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Context awareness refers, in information and communication technologies, to a capability to take into account the situation of entities, which may be users or devices, but are not limited to those. Location is only the most obvious element of this situation. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues.
 
Context awareness refers, in information and communication technologies, to a capability to take into account the situation of entities, which may be users or devices, but are not limited to those. Location is only the most obvious element of this situation. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues.
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在信息和通信技术中,情景感知是指一种考虑实体(包括但不限于用户或设备)所处情形的能力,其中,位置只是实体所处情形中最明显的因素。对于移动设备而言,情景感知一般是指对其位置信息的感知。尽管位置决定某个设备周围的某些过程如何运作,但情景一以更灵活地应用于移动用户,特别是智能手机用户。情景感知起源于普适计算,它试图处理环境变化与计算机系统之间的联系,否则计算机系统是静态的。这个术语也被应用到与情景应用程序设计和业务流程管理问题相关的业务理论中。
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在信息和通信技术中,情景感知是指一种考虑实体(包括但不限于用户或设备)所处情形的能力<sup>[1]</sup>,其中,位置只是实体所处情形中最明显的因素。对于移动设备而言,情景感知一般是指对其位置信息的感知。尽管位置决定某个设备周围的某些过程如何运作,但情景一以更灵活地应用于移动用户,特别是智能手机用户。情景感知起源于普适计算,它试图处理环境变化与计算机系统之间的联系,否则计算机系统是静态的。这个术语也被应用到与情景应用程序设计和业务流程管理问题相关的业务理论中<sup>[2]</sup>。
    
== Qualities of context ==
 
== Qualities of context ==
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Various categorizations of context have been proposed in the past. Dey and Abowd (1999)Towards a Better Understanding of Context and Context-Awareness distinguish between the context types location, identity, activity and time. Kaltz et al. (2005) identified the categories user&role, process&task, location, time and device to cover a broad variety of mobile and web scenarios. They emphasize yet for these classical modalities that any optimal categorization depends very much on the application domain and use case. Beyond more advanced modalities may apply when not only single entities are addressed, but also clusters of entities that work in a coherence of context, as e.g. teams at work or also single bearers with a multiplicity of appliances.
 
Various categorizations of context have been proposed in the past. Dey and Abowd (1999)Towards a Better Understanding of Context and Context-Awareness distinguish between the context types location, identity, activity and time. Kaltz et al. (2005) identified the categories user&role, process&task, location, time and device to cover a broad variety of mobile and web scenarios. They emphasize yet for these classical modalities that any optimal categorization depends very much on the application domain and use case. Beyond more advanced modalities may apply when not only single entities are addressed, but also clusters of entities that work in a coherence of context, as e.g. teams at work or also single bearers with a multiplicity of appliances.
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目前,有很多情景分类的方法。 Dey and Abowd (1999)对情景中的位置、身份、活动和时间进行了区分;Kaltz et al.(2005)将移动设备和网络场景考虑在内,确定了用户与角色、流程与任务、位置、时间和设备的分类方法。他们还强调,对于这些经典模式,任何最佳分类都非常依赖于应用程序领域和实例。除了更先进的模式之外,如果不仅涉及单一实体,而是在一致背景下开展工作的多个实体,例如:团队协作或多任务处理。
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目前,有很多情景分类的方法。 Dey and Abowd (1999)<sup>[3]</sup>对情景中的位置、身份、活动和时间进行了区分;Kaltz et al.(2005)<sup>[4]</sup>将移动设备和网络场景考虑在内,确定了用户与角色、流程与任务、位置、时间和设备的分类方法。他们还强调,对于这些经典模式,任何最佳分类都非常依赖于应用程序领域和实例。除了更先进的模式之外,如果不仅涉及单一实体,而是在一致背景下开展工作的多个实体,例如:团队协作或多任务处理。
    
Some classical understanding of context in business processes is derived from the definition of AAA applications<ref>[http://www.cisco.com/en/US/docs/ios/12_2/security/configuration/guide/scfaaa.html CISCO AAA Overview]</ref> with the following three categories:
 
Some classical understanding of context in business processes is derived from the definition of AAA applications<ref>[http://www.cisco.com/en/US/docs/ios/12_2/security/configuration/guide/scfaaa.html CISCO AAA Overview]</ref> with the following three categories:
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these three terms including additionally location and time as stated.
 
these three terms including additionally location and time as stated.
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一些对业务流程情景的经典理解来源于 AAA 应用程序的定义,包括以下三个类别:  
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一些对业务流程情景的经典理解来源于 AAA 应用程序<sup>[5]</sup>的定义,包括以下三个类别:  
 
* 身份验证,即身份证明
 
* 身份验证,即身份证明
 
* 授权许可,即扩展或位置、应用和数据的访问权限
 
* 授权许可,即扩展或位置、应用和数据的访问权限
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Context-aware devices may also try to make assumptions about the user's current situation. Dey (2001) define context as "any information that can be used to characterize the situation of an entity."
 
