CHAPTER 1 CHARACTERIZATION OF DISTRIBUTED SYSTEMS1.3.2 Mobile and ubiq terjemahan - CHAPTER 1 CHARACTERIZATION OF DISTRIBUTED SYSTEMS1.3.2 Mobile and ubiq Bahasa Indonesia Bagaimana mengatakan

CHAPTER 1 CHARACTERIZATION OF DISTR

CHAPTER 1 CHARACTERIZATION OF DISTRIBUTED SYSTEMS

1.3.2 Mobile and ubiquitous computing
Technological advances in device miniaturization and wireless networking have led increasingly to the integration of small and portable computing devices into distributed systems. These devices include:
• Laptop computers.
• Handheld devices, including mobile phones, smart phones, GPS-enabled devices,
pagers, personal digital assistants (PDAs), video cameras and digital cameras.
• Wearable devices, such as smart watches with functionality similar to a PDA.
• Devices embedded in appliances such as washing machines, hi-fi systems, cars
and refrigerators.
The portability of many of these devices, together with their ability to connect
conveniently to networks in different places, makes mobile computing possible. Mobile
computing is the performance of computing tasks while the user is on the move, or
visiting places other than their usual environment. In mobile computing, users who are
away from their ‘home’ intranet (the intranet at work, or their residence) are still
provided with access to resources via the devices they carry with them. They can
continue to access the Internet; they can continue to access resources in their home
intranet; and there is increasing provision for users to utilize resources such as printers
or even sales points that are conveniently nearby as they move around. The latter is also
known as location-aware or context-aware computing. Mobility introduces a number of
challenges for distributed systems, including the need to deal with variable connectivity
and indeed disconnection, and the need to maintain operation in the face of device
mobility (see the discussion on mobility transparency in Section 1.5.7).
Ubiquitous computing is the harnessing of many small, cheap computational
devices that are present in users’ physical environments, including the home, office and
even natural settings. The term ‘ubiquitous’ is intended to suggest that small computing
devices will eventually become so pervasive in everyday objects that they are scarcely
noticed. That is, their computational behaviour will be transparently and intimately tied
up with their physical function.
The presence of computers everywhere only becomes useful when they can communicate with one another. For example, it may be convenient for users to control their washing machine or their entertainment system from their phone or a ‘universal remote control’ device in the home. Equally, the washing machine could notify the user via a smart badge or phone when the washing is done.
Ubiquitous and mobile computing overlap, since the mobile user can in principle
benefit from computers that are everywhere. But they are distinct, in general. Ubiquitous
computing could benefit users while they remain in a single environment such as the
home or a hospital. Similarly, mobile computing has advantages even if it involves only
conventional, discrete computers and devices such as laptops and printers.
Figure 1.4 shows a user who is visiting a host organization. The figure shows the user’s home intranet and the host intranet at the site that the user is visiting. Both intranets are connected to the rest of the Internet.
The user has access to three forms of wireless connection. Their laptop has a
means of connecting to the host’s wireless LAN. This network provides coverage of a Few hundred metres (a floor of a building, say). It connects to the rest of the host intranet via a gateway or access point. The user also has a mobile (cellular) telephone, which is connected to the Internet. The phone gives access to the Web and other Internet services, constrained only by what can be presented on its small display, and may also provide location information via built-in GPS functionality. Finally, the user carries a digital camera, which can communicate over a personal area wireless network (with range up to about 10m) with a device such as a printer.
With a suitable system infrastructure, the user can perform some simple tasks in
the host site using the devices they carry. While journeying to the host site, the user can
fetch the latest stock prices from a web server using the mobile phone and can also use
the built-in GPS and route finding software to get directions to the site location. During
the meeting with their hosts, the user can show them a recent photograph by sending it
from the digital camera directly to a suitably enabled (local) printer or projector in the
meeting room (discovered using a location service). This requires only the wireless link
between the camera and printer or projector. And they can in principle send a document
from their laptop to the same printer, utilizing the wireless LAN and wired Ethernet links
to the printer.
This scenario demonstrates the need to support spontaneous interoperation,
whereby associations between devices are routinely created and destroyed - for example
by locating and using the host’s devices, such as printers. The main challenge applying
to such situations is to make interoperation fast and convenient (that is, spontaneous)
even though the user is in an environment they may never have visited before. That
means enabling the visitor’s device to communicate on the host network, and
associating the device with suitable local services - a process called service discovery.
Mobile and ubiquitous computing represent lively areas of research, and the various dimensions mentioned above are discussed in depth in Chapter 19

