Current and Future Trends of Media and Information

    Cards (15)

    • Haptics technology
      Transmits tactile information using sensations such as vibration, touch, and force feedback
    • Contextual Awareness
      The ability to understand and gather information about your environment at any given time, adjust decisions, and adapt behaviors accordingly
    • Current Trends
      • Gamification
      • Eye tracking technology
      • Brainwave sensing
      • Internet Glasses
      • Virtual Worlds
      • Voice and Tone Recognition
      • AI
    • Gamification
      Adding game mechanics into non-game environments, like websites, and online communities to increase participation
    • Eye tracking technology
      Measures eye positions and movements, which are analyzed through computer applications
    • Brainwave sensing
      Remarkable tool to keep a note of the brainwaves, EEG (electroencephalograph) is a machine made in 1958 to measure electrical activity in the brain
    • Internet Glasses
      Smart glasses combine Augmented Reality technology into a wearable device that allows hands-free access to the internet
    • Virtual Worlds
      A computer-based online community environment that is designed and shared by individuals
    • Voice and Tone Recognition
      Ability of a program to identify a person based on their unique voiceprint
    • Artificial Intelligence (AI)

      The power of a machine to copy intelligent human behavior
    • Massive Open Online Content (MOOC)

      A typically free web-based distance learning program that's designed for large numbers of geographically dispersed students
    • Wearable technology
      Also known as "wearables," is a category of electronic devices that can be worn as accessories, embedded in clothing, implanted in the user's body, or even tattooed on the skin
    • 3D environment
      A three-dimensional representation of geometric data that resembles the real world. It is simply a digital setting or background created with computer graphics software. It can be an indoor or outdoor location with realistic or non-realistic objects that give you visual sensations
    • 3D environment examples
      • 3D Printing
      • 3D Film
      • Augmented Reality & Virtual Reality
      • Hologram
    • Ubiquitous learning
      Also known as u-learning, is access to learning and information from anywhere and at any time
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