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Inhalt
Begriff
Begriffsumschreibungen
Weitere Meldungen
Weitere Quellen
Ein schillernder neuer
Begriff, der sicher noch viele neue Aspekte
enthüllen wird.
Deutsche "Definitionen"
konnten noch nicht gefunden werden (oder sind wohl nicht umfassend genug).
Eine dere spektakulärsten Meldungen
bezieht sich auf die Übertragung von Daten, indem man sich
die Hände schüttelt.
Aber auch eine ganze Reihe weiterer Perspektiven gibt es, wie aus einem
Beitrag aus BUSINESS WEEK zu
ersehen ist.
Begriffsumschreibungen
(bisherige Sammlung, siehe auch weitere ältere Meldungen)
PDA - Personal Area Network http://searchnetworking.techtarget.com/sDefinition/0,,sid7_gci546288,00.html
1) A personal area network (PAN) is the interconnection of information
technology devices within the range of an individual person,
typically within a range of 10 meters.
For example, a person traveling with a laptop, a personal
digital assistant (PDA),and a portable printer could interconnect them
without having to plug anything in, using some form of wireless technology. Typically,
this kind of personal area network could also be interconnected without
wires to the Internet or other networks.
Also see wireless personal area network (WPAN)
which is virtually a synonym since almost
any personal area network would need to function wirelessly. Conceptually, the difference
between a PAN and
a wireless LAN is that the former tends to be centered around one
person while the latter is a local area network (LAN)
that is connected without wires and serving multiple
users.
2) In another usage, a personal
area network (PAN) is a technology that could enable wearable computer
devices to communicate with other nearby computers and exchange digital information
using the electrical conductivity of the human body as a data
network.
For example, two people each wearing business card-size
transmitters and receivers conceivably could exchange information by
shaking hands. The transference of data through intra-body contact,
such as handshakes, is known as linkup. The human body's
natural salinity makes it a good conductor of electricity. An electric field passes tiny
currents, known as Pico amps, through the body when the two
people shake hands. The handshake completes an electric circuit and each person's data,
such as e-mail addresses and phone numbers, are transferred to the other person's laptop
computer
or a similar device. A person's clothing also could act as a mechanism for
transferring this data.
The concept of a PAN first was developed by Thomas
Zimmerman and other researchers at M.I.T.'s Media Lab and later supported by
IBM's Almaden research lab. In a research paper, Zimmerman
explains why the concept might be useful:
As electronic devices become smaller, lower in power requirements, and
less expensive, we have begun to
adorn our bodies with personal information and communication appliances. Such devices
include cellular phones, personal digital assistants (PDAs), pocket video
games, and pagers. Currently there is no method for these devices to
share data. Networking these devices can reduce functional I/O redundancies
and allow new conveniences and services.
http://www.wikipedia.org/wiki/Personal_area_network
Personal area network
From Wikipedia, the free encyclopedia.
A personal area network (PAN) is a computer network used for
communication among computer devices (including telephones and
personal digital assistants) close to one person.
The devices may or may not belong to the person in question. The reach of
a PAN is typically a few meters. PANs
can be used for communication
among the personal devices themselves (intrapersonal communication), or
for connecting to a higher level network and the Internet (an
uplink).
Personal area networks may be wired or wireless.
Examples of personal area network technologies:
IrDA
Bluetooth
See also USB,
Firewire
Weitere
Meldungen
Auszug aus ComputerZeitung,
Nr. 42, 14. Oktober 2002
E-Mail kommt per Händedruck
Tokio (rr) - Den Infoaustausch zwischen Handhelds will NTT Docomo
künftig auch über den Händedruck regeln. Durch die Leitfähigkeit
der Haut werden Daten mit 10 MBit/s übertragen -
deutlich mehr als beim Personal Area Network (PAN),
das IBM vor Jahresfrist vorgestellt hat. Big Blue plant, die
PAN-Sensorik auch zur Personenauthentifizierung einzusetzen.
Ältere
Meldungen
http://www.br-online.de/wissenschaft/wimfs/treff/tr9704.html#8
Personal Area Network von IBM
Das neue Projekt 'Personal Area Network' (PAN)
des IBM-Forschungszentrums Almaden erscheint wie ein Szenario aus einem
Science-Fiction-Film: Wenn Thomas Zimmerman einem Kollegen die Hand
schüttelt, wird über den Hautkontakt
ein kleines Computernetz aufgebaut und elektronische Informationen ausgetauscht. Die
Wissenschaftler in dem lBM-Labor nutzendie Tatsache aus, daß der
menschliche Körper einen guten elektrische Leitwert hat und damit auch als Medium zur
Übertragung von Bits geeignet ist.
