Answer To: Guide to Project for Supervisors ITECH 5500 – Professional Research and Communication CRICOS...
Soumi answered on Sep 06 2020
Running Head: INTERNET OF THINGS FOR ENTERTAINMENT 1
INTERNET OF THINGS FOR ENTERTAINMENT 3
IMPACT OF INFORMATION TECHNOLOGY ON SOCIETY: INTERNET OF THINGS FOR ENTERTAINMENT
Abstract
Internet of Things (IoT) has become very popular due to the remarkable ability of communicating with humans. The embedding within regular everyday items has also made it less crowded amid the wave of technical innovation. The use of highly sophisticated sensors and data sharing it has become capable of offering great entertainment propositions to the users who invest time in IoT and has related a huge market worldwide. The use of humane data however has increased privacy risk and made its usage debatable. Along with consistent refinement and development IoT is improving and entering out daily lives, leading us towards a brighter and smarter tomorrow.
Table of Contents
Part A 4
Introduction 4
Defining IoT, Entertainment and IoT for Entertainment 4
The Internet of Things and the Connected World 7
IoT-enhanced Entertainment: A new use case for 5G Fixed Wireless Access 7
Personal Information Security and the IoT: The Changing Landscape of Data privacy 8
Internet of Things: Building the New Digital Society 8
Conclusion 9
Part B 10
Personal Reflection 10
References 11
Part A
Introduction
Internet is the fastest form of communication that can be assessed easily and used for remote controlling. Considering the far and wide application of internet into things that are not usually related with typical internet devices, such as smartphones, computers, tablets and laptops, a new range of convenient services are provided. Normal everyday objects are becoming smart through internet connectivity and is revolutionising the way humans used them, getting the name Internet of Things (IoT). The embedding of internet connectivity, motion sensors, data collection for pattern identification, use of camera, remote and communication web into physically functioning objects, IoT is offering more entertainment for modern age man. The current assignment tends to assess the impact of Information Technology (IT) on society by considering impact of IoT on Entertainment.
Defining IoT, Entertainment and IoT for Entertainment
IoT is the example of wider usage of internet and information technology that expands its reach from information based smart devices to ordinary things such as ceiling fans, door locks, lights, speakers, televisions, bicycles, cars, and household thing that are engaged with physical activity. As stated by Ray (2018), IoT has three major bases of functioning- internet, data sharing and use of sensors, the combined effort of which makes the objects in close proximity interconnected that in turn makes them perform more than their regular purposes. IoT, as opined by Thapliyal (2018), not only offers more service than their regular usage, they also help in creating smart ambience as the sensors of nearly IoT communicate with each other share the data they have, offering smart suggestions and better use of information. On the other hand Sarkar, Chatterjee and Misra (2018) argued that IoT is a smart marketing move that is based on the popularity of internet and abilities of sensors that make IoT objects more sophisticated and expensive, not justifying the value for money they offer. It is also worth considering that IoT does pose potential risk of personal data breach (The Verge, 2018).
(Source: The Verge, 2018).
The use of IT for entertainment purpose forms the one of the major percentages of customer base. As stated by Esmaeilpour, Heidarzadeh Hanzaee, Mansourian and Khounsiavash (2018), entertainment is an aspect that gains and retains its necessity by saturating demands and desires of users. The entertainment provided by IT has mainly three genres of entrainment service- visual, auditory and informative. The popular IT devices such as computers and smartphones have satisfied the visual needs of the users by providing images and video contents. In terms of auditory needs, the IT devices have offered audio songs and files seamlessly. As assessed by Albassam and Ruthven (2018), in terms of informative needs, the smart devices have provided information through auditory and visual files in a combined way or solo. In recent decades, newer forms of entertainment such as media communication and gaming have become popular (European Gaming, 2018).
The formats entertainment have evolved wider with the application of IoT, which provided...