Hardware Engineering, and Computer Science

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Shrewd homes demonstrate the presence of sensors and some recognition gadgets, machines, and an information base to control them. In software engineering, hardware engineering, and computer science, the idea of ubiquitous computing is that computing can be made to appear at anytime and anywhere. Ubiquitous computing, in contrast to desktop computing, can take place on any device, anywhere, and in any format. Computers can come in a variety of forms, including laptops, tablets, smart phones, and terminals that are embedded in everyday items like refrigerators and glasses. A user interacts with the computer. Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new and user interfaces, computer networks, mobile protocols, location and positioning, and new materials are the underlying technologies that will enable ubiquitous computing. This worldview is likewise portrayed as inescapable processing surrounding insight each term underscores marginally various angles. It is also referred to as "things that think," the Internet of Things, physical computing, and haptic computing when it is primarily concerned with the objects involved. Taxonomy of properties for ubiquitous computing has been proposed rather than a single definition for ubiquitous computing and these related terms. From this taxonomy, various varieties of ubiquitous systems and applications can be described. Themes in ubiquitous computing include: artificial intelligence, context-aware smart home technologies, distributed computing, mobile computing, location computing, mobile networking, sensor networks, and human-computer interaction The idea of automating everyday tasks with small, inexpensive computers that are connected to the internet is known as ubiquitous computing. For instance, personal biometric monitors woven into clothing could be connected to lighting and environmental controls in a home's ubiquitous computing environment to allow for continuous and undetectable modulation of heating and lighting conditions in a room.

Another common scenario involves refrigerators that are aware of their appropriately tagged contents, able to plan a variety of menus from the food that is actually available, and able to warn consumers of food that has gone bad or is spoiled. All areas of computer science face difficulties with ubiquitous computing: in user interface design, systems modelling, and engineering and design of systems. Models for human-computer interaction that are currently in use whether they are GUI based, command-line-based, or menu-driven are neither appropriate nor adequate for the prevalent scenario. Although it is recognized in the field that in many ways we are already living in a ubicomp world, this suggests that the "natural" interaction paradigm appropriate to a fully robust ubiquitous computing has not yet emerged. See also the main article on natural user interfaces. Mobile phones, digital audio players, radio-frequency identification tags, GPS, and interactive whiteboards are examples of modern devices that lend some support to this second idea. Weiser was influenced by many fields outside of computer science, including philosophy, phenomenology." One of the earliest ubiquitous systems was artist Natalie Jeremijenko's Live Wire, also known as Dangling String, installed at Xerox PARC during Mark Weiser's time there. Weiser was aware that incorporating processing power into everyday situations would necessitate understandings of social, cultural, and psychological phenomena that went beyond the scope of computer science. This was a piece of string controlled by a LAN connection and attached to a stepper motor the string twitched in response to network activity, revealing a faint sign of traffic

John Gresham  
journal coordinator
international journal of innovative research in computer and communication engineering