scholarly journals State-of-the-art Prototypes and Future Propensity Stem on Internet of Things

2019 ◽  
Vol 8 (4) ◽  
pp. 2672-2683

We all are living in the era of the internet that too up to the next level where each and everything has been connected to the internet. IoT has become much more popular these days with the advancement of technology and connecting physical world with the virtual world making the life of individual’s and organization easier. Recently IoT becomes more popular in the research area where many research articles have been published and reviewed. Its capacity to get associated with everything whether it's human, object, innovation, things, and so forth drawn numerous chances of advancement and extension in future. The way the technology has been evolved recently in every field we see rapid changes in the products, services, things that we are using in our daily life. IoT is platform that has becoming popular due to its simplified technology which benefits the individual’s as well as organization and end-users. Today’s IoT has given many opportunities to make easier life, effective communications and stay connected to our close and society by enabling many technologies but there are some issues which are the major concern of IoT and these issues must be resolved so that IoT can be used as revolutionary technology in future. This paper focuses on state-of–the-art porotypes on IoT, basic prerequisite in the IoT, role of big data in IoT. Enabling technologies, technology used in various applications such as smart city, agriculture, health-care, lifesaving, smart parking, urban planning. We also explore the applications of IoT and its future propensity, its architecture and comparison of IoT with H2M and M2M.

Author(s):  
Rakhimova I.I. ◽  
◽  
Mukhiddinova U.A. ◽  
Bеrdiqulоvа G.N. ◽  
Suleymanova D.I. ◽  
...  

In today's age of the Internet, computers and mobile phones for people of all ages are available in almost every home. In addition, in today’s world-wide pandemic, the use of the Internet for education and all aspects of cultural, socio-economic life as well as games such as games is growing rapidly. This, in turn, has a psychological effect on the individual, both positively and negatively on our society and national values. In this article, I have tried to highlight the positive and negative aspects of the internet world that affect the individual. In the article we will focus on the role of the virtual world in human life, the need not to depend on it, to use it for useful purposes.


Author(s):  
Ashvini Uke

The internet of things plays an important role of connecting numerous physical devices and automating them to create human’s life easier. By exploitation sensors, actuators and numerous software package therefore we are able to connect objects and transfer information. Today government has created priority to create cities good across the country. To create a town good, we've to try and do numerous things that may be developed exploitation net of things and good parking is one in all them. With the event of road infrastructure, there's a big increase in variety of personal vehicles which ends in hold up, directly effecting the flow of traffic, and lifetime of voters. Parking becomes a big downside within the urban areas. The analysis paper proposes a wise parking system to unravel the present parking downside at reasonable value. The projected smart Parking system consists of associate on-the-scene preparation of associate IOT module that’s custom-made monitor and signalizes the state of convenience of each single automobile car parking zone. A mobile page is to boot providing permits associate user to see the availability of automobile car parking zone and book a parking slot consequently. Towards the tip, the complete projected system shows the operative of the system in kind of a use case that proves the correctness of the projected model.


Author(s):  
Beverly Hope

The Internet has taken globalization of the marketplace from hyperbole to present-day reality. In this marketplace, information technology can be used to create and sustain market share. One such technology is the extranet. Extranets are increasingly being used to add value through business-to-business information sharing and transaction handling in a secure environment. Yet there is limited research into perceptions of service quality in Web-based Internet environments such as extranets. In this chapter we relate the literature on services and service quality to the developing literature on extranets. Five dimensions of service quality from the physical world are applied to the virtual world of commerce. It is concluded that dimensions of quality in human-to-human interactions may also apply to human-to-computer interactions, but that the factors which contribute to each dimension may differ.


2021 ◽  
Vol 4 (2) ◽  
pp. 289-322
Author(s):  
Majed Awad Al-Anazi

Recently, many electronic games that simulate practical reality in the form of a virtual world, accompanied by loud sounds, various shapes, color pictures, tools and auxiliary techniques, which include in its steps and stages, encourage players to commit crime in a professional manner, and the ability to actually carrying out the crime, or escaping from falling into the reach of the law, is an indication and a sign of victory in the stages of those games, and it does not move from one stage to another until after the crime is completed. The current study aimed to identify the reality of the practice of House of Social Welfare inmates for electronic games, and whether there was a role for electronic games in committing crimes among the study sample, where a sample of 54 inmates of House of Social Welfare in Dammam was selected, in which a personal interview was conducted with the study sample, and the study used the descriptive method. The study reached a number of results, the most important of which are: a positive relationship between playing electronic games and drinking smoke and drugs, and that some electronic games help to stir up sexual instincts, post pictures and disruptive clips, personal speculations and chases with the police, and some electronic games help teach theft, stabbing and drifting cars. The study made a number of recommendations, the most important of which is the need for parents to follow up on their children's games, and the need to tighten control of places for selling electronic games, follow them on the Internet, and raise awareness against their risks.


