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Agent-based Ubiquitous Computing (Atlantis Ambient and by Eleni Mangina, Javier Carbo, Jose Manuel Molina

By Eleni Mangina, Javier Carbo, Jose Manuel Molina

Ubiquitous computing is the 3rd wave in computing, the place the frequent use of latest cellular technology-implementing instant communications resembling own electronic assistants (PDAs) and shrewdpermanent telephones permits a brand new kind of complicated purposes. long ago years, the focus of study in cellular prone has aimed toward the every time, at any place precept (ubiquitous computing). although, there's extra to it than that.

The expanding call for for disbursed challenge fixing resulted in the advance of multi-agent structures. The latter are shaped from a suite of autonomous software program entities whose collective talents could be utilized in complicated and real-time domain names. the objective of such platforms is to illustrate how goal-directed, powerful and optimum habit can come up from interactions among person self sufficient clever software program brokers. those software program entities show features like autonomy, responsiveness, pro-activeness and social skill. Their performance and effectiveness has confirmed to be hugely depending on the layout and improvement of the applying area or context.

Context is the set of appropriate environmental states and settings pertaining to a person, that's proper for a situation-sensitive software within the strategy of adapting the companies and data provided to the person. Agent expertise appears to be like the fitting know-how to provide the potential for exploring the dynamic context of the consumer so one can supply value-added providers or to execute extra and complicated initiatives. during this appreciate, agent-based ubiquitous computing can take advantage of marrying the agent-based know-how with the large use of dispensed performance, to be deployed for light-weight units. It additionally allows the mix of ubiquity and intelligence in several program components and permits to process a number of learn issues in machine technological know-how, man made intelligence and engineering from a brand new perspective.

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Immersive interfaces are the natural complement to ubiquitous spaces as they enable the visualisation of virtual elements in the same context in the real world. The first immersive interfaces to virtual environments were invented by Sutherland [Sutherland (1998)] who built a Head-Mounted Display (HMD), a goggles-like displaying device, that, when worn by the user, replaces the user’s normal vision of the world with computer-generated (stereoscopic) 3D imagery. g. magnetic) for tracking the 3D pose of the HMD, it is then possible to modify the rendering perspective of the computer-generated imagery in order to match the movement of the user’s gaze and, subsequently, to give the user the impression of being immersed in a 3D graphical environment.

Agent Chameleons is modelled on the idea of realising a digital friend that will evolve a unique individual personality through prolonged interaction with the user. Such a trait tries to ensure agentperson familiarisation over time and across platforms (dimensions/information spaces). In addition to agent teleportation, aimed at acquiring different operational functionalities, the other concept explored within the Agent Chameleons project is the use of agent mutation (Kaplan’s metamorphosis) to alter the agent’s external appearance in order to engender a sense of identity.

The few projects that do [Gutierrez et al. (2003)] suffer of limitations that are inherent in their screen-based representation. It is not possible for the agents to leave the screen and wander freely or to interact with physical objects in the real world. In such a context, and with the divide between their 2D screen embodiment and the 3D physical world, it is also more difficult for them to attract and engage the user. For example, they cannot effectively point (or look) in a 3D physical surrounding.

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