Mark Weiser (1991) extended the concept of ubiquitous computing and offered insights into its implementation. The concept distinctly refers to computers that are so well integrated and accepted to all aspects of human activity, people are not conscious of their presence. These computers would be almost everywhere and interoperate to subtly enhance our lives – that is to say that although the produce may be observed, the methods are not.
The scale of ubiquitous computing can range from interconnected health monitoring technologies around a person to large art exhibits. Applications could vary from home automation responding to predicted behavioural patterns through to cities automating themselves and reporting on social or environmental anomalies.
The embedded computer is typically a small component integrated within a device that provides a limited functionality. Embedded computers enhance the device’s performance by processing and responding to environmental sensors or user input. Users are typically unaware of their presence and typically do not interact directly with them.
Ambient computing is the strategy to introduce useful information to end users in a more passive or subtle process. This is achieved by devices providing a limited scope of information, for example energy usage and by using methods more natural to humans such as changes to background noise or changes in colour. Ambient computing is an approach to allow greater acceptability of ubiquitous computing within our lives by avoiding the potentially overwhelming provision of information from a range of attention-seeking devices. Although ambient computing is already available from commercial sources, perhaps it’s goal will not yet be realised more fully until embedded computers are better integrated with more common (i.e. less ‘out of place’) objects; a plant pot, for example.
