Showing posts with label Technology. Show all posts
Showing posts with label Technology. Show all posts

Wednesday, February 22, 2017

Enterprise wearables

*:* Enterprise wearables *:*


Wearable technology is related to both ubiquitous computing and the history and development of wearable computers. The terms “wearable technology“, “wearable devices“, and “wearables” all refer to electronic technologies or computers that are incorporated into items of clothing and accessories which can comfortably be worn on the body. These wearable devices can perform many of the same computing tasks as mobile phones and laptop computers; however, in some cases, wearable technology can outperform these hand-held devices entirely. Wearable technology tends to be more sophisticated than hand-held technology on the market today because it can provide sensory and scanning features not typically seen in mobile and laptop devices, such as biofeedback and tracking of physiological function. One of the major features of wearable technology is its ability to connect to the Internet, enabling data to be exchanged between a network and the device. Generally, wearable technology will have some form of communications capability and will allow the wearer access to information in real time. Data-input capabilities are also a feature of such devices, as is local storage. Examples of wearable devices include watches, glasses, contact lenses, e-textiles and smart fabrics, headbands, beanies and caps, jewelry such as rings, bracelets, and hearing aid-like devices that are designed to look like earrings.

Advantages of Enterprise wearables:

  • Hands-free user experience
  • Many wearables today have the ability to retrieve different physiological parameters about you as a user.
  • Wearables on many levels were created in an attempt to simplify our daily functions.
  • Wearables are set to become one of the more integral devices in the Io T vision.
  • Low maintenance
  • Long lasting energy


Disadvantages of Enterprise wearables:

  • One aspect that needs to be better developed in many wearables is the actual accuracy of the physiological measurements.
  • Usability barriers
  • The wearable charging mechanism and battery life are one of the more critical challenges for various wearable devices.
  • Some wearables are harmful to health

Internet trends

*:* Internet trends *:*




The internet is very important to us. Because now we live in a smart world / technological world. There is no question. The mobile Internet has changed everything. Now every person has whatever mobile/fix devices which can use internet. Since 1995, the number of Internet users has risen from 35 million in 1995 to more than 3.0 billion today. The total number of Internet users at 3 billion, far less than half of world population (7.4 billion), with growth at a flat 9%. Meanwhile, global smartphone user growth was +21%, down from +31% a year ago. Now we can buy goods staying at home and we have many choises.
Messaging apps like Facebook Messenger, Facebook-owned WhatsApp, WeChat, and Snapchat have seen more consistent, sustained, and significant growth than social networks in the past few years. Rather than socialize on public networks like Facebook or Twitter, people seem to be more comfortable using private apps like Messenger and WhatsApp.

According to the reports we can see followings,
  • The global internet adoption rate was flat year-over-year at 9%, reaching 3 billion users or 42% of the world’s population
  • US advertising is growing, with Google and Facebook controlling 76% of the market and rising, but advertisers still spend too much on legacy media rather than new media where the audience has shifted
  • About 100% of Millennials spend more than 1000 minutes a day on Facebook
  • There are 7.4 billion people in the world and about 2.5 billion smartphones.
  • facebook mobile daily active users was 989 million  on average for March 2016.
  • Approximately 84.2% of our daily facebook active users are outside the US and Canada


Mobile Computing

*:* Mobile Computing *:*


Mobile computing is ability to use the technology to wirelessly connect to and use centrally located information and/or application software through the application of small, portable, and wireless computing and communication devices voice, data and multimedia communication standards. Wikipedia web Definition Mobile computing as this. “Mobile computing as a generic term describing ability to use the technology to wirelessly connect to and use centrally located information and/or application software through the application of small, portable, and wireless computing and communication devices”. In recent years the variety of mobile computing devices available has rapidly increased. Now this is most popular in the world. Now we don't go to workshop. Because we can do that works staying at home with through mobile computing.
Laptops, Ultrabooks, Netbooks, Tablets, E-book readers, Smartphones, Media players and mobile games consoles Are the some of mobile computing devices that we can use.

Limitations to mobile computing


  • Resource constraints: Battery
  • Interference: the quality of service (QoS)
  • Bandwidth: connection latency
  • Dynamic changes in communication environment: variations in signal power within a region, thus link delays and connection losses
  • Network Issues: discovery of the connection-service to destination and connection stability
  • Interoperability issues: the varying protocol standards
  • Security constraints: Protocols conserving privacy of communication

