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1st International Workshop on Liquid Multi-Device Software for the Web

Introduction

Time and place

At the ICWE'2016 conference 8.6.2016, In Lugano, Switzerland. (Please note the change in time).

Background

The era of standalone computing devices is coming to an end. Device shipment trends indicate that the number of web-enabled devices other than PCs and smartphones will grow rapidly. In the future, people will commonly use various types of internet-connected devices in their daily lives. Unlike today, no single device will dominate the user’s digital life.

In general, the world of computing is rapidly evolving from traditional client-server architectures to multi-device architectures in which people use various types of web-enabled client devices, and data is stored simultaneously in numerous devices and cloud-based services. This new era will dramatically raise the expectations for device interoperability, implying significant changes for software architecture as well. Most importantly, a multi-device software architecture should minimize the burden that the users currently have in keeping devices in sync. Ideally, when the user moves from one device to another, the users should be able to seamlessly continue doing what they were doing previously, e.g., continue playing the same game, watching the same movie or listening to the same song on the other device, without having to worry about device management.

By Liquid Software, we refer to an approach in which applications and data can flow seamlessly from one device or screen to another, allowing the users to roam freely across all the computing devices that they have.  The users of Liquid Software do not
need to worry about device data copying, manual synchronization of device settings, application installation, or other traditional device management tasks. Rather, things should just work with minimal hassles.

Companies such as Apple and Google are already paving the way towards liquid multi-device software architectures for their native software platforms. For instance, device synchronization across devices and computers within the Apple ecosystem is already quite straightforward. Likewise, Google and Microsoft ecosystems have similar capabilities, but only within those ecosystems.

We envision that HTML5 and web technologies will be used as the basis for a broader, industry-wide multi-device software architecture, enabling seamless usage of applications not only with devices from a certain manufacturer or native ecosystem, but more broadly across the entire industry. HTML5 and web technologies could serve as the common denominator and technology enabler that would bridge the gaps between currently separate device and computing ecosystems.

In this workshop we will discuss approaches and technologies for Liquid Software. We are especially seeking contributions that describe Liquid Software solutions and technologies in the context of the Web, supporting industry-wide usage of liquid applications independently of the currently prevalent native software ecosystems.

Updated by: Kari Systä, 03.05.2016 12:48.
Keywords: science and research