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Trust and Accountability 信任与问责
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH016
S. Ries
Ubiquitous computing implies that literally any activity in everyday life can be assisted or accompanied by networked computers. Therefore, the concepts of everyday social life must be carefully reflected on when developing applications for ubiquitous computing. The present chapter focuses on the concepts of trust and accountability. First, both concepts are introduced with their everyday semantics. Second, we explain why trust is relevant for ubiquitous computing, and introduce the main issues for dealing with trust in computer science. Third, we show how accountability can be achieved in distributed systems using reputation and micropayment mechanisms. In both sections, we provide a short overview of the state-ofthe-art and give detailed examples for a deeper understanding. Finally, we provide a research outlook, again arguing for the integration of these concepts into future ubiquitous computing applications.
无处不在的计算意味着日常生活中的任何活动都可以由联网的计算机辅助或陪伴。因此,在为泛在计算开发应用程序时,必须仔细考虑日常社会生活的概念。本章着重讨论信任和问责制的概念。首先,介绍这两个概念及其日常语义。其次,我们解释了为什么信任与泛在计算相关,并介绍了在计算机科学中处理信任的主要问题。第三,我们展示了如何在使用信誉和小额支付机制的分布式系统中实现问责制。在这两个部分中,我们将简要概述当前的技术状况,并提供详细的示例,以便更深入地理解。最后,我们提供了一个研究展望,再次主张将这些概念集成到未来的普适计算应用中。
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引用次数: 5
Peer-to-Peer Systems 点对点系统
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH008
J. Kangasharju
Peer-to-peer technologies (or P2P for short) have broken through in recent years as an attractive alternative to the traditional client-server-based architectures and systems. A lot of the attention paid to peer-to-peer systems has been caused by the widespread use of P2P file sharing networks, where (often illegal) media content is being distributed. Recently deployed peer-to-peer systems however demonstrate that the peer-to-peer concept extends to other applications as well and can also be used in commercial scenarios. In this chapter, we will present a definition of what peer-to-peer is and what it means as a communication paradigm. In many ways, peer-topeer is the opposite of the traditional client-server communication paradigm, since in peer-to-peer networks all nodes are more or less equal in terms of their duties and privileges. We will give abstract
近年来,点对点技术(简称P2P)作为传统的基于客户机-服务器的体系结构和系统的一种有吸引力的替代方案取得了突破。P2P文件共享网络的广泛使用引起了人们对点对点系统的大量关注,在P2P文件共享网络中(通常是非法的)媒体内容正在被分发。然而,最近部署的点对点系统表明,点对点概念也可以扩展到其他应用程序,也可以用于商业场景。在本章中,我们将给出点对点的定义,以及它作为一种通信范式的意义。在许多方面,对等网络与传统的客户机-服务器通信范式相反,因为在对等网络中,所有节点在职责和特权方面或多或少是平等的。我们将给出摘要
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引用次数: 1
Mouth and Ear Interaction 口耳互动
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH018
D. Schnelle
This chapter gives an overview of the challenges that have to be mastered while working with audio. The vision of ubiquitous computing involves challenges for the future workplace. Tasks to be performed by workers are becoming more and more complex, which leads to an ever-increasing need to deliver information to workers. This can be information from a manual or instructions on how to proceed with the current task. Workers typically have their hands busy and use of a mouse or a keyboard will force them to stop working. Mouth and ear interaction can be performed without focusing attention on the device. But audio is also a medium that is not easy to handle. This chapter provides an understanding of why audio-based interfaces are difficult to handle and you will also be provided with some pointers as to how these challenges can be mastered to improve the quality of applications involving mouth & ear interaction.
本章概述了在处理音频时必须掌握的挑战。无处不在的计算的愿景涉及到未来工作场所的挑战。工人要执行的任务变得越来越复杂,这导致向工人传递信息的需求不断增加。这可以是手册中的信息,也可以是关于如何继续执行当前任务的说明。工人们的手通常都很忙,使用鼠标或键盘会迫使他们停止工作。嘴和耳朵的互动可以在不集中注意力的情况下进行。但音频也是一种不易驾驭的媒介。本章将帮助您理解为什么基于音频的接口难以处理,并且还将为您提供一些关于如何克服这些挑战以提高涉及口耳交互的应用程序质量的指导。
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引用次数: 1
Mobile Speech Recognition 移动语音识别
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH017
D. Schnelle
This chapter gives an overview of the main architectures for enabling speech recognition on embedded devices. Starting with a short overview of speech recognition, an overview of the main challenges for the use on embedded devices is given. Each of the architectures has its own characteristic problems and features. This chapter gives a solid basis for the selection of an architecture that is most appropriate for the current business case in enterprise applications.
