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Supranet is a term coined at the turn of the 21st century by information technology analysis firm Gartner to describe the fusion of the physical and digital worlds.
At its inception in 2000, [1] the term was alluding to the ongoing convergence of the Internet, mobile communications, always-on connectivity, sensors, and advanced human-computer interaction. In subsequent elaborations, it was extended to include electronic tagging (via, for example, RFID), geotagging, and electronic Geo mapping (i.e., mapping internet coordinates to geodetic coordinates), thereby completing the fusion of physical and virtual. [2] [3] [4]
Collectively, those publications anticipated the following trends, all subsumed under the "Supranet" heading:
A practical common example of Supranet is photography geotagging, as it can be done in Flickr, Panoramio, or Picasa, perhaps (although not necessarily) using GPS-enabled cameras. However, applications will be only limited by the users' imagination. It will be possible to attach electronic information to places, from the botanic description of plants on mountain trails to the projection of ancient Rome onto the actual vision of the current landscape from the Pincio; it will be possible for products to self-determine their paths along supply chains, and to auto-assemble; it will be possible to grow cyborgs resembling fiction characters. Moving across the three-dimensional physical space will match movements in the digital/virtual one, and vice versa. The threshold between space and cyberspace blurs, and eventually it may even be unclear whether we are in one or the other.
The concept of Supranet has continued to be discussed in the media, as well as used in scientific research and product development; [5] [6] [7] [8] [9] [10] [11] one remarkable example of large-scale project heavily influenced by the Supranet is "Virtual Australia". [12]
In some of his subsequent works (such as [13] ), one of the original Gartner authors made it clear that there were several precursors to the concept of Supranet, crediting David Gelernter, [14] G.W. Fitzmaurice [15] and J.C. Spohrer [16] as the pioneers.
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. As such, it is one of the key technologies in the reality-virtuality continuum.
Radio-frequency identification (RFID) uses electromagnetic fields to automatically identify and track tags attached to objects. An RFID system consists of a tiny radio transponder called a tag, a radio receiver, and a transmitter. When triggered by an electromagnetic interrogation pulse from a nearby RFID reader device, the tag transmits digital data, usually an identifying inventory number, back to the reader. This number can be used to track inventory goods.
Smartdust is a system of many tiny microelectromechanical systems (MEMS) such as sensors, robots, or other devices, that can detect, for example, light, temperature, vibration, magnetism, or chemicals. They are usually operated on a computer network wirelessly and are distributed over some area to perform tasks, usually sensing through radio-frequency identification. Without an antenna of much greater size the range of tiny smart dust communication devices is measured in a few millimeters and they may be vulnerable to electromagnetic disablement and destruction by microwave exposure.
Object hyperlinking is a term that refers to extending the Internet to objects and locations in the real world. Object hyperlinking aims to extend the Internet to the physical world by attaching tags with URLs to tangible objects or locations. These object tags can then be read by a wireless mobile device and information about objects and locations retrieved and displayed.
Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers.
A tracking system, also known as a locating system, is used for the observing of persons or objects on the move and supplying a timely ordered sequence of location data for further processing.
Paolo Magrassi is an Italian technologist known as one of the authors of the Supranet concept, the co-creator of the AlphaIC methodology for assessing the value of information technology expenditures, and the manager of the Pontifex project, which in the mid-1980s introduced a novel approach to complex fleet scheduling.
Internet of things (IoT) describes devices with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other communication networks. The Internet of things encompasses electronics, communication, and computer science engineering. "Internet of things" has been considered a misnomer because devices do not need to be connected to the public internet; they only need to be connected to a network and be individually addressable.
Virtual graffiti consists of virtual or digital media applied to public locations, landmarks or surfaces. Virtual graffiti applications utilize augmented reality and ubiquitous computing to anchor virtual graffiti to physical landmarks or objects in the real world. The virtual content can then be viewed through digital devices. Virtual graffiti is aimed at delivering messaging and social multimedia content to mobile applications and devices based on the identity, location, and community of the user.
