Ubiquitous commerce

Last updated

Ubiquitous Commerce also known as U-Commerce, u commerce or uCommerce (not 'U.Commerce' [1] ), refers to a variety of goods and/or services. Sometimes, it is used to refer to the wireless, continuous communication and exchange of data and information between and among retailers, customers, and systems (e.g., applications) regardless of location, devices used, or time of day.

Contents

Sometimes, U-Commerce is taken as the generic term for all business transactions through or by means of information and communications technology (ICT).

Core Concepts

According to Richard T. Watson, U-Commerce includes four major features: [2] [3]

Technologies

U-Commerce is described as the evolution of E-Commerce and M-Commerce also combining the areas of V-commerce, Television-Commerce (T-commerce) as well as Silent-Commerce (S-Commerce). [4]

Ubiquitous Commerce is thus based on various ICT components. These technologies were driving forces for the evolution to business transactions at any time and in any place and so they will be in the future:

In addition, there are also technologies regarding the concept of Ubiquitous Computing which are and will be the main driving forces for the Ubiquitous Commerce. These are mainly the following:

Opportunities and threats

In conjunction of the evolution of ubiquitous commerce in daily life and the approaching pervasiveness, a few opportunities as well as threats can be identified.[ citation needed ]

Opportunities:

Threats:

See also

Related Research Articles

Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials.

Location-based service (LBS) is a general term denoting software services which use geographic data and information to provide services or information to users. LBS can be used in a variety of contexts, such as health, indoor object search, entertainment, work, personal life, etc. Commonly used examples of location-based services include navigation software, social networking services, location-based advertising, and tracking systems. LBS can also include mobile commerce when taking the form of coupons or advertising directed at customers based on their current location. LBS also includes personalized weather services and even location-based games.

Context awareness refers, in information and communication technologies, to a capability to take into account the situation of entities, which may be users or devices, but are not limited to those. Location is only the most obvious element of this situation. Narrowly defined for mobile devices, context awareness does thus generalize location awareness. Whereas location may determine how certain processes around a contributing device operate, context may be applied more flexibly with mobile users, especially with users of smart phones. Context awareness originated as a term from ubiquitous computing or as so-called pervasive computing which sought to deal with linking changes in the environment with computer systems, which are otherwise static. The term has also been applied to business theory in relation to contextual application design and business process management issues.

<span class="mw-page-title-main">Mobile computing</span> Human–computer interaction in which a computer is expected to be transported during normal usage

Mobile computing is human–computer interaction in which a computer is expected to be transported during normal usage and allow for transmission of data, which can include voice and video transmissions. Mobile computing involves mobile communication, mobile hardware, and mobile software. Communication issues include ad hoc networks and infrastructure networks as well as communication properties, protocols, data formats, and concrete technologies. Hardware includes mobile devices or device components. Mobile software deals with the characteristics and requirements of mobile applications.

Autonomic computing (AC) is distributed computing resources with self-managing characteristics, adapting to unpredictable changes while hiding intrinsic complexity to operators and users. Initiated by IBM in 2001, this initiative ultimately aimed to develop computer systems capable of self-management, to overcome the rapidly growing complexity of computing systems management, and to reduce the barrier that complexity poses to further growth.

<span class="mw-page-title-main">Smart device</span> Type of electronic device

A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols that can operate to some extent interactively and autonomously. Several notable types of smart devices are smartphones, smart speakers, smart cars, smart thermostats, smart doorbells, smart locks, smart refrigerators, phablets and tablets, smartwatches, smart bands, smart keychains, smart glasses, and many others. The term can also refer to a device that exhibits some properties of ubiquitous computing, including—although not necessarily—machine learning.

<span class="mw-page-title-main">Mobile device</span> Small, hand-held computing device

A mobile device or handheld computer is a computer small enough to hold and operate in the hand. Mobile devices are typically battery-powered and possess a flat-panel display and one or more built-in input devices, such as a touchscreen or keypad. Modern mobile devices often emphasize wireless networking, to both the Internet and to other devices in their vicinity, such as headsets or in-car entertainment systems, via Wi-Fi, Bluetooth, cellular networks, or near-field communication.

Mobile business development is a category of business development which focuses on attracting new customers in the Mobile Web markets. There are large efforts being made to make innovative mobile ICT services work. Examples of these services include mobile tourist guides and shopping guides for potential consumers. As an emerging trend, technology and service providers combine their expertise and resources to design these services. This incorporates designing several models: the Value network, a Value proposition, a Revenue model and a Technological architecture.

<span class="mw-page-title-main">Smart environment</span> Computing environment involving multiple devices

Smart environments link computers and other smart devices to everyday settings and tasks. Smart environments include smart homes, smart cities, and smart manufacturing.

