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Sentient computing

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