Mil - Current and Future Trends of Media and Information

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25 Terms

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Current

belonging to the present time

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Future

time regarded as still to come​

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Trends

  • a general direction in which something is developing or changing​

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Technology

  • the application of scientific knowledge for practical purposes, especially in industry​

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Massive Open Online Course (MOOC)

  • Is a model for delivering learning content online to every person located anywhere who wants to take the course. 

  • It began to gain traction around 2012 when leading universities such as Stanford, MIT, and Harvard started offering free online courses to the public.

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 cMOOC (Connectivist Massive Open Online Course) ​

  • emphasizes open and networked learning​

  • learners take a more active role in shaping their learning experience​

  • often include content and interaction through blogs, learning communities, and social media platforms​

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​xMOOC (eXtended Massive Open Online Course)​

  • follows a more structured and traditional approach to online learning​

  • often developed by universities and institutions​

  • instructors play the central role​

  • focuses on assessments and grades​

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Wearable Technologies

  • also called “wearable gadget”​

  • a type of technology device that can be used by customers/consumers through wearing it and often containing tracking information related to fitness and health​

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Watches

  • Became the largest market among the wearable market​

  • “Smartwatch” has become the most popular wearable product among watches​

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Hearables

  • are quite similar to headphones​

  • these devices allow voice input and return the result on the other user’s request back in an audio format​

  • can be inferred to as a “microcomputer” in your ear

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earphones

  • have ear cushions and size may vary​

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earbuds

  • held outside the ear canal; one size; cheaper than earphones​

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Headsets

  • worn outside the ear; equipped with a microphone

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Smart Clothing

  • also called as “smart garments”​

  • conductive fibers which were attached to or woven into a clothing material​

  • There are 3 generations of smart clothing based on Cientifica Ltd research

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3 generations of smart clothing

FIRST GENERATION: Garments are characterized by attaching sensors to the apparel

SECOND GENERATION: Garments are characterized by sensors being inserted into smart clothing

THIRD GENERATION: Garments are sensors themselves

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Smart Shoes

  • can gather data such as distance, steps, stride rate and length, foot landing, etc.,​

  • currently in the initial stage of development 

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Glasses

  • wearable computer glasses that can record information which the user sees and transfers the data into specified cloud storage

  • Augmented Reality Glasses (AR glasses), in turn, can add information to what the user is currently seeing​

  • “Google Glass” was the first and premier AR Glasses

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Google Glass

  • first and premier AR Glasses

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Smart Jewelry

  • enhancing the functions of a smartwatch into jewelry to attract more audience, specifically, women​

  • functions like a remote indicator that notifies the user

  • It can track active minutes, calories burned, distance travelled and duration of sleep. Also, foresee the body’s resistance to stress​

  • bracelets, necklaces, brooches, rings, analog watches, and fitness jewelry

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Wearable Cameras

  • can shoot video in perspective of a first-person​

  • this technology is clipped on any wearable clothing​

  • some of the well-known wearable cameras are “GoPro” which can make professional video up to 4K resolution

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Body Sensors

  • may be located on the skin surface or implanted beneath the skin​

  • mostly used for medical and healthcare purposes

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Head Mounted Displays

  • allow a user to plunge him or herself in the Virtual Reality (VR), Augmented Reality (AR) or Mixed Reality (MR) worlds.​

  • HMDs can generate visual and auditory effects of presence or environment that are established by content designers.​

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Gesture Control Wearables

  • an appliance that distinguishes human body movements to transfer certain information to the computer or other devices​

  • ex. rings or wristbands (Myo Armband)​

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Implantable Wearables

  • are appliances inside the body that transfer data to a smartphone, computer or another device​

  • health monitoring (healing chips and Cyber-pills), location tracking (Implanted RFID chips), interacting with devices (smart tattoos)

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Ubiquitous Learning

  • means that learners can access content easily on a range of devices offline and online​

  • Having One Drive, Sharing of Documents using different platforms such as Google Docs, accessing content online​