Normal view MARC view ISBD view

Internet of augmented Me, I. AM : empowering innovation for a new sustainable future / Patrick Duvaut, Xavier Dalloz, David Menga, François Koehl, Vidal Chriqui, and Joerg Brill.

By: Duvaut, Patrick.
Contributor(s): Dalloz, Xavier | Menga, David | Koehl, P. F. (Pierre-François) | Chriqui, Vidal | Brill, Joerg.
Material type: materialTypeLabelBookPublisher: London : Hobokn : ISTE, Ltd. ; Wiley, 2020Description: 1 online resource (241 p.).ISBN: 9781119779902; 1119779901; 1119779898; 9781119779896.Subject(s): Augmented reality | Internet of things | Electronic books | COMPUTERS / Computer Engineering | Electronic books | Augmented reality | Internet of thingsGenre/Form: Electronic books.Additional physical formats: Print version:: Internet of Augmented Me, I. AM : Empowering Innovation for a New Sustainable FutureDDC classification: 006.8 Online resources: Wiley Online Library
Contents:
Cover -- Title Page -- Copyright Page -- Contents -- Forewords -- Introduction -- About the Authors -- Acknowledgements -- Chapter 1 With the Internet of Augmented Me, a New Wave of Innovation is Coming, Which Will Change Everything -- 1.1. The Internet of Augmented Me: new technologies, new jobs, new business -- 1.2. Characteristics of the Internet of Augmented Me -- 1.2.1. Building trust and autonomy -- 1.2.2. The digital twin -- 1.2.3. The interaction with objects, ATAWAD (AnyTime, AnyWhere, Any Device) -- 1.2.4. Massive decentralization of everything -- 1.2.5. Unimedia and open marketing
1.2.6. The robot coach -- 1.2.7. The unification of communities -- 1.2.8. Anonymous personalization -- 1.3. Towards business platforms and subscriptions -- 1.4. Examples of business sectors that will be impacted by I.AM -- 1.5. Business model of the Internet of Augmented Me -- 1.5.1. Reminder of the definition of a business model -- 1.5.2. Main features of the business model of I.AM -- 1.5.3. Customer segmentation -- 1.5.4. Relationship with company customers -- 1.5.5. Distribution channels of supply, products and services -- 1.5.6. Customer adherence to company values and brand
1.5.7. Value proposal -- 1.5.8. Main company partners -- 1.5.9. Key company resources -- 1.5.10. Business cost structure -- 1.5.11. Company income -- 1.6. Glossary -- Chapter 2 The Patterns of the Internet of Augmented Me -- 2.1. Why patterns? -- 2.2. "Zero everything economy" -- 2.2.1. The problem -- 2.2.2. The solution -- 2.2.3. Consumer advantages -- 2.3. "Shazamization of everything" -- 2.3.1. The problem -- 2.3.2. The solution -- 2.3.3. Consumer advantages -- 2.4. Consumerization of everything -- 2.4.1. The problem -- 2.4.2. The solution -- 2.4.3. Consumers' advantages
2.5. Business as a Game -- 2.5.1. The problem -- 2.5.2. The solution -- 2.5.3. Consumer advantages -- 2.6. Virtualization of everything, the era of digital twins -- 2.6.1. The problem -- 2.6.2. The solution -- 2.6.3. Consumer advantages -- 2.7. The technology disappears -- 2.7.1. The problem -- 2.7.2. The solution -- 2.7.3. Consumer advantages -- 2.8. Nature as a source of inspiration -- 2.8.1. The problem -- 2.8.2. The solution -- 2.8.3. Consumer advantages -- 2.9. BOTization of Everything, "Build to Order for Me" -- 2.9.1. The problem -- 2.9.2. The solution -- 2.9.3. Customer advantages
2.10. Decentralization of everything -- 2.10.1. The problem -- 2.10.2. The solution -- 2.10.3. Consumer advantages -- 2.11. Automation of everything -- 2.11.1. The problem -- 2.11.2. The solution -- 2.11.3. Consumer advantages -- 2.12. Patterns are linked together, they are design compasses of the Internet of Augmented Me -- Chapter 3 Edge Computing for Processing and Connectivity in the World of Internet of Augmented Me -- 3.1. Edge computing -- 3.1.1. Summary -- 3.1.2. Edge computing is a fundamental non-visible part of online services
    average rating: 0.0 (0 votes)
No physical items for this record

Description based on online resource, title from digital title page (viewed on April 1, 2021).

