Emerging technology Trends
Emerging technologies are technologies that are perceived as capable of changing the status quo. These technologies are generally new but include older technologies that are still controversial and relatively undeveloped in potential, such as preimplantation genetic diagnosis and gene therapy which date to 1989 and 1990 respectively.
Emerging
technologies are characterized by radical novelty, relatively fast growth,
coherence, prominent impact, and uncertainty and ambiguity. In other words, an
emerging technology can be defined as "a radically novel and relatively
fast growing technology characterised by a certain degree of coherence
persisting over time and with the potential to exert a considerable impact on
the socio-economic domain(s) which is observed in terms of the composition of
actors, institutions and patterns of interactions among those, along with the
associated knowledge production processes. Its most prominent impact, however,
lies in the future and so in the emergence phase is still somewhat uncertain
and ambiguous."
Emerging
technologies include a variety of technologies such as educational technology, information technology, nanotechnology, biotechnology, cognitive science, psychotechnology, robotics, and artificial interllingence.
New
technological fields may result from the techonological convergenece of different systems evolving towards similar
goals. Convergence brings previously separate technologies such as voice (and
telephony features), data (and productivity applications) and video together so
that they share resources and interact with each other, creating new efficiencies.
Emerging technologies
are those technical innovations which represent progressive developments within
a field for competitive advantage converging technologies represent
previously
distinct fields which are in some way moving towards stronger inter-connection
and similar goals. However, the opinion on the degree of the impact, status and
economic viability of several emerging and converging technologies.
Key Trends
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Current Trends
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Application Programming Interface (API)
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Artificial Intelligence(AI)
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Internet Of Things(IOT)
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BOTS
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Emerging Trends
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Blockchain
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Sharing Economy
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AR/VR
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Quantum Computing
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Current Trends
Artificial Intelligence(AI)
Artificial
intelligence (AI) is the sub intelligence exhibited by machines
or software, and the branch of computer Science that develops machines and software with animal-like intelligence.
Major AI researchers and textbooks define the field as "the study and
design of intelligent agents", where an intelligent agent is a system that perceives its environment and takes actions that
maximize its chances of success. john McCarthy, who coined the
term in 1942, defines it as "the study of making intelligent
machines".
Application Programming Interface (API)
In computer programming, an application programming
interface (API) is a set of subroutine definitions, protocols, and tools for building software. In
general terms, it is a set of clearly defined methods of communication between
various components. A good API makes it easier to develop a computer program by providing all the building
blocks, which are then put together by the programmer.
An API may be for a web-based system, operating system, database system, computer hardware, or software library.
An API specification can take
many forms, but often includes specifications for routines,
data structures, object classes, variables, or remote calls. POSIX,
Windows API and ASPI are examples of different forms of APIs.
Documentation for the API is usually provided to facilitate usage and
implementation.
Internet Of Things(IOT)
The Internet of Things (IOT) is the network of
physical devices, vehicles, home appliances, and other items embedded with electronics,
software,
sensors,
actuators,
and connectivity which enables these things to
connect and exchange data, creating opportunities for
more direct integration of the physical world into computer-based systems,
resulting in efficiency improvements, economic benefits, and reduced human
exertions.
The number of IOT devices increased 31%
year-over-year to 8.4 billion in 2017 and it is estimated that there
will be 30 billion devices by 2020. The global market value of IOT
is projected to reach $7.1 trillion by 2020.
IOT involves extending internet connectivity beyond
standard devices, such as desktops, laptops, smartphones and tablets, to any
range of traditionally dumb or non-internet-enabled physical devices and
everyday objects. Embedded with technology, these devices can communicate and
interact over the internet, and they can be remotely monitored and
controlled.
BOTS
An Internet Bot, also known as web robot, WWW robot
or simply -bot-, is a software application
that runs automated tasks (scripts) over the Internet.Typically,
bots perform tasks that are both simple and structurally repetitive, at a much
higher rate than would be possible for a human alone. The largest use of bots
is in web spidering (web crawler), in which an
automated script fetches, analyzes and files information from web servers at
many times the speed of a human. More than half of all web traffic is made up
of bots.
Efforts by servers hosting websites to counteract
bots vary. Servers may choose to outline rules on the behaviour of internet
bots by implementing a robots.txt file: this file is simply text
stating the rules governing a bot's behaviour on that server. Any bot
interacting with (or 'spidering') any server that does not follow these rules
should, in theory, be denied access to, or removed from, the affected website. If
the only rule implementation by a server is a posted text file with no
associated program/software/app, then adhering to those rules is entirely
voluntary – in reality there is no way to enforce those rules, or even to
ensure that a bot's creator or implementer acknowledges, or even reads, the
robots.txt file contents. Some bots are "good" – e.g. search engine
spiders – while others can be used to launch malicious and harsh attacks, most
notably, in political campaigns.
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Emerging Trends
Blockchain
A blockchain, originally block chain, is a
continuously growing list of records, called blocks, which are
linked and secured using cryptography. Each block contains a cryptographic
hash of the previous block, a timestamp, and transaction data (generally
represented as a merkle
tree root hash). By design, a blockchain is resistant to modification of
the data. It is "an open, distributed ledger that can record transactions
between two parties efficiently and in a verifiable and permanent way".
For use as a distributed ledger,
a blockchain is typically managed by a peer-to-peer network collectively adhering to a protocol
for inter-node communication and validating new blocks. Once recorded, the data
in any given block cannot be altered retroactively without alteration of all
subsequent blocks, which requires consensus of the network majority.
Blockchains are secure by design
and exemplify a distributed computing system with high Byzantine
fault tolerance. Decentralized consensus has therefore been achieved
with a blockchain.
