Globant FlipThinking April 2014 - Internet of Things / Wearable / Mobile Trends

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Globant FlipThinking Session April 2014 - Pablo Vittori, VP of Technology Mobile Studio present the trends on Internet of Things, Wearable computing, embedded computing and mobile future.

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Globant FlipThinking April 2014 - Internet of Things / Wearable / Mobile Trends

  1. 1. We are a new-breed technology services provider focused on delivering innovative software solutions by leveraging emerging technologies and trends
  2. 2. FlipThinking Sessions Trends on Wearables, Internet of Things and iBeacon Apr 2014
  3. 3. SPEAKERS @pablovittori pablo.vittori@globant.com
  4. 4. Agenda • Globant Innovation • Internet of Things • Wearable Computing • Embedded technologies
  5. 5. Cloud Computing Managed Services nformation Security Hybrid Native E-commerce Content Management Travel User Experience Visual Design Front-End Engineering Digital Marketing Collaboration Solutions Process Engineering Tools Digital Platforms Game Development Graphic Engineering Test Automation Mobile Testing Game QA Data Architecture Data Science Data Visualization Our Studio model is an effective way of organizing our company into smaller operating units, fostering creativity and innovation while allowing us to build, enhance and consolidate expertise in emerging technologies. Each Studio has specific domain knowledge and delivers tailored solutions focused on specific technology challenges. This method of delivery is the foundation of our services offering and of our success. Studios
  6. 6. There is a change on how consumers and companies interacts with technology What these experiences have in common?
  7. 7. We are in a unique position to face these revolutions through our studios, our culture and our innovation Globant is a new-breed technology services provider focused on delivering innovative software solutions by leveraging emerging technologies and trends.
  8. 8. ● Crowdsourcing ● Big Data ● Internet of things ● Peer 2 peer ● Patterns recognition ● 3D Printing ● Social TV ● Augmented reality ● Open-source HW ● Wearable Computers We constantly innovate and keep up to date with market trends Constant Innovation
  9. 9. Internet of things Information + connection + location + sensors + user preferences
  10. 10. ● On the move ● Outdoor and Indoor ● Night ● Daytime Pervasive Embedded everywhere Internet of Things RFID NFC Bluetooth Low Energy WiFi Direct Smart Objects Semantic Tech Cloud Computing Internet Devices Embedded Tech IoT ● Any Place ● Outdoors ● Indoors (away from PC) ● At the PC Any Place ● Between PCs ● Human to Human (H2H) ● Human to Things (H2T) ● Thing to Thing (T2T) Any Thing Ubiquitous Invisible Heterogenic Many techs interact each other Scale Order of magnitude High than current internet Any Time
  11. 11. Internet of Things Architecture Networks Devices Connectivity Service/Application enablement Industry Specific VAS & Enablement
  12. 12. Internet of Things
  13. 13. Internet of Things
  14. 14. Internet of Things
  15. 15. Internet of Things
  16. 16. Internet of Things
  17. 17. Internet of Things
  18. 18. Internet of Things TV is the last battlefield for the big brands, for over 20 years, with different approaches big software companies, started with Microsoft with the WebTV approach in 1999, now 4 players leading the trends. War on future of TV
  19. 19. Internet of Things How to predict the future: In the last 2 years, Google has been acquiring a huge number of companies, but with a common line between them: • Robotics • Image recognition • Artificial Intelligence • Gesture Recognition • Home Automation • GPS & Transportation management • Wearables
  20. 20. Pervasive Embedded everywhere Wearable Computing From MIT Media Lab: “an always present, always working collection of personal applications” Mobile Aware of user’s goals and context Function even when the user is directing her attention everywhere Definition Ubiquitous Invisible Heterogenic Many techs interact each other Scale Order of magnitude High than current internet Driver s Cheaper Hardware The Cloud Location Data UX Quantified Self Real use cases
  21. 21. Wearable Computing
  22. 22. Wearable Computing
  23. 23. Wearable Computing
  24. 24. Wearable Computing
  25. 25. What is Apple’s iBeacon? iBeacon is a new technology that extends Location Services. It uses a Bluetooth Low Energy signal to allow Mobile Apps to know how close they are to tiny, low-cost, wireless transmitters called “hardware iBeacons” or just “iBeacons”.
  26. 26. What is Bluetooth Low Energy (BLE)? Is a wireless personal area network technology designed and marketed by the Bluetooth Special Interest Group aimed at novel applications in the healthcare, fitness, security, and home entertainment industries. Compared to "Classic" Bluetooth, BLE is intended to provide considerably reduced power consumption and cost while maintaining a similar communication range.
  27. 27. What is Bluetooth Low Energy (BLE)? Bluetooth LE is also embedded in other things like watches, tags or detectors. All around weareable technologies.
  28. 28. Why they are important? We now can deliver content and interact with users based on their proximity to things in the real world Its a new way to experience the world
  29. 29. SPEAKERS @pablovittori pablo.vittori@globant.com

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