Der Prototyp des PAN gleicht noch einer Zigarettenschachtel,
das Serienmodell soll die Maße einer Kreditkarte haben. Das Gerät muß
in der Nähe des Körpers getragen werden, etwa in der Hosentasche oder im Schuh, aber nicht
direkt auf der Haut. Das Datenfeld wird nicht durch einen unmittelbaren
Hautkontakt hergestellt sondern durch ein elektromagnetisches Feld aufgebaut.
'Wie ein kleiner Mittelwellensender, der Daten sendet', erläutert Zimmerman.
Befürchtungen, der vom PAN
erzeugte Strom könnte der Gesundheit schaden, tritt Zimmerman
mit dem Verweis auf verschiedene Medizinstudien
entgegen.
Der mit PAN erzeugte Strom sei äußerst schwach. Mit
einem Nanoampere, also einem Milliardstel Ampere, ist er nach
Angaben der IBM-Forscher niedriger als natürliche Ströme, die in jedem
menschlichen Körper fließen. Der Strom fließt auch nur außen über die Haut.
Die vom Sender erzeugte Frequenz liegt deutlich unter einem
Megahertz. Mit PAN können heute schon
Daten übertragen werden wie mit einem klassischen 2400-Baud-Modem. Der PAN-Sender
in der Hosentasche könnte etwa das Telefonieren in den USA deutlich bequemer
gestalten. Statt wie bislang endlose Zahlenkolonnen eintippen zu müssen, um die Dienste
einer Calling-Card in Anspruch zu nehmen, würde der Griff zum Telefonhörer
ausreichen. Informationen unter:
Thomas G. Zimmerman, IBM Almaden Research Center
650 Harry Road,
San Jose, California 95120-6099
E-Mail: TZIM@almaden.ibm.com
WWW: http://www.almaden.ibm.com/journal/sj/sectione/zimmerman.html
Siehe auch folgende Meldungen
http://www.businessweek.com/1997/25/b35326.htm
(IBM, Business Week)
INTRODUCTION: INTO THE WILD
FRONTIER
Back in 1979, if you had visited Xerox's Palo
Alto Research Center, you would have literally seen the future of computing. The
precursor of Windows. The computer mouse. The laser
printer. And a local-area network, newly dubbed Ethernet. If you had then
broadened the tour, scientists at AT&T Bell Labs and IBM could have given you a spiffy
prediction about digital phone switches and computer memory, anticipating developments
that arrived just this year.
Ah, but you didn't make those visits, and now the opportunity
of a lifetime has passed. Or has it? The world has changed
a lot since then. Computer skills are much more diffuse. Exotic new technologies abound.
But one thing remains true: In a handful of the world's outstanding
computer labs, the shape of tomorrow is as plain to see as it was 20 years ago.
What those labs are doing now will set the agenda for computing over the next 15 to 20
years.
During the past two months, the BUSINESS WEEK technology
staff canvassed computer-science leaders to identify the top labs. And a
team of a dozen reporters went to the labs to see what
the future holds. These are their dispatches from the digital frontier.
The heads of America's hottest computer companies fight over browsers,
operating systems, and ''network PCs. '' But if you wander through the world's top-ranked
computer-science labs -- the ones at Carnegie Mellon, Stanford, MIT, and the like --
creative minds don't dwell much on who rules the ''desktop,'' with its tired
metaphor of windows, folders, fonts, and trash cans.
What do the world's leading computer scientists focus on?
Strange pursuits. John H. Holland at the University of Michigan ponders how ants
manage their colonies when there is no central, organizing authority. David
Gelernter at Yale University tinkers with ''lifestreams'' -- rushing
rivers of data that can store an individual's total creative outpourings. At the
University of Washington's Human Interface Technology Laboratory (HITLab),
Thomas A. Furness devises tools to let people illustrate points in a conversation
by materializing 3-D images in space.
These startling activities are by no means random. In 15 years,
or maybe 20, such projects will bear concrete results -- some of them
as predictable now as personal computers were to visionaries who visited Xerox
Corp.'s Palo Alto Research Center in the late 1970s. Peering into the future, researchers
don't obsess over compressing bits or cramming things onto disks. Their projects presume a
world of nearly infinite digital storage space, processing power, and transmission
capacity.