Context-aware devices may also try to make assumptions about the user's current situation. Dey (2001) define context as "any information that can be used to characterize the situation of an entity."
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在计算机科学中,情景感知指的是计算机既能感知环境,又能根据环境做出反应。设备知道在什么情况下它们能够按照规则或智能刺激进行操作,从而做出相应的反应。在普适计算领域, Schilit 在1994年首次将情景感知引入普适计算领域。情景感知设备也可以尝试对用户的当前情况进行假设。Dey (2001)将情景定义为“可用于描述实体状况的任何信息”。
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在计算机科学中,情景感知指的是计算机既能感知环境,又能根据环境做出反应。设备知道在什么情况下它们能够按照规则或智能刺激进行操作,从而做出相应的反应。在普适计算领域, Schilit 在1994年<sup>[6-7]</sup>首次将情景感知引入普适计算领域。情景感知设备也可以尝试对用户的当前情况进行假设。Dey (2001)将情景定义为“可用于描述实体状况的任何信息”<sup>[1]</sup>。
    
While the computer science community initially perceived the context as a matter of user location, as Dey discuss,<ref name="dey2001"/> in the last few years this notion has been considered not simply as a state, but part of a process in which users are involved; thus, sophisticated and general context models have been proposed (see survey<ref name="curino-context2007">{{cite journal  
 
While the computer science community initially perceived the context as a matter of user location, as Dey discuss,<ref name="dey2001"/> in the last few years this notion has been considered not simply as a state, but part of a process in which users are involved; thus, sophisticated and general context models have been proposed (see survey<ref name="curino-context2007">{{cite journal  
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For example: a context-aware mobile phone may know that it is currently in the meeting room, and that the user has sat down. The phone may conclude that the user is currently in a meeting and reject any unimportant calls.
 
For example: a context-aware mobile phone may know that it is currently in the meeting room, and that the user has sat down. The phone may conclude that the user is currently in a meeting and reject any unimportant calls.
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计算机科学界最初认为情景是一个用户位置的问题,但正如 Dey 所讨论的,在过去几年中,这个概念不仅被认为是一个状态,而且是一个过程的一部分,用户也参与其中;一些或简单或复杂的情景模型被提出(见调查''',指代不清楚''') ,以支持情景感知应用程序,以(a)适应接口,(b)定制应用相关数据集,(c)提高信息检索的精度,(d)发现服务,(e)使用户隐式交互,或(f)构建智能环境。例如: 情景感知的移动电话若感知到用户当前在会议室且入座,电话就会断定用户当前正在开会,并拒绝任何不重要的电话。
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计算机科学界最初认为情景是一个用户位置的问题,但正如 Dey 所讨论的<sup>[1]</sup>,在过去几年中,这个概念不仅被认为是一个状态,而且是一个过程的一部分,用户也参与其中;一些或简单或复杂的情景模型被提出(见调查''',指代不清楚<sup>[8]</sup>''') ,以支持情景感知应用程序,以(a)适应接口,(b)定制应用相关数据集,(c)提高信息检索的精度,(d)发现服务,(e)使用户隐式交互,或(f)构建智能环境。例如: 情景感知的移动电话若感知到用户当前在会议室且入座,电话就会断定用户当前正在开会,并拒绝任何不重要的电话<sup>[9]</sup>。
    
Context-aware systems are concerned with the acquisition of context (e.g. using sensors to perceive a situation), the abstraction and understanding of context (e.g. matching a perceived sensory stimulus to a context), and application behaviour based on the recognized context (e.g. triggering actions based on context).<ref name="schmidt2003phd">{{cite conference  
 
Context-aware systems are concerned with the acquisition of context (e.g. using sensors to perceive a situation), the abstraction and understanding of context (e.g. matching a perceived sensory stimulus to a context), and application behaviour based on the recognized context (e.g. triggering actions based on context).<ref name="schmidt2003phd">{{cite conference  
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As the user's activity and location are crucial for many applications, context awareness has been focused more deeply in the research fields of location awareness and activity recognition.
 
As the user's activity and location are crucial for many applications, context awareness has been focused more deeply in the research fields of location awareness and activity recognition.
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情景感知系统关注情景信息的获取(例如:使用传感器来感知一个场景) ,对场景的抽象和理解(例如:将感官感知到的刺激与情景进行匹配) ,以及基于识别情景的应用行为(例如:根据情景触发动作)。由于用户的活动和位置对于许多应用来说都是至关重要的,因此情景感知在位置感知和活动识别等领域得到了越来越深入的研究。
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情景感知系统关注情景信息的获取(例如:使用传感器来感知一个场景) ,对场景的抽象和理解(例如:将感官感知到的刺激与情景进行匹配) ,以及基于识别情景的应用行为(例如:根据情景触发动作)<sup>[10]</sup>。由于用户的活动和位置对于许多应用来说都是至关重要的,因此情景感知在位置感知和活动识别等领域得到了越来越深入的研究。
    
Context awareness is regarded as an enabling technology for ubiquitous computing systems.
 
Context awareness is regarded as an enabling technology for ubiquitous computing systems.
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define human factors and physical environment as two important aspects relating to computer science. More recently, much work has also been done to ease the distribution of context information; Bellavista, Corradi, Fanelli & Foschini survey the several middleware solutions that have been designed to transparently implement context management and provisioning in the mobile system. Grifoni, D'Ulizia & Ferri  provided a review of several context-aware location-based service systems using big data by analysing the methodological and practical choices that their developers made during the main phases of the context awareness process (i.e. context acquisition, context representation, and context reasoning and adaptation). Perera, Zaslavsky, Christen, & Georgakopoulos have performed a comprehensive survey on context-aware computing from Internet of Things perspective by reviewing over 50 leading projects in the field. Further, Perera has also surveyed a large number of industrial products in the existing IoT marketplace from context-aware computing perspective. Their survey is intended to serve as a guideline and a conceptual framework for context-aware product development and research in the IoT paradigm. The evaluation has been done using the theoretical framework developed by Dey and Abowd (1999) more than a decade ago. The combination of the Internet and emerging technologies transform everyday objects into smart objects that can understand and react to their contexts.
 
