This article contains wording that promotes the subject in a subjective manner without imparting real information.(June 2023) |
The term "Supranet" was introduced by Luca Delgrossi and Domenico Ferrari in 1997 during the 7th International Workshop on Network and Operating System Support for Digital Audio and Video (NOSDAV). [1] It was originally defined as "a virtual network for a group on top of any integrated-services internetwork." [2] Another interpretation, as defined by Gartner, an American technological research firm, describes Supranet as the "fusion of the physical and digital worlds." [3]
Gartner later expanded the definition to include the integration of Internet technologies, mobile communications, always-on connectivity, sensors, and human-computer interaction. Additional developments in the term encompassed electronic tagging (such as RFID), geotagging, and electronic geo-mapping. This expansion of the definition to other devices, over time, highlights the increasing overlap between physical and virtual environments. [4] [5] [6]
The publications that collectively coined the term anticipated the following trends, as examples of Supranet:
A common example of Supranet is geotagging, as seen in online photo services such as Flickr, Panoramio, or Picasa.
The concept of Supranet continues to be discussed in the media, scientific research, and product development. [8] [9] [10] [11] [12] [13] [14] An example of Supranet in action is the Virtual Australia project, which creates a complete digital twin of the country, modeling everything from the sky above to the bedrock below, including significant objects and their environment. This approach demonstrates the integration of virtual and physical worlds. [15]
In some of his subsequent works, one of the original Gartner authors[ citation needed ] made it clear that there were several precursors to the concept of Supranet, crediting David Gelernter, [16] G.W. Fitzmaurice [17] and J.C. "Supranet". [18]
Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.
A local area network (LAN) is a computer network that interconnects computers within a single physical location. It is the most common type of computer network, used in homes and buildings including offices or schools, for sharing data and devices between each other, including Internet access. Ethernet and Wi-Fi are the two most common technologies used for local area networks; historical network technologies include ARCNET, Token Ring and LocalTalk.
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.
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.
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.
Paul A. Moskowitz works at the IBM Thomas J. Watson Research Center in New York. Moskowitz is a graduate of Stuyvesant High School in New York City, received a Ph.D. in physics at New York University, and has held research and teaching positions at the Université Grenoble, Johannes Gutenberg-Universität Mainz, and at the University of Colorado Boulder. His early work in the area of nuclear physics resulted in the publication of the Moskowitz-Lombardi rule.
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.
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 a digital counterpart of it for 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.
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 and encompasses 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.
{{cite journal}}
: Cite journal requires |journal=
(help){{cite journal}}
: Cite journal requires |journal=
(help)