Tag: Mobile Computing
4 posts tagged with "Mobile Computing"
Mobile Systems Architectures Lecture
The lecture “Mobile Systems Architectures 1 & 2”, taught at the Computer Systems Institute of ETH Zurich in 2006 and 2007, was realised in collaboration with Swisscom, and took an integral approach to mobile computing from a “systems view”. The course was targeted at master programme students with an interest in mobile applications and systems design. Its goal was to provide in-depth knowledge of all architectural aspects of today’s mobile systems and to prepare the students for taking a leading role in designing and implementing tomorrow’s mobile systems and application models. The course will directly benefited from the Institute’s internationally acknowledged research competence in systems construction. Swisscom contributed its competence and technicall skills as leading mobile network operator.
Important Information
Please Note: Simon left Swisscom Innovations in July 2007 and I left ETH Zurich’s Computer Systems Institute in September 2007, and the course has been suspended with the end of summer term 2007. We thank all students that participated and contributed to the course.
The slides are available here, but please be aware that they have not been updated since 2007 and some chapters are outdated (e.g. who’s interested in Symbian nowadays?). However, much of the conceptual and historical content is still valid. If you are interested in the original PowerPoint files for your own course, please get in touch! We will be happy to give permission to use the material as long as the origin and authorship are mentioned.
Organisation & Lecturers
Dr. Stefan Arisona, Computer Systems Institute, Department of Computer Science, ETH Zürich Dr. Simon Schubiger, Swisscom Innovations
Slide Download
Mobile Systems Architectures 1: https://robotized.arisona.ch/doc/msa/msa_1_slides.zip Mobile Systems Architectures 2: https://robotized.arisona.ch/doc/msa/msa_2_slides.zip Industry Compact Course: https://robotized.arisona.ch/doc/msa/cc_slides.zip
Course Materials: MSA I
General Information
Title: Mobile Systems Architectures I / Mobile System-Architekturen I
Number: 251-0279-00L
Schedule: Winter Term 2006/2007, Wednesdays 9 - 11 (Lecture) and 11 - 12 (Exercises)
Location: IFW C42
Credit Points (ECTS): 5
Language: German, English (if requested)
Enrollment: Web
Description
The lecture Mobile Systems Architectures I & II, which is realised in collaboration with Swisscom, takes an integral approach to mobile computing from a “systems view”. The course is targeted at master programme students with an interest in mobile applications and systems design. Its goal is to provide in-depth knowledge of all architectural aspects of today’s mobile systems and to prepare the students for taking a leading role in designing and implementing tomorrow’s mobile systems and application models.
The first part of the course, Mobile Systems Architectures I [251-0279-00], focuses on mobile devices, their operating systems, and how these devices communicate locally. In addtion, we will present various, widely used SPIs (System Programming Interfaces), APIs (Application Programming Interfaces), and corresponding development environments, which are essential for the mobile service and application designer/developer.
The material is presented in a top-down approach, starting with the high-level Java 2 Microedition. Then various operating systems are presented (Symbian, Windows CE). Typical mobile hardware will be presented in terms of a case study of TI’s OMAP platform. Local communication is covered by NFC, IrDA, Bluetooth, the AT commands and OBEX. At the end of the course we will present Sync ML and OMA DM, which can be seen as the crossing point to remote communication, covered in Mobile Systems Architectures II (Summer term 2007).
It is our intent to present the course in a broad manner. At the same time, we will provide in-depth information at certain points, typically in terms of accompaning lab exercises. The practical application of the presented material is regarded as an integral part of the course, and successful solutions will be rewarded in terms of final credit point accreditation.
Principal Objectives
Introduction to the foundations of mobile systems architectures with particular focus on mobile end devices such as hand phones and PDAs, their operating systems and local communication capabilities. Become acquainted with development and simulation environments. Realisation of practical application examples.
Requirements
- Basic knowledge on operating systems and computer networks.
- Basic C++ and Java programming skills.
