Ubiquitous Computing: From Interlinking Smart Tabs, Pads and Boards towards Interlinking Smart Skins, Dust and Clay

A special issue of Informatics (ISSN 2227-9709).

Deadline for manuscript submissions: closed (15 July 2016) | Viewed by 11618

Special Issue Editors

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Guest Editor
UCL Knowledge Lab, Institute of Education, University College London, London WC1N 3QS, UK
Interests: Artificial Intelligence; HCI; ubiquitous computing; creativity and tangibles; widening participation; education for all; IoT and maker communities

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Guest Editor
Director, IoT2US Lab, Queen Mary University of London, London, UK
Interests: Internet of Things; ubiquitous computing; smart environments; spatial-awareness; pervasive games; security; privacy
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Special Issue Information

The original vision of Ubiquitous Computing (also called Pervasive Computing) first envisaged by Mark Weiser in the late 1980s, presented a powerful shift in computation, where people live, work, and play in a seamless digital environment that is interleaved into the physical world, instead of existing as interactive digital environments merely operating in a few hotspots. Ubiquitous computing is now mainstream, as humans we are accompanied by mobile computing devices (smart devices), and a physical computing and communication infrastructure (smart environments), which interact with us but also directly with other devices or machines (smart interactions). In order to do this, the early form factors of digital devices changed from being larger room and cabinet sized digital devices, into the form factors proposed by Weiser of Smart Tabs (e.g., wearables, smart cards), Pads (e.g., mobile phones, tablets), and Boards. In addition, rather than using explicit input keyboard and pointer device interfaces that shift the locus of focus of interaction to the input interface and require a substantial human cognition, an invisible computing model that uses more intuitive and natural interaction was proposed. More recently, three more form factors have been proposed for ubiquitous devices, Smart Skins (e.g., fabrics, surfaces), Dust (micro electro-mechanical systems that may be embedded in larger devices), and Clay (3D print any shape and embed smart tabs and dust in these or combine multiple dust devices into larger ones). In addition, these ubiquitous devices increasingly tend to be networked as part of an Internet of Things. This Special Issue seeks submissions offering research results and experimental solutions that advance the state of the art of these six forms of ubiquitous computing devices for both participatory and opportunistic interaction that are concerned with (but not limited to) the following topics:

We invite interested authors to submit abstracts or expressions of interest to editors by 30 May 2016: at the end of summary.

Dr. Stefan Poslad
Dr. Patricia Charlton
Guest Editor

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Informatics is an international peer-reviewed open access quarterly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.


  • 3D printed smart objects and smart clay
  • Context-awareness, including spatial-awareness and personalisation
  • Implicit Human Computer Interaction
  • Internet of Things
  • Intelligent Environments
  • Instrumented Self and Ambient Assisted Living
  • Management including privacy, sustainability, security
  • Mediated reality
  • MEMS
  • Mobile devices and transport
  • Multi-person, multi-player, large object and virtual object interaction
  • Participatory and oppportunistic sensing, tagging and actuators
  • Semantic interaction and M2M interopaability
  • Smart fabrics and surfaces
  • User Interfaces that are disruptive, including tangible, organic and polymer interfaces.
  • Wearables

Published Papers (1 paper)

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Ubiquitous Learning Architecture to Enable Learning Path Design across the Cumulative Learning Continuum
by Konstantinos Karoudis and George D. Magoulas
Informatics 2016, 3(4), 19; https://doi.org/10.3390/informatics3040019 - 11 Oct 2016
Cited by 7 | Viewed by 9433
The past twelve years have seen ubiquitous learning (u-learning) emerging as a new learning paradigm based on ubiquitous technology. By integrating a high level of mobility into the learning environment, u-learning enables learning not only through formal but also through informal and social [...] Read more.
The past twelve years have seen ubiquitous learning (u-learning) emerging as a new learning paradigm based on ubiquitous technology. By integrating a high level of mobility into the learning environment, u-learning enables learning not only through formal but also through informal and social learning modalities. This makes it suitable for lifelong learners that want to explore, identify and seize such learning opportunities, and to fully build upon these experiences. This paper presents a theoretical framework for designing personalized learning paths for lifelong learners, which supports contemporary pedagogical approaches that can promote the idea of a cumulative learning continuum from pedagogy through andragogy to heutagogy where lifelong learners progress in maturity and autonomy. The framework design builds on existing conceptual and process models for pedagogy-driven design of learning ecosystems. Based on this framework, we propose a system architecture that aims to provide personalized learning pathways using selected pedagogical strategies, and to integrate formal, informal and social training offerings using two well-known learning and development reference models; the 70:20:10 framework and the 3–33 model. Full article
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