Ambient intelligence (AmI) refers to environments with electronic devices that are aware of and can recognize the presence of human beings and adapt accordingly. This concept encompasses various technologies in consumer electronics, telecommunications, and computing. Its primary purpose is to enhance user interactions through context-aware systems.
AmI aims to create environments where devices communicate seamlessly with users, leveraging data from interconnected systems. A common example of Aml is the Internet of Things (IoT), which integrates everyday devices into networks that provide intelligent responses based on user behavior. [1]
The term “ambient intelligence” was coined in the late 1990s by Eli Zelkha and his team at Palo Alto Ventures. The project envisioned a future where technology would seamlessly blend with daily life. [2] [3] [4] [5] In the early 2000s, the concept gained further attention when the Information Society and Technology Advisory Group (ISTAG) of the European Commission published a series of reports on the topic. [6]
Ambient intelligence has been characterized as a speculative or imaginary concept. [2]
The concept of ambient intelligence builds upon pervasive computing, ubiquitous computing, profiling, context awareness, and human-centered computer interaction design. It is characterized by systems and technologies that are: [7] [6]
The implementation of ambient intelligence requires several technologies to exist. These include hidden hardware that benefit from miniaturisation, nanotechnology, and smart devices, along with human-centered computer interfaces (intelligent agents, multimodal interaction, context awareness, etc). These systems and devices operate through a seamless mobile or fixed communication and computing infrastructure characterized by interoperability, wired and wireless networks, and service-oriented architecture. Systems and devices must also be dependable and secure. This could be achieved through self-testing and self-repairing software and privacy-ensuring technology.
Ambient intelligence has a relationship with and depends on advances in sensor technology and sensor networks. [8]
User experience became more important to developers in the late 1990s as a result of experiences with digital products that were difficult to understand or use. In response, user experience design emerged to create new technologies and media around the user's personal experience. Ambient intelligence is influenced by user-centered design, in which the user is placed in the centre of design activity and gives feedback to the designer.
In 1998, the management board of Philips Research commissioned a series of presentations and internal workshops organized by Eli Zelkha and Brian Epstein of Palo Alto Ventures. They investigated future scenarios and how consumer devices might advance over the next quarter-century. Zelkha and Epstein described the high-volume consumer electronics industry of the 1990s as "fragmented with features", contrasted by what they envisioned as the emergence of industry trends where user-friendly devices would support ubiquitous information, communication, and entertainment by 2020. [9] As a result, the term "ambient intelligence" was coined.
While developing the ambient intelligence concept, Palo Alto Ventures created the keynote address for Roel Pieper of Philips for the Digital Living Room Conference of 1998, [10] which included Eli Zelkha, Brian Epstein, Simon Birrell, Doug Randall and Clark Dodsworth. In 2000, there were plans to construct a feasible and usable facility dedicated to ambient intelligence; these led to the opening of HomeLab on April 24, 2002. In 2005, Philips joined the Oxygen Alliance, an international consortium of industrial partners within the context of MIT's Oxygen Project, [11] which was aimed at developing technology for the computer of the 21st century.
In parallel to the development of the concept and vision of "ambient intelligence" at Philips, several other initiatives were also starting to explore the concept of ambient intelligence. Following the advice of the Information Society and Technology Advisory Group (ISTAG), the European Commission used the vision for the launch of their sixth framework (FP6) in Information, Society and Technology, with a budget of 3.7 billion euros. [12]
During the first decade of the 21st century, several significant initiatives were launched. The Fraunhofer Society started several such activities, including multimedia, micro-system design, and augmented spaces. MIT started an ambient intelligence research group at their Media Lab. [13] Several more research projects were started in countries such as the United States, Canada, Spain, France, and the Netherlands. Since 2004, the European Symposium on Ambient Intelligence (EUSAI) and many other conferences have been held that address special topics in ambient intelligence.
Europe's ISTAG suggests that society may be encouraged to use ambient intelligence if AmI projects are able to meet the following criteria: [14]
A variety of technologies can be used to enable ambient intelligence environments, such as: [15]
The ambient intelligence concept is subject to criticism. [16] Ambient intelligence can be immersive, personalized, context-aware, and anticipatory. These characteristics bring up societal, political, and cultural concerns about the loss of privacy. Proponents of AmI argue that applications of ambient intelligence can function without necessarily reducing privacy. [17] [18] [19]
Critics also discuss the potential for concentrations of power in large organisations; a fragmented, decreasingly private society; and hyper-real environments where the virtual is indistinguishable from the real. [20] Several research groups and communities have investigated the socioeconomic, political, and cultural aspects of ambient intelligence.
Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on 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 the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials.
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.
Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth.
A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols that can operate to some extent interactively and autonomously. Several notable types of smart devices are smartphones, smart speakers, smart cars, smart thermostats, smart doorbells, smart locks, smart refrigerators, phablets and tablets, smartwatches, smart bands, smart keychains, smart glasses, and many others. The term can also refer to a device that exhibits some properties of ubiquitous computing, including—although not necessarily—machine learning.
Calm technology or calm design is a type of information technology where the interaction between the technology and its user is designed to occur in the user's periphery rather than constantly at the center of attention. Information from the technology smoothly shifts to the user's attention when needed but otherwise stays calmly in the user's periphery. Mark Weiser and John Seely Brown describe calm technology as "that which informs but doesn't demand our focus or attention."
Smart environments link computers and other smart devices to everyday settings and tasks. Smart environments include smart homes, smart cities, and smart manufacturing.
Intelligent Environments (IE) are spaces with embedded systems and information and communication technologies creating interactive spaces that bring computation into the physical world and enhance occupants experiences. "Intelligent environments are spaces in which computation is seamlessly used to enhance ordinary activity. One of the driving forces behind the emerging interest in highly interactive environments is to make computers not only genuine user-friendly but also essentially invisible to the user".
Context-aware computing refers to a general class of mobile systems that can sense their physical environment, and adapt their behavior accordingly.
Internet of things (IoT) describes devices with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other communication networks. The Internet of things encompasses electronics, communication, and computer science engineering. "Internet of things" has been considered a misnomer because devices do not need to be connected to the public internet; they only need to be connected to a network and be individually addressable.
Ubiquitous robot is a term used in an analogous way to ubiquitous computing. Software useful for "integrating robotic technologies with technologies from the fields of ubiquitous and pervasive computing, sensor networks, and ambient intelligence".
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.
A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analyzed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product.
Visual privacy is the relationship between collection and dissemination of visual information, the expectation of privacy, and the legal issues surrounding them. These days digital cameras are ubiquitous. They are one of the most common sensors found in electronic devices, ranging from smartphones to tablets, and laptops to surveillance cams. However, privacy and trust implications surrounding it limit its ability to seamlessly blend into computing environment. In particular, large-scale camera networks have created increasing interest in understanding the advantages and disadvantages of such deployments. It is estimated that over 7 million CCTV cameras deployed in the UK. Due to increasing security concerns, camera networks have continued to proliferate across other countries such as the United States. While the impact of such systems continues to be evaluated, in parallel, tools for controlling how these camera networks are used and modifications to the images and video sent to end-users have been explored.
Location awareness refers to devices that can 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.
Living labs are open innovation ecosystems in real-life environments using iterative feedback processes throughout a lifecycle approach of an innovation to create sustainable impact. They focus on co-creation, rapid prototyping & testing and scaling-up innovations & businesses, providing joint-value to the involved stakeholders. In this context, living labs operate as intermediaries/orchestrators among citizens, research organisations, companies and government agencies/levels.
Spatial contextual awareness consociates contextual information such as an individual's or sensor's location, activity, the time of day, and proximity to other people or objects and devices. It is also defined as the relationship between and synthesis of information garnered from the spatial environment, a cognitive agent, and a cartographic map. The spatial environment is the physical space in which the orientation or wayfinding task is to be conducted; the cognitive agent is the person or entity charged with completing a task; and the map is the representation of the environment which is used as a tool to complete the task.
Pervasive informatics is the study of how information affects interactions with the built environments they occupy. The term and concept were initially introduced by Professor Kecheng Liu during a keynote speech at the SOLI 2008 international conference.
Intelligent street is the name given to a type of intelligent environment which can be found on a public transit street. It has arisen from the convergence of communications and Ubiquitous Computing, intelligent and adaptable user interfaces, and the common infrastructure of the intelligent or mixed pavement.
Albrecht Schmidt is a computer scientist best known for his work in ubiquitous computing, pervasive computing, and the tangible user interface. He is a professor at Ludwig Maximilian University of Munich where he joined the faculty in 2017.
Joëlle Coutaz is a French computer scientist, specializing in human-computer interaction (HCI). Her career includes research in the fields of operating systems and HCI, as well as being a professor at the University of Grenoble. Coutaz is considered a pioneer in HCI in France, and in 2007, she was awarded membership to SIGCHI. She was also involved in organizing CHI conferences and was a member on the editorial board of ACM Transactions on Computer-Human Interaction.
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