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TRENDS
Refers to the evolving patterns, movements, or developments in how media and information are produced, disseminated, consumed, and understood.
CURRENT TRENDS
Refer to patterns, behaviors, or movements that are gaining popularity in society, culture, technology, business, or other areas at a particular time.
HAPTICS TECHNOLOGY
Refers to the use of tactile feedbacks to simulate the sense of touch in digital environments.
CONTEXTUAL AWARENESS
Is the capacity of a system or individual to recognize and interpret relevant environmental and situational information in real-time, allowing for adaptive and informed responses based on the current context.
VOICE AND TONE RECOGNITION
Refers to the technology and processes used to identify, and analyze the characteristics of a person's voice, and the emotional tone conveyed in their speech.
GAMIFICATION
Refers to the application of game-design elements and principles in non-game contexts to engage and motivate individuals to achieve specific goals.
INTELLIGENT ROUTING DEVICES
Refer to networking hardware or software systems that utilizes advance algorithms and technologies to optimize the path data takes across a network.
EYE TRACKING TECHNOLOGY
Refers to a set of technologies and tools used to measure and analyze eye movements and gaze patterns.
INTERNET GLASSES
Often referred to as smart glasses, are wearable devices that incorporate augmented reality (AR) or virtual reality (VR) features while providing access to the internet and digital information.
ROBOTICS
In simple terms, robotics combines science, engineering, and technology to design, construct, operate, and use machines programmed to replicate, substitute, or assist humans in completing tasks of varying complexity.
MASSIVE OPEN ONLINE COURCES
Are online learning platforms that offer courses to a large number of participants, often free or at a low cost.
WEARABLE TECHNOLOGY
Refers to electronic devices worn on the body that collect, transmit, and sometimes process data in real-time.
FUTURE TRENDS
Refer to anticipated developments or patterns that are expected to emerge and shape various aspects of society, technology, economy, and culture over time.
PROTOTYPING
Is the process of creating an early model or sample of a product or system to test its concepts, design, and functionality before full-scale production or implementation.
TECHNOLOGY PROTOTYPING
Refers to the process of creating an early model or version of a technological product or system to evaluate its feasibility, design, functionality, and user experience before full-scale production or deployment.
Identify a User Need
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DIRECTIONS FOR CREATING A TECHNOLOGY PROTOTYPE