Blockchain was invented by Satoshi Nakamoto
in 2008 to serve as the public transaction ledger of the cryptocurrency bitcoin. The invention of
the blockchain for bitcoin made it the first digital currency to solve the double-spending
problem without the need of a trusted authority or central server. The
bitcoin design has inspired other applications.
Sharing Economy
Sharing economy is an umbrella term with a range of
meanings, often used to describe economic activity involving online transactions.
Originally growing out of the open-source community to refer to peer-to-peer
based sharing of access to goods and services, the term is now
sometimes used in a broader sense to describe any sales transactions that are
done via online
market places, even ones that are business to business (B2B), rather than
peer-to-peer. For this reason, the term sharing economy has been
criticised as misleading, some arguing that even services that enable
peer-to-peer exchange can be primarily profit-driven. However, many
commentators assert that the term is still valid as a means of describing a
generally more democratized marketplace, even when it's applied to a broader
spectrum of services. Alternatively, collaborative consumption or the sharing
economy refers rather to resource circulation systems which allow a consumer
two-sided role, in which consumers may act as both providers of resources or
obtainers of resources. This vision allows for a broader understanding of the
sharing economy on the overarching criteria of consumer changing role capacity.
Shared Economy is also known as collaborative
consumption or collaborative economy or peer economy. It refers to a hybrid
market model of a peer-to-peer exchange. Such transactions are often
facilitated via community-based online services. Uberization is
also an alternative name for the phenomenon.
The sharing economy may take a variety of forms,
including using information technology to provide
individuals with information that enables the optimization of resources through
the mutualization of excess capacity in goods and services. A common premise is
that when information about goods is shared (typically via an online
marketplace), the value of those goods may increase for the business, for
individuals, for the community and for society in general.
Collaborative consumption as a phenomenon is a
class of economic arrangements in which participants mutualize access to
products or services, rather than having individual ownership.The phenomenon
stems from an increasing consumer desire to be in control of their consumption
instead of "passive 'victims' of hyperconsumption". The consumer
peer-to-peer rental market is valued at $26bn (£15bn), with new services and platforms
emerging frequently.
The collaborative consumption model is used in
online marketplaces such as eBay
as well as emerging sectors such as social lending, peer-to-peer accommodation,
peer-to-peer travel experiences, peer-to-peer task assignments or travel
advising, carsharing
or commute-bus
sharing.
The Harvard Business Review, the Financial Times
and many others have argued that "sharing economy" is a misnomer.
Harvard Business Review suggested the correct word for the sharing economy in
the broad sense of the term is "access economy". The authors say, "When
"sharing" is market-mediated—when a company is an intermediary
between consumers who don't know each other—it is no longer sharing at all.
Rather, consumers are paying to access someone else's goods or services."
AR/VR
One of the biggest confusions in the world of augmented reality is
the difference between augmented reality and virtual reality. Both are
earning a lot of media attention and are promising tremendous growth. So
what is the difference between virtual reality vs. augmented reality?
What is Virtual Reality?
Virtual reality (VR) is an artificial, computer-generated
simulation or recreation of a real life environment or situation. It immerses
the user by making them feel like they are experiencing the simulated reality
firsthand, primarily by stimulating their vision and hearing.
VR is typically achieved by wearing a headset like
Facebook’s Oculus
equipped with the technology, and is used prominently in two different ways:
- To
create and enhance an imaginary reality for gaming, entertainment, and
play (Such as video and computer games, or 3D movies, head mounted
display).
- To
enhance training for real life environments by creating a simulation of
reality where people can practice beforehand (Such as flight simulators
for pilots).
Virtual reality is possible through a coding
language known as VRML (Virtual Reality Modeling Language) which can be used to
create a series of images, and specify what types of interactions are possible
for them.
What is Augmented Reality?
Augmented reality (AR) is a technology that layers
computer-generated enhancements atop an existing reality in order to make it
more meaningful through the ability to interact with it. AR is developed into
apps and used on mobile devices to blend digital components into the real world
in such a way that they enhance one another, but can also be told apart easily.
AR technology is quickly coming into the
mainstream. It is used to display score overlays on telecasted sports games and
pop out 3D emails, photos or text messages on mobile devices. Leaders of the
tech industry are also using AR to do amazing and revolutionary things with
holograms and motion activated commands.
Quantum Computing
As of 2018, the development of actual quantum computers is still in its infancy, but experiments have been carried out in which quantum computational operations were executed on a very small number of quantum bits. Both practical and theoretical research continues, and many national governments and military agencies are funding quantum computing research in additional effort to develop quantum computers for civilian, business, trade, environmental and national security purposes, such as cryptanalysis. A small 20-qubit quantum computer exists and is available for experiments via the IBM quantum experience project. D-Wave Systems has been developing their own version of a quantum computer that uses annealing.
Large-scale quantum computers would theoretically be able to solve certain problems much more quickly than any classical computers that use even the best currently known algorithms, like integer factorization using Shor's algorithm (which is a quantum algorithm) and the simulation of quantum many-body systems. There exist quantum algorithms, such as Simon's algorithm, that run faster than any possible probabilistic classical algorithm. A classical computer could in principle (with exponential resources) simulate a quantum algorithm, as quantum computation does not violate the Church–Turing thesis. On the other hand, quantum computers may be able to efficiently solve problems which are not practically feasible on classical computers.
3D Printing
Combined with Internet technology, 3D printing would allow for digital blueprints of virtually any material product to be sent instantly to another person to be produced on the spot, making purchasing a product online almost instantaneous.
Although this technology is still too crude to produce most products, it is rapidly developing and created a controversy in 2013 around the issue of 3D printed guns.
















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