The "internet of things" refers to:
a. the rise in mobile gaming.
b. a vision of a pervasive web in which common objects are connected to and controlled over the internet.
c. the trend away from platform-independent web applications to mobile-device specific apps.
d. the microblogging trend, in which users exchange short text and pictures rather than longer and more in-depth content and text.
e. the increasing focus on shopping as the major user activity on the internet.