Use of Ubiquitous Media System for Business Organisations -

Use of Ubiquitous Media System for Business Organisations

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Business Management Question

For this assessment, students are expected to demonstrate their understanding of the extant, academic literature related to an approved, business topic.

In consultation with their lecturer, students need to decide on a business-related topic/concept. Students need to select approximately eight to twelve (8-12), but at least three (3), peer-reviewed articles or comparable sources (online resource can be accessed using ProQuest or Google Scholar) that are related to the topic (as the basis of their literature review).

In the context of their chosen topic, students need to review the articles and sources selected, i. e. read and critically analyse (compare and contrast) the literature. In doing so, students are required to discuss the key ideas/arguments put forward by authors, identify communalities/similarities, differences and conclusions drawn by different authors. Based on this analysis and discussion, students are expected to point out potential gaps in the literature that will form the basis of Assessment 2, the research proposal.

Please find below list of the potential business research topics that you can focus on when you doing your research topics decisions for your assignments.

  1. Challenges of Accounting in Global Organizations
  2. Challenges Managing Global Teams
  3. Advantages and Disadvantages of Cloud Computing for Businesses
  4. Opportunities Making Business with Mobile Computing
  5. Advantages and Disadvantages of Outsourcing Business Functions
  6. Advantages and Disadvantages of Using Social Networks in Business
  7. Opportunities and Problems of Social Electronic Commerce
  8. Uses of Big Data in Business Organizations
  9. Use of Ubiquitous Media Systems in Business Organizations
  10. Business Innovation Through Open Data
  11. Challenges in Cyber Security for Business

Business Management Solution


Coined by Marshall McLuhan (1964)the medium is the message” shows that media extensions of humans. Earlier media existed within the scope of easily distinguishable forms such as TV sets, newspapers, or cinema screens. In the emerging information solutions era, devices are designed to sense (Wei et al. 2003). As these devices are networked, they can cooperate in the interpretation of their ‘sensation’.  This has developed an opportunity for multimedia to become ubiquitous. On the other hand, users have the leverage of text-based information available on the global Internet. The potential currently lies in the ‘cooperative sensation’ and in the use of global textual information to enable computers to ‘make more sense’ of all this information. Under this backdrop, businesses are eagerly adopting ambient media, also known as ubiquitous media systems for value creation. This report reviews the existing literature about ubiquitous media systems and its utilisation in business functions for effectiveness. The definition of ubiquitous media, the principles on which it is based and the components involved in ubiquitous media are discussed. This is followed by a brief on the need for such a media system and the business viewpoint. The value created for businesses and business model using ubiquitous media is identified. Finally, existing gaps based on the limitations of the reviewed literature are identified, and future research areas are determined.

1. Definition

Lugmayr (2009) defines ambient media – synonymous for ‘ubiquitous media’ as proactive media objects which are found embedded in a natural human environment and are used to identify the consumerism aspect. Some examples are location-based services, implicit personalisation, or gesture-based human-computer interfaces.  To realise the potential of this system, a digital overlay is required, which is the distribute information available across time, space and human mind globally. A ubiquitous system is designed to capture context, state of the human mind, situations, and media system events based on the input signal and convert into smart outputs (Ahn et al. 2005)

This is further purported by Zhang et al. (2013) and Akesson and Eriksson (2007) that the primary goal of ubiquitous computing is to enhance information system and devises usage and at the same time maintaining their availability throughout the physical environment and invisible to the user. This has a significant impact on different technological areas such as computer science, including hardware components, network protocols, interaction substrates, software applications, privacy, and computational methods.

Ubiquitous system shows a shift in the media paradigm shift where technologies become virtually invisible in human life (Ma et al. 2005). It creates many new opportunities for mobile TV, video conferences and multimedia visualisation. The system enabled interactive multimedia services and adaptive routings according to the contexts, e.g., user geographical location, bandwidth constraint and energy limitation. The goal of ubiquitous media is to build an intelligent media environment embedding computation and communication such that users share media services without awareness of underlying technologies (Akesson & Eriksson 2007). This intelligence in ubiquitous media is mainly achieved by context-awareness, an enabling technology that assists ubiquitous applications in timely sensing contextual information and adapting to the changeable contexts (Zhang et al. 2013). This is supported by the study of Hong, Chiu and Shen (2005) that ubiquitous media applications usually involve contextual information about the physical environment and users. This contextual information chiefly includes light and vision, audio, movement and acceleration, location and position, magnetic field and orientation, proximity, touch and user interaction, temperature, humidity and air pressure, weight and power, emotion.

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