Internet of things in the context of Embedded system


Internet of things in the context of Embedded system

Internet of things Study page number 1 of 2

Play TriviaQuestions Online!

or

Skip to study material about Internet of things in the context of "Embedded system"


⭐ Core Definition: Internet of things

The Internet of things (IoT) describes physical objects that are embedded 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 IoT 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.

The field has evolved due to the convergence of multiple technologies, including ubiquitous computing, commodity sensors, increasingly powerful embedded systems, and machine learning. Traditional fields of embedded systems, wireless sensor networks, and control systems independently and collectively enable the Internet of Things.

↓ Menu
HINT:

In this Dossier

Internet of things in the context of Computer security

Computer security (also cybersecurity, digital security, or information technology (IT) security) is a subdiscipline within the field of information security. It focuses on protecting computer software, systems, and networks from threats that can lead to unauthorized information disclosure, theft or damage to hardware, software, or data, as well as from the disruption or misdirection of the services they provide.

The growing significance of computer insecurity reflects the increasing dependence on computer systems, the Internet, and evolving wireless network standards. This reliance has expanded with the proliferation of smart devices, including smartphones, televisions, and other components of the Internet of things (IoT).

View the full Wikipedia page for Computer security
↑ Return to Menu

Internet of things in the context of Cisco Systems

Cisco Systems, Inc. (using the trademark Cisco) is an American multinational digital communications technology conglomerate corporation headquartered in San Jose, California. Cisco develops, manufactures, and sells networking hardware, software, telecommunications equipment and other high-technology services and products. Cisco specializes in specific tech markets, such as the Internet of things (IoT), domain security, videoconferencing, and energy management with products including Webex, OpenDNS, Jabber, Duo Security, Silicon One, and Jasper.

Cisco Systems was founded in December 1984 by Leonard Bosack and Sandy Lerner, two Stanford University computer scientists. They pioneered the concept of a local area network (LAN) being used to connect distant computers over a multiprotocol router system. The company went public in 1990 and, by the end of the dot-com bubble in 2000, had a market capitalization of $500 billion, surpassing Microsoft as the world's most valuable company.

View the full Wikipedia page for Cisco Systems
↑ Return to Menu

Internet of things in the context of Bluetooth

Bluetooth is a short-range wireless technology standard that is used for exchanging data between fixed and mobile devices over short distances and building personal area networks (PANs). In the most widely used mode, transmission power is limited to 2.5 milliwatts, giving it a very short range of up to 10 metres (33 ft). It employs UHF radio waves in the ISM bands, from 2.402 GHz to 2.48 GHz. It is mainly used as an alternative to wired connections to exchange files between nearby portable devices and connect cell phones and music players with wireless headphones, wireless speakers, HIFI systems, car audio and wireless transmission between TVs and soundbars.

Bluetooth is managed by the Bluetooth Special Interest Group (SIG), which has more than 35,000 member companies in the areas of telecommunication, computing, networking, and consumer electronics. The IEEE standardized Bluetooth as IEEE 802.15.1 but no longer maintains the standard. The Bluetooth SIG oversees the development of the specification, manages the qualification program, and protects the trademarks. A manufacturer must meet Bluetooth SIG standards to market it as a Bluetooth device. A network of patents applies to the technology, which is licensed to individual qualifying devices. As of 2021, 4.7 billion Bluetooth integrated circuit chips are shipped annually. Bluetooth was first demonstrated in space in 2024, an early test envisioned to enhance IoT capabilities.

View the full Wikipedia page for Bluetooth
↑ Return to Menu

Internet of things in the context of Home electronics

Consumer electronics, also known as home electronics, are electronic devices intended for everyday household use. Consumer electronics include those used for entertainment, communications, and recreation. Historically, these products were referred to as "black goods" in American English due to many products being housed in black or dark casings. This term is used to distinguish them from "white goods", which are meant for housekeeping tasks, such as washing machines and refrigerators. In British English, they are often called "brown goods" by producers and sellers. Since the 2010s, this distinction has been absent in big box consumer electronics stores, whose inventories include entertainment, communication, and home office devices, as well as home appliances.

