Pervasive Computing Concepts
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Questions and Answers

Which of the following is NOT considered a mobile device that can access Wi-Fi?

  • Smartwatch
  • Smartphone
  • Desktop computer (correct)
  • Tablet

What is the main purpose of pervasive computing?

  • To limit access to information to specific locations
  • To integrate computing power into everyday objects (correct)
  • To create more powerful desktop computers
  • To increase the number of people working in offices

Which of the following best describes e-money?

  • Physical coins used in electronic transactions
  • Electronic transfer of funds instead of physical coins and notes (correct)
  • Electronic transfer of funds using physical notes
  • Money that can only be used online

What advantage do mobile technologies provide to businesses?

<p>They enable employees to access information from anywhere (B)</p> Signup and view all the answers

Which of the following is an example of wearable technology?

<p>Smart glasses (B)</p> Signup and view all the answers

What is meant by tangible media?

<p>Incorporating computing power into everyday objects. (C)</p> Signup and view all the answers

Which of the following is a technology used in Computer Supported Cooperative Work (CSCW)?

<p>Interactive whiteboards for group collaboration. (A)</p> Signup and view all the answers

What characterizes electronic retailing (e-tailing)?

<p>Direct sales from businesses to consumers via online platforms. (A)</p> Signup and view all the answers

How does market segmentation benefit businesses?

<p>By customizing advertising to targeted specific markets. (A)</p> Signup and view all the answers

What is a cybermall?

<p>A website that offers multiple products and services in one location. (D)</p> Signup and view all the answers

Flashcards

Pervasive Computing

The integration of computing power into everyday objects, making computers ubiquitous and accessible from anywhere.

Mobile Internet Access

Accessing the internet using mobile devices and technologies like Wi-Fi and GPRS, allowing for information access on the go.

Wearable Technology

Computing technology, like smartwatches and smart glasses, worn on the body as a device.

E-money

Electronic transfer of funds using electronic methods instead of physical cash.

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Wi-Fi

A wireless technology used for internet access, allowing mobile devices to connect to a network.

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Tangible Media

Incorporating computing power and digital information into everyday objects.

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Personal Robotics

Robotic companions for socializing or automating chores.

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CSCW (Computer Supported Cooperative Work)

Technologies enabling groups to collaborate, whether co-located or remote.

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E-retailing (e-tailing)

Direct business-to-consumer sales through online stores.

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Market Segmentation

Identifying specific market groups for targeted advertising.

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Study Notes

Pervasive Computing

  • Pervasive computing is when computing power is incorporated into everyday objects
  • Ubiquitous computing is another term for this concept, implying computers are present everywhere
  • Information systems are no longer confined to desks in offices
  • Computing power is integrated into various existing objects

Learning Outcomes

  • List and describe applications for wearable technology
  • List four mobile devices that access Wi-Fi
  • Explain why a business may offer free Wi-Fi
  • Describe the benefits of e-commerce
  • Define a Phicon
  • List four examples of e-money
  • List three examples of CSCW technologies
  • Describe the purpose of virtual pets
  • Define tangible media

Principles

  • Computing no longer only refers to PCs on desks
  • Mobile devices let employees access information from anywhere
  • Customers can interact with businesses in new ways
  • Teams across geographical regions can work together efficiently
  • E-commerce and m-commerce are used innovatively to improve organizational operations

Mobile Internet Access

  • Mobile access to info 'on the move' often relies on Wi-Fi
  • General Packet Radio Service (GPRS) is another key technology

Mobile Devices

  • The number of Wi-Fi enabled mobile devices is increasing
  • Examples include smartphones, tablets, laptops, netbooks, smartwatches, and smart glasses

Wearable Technology

  • Wearable technology, or Wearable Computing, involves computing devices worn on the body
  • Examples include smart bracelets, smart fingers, smart rings, smart belts, smart pants, smart socks, smart glasses, smart watches, smart shirts, body control devices, Bluetooth devices, key trackers, and smart shoes

E-Money

  • E-money represents electronic funds transfers instead of physical coins or notes
  • Can be implemented via credit/debit cards, mobile phone accounts (e.g., Kenyan M-Pesa), smart cards (like Areyeng BRT card), and cryptocurrencies

Tangible Media

  • Tangible media involves incorporating computing power or digital info into everyday objects
  • A Phicon is a good example, a real object interacting with a digital environment
  • Kiss Messenger, CuteCircuit Hug shirt are other examples

Personal Robotics & Virtual Pets

  • Personal robotics includes robotic companions for socializing or automating chores (like Tega kids' companion, Roomba vacuum cleaner)
  • Virtual pets are artificial companions designed to foster user responsibility

Computer Supported Cooperative Work (CSCW)

  • CSCW technologies enable groups to work together, regardless of location
  • CSCW can be synchronous or asynchronous
  • Examples include videoconferencing, interactive whiteboards, messaging, wikis, MMOGs, blogs, and podcasts

Electronic and Mobile Commerce Applications

  • Many B2B, B2C, C2C, and m-commerce applications are present in retail, wholesale, manufacturing, marketing, investment, finance, and auctions
  • E-tailing is direct sales through electronic storefronts (like Pick n Pay, Game)
  • A cybermall is a website offering many products at one location (e.g., Australian Cybermall)
  • Market segmentation targets specific markets with ads
  • CRM (customer relationship management) uses detailed customer info to personalize relationships

Electronic and Mobile Commerce Applications (continued)

  • Online stock trading, online banking, and online auctions (like eBay, Aucor, BidX1) are vital to electronic commerce
  • Technology enabled relationship management is crucial for optimizing business-customer relationships

Benefits of Electronic and Mobile Commerce

  • Global reach for businesses
  • Reduced costs (faster, more accurate goods flow, and no human data entry)
  • Improved customer service (details on delivery, meeting demand)

Summary

  • Computing expands beyond desktop computers
  • Mobile devices let employees access info anywhere
  • Mobile tech enables new customer interaction styles
  • Teams across geographic locations can work efficiently
  • E-commerce and m-commerce improve organizational operations

Review Questions

  • The document contains a list of questions to review different aspects of the subject

Questions

  • There are no specific questions in the document; this is a general title.

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Description

Explore the fundamentals of pervasive computing, where technology is seamlessly integrated into everyday life. This quiz covers applications of wearable technology, mobile device connectivity, and the implications of e-commerce. Gain insights into how computing is transforming business interactions and collaborative work.

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