Management strategies for information technology
Management strategies for information technology
interactions
The computer for the 21st century
ACM SIGMOBILE Mobile Computing and Communications Review - Special issue dedicated to Mark Weiser
Limits to Value in Electronic Commerce-Related IT Investments
Journal of Management Information Systems
Bits of Personality Everywhere: Implicit User-Generated Content in the Age of Ambient Media
ISPA '08 Proceedings of the 2008 IEEE International Symposium on Parallel and Distributed Processing with Applications
Semantic ambient media--an introduction
Multimedia Tools and Applications
Special issue on semantic ambient media experience
Multimedia Tools and Applications
Programming deliberative agents for mobile services: the 3APL-M platform
ProMAS'05 Proceedings of the Third international conference on Programming Multi-Agent Systems
Applying "design thinking" as a method for teaching in media education
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
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Ambient media (aka ubiquitous media) are around us since quite a while. First products and services are emerging in our daily lives. The connection between the physical environment and the digital overlay through smart sensor networks became reality. However, many believe that the application of ubiquitous technology in real commercial solutions is still far out in the future. Within the scope of this paper, we introduce the reader into the business opportunities of ambient media and give a technology roadmap how this new technology might be developing during the next years. The paper shows current shortcomings, technology trends, and existing business solutions and attempts to forecast it's potentials in the next decade. The reader is introduced into issues of supply chain management, application domains, ubiquitous technology in (e)commerce, standards, and business models based on ambient media. This paper shows the perspective from a telecom operator, content creator, consumer, device manufacturer, consumer, and domain specific value-chain participant. It shall act as starting point for further investigation of the business of ambient media.