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Spimes
Spime is a neologism for a futuristic object, characteristic to the Internet of Things, that can be tracked through space and time throughout its lifetime. They are essentially virtual master objects that can, at various times, have physical incarnations of themselves. An object can be considered a spime when all of its essential information is stored in the cloud. Bruce Sterling sees spimes as coming through the convergence of six emerging technologies, related to both the manufacturing process for consumer goods, and through identification and location technologies. Depending on context, the term "spime" can refer to both—the archetype, as designed by the developer, or a user-specific instance of it. Origin The term spime was coined for this concept by author Bruce Sterling. It is a contraction of "space" and "time", and was probably first used in a large public forum by Sterling at SIGGRAPH Los Angeles, August 2004. The idea was further expanded upon in his book Shaping Things. ...
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Neologism
A neologism Greek νέο- ''néo''(="new") and λόγος /''lógos'' meaning "speech, utterance"] is a relatively recent or isolated term, word, or phrase that may be in the process of entering common use, but that has not been fully accepted into mainstream language. Neologisms are often driven by changes in culture and technology. In the process of language formation, neologisms are more mature than '' protologisms''. A word whose development stage is between that of the protologism (freshly coined) and neologism (new word) is a ''prelogism''. Popular examples of neologisms can be found in science, fiction (notably science fiction), films and television, branding, literature, jargon, cant, linguistics, the visual arts, and popular culture. Former examples include ''laser'' (1960) from Light Amplification by Stimulated Emission of Radiation; ''robot'' (1941) from Czech writer Karel Čapek's play '' R.U.R. (Rossum's Universal Robots)''; and '' agitprop'' (1930) (a portmantea ...
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Recycling
Recycling is the process of converting waste materials into new materials and objects. The Energy recycling, recovery of energy from waste materials is often included in this concept. The recyclability of a material depends on its ability to reacquire the properties it had in its original state. It is an alternative to "conventional" waste disposal that can save material and help lower greenhouse gas emissions. It can also prevent the waste of potentially useful materials and reduce the consumption of fresh raw materials, reducing energy use, air pollution (from incineration) and water pollution (from landfilling). Recycling is a key component of modern waste reduction and is the third component of the "Waste minimisation, Reduce, Reuse, and Recycle" waste hierarchy. It promotes environmental sustainability by removing raw material input and redirecting waste output in the economic system. There are some International Organization for Standardization, ISO standards related t ...
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Hyperreality
Described by Jean Baudrillard, the concept of hyperreality captures the inability to distinguish "The Real" (a term borrowed from Jacques Lacan) from the signifier of it. This is more prominent in technologically advanced societies. Hyperreality is seen as a condition in which what is real and what is fiction are seamlessly blended together so that there is no clear distinction between where one ends and the other begins. It allows the merging of physical reality with virtual reality (VR) or augmented reality (AR), and human intelligence with artificial intelligence (AI). Jean Baudrillard is a French cultural theorist, sociologist and philosopher. His most notable work consists of establishing the concept of hyperreality and the simulacra. Some of Baudrillard's most influential theorists consist of Karl Marx, Freud, Levi Strauss, Nietzsche, etc. Baudrillard's work stems around his interest in the theories of post-structuralism and post-modernism. Some famous theorists who contri ...
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Augmented Reality
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory Modality (human–computer interaction), modalities, including visual, Hearing, auditory, haptic perception, haptic, Somatosensory system, 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 (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersion (virtual reality), immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world e ...
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Cyberspace
Cyberspace is a concept describing a widespread interconnected digital technology. "The expression dates back from the first decade of the diffusion of the internet. It refers to the online world as a world 'apart', as distinct from everyday reality. In cyberspace people can hide behind fake identities, as in the famous The New Yorker cartoon." (Delfanti, Arvidsson, 150) The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, government, 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, networkin ...
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Web 2
Web 2.0 (also known as participative (or participatory) web and social web) refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability (i.e., compatibility with other products, systems, and devices) for end users. The term was coined by Darcy DiNucci in 1999 and later popularized by Tim O'Reilly and Dale Dougherty at the first Web 2.0 Conference in 2004. Although the term mimics the numbering of software versions, it does not denote a formal change in the nature of the World Wide Web, but merely describes a general change that occurred during this period as interactive websites proliferated and came to overshadow the older, more static websites of the original Web. A Web 2.0 website allows users to interact and collaborate with each other through social media dialogue as creators of user-generated content in a virtual community. This contrasts the first generation of Web 1.0-era websites where people were limited to vi ...
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Machine-to-machine
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 (such as temperature, inventory level, etc.) to application software that can use it (for example, adjusting an industrial process based on temperature or placing orders to replenish inventory). 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. More recent machine to machine communication has changed into a system of networks that transmits data to personal appliances. The expansion of IP networks around the world has made machine to machine communication quicker and easier while using less power. These networks also allow new business opportunities for c ...
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Big Data
Though used sometimes loosely partly because of a lack of formal definition, the interpretation that seems to best describe Big data is the one associated with large body of information that we could not comprehend when used only in smaller amounts. In it primary definition though, Big data refers to data sets that are too large or complex to be dealt with by traditional data-processing application software. Data with many fields (rows) offer greater statistical power, while data with higher complexity (more attributes or columns) may lead to a higher false discovery rate. Big data analysis challenges include capturing data, data storage, data analysis, search, sharing, transfer, visualization, querying, updating, information privacy, and data source. Big data was originally associated with three key concepts: ''volume'', ''variety'', and ''velocity''. The analysis of big data presents challenges in sampling, and thus previously allowing for only observations and sampl ...
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Ambient Intelligence
In computing, ambient intelligence (AmI) refers to electronic environments that are sensitive and responsive to the presence of people. Ambient intelligence was a projection on the future of consumer electronics, telecommunications and computing that was originally developed in the late 1990s by Eli Zelkha and his team at Palo Alto Ventures for the time frame 2010–2020. Ambient intelligence would allow devices to work in concert to support people in carrying out their everyday life activities, tasks and rituals in an intuitive way using information and intelligence that is hidden in the network connecting these devices (for example: The Internet of Things). As these devices grew smaller, more connected and more integrated into our environment, the technological framework behind them would disappear into our surroundings until only the user interface remains perceivable by users. The ambient intelligence paradigm builds upon pervasive computing, ubiquitous computing, profiling ...
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Everyware
Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using 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 Internet, advanced middleware, operating system, mobile code, sensors, microprocessors, new I/O and user interfaces, computer networks, mobile protocols, location and positioning, and new materials. This paradigm is also described as pervasive computing, ambient intelligence, or "everyware". Each term emphasizes slightly different aspects. When primarily concerning the objects involved, it is also known as physical co ...
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Blogject
Julian Bleecker is an artist and technologist with a history developing innovative mobile research projects. Career Bleecker holds a Ph.D. from the History of Consciousness Program at University of California, Santa Cruz. He's been an artist-in-residence at Eyebeam, exhibited work at Ars Electronica, a Research Fellow at the Annenberg Center for Communication and an Assistant Professor at the USC Interactive Media Division. He now works as an interaction designer at Nokia Design (Los Angeles). Bleecker has been active as a researcher in the areas of mobile computing, pervasive networks and near-field interaction systems. In 2006, with Nicolas Nova, he organized a workshop entitled "Networked Objects" at Ecole Polytechnique Fédérale de Lausanne held in May 2006, exploring his interest in Near-Field Interaction and the Internet of Things. This vector of research on mobile computing, pervasive networks and near-field or proximity-based interaction systems has been a theme of ...
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