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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.

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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.

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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

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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.

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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

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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.

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''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 productsBritish 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.

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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.''

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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

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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.

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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.

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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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