LESSON 2: Current and Future Trends of Media and Information

Cards (41)

  • Learning materials are always available unless purposely deleted

    Permanency
  • Access from everywhere as personally required
    Accessibility
  • Wherever a student is, he/she can immediately access learning materials.
    Immediacy
  • Online collaboration with teachers and/or peers (chat/blogs/forums)
    Interactivity
  • Learning in context (on-site).

    Situated instructional Activities
  • Getting the right information at the right place for the right student

    Adaptability
  • Outputs of 3D pens resemble __________.
    a. painting
    b. sketches
    c. embroideries
    d. sculpture
    d. sculpture
  • Is a 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.

    Haptics Technology
  • Simple haptics are used in game controllers, joysticks, and steering wheels and are becoming more common in Smartphones. 

    Haptics Technology
  • It is also used in virtual arts, such as sound synthesis, graphic design and animation.
    Haptics Technology
  • By 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. 

    Contextual Awareness
  • Imagine your PC advising you to leave home 15 minutes early or take a different route to avoid a traffic jam on your way to work.
    Contextual Awareness
  • This technology will open new opportunities in security and healthcare – with mobile applications.
    Voice and Tone Recognition
  • Eye tracking technology measures eye positions and movements which are analyzed through computer applications.

    Eye Tracking Technology
  • Technology that can display images directly onto our retinas while not blocking our sight is being developed.

    Internet Glasses
  • Aims to provide quality learning through online interaction.
    Massive Open Online Course
  • Wearables are a new trend where people are given the convenience of literally wearing their gadgets for multiple purposes.

    Wearable Technology
  • It displays a picture or item in a form that appears to be physically present with a designated structure.
    3D Technology
  • It allows items that appeared flat to the human eye to be displayed in a form that allows dimensions like width, depth and height to be represented.

    3D Technology
  • Kinds of 3D Technology
    3D Display, 3D Printing, 3D pens
  • 3D movies
    3D Display
  • Produces three-dimensional outputs, which resemble actual objects
    3D Printing
  • It simply means learning even without being physically present with the teacher.
    Online Education
  • MOOC which means Massive Open Online __________, is an innovative, online course that encourages people to interact with one another in order to share knowledge.
    Course
  • __________ is a new trend where people are given the convenience of literally wearing their gadgets for multiple purposes.
    Wearable Technology
  • The following are benefits of wearable technology except: a. enhanced social networking
    b. healthcare monitoring
    c. personal safety
    d. general increased wired connectivity
    enhanced social networking
  • It is designed to promote connectedness among people across countries all over the world. It aims to promote higher education, workplace connections, and lifelong learning.

    Massive Open Online Course
  • This future technology will be useful to, for example, local councils. While on the move, staff will be able to provide the precise description and location of a street-based issue using Smartphones and mobile devices that can take photos and have GPS (global positioning system) support. Intelligent routing will then alert the responsible team to action.

    Intelligent Routing to Devices
  • Drawing lines up in the air using a special type of plastic ink to come up with three-dimensional drawings resembling sculptures.
    3D Pens
  • Not only can voice and tone recognition be used to confirm a person’s identity but tone recognition can be used to detect a person’s health or emotional state.
    Voice and Tone Recognition
  • Future laptops, smartphones and tablets could contain thousands of tiny imaging sensors built into the display screen.
    Eye Tracking Technology
  • It is a change or development towards something new or different; reflects what seem to be going around at any given time. 

    Trend
  • It is a digital platform where people can create, share, and exchange information, ideas, and content with others. 

    Social Media
  • It allows users to connect with friends and family, make new connections, and stay up to date with current events and trends.
    Social Media
  • It refers to the ability of machines or computer programs to perform tasks that typically require human intelligence, such as recognizing patterns, making decisions, and learning from experience.
    Artificial Intelligence
  • This is a current trend in media and entertainment that refers to the delivery of video content over the internet in real time.
    Video streaming
  • It is a current trend in technology that involves creating a simulated environment or experience that can be interacted with by a user through a specialized headset and sometimes hand-held controllers.

    Virtual reality (VR)
  • This is usually achieved through the use of a mobile device, such as a smartphone or tablet, which overlays digital images, text, and other information onto the user's view of the real world.
    Augmented Reality
  • is the next generation of mobile internet connectivity, offering faster speeds and lower latency than 4G. This technology could enable new forms of content delivery, such as live 360-degree video streaming and real-time interactive experiences
    5G Technology
  • It is also known as u-learning or ubiquitous e-learning, refers to the concept of learning that takes place anytime, anywhere, and on any device.

    Ubiquitous learning