define human factors and physical environment as two important aspects relating to computer science. More recently, much work has also been done to ease the distribution of context information; Bellavista, Corradi, Fanelli & Foschini survey the several middleware solutions that have been designed to transparently implement context management and provisioning in the mobile system. Grifoni, D'Ulizia & Ferri  provided a review of several context-aware location-based service systems using big data by analysing the methodological and practical choices that their developers made during the main phases of the context awareness process (i.e. context acquisition, context representation, and context reasoning and adaptation). Perera, Zaslavsky, Christen, & Georgakopoulos have performed a comprehensive survey on context-aware computing from Internet of Things perspective by reviewing over 50 leading projects in the field. Further, Perera has also surveyed a large number of industrial products in the existing IoT marketplace from context-aware computing perspective. Their survey is intended to serve as a guideline and a conceptual framework for context-aware product development and research in the IoT paradigm. The evaluation has been done using the theoretical framework developed by Dey and Abowd (1999) more than a decade ago. The combination of the Internet and emerging technologies transform everyday objects into smart objects that can understand and react to their contexts.
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情景感知被认为是普适计算系统的一种赋能技术。情景感知被用来设计创新的用户界面,并且常常作为普适计算和可穿戴计算的一部分使用。随着混合搜索引擎的出现,互联网领域也开始感受到这一点。Schmidt, Beigl 和 Gellersen将人的因素和物理环境定义为与计算机科学有关的两个重要方面。最近,在简化情景信息的分发方面也有很多研究成果,Bellavista、 Corradi、 Fanelli 和 Foschini 调查了几个中间件解决方案,这些中间件解决方案旨在移动系统中实现情景的透明管理和配置。Grifoni,D'Ulizia 和 Ferri 梳理了使用大数据的基于位置的情景认知服务系统的研究人员在情景感知主要阶段(包括情景获取,情景表达,情景推理和情景适应)的理论与实践方法。Perera,Zaslavsky,Christen,和 Georgakopoulos 从物联网的角度对情景感知计算进行了全面的调查,回顾了该领域50多个主要项目。此外,Perera还从情景感知计算的角度调查了现有物联网市场中的大量工业产品。他们的调查旨在为物联网范式下的情景感知的产品开发和研究提供指导和概念框架。评价是利用10多年前由 Dey 和 Abowd (1999)开发的理论框架进行的。互联网和新兴技术的结合将日常物品转化为智能物品,可以理解环境并做出回应。
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情景感知被认为是普适计算系统的一种赋能技术。情景感知被用来设计创新的用户界面,并且常常作为普适计算和可穿戴计算的一部分使用。随着混合搜索引擎的出现,互联网领域也开始感受到这一点。Schmidt, Beigl 和 Gellersen<sup>[11]</sup>将人的因素和物理环境定义为与计算机科学有关的两个重要方面。最近,在简化情景信息的分发方面也有很多研究成果,Bellavista、 Corradi、 Fanelli 和 Foschini <sup>[12]</sup>调查了几个中间件解决方案,这些中间件解决方案旨在移动系统中实现情景的透明管理和配置。Grifoni,D'Ulizia 和 Ferri<sup>[13]</sup> 梳理了使用大数据的基于位置的情景认知服务系统的研究人员在情景感知主要阶段(包括情景获取,情景表达,情景推理和情景适应)的理论与实践方法。Perera,Zaslavsky,Christen,和 Georgakopoulos <sup>[14]</sup>从物联网的角度对情景感知计算进行了全面的调查,回顾了该领域50多个主要项目。此外,Perera还从情景感知计算的角度调查了现有物联网市场中的大量工业产品<sup>[15]</sup>。他们的调查旨在为物联网范式下的情景感知的产品开发和研究提供指导和概念框架。评价是利用10多年前由 Dey 和 Abowd (1999)开发的理论框架进行的。互联网和新兴技术的结合将日常物品转化为智能物品,可以理解环境并做出回应<sup>[16]</sup>。
    
Human factors related context is structured into three categories: information on the user (knowledge of habits, emotional state, biophysiological conditions), the user's social environment (co-location of others, social interaction, group dynamics), and the user's tasks (spontaneous activity, engaged tasks, general goals). Likewise, context related to physical environment is structured into three categories: location (absolute position, relative position, [[wikt:colocation|co-location]]), infrastructure (surrounding resources for computation, communication, task performance), and physical conditions (noise, light, pressure, air quality).<ref>[https://link.springer.com/article/10.1007%2Fs11042-010-0711-z?LI=true A Comprehensive Framework for Context-Aware Communication Systems. B. Chihani, E. Bertin, N. Crespi. 15th International Conference on Intelligence in Next Generation Networks (ICIN'11), Berlin, Germany, October 2011]</ref><ref>[https://ieeexplore.ieee.org/document/5956518 A Self-Organization Mechanism for a Cold Chain Monitoring System. C. Nicolas, M. Marot, M. Becker.  73rd Vehicular Technology Conference 2011 IEEE (VTC Spring), Yokohama, Japan May 2011]</ref>
 
