Ubiquitous computing (Mark Weiser's "calm technology") embeds compute into the environment rather than a single device, so a task follows the user invisibly. Here every ambient node i scores itself against the user's current position each frame:
signal_i = 1 / (1 + k * d_i^2) (k = decay rate, d_i = distance to node i)
score_i = signal_i * (1 - 0.5 * load_i)
latency_i = 8 + 3 * d_i + 40 * load_i (ms)
Node load oscillates over time to model background traffic on each device. The session stays on its current host unless a rival node's score beats it by more than the hysteresis margin — without that margin the session would flicker between two similar-strength nodes every frame; with it, handoffs only fire when genuinely worth it.
- Node density — how many ambient devices are embedded in the room.
- Signal decay rate — how fast a node's usable signal falls off with distance (k above).
- Auto-Walk — the user follows a smooth wandering path instead of manual clicks.
- Seamless coverage — the fraction of elapsed time the active host's signal has stayed above 50%, i.e. how "invisible" the handoffs have felt.
Real-world relevance: this is the same scoring-and-hysteresis pattern behind Wi-Fi roaming (802.11k/v), cellular handover between base stations, and multi-device session continuity (e.g. a video call jumping from your phone to a room's smart display as you walk in).