Ubiquitous Computing & The Role of Geometry
نویسندگان
چکیده
Mark Weiser described ubiquitous computing as, “invisible, everywhere computing that does not live on a personal device of any sort, but is in the woodwork everywhere.”[11] The EasyLiving project at Microsoft Research is focused on those aspects of ubiquitous computing that are relevant to smart environments, including work in distributed computing, geometric world modeling, computer vision, and user interfaces. Though the need for research in distributed computing, perception, and interfaces is widely recognized, the importance of an explicit geometric world model for ubiquitous computing has not been well-articulated. This paper elucidates the role of geometry in ubiquitous computing, offering example scenarios which require or benefit greatly from geometric knowledge, and describing four primary benefits of a geometric model. Introduction The goal of EasyLiving research project[8] is the development of a prototype architecture and necessary technologies for intelligent environments. EasyLiving concentrates on applications where interactions with computing can be extended beyond the confines of the current desktop model. In future home or offices, access to computing should be as natural as access to lighting. Such a computing system should maintain an awareness of its occupants, understand their physical and functional relationship to I/O devices, respond to voice and gesture commands, and be easily extended. This technology will, for instance, enable a home's resident to make a phone call by simply speaking his intentions from where ever he happens to be. It will allow a user to move from room to room while still maintaining an interactive session with the computer. All these tasks require the coordination of many devices for computational activities involving both perception (Where is the user now?) and interaction (“Call Bob.”) In such a space (one populated by many small, networked computing devices) several devices will typically have to work together to perform a particular task. Dynamically collecting a group of smart devices to enable an interaction or to perform a perceptual task requires a shared computational substrate that allows the devices to communicate bits which represent concepts in a shared ontology. For example, three devices might announce to each other over a wireless network: “I am a display device”, “I am a DVD Player”, and “I am an acoustic speaker.” Once these capabilities are known to exist in the same place, the ability for a user to play a movie should be enabled. If a pair of headphones with appropriate capabilities were to enter the fray (“I’m a pair of headphones”), redirecting the sound output to them should become an available option. A formalized protocol for this type of distributed computing, including both communications and capability self-description, is essential to dynamic device amalgamation for ubiquitous computing. Beyond this requisite distributed computational substrate, a fundamental unifying aspect of a ubiquitous computing environment is a representation of the physical relationships between people, things, and devices -in other words, a geometric model. While the need for an appropriate distributed computing infrastructure has been widely recognized, both in general (Sun’s Jini[6], IBM’s T-Spaces[12], Microsoft’s DCOM/Universal Plug-and-Play[9]) and specifically for intelligent environments (Metaglue[4]), the importance of physical geometry has been largely overlooked. This paper discusses the importance of geometry and geometric models for ubiquitous computing by illustrating their necessity with respect to two essential capabilities of ubiquitous computing systems. Additionally, three insufficient approaches for incorporating that knowledge in smart environment systems are described. Capability 1: Casual Access to Computing Users should not be required to go to a special place (i.e. the desktop) to interact with the computer. Nor should they be required to wear special devices[10] or markers to have the computer know where they are. This goal of “casual access to computing” means that the computer should always be available anywhere in a suitably-equipped space. Through cameras, microphones, and other input devices, the user will always be able to signal the computer. Conversely, through displays, speakers, and specialized output devices, the computer will always be able to signal the user. With appropriate sensors, (cameras[8], pressure sensors[1], active badges[10], etc.), the computer will know the location and identify of users as well as the context[5] in a given space, thus allowing devices to signal the users in a suitable unobtrusive way. Signaling requires knowledge of the physical space beyond merely the proximity of the user to appropriate devices. There are several ways in which the simple task of notifying the user of a phone call or E-mail could fail without a suitably rich geometric model: • The screen used for display (though inches away) is behind the user, so the displayed message cannot be seen. • The speaker used for sounding a ringing signal is on the other side of a wall from the user, muffling the signal. • View of the screen in the user’s line-of-sight is obscured by another person. With a geometric model., appropriate decisions can be made to select one device, based on their physical locations, e.g.: a large display far away might be more appropriate than a small display close up. It further enables the user interface designer to properly select and optimize an interaction based on the dynamic configuration of the I/O devices. While geometric knowledge alone is insufficient to select the best device for a given interaction (context and other world knowledge are helpful) geometry is necessary component for reaching the ideal decision. Currently, computing and home electronic systems have an extremely impoverished world model. They lack any knowledge about the layout of the physical space, the presence of other devices, or the current physical context. The addition of basic geometric knowledge to the ubiquitous computing system greatly increases the shared understanding between user and system. If the user requests “light”, he can reasonably expect that a light nearby will come on. Without this shared knowledge, the user would need to specify precisely which light (e.g. by name, ID number, network address, etc.), rather than being able to assume the system will interpret his request correctly. For computing to move off of the desktop and be accepted, it must have a comprehension of physical space which is to related to that of the user, else the proliferation of smart devices will only increase the complexity of the user’s experience, instead of simplifying it. Fundamentally, a geometric model can greatly improve the user’s experience in a system where devices and interactions are dynamic. This occurs because appropriate devices can be automatically selected, and because the system’s and the user’s knowledge of the physical world has been moved one step closer together. Capability 2: Extensible Computing Similar to the concept of “plug and play”, the capabilities of an intelligent environment should grow automatically as more hardware is added. One aspect of such extensibility is “resource extensibility”; new devices become new resources that the system can use at will. If, for instance, a CRT is added to the kitchen, it becomes a new way of presenting information in that space, and the system should automatically take advantage of it. Another aspect is “physical extensibility.” If a new camera is added, it not only extends the system's resources as a new device, but also extends the system's physical coverage. The complexity introduced by physical extensibility can be simplified through the use of geometry. When trying to marshal an interaction, investigating the physical relationship of every possible combination of devices to the target user (or users) is a computationally expensive proposition, which grows combinatorially with the number of devices. If that lookup can be bounded by requesting only devices in the region surrounding the user, every device on the network need not be independently examined. Similarly, when one device is trying to communicate location-sensitive context, geometry gives a mechanism to avoid systemwide broadcast. For example, if the system wants to notify someone in a space via an acoustic signal, it need only check nearby audio-related devices to determine if that signal is likely to be heard. In other words, by utilizing a information about the physical world device lookups can be reliably and accurately scoped. Resource extensibility is greatly eased by the abstraction layer that a geometric model provides. Consider an active badge system which is directly coupled to a phone system which can then route calls to the physical phone located nearest to the intended recipient. If another person-sensing technology is added, either it would need provide an interface precisely like the original positioning system, or the telephone-router would need to be specially modified to work with the new sensor’s API. If, instead, a geometric model is used, the sensing components can provide information to this model, and the telephone system can query the model; neither information provider nor information consumer need know about each other. Additionally, this abstraction layer simplifies sensor fusion. Sensed geometric information will always have uncertainty associated with it. Worse yet, multiple sensors may perceive the world in inconsistent ways. A geometric model can be used hide this complexity, allowing applications which use geometric knowledge to be independent from a particular perception technology. Insufficient Approaches Many intelligent environment systems[2][3][7] have avoided using an explicit geometric model by either manually entering the physical configuration of devices, assuming network-presence translates to co-location, hand-coding the available interactions, or otherwise implicitly representing the requisite geometric information.
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تاریخ انتشار 2000