Many of these scientists believe computers of the future will be
patterned, at least in part, on living creatures. These machines will
draw much closer to humans than computers based on the old desktop
metaphor. They'll respond to our voices and extend our senses. They'll simulate
complex phenomena -- weather patterns, stock market crashes, environmental hazards -- solving
problems and predicting outcomes at a price anyone can afford. Computers,
if they even retain that moniker, will tend our children, meld with our flesh and blood, heal
the sick, and restore eyesight to the blind.
Computers -- or networks of them -- will become ubiquitous, most digital
pioneers agree, as they are invisibly embedded in other things. These
machines will reconfigure themselves when new applications are
required. And they may even communicate among themselves in languages for which no human
ever wrote
code. Indeed, among some scientists, a whole new metaphor for computing is taking shape,
patterned on the natural resilience and elegance of biological organisms. Electrical
engineers and software wizards extol the
astonishing ease with which living systems process staggering volumes of sensory data.
On this model, researchers say, machines of the future
will learn to diagnose, repair, and even replicate themselves. There isn't much
choice. Computing devices and the networks that link them will be far too
complex for lumbering humans to monitor or manage with precision. ''The
biological metaphor is rich, rich,
rich,'' says Michigan's Holland, pioneer of
evolution-based mathematical formulas known as genetic algorithms.
''EXPLOSIVE GROWTH.''
Why do we know all this is coming? Two reasons.
First, because we can bank on the same forces that unleashed the PC
revolution 25 years ago: shrinking silicon circuits and faster communications
infrastructure. ''The pace of change is actually accelerating now,'' says Richard
Howard, director of wireless research at Lucent Bell Laboratories. In the
next two decades, ''we'll see explosive growth of communications, computing, memory,
wireless, and broadband technology.''
The other reason we can divine future trends is that the seeds are
already widely sown -- both in the market and in dozens of computer research labs.
Invisible computers? Chipmakers ship about 3.5 billion of
those every year in the form of embedded or ''real-time'' processors. That's nearly 50
times the number of
microprocessors sold in boxes with keyboards and monitors. An economy-class car has a
dozen hidden microprocessors controlling the engine, brakes, and other systems. A Mercedes
has about 60. Reconfiguring machines? That's what field-programmable gate arrays are.
They're on the market now -- though engineers have barely
begun to tap their power. Even computers that become part of our bodies
are
not so far-fetched. According to Peter Cochrane, head of research at British
Telecommunications PLC, surgeons have performed about 17,000 cochlear implants on patients
with hearing loss.
''These people are already walking around with chips in their heads,'' he
says.
All of this is on the street right now. But
it pales beside what's in the labs. Driven to create a display technology more ''organic''
than a computer monitor, Furness of the University of Washington's HITLab has
developed a so-called retinal display. It ''paints'' pictures directly on the eye by modulating a stream of
photons from light-emitting diodes and scanning them across the retina. The mind
perceives these
scans as vibrant color pictures. HITLab's goal was a better
mode of visualizing data.
Then, serendipity entered the picture. ''We've found that people who have
inoperable cataracts can see with this machine,'' says Furness, ''because we're
bypassing the optics of the eye and going directly to
the retina.'' These findings are preliminary, and the equipment takes up a lab bench. But Furness
expects to see commercial systems in about three years. Portable or implantable
versions in high-definition ''are definitely within a 15-year time frame,''
Furness says.
MINOR MIRACLE. Breakthroughs of this sort
are all rooted in what Howard of Bell Labs calls third-stage innovations. The
term refers to complex technology that's deftly disguised in simple
applications. Today,
when the grocery store scans your credit card, a minor miracle occurs:
The clerk gets confirmation in a few
seconds. How is that possible? ''Because it doesn't go through the phone system, ''says Howard.
''You've thrown a few dozen bytes of packet data into the air. It gets picked up by the
router at the bank, and goes
instantly into the bank computer. It's invisible and pervasive and very,
very complicated -- but to you, it looks simple.''
Auto-navigation guides require equally advanced and invisible technology.
For $150, you can install a global-positioning satellite system in your car that
measures precise time signals received from three satellites, so a processor can pinpoint
your location on a digital map stored on a CD-ROM. Soon, the
electronics for such systems will be on a single, embedded chip that will
cost just a few bucks. Then, your cellular phone or personal digital assistant
''will know where it is at all times and be able to query the Net for local weather
reports and restaurant guides,'' says Internet pioneer Vinton G. Cerf,
MCI Communications Corp.'s senior vice-president for Internet architecture and
engineering.
