now are
attached to an object, in a personal way, if we allow ourselves to be overly
anthropomorphic.
Personal
electronic devices are split in two related categories. The first one is that
of hand-held devices, the second one is that of chip centered devices. The
first category encompasses cellular phones, personal digital assistants, music
players, portable game consoles, global positioning satellites navigators and
other such objects of everyday use. The second category encompasses chip cards
(bank cards with embedded chips), Subscriber Identity Modules (SIM: the
removable chip-bearing card inside most cellular phones next to the battery), Radio-Frequency
Identification tags (RFID: the chip-bearing tags used to pay the highway toll,
or to identify products at the supermarket), personal storage key fobs and
other such objects directed at identifying, authenticating, authorizing and
carrying private information.
All those
devices are networked, or on their way to being networked, because their
function is to involve the user in participatory activities, with institutions
(such as banks, government, phone operators) and with others with similar
devices (such as communicating via voice and messaging, or gaming). Hand-held
devices have screens, and speakers, and other means of communication with their
owner; chip-centered devices have built-in security mechanisms at their core. Hand-held
devices and chip-centered devices are related in that chip-centered devices are
often found inside hand-held devices, where their function is to take charge of
the most private and secure function of the combination. However, one can find
hand-held devices that do not contain a chip-centered device, as they handle
security functions on their own, like the current generation of music players
(they handle digital rights protection), and chip-centered devices that are
autonomous, like the bank chip cards (when needed, they hook up to specialized
computers, called readers, for power and communication with the world).
Personal electronic devices use both the networks born of the
telecommunication industry and those born of the computer industry. An example
of a telecommunication network is GSM (Global System Mobile), the ubiquitous
standard of billions of cellular telephones. An example of computer network is
of course the Internet. At the time of writing, network technologies are
merging in a phenomenon called convergence.
Whereas the personal electronic devices manufacturers wouldn’t let the
IBM mainframe and the Digital Equipment mini-computer hardware stories replay,
they also were wiser from having seen the Microsoft and Intel stories unfold in
software and microprocessors. At the present time, no single player dominates
the personal electronic devices market, be it in hardware, microprocessors or
software. We’ll expand later on the fundamentals of that story, but in the
meanwhile, we observe that personal electronic devices should play toward
personal computers the same role as personal computers played to mini-computers
and mini-computers to mainframes in their time. It is with such devices that we
suggest the human to computer interface has entered the world of complex policy
considerations. More than simply reflect our individual commands, we seek
computer assistance in projecting our cognitive needs into the cyber-world.
Before coming to the end of this chapter on the mechanics of human and
computer evolution, we would like to devote some quality time to smart cards.
Smart card is a generic name for most forms of chip-centered devices. They are
used daily by the billions, as they are the heart of most cellular phones in
the world. Anyone owning a GSM cellular phone, which means most everyone around
the world now (more than two billion at the time of this writing) can open the
back of the phone, remove the battery, and find next to it a removable smart
card the size of a thumbnail. At the center is a metallic module and at the
center of the module is a chip the size of a teardrop. This
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