Friday, 4 May 2007

Pervasive computing

Pervasive Computing
The contributing group members are as follows
  • Matthew Shannon
  • Wojciech Plesiak
  • Adam Grzywaczewski
  • Mansoor Mohammed
  • Mohamed Fareed Mohamed Shameer
Our Definition of Pervasive Computing is as follows

"Integrating computer functions into everyday life typically in an invisible way to the user. This often involves the device/computer being very small, mobile or embedded into any type of object. The overall objective being that these computers/devices become so naturalized with the environment that the user will not even know they are interacting with a computer."

The topic we have selected is "Wearable Computers"

Our definition of "Wearable Computers is as follows"

A wearable computer is a computing device small and light enough to be worn on one's body without causing discomfort. Unlike a laptop or a palmtop , wearable computer is constantly turned on and interacts with the a real-world task. Information could be even very context sensitive.

"Wearable computers can be seperated from conventional computers using the following critera
  • UNMONOPOLIZING of the user's attention: it does not cut you off from the outside world like a virtual reality game or the like. You can attend to other matters while using the apparatus. It is built with the assumption that computing will be a secondary activity, rather than a primary focus of attention.
  • UNRESTRICTIVE to the user: ambulatory, mobile, roving, you can do other things while using it', e.g. you can type while jogging, etc.
  • OBSERVABLE by the user: It can get your attention continuously if you want it to, the output medium is constantly perceptible by the wearer.
  • CONTROLLABLE by the user: Responsive. You can grab control of it at any time you wish. Even in automated processes you can manually override to break open the control loop and become part of the loop at any time you want to.
  • ATTENTIVE to the environment: Environmentally aware, multi-modal, multi-sensory. As a result this ultimately gives the user increased situational awareness.
  • COMMUNICATIVE to others: Can be used as a communications medium when you want it to. Allows the wearer to be expressive through the medium, whether as a direct communications medium to others or as means of assisting the production of expressive media. "

Reference "http://wearcam.org/wearcompdef.html"

1 comment:

MASM said...

This should really be at the top