Human factors related context is structured into three categories: information on the user (knowledge of habits, emotional state, biophysiological conditions), the user's social environment (co-location of others, social interaction, group dynamics), and the user's tasks (spontaneous activity, engaged tasks, general goals). Likewise, context related to physical environment is structured into three categories: location (absolute position, relative position, [[wikt:colocation|co-location]]), infrastructure (surrounding resources for computation, communication, task performance), and physical conditions (noise, light, pressure, air quality).<ref>[https://link.springer.com/article/10.1007%2Fs11042-010-0711-z?LI=true A Comprehensive Framework for Context-Aware Communication Systems. B. Chihani, E. Bertin, N. Crespi. 15th International Conference on Intelligence in Next Generation Networks (ICIN'11), Berlin, Germany, October 2011]</ref><ref>[https://ieeexplore.ieee.org/document/5956518 A Self-Organization Mechanism for a Cold Chain Monitoring System. C. Nicolas, M. Marot, M. Becker.  73rd Vehicular Technology Conference 2011 IEEE (VTC Spring), Yokohama, Japan May 2011]</ref>
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情景相关的人类特征可以被分为3类:用户基本信息(习惯、情绪状态、生物心理状况)、用户社交环境(位置网、社交、群体动态)和用户任务(无意识活动、沉浸式任务、一般任务)。物理环境相关的情景也可以分为3类:位置(绝对位置、相对位置和位置网),设施(周围的计算资源、交流、任务表现)和物理条件(噪音、灯光、压力、空气质量)。'''【位置可能有问题】'''
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情景相关的人类特征可以被分为3类:用户基本信息(习惯、情绪状态、生物心理状况)、用户社交环境(位置网、社交、群体动态)和用户任务(无意识活动、沉浸式任务、一般任务)。物理环境相关的情景也可以分为3类:位置(绝对位置、相对位置和位置网),设施(周围的计算资源、交流、任务表现)和物理条件(噪音、灯光、压力、空气质量)<sup>[17-18]</sup>。'''【位置可能有问题】'''
 
== Relational context : dynamic and non-user-centric definitions==
 
== Relational context : dynamic and non-user-centric definitions==
 
Whereas early definitions of context tended to center on users, or devices interfaced directly with users, the oft-cited definition from Dey<ref name="dey2001"/> ("''any information that can be used to characterize the situation of an entity''") could be taken without this restriction. User-centric context, as may be used in the design of [[human-computer interaction|human-computer interfaces]], may also imply an overly clearcut, and partially arbitrary,  separation between "content" (anything which is ''explicitly'' typed in by users, or output to them), and context, which is ''implicit'', and used for [[context adaptation|adaptation]] purposes. A more dynamic and de-centered view, advocated by Dourish <ref> Dourish, Paul. "What we talk about when we talk about context." Personal and ubiquitous computing 8.1 (2004): 19-30.</ref> views context as primarily ''relational''. This was originally congruent with the move from desktop computing to [[ubiquitous computing]], but it does also fit with a broader understanding of [[ambient intelligence]] where the distinctions between ''context'' and ''content'' become relative and dynamic.<ref> https://www.researchgate.net/publication/230704197_Ambient_Intelligence Streitz, Norbert A., and Gilles Privat. "Ambient Intelligence" , ''Universal Access Handbook'' (2009)</ref> In this view, whichever sources of information (such as [[Internet of Things|IoT]] sensors) may be ''context'' for some uses and applications, might also be sources of primary ''content'' for others, and vice versa. What matters is the set of ''relationships'' that link them, together and with their environment. Whereas early descriptions of single-user-centric context could fit with classical [[Entity-attribute-value model|entity-attribute-value models]], more versatile graph-based information models, such as proposed with [[NGSI-LD]], are better adapted to capture the more relational view of context which is relevant for the  [[Internet of Things]], [[Cyber-Physical Systems]] and [[Digital Twins]]. In this broader acceptation, context is not only represented as a set of attributes attached to an entity, it is also captured by a graph that enmeshes this entity with others. Context awareness is the capability to account for this cross-cutting information from different sources.
 