Radio broadcasting in the early 20th century brought the first major consumer product, the broadcast receiver. Later products included telephones, televisions, calculators, cameras, video game consoles, mobile phones, personal computers, and MP3 players. In the 2010s, consumer electronics stores often sold GPS, automotive electronics (vehicle audio), video game consoles, electronic musical instruments (e.g., synthesizer keyboards), karaoke machines, digital cameras, and video players (VCRs in the 1980s and 1990s, followed by DVD players and Blu-ray players). Stores also sold smart light fixtures, network devices, camcorders, and smartphones. Some of the modern products being sold include virtual reality goggles, smart home devices that connect to the Internet, streaming devices, and wearable technology.

View the full Wikipedia page for Home electronics
↑ Return to Menu

Internet of things in the context of Acer inc.

Acer Inc. (/ˈsər/; AY-sər) is a Taiwanese multinational company that produces computer hardware and electronics, headquartered in Xizhi District, New Taipei City, Taiwan. Its products include desktop PCs, laptop PCs (clamshells, 2-in-1s, convertibles and Chromebooks), tablets, servers, storage devices, virtual reality devices, displays, smartphones, televisions and peripherals, as well as gaming PCs and accessories under its Predator brand. As of 2024, Acer is the world's sixth-largest personal computer vendor by unit sales.

In the early 2000s, Acer implemented a new business model, shifting from a manufacturer to a designer, marketer, and distributor of products, while performing production processes via contract manufacturers. Currently, in addition to its core IT products business, Acer also has a new business entity that focuses on the integration of cloud services and platforms, and the development of smartphones and wearable devices with value-added IoT applications.

View the full Wikipedia page for Acer inc.
↑ Return to Menu

Internet of things in the context of DECT

Digital Enhanced Cordless Telecommunications (DECT) is a cordless telephony standard maintained by ETSI. It originated in Europe, where it is the common standard, replacing earlier standards, such as CT1 and CT2. Since the DECT-2020 standard onwards, it also includes IoT communication.

Beyond Europe, it has been adopted by Australia and most countries in Asia and South America. North American adoption was delayed by United States radio-frequency regulations. This forced development of a variation of DECT called DECT 6.0, using a slightly different frequency range, which makes these units incompatible with systems intended for use in other areas, even from the same manufacturer. DECT has almost completely replaced other standards in most countries where it is used, with the exception of North America.

View the full Wikipedia page for DECT
↑ Return to Menu

Internet of things in the context of Ubuntu

Ubuntu (/ʊˈbʊnt/ uu-BUUN-too) is a Linux distribution based on Debian and composed primarily of free and open-source software. Developed by the British company Canonical and a community of contributors under a meritocratic governance model, Ubuntu is released in multiple official editions: Desktop, Server, and Core for IoT and robotic devices.

Ubuntu is published on a six-month release cycle, with long-term support (LTS) versions issued every two years. Canonical provides security updates and support until each release reaches its designated end-of-life (EOL), with optional extended support available through the Ubuntu Pro and Expanded Security Maintenance (ESM) services.

View the full Wikipedia page for Ubuntu
↑ Return to Menu

Internet of things in the context of Wearable technology

Wearable technology is a category of small electronic and mobile devices with wireless communications capability designed to be worn on the human body and are incorporated into gadgets, accessories, or clothes. Common types of wearable technology include smartwatches, fitness trackers, and smartglasses. Wearable electronic devices are often close to or on the surface of the skin, where they detect, analyze, and transmit information such as vital signs, and/or ambient data and which allow in some cases immediate biofeedback to the wearer. Wearable devices collect vast amounts of data from users making use of different behavioral and physiological sensors, which monitor their health status and activity levels. Wrist-worn devices include smartwatches with a touchscreen display, while wristbands are mainly used for fitness tracking but do not contain a touchscreen display.

Wearable devices such as activity trackers are an example of the Internet of things, since "things" such as electronics, software, sensors, and connectivity are effectors that enable objects to exchange data (including data quality) through the internet with a manufacturer, operator, and/or other connected devices, without requiring human intervention. Wearable technology offers a wide range of possible uses, from communication and entertainment to improving health and fitness, however, there are worries about privacy and security because wearable devices have the ability to collect personal data.

