Wearable Technology and the Internet of Everything Minitrack
Permanent URI for this collection
The Internet of Things (IoT) allows everyday physical objects to be connected to the Internet so that these are able to identify themselves to other devices and engage in seamless and automatic data exchange. At the same time, embedded and wearable technologies extend people’s roles from being mere users and observers of the Internet, to becoming part of the Internet, creating the Internet of People (IoP). At the intersection of the IoP and IoT, the Internet of Everything (IoE) materializes, bringing together people, processes, data and things (objects) for a new networked world.
Each of these environments – the IoT IoP, and IoE - have dimensionality. For example, the dimensions of the IoP (i.e. wearable technologies) range from fashionability to personalizability. Importantly, these environments are not without risks – namely those regarding privacy, security, big data management innovation management, crowd management, and new business model generation for users, developers/IT firms, organizations and governments.
In this Minitrack, we would invite authors to submit papers that address issues related to the IoE not necessarily limited to the following themes:
- Analysis and speculation of the IoE environment generally or of the IoT and/or IoP alone
- Technologies, applications and organizational issues related to the emergence of the IoE and related technologies
- Opportunities and challenges related to consumer behavior of wearable and embedded technologies
- Key issues for developers, IT firms and technology vendors
The types of studies that would be welcomed by this Minitrack could include, but would not be limited to, the following:
- Conceptual models
- Construct development
- Architectural frameworks
- Empirical studies
- Case studies
- Prototype development
Jan Kietzmann (Primary Contact)
Simon Fraser University
Simon Fraser University
ItemEnabling the Adoption of Wearable Computers in Enterprises - Results of Analyzing Influencing Factors and Challenges in the Industrial Sector( 2017-01-04)Wearable computers like smart glasses or smartwatches enable the use of information systems in application scenarios in which information technology has rarely been used until now. The reason for this is, that users are able to interact with the devices hands-free, e.g. by using voice commands. A hands-free use is in particular relevant for enterprises in the industrial sector, as industrial workers often need to perform tasks manually, e.g. in manufacturing or maintenance. However, the technology is currently not used widely in enterprises. Thus, the aim of our research is to identify influencing factors and related challenges of using wearable computers in order to analyze how its adoption can be increased. Based on an empirical interview study within the industrial sector, we identified 11 influencing factors and 25 related challenges which affect the adoption of wearable computers.
ItemDigital Transformation in Police Work: A Sociomaterial Perspective on Police Body Worn Cameras (BWC)( 2017-01-04)The need to augment human capabilities through computer-based technologies, and a belief in the “objectivity” of data has contributed to the popularity of wearables. Such is the case with BWCs and their proliferation in police organizations. Unfortunately, BWCs have not been studied from an IS perspective, using specific or complementary theories applied in IS. We address this gap with a case study of a mid-sized police department, using a sociomaterial lens. We find that BWCs have triggered significant unanticipated changes in police practice. The impacts of these changes are not uniformly distributed. Rank-and-file patrol officers carry the burden upfront, while evidence technicians are burdened on the backend. We contribute by providing an actual account of the changes and impacts of BWCs in policing; providing initial evidence of how BWCs meet policing goals; and demonstrating the applicability of sociomateriality in explicating wearable technologies in general, and BWCs in particular.
ItemCase Study: Impact of the Physical Web and BLE Beacons( 2017-01-04)The Physical Web is a project announced by Google’s Chrome team that provides a framework to discover “smart” physical objects (e.g. vending machines, classroom, conference room, cafeteria, bus stop etc.) and interact with specific, contextual content without having to resort to downloading a specific app. A common app such as the open source and freely available Physical Web app on the Google Play Store or the BKON Browser on the Apple App Store, can access nearby beacons