Chapter 10 Pervasive Computing PDF
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University of Pretoria
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This document is a chapter on pervasive computing, focusing on concepts like wearable technology, e-money, and online commerce. It includes learning outcomes, principles, and examples. The document is part of a larger course or module on informatics or information systems at University of Pretoria
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Chapter 10 Pervasive Computing INF112 Learning Outcomes List and describe applications that exist for wearable technologies List four mobile devices that can access Wi-Fi Describe why would a business offer free Wi-Fi List and describe he benefits of e-commerce Describe wha...
Chapter 10 Pervasive Computing INF112 Learning Outcomes List and describe applications that exist for wearable technologies List four mobile devices that can access Wi-Fi Describe why would a business offer free Wi-Fi List and describe he benefits of e-commerce Describe what is a Phicon List four examples of e-money List three examples of CSCW technologies Describe the main purpose of virtual pets Describe what is tangible media Principles The term ‘computing’ no longer refers to a PC on a desk Using mobile devices, employees can now access information from wherever they happen to be. And customers can interact with business in new ways Teams made up of people living in different geographical regions are able to work together efficiently and effectively, without ever having to meet. This work is facilitated by a range of technologies E-commerce and m-commerce can be used in many innovative ways to improve the operation of an organisation Introduction Information Systems are no longer tied to a desk in an office: Computing power is being incorporated into a range of existing objects New objects are being created that exploit computing power This is known as Pervasive Computing or Ubiquitous Computing Computers are all around us; they have become ubiquitous Mobile Internet Access Mobile Internet access is at the heart of access to information ‘on the move’ through: Wi-Fi General Packet Radio Service (GPRS) is also now common Both of these technologies can be used on a wide range of devices – laptops, pocket PCs and mobile phones, etc. Mobile devices The number of devices that can make use of Wi-Fi on the move is growing: Smartphone Tablet Laptop Netbook Smart watches Smart glasses, etc. Wearable technology Wearable technology, alias Wearable Computing refers to computing technology worn on the body Often the computers are incorporated into clothing, jewelry and glasses E-Money Refers to electronic transfer of funds instead of using physical coins and notes E-Money can be implemented through: Credit and debit cards Mobile phone accounts can be used to ‘text’ money to someone (e.g. Kenyan M-pesa) Smart cards, such as Areyeng BRT card Cryptocurrencies Tangible media Tangible Media involves incorporating computing power and/or digital information into everyday objects An example is a Phicon – a real object used to interact with a digital environment Kiss messenger CuteCircuit Hug shirt Personal Robotics & Virtual Pets Personal robotics: Robotic companions that people socialize with or to automate house chores Tega kids’ companion Roomba vacuum cleaner Fridgezoo Virtual pets: Artificial companion designed to build users’ sense of responsibility towards the “pet” Computer Supported Cooperative Work CSCW are technologies that allow groups of people to work together Team members can be co-located or geographically dispersed Work can be synchronous or asynchronous Technologies that CSCW include: Videoconferencing Interactive whiteboards Messaging Wikis MMOGs Blogs Podcasts, etc. Electronic and mobile commerce applications Many B2B, B2C, C2C, and m-commerce applications are being used in: Retail and wholesale Manufacturing Marketing Investment and finance Auctions Electronic and mobile commerce applications Electronic retailing (e-tailing): direct sale from business to consumer through electronic storefronts Electronic shops are typically designed around an electronic catalog and shopping cart model (e.g. Pick n Pay, Game, etc.) Cybermall: A website that offers many products and services at one Internet location (e.g. Australian Cybermall) Electronic and mobile commerce applications (contd.) Market segmentation: identifies specific markets to target with advertising messages Technology-enabled relationship management: use of detailed information about a customer’s behaviour, preferences, needs, and buying patterns to customize the relationship with the customer Electronic and mobile commerce applications (contd.) Online stock trading Online buying and selling of shares (e.g. PSG online stock trading) Online banking Check account balances, inter/intra accounts transfer, pay bills, etc. Online auctions eBay, Aucor, BidX1, etc. Benefits of Electronic and mobile commerce Global reach: provides businesses with a global marketplace Reduces costs: increases speed and accuracy Speeds the flow of goods and information Increases accuracy: eliminates human data-entry error Improves customer service: information about delivery status and ability to meet customers’ demand ‘Computing’ does not only refer to a computer on a desk. Mobile devices allow employees access information anywhere, anytime Mobile technologies also allow customers to interact with businesses in new ways. Teams consisting of people living in different geographical regions are able to work together efficiently and effectively, thanks to new technologies E-commerce and m-commerce can be used in many innovative ways to improve the operations of an organization 17 Review Questions What applications exist for wearable technologies? List four mobile devices that can access Wi-Fi Why would a business offer free Wi-Fi? What are the benefits of e-commerce? What is a Phicon? List four examples of e-money List three examples of CSCW technologies What is the main purpose of virtual pets? What is tangible media? Questions