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Current and Future trends of Media and Information

 MOOC
 WEARABLE TECHNOLOGY
 3D ENVIRONMENT
 UBITIQUOUS LEARNING

Massive Open Online Course – a term used to describe web technologies that have enabled educators
to create virtual classrooms of thousands of students Typical MOOCs involve a series of 10-20 minute
lectures with built-in quizzes, weekly auto-graded assignments, and a professor moderated discussion
forums.

Wearable Technology – Military and industrial applications for wearable’s especially emphasize their
hands-free aspect, and concentrate of speech input and heads-up display or voice output. Other
wearables might also use chording keyboards, dials, and joysticks to minimize the tying up of a user’s
hands.

Others of the input devices – eye and head trackers, for example, are not yet generally available. One
hand or hand free

 Wearable
 Portable while operational
 Hand-free or one-handed operation
 Unobtrusive
 Augmented reality
 Situation aware

3D Environment – allows you to create objects in a 3 dimensional space. It is widely used by animators
and designers for the film, games, broadcast, web, and advertising industries as well as by engineers and
architects to visualize their products, packaging, and architectural designs. Using a 3D software package,
you can create a simulation of our physical environment by building models, animating them, giving
them a surface definition, and creating an atmosphere. You can then render the whole thing and export
it to different medium when you’re done.

3D Printing – refers to any of the various processes for printing a three-dimensional object. Primarily
additive processes are used, in which successive layers of material are laid down under computer
control. These objects can be of almost any shape or geometry, and are produced from a 3D model or
other electronic data source.

3D or 3-D (three-dimensional) film – is a motion picture that enhances the illusion of depth perception.
Derived from stereoscopic photography, a regular motion picture camera system is used to record the
images as seen from two perspectives (or computer-generated imagery generates the two perspectives
in post-production), and special projection hardware and/or eyewear are used to provide the illusion of
depth when viewing the film. 3D films are not limited to feature film theatrical releases; television
broadcasts and direct-to-video films have also incorporated similar methods, especially since the advent
of 3D television and Blu-ray 3D.

Hologram – is technique which enables three-dimensional images to be made. It involves the use of a
laser, interference, and diffraction, light intensity recording and suitable illumination of the recording.
The image changes as the position and orientation of the viewing system changes in exactly the same
way as if the object were still present, thus making the image appear three-dimensional. The
holographic recording itself is not an image; it consists of an apparently random structure of varying
intensity, density or profile.

Augment Reality (AR) – is a live direct or indirect view of a physical, real-world environment whose
elements are augmented (or supplemented) by computer-generated sensory input such as sound, video,
graphics or GPS data. It is related to a more general concept called mediated reality, in which a view of
reality is modified (possibly even diminished rather than augmented), by a computer. As a result, the
technology functions by enhancing one’s current perception of reality. By contrast, virtual reality
replaces the real world with simulated one.

Augmentation is conventionally in real-time and in semantic context with environmental elements, such
as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer
vision and object recognition) the information about the surrounding real world of the user becomes
interactive and digitally manipulable. Artificial information about the environment and its objects can be
overlaid on the real world.

Ubiquitous Computing – Education technology is constantly evolving and growing, and it is inevitable
that this progression will continually offer new and interesting advances in our world. The instigation of
ubiquitous media for the delivery of education is another new approach now merging.

The most profound technologies are those that disappear. They weave themselves into the fabric of
everyday life until they are indistinguishable from it. (Mark Weiser, 1991)

Mark Weiser, a researcher at Xerox PARC, coined the term ‘Ubiquitous Computing’ in the late 1980s. It
refers to the process of seamlessly integrating computers into the physical world. As we move towards a
more ubiquitous computing environment, the presence of computers is becoming less conspicuous and
will eventually blend into our everyday lives. When using a PC the user’s attention is, in general, focused
on the screen. As computers become ubiquitous they will cease to be the focus of activity, allowing
them to fade into the background. As well as personal computers (PCs), ubiquitous computing includes
computer technology found in microprocessors, mobile phones, digital cameras and other devices.

Weiser’s third wave in computing describes a many to one relationship between computer and human
(Weiser, 1993). This relationship is common in the evolving ubiquitous computing era. This also
correlates to the u-learning concept currently emerging. Each student interacts with many embedded
devices. In the ubiquitous class, students move around Ubiquitous Space (u-space) and interact with the
various devices. A ubiquitous learning environment is nay setting in which students can become totally
immersed in the learning process.
To define:

Ubiquitous = pervasive, omnipresent, ever present, everywhere

Learning = educational, instructive, didactic, pedagogical

Environment = surroundings, setting, situation, atmosphere

An ubiquitous learning environment (ULE) is a situation or setting of pervasive (or omnipresent)


education (or learning). Education is happening all around the student but the student may not even be
conscious of the learning process. Source data is present in the embedded objects and students do not
have to DO anything in order to learn. They just have to be there. In this paper we report on the
adaptation of u-learning in an educational setting. The ULE resides within the physical environment.
Microprocessors are embedded in objects, or devices. The use of wireless and mobile technology makes
them easily accessible and contributes to educational functionality. The wireless and mobile devices
include mobile phones and recently mobile devices such as Tablet or phablet.

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