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Current
belonging to the present time
Future
time regarded as still to come
Trends
a general direction in which something is developing or changing
Technology
the application of scientific knowledge for practical purposes, especially in industry
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.
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
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
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
Watches
Became the largest market among the wearable market
“Smartwatch” has become the most popular wearable product among watches
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
earphones
have ear cushions and size may vary
earbuds
held outside the ear canal; one size; cheaper than earphones
Headsets
worn outside the ear; equipped with a microphone
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
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
Smart Shoes
can gather data such as distance, steps, stride rate and length, foot landing, etc.,
currently in the initial stage of development
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
Google Glass
first and premier AR Glasses
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
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
Body Sensors
may be located on the skin surface or implanted beneath the skin
mostly used for medical and healthcare purposes
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.
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)
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)
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