civic engagement among its residents. Civic media goes beyond news gathering and reporting: it ensures the diversity of inputs and mutual respect necessary for democratic deliberation.
Cognitive Machines
How to build machines that learn to use language in humanlike ways, and develop tools and models to better understand how children learn to communicate and how adults behave. The goal of the Cognitive Machines group is to create systems that engage in fluid, situated, meaningful communication with human partners.
We seek to understand and model the processes by which words are grounded in the physical world as a result of embodied perception, action, and learning. These models are applied to create situated human-machine interfaces. We also use our computational models as a source of predictions and possible accounts for a number of cognitive phenomena including aspects of children's language acquisition, concept formation, and attention.
Software Agents
How software can act as an assistant to the user rather than a tool, by learning from interaction and by proactively anticipating the user's needs. The Software Agents group investigates a new paradigm for software that acts like an assistant to a user of an interactive interface rather than simply as a tool. While not necessarily as intelligent as a human agent, agent software can learn from interaction with the user, and proactively anticipate the user's needs. We build prototype agent systems in a wide variety of domains, including text and graphic editing, Web browsing, e-commerce, information visualization, and more.
http://www.ubicomp2010.org/ http://www.ubicomp.org/ubicomp2011/index.htm The Ubicomp conference is the premier international venue in which novel results in these areas are presented and discussed. Relevant topic areas for full papers and notes include, but are not limited to: devices & techniques descriptions of the design, architecture, usage and evaluation of devices and techniques that create valuable new capabilities for ubiquitous computing systems & infrastructures descriptions of the design, architecture, deployment and evaluation of systems and infrastructures that support ubiquitous computing applications descriptions of the design and/or study of applications that leverage Ubicomp devices and systems methodologies & tools new methods and tools applied to studying or building Ubicomp systems and applications
theories & models critical analysis or organizing theory with clear relevance to the design or study of Ubicomp systems
experiences empirical investigations of the use of new or existing Ubicomp technologies with clear relevance to the design and deployment of future Ubicomp systems
Examining Micro-Payments for Participatory Sensing Data Collections Sasank Reddy, University of California, Los Angeles, USA Deborah Estrin, University of California, Los Angeles, USA Mark Hansen, University of California, Los Angeles, USA Mani Srivastava, University of California, Los Angeles, USA
Designing for Interaction Immediacy to Enhance Social Skills of Children with Autism Monica Tentori, UCI, UABC, USA, Gillian R. Hayes, UCI, USA Investigations of Ubicomp in the Oil and Gas Industry Clint Heyer, ABB
Modeling People's Place Naming Preferences in Location Sharing Jialiu Lin, Carnegie Mellon University, USA;Guang Xiang, Carnegie Mellon University, USA: Jason I. Hong, Carnegie Mellon University, USA; Norman Sadeh, Carnegie Mellon University, USA Rethinking Location Sharing: Exploring the Implications of Social-Driven vs. Purpose-Driven Location Sharing Karen Tang, Carnegie Mellon University, USA; Jialiu Lin, Carnegie Mellon University, USA;Jason I. Hong, Carnegie Mellon University, USA; Dan Siewiorek, Carnegie Mellon University, USA; Norman Sadeh, Carnegie Mellon University, USA
Empirical Models of Privacy in Location Sharing Eran Toch, Carnegie Mellon Univeristy, USA; Justin Cranshaw, Carnegie Mellon University, USA; Paul Hankes-Drielsma, Carnegie Mellon University, USA; Janice Y. Tsai, Carnegie Mellon University, USA; Patrick Gage Kelley, Carnegie Mellon University, USA; Lorrie Cranor, Carnegie Mellon University, USA; Jason Hong, Carnegie Mellon University, USA; Norman Sadeh, Carnegie Mellon University, USA
MoviPill: Improving medication compliance for elders using a mobile persuasive social game
Rodrigo de Oliveira, Telefonica Research; Mauro Cherubini, Telefonica Research; Nuria Oliver, Telefonica Research
Ambient Influence: Can Twinkly Lights Lure and Abstract Representations Trigger Behavioral Change?
