Patents by Technology
- The simulation of human intelligence in machines programmed to think and learn.
- A subset of AI that enables computers to improve their performance through exposure to data.
3. Blockchain
- A decentralized ledger technology providing enhanced security for transactions.
- Technology that creates a simulated environment for users.
- Overlaying digital data on the real world via smartphones or other devices.
- Network of physical devices connected to the internet for data exchange.
- Storing and accessing data over the internet instead of local storage.
8. Big Data
- Analysis of extremely large data sets to reveal patterns and trends.
- Protecting systems, networks, and data from digital attacks.
- Computing based on quantum-mechanical phenomena like superposition and entanglement.
11. Biotechnology
- Technology based on biology, especially in medicine and agriculture.
12. Nanotechnology
- Manipulation of matter at the atomic or molecular level.
13. Renewable Energy
- Energy derived from natural resources like wind, solar, and hydro.
14. Robotics
- Engineering and operation of robots for various tasks.
15. 3D Printing
- Additive manufacturing technique for creating 3D objects.
16. Computer Vision
- Machines interpreting and making decisions based on visual data.
17. Data Science
- Extracting insights and knowledge from structured or unstructured data.
18. Natural Language Processing
- Enabling machines to understand and interpret human language.
19. E-commerce
- Buying and selling goods or services online.
20. Telemedicine
- Remote healthcare services via digital platforms.
- Technology that converts spoken language into written text.
22. Smart Home
- Automation of home systems through the internet.
- Autonomous vehicles capable of navigating without human input.
- Smart electronics that can be worn on the body.
25. Digital Twins
- Digital replicas of physical systems for simulation and analysis.
- Application of information technology in healthcare.
- Software designed to run on smartphones and other mobile devices.
28. Web Development
- Creating and maintaining websites or web applications.
29. Game Development
- Process of designing and creating video games.
- Digital platforms for social networking and content sharing.
31. Video Streaming
- Broadcasting video content over the internet in real-time.
32. E-Learning
- Learning conducted through electronic means, usually online.
- Transmission of information over distances via electronic means.
- Discipline of designing, creating, and maintaining software.
35. Human-Computer Interaction
- Study and design of user interfaces in computing.
36. Bioinformatics
- Application of computer science in biological research.
37. Geographic Information Systems (GIS)
- Systems for storing and analyzing geographical information.
38. Material Science
- Study of properties and applications of materials like metals, ceramics, and polymers.
39. Haptics
- Technology recreating the sense of touch by applying forces or vibrations.
40. High-Performance Computing
- Advanced computing capabilities for solving complex problems.
41. Cryptography
- Secure communication techniques to protect information.
42. Smart Grids
- Electricity supply networks using digital technology for better efficiency.
- Marketing products or services using digital platforms.
44. Database Management Systems
- Software for creating and managing databases.
45. Semantic Web
- Extension of the World Wide Web for better data sharing and interoperability.
- Finding relevant data within large data sets or databases.
- Application of the one-atom-thick form of carbon in various industries.
- Using computational methods to solve biological problems.
- Transmission of data without the use of wires.
50. Chatbots
- Automated programs for simulating conversation.
51. Mobile Payment
- Payments made through mobile devices.
52. Edge Computing
- Computing close to the data source to reduce latency.
53. Data Warehousing
- Storage and retrieval of large amounts of data.
- Quickly creating a scale model of a physical part or assembly.
- Using technology to improve farming practices.
- Interaction with computers in a 3D space.
57. Mixed Reality
- Merging of real and virtual worlds.
58. Embedded Systems
- Computing systems with a dedicated function within larger systems.
59. Clean Technology
- Products or services that reduce waste and require fewer natural resources.
- Simulation of human thought processes in computers.
- Secure communication based on quantum mechanics.
- Computing using light instead of electrical signals.
- Technology applied in animal farming for better productivity and welfare.
64. Network Security
- Policies and practices to prevent unauthorized access or attacks on a computer network.
- Designing products with the user's experience in mind.
66. Ethical Hacking
- Testing the vulnerabilities of systems for security purposes.
67. Avionics
- Electronic systems used in aviation.
68. Text Analytics
- Deriving meaningful information from text data.
69. Microservices
- Architectural style for developing complex software systems as modular services.
- Software agents that can perform tasks or services based on verbal commands.
- Networks in which each computer can act as a client or server for the other computers.
- Use of control systems for handling various industrial operations.
- Technology aimed at protecting the environment and conserving resources.
- Computing systems capable of recognizing human emotions.
75. Virtual Private Networks (VPNs)
- Secure networks created over a public internet connection.
- Software design pattern where applications are hosted by third-party services.
- Application of blockchain technology in health care for data security and interoperability.
- Identifying or verifying individuals based on facial features.
79. Financial Technology (FinTech)
- Use of technology to improve activities in finance.
- Automated,
real-time auction ad buying.
81. Quantum Sensors
- Sensors which use quantum physics to improve sensitivity or resolution.
82. Gamification
- Applying game-like elements in non-game contexts.
83. Fog Computing
- Decentralized computing infrastructure, operating between cloud and data source.
84. IT Governance
- Framework for ensuring IT investments support business objectives.
- Software for which the original source code is freely available.
86. M-Health
- Medical and public health practice supported by mobile devices.
87. Digital Art
- Art forms created or modified using digital technology.
88. RegTech
- Regulatory Technology, aiding businesses in meeting regulatory compliance.
89. Quantum Internet
- A proposed method for secure, instant communication via quantum entanglement.
90. Drone Technology
- Unmanned aerial vehicles (UAVs) used for various applications.
- Use of software to automatically generate news stories.
- Structuring and organizing information in systems and websites.
93. Photonics
- Science and application of light (photon) generation, detection, and manipulation.
94. Green IT
- Using information technology in an environmentally responsible manner.
95. Space Technology
- Technological developments related to outer space and space exploration.
96. Deep Learning
- A type of machine learning inspired by the structure of the human brain.
- Using statistical methods to analyze current and historical data to predict future events.
- Technology that deeply engages the senses creating a highly interactive environment.
- Identifying individuals based on unique behavioral traits.
100. Grid Computing
- Form of distributed computing, using a network of computers to solve large problems.