Whereas early definitions of context tended to center on users, or devices interfaced directly with users, the oft-cited definition from Dey<ref name="dey2001"/> ("''any information that can be used to characterize the situation of an entity''") could be taken without this restriction. User-centric context, as may be used in the design of [[human-computer interaction|human-computer interfaces]], may also imply an overly clearcut, and partially arbitrary,  separation between "content" (anything which is ''explicitly'' typed in by users, or output to them), and context, which is ''implicit'', and used for [[context adaptation|adaptation]] purposes. A more dynamic and de-centered view, advocated by Dourish <ref> Dourish, Paul. "What we talk about when we talk about context." Personal and ubiquitous computing 8.1 (2004): 19-30.</ref> views context as primarily ''relational''. This was originally congruent with the move from desktop computing to [[ubiquitous computing]], but it does also fit with a broader understanding of [[ambient intelligence]] where the distinctions between ''context'' and ''content'' become relative and dynamic.<ref> https://www.researchgate.net/publication/230704197_Ambient_Intelligence Streitz, Norbert A., and Gilles Privat. "Ambient Intelligence" , ''Universal Access Handbook'' (2009)</ref> In this view, whichever sources of information (such as [[Internet of Things|IoT]] sensors) may be ''context'' for some uses and applications, might also be sources of primary ''content'' for others, and vice versa. What matters is the set of ''relationships'' that link them, together and with their environment. Whereas early descriptions of single-user-centric context could fit with classical [[Entity-attribute-value model|entity-attribute-value models]], more versatile graph-based information models, such as proposed with [[NGSI-LD]], are better adapted to capture the more relational view of context which is relevant for the  [[Internet of Things]], [[Cyber-Physical Systems]] and [[Digital Twins]]. In this broader acceptation, context is not only represented as a set of attributes attached to an entity, it is also captured by a graph that enmeshes this entity with others. Context awareness is the capability to account for this cross-cutting information from different sources.
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尽管情景的早期定义往往以用户或直接与用户交互的设备为中心,但 Dey 经常引用的定义(“可用于表征实体情况的任何信息”)不受此限制。以用户为中心的情景,尽管可以用于人机界面的设计,也可能暗示“内容”(用户明确输入或输出的任何内容)与“情景”(隐式的,用于适应目的)之间的分离之间过于明确且部分任意的分离。 Dourish 提倡一种更加动态和去中心化的观点,认为情景主要是关系性的,这最初与从桌面计算到普适计算的转变是一致的,但它也符合对环境智能的更广泛理解,即情景和内容之间的区别变得相对和动态。在这种观点中,无论信息来源(例如物联网传感器)可能是某些用途和应用的情景,还是其他人的主要内容来源,反之亦然。重要的是将他们联系在一起并与他们的环境联系起来的一组关系。尽管以单用户为中心的情景的早期描述可以适用于经典的实体-属性-值模型,但更通用的基于图的信息模型(例如 NGSI-LD 提出的)更适合捕获更相关的情景视图。与物联网、网络物理系统和数字孪生相关。大家普遍认为,情景不仅表示为附加到实体的一组属性,它还被一个将该实体与其他实体结合在一起的图所捕获。情景感知是一种解释来自不同来源的跨领域信息的能力。
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尽管情景的早期定义往往以用户或直接与用户交互的设备为中心,但 Dey <sup>[1]</sup>经常引用的定义(“可用于表征实体情况的任何信息”)不受此限制。以用户为中心的情景,尽管可以用于人机界面的设计,也可能暗示“内容”(用户明确输入或输出的任何内容)与“情景”(隐式的,用于适应目的)之间的分离之间过于明确且部分任意的分离。 Dourish<sup>[19]</sup> 提倡一种更加动态和去中心化的观点,认为情景主要是关系性的,这最初与从桌面计算到普适计算的转变是一致的,但它也符合对环境智能的更广泛理解,即情景和内容之间的区别变得相对和动态<sup>[20]</sup>。在这种观点中,无论信息来源(例如物联网传感器)可能是某些用途和应用的情景,还是其他人的主要内容来源,反之亦然。重要的是将他们联系在一起并与他们的环境联系起来的一组关系。尽管以单用户为中心的情景的早期描述可以适用于经典的实体-属性-值模型,但更通用的基于图的信息模型(例如 NGSI-LD 提出的)更适合捕获更相关的情景视图。与物联网、网络物理系统和数字孪生相关。大家普遍认为,情景不仅表示为附加到实体的一组属性,它还被一个将该实体与其他实体结合在一起的图所捕获。情景感知是一种解释来自不同来源的跨领域信息的能力。
 
== Applications in situational or social awareness ==
 
== Applications in situational or social awareness ==
 
Context awareness has been applied to the area of [[computer-supported cooperative work]] (CSCW) to help individuals work and collaborate more efficiently with each other.  Since the early 1990s, researchers have developed a large number of software and hardware systems that can collect contextual information (e.g., location, video feeds, away status messages) from users.  This information is then openly shared with other users, thereby improving their situational awareness, and allowing them to identify natural opportunities to interact with each other.  In the early days of context-aware computing, many of the systems developed for this purpose were specifically designed to assist businesses or geographically separated work teams collaborate on shared documents or work artifacts.  More recently, however, there has been a growing body of work that demonstrates how this technique can also be applied to groups of friends or family members to help keep them apprised of each other's activities.
 
Context awareness has been applied to the area of [[computer-supported cooperative work]] (CSCW) to help individuals work and collaborate more efficiently with each other.  Since the early 1990s, researchers have developed a large number of software and hardware systems that can collect contextual information (e.g., location, video feeds, away status messages) from users.  This information is then openly shared with other users, thereby improving their situational awareness, and allowing them to identify natural opportunities to interact with each other.  In the early days of context-aware computing, many of the systems developed for this purpose were specifically designed to assist businesses or geographically separated work teams collaborate on shared documents or work artifacts.  More recently, however, there has been a growing body of work that demonstrates how this technique can also be applied to groups of friends or family members to help keep them apprised of each other's activities.
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The most common context to obtain and share for the purposes of improving situational awareness is the user's location. In an early prototype, the Active Badge system, for example, each user had a uniquely identifying badge that could be tracked via a series of overhead infrared sensors.  As users walked throughout a building, their location was constantly monitored by a centralized server.  Other users could then view this information (either in text form, or on a map, as was done in later work) to determine if a user is in her office, thereby allowing them to determine the best time to stop by for an unplanned conversation.  Location was also shared in the PeopleTones, Serendipity, and the Group Interaction Support Systems to help users determine when they are near friends, users with shared personal interests, and teammates, respectively.  In comparison with Active Badge, which only displays location information, these systems are more proactive, and will alert the users when they are in proximity of each other.  This lets the user know when a potential interaction opportunity is available, thereby increasing his/her chances of taking advantage of it.
 
