UbiComp an der Universität Siegen | Karteikarten & Zusammenfassungen

Lernmaterialien für UbiComp an der Universität Siegen

Greife auf kostenlose Karteikarten, Zusammenfassungen, Übungsaufgaben und Altklausuren für deinen UbiComp Kurs an der Universität Siegen zu.

TESTE DEIN WISSEN

How is good technology "invisible"?

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TESTE DEIN WISSEN
  • 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
Lösung ausblenden
TESTE DEIN WISSEN

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

Lösung anzeigen
TESTE DEIN WISSEN
  • 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
Lösung ausblenden
TESTE DEIN WISSEN

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

Lösung anzeigen
TESTE DEIN WISSEN
  • 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
Lösung ausblenden
TESTE DEIN WISSEN

How did embedded systems evolve to ubicomp?

Lösung anzeigen
TESTE DEIN WISSEN
  • 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)
Lösung ausblenden
TESTE DEIN WISSEN

What are unique features of UbiComp?

Lösung anzeigen
TESTE DEIN WISSEN
  • 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
Lösung ausblenden
TESTE DEIN WISSEN

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

Lösung anzeigen
TESTE DEIN WISSEN

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
Lösung ausblenden
TESTE DEIN WISSEN

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

Lösung anzeigen
TESTE DEIN WISSEN

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

Lösung ausblenden
TESTE DEIN WISSEN

Give examples for dimensions of UbiComp research by Weiser.

Lösung anzeigen
TESTE DEIN WISSEN
  • applications
  • toolkits
  • operating systems
  • protocol
  • bandwith
  • etc.
Lösung ausblenden
TESTE DEIN WISSEN

Give examples for methods of UbiComp research.


Lösung anzeigen
TESTE DEIN WISSEN

Prototype-driven

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


Living Lab

  • use and investigate prototypes within work environment and daily life
Lösung ausblenden
TESTE DEIN WISSEN

Give a short overview of the history of wearable computing.

Lösung anzeigen
TESTE DEIN WISSEN

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)
Lösung ausblenden
TESTE DEIN WISSEN

What is the definition of a wearable computer?

Lösung anzeigen
TESTE DEIN WISSEN

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

Lösung ausblenden
TESTE DEIN WISSEN

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

Lösung anzeigen
TESTE DEIN WISSEN
  • 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
Lösung ausblenden
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Beispielhafte Karteikarten für deinen UbiComp Kurs an der Universität Siegen - von Kommilitonen auf StudySmarter erstellt!

Q:

How is good technology "invisible"?

A:
  • 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
Q:

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

A:
  • 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
Q:

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

A:
  • 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
Q:

How did embedded systems evolve to ubicomp?

A:
  • 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)
Q:

What are unique features of UbiComp?

A:
  • 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
Mehr Karteikarten anzeigen
Q:

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

A:

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
Q:

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

A:

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

Q:

Give examples for dimensions of UbiComp research by Weiser.

A:
  • applications
  • toolkits
  • operating systems
  • protocol
  • bandwith
  • etc.
Q:

Give examples for methods of UbiComp research.


A:

Prototype-driven

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


Living Lab

  • use and investigate prototypes within work environment and daily life
Q:

Give a short overview of the history of wearable computing.

A:

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)
Q:

What is the definition of a wearable computer?

A:

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

Q:

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

A:
  • 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
UbiComp

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