This process -- the commoditization of ultrahigh
technology -- opens spellbinding opportunities for new
consumer-electronics products. British Telecom thinks
future generations of portable phones could be installed right in your ear.
While talking, the user could also glimpse images or data that are pulled invisibly
off the Internet and projected onto a magnifying mirror positioned beside one eye. IBM has demonstrated a ''personal area
network'' (PAN) that lets two businessmen exchange a
calling card's worth of personal
information simply by shaking hands. Both must carry card-size transmitters
and receivers. Their handshake then completes an electric circuit, and
each person's data is transferred to the other's
laptop computer.
As high technology, inexorably, becomes a game of miniaturization, mathematics, and
silicon expertise, companies we do not now recognize as computer players can gain
leverage. Philips of the Netherlands, for
example, is developing its own, PAN-like products aimed at consumers. One
example: a ''hot badge'' in which users input personal likes, dislikes, or
their philosophies of life. The badges exchange signals with one another on the street, at
a party, or in a bar. When two people with similar tastes meet, both
badges light up. ''Not everything that's possible is
desirable,'' concedes Stefano Marzano, senior director of Philips
Design in Eindhoven, Netherlands. But in a world where nearly any type of
gadget is possible, ''our technical advantage is our ability to
imagine.''
These concepts appeal because they are playful.
But the more urgent issue, most scientists agree, is making such devices more natural to
use. As a ''user interface,'' 2-D computer screens get a hearty thumbs-down from many
digital visionaries. And window-based menus don't help much. Trying to
be all things to all people, pull-down menus are stuffed with so much information
and so many options that
your vision is constantly fixed on narrow details. Xerox PARC
Director John Seely Brown compares the feeling to ''walking around with
toilet-paper tubes taped to your eyes.'' Without a peripheral view of your data,
you get blindsided when new information turns up suddenly.
PARC has devised a different approach, which it calls ''calm
computing.'' Its engineers are developing new interfaces that engage a user's
peripheral vision and make good use of psychology. For example, there's a
''hyperbolic browser'' that causes database trees to come alive on your screen. No more
mazes of icons.
Using it is like seeing into your computer's mind through a fish-eye lens. Navigate
to the right with your mouse, and information on the periphery moves to front and center.
Even this approach, however, doesn't take full advantage of a human's
cognitive machinery. John Gage, chief science officer at Sun Microsystems Inc.,
believes computer interfaces will eventually draw on multiple
sensual inputs to convey much more information than a 2-D screen. To execute fast trades
in a busy market, for example, Wall Street hotshots may one day sit at a computer
that emulates an automobile driver's seat.
There, the continual flux of data on corporate results, stock prices,
interest rates and other macroeconomic information could be represented in multisensual
data streams. In the real world, as you drive, you feel the
car bounce, your body shifts, you accelerate into a turn, there's a blast of wind, the
sound of the engine -- a
hundred things you monitor, almost passively, says Gage. Each of these sensations
can stand for something. In contrast, he says, with today's computers, ''all you have is
your eyes.''
At MIT's Media Lab, Hiroshi Ishii is already developing a multisensual computing
environment, which he calls an ambient room. It uses shadows flickering on a wall or
background noise such as raindrops falling in a
pool to alert the occupant about some relevant activity without intruding. So a
stockbroker might track the volume of shares being traded on NASDAQ through the
sound of rainfall, which would grow louder and faster as trading volume increases.
The trading in a particular stock might be linked to a shadow pattern on the wall, so
the broker could tell at a glanc how active it is.
DIGITAL PETS. To make these
interfaces come alive, engineers will depend on a new generation of intelligent
''agents.'' These are bits of software that can carry out your bidding by scanning your
E-mail for important messages, say, or roaming the Net and alerting you when there
is news on a topic you've asked them to monitor. Crude versions of these programs have
been on the market for several years. The next generation, far more powerful, will
help customize how you interact with your computer.
Researchers at Fujitsu Ltd., Japan's largest computer company, have spent more
than a decade trying to make agents more lifelike. Collaborating with Carnegie Mellon
University, they have developed 3-D animated
characters that ''live'' and evolve in a computer's memory. In March, Fujitsu
released its first commercial
product: a CD-ROM-based character called Fin Fin that
resembles a dolphin and exhibits qualities of a household pet.
Over time, Fin Fin learns the sound of its owner's voice,
transmitted through a microphone. It comes when you call and accepts digital ''food.''
