Smart environment

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Smart city Graz Strassenbahn Smart City.jpg
Smart city

Smart environments link computers and other smart devices to everyday settings and tasks. Smart environments include smart homes, smart cities, and smart manufacturing.

Contents

Introduction

Smart environments are an extension of pervasive computing. According to Mark Weiser, pervasive computing promotes the idea of a world that is connected to sensors and computers. [1] These sensors and computers are integrated with everyday objects in peoples' lives and are connected through networks. [1]

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Smart home

Definition

Cook and Das, define a smart environment as "a small world where different kinds of smart devices are continuously working to make inhabitants' lives more comfortable." [2] Smart environments aim to satisfy the experience of individuals from every environment, by replacing hazardous work, physical labor, and repetitive tasks with automated agents. Poslad [3] differentiates three different kinds of smart environments for systems, services, and devices: virtual (or distributed) computing environments, physical environments, and human environments, or a hybrid combination of these:

Features

Smart environments encompass a range of features and services across various domains, including smart homes, smart cities, smart health, and smart factories. Some of the key features of smart environments are:

Sensors and Actuators: Smart environments are equipped with an assembly of sensors and actuators that collect data and initiate actions to provide services for the betterment of human life. [6] [7]

Interconnected Systems: These environments consist of interconnected systems that enable seamless communication and coordination among various devices and components. [8]

Data-Driven Technologies: Smart environments leverage data-driven technologies, such as the Internet of Things (IoT), to obtain information from the physical world, process it, and perform actions accordingly. [8]

Efficiency and Sustainability: They are designed to improve efficiency, sustainable practices, and resource management across different settings, such as energy efficiency in smart homes and environmental quality management in smart cities. [6]

Diverse Requirements: Different types of smart environments have diverse requirements and technology choices, influencing the processing and utilization of data within a specific environment. [9]

Technologies

Building a smart environment involves technologies of

  1. Wireless communication
  2. Algorithm design, signal prediction & classification, information theory
  3. Multilayered software architecture, Corba, middleware
  4. Speech recognition
  5. Image processing, image recognition
  6. Sensors design, calibration, motion detection, temperature, pressure sensors, accelerometers
  7. Semantic Web and knowledge graphs
  8. Adaptive control, Kalman filters
  9. Computer networking
  10. Parallel processing
  11. Operating systems

Existing projects

The Aware Home Research Initiative at Georgia Tech "is devoted to the multidisciplinary exploration of emerging technologies and services based in the home" and was launched in 1998 as one of the first "living laboratories." [10] The Mav Home (Managing an Adaptive Versatile Home) project, at UT Arlington, is a smart environment-lab with state-of-the-art algorithms and protocols used to provide a customized, personal environment to the users of this space. The Mav Home project, in addition to providing a safe environment, wants to reduce the energy consumption of the inhabitants. [11] Other projects include House at the MIT Media Lab and many others.

See also

Related Research Articles

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.

<span class="mw-page-title-main">Smart device</span> Type of electronic device

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.

<span class="mw-page-title-main">Ambient intelligence</span>

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.

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".

<span class="mw-page-title-main">Edge computing</span> Distributed computing paradigm

Edge computing is a distributed computing model that brings computation and data storage closer to the sources of data. More broadly, it refers to any design that pushes computation physically closer to a user, so as to reduce the latency compared to when an application runs on a centralized data centre.

<span class="mw-page-title-main">Smart transducer</span>

A smart transducer is an analog or digital transducer, actuator, or sensor combined with a processing unit and a communication interface.

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.

A pervasive game is one where the gaming experience is extended out into the real world, or where the fictional 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.

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".

<span class="mw-page-title-main">Anind Dey</span> Canadian academic (born 1970)

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 sensor grid integrates wireless sensor networks with grid computing concepts to enable real-time data collection and the sharing of computational and storage resources for sensor data processing and management. It is an enabling technology for building large-scale infrastructures, integrating heterogeneous sensor, data and computational resources deployed over a wide area, to undertake complicated surveillance tasks such as environmental monitoring.

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.