Author(s):  
Thomas Allmer

The overall aim of this paper is to clarify how we can theorize and systemize economic surveillance. Surveillance studies scholars like David Lyon stress that economic surveillance such as monitoring consumers or the workplace are central aspects of surveillance societies. The approach that is advanced in this work recognizes the importance of the role of the economy in contemporary surveillance societies. The paper at hand constructs theoretically founded typologies in order to systemize the existing literature of surveillance studies and to analyze examples of surveillance. Therefore, it mainly is a theoretical approach combined with illustrative examples. This contribution contains a systematic discussion of the state of the art of surveillance and clarifies how different notions treat economic aspects of surveillance. In this work it is argued that the existing literature is insufficient for studying economic surveillance. In contrast, a typology of surveillance in the modern economy, which is based on foundations of a political economy approach, allows providing a systematic analysis of economic surveillance on the basis of current developments on the Internet. Finally, some political recommendations are drawn in order to overcome economic surveillance. This contribution can be fruitful for scholars who want to undertake a systematic analysis of surveillance in the modern economy and who want to study the field of surveillance critically.


Author(s):  
M. Amparo Navarro-Salvador ◽  
Ana Belén Sánchez-Calzón ◽  
Carlos Fernández-Llatas ◽  
Teresa Meneu

The evolution of the Internet has been spectacular in recent decades. However, the Internet is still a linear scenario, focused on showing contents and dissociated from the physical world. On the other hand, there are many social groups that don’t know how to use the opportunities that ICT can offer them, such as children. In this scenario, Project Enjoy.IT! designs, develops, and validates an entertainment platform with advanced contents that will set up a practical realization of the new products and services from the Future Internet. Project Enjoy.IT! integrates the physical world as an extension of the virtual world and vice versa. Thus, the project creates an AmI system that is able to act depending on the children’s knowledge and necessities. The platform is based on a Services Choreography that allows an easy, simple integration of the necessary elements to give support to interactive entertainment activities.


2017 ◽  
Vol 872 ◽  
pp. 326-330
Author(s):  
Eduardo Cardoso Moraes ◽  
Herman Augusto Lepikson

Cyber-Physical Systems (CPS) are not a fad anymore, they are changing the way industries and companies plan and model their businesses in a distributed, dynamic, service-oriented way using virtualized resources that are scalable and accessed over the Internet. This change raises new challenges and opportunities for companies. In the last decade the industrial automation field has been introducing important technologies that are changing and integrating the Internet and other emerging technologies, concepts, methods and tools, such as cloud computing, agents and Service Oriented Architecture (SOA). These new approaches are resulting in the convergence of the physical world and the virtual world (cyberspace) in the direction of Industry 4.0. Industries are being forced to change and manage their IT and automation services through IT-enabled services to use new paradigms, and huge efforts of R & D are being made in this field. It is clear that in order to change the automation state many possibilities and paradigms are on the table. This work introduces a logical architecture for a cyber-physical production model, intending to help organizations adopting cyber- physical based services.


1999 ◽  
Vol 3 (4) ◽  
pp. 303-306
Author(s):  
William Mitchell

With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.


Author(s):  
Thomas Allmer

The overall aim of this paper is to clarify how we can theorize and systemize economic surveillance. Surveillance studies scholars like David Lyon stress that economic surveillance such as monitoring consumers or the workplace are central aspects of surveillance societies. The approach that is advanced in this work recognizes the importance of the role of the economy in contemporary surveillance societies. The paper at hand constructs theoretically founded typologies in order to systemize the existing literature of surveillance studies and to analyze examples of surveillance. Therefore, it mainly is a theoretical approach combined with illustrative examples. This contribution contains a systematic discussion of the state of the art of surveillance and clarifies how different notions treat economic aspects of surveillance. In this work it is argued that the existing literature is insufficient for studying economic surveillance. In contrast, a typology of surveillance in the modern economy, which is based on foundations of a political economy approach, allows providing a systematic analysis of economic surveillance on the basis of current developments on the Internet. Finally, some political recommendations are drawn in order to overcome economic surveillance. This contribution can be fruitful for scholars who want to undertake a systematic analysis of surveillance in the modern economy and who want to study the field of surveillance critically.


2020 ◽  
Vol 1 (3) ◽  
pp. 15-34
Author(s):  
Stephen Tatlow

When considering player voice in the context of game sound, existing examinations remain inconclusive. As player voice exists in a liminal position between reality and virtuality, some academics see them as sonic violations of the game space. Voice can convey information about identity, which may oppose our understanding of the avatars within the game world. Voice can facilitate social communication, which may remind us of the physical world outside the virtuality. Mediations of voice into the virtual world may introduce obstacles or inflections that interfere with our enjoyment of the virtual space. Alongside these concerns, however, we can also find virtual worlds that prioritize and privilege player voice. Player voice can become part of character identity. Gameworlds can encourage us to communicate ludically, without disrupting immersion. Interruptions and disruptions can be limited by players. Amongst others, the virtual world of the long-running MMORPG EVE Online demonstrates how voice can coexist with immersion. Marketing materials for the game now place player voice at the center of consumer focus. Including an interview with one of the videographers who placed player voice at the center of his fan videos, the article uses EVE Online as a case study for the integration of player voice into virtual worlds. By examining virtual worlds and the role of voice within them, this article develops a framework for understanding player voice in the context of game sound. This allows us to recognize how player voice, an often overlooked aspect of game sound, can function within virtual worlds.


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