The Internet of Things (IoT)




Internet  Of  Things
It is foreseeable that any object will have a unique way of identification in the coming future, what is commonly know in the networking field of computer sciences as 'Unique Address' creating an addressable continuum of computers, sensors, actuators, mobile phones; i.e. any thing or object around us.Having the capacity of addressing each other and verifying their identities, all these objects will be able to exchange information and, if necessary, actively process information according to predefined schemes, which may or may not be deterministic.
 
ICT - Information and communications Technology
IP - Internet protocol
IP - Intellectual property
PDA - Personal Digital Assistant
P2P - Peer-to-Peer
RFID - Radio Frequency Identification
RSS - Really Simple Syndication
VoIP - Voice over Internet Proctocol
SaaS - Software as a Service

The definition of "Internet of Things" has still some fuzziness, and can have different facets depending on the beholder.Considering the functionality and identity as central it is reasonable to define the IoT as "Things having identity and virtual personalities operating in smart spaces using intelligent interfaces to connect and communicate within social, environmental, and user contexts". A different definition, that puts the focus on the seamless integration, could be formulated as "Interconnected objects having on active role in what might be called the Future Internet".

The semantic origin of the expression is composed by two words and concepts:"Internet" and "Thing", where "Internet" can be defined as "The world-wide network of interconnected computer networks. based on a standard communication protocol, the Internet suit (TCP/IP)", while "Thing" is "an object not precisely identifiable" Therefore,semantically, "Internet of Things" means "a world-wide network of interconnected objects uniquely addressable, based on standard communication protocols    
                                                                                                 
While the current Internet is a collection of rather uniform devices, however heterogeneous in some capabilities but very similar for what concerns purpose and properties it is to be expected that the IoT will exhibit a much higher level of heterogeneity, as objects of totally different in terms of functionality, technology and application fields will belong to the same communication environment.
 
In this vision of  the future, is it easy to imagine things that are able to transport themselves: e.g. by consulting global positioning system sensors on its way, instructing conveyor belts for its routing, consulting logistics information databases and decide themselves upon the best route to their destinations; or alternatively the things may consult an external entity like their customers before making decisions that will increase cost or cause delays.

Life Online

This is the final report in a series commissioned by Rackspace Managed Hosting. The Previous two reports have addressed the factors which make for a 'Perfect website' ; generating a formula for a perfect website and an analysis of the possible causes and symptoms of 'Mouse rage'.

This report is distinctive in both its scope and method, looking as it does toward a vision of the Web in the year 2020. It aims to provide an outline and analysis not only of projected technological developments but also their social, political and economic implications. What will the Web look like in 2020?What will it do?Where will it be?How will we use it?

SIRC's starting point has been the notion that the Web in 2020 will meet human needs more fully than it does at present, with many resulting social and political implications. It will have come to provide a renewed forum for social cohesion and democracy as well as continuing as a platform for information. entertainment, communication,shopping, etc. But will it, as some predict, provide a digital alternative to 'real life' , with the distinction between human and machine becoming ever-more blurred? Or will it, as we believe, be not so indistinguishable from the Web we know today. The year 2020, despite the sci-fi visions of some tech futurologists and TV programing makers, is only 14 years away .If a Web application, however complex and sophisticated, does not fulfil a timeless human need then it will not succeed. While technology changes, people in general do not. They retain basic needs not only for physical survival and passing their genes future generations but also for social bonding - a sense of place and knowing who we are in relation to others - and for conviviality and pleasure. In these senses we are  today much like our earliest hunter-gatherer ancestors some 10,000 years age - the first true technology. Inside our 21 century skulls are essentially stone Age brains.
 
Technology

It is possible to identify, for the years to come, four distinct macro-trends  that will shape the future of IT, together with the  explosion of Ubiquitous devices that constitute the future Internet of Things:

        1.   The first one, sometimes referred as "exaflood" or "data deluge", is the explosion of the amount of data collected and exchanged. just to give some numbers, business forecasts indicate that in the year 2015 more than 2020 Exabaytes of data will be stored. As current network are illsuited for this exponential traffic growth, there is a need by all the actors to re-think current networking and storage architectures. It will be imperative to find novel ways and mechanisms to find, fetch, and transmit data. One relevant reason for this data deluge is the explosion in the number of devices collecting and exchanging information as envisioned as the Internet of Thing becomes a reality.

