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OVERVIEW OF EMERGING TECHNOLOGIES

Interactive broadcasting

• Production process that prepare the audiovisual assets and computer programmes for an
interactive TV end user experience.

• Augmented reality –blends real environment with interactive computer graphics that are
controlled either at the TV studio or at end user terminal.

Satellite radio

• The satellite's signal are broadcast nation wide, across a much wider geographical area
than terrestrial radio stations.

• It is available by subscription, offers subscribers more stations and a wider variety of


programming options than terrestrial radio.

• The key components of the satellite radio systems are satellite, ground repeaters, and
radio receives.

• The broadcast uplink the signals to the satellite through a centralised hub.

• The satellite then transmits the signals which are picked up by receivers on the ground
through a detachable antenna.

• Limitations –

– involves high costs ,

– require centralised transmission,

– requirement of an antenna to receive signals, etc.

• Satellite radio will overcome the limitation of FM radio, which has limited reach.

Videodisc
• It is a product of the optical disc family and it has tremendous capacity to store
information, data, visuals and voice.

• It can be interfaced with a computer to create an interactive environment.

Compact disc-interactive

• Is an optical storage system and an interactive tool

• Sophisticated audio-video tool that supports a variety of playback format.

• It can also support animation, video and photographic quality images.

Mobile Communication

• Allows us to communicate with others in different locations without the use of any
physical connection.

• It makes communication easier, saves time and effort.

Advantages

– Flexibility

– Cost effectiveness

– Accuracy

– Speed

– Accessibility

– Constant connectivity

– Cloud computing

Generations of Wireless Communication


1G

o This is the first generation of wireless telephone technology, mobile telecommunications,


which was launched in Japan by NTT in 1979.
o The main technological development in this generation that distinguished the First
Generation mobile phones from the previous generation was the use of multiple cell sites,
and the ability to transfer calls from one site to the next site as the user travelled between
cells during a conversation.
o It uses analog signals.
o It allows the voice calls in one country.

Disadvantages

o Poor quality of voice


o Poor life of Battery
o Size of phone was very large
o No security
o Capacity was limited
o Poor handoff reliability

2G

o This is the second generation of mobile telecommunication was launched in Finland in


1991.
o It was based on GSM standard.
o It enables data transmission like as text messaging (SMS - Short Message Service),
transfer or photos or pictures (MMS - Multimedia Messaging Service), but not videos.
o The later versions of this generation, which were called 2.5G using GPRS (General
Packet Radio Service) and 2.75G using EDGE (Enhanced data rates for GSM Evolution)
networks.
o It provides better quality and capacity.
Disadvantages

o Unable to handle complex data such as Video


o Requires strong digital signals

3G

o 3G is the third generation was introduced in early 2000s.


o The transmission of data was increased up to 2Mbits/s, which allows you to sending or
receiving large email messages.
o The main difference between 3G and 2G is the use of packet switching rather than circuit
switching for data transmission.
o Faster communication
o High speed web or more security
o Video conferencing
o 3D gaming
o TV streaming, Mobile TV, phone calls etc. are the features of 3G.

Disadvantages

o Costly
o Requirement of high bandwidth
o Expensive 3G phones
o Size of cell phones was very large.

4G

o 4G is the fourth generation of mobile telecommunication which was appeared in 2010.


o It was based on LTE (Long Term Evolution) and LTE advanced standards.
o Offer a range of communication services like video calling, real time language translation
and video voice mail.
o It was capable of providing 100 Mbps to 1Gbps speed.
o High QoS (Quality of Service) and High security.
o The basic term used to describe 4G technology is MAGIC. Where :
M – Mobile multiedia
A - Anytime anywhere
G - Global mobility support
I - Integarted wireless solution
C - Customized personal service

Disadvantages

o Uses more battery


o Difficult to implement
o Expensive equipment are required

5G

o It is referred to fifth generation wireless connection which will be probably implemented


by 2020, or even some years earlier.
o Machine to machine communication can be possible in 5G.
o 5G will be able to performs Internet of Things (IoT) for smart home and smart city,
connected cars etc.
o This generation will be based on lower cost, low battery consumption and lower latency
than 4G equipment.
o There will be much faster transmission rate of data to the previous versions. Thus the
speed of 5G will be 1Gbit/s.

Virtual reality (VR)

• A simulated experience that can be similar to or completely different from the real
world.

• Applications of VR include
– entertainment (video games)

– education (medical or military training)

– business (virtual meetings)

Speech recognition

• This feature allows a device to recognize human speech or words.

• It translates the spoken words into information

• The technology could be very useful for visually challenged

E- mail

• Primarily a store and forward messaging service

• Advantages

– Reduced cost

– Reduced paper handling

– Faster, improved and integration of data with records management

Direct to home (DTH)

• DTH will be more useful for scattered population and rural area, where Cable TV and
Satellite down link facilities are unavailable

• Works through a satellite disc, digital decoder and a SIM Card. The disc will accept the
signals from the satellite and connected to a decoder which will link to the TV.

Artificial intelligence (AI)

• Refers to the simulation or approximation of human intelligence in machines.

• The goals of AI is computer enhanced learning, reasoning, and perception.

• It is used today across different industries from finance to healthcare.


Affective computing

• Is the study and development of systems and devices that can recognize, interpret,
process, and simulate human affects.

• This technologies sense the emotional state of a user and respond by performing specific,
predefined product/service features, such as recommending a set of videos to fit the mood
of the learner.

Cloud computing

• Is a range of services delivered over the internet, or the cloud.

• It uses remote servers to store and access data instead of relying on local hard drives and
private data centers.

Quantum computing

• Rapidly emerging technology that harnesses the laws of quantum mechanics to solve
problems that are too complex for classical computers.

Future Internet

• A general term coined for describing all the research activities carried out for developing
new architectures for the internet with the view of overcoming its shortcomings

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