UbiComp at Universität Siegen

Flashcards and summaries for UbiComp at the Universität Siegen

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Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

How is good technology "invisible"?

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

Name bad practices that hinder computers from becoming "invisible".

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

What is the concept of “affordance" in user interface design? Give an example and explain its affordance.

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Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

How did embedded systems evolve to ubicomp?

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

What are unique features of UbiComp?

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

How is UbiComp a paradigm shift to the popular paradigms of VR, AI and User Agents? 

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

Why and how did Marc Weiser use the “flow state” in the motivation for ubiquitous computing?

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Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

Give examples for dimensions of UbiComp research by Weiser.

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

Give examples for methods of UbiComp research.


Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

Give a short overview of the history of wearable computing.

Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

What is the definition of a wearable computer?

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Why is“ubicomp” called a third era in computing, which are the previous two, and what are the differences?

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Exemplary flashcards for UbiComp at the Universität Siegen on StudySmarter:

UbiComp

How is good technology "invisible"?

  • no need to actively think about it/the usage - stays out of the way
  •  possbility to focus on the task
  • computers: not invisible (you notice them), but dominate interaction with them
  • ubicomp = "invisible" computers

UbiComp

Name bad practices that hinder computers from becoming "invisible".

  • entertaining & dramatic UI
    • attention to machine itself
    • confuses entertainment with use
  • computer magically meeting our desires
    • ignores tacit and standpoint
  • computer idealized as assistant
    • idealizes anthropomorphic, misplaces trust
  • VR as ultimate UI
    • reduces Human to bundle of senses
    • ubicomp = reverse of VR

UbiComp

What is the concept of “affordance" in user interface design? Give an example and explain its affordance.

  • first stated by Gibson, later introduced to HCI by Norman
  • perceived, available action possibilities for an individual to use a specific thing
  • design aspects that suggest, how an object should be used
  • examples: knobs - turning, slots - inserting, button - push, switch - flip

UbiComp

How did embedded systems evolve to ubicomp?

  • Embedded Systems = information processing systems embedded into larger (technical) product
  • Cyber-Physical Systems = integrations of computation with physical processes; network of interacting elements with physical input & output
  • with ubicomp: more interactive, networked (surrounding us), programmable (easier & less noticeable)

UbiComp

What are unique features of UbiComp?

  • start from social science insights
    • human effectiveness at doing something through computers
  • make computers "invisible"
  • many "displays", different shapes
    • audio, visual, environmental
  • casual, low-intensity use

UbiComp

How is UbiComp a paradigm shift to the popular paradigms of VR, AI and User Agents? 

VR

  • Vr = models of the real world
  • UbiComp = puts small computers in the real world (human is center)


AI

  • "computer = brain" is exaggerated
  • UbiComp: "smart" components


User Agents (e.g. Paperclip from Word)

  • intelligent intermediators between user and computer world
  • UbiComp: agents, that carry out actions autonomously, often don't have an interface at all

UbiComp

Why and how did Marc Weiser use the “flow state” in the motivation for ubiquitous computing?

The Flow State

  • time passing by
  • unaware of surroundings
  • focused on a goal
  • unconsciously using tacit skills & knowledge

-> things you do not think about actively (tacit, context, world) make you smart

UbiComp

Give examples for dimensions of UbiComp research by Weiser.

  • applications
  • toolkits
  • operating systems
  • protocol
  • bandwith
  • etc.

UbiComp

Give examples for methods of UbiComp research.


Prototype-driven

  • e.g. Liveboard (1992)
  • PARC pad (1992)


Living Lab

  • use and investigate prototypes within work environment and daily life

UbiComp

Give a short overview of the history of wearable computing.

1. Augmenting humans with technology

  • The Isolator by Gernsback (1925)


2. Computers as advanced technology

  • 1960-1990: early explorations, custom-built prototypes:
    • Beating Roulette by Thorp & Shannon (1959)
    • Head Mounted Displays (1965)
    • Backpack computer (1981) 
  • 1990-2000: academic & military research
  • 1995-2005+: first commercial uses
  • 2010- : "second wave of wearables"
    • consumer devices (head-/wrist-worn)

UbiComp

What is the definition of a wearable computer?

"An electronic device that can be worn on the body, for storing and processing data, typically in binary form."

UbiComp

Why is“ubicomp” called a third era in computing, which are the previous two, and what are the differences?

  • around 1920: The Mainframe Era
    • not personal; big computers for large organizations
  • around 1950/60: The Personal Computing Era
    • as name says: the one big, personal computer
  • since around 1980/90: The Ubiquitous Computing Era
    • one user interacting with dozens of computers
    • invisible not by size, but because we are so used to it

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