Yvonne Rogers, Open University, School of Computing and Maths, UK; William R. Hazlewood, Indiana University, School of Informatics, USA; Paul Marshall, Open University, School of Computing and Maths, UK; Nick Dalton, Open University, School of Computing and Maths, UK; Susanna Hertrich, susannahertrich.com
Exploring Inter-child Behavioral Relativity in a Shared Social Environment: A Field Study in a Kindergarten
Inseok Hwang, Korea Advanced Institute of Science and Technology, South Korea; Hyukjae Jang, Korea Advanced Institute of Science and Technology, South Korea; Lama Nachman, Intel Corporation; Junehwa Song, Korea Advanced Institute of Science and Technology, South Korea
Understanding Conflict Between Landlords and Tenants: Implications for Energy Sensing and Feedback
Tawanna Dillahunt, Carnegie Mellon University, USA; Jennifer Mankoff, Carnegie Mellon University, USA; Eric Paulos, Carnegie Mellon University, USA
WATTR: A method for self-powered wireless sensing of water activity in the home
Timothy Campbell, University of Washington, USA; Ramses Alcaide, University of Washington, USA Eric Larson, University of Washington, USA; Shwetak Patel, University of Washington, USA
Bridging the Gap Between Physical Location and Online Social Networks Justin Cranshaw, Carnegie Mellon University , USA Eran Toch, Carnegie Mellon University, USA Jason Hong, Carnegie Mellon University, USA Aniket Kittur, Carnegie Mellon University, USA Norman Sadeh, Carnegie Mellon University, USA
Exploring End User Preferences for Location Obfuscation, Location-Based Services, and the Value of Location A.J. Brush, Microsoft Research John Krumm, Microsoft Research James Scott, Microsoft Research The Domestic Panopticon: Location Tracking in Families Julie Boesen, University College London, UK Jennifer A. Rode, Drexel University, USA Clara Mancini, Open University, UK
Vehicular Speed Estimation using Received Signal Strength from Mobile Phones
Gayathri Chandrasekaran, Rutgers University, USA Tam Vu, Rutgers University, USA Alexander Varshavsky, ATT Labs Marco Gruteser, Rutgers University , USA Richard Martin, Rutgers University, USA Yingying Chen, Stevens Institute of Technology, USA Jie Yang, Stevens Institute of Technology<, USA
Ubicomp to the Masses: A Large-scale Study of Two Tangible Interfaces for Download
Enrico Costanza, University of Southampton, UK; Matteo Giaccone, WeLaika; Olivier Kueng, EPFL, Switzerland; Simon Shelley, Independent; Jeffrey Huang, EPFL, Switzerland
Sketching with Strangers - In the Wild Study of Ad-hoc Social Communication by Drawing
Panu Kerman, Nokia Research Center ; Arto Puikkonen, Nokia Research Center; Antti Virolainen, Nokia Research Center; Pertti Huuskonen, Nokia Research Center; Jonna Hkkil, Nokia Research Center
Augmenting On-Screen Instructions with Micro-Projected Guides: When it Works, and When it Fails
Stephanie Rosenthal, Intel Research, Carnegie Mellon University, USA Shaun K. Kane, University of Washington, USA Jacob O. Wobbrock, University of Washington, USA Daniel Avrahami, Intel Research
Using Wearable Activity Type Detection to Improve Physical Activity Energy Expenditure Estimation
Fahd Albinali, MIT, USA; Stephen Intille, MIT, USA; William Haskell, Stanford, USA; Mary Rosenberger, Stanford, USA
Workshops
W01 Mobile Context-Awareness: Capabilities, Challenges and Applications W02 Designing for Performative Interactions in Public Spaces W03 Transnational Times: Locality, Globality and Mobility in Technology Design and Use W04 SISSI 2010: Social Interaction in Spatially Separated Environments W05 PaperComp 2010: 1st International Workshop on Paper Computing W06 UBI Challenge Workshop 2010:Real World Urban Computing W07 Ubiquitous Crowdsourcing W08 Research in the large: Using App Stores, Markets and other wide distribution channels in UbiComp research W09 CASEMANS: The 4th ACM International Workshop on Context-Awareness for Self-Managing Systems W10 PerEd 2010: The Third Workshop on Pervasive Computing Education W11 UbiHealth 2010: The 5th International Workshop on Ubiquitous Health and Wellnes W12 UCSE2010: Workshop on Ubiquitous Computing for Sustainable Energy W13 DOME-IoT 2010: Digital Object Memories in the Internet of Things W14 - Context awareness and information processing in opportunistic ubiquitous systems
Gracias