{"title":"Trust and Accountability","authors":"S. Ries","doi":"10.4018/978-1-59904-832-1.CH016","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH016","url":null,"abstract":"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.","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121474636","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Peer-to-Peer Systems","authors":"J. Kangasharju","doi":"10.4018/978-1-59904-832-1.CH008","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH008","url":null,"abstract":"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","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124008756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mouth and Ear Interaction","authors":"D. Schnelle","doi":"10.4018/978-1-59904-832-1.CH018","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH018","url":null,"abstract":"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.","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125665135","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mobile Speech Recognition","authors":"D. Schnelle","doi":"10.4018/978-1-59904-832-1.CH017","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH017","url":null,"abstract":"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.","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115905588","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Service Discovery","authors":"Gerhard Austaller","doi":"10.4018/9781599048321.ch005","DOIUrl":"https://doi.org/10.4018/9781599048321.ch005","url":null,"abstract":"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","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116609523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Ontologies for Scalable Services-Based Ubiquitous Computing","authors":"D. Oberle, Christof Bornhövd, M. Altenhofen","doi":"10.4018/978-1-59904-832-1.CH004","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH004","url":null,"abstract":"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","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123932854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Real-Time Location Tracking Mashup for Enterprise","authors":"Louenas Hamdi, Rama Gurram, Samir Raiyani","doi":"10.4018/978-1-59904-832-1.CH026","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH026","url":null,"abstract":"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.","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125522793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wireless and Mobile Communications","authors":"J. Schiller","doi":"10.4018/978-1-59904-832-1.CH006","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH006","url":null,"abstract":"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","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124754627","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multimodal Software Engineering","authors":"Andreas Hartl","doi":"10.4018/978-1-59904-832-1.CH022","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH022","url":null,"abstract":"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.","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131594210","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Advanced Hands and Eyes Interaction","authors":"M. Weber, Marc Hermann","doi":"10.4018/978-1-59904-832-1.CH019","DOIUrl":"https://doi.org/10.4018/978-1-59904-832-1.CH019","url":null,"abstract":"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.","PeriodicalId":443285,"journal":{"name":"Handbook of Research on Ubiquitous Computing Technology for Real Time Enterprises","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130823422","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}