Sei sulla pagina 1di 29


• MASSIVE OPEN ONLINE CONTENT (MOOC) IS DEFINED BY EDUCAUSE AS A
MODEL FOR DELIVERING LEARNING CONTENT ONLINE TO ANY PERSON WHO
WANTS TO TAKE A COURSE, WITH NO LIMIT ON ATTENDANCE. I T CAN BE
CHARACTERIZED BY THE FOLLOWING:

• A. A REVOLUTIONARY APPROACH TO EDUCATION THAT VEERS AWAY FROM THE


PHYSICAL TO THE VIRTUAL

• B. A KIND OF LEARNING THAT HAPPENS ONLINE, BREAKING THE NORM OF


TRADITIONAL SCHOOLS OR UNIVERSITIES FOR HIGHER EDUCATION.

• C. UTILIZES INFORMATION TECHNOLOGIES LIKE ANALYTICS TO HELP INSTRUCTORS


GAUGE THEIR STUDENT’S LEARNING.

• D. EMPHASIS ON CONNECTEDNESS.

is a brand of smart glasses—an optical
head-mounted display designed in the
shape of a pair of eyeglasses. It was
developed by X (previously Google X) with
the mission of producing a ubiquitous
computer. Google Glass displayed
information in a Smart phone-like, hands-free
format.Wearers communicated with the
Internet via natural language voice
commands.
I PHONE ,WATCHES
• WEARABLE TECHNOLOGIES TODAY ARE SMART WATCHES. THESE WATCHES
ARE WORN AS A TYPICAL WRISTWATCH BUT DO MORE THAN JUST TELL TIME.
MODERN SMART WATCHES PERFORM THE SAME FUNCTIONS AS
SMARTPHONES.

• SMART WATCHES AS A WEARABLE ARE DEVELOPED FOR CONVENIENCE,


BUT ITS INABILITY TO FUNCTION AS AN INDEPENDENT GADGET PUTS IT AT A
DISTINCT DISADVANTAGE.
• ANOTHER EXAMPLE IS A FITNESS TRACKER. I T IS DERIVED
FROM SMART WATCHES IN FORM AND PHYSICAL DESIGN
BUT SERVES HEALTH APPLICATIONS. FITNESS TRACKERS AIM
TO PROMOTE HEALTH AND WELLNESS AMONG ITS
ENTHUSIASTS , UNFORTUNATELY , ISSUES IN THEIR ACCURACY
HAVE BEEN RAISED IN SEVERAL REVIEWS.
• VIRTUAL REALITY (VR) WEARABLE TECHNOLOGY IS GRADUALLY
GROWING IN POPULARITY AMONG ENTHUSIAST. OCULUS, A HIGH-
END VR HEADSETS INTENDED FOR ENTERTAINMENT HAS BEEN
RELEASED TO THE PUBLIC ON MARCH 28, 2016. THIS WEARABLE
TECHNOLOGY TAKES USERS TO COMPUTER GENERATED WORLDS
AND LET THEM EXPERIENCE IT AS IF THEY WERE ACTUALLY THERE.
OCULUS HAVE SO FAR RECEIVED POSITIVE REVIEWS AMONG USERS.
HOWEVER, CONCERNS WERE RAISED ABOUT VR TECHNOLOGY’S
POTENTIAL TO CAUSE A TOTAL DISCONNECT FROM THE PHYSICAL
WORLD.
• 3D OR THREE DIMENSIONAL IN ITS LITERAL SENSE REFERS TO
ANYTHING THAT HAS WIDTH, HEIGHT, AND DEPTH. THE PHYSICAL
WORLD IS AN EXAMPLE OF A 3D ENVIRONMENT. THE CONCEPT OF
3D ENVIRONMENT IS EXPLORED TO MIMIC THE PHYSICAL WORLD IN
MEDIA.
• ANOTHER NOTABLE DEVELOPMENT IS 3D PRINTING. THIS
TECHNOLOGY BRINGS DIGITAL DATA AND DESIGN TO THE
PHYSICAL WORLD LITERALLY. THE CONCEPT OF 3D BIO-
PRINTING OR 2D PRINTING, USING HUMAN MATERIALS LIKE
TISSUE AD BONES TO CREATE ORGANS OR BODY PARTS
THAT CAN BE THEORETICALLY TRANSLATED TO AN ACTUAL
HUMAN BODY AIMS TO SOLVE THAT.
• FILMS ARE AMONG THE MOST COMMON MEDIA OFFERINGS THAT INCORPORATES 3D.
3D FILMS MAKE OBJECTS IN THEIR MATERIAL APPEAR SOLID TO THE AUDIENCE THROUGH
THE ILLUSION OF PERCEPTION. EARLIER 3D MOTION PICTURES REQUIRE AUDIENCE TO
GLASSES WITH RED AND BLUE LENSES.

• ACCORDING TO HOW STUFF WORK, THESE LENSES FORCE ONE EYE TO SEE THE RED PART
OF THE IMAGE AND THE OTHER EYE TO SEE THE BLUE OR GREEN PART.

• COMPUTER SOFTWARE WITH 3D DESIGN CAPABILITIES LIKE DAZ STUDIO ALLOWS


GRAPHIC DESIGNERS TO CREATE 3D ART AND ENVIRONMENTS. THIS NEW TECHNOLOGY
IS STEADILY REVOLUTIONIZING DIGITAL GRAPHICS IN MEDIA.
• TYPICALLY, A HOLOGRAM IS A PHOTOGRAPHIC RECORDING OF A
LIGHT FIELD, RATHER THAN OF AN IMAGE FORMED BY A LENS, AND
IT IS USED TO DISPLAY A FULLY THREE-DIMENSIONAL IMAGE OF THE
HOLOGRAPHED SUBJECT, WHICH IS SEEN WITHOUT THE AID OF
SPECIAL GLASSES OR OTHER INTERMEDIATE OPTICS.
• UBIQUITOUS LEARNING IS COMMON IN THE AGE OF INFORMATION.
SINCE INFORMATION IN THE DIGITAL AGE CAN BE ACCESSED BY
ANYONE, AT ANY GIVEN TIME AND PLACE, UBIQUITOUS OR AN EVER-
PRESENT TYPE LEARNING OF LEARNING IS POSSIBLE.


Potrebbero piacerti anche