MIL 4th quarter

Cards (19)

  • Trends in Digital Technology
    Many of the technological advances we are seeing today will shape our daily lives in the future – the way we relax, interact, communicate and conduct business
  • Haptics Technology
    • Feedback technology (using computer applications) that takes advantage of the user's sense of touch by applying force, vibrations and/or motions to the User
    • Used in game controllers, joysticks and steering wheels
    • Becoming more common in Smartphones
    • Gaining widespread acceptance as a key part of virtual reality systems
    • Used in virtual arts, such as sound synthesis, graphic design and animation
    • Many possibilities for Haptics to be applied to gaming, movies, manufacturing, medical, and other industries
  • Contextual Awareness
    • Combining 'hard sensor' information such as where you are and the conditions around you, combined with 'soft sensors' such as your calendar, your social network and past preferences
    • Future devices will constantly learn about who you are and how you live, work and play
    • Devices can begin to anticipate your needs
  • Voice and Tone Recognition
    • Can be used to confirm a person's identity
    • Tone recognition can be used to detect a person's health or emotional state
    • Opens new opportunities in security and healthcare – with mobile applications
  • Intelligent Routing to Devices
    • Useful for local councils
    • Staff can provide precise description and location of a street-based issue using Smartphones and mobile devices
    • Intelligent routing will then alert the responsible team to action
  • Eye Tracking Technology
    • Measures eye positions and movements which are analyzed through computer applications
    • Future laptops, smartphones and tablets could contain thousands of tiny imaging sensors built into the display screen
    • Possible applications include law enforcement, airport security, retail, safety, healthcare, and human-computer interaction
  • Internet Glasses
    • Technology that can display images directly onto our retinas while not blocking our sight
    • Can be used in eyeglasses and have uses ranging from e-Gaming to military defense
    • Experts predict Internet glasses will replace Smartphones in the next 10-20 years
  • Wearable Technology
    • Smart watches perform the same functions as smartphones
    • Fitness trackers aim to promote health and wellness
    • Virtual Reality (VR) wearable technology takes users to computer generated worlds
  • Massive Open Online Course (MOOC)

    • A model for delivering learning content online to any person who wants to take a course, with no limit on attendance
    • A revolutionary approach to education that moves away from the physical to the virtual
    • A kind of learning that happens online, breaking the norm of traditional schools or universities for higher education
    • Utilizes information technologies like analytics to help instructors gauge their student's learning
    • Emphasis on connectedness
  • Implications of MOOC
    • Attendance is no longer a determining factor in one's education
    • Managing MOOC is relatively cheaper than running educational institutions
    • Analytics provides information about the learning process of students
    • Education can take place on a global scale, connecting learners and instructors all over the world
  • Ubiquitous learning
    Education can happen anytime, every time
  • Hypertext
    The grammar of the digital world
  • Real-time information dissemination

    Promotes dynamic interaction
  • Communication process
    Must be user-centered
  • Digital age
    The influx of online learning opportunities that allow wide networking
  • When it comes to management
    MOOCs are cheaper compared to traditional learning
  • Analytics
    Provides relevant and reliable information about the learning process of students
  • Tools for MOOCs
    • Group chats
  • MOOC programs
    • Designed for large classes
    • Flexible