Context is a key issue in interaction between human and computer, describing the surrounding facts that add meaning. In mobile computing research published the parameter location is most often used to approximate context and to implement context-aware applications. We propose that ultra-mobile computing, characterized by devices that are operational and operated while on the move (e.g. PDAs, mobile phones, wearable computers), can significantly benefit from a wider notion of context. To structure the field we introduce a working model for context, discuss mechanisms to acquire context beyond location, and application of context-awareness in ultra-mobile computing. We investigate the utility of sensors for context-awareness and present two prototypical implementations -a light sensitive display and an orientation aware PDA interface. The concept is then extended to a model for sensor fusion to enable more sophisticated context recognition. Based on an implementation of the model an experiment is described and the feasibility of the approach is demonstrated. Further we explore fusion of sensors for acquisition of information on more sophisticated contexts. KeywordsAdaptive User Interface, Context-Awareness, Handheld Computing, Sensor-based UI, Ultra-Mobile Computing, Wearable Computing, IntroductionContext is "that which surrounds, and gives meaning to something else" = . Various areas of computer science have been investigating this concept over the last 40 years, to relate information processing and communication to aspects of the situations in which such processing occurs. Most notably, context is a key concept in Natural Language Processing and more generally in Human-Computer Interaction. For instance, state of the art graphical user interfaces use context to adapt menus to contexts such as user preference and dialogue status. A new domain, in which context currently receives growing attention, is mobile computing. While a first wave of mobile computing was based on portable general-purpose computers and primarily focussed on location transparency, a second wave is now based on ultra-mobile devices and an interest in relating these to their surrounding situation of usage. Ultra-mobile devices are a new class of small mobile computer, defined as computing devices that are operational and operated while on the move, and characterized by a shift from general-purpose computing to task-specific support. Ultra-mobile devices comprise for instance Personal Digital Assistants (PDAs), mobile phones, and wearable computers. A primary concern of context-awareness in mobile computing is awareness of the physical environment surrounding a user and their ultra-mobile device. In recent work, this concern has been addressed by implementation of location-awareness, for instance based on global positioning, or the use of beacons. Location is only one aspect of the physical environment, and as evident from currently reported work location is often used as an approximation of a more complex context. Beyond location, we a...
Ubiquitous computing is associated with a vision of everything being connected to everything. However, for successful applications to emerge, it will not be the quantity but the quality and usefulness of connections that will matter. Our concern is how qualitative relations and more selective connections can be established between smart artefacts, and how users can retain control over artefact interconnection. We propose context proximity for selective artefact communication, using the context of artefacts for matchmaking. We further suggest to empower users with simple but effective means to impose the same context on a number of artefacts. To prove our point we have implemented Smart-Its Friends, small embedded devices that become connected when a user holds them together and shakes them.
Our view of ubiquitous computing is artefact-centred: in this view, computers are considered as secondary artefacts that enable items of everyday use as networked digital artefacts. This view is expressed in an artefact computing model and investigated in the Mediacup project, an evolving artefact computing environment. The Mediacup project provides insights into the augmentation of artefacts with sensing, processing, and communication capabilities, and into the provision of an open infrastructure for information exchange among artefacts. One of the artefacts studied is the Mediacup itself, an ordinary coffee cup invisibly augmented with computing and context-awareness. The Mediacup and other computeraugmented everyday artefacts are connected through a network infrastructure supporting loosely-coupled spatially-defined communication.
Smart phones have become a powerful platform for wearable context recognition. We present a service-based recognition architecture which creates an evolving classification system using feedback from the user community. The approach utilizes classifiers based on fuzzy inference systems which use live annotation to personalize the classifier instance on the device. Our recognition system is designed for everyday use: it allows flexible placement of the device (no assumed or fixed position), requires only minimal personalization effort from the user (1-3 minutes per activity) and is capable of detecting a high number of activities. The components of the service are shown in an evaluation scenario, in which recognition rates up to 97% can be achieved for ten activity classes. User Accuracy (%) User Accuracy (%) Combination V tr V ck Combination V tr V ck
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