12. What is Haptics?
- is the science of
applying touch (tactile)
sensation and control to
interaction with
computer applications
13. HAPTICS TECHNOLOGY
• 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
16. What is a Context?
- background,
environment, situation
17. CONTEXTUAL AWARENESS
- 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
18. Example:
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.
19. Example:
Consider a “context aware”
remote control that
instantly determines who is
holding it and automatically
selects the Smart TV
preferences for that person
22. VOICE AND TONE RECOGNITION
- 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.
24. Intelligent Routing Devices
- 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
25. Mobile devices that can take
photos and have GPS
(global positioning system)
support. Intelligent routing will
then alert the responsible team
to action.
32. Eye Tracking Technology
- measures eye positions
and movements which are
analyzed through computer
applications
33. Eye Tracking Technology
Could have many possible application
including:
- Law enforcement (lie detection)
- Airport Security
- Retail
- Safety
- Health Care
- Human-Computer Interaction
36. Internet Glasses
- Technology that can display
images directly onto our retinas
while not blocking our sight is
being developed. This
technology can be used in
eyeglasses and have uses
ranging from e-Gaming to
military defense
37. Examples:
• Receiving turn by turn directions
as you walk toward your destination
• Viewing virtual recipes while
cooking without losing your rhythm
• Walking down the street, seeing
one of your friends show up "on
screen" 2 blocks and 1 cafe away
38. Examples:
• Seeing building schematics and
locations of others (especially
useful for security or fire
fighters)
• Giving a speech while
information is streamed to your
eyeglasses in real time
40. Wearable Technology
- are smart electronic devices
(electronic device with
microcontrollers) that can be
worn on the body as implant or
accessories
43. 3D Environment
-are often referred to as virtual
reality or interactive 3D and
have a figurative appearance
Examples:
- 3D Printer - 3D Film
- Holograms - etc.
45. Ubiquitous Learning
- is often simply defined as
learning anywhere, anytime
and is therefore closely
associated with mobile
technologies
46. Key Characteristics of
Ubiquitous Learning:
(Chen et al., 2002;
Curtis et al., 2002)
1. Permanency - Learning
materials are always
available unless purposely
deleted.
47. 2. Accessibility - Access from
everywhere as personally
required.
3. Immediacy - Wherever a
student is, he/she can
immediately access learning
materials.
48. 4. Interactivity - Online
collaboration with teachers
and / or peers (chat / blogs /
forums)
5. Situated instructional
Activities - Learning in
context (on-site).
49. 6. Adaptability - Getting
the right information at
the right place for the
right student.