The most common context to obtain and share for the purposes of improving situational awareness is the user's location. In an early prototype, the Active Badge system, for example, each user had a uniquely identifying badge that could be tracked via a series of overhead infrared sensors.  As users walked throughout a building, their location was constantly monitored by a centralized server.  Other users could then view this information (either in text form, or on a map, as was done in later work) to determine if a user is in her office, thereby allowing them to determine the best time to stop by for an unplanned conversation.  Location was also shared in the PeopleTones, Serendipity, and the Group Interaction Support Systems to help users determine when they are near friends, users with shared personal interests, and teammates, respectively.  In comparison with Active Badge, which only displays location information, these systems are more proactive, and will alert the users when they are in proximity of each other.  This lets the user know when a potential interaction opportunity is available, thereby increasing his/her chances of taking advantage of it.
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为了改善情势察觉,最常见的获取和分享情景就是用户的位置信息。例如,在早期的原型机 Active Badge 系统中,每个用户都有一个独特的识别标志,可以通过一系列的间接红外传感器来跟踪。当用户在建筑物中行走时,他们的位置信息会被一个集中的服务器持续监控。然后,其他用户可以查看这些信息(以文本形式或在地图上查看) ,以确定用户是否在办公室,从而允许他们确定非预约访问的最佳时间。位置信息也在PeopleTones、 Serendipity 和 Group Interaction Support 系统中进行了共享,以帮助用户分别确定他们何时与朋友、有共同兴趣的用户和队友关系密切。与只显示位置信息的 Active Badge 相比,这些系统更加积极主动,当用户彼此靠近时会提醒他们。这样可以让用户知道什么时候有潜在的交互机会,从而增加他/她利用这个机会的机会。
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为了改善情势察觉,最常见的获取和分享情景就是用户的位置信息。例如,在早期的原型机 Active Badge 系统中<sup>[21]</sup>,每个用户都有一个独特的识别标志,可以通过一系列的间接红外传感器来跟踪。当用户在建筑物中行走时,他们的位置信息会被一个集中的服务器持续监控。然后,其他用户可以查看这些信息(以文本形式或在地图上查看,像后来的研究那样<sup>[22]</sup>) ,以确定用户是否在办公室,从而允许他们确定非预约访问的最佳时间。位置信息也在PeopleTones<sup>[23]</sup>、 Serendipity <sup>[24]</sup>和 Group Interaction Support <sup>[25]</sup>系统中进行了共享,以帮助用户分别确定他们何时与朋友、有共同兴趣的用户和队友关系密切。与只显示位置信息的 Active Badge 相比,这些系统更加积极主动,当用户彼此靠近时会提醒他们。这样可以让用户知道什么时候有潜在的交互机会,从而增加他/她利用这个机会的机会。
    
Another popular context to share is a user's work activity, often by sharing video. In the Community Bar system,<ref>{{cite conference
 
Another popular context to share is a user's work activity, often by sharing video. In the Community Bar system,<ref>{{cite conference
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Another popular context to share is a user's work activity, often by sharing video. In the Community Bar system, researchers developed a desktop application that periodically took screenshots of the user's display. This information was then shared with the user's co-workers so that they could know what documents/artifacts their teammates was working on, and provided a common frame of reference so that users could n talk about these artifacts as if they were collocated. In Montage, users are given the ability to remotely activate the webcam on another user's computer for a brief amount of time. This capability to "glance" at another user lets users see if they are busy or preoccupied, which in turn helps them better determine the most opportune time to initiate a conversation.
 
Another popular context to share is a user's work activity, often by sharing video. In the Community Bar system, researchers developed a desktop application that periodically took screenshots of the user's display. This information was then shared with the user's co-workers so that they could know what documents/artifacts their teammates was working on, and provided a common frame of reference so that users could n talk about these artifacts as if they were collocated. In Montage, users are given the ability to remotely activate the webcam on another user's computer for a brief amount of time. This capability to "glance" at another user lets users see if they are busy or preoccupied, which in turn helps them better determine the most opportune time to initiate a conversation.
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另一个流行的分享情景是用户的工作活动,通常是通过分享视频。在 Community Bar 系统中,研究人员开发了一个桌面应用程序,定期对用户的显示屏幕截图。然后,这些信息与用户的同事共享,以便他们能够知道他们的队友正在处理哪些文档/工件,并提供一个共同的参考框架,以便用户能够像自己做过一样谈论这些文件/工件。在蒙太奇中,用户可以在短时间内远程激活另一个用户电脑上的网络摄像头。这种“扫视”另一个用户的功能可以让用户看到他们是否忙碌或全神贯注,从而帮助他们更好地确定启动对话的最佳时机。
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另一个流行的分享情景是用户的工作活动,通常是通过分享视频。在 Community Bar<sup>[26]</sup> 系统中,研究人员开发了一个桌面应用程序,定期对用户的显示屏幕截图。然后,这些信息与用户的同事共享,以便他们能够知道他们的队友正在处理哪些文档/工件,并提供一个共同的参考框架,以便用户能够像自己做过一样谈论这些文件/工件。在蒙太奇<sup>[27]</sup>中,用户可以在短时间内远程激活另一个用户电脑上的网络摄像头。这种“扫视”另一个用户的功能可以让用户看到他们是否忙碌或全神贯注,从而帮助他们更好地确定启动对话的最佳时机。
    
A third type of context to share to improve or enhance situational awareness is the user's audio. In the Thunderwire system,<ref>{{cite journal
 
A third type of context to share to improve or enhance situational awareness is the user's audio. In the Thunderwire system,<ref>{{cite journal
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  systems also rely heavily on audio in order to determine if and when a user was potentially interruptible. Unlike Thunderwire, however, these systems rely on machine learning algorithms in order to analyze the user's audio and determine if the user is talking. This allows the system to provide other users with the same context (i.e., whether or not the user is in a conversation) without having to share the actual audio, thereby making it more privacy centric.
 
