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B.

) WEARABLE TECHNOLOGIES
Wearable technology, wearables, fashionable
technology, wearable devices, tech togs, or fashion
electronics are clothing and accessories incorporating
computer and advanced electronic technologies. The designs
often incorporate practical functions and features.[1]
Wearable devices such as activity trackers are a good example
of the Internet of Things, since they are part of the network of
physical objects or "things" embedded
with electronics, software, sensors and connectivity to enable
objects to exchange data with a manufacturer, operator and/or
other connected devices, without requiring human
intervention.
Wearable technology usage can be categorized into two major
categories;[23]

personal usage

business usage

Whether for personal or business use, wearable tech gadgets


are primarily used for any one of the following functions;

As a fashion statement

As a fitness tracker

As a treatment for hearing impairments

For remote treatment of speech and voice disorders such


as those in patients with Parkinson's diseases [24]
As a sport tracker
To synchronize data and communication from other
gadgets
For specific health issue monitoring

As a gauge for alertness and energy levels

As navigation tools

As media devices

As communication gadgets
Wearable devices are rapidly advancing in terms of technology,
functionality, and size, with more real-time applications
EXAMPLES:
1. Wearable headsets
Workers in the digital age have become reliant on regularly
checking their handheld devices to satisfy an insatiable
appetite for information. Yet a new wave of technical
innovation is likely to push knowledge right in front of faces.
The most media-hyped example of wearable technology,
Google Glass [link to Cheat Sheet when live] provides
information on a head-mounted display and communicates
with the internet through natural voice commands. Glass can
perform many of the tasks of a smartphone: it can take
pictures, record video, give directions and send messages. A
wide-scale consumer launch is expected later this year. Yet
Glass is not the only smart headset in town.
2. Smart watches
Computer-enabled wristwatches are not inherently new. Seiko
and Casio developed data entry watches through the 1980s
and IBM worked with Citizen to develop a Linux-powered
device at the start of the 21st century. What is new, however,
is the ability to combine cheaper and smaller components in
powerful and internet-enabled devices. That has led a raft of
technology companies to release watch-style devices,
including Sony, Samsung and Qualcomm. A notable absentee
from that list is Apple, whose iWatch device remains hotly
anticipated but firmly under wraps.

3. Fitness devices
Wearable technology has proved a popular adjunct to fitness
regimes and it is not hard to see why. The potential to track
and trace progress towards set fitness goals means individuals
are prepared to invest money in technology that will provide
real-time data. Nikes FuelBand, for example, is a smart
pedometer that tracks steps, and provides motivational
reminders and social connectivity. Other rivals on the market
include Fitbit, which offers a range of fitness tracking devices,
and the minimalist Jawbone Up, which keeps interactivity to a
minimum and does away with a screen
4. Healthcare monitoring
Developments in smart healthcare technology are closely
related to developments in smart watches and fitness devices.
Some of the companies pioneering developments in those
areas already offer tools to monitor healthcare. Other firms are
keen to gain a slice of a fast-growing sector. Gaming specialist
Nintendo recently announced its aim to target the healthcare
market to help turn around its own economic fortunes. And
continued innovation from technology companies is likely to
provide solutions to some of healthcares most significant
challenges.
Examples include ingestible computers: pills stuffed with
minuscule sensors that monitor patients and which send
information wirelessly to medical staff.
5. Tailored technology
Google Glass might be seen as the ultimate symbol of geek
chic but some firms are now creating bespoke designs that
push wearable technology to a new level of high fashion.
London-based CuteCircuit ran a fashion show recently where
models customised their outfits as they walked down the
catwalk. A Bluetooth-controlled app allowed the models to use
an app to change the colour of their clothes and play video.

Another recent fashion event, this time by Tech In Motion,


showcased similar ventures. San Francisco-based company
Sensoree revealed two designs at the event that rely on colour
to interpret mental states, including a mood sweater that
varies from a tranquil green to an ecstatic yellow. Attempts at
creating high-fashion wearable technology are not confined to
clothing. Logbars Ring, another Kickstarter-funded device,
allows users to control devices through finger gestures, such
as drawing a note to use a music player.

C.) 3D ENVIRONMENT
3D Interactive environments are often referred to as virtual reality
or interactive 3D and have a figurative appearance. Much like our own
world, this type of world allows interaction with other (networked)
beings as well as manipulation of objects
a computer-generated, three-dimensional representation of a setting in
which the user of the technology perceives themselves to be and
within which interaction takes place; also called virtual
landscape , virtual space ,virtual world

D.) Ubiquitous learning


is often simply defined as learning anywhere, anytime and is
therefore closely associated with mobile technologies
is also considered to be learning that is situated and immersive, and
thus could take place from the traditional classroom in a virtual
environment (for more on virtual learning
Whether the device is in hand or surrounding us, the idea of ubiquity
comes from the ease of 1:1 computing brought about by technological
advances

Nicholas C. Burbules (2009), director of the Ubiquitous


Learning Institute at the University of Illinois, highlights six
aspects of ubiquitous learning.
1.

Spatial ubiquity - We have constant access to the Internet (and


conversely, others have constant access to you). The distinction of
formal vs. informal learning is blurred - as people can access the
Internet (and therefore the knowledge and connections implicit in the
Internet) anytime, anywhere. This idea has implications for learning
and memory - in the age of Google what is the important knowledge
that we need in our heads?

2.

Mobile devices - From mobile phones to computers sewn into


clothing, learning is enabled by the mobility of computing devices. We
are headed toward a time when being constantly "connected' will be a
way of life.

3.

Interconnectedness - With web 2.0 technology, we can be


constantly to connected not only to information on the Internet, but to
other people who have knowledge and skills that we don't. This creates
a web of knowledge that becomes a large part of how we learn - at all
times. (This concept is tied closely with the theory
of connectivism (Siemens, 2005) which proposes that one's ability to
find sources of knowledge are more important than current knowledge
itself, and that maintaining connections is key to learning).

4.

Practical ubiquity - There is a blurring of traditional lines in an


either/or situation. Burbules (2009) notes that "work/play,
learning/entertainment, accessing/creating information, public/private
are distinctions that conceptually might never have been as clear-cut
as our usage suggested them to be; but for a host of social and cultural
reasons they are becoming increasingly untenable as sharp distinctions
today." For learning, the implication is that there is a new expectations
of how, when why learning takes place - the traditional, factory model
is not relevant to the new model of learning. This change is not limited
to technology - one example being project-based learning which may
or may not have a technology component.

5.

Temporal ubiquity - Instead of one's schedule being created


around the opportunities to learn, there is a shift and with mobile and
ubiquitous computing, learning can be scheduled around one's habits

and preferences. This also denotes a shift in perception of and


interaction with time. Rather than "lifelong learning" being something
that adults do after traditional school is over, lifelong learning is
continual learning - seemless between traditional an non-traditional
learning opportunities across time. As Burbules says, "to be is to
learn."
6.

Globalized transnational networks - In the flattened world, there


are continual flows of people, information and ideas across traditional
physical and cultural barriers. We are in an age of fundamental
interconnectedness.

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