本章概述了在嵌入式设备上实现语音识别的主要体系结构。从语音识别的简短概述开始,概述了在嵌入式设备上使用语音识别的主要挑战。每种体系结构都有其特有的问题和特点。本章为选择最适合企业应用程序中当前业务案例的体系结构提供了坚实的基础。
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引用次数: 3
Service Discovery 服务发现
Pub Date : 1900-01-01 DOI: 10.4018/9781599048321.ch005
Gerhard Austaller
We live in a service society and every day we are able to make use of many services because of the specialized training people have in different service areas. We need our damaged cars repaired and our hair cut, so we use the yellow pages to find feasible service providers and eventually negotiate with some of them to make a final decision of whom to use. This kind of specialized business has many advantages for consumers; the service providers are specialists, therefore they do the job faster, better, and cheaper than we could ourselves. And if not satisfied, another service provider will be chosen next time. Not surprisingly, this pattern to handle portions of work can also be found in distributed computer systems, namely “service oriented Architectures” (SOA) or “service oriented computing” (SOC). Applications are built of services, where each service fulfills a task for the application. Services are either implemented in software or act as proxies (“bridge”) to hardware, for example printers or light switches. In contrast to software components, services run on different computers and communicate over networks with their clients. AbstrAct
我们生活在一个服务型社会,每天我们都能使用到许多服务,因为人们在不同的服务领域接受了专门的培训。我们需要修理损坏的汽车,理发,所以我们使用黄页来寻找可行的服务提供商,并最终与其中一些进行谈判,以最终决定使用谁。这种专业化的业务对消费者来说有很多优势;服务提供商是专家,因此他们比我们自己做得更快、更好、更便宜。如果不满意,下次将选择另一家服务提供商。毫不奇怪,这种处理部分工作的模式也可以在分布式计算机系统中找到,即“面向服务的体系结构”(SOA)或“面向服务的计算”(SOC)。应用程序由服务构建,其中每个服务为应用程序完成一项任务。服务要么在软件中实现,要么充当硬件(例如打印机或电灯开关)的代理(“桥接”)。与软件组件相比,服务运行在不同的计算机上,并通过网络与其客户端通信。摘要
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引用次数: 45
Ontologies for Scalable Services-Based Ubiquitous Computing 基于可扩展服务的普适计算的本体
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH004
D. Oberle, Christof Bornhövd, M. Altenhofen
Ubiquitous computing for real time enterprises calls for novel approaches to distributed applications since both the economic and technical scale of these applications will increase dramatically. Regarding the economic scale, applications grow beyond enterprise boundaries and potentially involve frequently changing, partly unknown participating entities. Therefore, much more open approaches are desired. In the world of enterprise computing, service-oriented architectures and Web services are considered important steps on the road to economic scalability as discussed in abstract
实时企业的泛在计算需要分布式应用程序的新方法,因为这些应用程序的经济和技术规模都将急剧增加。关于经济规模,应用程序的增长超出了企业边界,并且可能涉及频繁变化的、部分未知的参与实体。因此,需要更开放的方法。在企业计算领域,面向服务的体系结构和Web服务被认为是实现经济可伸缩性道路上的重要步骤
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引用次数: 1
Real-Time Location Tracking Mashup for Enterprise 企业实时位置跟踪混搭
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH026
Louenas Hamdi, Rama Gurram, Samir Raiyani
abstract Real-time location applications are mainly desktop based and costly for development and maintenance. In this project we worked on a Web service based architecture for monitoring and driving real-time analysis of fire truck missions. We used Web 2.0 technologies on the client side and SAP NetWeaver enterprise service oriented platform on the server side.