  systems also rely heavily on audio in order to determine if and when a user was potentially interruptible. Unlike Thunderwire, however, these systems rely on machine learning algorithms in order to analyze the user's audio and determine if the user is talking. This allows the system to provide other users with the same context (i.e., whether or not the user is in a conversation) without having to share the actual audio, thereby making it more privacy centric.
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第三种可以分享以改进或增强情景识别的内容是用户的音频。在 Thunderwire 系统中,研究人员开发了一个只有音频的媒体空间,允许朋友们分享来自移动设备的麦克风的原始音频。这个系统本质上是一个永久性的电话会议,允许用户收听其他用户的音频,以确定他们是否以及何时参与了对话。WatchMe 和 ListenIn 系统还严重依赖音频,以确定用户是否以及何时可能被中断。然而,与 Thunderwire 不同的是,这些系统依赖于机器学习算法来分析用户的音频并确定用户是否在说话。这使得系统可以为其他用户提供相同的情景(例如,用户是否在对话中) ,而无需共享实际的音频,从而使其更加以隐私为中心。
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第三种可以分享以改进或增强情景识别的内容是用户的音频。在 Thunderwire <sup>[28]</sup>系统中,研究人员开发了一个只有音频的媒体空间,允许朋友们分享来自移动设备的麦克风的原始音频。这个系统本质上是一个永久性的电话会议,允许用户收听其他用户的音频,以确定他们是否以及何时参与了对话。WatchMe<sup>[29]</sup> 和 ListenIn<sup>[30]</sup> 系统还严重依赖音频,以确定用户是否以及何时可能被中断。然而,与 Thunderwire 不同的是,这些系统依赖于机器学习算法来分析用户的音频并确定用户是否在说话。这使得系统可以为其他用户提供相同的情景(例如,用户是否在对话中) ,而无需共享实际的音频,从而使其更加以隐私为中心。
    
A fourth type of context that is commonly shared is the user's overall activity.  In the Hubbub<ref>{{cite conference
 
A fourth type of context that is commonly shared is the user's overall activity.  In the Hubbub<ref>{{cite conference
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A fourth type of context that is commonly shared is the user's overall activity.  In the Hubbub and Conchat systems, researchers developed a series of instant messenger applications that monitored when the user was active or idle using either software, or environmental sensors, respectively.  This information could then be provided to other users to let them know if and when their friends were available to respond to their messages.  In the Digital Family Portrait system, researchers developed a digital picture frame that provides qualitative visualizations of a user's (i.e., an elderly parent/grandparent) daily activities.  This visualization is then provided to the user's adult children so that they could "check up" on their parents without having to explicitly bother them, thereby allowing them to "age in place."
 
A fourth type of context that is commonly shared is the user's overall activity.  In the Hubbub and Conchat systems, researchers developed a series of instant messenger applications that monitored when the user was active or idle using either software, or environmental sensors, respectively.  This information could then be provided to other users to let them know if and when their friends were available to respond to their messages.  In the Digital Family Portrait system, researchers developed a digital picture frame that provides qualitative visualizations of a user's (i.e., an elderly parent/grandparent) daily activities.  This visualization is then provided to the user's adult children so that they could "check up" on their parents without having to explicitly bother them, thereby allowing them to "age in place."
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第四种通常共享的情景类型是用户的整体活动。在 Hubbub 和 Conchat 系统中,研究人员分别开发了一系列即时通信应用程序,可以通过软件或环境传感器监测用户的活动或空闲时间。这些信息可以提供给其他用户,让他们知道他们的朋友是否以及何时可以回复他们的消息。在数码家庭肖像系统中,研究人员开发了一种数码相框,可以提供用户(即年长的父母/祖父母)日常活动的定性可视化效果。然后,这个可视化图像被提供给用户的成年子女,这样他们就可以“检查”他们的父母,而不必直接地打扰他们,从而允许他们“在适当的地方长大”
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第四种通常共享的情景类型是用户的整体活动。在 Hubbub<sup>[31]</sup> 和 Conchat <sup>[32]</sup>系统中,研究人员分别开发了一系列即时通信应用程序,可以通过软件或环境传感器监测用户的活动或空闲时间。这些信息可以提供给其他用户,让他们知道他们的朋友是否以及何时可以回复他们的消息。在数码家庭肖像系统中<sup>[33]</sup>,研究人员开发了一种数码相框,可以提供用户(即年长的父母/祖父母)日常活动的定性可视化效果。然后,这个可视化图像被提供给用户的成年子女,这样他们就可以“检查”他们的父母,而不必直接地打扰他们,从而允许他们“在适当的地方长大”
    
Although these system demonstrate how context awareness can be used to support situational and social awareness, the long term effectiveness of these systems are not yet fully understood.  Many of the systems described above have only been evaluated at a conceptual level, or to demonstrate that the system is technically feasible.  Consequently, while initial results from these studies suggest that context awareness can support situational awareness tasks, more longitudinal data is required.
 
Although these system demonstrate how context awareness can be used to support situational and social awareness, the long term effectiveness of these systems are not yet fully understood.  Many of the systems described above have only been evaluated at a conceptual level, or to demonstrate that the system is technically feasible.  Consequently, while initial results from these studies suggest that context awareness can support situational awareness tasks, more longitudinal data is required.
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Context-aware mobile agentsBurstein et.al. Context Aware Mobile Agents in Healthcare  are a best suited host implementing any context-aware applications. Modern integrated voice and data communications equips the hospital staff with smart phones to communicate vocally with each other, but preferably to look up the next task to be executed and to capture the next report to be noted.
 