View the full Wikipedia page for Wearable technology
↑ Return to Menu

Internet of things in the context of Smart cities

A smart city is an urban model that leverages technology, human capital, and governance to improve sustainability, efficiency, and social inclusion, which are considered goals for cities of the future. Smart cities use digital technology to collect data and operate services. Data is collected from citizens, devices, buildings, or cameras. Smart city applications are diverse and include, but are not limited to, traffic and transportation systems, power plants, utilities, urban forestry, water supply networks, waste disposal, criminal investigations, information systems, schools, libraries, hospitals, and other community services. The foundation of a smart city is built on the integration of people, technology, and processes, which connect and interact across sectors such as healthcare, transportation, education, infrastructure, etc. Smart cities are characterized by the ways in which their local governments monitor, analyze, plan, and govern the city. In a smart city, data sharing extends to businesses, citizens, and other third parties who can derive benefit from using that data. The three largest sources of spending associated with smart cities as of 2022 were visual surveillance, public transit, and outdoor lighting.

Smart cities integrate Information and Communication Technologies (ICT), and devices connected to the Internet of Things (IOT) network to optimize city services and connect to citizens. ICT can enhance the quality, performance, and interactivity of urban services, reduce costs and resource consumption, and to increase contact between citizens and government. Smart city applications manage urban flows and allow for real-time responses. A smart city may be more prepared to respond to challenges than one with a conventional "transactional" relationship with its citizens. Yet, the term is open to many interpretations. Many cities have already adopted some sort of smart city technology.

View the full Wikipedia page for Smart cities
↑ Return to Menu

Internet of things in the context of Amazon Web Services

Amazon Web Services, Inc. (AWS) is a subsidiary of Amazon that provides on-demand cloud computing platforms and APIs to individuals, companies, and governments, on a metered, pay-as-you-go basis.

Clients often use this in combination with autoscaling (a process that allows a client to use more computing in times of high application usage, and then scale down to reduce costs when there is less traffic). These cloud computing web services provide various services related to networking, compute, storage, middleware, IoT and other processing capacity, as well as software tools via AWS server farms. This frees clients from managing, scaling, and patching hardware and operating systems.

View the full Wikipedia page for Amazon Web Services
↑ Return to Menu

Internet of things in the context of Low-power wide-area network

A low-power, wide-area network (LPWAN or LPWA network) is a type of wireless telecommunication wide area network designed to allow long-range communication at a low bit rate between IoT devices, such as sensors operated on a battery.

Low power, low bit rate, and intended use distinguish this type of network from a wireless WAN that is designed to connect users or businesses, and carry more data, using more power. The LPWAN data rate ranges from 0.3 kbit/s to 50 kbit/s per channel.

View the full Wikipedia page for Low-power wide-area network
↑ Return to Menu

Internet of things in the context of 4G

4G refers to the fourth generation of cellular network technology, introduced in the late 2000s and early 2010s. Compared to preceding third-generation (3G) technologies, 4G has been designed to support all-IP communications and broadband services, and eliminates circuit switching in voice telephony. It also has considerably higher data bandwidth compared to 3G, enabling a variety of data-intensive applications such as high-definition media streaming and the expansion of Internet of Things (IoT) applications.

The earliest deployed technologies marketed as "4G" were Long Term Evolution (LTE), developed by the 3GPP group, and Mobile Worldwide Interoperability for Microwave Access (Mobile WiMAX), based on IEEE specifications. These provided significant enhancements over previous 3G and 2G.

View the full Wikipedia page for 4G
↑ Return to Menu

Internet of things in the context of Signify N.V.

Signify N.V., formerly known as Philips Lighting N.V., is a Dutch multinational lighting corporation formed in 2016 as a result of the spin-off of the lighting division of Philips, by means of an IPO. The company manufactures electric lights, light fixtures and control systems for consumers, professionals and the IoT. In 2018, Philips Lighting changed its name to Signify. The company still produces lights under the Philips brand.

View the full Wikipedia page for Signify N.V.
↑ Return to Menu