实时定位应用程序主要是基于桌面的,开发和维护成本很高。在这个项目中,我们开发了一个基于Web服务的体系结构,用于监控和驱动消防车任务的实时分析。我们在客户端使用Web 2.0技术,在服务器端使用SAP NetWeaver企业级服务平台。
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引用次数: 0
Wireless and Mobile Communications 无线及流动通讯
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH006
J. Schiller
Figure 1 gives a rough overview of some prominent wireless communication systems focusing on the two parameters gross data rate and relative speed between sender and receiver. Assuming a mobile end-user connected to a stationary transceiver station, the points on the (non proportional) speed axis resemble nonmoving persons, pedestrians, cars downtown, cars outside cities, and cars on a highway, respectively. Note that high-speed trains and airplanes cannot be accommodated by most technologies without specialized equipment. In the range suitable for higher speeds, we find typical mobile telecommunication systems offering mainly voice service and covering whole countries (see Schiller (2003) for a comparison). The most successful system is GSM (global system for mobile communication) with its successor UMTS (universal mobile communications system) for higher data rates. While GSM can be enhanced for higher data rates with GPRS (general packet radio service) and EDGE (enhanced data rates for global evolution), UMTS with its new enhancements HSDPA (high speed downlink packet access) and HSUPA (high speed uplink packet access) can deliver even higher data rates abstract
图1给出了一些突出的无线通信系统的粗略概述,重点关注发送方和接收方之间的总数据速率和相对速度这两个参数。假设移动终端用户连接到固定收发器站,(非比例)速度轴上的点分别类似于不移动的人、行人、市中心的汽车、城市外的汽车和高速公路上的汽车。请注意,如果没有专门的设备,大多数技术无法适应高速列车和飞机。在适合更高速度的范围内,我们发现典型的移动电信系统主要提供语音服务并覆盖整个国家(参见Schiller(2003)进行比较)。最成功的系统是GSM(全球移动通信系统)及其继承者UMTS(通用移动通信系统),用于更高的数据速率。GSM可以通过GPRS(通用分组无线电业务)和EDGE(全球演进的增强数据速率)来增强更高的数据速率,而UMTS通过其新的增强HSDPA(高速下行分组接入)和HSUPA(高速上行分组接入)可以提供更高的数据速率
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引用次数: 6
Multimodal Software Engineering 多模式软件工程
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH022
Andreas Hartl
Ubiquitous computing with its multitude of devices certainly makes it necessary to supplant the desktop metaphor of graphical user interfaces by other kinds of user interfaces. Applications must adapt themselves to many modalities: they must support a wide variety of devices and interaction languages. Software engineering methods and tools also need to embrace this change so that developers can build usable adaptive applications more easily. This chapter will present three different software engineering approaches that address this challenge: extensions to Web-based approaches, abstract user interface definitions that add a level of abstraction to the user interface definition, and model-based approaches that extend model-based application development to integrate user interface issues as well.
无处不在的计算和它的大量设备使得有必要用其他类型的用户界面取代图形用户界面的桌面隐喻。应用程序必须适应多种模式:它们必须支持各种各样的设备和交互语言。软件工程方法和工具也需要接受这种变化,以便开发人员可以更容易地构建可用的自适应应用程序。本章将介绍解决这一挑战的三种不同的软件工程方法:对基于web的方法的扩展,对用户界面定义添加抽象层次的抽象用户界面定义,以及扩展基于模型的应用程序开发以集成用户界面问题的基于模型的方法。
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引用次数: 1
Advanced Hands and Eyes Interaction 高级手眼互动
Pub Date : 1900-01-01 DOI: 10.4018/978-1-59904-832-1.CH019
M. Weber, Marc Hermann
abstract This chapter gives an overview of the broad range of interaction techniques for use in ubiquitous computing. It gives a short introduction to the fundamentals of human-computer interaction and the traditional user interfaces, surveys multi-scale output devices, gives a general idea of hands and eyes input, specializes them by merging the virtual and real world, and introduces attention and affection for enhancing the interaction with computers and especially with disappearing computers. The human-computer interaction techniques surveyed here help support Weiser's idea of ubiquitous computing (1991) and calm technology (Weiser & Brown, 1996) and result in more natural interaction techniques than in use of purely graphical user interfaces. This chapter will thus first introduce the basic principles in human-computer interaction from a cognitive perspective, but aimed at computer scientists. The human-computer interaction cycle brings us to a discussion of input and output devices and their characteristics being used within this cycle. The interrelation of the physical and virtual world as we see it in ubiquitous computing has its predecessors in the domain of virtual and augmented realities where specific hands and eyes interaction techniques and technologies have been developed. The next step will be attentive and affective user interfaces and the use of tangible objects being manipulated directly without using dedicated I/O devices.
本章概述了泛在计算中广泛使用的交互技术。简要介绍了人机交互的基本原理和传统的用户界面,考察了多尺度输出设备,给出了手和眼睛输入的总体概念,通过虚拟世界和现实世界的融合对它们进行了专业化,并介绍了增强与计算机特别是消失的计算机交互的注意力和情感。这里调查的人机交互技术有助于支持Weiser的泛在计算(1991)和平静技术(Weiser & Brown, 1996)的想法,并导致比使用纯粹的图形用户界面更自然的交互技术。因此,本章将首先从认知的角度介绍人机交互的基本原理,但针对的是计算机科学家。人机交互循环使我们讨论了在这个循环中使用的输入和输出设备及其特性。我们在无处不在的计算中看到的物理世界和虚拟世界的相互关系在虚拟和增强现实领域有其前身,在这些领域中已经开发了特定的手和眼睛交互技术和技术。下一步将是关注和有效的用户界面,并使用直接操作的有形对象,而不使用专用I/O设备。
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引用次数: 5
期刊
Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises
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