The technology behind Fujitsu's digital pet is called artificial life,
or a-life -- a branch of computer science that dates to the early 1950s. It began with
simple programs called cellular automata, which created interesting
patterns on computer screens by merging, mutating, and evolving. Later, scientists such as
the University of
Michigan's Holland realized that they could channel this evolutionary
process to create models of events in the real world and to solve mathematical problems.
Holland's semi-random evolutionary programs, called genetic
algorithms, are used in industry to improve scheduling and logistics in
manufacturing facilities, among other things. And new biologically
inspired approaches to computing now thrive in laboratories around the world. The
laboratory of Daniel Mange, head of the Logic Systems Laboratory at the
Swiss Federal Institute of Technology in Lausanne, is developing an electronic
watch that repairs itself. The rudimentary prototype, called a biowatch,
does this by shifting tasks among six redundant silicon cells, each of which
contains the full programming of the watch -- just as each animal cell contains the
full genome. Over the next 10 years, Mange hopes to perfect integrated
circuits that both self-repair and self-replicate. ''We are a kind of god of
nature,'' he laughs.
Fujitsu's notion, exemplified in Fin Fin, combines aspects of a-life and
intelligent agents to create gentle, fanciful, or cuddly user interfaces for computers.
The agent element would execute the user's instructions; a-life would allow it to
evolve and adapt to the user's tastes.
Such a combination could be an ideal way to maintain a friendly face on powerful
machines that are growing increasingly complex. And agents such as Fin Fin
will be even more compelling when such creatures move from 2-D screens into
virtual reality.
This evolution may not sound appealing, given the uncomfortable headgear
and grainy displays that mar many of today's VR systems. But as
more processing power and memory get squeezed into smaller
devices, the technology will become more inviting. In education, VR tools will let children
learn things through
experience that were once accessible only through books or films. To teach
children the relationship between planets in the solar system, for example, the University
of Washington's HITLab envisions a simulation in which the user grows to
a height of a thousand miles and strides through the solar system at the speed of
light.
VIRTUAL TOUCH. If you think of this as a
game, researchers won't take offense. It's the game industry, after all, that created the
economies of scale needed to make high-end graphical computing available to everyone.
Millions of children clutching Sony Corp. PlayStations and Nintendo 64 consoles now know
more about simulated worlds than most of their parents. The next hot VR
technology to be commoditized by games is so-called force feedback, or
virtual touch. Manufacturers are releasing steering wheels and joysticks for PC games that
resist when you take a sharp turn or fire a missile. ''Adult'' applications are the next
logical outgrowth -- as soon as sensors and processing power are cheap enough. Sex,
after all, was an important driver of earlier technologies, such as VCRs, CD-ROMs, and
electronic commerce.
In 15 years, VR simulations will be woven deeply into education and job
training, according to Anita K. Jones, professor of computer science at the
University of Virginia. Jones should know. She spent most of the
past four years as director of Defense Research & Engineering at the Defense Dept.,
where she oversaw all
science and technology development projects. The military invented
high-fidelity simulations for flight training. And it still bankrolls the most
cutting-edge applications. To train soldiers in decision-making, for
example, the Army has been known to square entire tank batallions off with simulated
forces on virtual battlefields. The behavior of simulated enemy tanks is
so realistic that soldiers can't distinguish them from human-driven foes. Exercises
of this sort require staggering processing power -- beyond the reach of academic labs. But
with price reductions pushed by games, high-end simulations will soon be widely available.
''The boundary between training and doing will disappear,'' Jones predicts.
While high-fidelity simulation changes how we view the world, tiny
devices called micro-electro-mechanical systems, or MEMS, will transform
how the world responds to us. The best example of MEMS, which
combine actuators with sensors and computation, is the device in a car
that detects abrupt deceleration, recognizes it as a crash, and inflates an air bag.
Scientists at Xerox PARC believe MEMS could be the
key to self-repairing machines. ''If you place a heavy weight on a steel beam, it will
eventually fail by buckling or bending,'' says Mark Weiser, PARC's chief
technologist. ''But if you could cover the beam with microsensors and actuators that
notice the bending begin, then push back very slightly before it gets very far, the beam
can support 10 times more weight.''