Context-aware mobile agentsBurstein et.al. Context Aware Mobile Agents in Healthcare  are a best suited host implementing any context-aware applications. Modern integrated voice and data communications equips the hospital staff with smart phones to communicate vocally with each other, but preferably to look up the next task to be executed and to capture the next report to be noted.
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情景感知移动代理是实现任何情景感知应用程序的最佳主机。现代化的综合语音和数据通信使医院的工作人员能够使用智能手机进行语音通信,但更好的是可以是查找下一个要执行的任务,并捕捉下一个要注意的报告。
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情景感知移动代理<sup>[34]</sup>是实现任何情景感知应用程序的最佳主机。现代化的综合语音和数据通信使医院的工作人员能够使用智能手机进行语音通信,但更好的是可以是查找下一个要执行的任务,并捕捉下一个要注意的报告。
    
However, all attempts to support staff with such approaches are hampered till failure of acceptance with the need to look up upon a new event for patient identities, order lists and work schedules. Hence a well suited solution has to get rid of such manual interaction with a tiny screen and therefore serves the user with
 
However, all attempts to support staff with such approaches are hampered till failure of acceptance with the need to look up upon a new event for patient identities, order lists and work schedules. Hence a well suited solution has to get rid of such manual interaction with a tiny screen and therefore serves the user with
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A pervasive game is leveraging the sensed human contexts to adapt game system behaviors. By blending of real and virtual elements and enabling users to physically interact with their surroundings during the play, people can become fully involved in and attain better gaming experience. For example, a pervasive game that uses the contexts of human activity and location in smart homes is reported by an autonomous agent.B. Guo, R. Fujimura, D. Zhang, M. Imai.Design-in-Play: Improving the Variability of Indoor Pervasive Games. Multimedia Tools and Applications, 2011
 
A pervasive game is leveraging the sensed human contexts to adapt game system behaviors. By blending of real and virtual elements and enabling users to physically interact with their surroundings during the play, people can become fully involved in and attain better gaming experience. For example, a pervasive game that uses the contexts of human activity and location in smart homes is reported by an autonomous agent.B. Guo, R. Fujimura, D. Zhang, M. Imai.Design-in-Play: Improving the Variability of Indoor Pervasive Games. Multimedia Tools and Applications, 2011
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一个普遍的游戏是利用感知的人类环境来调整游戏系统的行为。通过混合真实和虚拟元素,使用户能够在游戏过程中与周围环境进行身体互动,人们可以充分沉浸并获得更好的游戏体验。例如,关于使用智能家居中人类活动和位置背景的游戏代理的报告。
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一个普遍的游戏是利用感知的人类环境来调整游戏系统的行为。通过混合真实和虚拟元素,使用户能够在游戏过程中与周围环境进行身体互动,人们可以充分沉浸并获得更好的游戏体验。例如,关于使用智能家居中人类活动和位置背景的游戏代理的报告<sup>[35]</sup>。
    
==Applications in mobile multimedia devices==
 
==Applications in mobile multimedia devices==
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Museums and archaeological sites sometimes provide multimedia mobile devices as an alternative to the conventional audio guide (see e.g. the Tate Modern in London.Multimedia guides at Tate Modern A context aware device will use the location, current user interactions and the graph of connected objects to dynamically tailor the information presented to the user.PAST Project - Context Aware Visitor Guiding In some cases this is combined with real-time navigation around the site to guide the user to artefacts or exhibits that are likely to be of interest, based on the user's previous interactions.AGAMEMNON - Real-time Visitor Guiding
 
Museums and archaeological sites sometimes provide multimedia mobile devices as an alternative to the conventional audio guide (see e.g. the Tate Modern in London.Multimedia guides at Tate Modern A context aware device will use the location, current user interactions and the graph of connected objects to dynamically tailor the information presented to the user.PAST Project - Context Aware Visitor Guiding In some cases this is combined with real-time navigation around the site to guide the user to artefacts or exhibits that are likely to be of interest, based on the user's previous interactions.AGAMEMNON - Real-time Visitor Guiding
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博物馆及考古遗址有时会提供多媒体移动装置,以取代传统的音频导赏服务(例如伦敦的Tate Modern)。一个环境感知设备将使用位置,当前用户交互和连接对象的图形,动态裁剪呈现给用户信息。过去的情景感知游客导览项目,结合在网站周围的实时导航,根据用户以前的交互,将用户引导至其可能感兴趣的人工制品或展品。
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博物馆及考古遗址有时会提供多媒体移动装置,以取代传统的音频导赏服务(例如伦敦的Tate Modern<sup>[36]</sup>)。一个环境感知设备将使用位置,当前用户交互和连接对象的图形,动态裁剪呈现给用户信息<sup>[37]</sup>。过去的情景感知游客导览项目,结合在网站周围的实时导航,根据用户以前的交互,将用户引导至其可能感兴趣的人工制品或展品<sup>[38]</sup>。
    
==See also==
 
==See also==
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* 上下文感知自适应移动学习系统开发中可接受性分析器的设计方法
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* 情景感知自适应移动学习系统开发中可接受性分析器的设计方法
 
* 通过无线传感器网络捕获移动通信环境智能(研究项目)  
 
* 通过无线传感器网络捕获移动通信环境智能(研究项目)  
 
* 将移动应用程序和服务的进展带到用户能够接触到的范围(研究项目)  
 
* 将移动应用程序和服务的进展带到用户能够接触到的范围(研究项目)  
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* 同行评审的百科全书关于上下文认知和计算的章节
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* 同行评审的百科全书关于情景感知和计算的章节
    
{{Ambient intelligence}}
 
{{Ambient intelligence}}
{{Pervasive games}}
      
{{DEFAULTSORT:Context Awareness}}
 
{{DEFAULTSORT:Context Awareness}}
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