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BAB 1 KARAKTERISASI SISTEM TERDISTRIBUSI1.3.2 Mobile dan komputasi mana-manaKemajuan teknologi di miniaturisasi perangkat dan jaringan nirkabel telah menyebabkan semakin integrasi perangkat komputasi yang kecil dan portabel ke sistem terdistribusi. Perangkat ini meliputi: • Komputer laptop. • Perangkat handheld, termasuk ponsel, ponsel pintar, perangkat GPS-enabled, Pager, personal digital Assistant (PDA), kamera video dan kamera digital. • Dpt dipakai perangkat, seperti smart watches dengan fungsionalitas mirip dengan PDA. • Perangkat tertanam dalam peralatan seperti mesin cuci, sistem hi-fi, mobil dan lemari es. Portabilitas banyak dari perangkat ini, bersama dengan kemampuan mereka untuk menghubungkan nyaman untuk jaringan di tempat yang berbeda, memungkinkan komputasi mobile. Mobile Computing adalah kinerja komputasi tugas sementara pengguna bergerak, atau mengunjungi tempat-tempat lain dari lingkungan mereka biasa. Mobile komputasi, pengguna yang dari intranet mereka 'rumah' (intranet di tempat kerja, atau tinggal mereka) yang masih diberi akses ke sumber daya melalui perangkat mereka membawa bersama mereka. Mereka dapat Lanjutkan untuk mengakses Internet; mereka dapat terus mengakses sumber daya di rumah mereka intranet; dan ada peningkatan penyediaan bagi pengguna untuk memanfaatkan sumber daya seperti printer atau bahkan penjualan poin yang strategis ketika mereka bergerak di sekitar. Yang kedua adalah juga known as location-aware or context-aware computing. Mobility introduces a number of challenges for distributed systems, including the need to deal with variable connectivity and indeed disconnection, and the need to maintain operation in the face of device mobility (see the discussion on mobility transparency in Section 1.5.7). Ubiquitous computing is the harnessing of many small, cheap computational devices that are present in users’ physical environments, including the home, office and even natural settings. The term ‘ubiquitous’ is intended to suggest that small computing devices will eventually become so pervasive in everyday objects that they are scarcely noticed. That is, their computational behaviour will be transparently and intimately tied up with their physical function. The presence of computers everywhere only becomes useful when they can communicate with one another. For example, it may be convenient for users to control their washing machine or their entertainment system from their phone or a ‘universal remote control’ device in the home. Equally, the washing machine could notify the user via a smart badge or phone when the washing is done. Ubiquitous and mobile computing overlap, since the mobile user can in principle benefit from computers that are everywhere. But they are distinct, in general. Ubiquitous computing could benefit users while they remain in a single environment such as the home or a hospital. Similarly, mobile computing has advantages even if it involves only conventional, discrete computers and devices such as laptops and printers. Figure 1.4 shows a user who is visiting a host organization. The figure shows the user’s home intranet and the host intranet at the site that the user is visiting. Both intranets are connected to the rest of the Internet. The user has access to three forms of wireless connection. Their laptop has a means of connecting to the host’s wireless LAN. This network provides coverage of a Few hundred metres (a floor of a building, say). It connects to the rest of the host intranet via a gateway or access point. The user also has a mobile (cellular) telephone, which is connected to the Internet. The phone gives access to the Web and other Internet services, constrained only by what can be presented on its small display, and may also provide location information via built-in GPS functionality. Finally, the user carries a digital camera, which can communicate over a personal area wireless network (with range up to about 10m) with a device such as a printer. With a suitable system infrastructure, the user can perform some simple tasks in the host site using the devices they carry. While journeying to the host site, the user can fetch the latest stock prices from a web server using the mobile phone and can also use the built-in GPS and route finding software to get directions to the site location. During pertemuan dengan tuan rumah, pengguna dapat menunjukkan kepada mereka foto terbaru oleh mengirim itu dari kamera digital langsung ke printer (lokal) yang sesuai diaktifkan atau proyektor di Ruang Meeting (ditemukan menggunakan Layanan lokasi). Hal ini memerlukan hanya link nirkabel antara kamera dan printer atau proyektor. Dan mereka dapat pada prinsipnya mengirim dokumen dari laptop mereka untuk printer yang sama, memanfaatkan LAN nirkabel dan kabel Ethernet Link ke printer. Skenario ini menunjukkan adanya kebutuhan untuk dukungan spontan interoperation, dimana Asosiasi antara perangkat secara rutin diciptakan dan dihancurkan - misalnya mencari dan menggunakan perangkat host, misalnya printer. Menerapkan tantangan utama untuk situasi seperti itu adalah membuat boleh cepat dan nyaman (yaitu spontan) Meskipun pengguna di lingkungan mereka mungkin pernah dikunjungi sebelumnya. Bahwa berarti memungkinkan pengunjung perangkat untuk berkomunikasi di jaringan host, dan bergaul perangkat dengan layanan lokal yang cocok - proses yang disebut pencarian layanan. Mobile dan di mana-mana komputasi mewakili bidang penelitian yang ramai, dan berbagai dimensi yang disebutkan di atas akan dibahas secara mendalam dalam bab 19
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