MANY TECHIES. Trends
such as this in electronic components are easy enough to predict. Abrupt
innovations are harder to anticipate -- and are playing an ever greater role in
technological evolution. Why? Frontline computer expertise is now widely diffused. Asked
to rank the top labs in an informal BUSINESS WEEK poll, a broad
group of computer scientists predictably saluted Carnegie Mellon, Stanford,
and MIT. But lesser-known programs at the University of North Carolina and Michigan also
got high marks, as did the University of Edinburgh and British Telecom's computer-science
lab. ''In the last 20 years, the number of computer-science PhDs has risen from about 100
to 1,000 per year,'' Says Randy H. Katz, chairman of the University of California
at Berkeley's Computer Science Div.: ''They couldn't all get jobs at the six leading labs,
so they went to work in a wide range of universities, industrial labs, and small
companies.''
This diffusion of computer expertise will speed the quest for new
metaphors in computing. So will fast communications and the freewheeling scientific
anarchy of the World Wide Web. Online forums on the Internet, for example,
take credit for the rapid standardization of the virtual-reality modeling language, or
VRML, used to create 3-D worlds on the Net. Scientists now have vastly expanded avenues
for
collaboration. And while they disagree about how to achieve new models for computing, few
would question the need for change. Throughout the industry, there is palpable impatience
with systems and networks
that crawl -- and crash. ''As a heavy user of computers, I hate them,'' says Yale's Gelernter.
''As a computer-science person, I'm outraged by the quality of the software.''
Even Microsoft Corp.'s top science maven, Nathan P. Myhrvold,
seems weary of the the PC's limitations. ''The rudest thing about computers is that they
only do exactly what we tell them to do,'' he says. ''If people were as rude -- that
precise and specific -- we wouldn't marry or keep jobs.''
Microsoft is doing everything in its power to change that. The company is
frantically beefing up its Microsoft Research staff, which will triple in size, to 600, by
the year 2000, says Myhrvold. Even competitors
tip their hats to William H. Gates III's recruiting strategy, which netted Gordon
Bell -- father of the
minicomputer at Digital Equipment Corp.--and a dozen other household names inthe industry.
Microsoft won't voluntarily pull the plug on its Windows franchise. At
the same time, it can't buck the trend toward intuitive computing that has taken such firm
root in the world's top labs. If a breakthrough--or sheer
increases in processing power -- lead to superior interfaces, Microsoft will be forced
to follow the market.
Will computers ever behave more like living creatures? Can they aspire to
even primitive consciousness? Michigan's Holland says it can't
be ruled out. With the most complicated computers we have today, he says, ''the
typical element [on a chip] will contact up to 10 other elements.'' In the human
central nervous system, the equivalent element contacts about 10,000. The difference
is three orders of magnitude -- a number that has significance in academic circles.
''There's a kind of aphorism: Any time you jump three orders of magnitude, you have a
whole new science,'' says Holland. As we move toward billions of
elements on a chip, the boundaries that separate us from machines will
continue to blurr. ''It's beyond our
realm to say that machines of such enormous complexity can't be conscious,'' says Holland.
As these machines move more seamlessly into our lives, our bodies, and
our thoughts, the very notion of a ''computer'' -- with its manuals, glitches, and crashes
-- may recede to a memory.
BY NEIL GROSS
With Julia Flynn in Edinburgh, Otis Port in Redmond, Wash., and bureau reports
http://www.nue.et-inf.uni-siegen.de/arbeiten/diplarbdetail/diplom47.html
Sichere Dienste im Bereich "Personal Area
Network"
Aufgabenstellung:
Das Projekt "Subscriptionless Mobile Networking" (SMN)
beschäftigt sich mit der Konzeption und Implementierung einer sicheren Dienstearchitektur
im "Personal Area Network" (PAN)-Umfeld, d. h.
in Kommunikationsszenarien mit stationären Diensteanbietern und mobilen
Benutzern, die mit PDAs mit Bluetooth-Netzwerkadaptern
ausgestattet sind. Dieses Umfeld zeichnet sich sowohl durch die Flüchtigkeit
der Kommunikationsbeziehungen sowie dem berechtigten Wunsch der Benutzer nach Anonymität
und
Datenschutz ("Privacy") aus. Sicherheits-Infrastrukturen mit hohem
administrativen Overhead (z. B. PKIs) sollen nach Möglichkeit vermieden werden.
Innerhalb des Projekts sind die folgenden Diplomarbeiten zu
vergeben:
1. Implementierung einer Kommunikations-Infrastruktur fürBluetooth
mit den folgenden Rand-
bedingungen:
· Evaluierung der bestehenden
PAN-Implementierungen für Bluetooth. Die geeignetste Implementierung ist
zu integrieren.
· Ein Interface zum Bluetooth
"Service Discovery Protocol" (SDP) ist zu
implementieren.