Efficiency Control and Examination
- All exercises (except those marked as optional) have to be completed and sent to the assistant by email (deadlines are given below). Please build groups of two.
- End-term oral examination.
Schedule, Handouts and Exercises
25.10.2006: Introduction and Development Environments
Exercise 1: J2ME Development Environment Setup. Optional.
01.11.2006: Developing for Mobile Devices: Java 2 Microedition (1)
Exercise 2: J2ME Address Book.
08.11.2006: Developing for Mobile Devices: Java 2 Microedition (2)
Exercise 2: J2ME Address Book (continued).
15.11.2006: Developing for Mobile Devices: Symbian (1)
Exercise 3: Native Hello World. Optional.
22.11.2006: Developing for Mobile Devices: Symbian (2)
Exercise 4: Native Extended Address Book.
29.11.2006: Developing for Mobile Devices: MSHELL & Python
Exercise 4: Native Extended Address Book (continued).
06.12.2006: Developing for Mobile Devices: Windows CE
Exercise 4: Native Extended Address Book (continued).
13.12.2006: Mobile Linux / Mobile Device Hardware: OMAP
Exercise 4: Native Extended Address Book (continued)
20.12.2006: Local Communication: NFC
Exercise 5: NFC Exercise. Deadline: 10.01.2007
3.01.2007: Local Communication: IrDA
Exercise 6: Dump Analysis. Deadline: 17.01.2007
10.01.2007: Local Communication: IrDA, IrCOMM, OBEX
17.01.2007: Local Communication: AT Commands
Exercise 7: Address Book + OBEX. Deadline: 31.01.2007
24.01.2007: Local Communication: Bluetooth 1
31.01.2007: Local Communication: Bluetooth 2. Summary.
Course Materials MSA II
General Information
Title: Mobile Systems Architectures II / Mobile System-Architekturen II
Number: 251-0280-00
Schedule: Summer Term 2007, Wednesdays 9 - 11 (Lecture) and 11 - 12 (Exercises)
Location: IFW B42
Credit Points (ECTS): 5
Language: German, English (if requested)
Enrollment: Web
Description
The lecture Mobile Systems Architectures I & II, which is realised in collaboration with Swisscom, takes an integral approach to mobile computing from a “systems view”. The course is targeted at master programme students with an interest in mobile applications and systems design. Its goal is to provide in-depth knowledge of all architectural aspects of today’s mobile systems and to prepare the students for taking a leading role in designing and implementing tomorrow’s mobile systems and application models.
The second part of the course, Mobile Systems Architectures II [251-0280-00], focuses on current and upcoming remote communication capabilities of mobile devices, cellular networks and mobile service infrastructures. The course does not deal with low level wireless communication theory, which is well covered by other courses offered at ETHZ.
Starting point will be currently deployed (2G) GSM networks, including GSM voice, SMS, MMS and WAP services. We will cover 2.5G and 2.75G packet based services like GPRS and EDGE. As next step we will introduce UMTS with a side glance at other 3G standards. In addition, an introduction WLAN and WiMAX technologies is given. At another level, the course will present techniques for the successful design of mobile client server applications.
It is our intent to present the course in a broad manner. At the same time, we will provide in-depth information at certain points, typically in terms of accompaning lab exercises. The practical application of the presented material is regarded as an integral part of the course, and successful solutions will be rewarded in terms of final credit point accreditation.
Principal Objectives
Introduction to the foundations of mobile systems architectures with particular focus on currently deployed and future remote communication technologies and mobile application services. Become acquainted with development and simulation environments. Realisation of practical application examples.
Requirements
- Basic knowledge on operating systems and computer networks.
- Basic C++ and Java programming skills.
- Mobile Systems Architectures I recommended but not required.
Efficiency Control and Examination
- All exercises (except those marked as optional) have to be completed and sent to the assistant by email (deadlines are given below). Please build groups of two.
- End-term oral examination.