Cover -- Title Page -- Copyright Page -- Contents -- Forewords -- Introduction -- About the Authors -- Acknowledgements -- Chapter 1 With the Internet of Augmented Me, a New Wave of Innovation is Coming, Which Will Change Everything -- 1.1. The Internet of Augmented Me: new technologies, new jobs, new business -- 1.2. Characteristics of the Internet of Augmented Me -- 1.2.1. Building trust and autonomy -- 1.2.2. The digital twin -- 1.2.3. The interaction with objects, ATAWAD (AnyTime, AnyWhere, Any Device) -- 1.2.4. Massive decentralization of everything -- 1.2.5. Unimedia and open marketing

1.2.6. The robot coach -- 1.2.7. The unification of communities -- 1.2.8. Anonymous personalization -- 1.3. Towards business platforms and subscriptions -- 1.4. Examples of business sectors that will be impacted by I.AM -- 1.5. Business model of the Internet of Augmented Me -- 1.5.1. Reminder of the definition of a business model -- 1.5.2. Main features of the business model of I.AM -- 1.5.3. Customer segmentation -- 1.5.4. Relationship with company customers -- 1.5.5. Distribution channels of supply, products and services -- 1.5.6. Customer adherence to company values and brand

1.5.7. Value proposal -- 1.5.8. Main company partners -- 1.5.9. Key company resources -- 1.5.10. Business cost structure -- 1.5.11. Company income -- 1.6. Glossary -- Chapter 2 The Patterns of the Internet of Augmented Me -- 2.1. Why patterns? -- 2.2. "Zero everything economy" -- 2.2.1. The problem -- 2.2.2. The solution -- 2.2.3. Consumer advantages -- 2.3. "Shazamization of everything" -- 2.3.1. The problem -- 2.3.2. The solution -- 2.3.3. Consumer advantages -- 2.4. Consumerization of everything -- 2.4.1. The problem -- 2.4.2. The solution -- 2.4.3. Consumers' advantages

2.5. Business as a Game -- 2.5.1. The problem -- 2.5.2. The solution -- 2.5.3. Consumer advantages -- 2.6. Virtualization of everything, the era of digital twins -- 2.6.1. The problem -- 2.6.2. The solution -- 2.6.3. Consumer advantages -- 2.7. The technology disappears -- 2.7.1. The problem -- 2.7.2. The solution -- 2.7.3. Consumer advantages -- 2.8. Nature as a source of inspiration -- 2.8.1. The problem -- 2.8.2. The solution -- 2.8.3. Consumer advantages -- 2.9. BOTization of Everything, "Build to Order for Me" -- 2.9.1. The problem -- 2.9.2. The solution -- 2.9.3. Customer advantages

2.10. Decentralization of everything -- 2.10.1. The problem -- 2.10.2. The solution -- 2.10.3. Consumer advantages -- 2.11. Automation of everything -- 2.11.1. The problem -- 2.11.2. The solution -- 2.11.3. Consumer advantages -- 2.12. Patterns are linked together, they are design compasses of the Internet of Augmented Me -- Chapter 3 Edge Computing for Processing and Connectivity in the World of Internet of Augmented Me -- 3.1. Edge computing -- 3.1.1. Summary -- 3.1.2. Edge computing is a fundamental non-visible part of online services

3.1.3. From the past to now, edge computing is a natural evolution.

There are no comments for this item.

Log in to your account to post a comment.