        2.   The energy required to operate the intelligent devices will dramatically decreased. Already today many  data centres  have reached the  maximum level of energy consumption and the acquisition of new devices has necessarily to follow the dismissal of old ones. Therefore, the second trend can be identified covering all devices and systems from the tiniest smart dust to the huge data centres: The search for a zero level of entropy where the device or system will have to harvest its own energy.

        3.   Miniaturisation of devices is also taking place amazingly fast. The objective of a single-electron transistor is getting closer, which seems the ultimate limit, at least unit new discoveries in physics.

        4.   Another important trend is towards autonomic resources. The ever growing complexity of systems will be unmanageable, and will hamper the creation of new services and applications, unless the systems will show self-* properties, such as self-management, self-healing and self-configuration.


The Web and Business

By 2020 we will have seen the rise of 'v-business'. Customers and employees in some sectors -IT and media for instance - may well be buying and working in virtual online businesses. At the same time, and alternatively, 2020 could well have witnessed the development of an alternative Web-based trade / barter economy which doesn't use cash, and where commodities and services have relative values.Current attempts at web-based barter/swap sites have been rather slow to take off.But we have already seen a heart warming precedent for this being set by the Canadian man who recently traded 'up' one red paper clip - by way of a novelty fish pen, generator and and afternoon with Alice Cooper among other things- for a house, all via his blog.

"such newly emerging types of financial relationships may seriously rival more traditional mainstream financial services and prompt a need to reexamine the model of traditional banking.."

     As a recent article in wired noted: "Web 2.0 means different things to different people - but for small and midsized  businesses its greatest impact could be in adapting the principles of hosted, lightweight and browser- based applications for heavy-duty data analysis on a par with big custom software platforms affordable until now by only a few.
 
Web and how we Play
 
Currently, after email applications and the web as a 'library' , the next most popular use of the Web is for entertainment purposes. The technology underpinning current P2P games played in web browsers, such as world of warcraft, will continue to push boundaries of speed, memory capacity and multimedia for all web applications.Though may 'residents' of Second Life may object to it being called a game, this kind of online community is likely to develop into something more substantial than a trend. As a "3D online digital world imagined, created and owned by residents" , Second Life is sociologically speaking something something different from an online or role playing game - not least because you are obliged to carry out the more prosaic and banal aspects of 'living', Crucially, it also allows resident avatars to own the intellectual property rights to their online creations, and make a buck: "you create it, you own it - and it's yours to do with as you please.


Second Life achieved a major milestone this past month as we reached our millionth registration. Over two hundred thousand accounts have been created in the last two weeks alone. Premium membership soared nearly 20%, and thousands of new basic accounts were opened around the world, with 50% increases in people arriving from Turkey, India, Portugal, Israel, China, Singapore, Columbia, Hungary, Romania, Malaysia, Philippines, Hong Kong, Peru, Chile, Croatia, and Taiwan, among others. As exciting as it has been to welcome so many new people and see how the world is transforming before our eyes, there have of course also been some growing pains. The Orientation Islands are full. Volunteers from the Mentor and Live Help groups are challenged to keep up with the influx. Our Linden staff strives to answer as many questions as possible and to maintain a dialog, but at times there is only time to listen and not always time to respond immediately.
 
The web in 2020: truly global
The digital divide, bot national and international still means that over 80% of the world's population do not have internet access. Business Week recently reported that:

"...of the 1 billion internet users. 81% reside in 20 of the roughly 240 countries and territories worldwide. The U.S comprises 4.6% of the total world population, and internet penetration here stands at roughly 69%. By contrast, Africa's population accounts for a little more than 14% of world, but only toughly 3% of that continent's people have access to the Internet. In South Asia, where more than half of the world's population lives, Internet access stands at 8.9%".

Internet penetration in India is currently at 5.4%, in China at 9.4% and across the African continent at a total 3.6% although Liberia has only 0.03% penetration. Growth rates are another matter.From 2000 to 2006 growth in India has increased by 1100%, in China 446.7% and in Liberia 100%. At the same time a quite startling statistic was cited by Natasha Primo, head of the NGO Women's Net, at the recent UN Internet Governance Forum help in Athens. " ...even Africa's most well-endowed centers of excellence have less bandwidth than a home broadband user in North America or Europe, and it must be shared among hundreds, even thousands of users"




The Internet of Things (IoT) The Internet of Things (IoT) Reviewed by ONOFF World on July 13, 2020 Rating: 5

No comments:

Powered by Blogger.