A projection augmented model is an element sometimes employed in virtual reality systems. It consists of a physical three-dimensional model onto which a computer image is projected to create a realistic looking object. Importantly, the physical model is the same geometric shape as the object that the PA model depicts.
A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analyzed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product.
In computing, 3D interaction is a form of human-machine interaction where users are able to move and perform interaction in 3D space. Both human and machine process information where the physical position of elements in the 3D space is relevant.
Spatial contextual awareness consociates contextual information such as an individual's or sensor's location, activity, the time of day, and proximity to other people or objects and devices. It is also defined as the relationship between and synthesis of information garnered from the spatial environment, a cognitive agent, and a cartographic map. The spatial environment is the physical space in which the orientation or wayfinding task is to be conducted; the cognitive agent is the person or entity charged with completing a task; and the map is the representation of the environment which is used as a tool to complete the task.
A digital object memory (DOMe) is a digital storage space intended to keep permanently all related information about a concrete physical object instance that is collected during the lifespan of this object and thus forms a basic building block for the Internet of Things (IoT) by connecting digital information with physical objects.
Nearables is a term for a type of smart object, invented by Estimote Inc.. The term is used to describe everyday items that have small, wireless computing devices attached to them. These devices can be equipped with a variety of sensors and work as transmitters to broadcast digital data through a variety of methods, but they usually use the Bluetooth Smart protocol. These objects provide mobile devices within their range with information about their location, state, and immediate surroundings. The word 'nearables' is a reference to wearable technology – electronic devices worn as part of clothing or jewelry.
A digital twin is a digital model of an intended or actual real-world physical product, system, or process that serves as the effectively indistinguishable digital counterpart of it for practical purposes, such as simulation, integration, testing, monitoring, and maintenance.
The industrial internet of things (IIoT) refers to interconnected sensors, instruments, and other devices networked together with computers' industrial applications, including manufacturing and energy management. This connectivity allows for data collection, exchange, and analysis, potentially facilitating improvements in productivity and efficiency as well as other economic benefits. The IIoT is an evolution of a distributed control system (DCS) that allows for a higher degree of automation by using cloud computing to refine and optimize the process controls.
The Internet of Military Things (IoMT) is a class of Internet of things for combat operations and warfare. It is a complex network of interconnected entities, or "things", in the military domain that continually communicate with each other to coordinate, learn, and interact with the physical environment to accomplish a broad range of activities in a more efficient and informed manner. The concept of IoMT is largely driven by the idea that future military battles will be dominated by machine intelligence and cyber warfare and will likely take place in urban environments. By creating a miniature ecosystem of smart technology capable of distilling sensory information and autonomously governing multiple tasks at once, the IoMT is conceptually designed to offload much of the physical and mental burden that warfighters encounter in a combat setting.
Spatial computing is any of various human–computer interaction techniques that are perceived by users as taking place in the real world, in and around their natural bodies and physical environments, instead of constrained to and perceptually behind computer screens. This concept inverts the long-standing practice of teaching people to interact with computers in digital environments, and instead teaches computers to better understand and interact with people more naturally in the human world. This concept overlaps with others including extended reality, augmented reality, mixed reality, natural user interface, contextual computing, affective computing, and ubiquitous computing. The usage for labeling and discussing these adjacent technologies is imprecise.
Roy Want is a computer scientist born in London, United Kingdom in 1961. He received his PhD from Cambridge University (UK) in 1988 for his work on multimedia Distributed Systems; and is known for his work on indoor positioning, mobile and ubiquitous computing, automatic identification and the Internet of Things (IoT). He lives in Silicon Valley, California, and has authored or co-authored over 150 papers and articles on mobile systems, and holds 100+ patents. In 2011 he joined Google as a senior research scientist, and is in the Android group. Previous roles include senior principal engineer at Intel, and principal scientist at Xerox PARC...