· Interfaces zur dynamischen Einstellung
der IP- sowie Bluetooth-Geräteadresse sind zu implementieren.
2. Implementierung der Demo-Software (Dienste) auf Client- sowie
Providerseite. Hierbei ist Interesse an
GUI-Programmierung unter Linux erforderlich.
Beide Diplomarbeiten sollen unter C/C++ und Linux implementiert werden. Dabei wird
Sourcecode- Portabilität für beide Plattformen (PC und PDA) angestrebt.
Diese Diplomarbeiten sind für Studentinnen/Studenten der Nachrichtentechnik und
Technischen Informatik
geeignet. Kenntnisse in Datensicherheit sind wünschenswert.
Weitere Informationen und Betreuung:
Prof. Dr. Christoph Ruland (Tel. -2522 / Zimmer E 206)
Dipl.-Ing. Michael Schmidt (Tel. -2332 / Zimmer E 301)
© Universität - GH Siegen, Institut für
Nachrichtenübermittlung , Webmaster
http://www.almaden.ibm.com/cs/user/pan/pan.html
Personal Area Networks (PAN):
A Technology Demonstration by IBM Research
November 18-19, 1996
Technology Description
Scientists at IBM's Almaden Research Center (San Jose, CA) are perfecting a new
Personal Area Network technology that uses the natural electrical conductivity of the
human body to transmit electronic data.
Using a small prototype transmitter (roughly the size of a deck of cards)
embedded with a microchip,
and a slightly larger receiving device, the researchers can transmit a pre-programmed
electronic
business card between two people via a simple handshake.
What's more, the prototype allows data to be transmitted from sender to
receiver through up to four
touching bodies. PAN technology is being demonstrated
publicly for the first time at the Comdex computer industry trade show in Las Vegas.
How PAN works
The natural salinity of the human body makes it an excellent conductor of
electrical current. PAN
technology takes advantage of this conductivity by creating an external electric field
that passes an
incredibly tiny current through the body, over which data is carried.
The current used is one-billionth of an amp (one nanoamp), which is lower than the natural
currents
already in the body. In fact, the electrical field created by running a comb through hair
is more than
1,000 times greater than that being used by PAN technology.
The speed at which the data is transmitted is equivalent to a 2400-baud modem.
Theoretically, 400,000
bits per second could be communicated using this method.
Potential applications
IBM researchers envision PAN technology initially being applied in three
ways:
1) To pass simple data between electronic devices carried by two human
beings, such as an electronic
business card exchanged during a handshake.
2) To exchange information between personal information and
communications devices carried by an
individual, including cellular phones, pagers, personal digital assistants (PDAs)
and smart cards. For
example, upon receiving a page, the number could be automatically
uploaded to the cellular phone,
requiring the user to simply hit the "send" button. This automation increases
accuracy and safety,
especially in driving situations.
3) To automate and secure consumer business transactions. Among the many
examples:
A public phone equipped with PAN sensors would automatically identify the
user, who would no
longer have to input calling card numbers and PINs. This application significantly reduces
fraud
and makes calling it easier and more convenient for users; By placing RF (radio frequency)
sensors on products, such as rental videos, stores could essentially eliminate
counter lines and expedite rentals and sales. The customer would simply carry the selected
videos through a detecting device that would automatically and accurately identify the
customer and his selections, and then bill his account accordingly.
Health service workers could more safely and quickly identify patients,
their medical histories and
unique medicinal needs by simply touching them. This application would be
particularly helpful in accident situations or where the patient is unable
to speak or communicate.
Why Use The Body To Transmit Data?
Sharing information increases the usefulness of personal information devices and provides
users with
features not possible with independent or isolated devices. However, finding a way to do
this effectively, securely and cost-efficiently presented a challenge, at least until PAN
was developed. That's because other likely approaches are not practical for everyday use.
For example, wiring all these devices together would be cumbersome and constrictive to the
user. Infra-red communications ofinformation, used on TV remote controls, requires direct
lines of sight to be effective. Radio frequencies (such as those used with automated
car locks) could jam or interfere with each other, or be imprecise in
crowded situations.
Previous Work In This Area
. . . . .
http://www.digiman.org/html/pan.html
Personal Area Network
A Personal Area Network, will allow
all distributed components of a wearable computer to communicate with each other as
well as with other computers nearby using either the body, or clothing as the data
transfer medium.