Schedule, Handouts and Exercises
21.03.2007: Introduction
28.03.2007: GSM: Introduction and Protocols
04.04.2007: GSM Protocols continued
11.04.2007: GSM Voice/Data and SMS
Exercise 1 is at the end of the slides. Deadline is 24.4.2007
18.04.2007: GPRS & EDGE
25.04.2007: UMTS 1
02.05.2007: UMTS 2
CMDA Link: https://www.dpunkt.de/mobile/code/cdma.html
09.05.2007: Location Based Services
Exercise 2 is at the end of the slides. Deadline is 24.5.2007
16.05.2007: End-to-End Application Design I
23.05.2007: Emission (Guest Lecturer)
30.05.2007: End-to-End Application Design II
06.06.2007: Outlook Asia (Japan / South Korea) (Guest Lecturer)
13.06.2007: HDSPA / VOIP / CASE STUDIES
Note: The case studies are presented in the lecture only.
20.06.2007: Alternatives: WLAN, WIMAX, VoIP… (Guest Lecturer)
SQEAK - Real-time Multiuser Interaction Using Cellphones
This research project explored one approach to providing mobile phone users with a simple low cost real-time user interface allowing them to control highly interactive public space applications involving a single user or a large number of simultaneous users.
In order to sense accurately the real-time hand movement gestures of mobile phone users, the method uses miniature accelerometers that send the orientation signals over the network’s audio channel to a central computer for signal processing and application delivery. This affords that there is minimal delay, minimal connection protocol incompatibility and minimal mobile phone type or version discrimination. Without the need for mass user compliance, large numbers of users could begin to control public space cultural and entertainment applications using simple gesture movements.

D. Majoe, S. Schubiger-Banz, A. Clay, and S. Arisona. 2007. SQEAK: A Mobile Multi Platform Phone and Networks Gesture Sensor. In: Proceedings of the Second International Conference on Pervasive Computing and Applications (ICPCA07). Birmingham, UK, July 26 - 27.
Research: Project carried out at ETH Zurich
Location: ETH Zurich, Switzerland
Timeframe: 2006 - 2007
Realisation: Stefan Arisona, Simon Schubiger, Dennis Majoe, Art Clay
Collaborator: Swisscom Innovations
In 15 Minutes Everybody Will Be Famous
I recently (2012) stepped across this submission again, and was surprised and also feeling a bit depressed that we never fully realised this piece at that time - this was before facebook & co took off, see “the next hype” box in the picture below. Anyway, the concept is still here, and I believe the assertion is still valid.

We all pursue a multitude of lives in the electronic realm. A schizophrenia, that splinters out identity across communities, blogs, and portals. In every on-line community we cultivate our alter ego with a biography, network, reputation and fame. The writer Joseph Campbell once said we were all potential heroes. Now, with the help of a webcam or blog, we are all potential celebrities. When he got tired of his original quote, Andy Warhol gave with his adapted variant of the “15 minutes of fame” hope to the insignificant, but was at the same time laughing at the famous. But how does this relate to the on-line world? How do we compare to other on-liners? Is there a reward for all the time and enthusiasm we sacrifice to screen and keyboard? Is our on-line existence sufficiently important to be a celebrity? Will we be famous to only fifteen people, as Warhol’s original quote has been adapted once more in the context of emerging on-line phenomena?
Find it out with “In 15 minutes everybody will be famous.” Attracted by curiosity and self(over)estimation on-liners are drawn to our system. They are asked to present as many artefacts (mobile phone, credit cards, usernames, passwords, etc.) as possible to the system. The system will automatically discover their online trails with the information drawn from the artefacts. A variant of Google’s page rank algorithm (our people rank algorithm) calculates individual on-line celebrity values based on social networks and on-line behaviour. The result is a single value that sums up ones entire on-line existence. There are obvious ways to improve an on-line existence. Come back - with the right network everybody can be famous in 15 minutes.
