The motivations of ubiquitous computing: revisiting the ideas behind and beyond the prototypes

The motivations of ubiquitous computing: revisiting the ideas behind and beyond the prototypes
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普适计算的动机:重新审视原型背后和之外的想法

DOI:
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发表时间:
2017
影响因子:
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通讯作者:
L. Takayama
L. Takayama
中科院分区:
计算机科学3区
文献类型:
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作者:
L. Takayama

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问这个领域的任何人,“什么是普适计算?”你会从每个人那里得到不同的答案。几乎每个人都指出(几乎是必须引用的)ubiomp的一个定义是Mark Weiser在1991年发表的《科学美国人》文章:“最深刻的技术是那些消失的技术。他们将自己编织进日常生活的结构中,直到他们无法与之区分开来。虽然这一愿景显然鼓舞人心,但许多读者没有意识到,ubiomp不仅仅是一个将计算机放在任何地方的梦想。Weiser对生活在无处不在的计算世界中会是什么样子深感担忧。这些人类问题被压缩到他的《科学美国人》文章的一段话中,引用了赫伯特·西蒙、迈克尔·波兰尼、詹姆斯·吉布森、汉斯·格奥尔格·伽达默和马丁·海德格尔。通过打开这一密密麻麻的段落,通过他的图书馆档案追踪思想之间的联系,并采访了许多从ubiomp早期(20世纪80年代末施乐帕洛帕克公司)开始影响威瑟的专业和个人影响力人士,我们对无处不在计算背后的哲学史有了一个感觉。这种对影响者和想法的更广泛的理解可以作为探索和创新的灵感来源,这些探索和创新重新聚焦于ubiomp系统的第一人称人类体验:(1)利用低于集中、有意识关注水平的人类经验,(2)带回具体化,以及(3)同时支持和摆脱人类人际互动和关系的方式。
Ask anyone in the field, “What is ubiquitous computing?” and you’ll get a different answer from each person. The one definition of ubicomp that nearly everyone points to (as an almost obligatory citation) is Mark Weiser’s 1991 Scientific American article: “The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it.” While this vision was clearly inspiring, many readers miss the point that ubicomp was not simply a dream of putting computers everywhere. Weiser was deeply concerned about what it would be like to live in a world of ubiquitous computing. Those human issues were compressed to a single paragraph of his Scientific American article, citing Herbert Simon, Michael Polanyi, James Gibson, Hans Georg Gadamer, and Martin Heidegger. By unpacking this dense paragraph, tracing connections between ideas through his library archives, and interviewing many of Weiser’s professional and personal influencers from the early days of ubicomp (late 1980s at Xerox PARC), we get a sense for the philosophical history behind ubiquitous computing. This broader understanding of the influencers and ideas can serve as a source for inspiration for exploration and innovation that refocuses upon the first-person human experience of ubicomp systems: (1) leveraging human experience below the level of focused, conscious attention, (2) bringing back embodiment, and (3) simultaneously supporting and getting out of the way of human interpersonal interactions and relationships.