Duvaut, Patrick.

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. - London : Hobokn : ISTE, Ltd. ; Wiley, 2020. - 1 online resource (241 p.)

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

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

9781119779902 1119779901 1119779898 9781119779896


Augmented reality.
Internet of things.
Electronic books.
COMPUTERS / Computer Engineering.
Electronic books.
Augmented reality.
Internet of things.


Electronic books.

QA76.9.A94

006.8