Imagine walking into a room full of strangers at a
business conference. Normally, a flurry of business card swapping would insue as you meet
people. But you have a wearble computer with "PAN" and so does
many
of the others in attendance. By simply shaking hands
with you, your computer receives a signal through your skin from the other person through
"PAN". This is known as "linkup", as soon as this
link was established, your computer asked the other persons wearable
computer for his/her business card information, and vice versa. Within moments,
his/her Name, Phone Number, Email Address, etc.
is displayed before your eyes at the same time the information is stored
in your contact database. In addition, if your wearable computer was
equipped with a digital "wearcam" camera, A digital snapshot
of his/her face is taken and appended to their business card information. Now
that your computer has a visual reference of
this person, you could meet them 2 years later, and your computer would recognize them and
bring up
information such as: the last time you met, what was the subject of your conversation, as
well as their business card information.
Others are currently working on this exciting technolgy. Visit some reseach being
conducted at M.I.T.
http://www.ewh.ieee.org/r10/bombay/news3/page3.html
PAN: PERSONAL AREA NETWORK.
Anand Gopalan. (TE - Elecs - Fr CRCE)
The field of electronic communication has come a long way from the days of bulky radio
trans-receivers. Today a large fraction of this field is focussed on making communication
more 'personal', more individual-oriented. The aim being
that the user can communicate effectively with any other individual or
for that matter with any component of his environment. As a result with electronic devices
becoming smaller, lower in power requirements, and less expensive, we have begun to adorn
our bodies with personal information and communication appliances. Such
devices include cellular phones, personal digital assistants (PDAs),
pocket video games, and pagers. The next step is obviously to enable
these devices to communicate with each other and also with the individual,
effectively forming a network around the user. This is the
concept of a Personal Area Network (PAN). If all
this sounds like some far of dream in the mind of a frizzy haired scientist it
isn't. Scientists at IBM are perfecting a new Personal Area
Network technology that uses the natural electrical conductivity of
the human body to transmit electronic data.
However the idea of sending an electrical current through you body may
not sound very appealing
at first. But to IBM researcher's it is and could bring a whole new meaning to putting
information at one's fingertips. At the moment Personal Area Network is
only a prototype technology, however with the increasing speed of developing technology it
will probably be implemented into everyday lives, in the not so distant
future.
The basic idea is that due to the natural salinity of the human
body it is an excellent conductor of electrical
current. PAN technology takes advantage of this conductivity by creating an external
electric field that passes an incredibly tiny current through the body, over which data is
carried. The current used is one-billionth of an amp (one nanoamp), which
is lower than the natural currents already in the body. The speed at
which the data is transmitted is equivalent to a 2400-baud modem.
Theoretically, 400,000 bits per second could be communicated using this
method.
PAN developed because of the shortcomings of various
conventional methods to facilitate intercommuni- cation between personal
communication devices. For example, wiring all these devices together would be
cumbersome and constrictive to the user. Infrared communications of
information, used on TV remote controls, requires direct lines of sight
to be effective. Radio frequencies (such as those used with automated car locks)
could jam or interfere with each other, or be imprecise
in crowded situations.
The PAN system consists of battery operated transmitters and
receivers that are electrically isolated and have a pair of electrodes. The PAN
transmitter capacitively couples a modulating picoamp displacement current through the human body to the receiver. The return
path is provided by the 'earth ground,' which includes all conductors and dielectrics
in the environment that are in close proximity to the PAN devices. The
earth ground needs to be electrically isolated from the body to
prevent shorting of the communication circuit.
It is not difficult to see that this technology has a mind-boggling array of possible
applications. You
could exchange electronic business cards by simply shaking hands; it would effectively
eliminate the need for smart cards and other forms of identification. You
could have large scale computing at your fingertips. A watch is
too small to contain a full featured multimedia computer, but it
is large enough to contain a microphone, display and a camera.
Such an I/O enriched watch could be networked to a fast, powerful computer located in your
back pocket or in a waist pack. Data could be uploaded
from soles of your shoes and transferred to any computing device on your body
as you walk! This research has uncovered a novel means to perform local communication
using electric fields.
However the trade-off among cost, speed, size, power, and operating range
must be further studied and quantified in order to engineer practical PAN devices. A
number of other issues such as protocol and privacy are yet to be addressed. But the concept
of the Personal Area Network takes us at an exponential pace towards a world of
complete interconnectivity - the ultimate goal of modern day communication.
Weitere Quellen
http://grouper.ieee.org/groups/802/15/
www.compaq.com/products/wireless/wpan/
www.zdnet.de/mobile/artikel/techreport/mobile-business/mobile-business04_05-wc.html
www.mobile-business04_05-wc.html
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