Future Technologies and Trends

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Questions and Answers

Which of the following is an example of wearable technology?

  • Hologram
  • Smart Watch (correct)
  • 3D Film
  • 3D Printer

Ubiquitous Learning refers to learning that can only occur in a classroom setting.

False (B)

Name one characteristic of Ubiquitous Learning.

Permanency, Accessibility, Immediacy, Interactivity, Situated instructional Activities, or Adaptability.

Wearable technology can be defined as __________ devices that can be worn on the body.

<p>smart electronic</p> Signup and view all the answers

Match the following examples with their corresponding category:

<p>Google Glass = Wearable Technology 3D Printer = 3D Environment Bluetooth Headset = Wearable Technology Holograms = 3D Environment</p> Signup and view all the answers

What does haptics technology utilize to enhance user interaction with devices?

<p>Touch sensations like force and vibrations (A)</p> Signup and view all the answers

Contextual awareness combines only 'hard sensor' information.

<p>False (B)</p> Signup and view all the answers

What is the role of voice and tone recognition technology?

<p>To confirm identity and detect health or emotional state.</p> Signup and view all the answers

Eye tracking technology can be applied in _______ for lie detection.

<p>law enforcement</p> Signup and view all the answers

Which of the following is an example of intelligent routing devices?

<p>Smartphones reporting street issues (A)</p> Signup and view all the answers

Match the following technologies with their uses:

<p>Haptics Technology = Touch feedback in devices Eye Tracking Technology = Measuring eye movements Internet Glasses = Displaying images on the retina Voice Recognition = Confirming identity</p> Signup and view all the answers

Artificial Intelligence is only made and cannot be born.

<p>True (A)</p> Signup and view all the answers

The ability of future devices to constantly learn about an individual's preferences is known as ________.

<p>contextual awareness</p> Signup and view all the answers

Flashcards

What is wearable technology?

Electronic devices that are worn on the body, such as smartwatches, rings, glasses or headphones.

What is a 3D environment?

A computer-generated three-dimensional environment that can be interacted with.

What is ubiquitous learning?

A learning environment that allows students to access educational materials anytime and anywhere.

What is a characteristic of ubiquitous learning?

Learning materials are always available unless intentionally deleted.

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What is another characteristic of ubiquitous learning?

Students can access learning materials from any location they need to.

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Haptics Technology

The science of using touch sensations to interact with computers. It uses force, vibrations, and motions to create a sense of touch for the user.

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Contextual Awareness

The ability of devices to understand and adapt to their surrounding environment and user preferences.

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Voice and Tone Recognition

Technology that analyzes a person's voice and tone to identify them or understand their emotional state.

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Intelligent Routing Devices

A system that uses data and AI to optimize routes and allocate resources effectively.

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Artificial Intelligence (AI)

The ability of machines to perform tasks that typically require human intelligence.

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Eye Tracking Technology

Technology that tracks eye movements and positions, providing insights into attention, behavior, and even emotions.

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Internet Glasses

Glasses that project images directly onto the retina, allowing users to access information without obstructing their vision.

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Is AI Born or Made?

A debate about whether machines can truly possess intelligence or if it's a simulated version of human thought.

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Study Notes

Future Technologies

  • Doctors could operate remotely from Australia.

  • Information could be streamed to eyeglasses in real-time.

  • Food could be cooked while the user is at work.

  • Mirrors could select outfits.

  • These trends are often related to the idea of a "2020 day".

Debate Topic

  • Who is smarter, humans or robots?

Haptics Technology

  • Haptics is the science of applying touch sensations and control to computer applications.

  • It's a feedback technology using computer applications.

  • It leverages user's touch sense via force, vibrations, and/or motions.

  • Examples include smartphones and tablets.

Contextual Awareness

  • Contextual awareness combines "hard sensors" (location, conditions) and "soft sensors" (calendar, social networks, preferences).

  • Future devices will continually learn about user behavior (how they live, work, and play).

  • Example - PC advising a user to leave home early to avoid traffic.

Voice and Tone Recognition

  • This technology can confirm identity, but also detect health and emotional states.

Intelligent Routing Devices

  • These devices will be useful for local councils to provide precise descriptions and locations of issues.

  • Staff can use smartphones to report street-based issues, including photos and GPS location.

Artificial Intelligence (AI)

  • AI is the power of a machine to mimic intelligent human behavior.

  • The question arises: is AI born or made?

Eye Tracking Technology

  • Measures eye positions and movements, analyzed by computer applications.

  • Possible applications include law enforcement (lie detection), airport security, retail, safety, healthcare, and human-computer interaction.

Internet Glasses

  • Technology to display images directly onto the retina, without obstructing vision.

  • Applications range from e-gaming to military defense.

Wearable Technology

  • Wearable technology are smart devices that can be worn, for example as implants or accessories.
  • Google Glass, smart watch, smart rings, and Bluetooth headsets.

3D Environment

  • Can include virtual reality (VR) or interactive 3D.

  • Examples include 3D printers, 3D film, and holograms.

Ubiquitous Learning

  • Often defined as learning at any time, anywhere.

  • It leverages mobile technology.

  • Key characteristics include permanency, accessibility, immediacy, interactivity, situated instructional activities, and adaptability.

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