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Wearable Technology in BYOD and Enterprise

  • October 2015
  • -
  • Mind Commerce Publishing
  • -
  • 28 pages

Overview:

The line between consumer and business technology has gotten increasingly blurry during the past decade. Consumer devices are almost indistinguishable from enterprise gear. But the gap between software and applications in each category is far wider.

However, wearable computing is distinct from the first iteration of BYOD. The enterprise sector will lead this time, and consumers may or may not follow. The hardware used for enterprise wearables will be similar to what is used for consumer devices, but not identical. For instance, a wearable to be used in areas where combustible fumes are common must be engineered to ensure that under no circumstances the device will be able to generate a spark.

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Target Audience:
Regulatory and Policy Groups
Exporters, Importers and Traders
Business and Financial Institutions
Associations and Technology Groups
Corporate and Institutional Investors
Government and International Bodies
Lawyers, Bankers, Libraries, Embassies
Patent Offices and Technology Executives
Venture Capitalists, Consultants and more
Management Consulting and Advisory Firm

Table Of Contents

Wearable Technology in BYOD and Enterprise
Table of Contents:

1.0 INTRODUCTION
1.1 FROM BYOD TO WYOD (WEAR YOUR OWN DEVICE)
1.2 WEARABLE APPLICATION TRENDS IN ENTERPRISE
2.0 WEARABLE USAGE IN ENTERPRISE
2.1 GLASS TECHNOLOGY
2.2 SENSING TECHNOLOGY
2.3 SMARTWATCH
2.4 HOLOLENS
2.5 APP PLATFORM
2.6 EMPLOYEE ID CARDS and TIME RECORDING SYSTEMS
2.7 NOTIFICATIONS
2.8 PHONE
3.0 ENTERPRISE WEARABLE USE CASES
3.1 KEAS.COM
3.2 SAP
3.3 SALESFORCE.COM
3.3.1 SALESFORCE WEAR
3.3.2 SERVICE CLOUD AND SMATWATCH
3.4 APX LABS
3.5 PRISTINE
3.6 CLOCKSOFTWARE
3.7 PHILIPS HEALTHCARE
4.0 ENTERPRISE USE OF WEARABLE MARKET PROJECTION
4.1 ENTERPRISE USE OF WEARABLE MARKET REVENUE 2015 - 2020
4.2 REGIONAL ENTERPRISE WEARABLE MARKET 2015 - 2020
5.0 ENTERPRISE WEARABLE CHALLENGES
5.1 INTEGRATING WITH EXITING INFRASTRUCTURE
5.2 SECURITY CONCERN
5.3 DEVICE LIMITATIONS
5.4 ENTERPRISE MOBILITY MANAGEMENT STRATEGIES
6.0 BUSINESS BENEFITS OF ENTERPRISE WEARABLES
6.1 BUSINESS CASE
6.2 REAL WORLD BUSINESS ADVANTAGE
6.3 QUANTIFIABLE VALUE TO THE ENTERPRISE
7.0 CONCLUSIONS
7.1 CONVENIENCE AND USABILITY
7.2 WEARABLE BYOD USE CASES
7.3 ADOPTION
7.4 A SPECIAL CASE: WEARABLE GAMING IN ENTERPRISE

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