Urban computing is an interdisciplinary field which pertains to the study and application of computing technology in urban areas. This involves the application of wireless networks, sensors, computational power, and data to improve the quality of densely populated areas. Urban computing is the technological framework for smart cities.

The Telecooperation Office (TECO) is a research group at the Karlsruhe Institute of Technology in Karlsruhe, Germany. The research group is in the Institute of Telematics, and is attached to the chair for Pervasive Computing Systems, currently held by Michael Beigl.

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.

Urban informatics refers to the study of people creating, applying and using information and communication technology and data in the context of cities and urban environments. It sits at the conjunction of urban science, geomatics, and informatics, with an ultimate goal of creating more smart and sustainable cities. Various definitions are available, some provided in the Definitions section.

The Internet of Military Things (IoMT) is a class of Internet of things for combat operations and warfare. It is a complex network of interconnected entities, or "things", in the military domain that continually communicate with each other to coordinate, learn, and interact with the physical environment to accomplish a broad range of activities in a more efficient and informed manner. The concept of IoMT is largely driven by the idea that future military battles will be dominated by machine intelligence and cyber warfare and will likely take place in urban environments. By creating a miniature ecosystem of smart technology capable of distilling sensory information and autonomously governing multiple tasks at once, the IoMT is conceptually designed to offload much of the physical and mental burden that warfighters encounter in a combat setting.

<span class="mw-page-title-main">Moustafa Youssef</span> Egyptian computer scientist

Moustafa Youssef is an Egyptian computer scientist who was named Fellow of the Institute of Electrical and Electronics Engineers (IEEE) in 2019 for contributions to wireless location tracking technologies and a Fellow of the Association for Computing Machinery (ACM) in 2019 for contributions to location tracking algorithms. He is the first and only ACM Fellow in the Middle East and Africa.

References

  1. 1 2 "The origins of ubiquitous computing research at PARC in the late 1980s" (PDF). 1999.
  2. Cook, Diane; Das, Sajal (2005). Smart Environments: Technology, Protocols and Applications. Wiley-Interscience. ISBN   0-471-54448-5.
  3. Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments and Smart Interaction. Wiley. ISBN   978-0-470-03560-3.
  4. Rousselle, P.; Tymann, P.; Hariri, S.; Fox, G. (1994). "The virtual computing environment". Proceedings of 3rd IEEE International Symposium on High Performance Distributed Computing. IEEE Comput. Soc. Press. pp. 7–14. doi:10.1109/HPDC.1994.340265. ISBN   978-0-8186-6395-6.
  5. McKenna, H. (2020-04-27). "Human-Smart Environment Interactions in Smart Cities: Exploring Dimensionalities of Smartness". Future Internet. 12 (5): 79. doi: 10.3390/fi12050079 . ISSN   1999-5903.
  6. 1 2 Gomez, Carles; Chessa, Stefano; Fleury, Anthony; Roussos, George; Preuveneers, Davy (2019-01-30). "Internet of Things for enabling smart environments: A technology-centric perspective". Journal of Ambient Intelligence and Smart Environments. 11 (1): 23–43. doi:10.3233/AIS-180509. hdl: 2117/127793 .
  7. Khosrow-Pour, D.B.A., Mehdi, ed. (2018). Encyclopedia of Information Science and Technology, Fourth Edition. IGI Global. doi:10.4018/978-1-5225-2255-3. hdl:2299/27236. ISBN   978-1-5225-2255-3.
  8. 1 2 "ScienceDirect Ad". Chaos, Solitons & Fractals. 15 (5): II. March 2003. doi:10.1016/s0960-0779(02)00434-4. ISSN   0960-0779.
  9. "Smart cities: a nexus for open innovation?", Smart Cities, Routledge, pp. 123–145, 2013-08-22, doi:10.4324/9780203076224-16 (inactive 2024-11-02), retrieved 2024-04-03{{citation}}: CS1 maint: DOI inactive as of November 2024 (link)
  10. "Aware Home About US". 2007. Archived from the original on 2008-03-15.
  11. "MavHome". 2004. Archived from the original on 2005-09-13.