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CHAPTER 9:
CURRENT AND FUTURE TRENDS OF MEDIA AND
INFORMATION
1. MOOC (MASSIVE OPEN ONLINE COURSE)
Used to describe web technologies that have
enabled educators to create virtual classrooms of
thousands of students
2. WEARABLE TECHNOLOGY
Military and industrial application for
wearables especially emphasize their hands-free
aspect, and concentrate on speech input and heads-
up display or voice output.
3. 3D ENVIRONMENT
Allows you to create objects in a 3
dimensional space
Widely used by animators and designers for
film, games, broadcast, web and advertising
industries as well as by engineers and architects to
visualize their products, packaging and
architectural design.
 3D PAINTING -Refers to any varioud proves
for printing a three-domensional object
 3D- FILM--Is a motion picture that enhances
the illusion of depth perception.
 HOLOGRAM--Is a technique which enables
three-dimensional images to be made it
involved laser, interferences, diffraction, light
intensity recording and suitable illumination of
the recording.
 AUGMENTED REALITY—is a live direct or
indirect view of physical, real worlds
environment whose elements are augmented (
or supplementary) by computer-generated
sensory input such as sound, video, graphics or
GPS data.
4. UBIQUITOUS LEARNING
-can be defined as an everyday learning environment
that is supported by mobile and embedded computers and
wireless networks in our everyday life (Ogata et al. 2009).
It is aimed to provide learners with content and
interaction anytime and anywhere (Hwang et al. 2008).
CHARACTERISTICS
OF UBIQUITOUS LEARNING
1. Permanency: Learners never lose their work unless it is
purposefully deleted. In addition, all the learning
processes are recorded continuously everyday.
2. Accessibility: Learners have access to their documents,
data, or videos from anywhere. That information is
provided based on their requests. Therefore, the learning
involved is self-directed.
3. Immediacy: Wherever learners are, they can get any
information immediately. Thus, learners can solve
problems quickly. Otherwise, the learner can record the
questions and look for the answer later.
4. Interactivity: Learners can interact with experts, teachers,
or peers in the form of synchronies or asynchronous
communication. Hence, the experts are more reachable
and the knowledge becomes more available.
5. Situating of instructional activities: The learning could be
embedded in our daily life. The problems encountered as
well as the knowledge required are all presented in their
natural and authentic forms. This helps learners notice
the features of problem situations that make particular
actions relevant.
6. Adaptability: Learners can get the right information at the
right place with the right way.
 UBIQUITOUS COMPUTING
It refers to the process of seamlessly integrating
computer into the physical world.
MARK WEISER- A researcher at XEROX PARC,
coined the term Ubiquitous computing.
In this scenario there is nothing like being wired or
wireless, here inter device communication is possible. The
term ubiquitous computing was first coined by MARK WEISE
around 1988.
3 MAJOR TRENDS IN COMPUTING
1. UBIQUITOUS – Pervasive, omnipresent,ever
present, everywhere
2. LEARNING – educational, instructive,
didactive, pedagogical
3. ENVIRONMENT- surroundings, setting,
situation, atmosphere.
Figure 1: Pictorial representation of relation between
m-learning, e-learning and u-learning
LEARNING SYSTEM CATEGORIZATION
1) SYNCHRONOUS – learning through real time
demonstrations like live telecast of any technique, method or
experiment on satellite TV, webinars, web conferences
2) ASYNCHRONOUS- learning through recorded videos,
PDFs, e-mail or LMS
APPLICATIONS: In our whole life we never stop learning
things; it is a continuous process, with no end. Learning not
only deals with the academic courses but also includes various
other fields.
Figure 2: Components of e-learning
The applications of e-learning system is as follows -
1) Academics – to learn the methods,
understand the basics and to imagine a future of
particular technology.
2) Business – to learn new approaches and
strategies to enhance business, learn from the
experiences of successful business persons’.
3) Health sectors- to understand the several
methods of treatment learn about the cure of new
diseases etc.
4) Research and development- to exchange the
information of experiments and work with
collaboration.
5) Engineering – to learn existing techniques
and implement those techniques to formulate new
things.
6) Security and Protection – to learn how to
put into action the newly invented security systems.
7) Agriculture – to know new methods of
cultivation.
M-learning
Is requirement lead to the development of mobile
devices based application for learning and named as
m-learning a mobile device into different platforms.
Figure 3: Components of m-learning
Benefits of using m-learning applications
1) Mobile and light weight device
2) Can be used anywhere, anytime.
3) Easy to handle and has multimedia support.
4) Comparatively low cost applications.
5) Instant solution of any problem
6) Useful for the developing countries.
CONTEXT-BASED COMPUTING is a technique that senses
the physical environment and adapts the behaviour
accordingly.
CONTEXT –BASED DATA PROCESSING:
Context actually means here the gathering of information
about the learner’s profile, location, needs, device being used
and network
Challenges to m-learning
1) Limited content due to less memory
2 Limited battery life.
3) Changing network coverage during motion.
