Context-aware
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Context-aware
Context awareness refers, in information and communication technologies, to a capability to take into account the ''situation'' of ''entities'', which may be users or devices, but are not limited to those. ''Location'' is only the most obvious element of this ''situation''. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues. Qualities of context Various categorizations of context have been proposed in the past. ...
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Location Awareness
Location awareness refers to devices that can passively or actively determine their location. Navigational instruments provide location coordinates for vessels and vehicles. Surveying equipment identifies location with respect to a well-known location wireless communications device. The term applies to navigating, real-time locating and positioning support with global, regional or local scope. The term has been applied to traffic, logistics, business administration and leisure applications. Location awareness is supported by navigation systems, positioning systems and/or locating services. Location awareness without the active participation of the device is known as non-cooperative locating or detection. History of terminology The term originated for configurations settings of network systems and addressed network entities. ''Network location awareness'' (NLA) services collect network configuration and location information, and notify applications when this information chang ...
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Anind Dey
Anind Dey is a computer scientist. He is the Dean of the University of Washington Information School. Dey is formerly the director of the Human-Computer Interaction Institute at Carnegie Mellon University. His research interests lie at the intersection of human–computer interaction and ubiquitous computing, focusing on how to make novel technologies more usable and useful. In particular, he builds tools that make it easier to build useful ubiquitous computing applications and supporting end users in controlling their ubiquitous computing systems. Career Dey was born in Canada and now resides in Seattle, Washington. Dey received a Bachelor of Applied Science in computer engineering from Simon Fraser University in Burnaby, Canada in 1993. He received a Master of Science in aerospace engineering from Georgia Tech in 1995 and then went on to complete a second master's degree and a Ph.D. in computer science, also at Georgia Tech, in 2000. For his dissertation, he researched programm ...
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Context-aware Collaborative Filtering
Collaborative filtering (CF) is a technique used by recommender systems.Francesco Ricci and Lior Rokach and Bracha ShapiraIntroduction to Recommender Systems Handbook Recommender Systems Handbook, Springer, 2011, pp. 1-35 Collaborative filtering has two senses, a narrow one and a more general one. In the newer, narrower sense, collaborative filtering is a method of making automatic predictions (filtering) about the interests of a user by collecting preferences or taste information from many users (collaborating). The underlying assumption of the collaborative filtering approach is that if a person ''A'' has the same opinion as a person ''B'' on an issue, A is more likely to have B's opinion on a different issue than that of a randomly chosen person. For example, a collaborative filtering recommendation system for preferences in television programming could make predictions about which television show a user should like given a partial list of that user's tastes (likes or dislikes ...
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Ambient Intelligence
In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence was a projection on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s by Eli Zelkha and his team at Palo Alto Ventures for the time frame 2010–2020. Ambient intelligence would allow devices to work in concert to support people in carrying out their everyday life activities, tasks and rituals in an intuitive way using information and intelligence that is hidden in the network connecting these devices (for example: The Internet of Things). As these devices grew smaller, more connected and more integrated into our environment, the technological framework behind them would disappear into our surroundings until only the user interface remains perceivable by users. The ambient intelligence paradigm builds upon pervasive computing, ubiquitous computing, profilin ...
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Ubiquitous Computing
Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials. This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical compu ...
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Context Adaptation
Sentient computing is a form of ubiquitous computing which uses sensors to perceive its environment and react accordingly. A common use of the sensors is to construct a world model which allows location-aware or context-aware applications to be constructed. One famous research prototype of a sentient computing system was the work at AT&T Laboratories, Cambridge (now defunct). It consisted of an ultrasonic indoor location system called the " Active Bats" which provided a location accuracy of about 3 cm. The world model was managed via thSPIRITdatabase, using CORBA to access information and spatial indexing to deliver high-level events such as "Alice has entered the kitchen" to listening context-aware applications. The research continues at thDigital Technology Groupat the University of Cambridge. Some example applications of the system include: * A "follow-me phone" which would cause the telephone nearest the recipient to ring. * Teleporting desktops via VNC just by clicking ...
