Sentient computing is a form of ubiquitous computing which uses sensors to perceive its environment and react accordingly. A common use of the sensors is to construct a world model which allows location-aware or context-aware applications to be constructed.
One famous .
Some example applications of the system include:
A follow-me phone which would cause the telephone nearest the recipient to ring.
Teleporting desktops via Virtual Network Computing just by clicking their Active Bat near the computer.
Spatial buttons which were activated by clicking the Active Bat at a particular spot (such as a poster).
Measuring and surveying buildings.
Location-Aware Games
==References==
Andy Hopper, The Royal Society Clifford Paterson Lecture, 1999 - Sentient Computing. Philosophical Transactions, Royal Society London. 2000, Volume 358, Pages 2349-2358, Royal Society, August 2000 [http://www-lce.eng.cam.ac.uk/publications/files/tr.1999.12.pdf pdf].
[http://www.economist.com/science/tq/PrinterFriendly.cfmStory_ID=1841108 The sentient office is coming ], The Economist.
==See Also==
*Domotics
*Mobile computing
*Pervasive Computing
*Ubiquitous computing