INFO

SoT RETAIL, SMART COMMERCIAL BUILDING.
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OBJECT ID: Implementing the Internet of Things in Retail has many advantages: with RFID-equipped items and smart shelves that track the present items in real time, a retailer can optimize many applications, like automatically checking of goods receipt, real time monitoring of stocks, tracking out-of-stocks or the detection of shoplifting.In the shop, IoT offers many applications like guidance in the shop according to a preselected shopping list, fast payment solutions like automatically check-out using biometrics, detection of potential allergen in a given product, personalized marketing if accepted, verification of the cool chain, etc. By tagging items and containers, greater transparency can be gained about the status of the shop floor, the location and disposition of lots and the status of production machines.
In this environment a smart shopping cart plays the central role. This cart is communicating with the customer’s handset using NFC and is also linked remotely to the store back office system using WiFi. The cart has proximity antennas to read smart tags, and a display to communicate with the customer. When customers enter the store, they can log-in into the loyalty system of the store which stores a shopping list for them that they may have prepared at home, using the store’s website. The cart’s screen also provides orientation about the location of the desired products.

AUDITORY DISPLAY FUNCTION: alarms, alerts, warnings

CLASS OF INTERACTION: active sound > intentional active sounds, full sonification

MODEL BASED: sound recording data, general acoustical data, abstract data

DATA PROPERTIES AND NOTES: quantitative (numerical), qualitative (verbal)

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INTERNET OF THINGS ECO-SYSTEM
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The initiatives of IBM (Smarter Planet: "instrument the world's systems, interconnect them, make them intelligent") and Cisco ( Intelligent Urbanization: "using the network as a utility for integrated city management"), but also General Electric (Ecomagination: "solve today's environmental challenges and benefit customers and society at large") and other multinational companies, are examples of the contribution of the Internet of Things to the development of Smart Cities. IoT will create the possibility of merging of different telecommunication technologies and create new services.
One example is the use of GSM, NFC (Near Field Communication), low power Bluetooth, WLAN, multi hop networks, GPS and sensor networks together with SIM-card technology. In these types of applications the Reader/tag is part of the mobile phone, and different applications share the SIM-card. NFC enables communications among objects in a simple and secure way just by having them close to each other.

SOUND OF THINGS = PLAY THE IoT INTELLIGENCE
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Seeing with Your Ears: Visualizing Data with Sound.
What is a data sonification? That's when you interpret data through sound rather than visuals. Why would we do this? Certain aspects of perception of sound, like the ability to experience patterns rather than just see them, the detailed temporal resolution, its immersive nature, etc, make it an interesting method of conveying information.

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SoT AUTOMOTIVE, VEHICLE-TO-VEHICLE and VEHICLE-TO-INFRASTRUCTURE COMMUNICATION
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OBJECT ID: Vehicle-to-vehicle (V2V) and vehicle-to-infrastructure (V2I) communications with Dedicated Short Range Communication (DSRC), will significantly advance Intelligent Transportation Systems (ITS) applications such as vehicle safety services and traffic management and will be fully integrated in the IoT infrastructure.
The vehicle itself is also considered as a ‘thing’, enabling it to make automatic emergency calls or breakdown calls when appropriate, collecting as much data as possible from surrounding ‘things’, such as the vehicle parts itself, the supporting transportation infrastructure (road/ rail/ etc.), other vehicles in the vicinity, sensors in the load it is carrying (humans, goods, etc).

AUDITORY DISPLAY FUNCTION: alarms, alerts, warnings, art, entertainment, leisure

CLASS OF INTERACTION: active sound > intentional active sounds/ passive sound > external source, full sonification

MODEL BASED: sound recording data, general acoustical data, abstract data

DATA PROPERTIES AND NOTES: quantitative (numerical), qualitative (verbal)

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SoT TOURISM, LEISURE, ART, ENTERTAINMENT, SPORT.
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OBJECT ID: Ad-hoc news gathering using the IoT, based on location. In a future scenario, it can be envisaged that news gathering could happen by querying the internet of things, to see which multi-media-capable devices are present at a certain location, and sending them a offer to collect multimedia footage about a certain event. Near field communication tags can be attached to posters and provide more information by connecting the reader to an URI address, which provides more information related to the poster (for mobile proximity marketing, mobile tourism or mobile loyalty programs).

AUDITORY DISPLAY FUNCTION: tourism/guide > art, entertainment, leisure, sport

CLASS OF INTERACTION: active sound > intentional active sounds/ passive sound > external source, full sonification

MODEL BASED: sound recording data, general acoustical data

DATA PROPERTIES AND NOTES: qualitative (verbal)

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SoT LOCATIVE MEDIA AND URBAN CULTURE
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Locative media that is of most immediate concerns is that made by those who create experiences that take into account the geographic locale of interest, typically by elevating that geographic locale beyond its instrumentalized status as a ‘latitude longitude coordinated point on earth’ to the level of existential, inhabited, experienced and lived place. These locative media experiences may delve “into” the historical surface of a space to reveal past events or stories (whether fictional, confessional or standing on consensus as factual). Locative media experiences may also cross space, connecting experiences across short or long geographic, experiential, or temporal distances. At its core, locative media is about creating a kind of geospatial experience whose aesthetics can be said to rely upon a range of characteristics ranging from the quotidian to the weighty semantics of lived experience, all latent within the ground upon which we traverse (Bleecker, 2006).
Locative and mobile media can be theorized as the interface between the digital domain and the city. They bring the digital world into the real world. At the same time they bring real world spatial experiences directly into digital domain and thus it is at this interfacing moment that hybrid spaces emerge.

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SoT ENERGY, HOME AUTOMATION, WIRELESS MONITORING
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The industry is using scalable architectures that consider possibilities for plug-and-play new ID methods combined with sensing/actuating integrated with Internet of Things infrastructure and integrate the wireless monitoring.
Autonomous networked wireless identifiable devices with physical sensors that combine advances in sensor miniaturisation, wireless communication, and micro-system technology will form the ubiquitous sensor networks that can make accurate measurements of environmental parameters (temperature, humidity, light etc.) in buildings and private homes.
In conjunction with modern home entertainment systems, which are based on general-purpose computing platforms, they could easily be combined with other sensors and actors within a building, thus forming a fully interconnected, smart environment. Sensors for temperature, humidity provide the necessary data to automatically adjust the comfort level and to optimize the use of energy for heating or cooling. Additional value is provided by monitoring and reacting to human activity, such that exceptional situations could be detected and people can be assisted in everyday activities, thereby supporting the elderly in an aging society.

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