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Autonomous Agent
An autonomous agent is an intelligent agent operating on a user's behalf but without any interference of that user. An intelligent agent, however appears according to an IBM white paper as: Intelligent agents are software entities that carry out some set of operations on behalf of a user or another program with some degree of independence or autonomy, and in so doing, employ some knowledge or representation of the user's goals or desires. Such an agent is a system situated in, and part of, a technical or natural environment, which senses any or some status of that environment, and acts on it in pursuit of its own agenda. Such an agenda evolves from drives (or programmed goals). The agent acts to change part of the environment or of its status and influences what it sensed. Non-biological examples include intelligent agents, autonomous robots, and various software agents, including artificial life agents, and many computer viruses. Biological examples are not yet defined. Agen ...
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Smart Home
Smart or SMART may refer to: Arts and entertainment * ''Smart'' (Hey! Say! JUMP album), 2014 * Smart (Hotels.com), former mascot of Hotels.com * ''Smart'' (Sleeper album), 1995 debut album by Sleeper * ''SMart'', a children's television series about art on CBBC Businesses and brands * S-Mart, a Mexican grocery store chain * SMART (advertising agency), an Australian company * SmartCell, a network operator in Nepal * Smart Communications, a cellular service provider in the Philippines * Smart Technologies, a company providing group collaboration tools * Smart Telecom, a network operator in the Republic of Ireland * Smart (cigarette), an Austrian brand * Smart (drink), a brand of fruit-flavored soda produced by The Coca-Cola Company for Mainland China Computing * Smart device, an electronic device connected to other devices or networks wirelessly * Self-Monitoring, Analysis, and Reporting Technology (S.M.A.R.T.), a standard used in computer storage devices * SMART Informat ...
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Pervasive Game
A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you", while Montola, Stenros and Waern's book, ''Pervasive Games'' defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play. The origins of pervasive gaming are related to the concepts of pervasive computing, ubiquitous computing and ubiquitous gaming. Definitions The first definition of a pervasive game was as "a LARP (Live action role-playing game) game that is augmented with computing and communication technology in a way that combines the physical and digital space together". Since then the term has become ambiguous, taking on th ...
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Fuzzy Locating
Fuzzy or Fuzzies may refer to: Music * Fuzzy (band), a 1990s Boston indie pop band * Fuzzy (composer) (born 1939), Danish composer Jens Vilhelm Pedersen * Fuzzy (album), ''Fuzzy'' (album), 1993 debut album by the Los Angeles rock group Grant Lee Buffalo * "Fuzzy", a song from the 2009 ''Collective Soul (2009 album), Collective Soul'' album by Collective Soul * "Fuzzy", a song by Poppy from ''Poppy.Computer'' Nickname * Faustina Agolley (born 1984), Australian television presenter, host of the Australian television show ''Video Hits'' * Fuzzy Haskins (born 1941), American singer and guitarist with the doo-wop group Parliament-Funkadelic * Fuzzy Hufft (1901−1973), American baseball player * Fuzzy Knight (1901−1976), American actor * Andrew Levane (1920−2012), American National Basketball Association player and coach * Robert Alfred Theobald (1884−1957), United States Navy rear admiral * Fuzzy Thurston (1933-2014), American National Football League player * Fuzzy Vandivier (1 ...
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Industry 4
The Fourth Industrial Revolution, 4IR, or Industry 4.0, conceptualizes rapid change to technology, industries, and societal patterns and processes in the 21st century due to increasing interconnectivity and smart automation. The term has been used widely in scientific literature, and in 2015 was popularized by Klaus Schwab, the World Economic Forum Founder and Executive chairman. Schwab asserts that the changes seen are more than just improvements to efficiency, but express a significant shift in industrial capitalism. A part of this phase of industrial change is the joining of technologies like artificial intelligence, gene editing, to advanced robotics that blur the lines between the physical, digital, and biological worlds. Throughout this, fundamental shifts are taking place in how the global production and supply network operates through ongoing automation of traditional manufacturing and industrial practices, using modern smart technology, large-scale machine-to-mach ...
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