Cloud Computing

*:* Cloud Computing *:*


Cloud Computing is a technology that uses the internet and central remote servers to maintain data and applications. Cloud computing allows consumers and businesses to use applications without installation and access their personal files at any computer with internet access. This technology allows for much more efficient computing by centralizing data storage, processing and bandwidth. A simple example of cloud computing is Yahoo email, Gmail, or Hotmail etc. All you need is just an internet connection and you can start sending emails. The server and email management software is all on the cloud (internet) and is totally managed by the cloud service provider Yahoo , Google etc
Cloud computing is broken down into three segments: "application" "storage" and "connectivity." Each segment serves a different purpose and offers different products for businesses and individuals around the world.
Cloud computing provides significant cost effective IT resources as cost on demand IT based on the actual usage of the customer. Due to rapid growth, many companies are unable to handle their IT requirement even after having an in-house datacenter.
Cloud computing has become a highly demanded service or utility due to the advantages of high computing power. Cost of services, high performance, scalability, accessibility as well as availability some cloud vendors are experiencing growth rates of 50% per year, But being still in a stage of infancy. It has pitfalls that need to be addressed to make cloud computing services more reliable and user friendly.

benefits of Cloud Computing


  • More flexibility to get into new businesses.
  • Smoother mergers and acquisitions.
  • Ability to duplicate or adopt successful business processes others have hashed out.
  • The costs of cloud computing are much more flexible than traditional methods.
  • Most cloud providers are extremely reliable in providing their services, with many maintaining 99.99% uptime.
  • Data and applications are available to employees no matter where they are in the world.
  • Cloud applications improve collaboration by allowing dispersed groups of people to meet virtually and easily share information in real time and via shared storage.
  • Cloud is the flexible facility that can be turned up, down or off depending upon circumstances.

3D Technology

*:* 3D Technology *:*


3D means is three-dimensional. Many tech sites describe it as, "3D" any object that occurs on a three-axis Cartesian coordinate system. 3D technology stands for three-dimensional technology that offers a wide array of possibilities in near future in almost every walk of life and especially in entertainment segment. The use of 3d technology in TVs, laptops and other products is growing because the basic content required to support such products includes sports and movies. Lately, the technology has been successful in earning quite a momentum as a valid, widely adopted entertainment technology.
The working of 3d technology is such that in order to produce this same kind of space in your brain requires tricking your brain into seeing two different images from the same source. The real thing lies in knowing how it is done by the 3D technology. it places two minutely different images over each other or in alternating succession. The human being should then be wearing a set of 3D glasses that will help in dissecting this image and transmit it to the correct eye.

Social Media

*:* Social Media *:*


Social media is the collective of online communications channels dedicated to community-based input, interaction, content-sharing and collaboration. Websites and applications dedicated to forums, microblogging, social networking, social bookmarking, social curation, and wikis are among the different types of social media. Social media is becoming an integral part of life online as social websites and applications proliferate. Most traditional online media include social components, such as comment fields for users. In business, social media is used to market products, promote brands, connect to current customers and foster new business. Platforms like twitter, Facebook, and Linkedin have created online communities where people can share as much or as little personal information as they desire with other members. The result is an enormous amount of information that can be easily shared, searched, promoted, disputed, and created.

Here are some prominent examples of social media:

  • Facebook
  • Twitter
  • Google+
  • Wikipedia
  • Linkdin
  • Reddit
  • Pinterest

Advantages of Social Media:

  • Targets a wide audience, making it a usefull and effective recruitment tools.
  • There is a Worldwide Connectivity.
  • Real-Time Information Sharing.
  • Facilitates open comunication, leading to enhanced information discovery and delivery.
  • Provides an opportunity to expand business contacts.
  • Allows employees to discuss ideas, post news, ask questions and share links.

Disadvantages of Social Media:

  • Opens up the possibility for hackers to commit fraud and launch spam and virus attacks.
  • Potentially results in lost productivity.
  • Increases the risk of people falling prey to online scams that seem genuine, resulting in data or identity theft.
  • Cyber bullying and Crimes against Children.
  • It may be ourTime Waste too much.

Virtual Reality

*:* Virtual Reality *:*


Nowadays computer graphics is used in many domains of our life. At the end of the 20th century it is difficult to imagine an architect, engineer, or interior designer working without a graphics workstation. At the beginning of 1990s the development in the field of virtual reality became much more stormy and the term Virtual Reality itself became extremely popular. Virtual reality is an artificial environment that is created with software and presented to the user in such a way that the user suspends belief and accepts it as a real environment. On a computer, virtual reality is primarily experienced through two of the five senses: sight and sound. The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation.

Virtual reality can be divided into:

  • The simulation of a real environment for training and education.
  • The development of an imagined environment for a game or interactive story.

Groupware

*:*Groupware*:*


Combinations of technologies enabling an organization to create, share, and leverage an accumulated knowledge base. then Groupware refers to programs that help people work together collectively while located remotely from each other. Groupware was originally coined to describe a new class of applications designed to provide electronic support for groups of individuals working together toward a common goal. Groupware is more useful as a concept when it is broken down into three major stages. Those are communication, coordination and cooperation.

