Smart device

Last updated
Samsung Galaxy Z Fold & Z Flip.jpg
Galaxy Z Fold & Z Flip.jpg
Smartphones, one of the most popular smart devices

A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols (such as Bluetooth, Zigbee, near-field communication, Wi-Fi, NearLink, Li-Fi, or 5G) 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.

Contents

Smart devices can be designed to support a variety of form factors, a range of properties pertaining to ubiquitous computing and to be used in three main system environments: physical world, human-centered environments, and distributed computing environments. Smart homes indicate the presence of sensors and some detection devices, appliances, and a database to control them.

Form factors

In 1991, Mark Weiser proposed three basic forms for ubiquitous system devices: tabs, pads and boards. [1]

These three forms proposed by Weiser are characterized by being macro-sized, having a planar form and by incorporating visual output displays. These were also envisioned more as information appliances. If each of these three characteristics is relaxed, this range can be expanded into a much more diverse and potentially more useful range of ubiquitous computing devices. [2]

Characteristics

Smart devices are typically composed of a hardware layer (including a radio that transmits signals), a network layer (through which devices communicate with each other), and an application layer (through which end users deliver commands). These layers often include the following characteristics:

Common types of smart devices include:

Ubiquitous computing properties

Weiser's vision for ubiquitous computing can be summarized in terms of two core properties:

It is proposed that there are two additional core types of properties for ubiquitous computing systems: [2]

However, it is hard to fix a closed set of properties that define all ubiquitous computing devices because of the sheer range and variety of ubiquitous computing research and applications. Rather than to propose a single definition for ubiquitous computing, a taxonomy of properties for ubiquitous computing has been proposed, from which different kinds or flavours of ubiquitous systems and applications can be composed and described. [2]

Environments

The term smart device environments has two meanings. First, it can refer to a greater variety of device environments. Three different kinds of environments for devices can be differentiated: [2]

Second, the term smart device environments can also refer to the concept of a smart environment which focuses more specifically on the physical environment of the device. The physical environment is smart because it is embedded or scattered with smart devices that can sense and control part of it.

See also

Related Research Articles

Ubiquitous computing 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.

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">Information appliance</span> Mobile device that can process information

An information appliance (IA) is an appliance that is designed to easily perform a specific electronic function such as playing music, photography, or editing text.

<span class="mw-page-title-main">Mobile computing</span> Human–computer interaction in which a computer is expected to be transported during normal usage

Mobile computing is human–computer interaction in which a computer is expected to be transported during normal usage and allow for transmission of data, which can include voice and video transmissions. Mobile computing involves mobile communication, mobile hardware, and mobile software. Communication issues include ad hoc networks and infrastructure networks as well as communication properties, protocols, data formats, and concrete technologies. Hardware includes mobile devices or device components. Mobile software deals with the characteristics and requirements of mobile applications.

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.

<span class="mw-page-title-main">Mobile device</span> Small, hand-held computing device

A mobile device, also referred to as a digital assistant, is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physical keyboard. Many mobile devices can connect to the Internet and connect with other devices, such as car entertainment systems or headsets, via Wi-Fi, Bluetooth, cellular networks, or near-field communication. Integrated cameras, the ability to place and receive voice and video telephone calls, video games, and Global Positioning System (GPS) capabilities are common. Power is typically provided by a lithium-ion battery. Mobile devices may run mobile operating systems that allow third-party applications to be installed and run.

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".

The 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 communications 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 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.

Cyber–Physical System (CPS) are integrations of computation with physical processes. In cyber–physical systems, physical and software components are deeply intertwined, able to operate on different spatial and temporal scales, exhibit multiple and distinct behavioral modalities, and interact with each other in ways that change with context. CPS involves transdisciplinary approaches, merging theory of cybernetics, mechatronics, design and process science. The process control is often referred to as embedded systems. In embedded systems, the emphasis tends to be more on the computational elements, and less on an intense link between the computational and physical elements. CPS is also similar to the Internet of Things (IoT), sharing the same basic architecture; nevertheless, CPS presents a higher combination and coordination between physical and computational elements.

<span class="mw-page-title-main">Organic user interface</span> Type of user interface

In human–computer interaction, an organic user interface (OUI) is defined as a user interface with a non-flat display. After Engelbart and Sutherland's graphical user interface (GUI), which was based on the cathode ray tube (CRT), and Kay and Weiser's ubiquitous computing, which is based on the flat panel liquid-crystal display (LCD), OUI represents one possible third wave of display interaction paradigms, pertaining to multi-shaped and flexible displays. In an OUI, the display surface is always the focus of interaction, and may actively or passively change shape upon analog inputs. These inputs are provided through direct physical gestures, rather than through indirect point-and-click control. Note that the term "Organic" in OUI was derived from organic architecture, referring to the adoption of natural form to design a better fit with human ecology. The term also alludes to the use of organic electronics for this purpose.

<span class="mw-page-title-main">Mobile interaction</span>

Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s.

<span class="mw-page-title-main">Input device</span> Device that provides data and signals to a computer

In computing, an input device is a piece of equipment used to provide data and control signals to an information processing system, such as a computer or information appliance. Examples of input devices include keyboards, computer mice, scanners, cameras, joysticks, and microphones.

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.

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.

The Human Media Lab(HML) is a research laboratory in Human-Computer Interaction at Queen's University's School of Computing in Kingston, Ontario. Its goals are to advance user interface design by creating and empirically evaluating disruptive new user interface technologies, and educate graduate students in this process. The Human Media Lab was founded in 2000 by Prof. Roel Vertegaal and employs an average of 12 graduate students.

Nearables are a type of smart object. They are everyday items that have small, wireless computing devices attached to them. These devices can be equipped with a variety of sensors and work as transmitters to broadcast digital data through a variety of methods, but they usually use the Bluetooth Smart protocol. Due to this, these objects are able to provide mobile devices in range with information about their location, state and immediate surroundings. The word 'nearables' is a reference to wearable technology – electronic devices worn as part of clothing or jewellery.

<span class="mw-page-title-main">Roy Want</span> British-American computer scientist

Roy Want is a computer scientist born in London, United Kingdom in 1961. He received his PhD from Cambridge University (UK) in 1988 for his work on multimedia Distributed Systems; and is known for his work on indoor positioning, mobile and ubiquitous computing, automatic identification and the Internet of Things (IoT). He lives in Silicon Valley, California, and has authored or co-authored over 150 papers and articles on mobile systems, and holds 100+ patents. In 2011 he joined Google as a senior research scientist, and is in the Android group. Previous roles include senior principal engineer at Intel, and principal scientist at Xerox PARC...

References

  1. Weiser, Mark (1991). "The Computer for the Twenty-First Century". Scientific American . 265 (3): 94–104. doi:10.1038/scientificamerican0991-94.
  2. 1 2 3 4 Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments and Smart Interaction. Wiley. ISBN   978-0-470-03560-3. Archived from the original on 2012-02-15. Retrieved 2009-07-04.