Conceived: July 2006, submitted to Prix Ars in March 2007
Concept and implementation: Corebounce Art Collective
Project Details (Excerpt from the Submission)
Objectives
The forefront goal of this project is to sum up your online existence in one single numeric value and thus render your existence comparable to others. But how much information are you willing to hand out for this single number? Loosing privacy for fame is a creeping process in real life – here it is rendered explicit. What are you ready to reveal? Your e-mail address? Your MySpace credentials? Your contacts on your mobile phone? Your credit card? The more you offer the more likely the system gets the big picture across communities and metaverses. And what about elevating your celebrity value by faking an online presence? What about stealing credentials? Without being asked directly, the user is forced to think about these questions on his way to fame and reflect on his motivations. In the process one will not only learn how much or little one matters in the electronic universe but also possibly rediscover long forgotten traces left throughout electronic systems.
Language and context
The interaction is realized with simple, universally understood iconic dialogs and thus language independent. There are no inherent geographical or cultural restrictions whatsoever. However, due to the selection of supported online communities the implementation is currently biased towards the western hemisphere.
Project History
This project roots in various scientific, technical and artistic ancestors. It borrows the human cognition inspired approach to information discovery form the thesis “Automatic Software Configuration” (https://diuf.unifr.ch/pai/publications/2002/paper/Schubiger-PhD02.pdf). Ubiquitous access to mobile phone data is realized with a variant of SICAP’s POS module (https://www.sicap.com/). Close contacts to the masterminds of cocomment (https://www.cocomment.com/) help understanding the technical and social challenges in today’s on-line communities. Corebounce’s long track of public appearances and expertise in interactive installations heavily influenced the interaction design. Especially the experience gained through RipMyDisk motivated the implementation of this project.
People
The driving people behind this project are the founding members of Corebounce Association, which were also deeply involved in the forerunners: Pascal Müller, Stefan Arisona, Simon Schubiger-Banz, and Matthias Specht. The original concept, as well as the software development was carried out by them. The project is intended to be instantiated either as an installation or as an online platform. The forerunner RipMyDisk was open to the public during Interactive Futures 2006. The software is entirely based on Soundium / Decklight which is partially open source.
Lessons learned
From a technical perspective, RipMyDisk demonstrated the feasibility but also the limits of access to physical artefacts linked to the online world. While we continuously improve on artefact support, we also integrated additional input devices such as card readers and a keyboard. Whereas RipMyDisk was a specialized system tailored for a specific event, the new system is greatly modular to accommodate a wide range of community software and web interfaces to have a maximum reach into the online world. From a social viewpoint two remarkable observations were made: First, technical limitations were circumvented by ad-hoc social networks that emerged around “gateway” artefacts. We call a “gateway artefact” a device that can be used to feed information into the system without being itself a representation of real life identity. Second, privacy is at least in an installation setting of little or no concern. The urge to participate, here enforced by the urge to become famous temporally blinds the user in respect to privacy and security.
Technical Information
The Soundium research platform served as the technological basis for the realization of the project. As indicated earlier Soundium has roots in various computer science research domains ranging from software engineering, human-computer interaction techniques to real-time multimedia processing and computer graphics. The development of platform was initiated by Corebounce in 1999 and has since then been supported by various Swiss universities and companies. One of the principal design goals of Soundium was to provide a highly modular software architecture for the rapid realisation of scientific experiments as well as artistic ideas. Besides of this project and its basis, RipMyDisk, Soundium has been intensely been applied for live visuals and VJ performances, as well as interactive media art installations (for example the Digital Marionette, currently exhibited at the Ars Electronica Center). Soundium runs on Linux and is freely available.
Selected References (Related to the Soundium Platform)
P. Müller, S. Arisona, K. A. Huff and B. Lintermann. 2007. Digital Art Techniques. ACM SIGGRAPH 2007, San Diego, CA, USA. To appear in: Course Notes of the ACM SIGGRAPH 2007, ACM Press.