4) Issue of application support due to different
platforms.
5) Only for personal use.
6) Limited bandwidth hence limited access
Chapter 9 current trends

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Chapter 9 current trends

  • 1. CHAPTER 9: CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION 1. MOOC (MASSIVE OPEN ONLINE COURSE) Used to describe web technologies that have enabled educators to create virtual classrooms of thousands of students 2. WEARABLE TECHNOLOGY Military and industrial application for wearables especially emphasize their hands-free aspect, and concentrate on speech input and heads- up display or voice output. 3. 3D ENVIRONMENT Allows you to create objects in a 3 dimensional space Widely used by animators and designers for film, games, broadcast, web and advertising industries as well as by engineers and architects to visualize their products, packaging and architectural design.  3D PAINTING -Refers to any varioud proves for printing a three-domensional object  3D- FILM--Is a motion picture that enhances the illusion of depth perception.  HOLOGRAM--Is a technique which enables three-dimensional images to be made it involved laser, interferences, diffraction, light intensity recording and suitable illumination of the recording.  AUGMENTED REALITY—is a live direct or indirect view of physical, real worlds environment whose elements are augmented ( or supplementary) by computer-generated sensory input such as sound, video, graphics or GPS data. 4. UBIQUITOUS LEARNING -can be defined as an everyday learning environment that is supported by mobile and embedded computers and wireless networks in our everyday life (Ogata et al. 2009). It is aimed to provide learners with content and interaction anytime and anywhere (Hwang et al. 2008). CHARACTERISTICS OF UBIQUITOUS LEARNING 1. Permanency: Learners never lose their work unless it is purposefully deleted. In addition, all the learning processes are recorded continuously everyday. 2. Accessibility: Learners have access to their documents, data, or videos from anywhere. That information is provided based on their requests. Therefore, the learning involved is self-directed. 3. Immediacy: Wherever learners are, they can get any information immediately. Thus, learners can solve problems quickly. Otherwise, the learner can record the questions and look for the answer later. 4. Interactivity: Learners can interact with experts, teachers, or peers in the form of synchronies or asynchronous communication. Hence, the experts are more reachable and the knowledge becomes more available. 5. Situating of instructional activities: The learning could be embedded in our daily life. The problems encountered as well as the knowledge required are all presented in their natural and authentic forms. This helps learners notice the features of problem situations that make particular actions relevant. 6. Adaptability: Learners can get the right information at the right place with the right way.  UBIQUITOUS COMPUTING It refers to the process of seamlessly integrating computer into the physical world. MARK WEISER- A researcher at XEROX PARC, coined the term Ubiquitous computing. In this scenario there is nothing like being wired or wireless, here inter device communication is possible. The term ubiquitous computing was first coined by MARK WEISE around 1988. 3 MAJOR TRENDS IN COMPUTING 1. UBIQUITOUS – Pervasive, omnipresent,ever present, everywhere 2. LEARNING – educational, instructive, didactive, pedagogical 3. ENVIRONMENT- surroundings, setting, situation, atmosphere. Figure 1: Pictorial representation of relation between m-learning, e-learning and u-learning
  • 2. LEARNING SYSTEM CATEGORIZATION 1) SYNCHRONOUS – learning through real time demonstrations like live telecast of any technique, method or experiment on satellite TV, webinars, web conferences 2) ASYNCHRONOUS- learning through recorded videos, PDFs, e-mail or LMS APPLICATIONS: In our whole life we never stop learning things; it is a continuous process, with no end. Learning not only deals with the academic courses but also includes various other fields. Figure 2: Components of e-learning The applications of e-learning system is as follows - 1) Academics – to learn the methods, understand the basics and to imagine a future of particular technology. 2) Business – to learn new approaches and strategies to enhance business, learn from the experiences of successful business persons’. 3) Health sectors- to understand the several methods of treatment learn about the cure of new diseases etc. 4) Research and development- to exchange the information of experiments and work with collaboration. 5) Engineering – to learn existing techniques and implement those techniques to formulate new things. 6) Security and Protection – to learn how to put into action the newly invented security systems. 7) Agriculture – to know new methods of cultivation. M-learning Is requirement lead to the development of mobile devices based application for learning and named as m-learning a mobile device into different platforms. Figure 3: Components of m-learning Benefits of using m-learning applications 1) Mobile and light weight device 2) Can be used anywhere, anytime. 3) Easy to handle and has multimedia support. 4) Comparatively low cost applications. 5) Instant solution of any problem 6) Useful for the developing countries. CONTEXT-BASED COMPUTING is a technique that senses the physical environment and adapts the behaviour accordingly. CONTEXT –BASED DATA PROCESSING: Context actually means here the gathering of information about the learner’s profile, location, needs, device being used and network Challenges to m-learning 1) Limited content due to less memory 2 Limited battery life. 3) Changing network coverage during motion. 4) Issue of application support due to different platforms. 5) Only for personal use. 6) Limited bandwidth hence limited access