Machine to machine (M2M) is direct communication between devices using any communications channel, including wired and wireless. Machine to machine communication can include industrial instrumentation, enabling a sensor or meter to communicate the information it records to application software that can use it. Such communication was originally accomplished by having a remote network of machines relay information back to a central hub for analysis, which would then be rerouted into a system like a personal computer.

Intelligent Environments (IE) are spaces with embedded systems and information and communication technologies creating interactive spaces that bring computation into the physical world and enhance occupants experiences. "Intelligent environments are spaces in which computation is seamlessly used to enhance ordinary activity. One of the driving forces behind the emerging interest in highly interactive environments is to make computers not only genuine user-friendly but also essentially invisible to the user".

The 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 communications 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.

Location awareness refers to devices that can determine their location. Navigational instruments provide location coordinates for vessels and vehicles. Surveying equipment identifies location with respect to a well-known location wireless communications device.

Urban computing is an interdisciplinary field which pertains to the study and application of computing technology in urban areas. This involves the application of wireless networks, sensors, computational power, and data to improve the quality of densely populated areas. Urban computing is the technological framework for smart cities.

A vehicle tracking system combines the use of automatic vehicle location in individual vehicles with software that collects these fleet data for a comprehensive picture of vehicle locations. Modern vehicle tracking systems commonly use GPS or GLONASS technology for locating the vehicle, but other types of automatic vehicle location technology can also be used. Vehicle information can be viewed on electronic maps via the Internet or specialized software. Urban public transit authorities are an increasingly common user of vehicle tracking systems, particularly in large cities.

<span class="mw-page-title-main">Mobile technology</span> Technology used for cellular communication

Mobile technology is the technology used for cellular communication. Mobile technology has evolved rapidly over the past few years. Since the start of this millennium, a standard mobile device has gone from being no more than a simple two-way pager to being a mobile phone, GPS navigation device, an embedded web browser and instant messaging client, and a handheld gaming console. Many experts believe that the future of computer technology rests in mobile computing with wireless networking. Mobile computing by way of tablet computers is becoming more popular. Tablets are available on the 3G and 4G networks.

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.

Pervasive informatics is the study of how information affects interactions with the built environments they occupy. The term and concept were initially introduced by Professor Kecheng Liu during a keynote speech at the SOLI 2008 international conference.

Hossein Rahnama is a Canadian computer scientist, specialising in ubiquitous and pervasive computing. His research explores artificial intelligence, mobile human-computer interaction, and the effective design of contextual services. In 2017, Rahnama was included in Caldwell Partners' list of "Canada’s Top 40 Under 40". In 2012, he was recognized by the MIT Technology Review as one of the world’s top innovators under the age of 35 for his research in context-aware computing. The Smithsonian named Rahnama as one of the top six innovators to watch in 2013. Rahnama has 30 publications and 10 patents in ubiquitous computing, serves on the board of Canadian Science Publishing, and was a Council Member of the National Sciences and Engineering Research Council (NSERC). Rahnama is also a visiting scholar at the Human Dynamics group at MIT Media Lab in Cambridge, MA. He has a PhD in Computer Science from Ryerson University. Rahmnama is an associate professor in Toronto Metropolitan University's RTA School of Media and Director of Research & Innovation at the university's Digital Media Zone.

<span class="mw-page-title-main">Moustafa Youssef</span> Egyptian computer scientist

Moustafa Youssef is an Egyptian computer scientist who was named Fellow of the Institute of Electrical and Electronics Engineers (IEEE) in 2019 for contributions to wireless location tracking technologies and a Fellow of the Association for Computing Machinery (ACM) in 2019 for contributions to location tracking algorithms. He is the first and only ACM Fellow in the Middle East and Africa.

References

  1. Ubiquitous commerce should not be confused with U.Commerce, which is a set of products and services offered by TouchNet Information Systems, Inc. and is a registered U.S. trademark (Reg. 4,069,063).
  2. Junglas, Iris A.; Watson, Richard T. (2003-01-01). "U-Commerce: A Conceptual Extension of E-Commerce and M-Commerce". ResearchGate. pp. 667–677. Retrieved 2023-02-20.
  3. "Ubiquity: U-commerce". ACM Ubiquity. 2000-10-31. Retrieved 2023-02-20.
  4. Galanxhi-Janaqi, Holtjona (2009). "Ubiquitous Commerce". Encyclopedia of Multimedia Technology and Networking, Second Edition. IGI Global. pp. 1430–1435. doi:10.4018/978-1-60566-014-1.ch193. ISBN   9781605660141.