TATUS A Ubiquitous Computing Simulator
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?... we are trying to conceive a new way of thinking about computers in the world, one that takes into account the natural human environment and allows the computers themselves to vanish into the background? - Mark Weiser, 1991 . Weiser was ahead of his time with this visionary idea of a ubiquitous computing environment that would enhance and improve daily life. His ideas involve a paradigm shift away from the constraints of the one-on-one personal computer situation which is now a common part of daily life. Although technology has not reached Weiser?s adventurous predictions, progress to advance state-of-the-art in ubiquitous computing is under-way. Furthermore, current research projects within the Knowledge and Data Engineering Group (KDEG) closely resemble some of Weiser?s early visions. Software is being developed here to implement intelligent environments. Inside these smart worlds, doors open automatically but only to authorized persons, rooms identify people on entry and the environment as a whole works to recognise the behavioural patterns and intentions of those living and working in the space. Universal progress on the development of ubiquitous computing technologies has been hindered by a commonly recurring set of problems involving cost and logistics when implementing suitable test environments. This dissertation describes TATUS, a ubiquitous computing simulator aimed as overcoming these cost and logistical issues. Based on a 3D games engine, the simulator has been designed to maximise usability and flexibility while minimising working knowledge of the game engine.
Author: O'Neill, Eleanor
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