Wednesday, 28 October 2009

Ambient Intelligence

Ambient intelligence
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link - http://en.wikipedia.org/wiki/Ambient_intelligence

In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence is a vision on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s for the time frame 2010–2020. In an ambient intelligence world, devices work in concert to support people in carrying out their everyday life activities, tasks and rituals in easy, natural way using information and intelligence that is hidden in the network connecting these devices (see Internet of Things). As these devices grow smaller, more connected and more integrated into our environment, the technology disappears into our surroundings until only the user interface remains perceivable by users.

The ambient intelligence paradigm builds upon ubiquitous computing, profiling practices and human-centric computer interaction design and is characterized by systems and technologies that are (Zelkha & Epstein 1998; Aarts, Harwig & Schuurmans 2001):

* embedded: many networked devices are integrated into the environment
* context aware: these devices can recognize you and your situational context
* personalized: they can be tailored to your needs
* adaptive: they can change in response to you
* anticipatory: they can anticipate your desires without conscious mediation.

Ambient intelligence is closely related to the long term vision of an intelligent service system in which technologies are able to automate a platform embedding the required devices for powering context aware, personalized, adaptive and anticipatory services.

A typical context of ambient intelligence environment is a Home environment (Bieliková & Krajcovic 2001).

Overview
An (expected) evolution of computing from 1960-2010.

More and more people make decisions based on the effect their actions will have on their own inner, mental world. This experience-driven way of acting is a change from the past when people were primarily concerned about the use value of products and services, and is the basis for the experience economy. Ambient intelligence addresses this shift in existential view by emphasizing people and user experience.

The interest in user experience also grew in importance in the late 1990s because of the overload of products and services in the information society that were difficult to understand and hard to use. A strong call emerged to design things from a user's point of view. Ambient intelligence is influenced by user-centered design where the user is placed in the center of the design activity and asked to give feedback through specific user evaluations and tests to improve the design or even co-create the design together with the designer (Participatory design) or with other users (End User Development).

In order for AmI to become a reality a number of key technologies are required:

* Unobtrusive hardware (Miniaturisation, Nanotechnology, smart devices, sensors etc.)
* Seamless mobile/fixed communication and computing infrastructure (interoperability, wired and wireless networks, service-oriented architecture, semantic web etc.)
* Dynamic and massively distributed device networks, which are easy to control and program (e.g. service discovery, auto-configuration, end-user programmable devices and systems etc.).
* Human-centric computer interfaces (intelligent agents, multimodal interaction, context awareness etc.)
* Dependable and secure systems and devices (self-testing and self repairing software, privacy ensuring technology etc.)

Example scenario

Ellen returns home after a long day's work. At the front door she is recognized by an intelligent surveillance camera, the door alarm is switched off, and the door unlocks and opens. When she enters the hall the house map indicates that her husband Peter is at an art fair in Paris, and that her daughter Charlotte is in the children's playroom, where she is playing with an interactive screen. The remote children surveillance service is notified that she is at home, and subsequently the on-line connection is switched off. When she enters the kitchen the family memo frame lights up to indicate that there are new messages. The shopping list that has been composed needs confirmation before it is sent to the supermarket for delivery. There is also a message notifying that the home information system has found new information on the semantic Web about economic holiday cottages with sea sight in Spain. She briefly connects to the playroom to say hello to Charlotte, and her video picture automatically appears on the flat screen that is currently used by Charlotte. Next, she connects to Peter at the art fair in Paris. He shows her through his contact lens camera some of the sculptures he intends to buy, and she confirms his choice. In the mean time she selects one of the displayed menus that indicate what can be prepared with the food that is currently available from the pantry and the refrigerator. Next, she switches to the video on demand channel to watch the latest news program. Through the follow me she switches over to the flat screen in the bedroom where she is going to have her personalized workout session. Later that evening, after Peter has returned home, they are chatting with a friend in the living room with their personalized ambient lighting switched on. They watch the virtual presenter that informs them about the programs and the information that have been recorded by the home storage server earlier that day.



While I was reading it, I remembered Weasleys' house in Harry Potter series. It is magical! Though its still to be seen how much of this technology actually works and to whom it benefits the most.Right now this all still looks hypothetical.

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