P. Müller, S. Arisona, S. Schubiger and M. Specht. 2007. Interactive Editing of Live Visuals. To appear in: J. Braz, A. Ranchordas, H. Araújo and J. Jorge (eds). Computer Graphics and Computer Vision: Theory and Applications I, Springer Verlag.
P. Müller, S. Arisona, S. Schubiger, and M. Specht (Corebounce Art Collective). 2006. Digital Marionette. In: Simplicity - The Art of Complexity. Ars Electronica 2006: 348 - 349.
S. Arisona, S. Schubiger, and M. Specht. 2006. A Real-Time Multimedia Composition Layer. Proceedings of AMCMM, Workshop on Audio and Music Computing for Multimedia. ACM Multimedia 2006, Santa Barbara, October 23-27.
S. Schubiger and S. Arisona. 2003. Soundium2: An Interactive Multimedia Playground. In: Proceedings of the 2003 International Computer Music Conference, ICMA, San Francisco.
Solutions
The system draws it vigour from three key elements:
- Ubiquitous access to personal artefacts. Through various interfaces to the physical world (card reader, infrared port, Bluetooth, keyboard) artefacts can be transferred to the system in an ubiquitous way.
- Modular integration of existing and emerging community services. A unique automatic site crawling technique enables the integration of arbitrary on-line communities, portals, blogs, newsgroups, etc. in a modular way. The crawler isolates individuals, relates them, and extracts their social networks.
- Social ranking is largely based on Google’s page rank algorithm that is adapted in our system to rank people. Page rank basically measures the importance of a page by the links pointing to that page and the rank of the origins of these links. “People rank” is measured by the number of people that refer to an individual in combination with the rank of the referrers. Additionally, on-line activity over time is integrated into the people rank to take into consideration the volatile character of fame.
Implementation
The research instance of the project is currently running at ETH Zurich’s Computer Systems Institute. This is where the software further evolves. Several partners are using parts of the code for rapid-prototyping of their own research projects. Corebounce will be showing artistic applications of the software at this year’s TweakFest (Zurich, https://www.tweakfest.ch) and Digital Art Weeks (Zurich, https://www.digitalartweeks.ethz.ch).
Users
The project addresses everyone with an Internet identity, and/or those that are actively involved in social or technological aspects of digital communities.
License
Some parts of the software are already open-source, or will be released as open-source within a short timeframe. Some parts are currently closed-source, but available for free. Current licensees are mainly research institutions involved in computer systems, network technology, as well as multimedia and digital art.
Statement of Reasons
The main contribution of our project is the novel way to look at communities and to explore the interconnections between our physical identity and our various net identities. The project reveals many important social and technical issues. In particular, it highlights the widening gap between the need for privacy versus the desire for publicity. With its scientific orientation, it serves as a solid foundation for future projects in the domain. It is our goal to contribute to social, sociological, and technical research related to digital communities, as well as to artistically oriented projects.
Rip My Disk
Corebounce Art Collective, 2006
The project “Rip my Disk”, presented at Interactive Futures 2006, brought mobile art to the dancefloor. It compromised privacy by displaying personal content to the big screen.

In an augmented VJ performance, visitors entered into a dare by letting the Corebounce team “rip” multimedia contents off their personal mobile phones with the Soundium program to get exposed (“virtually naked”) on the dance floor. Others, not so akin to risk taking, simply enjoyed to employ their mobile phones for interactive painting as well as sending media sources such as live video and image material. The sent media were used as personal artifacts, and were continuously adapted and integrated into the live visuals performance. The result was the personal enhancement of the space around the media owner’s location. The project also demonstrated how mobile communication technologies can easily be made accessible to artists or performers.
https://www.youtube.com/watch?v=Ut3D5Z4PoWg
Performance & Installation: Interactive Futures 06
Location: Open Space, Victoria, BC, Canada
Date: Jan 27 2006
Installation: Digital Art Weeks 07
Location: ETH Zurich, Switzerland
Date: Jul 10 - 14 2007
Concept, programming and realisation: Corebounce Art Collective