Systems the Implement Groupware Functionalities


Different Time/ Different Place

  • Email
  • Calendaring and
  • Scheduling
  • Workflow


Same Time/ Different Places

  • Chat room
  • Gaming
  • Video Conferencing
  • Shared Workspace


Hybrids:

  • Multi-user Editors
  • Bulletin boards
  • Content exchange
  • Blackboard
  • Online Classrooms
  • Group Decision Support
  • Systems and Electronic
  • meeting rooms

Ubiquitous computing

*:* Ubiquitous computing*:*


                 Ubiquitous computing is a vision, conceived about two decades ago. This is the 21st century. Now we can see Computer industry improvement. There are Computers everywhere. So we can do everything by using a one computer.  So let's see what is the Ubiquitous computing.
Ubiquitous computing is a paradigm in which the processing of information is linked with each activity or object as encountered. It involves connecting electronic devices, including embedding microprocessors to communicate information. Devices that use ubiquitous computing have constant availability and are completely connected. Ubiquitous computing is held by some to be the Third Wave of computing. The First Wave was many people per computer, the Second Wave was one person per computer. The Third Wave will be many computers per person.  Ubiquitous computing is roughly the opposite of virtual reality. The concept of Ubiquitous computing enables a real-time global sensing, context-aware information retrieval, multi-modal interaction with the user and enhanced visualization capabilities.


These are the some of Key features of ubiquitous computing.


  • Consideration of the human factor and placing of the paradigm in a human, rather than computing, environment.
  • Use of inexpensive processors, thereby reducing memory and storage requirements
  • Capturing of real-time attributes.
  • Totally connected and constantly available computing devices.
  • Focus on many-to-many relationships, instead of one-to-one or one-to-many in the environment, along with the idea of technology, which is constantly present.
  • Includes local/global, social/personal, public/privet and invisible/visible features and considers knowledge creation, as well as information dissemination.
  • Relies on converging internet, wireless technology and advanced electronics.
  • Increased surveillance and possible restriction and interference in user privacies, as the digital devices are wearable and constantly connected.
  • As technology progresses, the reliability factor of the different equipment used may be impacted.    

Augmented Reality

*:* Augmented Reality *:*


Augmented reality is a big step in computer technology. Many tech sites describe it as, “a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated sensory sound, video, graphics or GPS data”. It is seen that augmented reality is related to a more general concept called mediated reality, in which a view of reality a computer modified. Augmented reality devices primarily designed to be used without any tangible interface. We can get Personal experiences utilizing mobile devices, including smartphones, tablets. Augmented reality uses a special algorithm that identifies characteristic features of the surrounding environment to calculate the right depth, size, and position of the object. Many producers of computer Games use this technology to make new computer games. Research firm said that the main driver for augmented reality development is the expansion of cloud computing. This technology (Augmented reality ) has won the gold medal of innovation in electronic commerce at the 2015 ECI Awards.

 Current usage of Augmented Reality

  1.  Virtual reality games
  2.  Training and education
  3.  Map services
  4.  Digital museum tour
  5.  Online shopping


Advantages of Augmented reality:


  • New campaigns can to include Augmented Reality as part of their communications strategies.
  • we can get Personal Experience with Different applications. (Eg, social media applications)


                                                               

Disadvantages of Augmented reality:


  • Threats to privacy and issues of the privacy control.
  • Regarding user experience, socially using Augmented Reality may be inappropriate in some situations.

Near Field Communication

Near Field Communication 


                          Near Field Communication (NFC) is a set of short-range wireless technologies that enable two electronic devices. Usually it will be a portable device such as a Smartphone. Typically it is requiring a distance of 4cm or less to initiate a connection. It is said that near field communication was started at 2006. Those who have electronic device such as a Smartphone, tablet, etc can use near field communication. So they can Exchange their information and data with other person very easily. The modern world is every time changes. The Near field communication is the result of it. Now we don’t want connect devices by cables. Now we can see posters on walls in developed countries which we can read with our Smartphones or tablets.  

Who benefits from near field communication?

  • Businessmen and women riding the subway to work
  • Businesses looking for faster, more secure payment methods for customers
  • Students touring a museum
  • Busy moms checking out at the grocery store
  • And many more


Advantages of Near Field Communication:


  • we can do payments a simple touch by using NFC
  • we can share information and data with other very fast
  • we can use our smartphone or tablet
  • It does not want any cables or wires
  • It save our time
  • It is very Safety because it requires a PIN
  • Retailers no longer have physical access to our credit card information


Disadvantages of Near Field Communication:


  • If companies do not agree to integrate NFC into their business, consumers will not be able to use the technology.
  • NFC users will not be able to use reward/point card system at their favorite shop or at any other retailer.
  • NFC is computer hacking or phone hacking.
  • We can use only under distance 4cm or less to initiate a connection.