Wearable Technology in BYOD and Enterprise




Published: July 2015   Pages: 28
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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.

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 Firms

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 & 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

Figures

Figure 1: Enterprise Use of Wearable Market Revenue 2015 – 2020
Figure 2: Wearable BYOD and Quantified Self Data
Figure 3: Wearable BYOD Adoption
Figure 4: Wearable Gaming 2015 - 2020

Tables

Table 1: Enterprise Wearable Market Revenue 2015 – 2020
Table 2: Regional Enterprise Wearable Revenue 2015 – 2020


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