What Is A Wearable Technology-www.dytt8.net

Wearable technology, wearable devices, tech togs, or fashion electronics are clothing and accessories that incorporate computer and advanced electronic technologies. Wearables often incorporate practical functions and features, but may also have a purely critical or aesthetic agenda. Wearable technology evolved from the world of Ubiquitous computing when research made the proliferation of computers everywhere. Ubiquitous Computing led to the idea of wearable computers which has led to this era of wearable tech. Inspector Gadget who was seen as an anomaly in the early 1980s (Part Bionic, Part Human) would have uttered his favorite phrase Wowser if he were to see some of the wearable technologies of today. The wearable of today has evolved when compared to its predecessors and the main area where evolution has occurred is consistency. There is a constant interaction between the computer and user, i.e. there is no need to turn the device on or off. This truly makes it a key milestone in the journey of ubiquitous computing. Another feature is the ability to multi-task. It is not necessary to stop what you are doing to use the device; it is augmented into all other actions. These devices can be incorporated by the user to act like a prosthetic. It can therefore be an extension of the users mind and /or body. Inspector Gadget would have fit right in todays world. Wearable, as specified in the earlier paragraph, is in multiple areas. Hence, to further understand wearable technology, we need to comprehend the broad categories of wearable technology that exist today. Wearables fall under several categories, and each of them cater to various aspects of life: Sousveillance: This is in the area of surveillance, personal life logging and social surveillance Security & Payment Gateways: Adoption of other forms of signature like Cardiac Rhythm and Biometric over traditional signature for access and payments Personal Assist: Devices that help and engage humans with computer interaction eTextiles: Fabric, threads and apparel that provide a symbiotic connection between humans and machines Virtual & Gaming: A fast growing area that truly takes the human learning experience to a new level with immersive learning and a heightened interplay of humans with an engaging and far richer virtual reality Wearables that enable a new way of learning: Since the topic of this whitepaper is Wearables in learning we will need to further understand some of the wearables that can be leveraged for and development. The categories that can help in learning and development include: 1. Personal Assist Devices that help and engage human with computer interaction 2. Virtual & Gaming A fast growing area that truly takes the human learning experience to a new level with immersive learning and a heightened interplay of humans with an engaging and far richer virtual reality The development of Google Glass, Apples rumored iWatch and the acquisition of virtual reality headset Occulus Rift by Facebook are the opening shots in the battle for a wearable tech future. These devices represent the industrys best guess in terms of the devices that will be used in the near future. Internet giants as well as device manufacturers expect the mobile handset market to mature and are jostling for a position in wearable technology, as this is the next big thing to be in. Whether these guesses are right or not, they are an indicator of where a post-mobile future could be heading. Wearable technology with all these changes is leading its way into every facet of life. And, education is one of the areas where wearables is making a great headway. For a moment, picture your schools chemistry laboratory; you would recall the distinct odour of various chemicals. It was also impossible to ascertain whether the fumes from mixing of chemicals were dangerous. However, in the current wearable era, it is quite easy to have sensors embedded in smart jewelry to detect fumes and tell possible exit scenarios to the wearer. Thus, wearables are getting better at many things in the realm of education and learning. Wearable technology could also extend the mobility of learning. For instance, it could connect learners to each other as well as those facilitating this learning. This could serve as another collaborative learning tool that can be integrated into the learning process at many levels. With the anticipated release of several immersive wearable devices to the general public over the next few years, we will probably see quite a bit of experimentation as well as several discussions about the benefits and challenges that wearable technology might bring about. In fact, there are several groups, forums and discussion wikis proliferating on the Internet, clearly indicating a growing need for information and acceptability of wearables in the education world as well. Devices like Google Glass can significantly improve how students interact with video tutorials and follow instructor demonstrations. As their hands are free, they can interact with the software twithout having to disengage from one screen in order to access another. The ability of voice control would also allow a student to say Stop, implement an instruction, and then say Continue in order to move to the next step. This would be a much smoother process and one that could be applied to distance learning model as well as a traditional classroom setting. The idea of hands-free exploration of an immersive world will only truly be appreciated once we begin utilizing the technology Some of the areas in learning and education that wearables can play a strong part in are listed below: Instructional Videos (Repairs, Maintenance, Service) of Automobiles Architecture Walk-throughs (Modelling and creation of virtual worlds) Virtual Campus Visits (See your prospective campus right from home) Walk through of a business process (KYC, Policy Selling) VR World (A Day in the life simulations) Gamification VR Immersive Serious Games First Person Videos (For collective experiences) Virtual Learning Environment Augmented Reality for Field Trips Multi-Player Game Simulations using Face recognition Research apps for training modules 3D Design for 3D Printing Anxiety & Phobia treatment 相关的主题文章: