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Claire C.

Mobile Access 2010 | Pew Research Center's Internet & American Life Project - 0 views

  • Cell phone and wireless laptop internet use have each grown more prevalent over the last year
  • . Nearly half of all adults (47%) go online with a laptop using a Wi-Fi connection or mobile broadband card (up from the 39% who did so as of April 2009) while 40% of adults use the internet, email or instant messaging on a mobile phone (up from the 32% of Americans who did this in 2009). This means that 59% of adults now access the internet wirelessly using a laptop or cell phone—that is, they answered “yes” to at least one of these wireless access pathways. That adds up to an increase from the 51% who used a laptop or cell phone wirelessly in April 2009. The use of non-voice data applications on cell phones has grown dramatically over the last year. Compared with a similar point in 2009, cell phone owners are now more likely to use their mobile phones to: Take pictures—76% now do this, up from 66% in April 2009 Send or receive text messages—72% vs. 65% Access the internet—38% vs. 25% Play games—34% vs. 27% Send or receive email—34% vs. 25% Record a video—34% vs. 19% Play music—33% vs. 21% Send or receive instant messages—30% vs. 20% African-Americans and English-speaking Latinos continue to be among the most active users of the mobile web. Cell phone ownership is higher among African-Americans and Latinos than among whites (87% vs. 80%) and minority cell phone owners take advantage of a much greater range of their phones’ features compared with white mobile phone users. In total, 64% of African-Americans access the internet from a laptop or mobile phone, a seven-point increase from the 57% who did so at a similar point in 2009. Young adults (those ages 18-29) are also avid users of mobile data applications, but older adults are gaining fast. Compared with 2009, cell phone owners ages 30-49 are significantly more likely to use their mobile device to send text messages, access the internet, take pictures, record videos, use email or instant messaging, and play music.About the Survey This report is based on the findings of a daily tracking survey on Americans’ use of the Internet. The results in this report are based on data from telephone interviews conducted by Princeton Survey Research Associates International between April 29 and May 30, 2010, among a sample of 2,252 adults, age 18 and older. Interviews were conducted in English. For results based on the total sample, one can say with 95% confidence that the error attributable to sampling and other random effects is plus or minus 2.4 percentage points. For results based Internet users (n=1,756), the margin of sampling error is plus or minus 2.7 percentage points. In addition to sampling error, question wording and practical difficulties in conducting telephone surveys may introduce some error or bias into the findings of opinion polls. Using Our Research Want to use our research? » View our Use Policy How are you using our research? » Let us know Report Data Set » May 2010 - Cell Phones Related Research Teens Social Media and Young Adults Feb 3, 2010Amanda Lenhart Teens Teens and Mobile Phones Apr 20, 2010Amanda Lenhart Mobile Wireless Internet Use Jul 22, 2009John Horrigan Media Mentions For minorities, new 'digital divide' seen Jan 10, 2011Associated Press Will your next car be a smartphone? Oct 19, 2010CNN Minorities Favor Phones in Using Web Aug 1, 2010New York Times More Media Mentions
  • Take pictures—76% now do this, up from 66% in April 2009 Send or receive text messages—72% vs. 65% Access the internet—38% vs. 25% Play games—34% vs. 27% Send or receive email—34% vs. 25% Record a video—34% vs. 19% Play music—33% vs. 21% Send or receive instant messages—30% vs. 20%
Kaleb B

EyeDraw - Research at the University of Oregon - 0 views

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    EyeDraw is a research project at the University of Oregon that enables users to draw pictures solely with the use of their eyes. The project started in the summer of 2003.
Brody C

MIT SHASS: Research Portfolio - Comparative Media Studies - 0 views

  • "Mass Extinction"—and other curated games to be developed within CMS—are designed to demonstrate the educational power of games for incorporating museum collections, research, and expertise in reaching this young audience—a group whose passion for learning in both the sciences and the humanities is vital to the world's well-being.
alex c

AFP: MIT researchers make 'sixth sense' gadget - 0 views

  • LONG BEACH, California (AFP) — US university researchers have created a portable "sixth sense" device powered by commercial products that can seamlessly channel Internet information into daily routines.The device created by Massachusetts Institute of Technology (MIT) scientists can turn any surface into a touch-screen for computing, controlled by simple hand gestures.The gadget can even take photographs if a user frames a scene with his or her hands, or project a watch face with the proper time on a wrist if the user makes a circle there with a finger.The MIT wizards cobbled a Web camera, a battery-powered projector and a mobile telephone into a gizmo that can be worn like jewelry. Signals from the camera and projector are relayed to smart phones with Internet connections."Other than letting some of you live out your fantasy of looking as cool as Tom Cruise in 'Minority Report' it can really let you connect as a sixth sense device with whatever is in front of you," said MIT researcher Patty Maes.Maes used a Technology, Entertainment, Design Conference stage in Southern California on Wednesday to unveil the futuristic gadget made from store-bought components costing about 300 dollars (US).The device can recognize items on store shelves, retrieving and projecting information about products or even providing quick signals to let users know which choices suit their tastes.The gadget can look at an airplane ticket and let the user know whether the flight is on time, or recognize books in a book store and then project reviews or author information from the Internet onto blank pages.The gizmo can recognize articles in newspapers, retrieve the latest related stories or video from the Internet and play them on pages.
Haley A

D e s i g n i n g G a m e - B a s e d L e a r n i n g E n v i r o n m e n t s - 0 views

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    (1) Researching learning through participation in game-based learning environments, (2) The analysis of games and game cultures in naturally occurring contexts, and (3) The design of original game-based media for learning.
Ashley M

2009-10 Mobile Learning Report - 0 views

  • ACU 2009-10 Mobile-Learning Report Abilene Christian University faculty, staff, and students have now completed two years of research and exploration of how mobile technology can be used to enhance learning. The 2009-10 Mobile Learning Report and its bonus coverage, below, chronicle the second year of this mobile-learning initiative, detailing our efforts, our findings and our lessons learned.
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    This website includes a video with researched proof that mobiles can enhance learning.
Mackenzie C

Augmented Reality - 0 views

  • The head-mounted display used in augmented reality systems will enable the user to view superimposed graphics and text created by the system. As of today, the technology nearest to augmented reality head mounts is one that is being used in virtual reality applications. There are two basic head mount design concepts that are being researched for augmented reality systems and these are the video see-through systems and optical see-through systems. The video see-through systems block out the user's view of the outside environment and play the image real time through a camera mounted on the head gear. The main problem with this type of system is the delay in image adjustment whenever the user moves his head. Optical see-through systems, on the other hand, make use of technology that "paints" the images directly onto the user's retina through rapid movement of the light source. Though this system has its drawbacks, particularly its high price, researchers are confident that this system will be a lot more portable and less inconspicuous for future augmented reality systems.
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    I found this a lot of help at the beginning of my research. I still come back to it every once in awhile because it has some nice points.
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    I found this article helpful and I think others will too.
Haley A

Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless - 0 views

  • After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools.
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    "After years of research and proselytizing, the proponents of digital game-based learning (DGBL) have been caught unaware. Like the person who is still yelling after the sudden cessation of loud music at a party, DGBL proponents have been shouting to be heard above the prejudice against games. But now, unexpectedly, we have everyone's attention. The combined weight of three factors has resulted in widespread public interest in games as learning tools."
wildcat wildcat

Two to Three Years: Game-Based Learning « 2011 Horizon Report - 0 views

  • Developers and researchers are working in every area of game-based learning, including games that are goal-oriented; social game environments; non-digital games that are easy to construct and play; games developed expressly for education; and commercial games that lend themselves to refining team and group skills.
  • Gaming is an expansive category, ranging from simple paper-and-pencil games such as word searches all the way up to complex, massively multiplayer online (MMO) and role-playing games. Educational games can be broadly grouped into three categories: games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games.
  • Research into games for educational purposes reveals some interesting trends. Early studies of consumer games helped to identify the aspects of games that make them especially engaging and appealing to players of various ages and of both genders: the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize; an interesting story line; and other characteristics. These qualities are replicable, though they can be difficult to design well, and they can transfer to games featuring educational content.
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  • Engineering. An engineering game called “Cool It”: An Interactive Learning Game for Cryogenics developed at the University of Wisconsin-Madison teaches students about cryogenics by providing detailed information and feedback based on the engineering decisions they make when designing objects for this field. Music. Melody Mixer is a game developed at the University of Wisconsin-Madison that teaches music students how to read and compose music. It encourages students to experiment with sound and composition to better learn how pieces are constructed. Nursing. Professor Ann Burgess of Boston College’s Connell School of Nursing has developed a game called Virtual Forensics Lab that teaches students how to conduct forensics at a crime scene. The virtual game helps students develop critical thinking for solving crimes and piecing together evidence.
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    Game-based learning notes.
Ashley M

Global mobile statistics 2011: all quality mobile marketing research, mobile ... - 0 views

  • Beware of media hype and mobile myth
  • – put your mobile strategy on a sound footing with the latest research from credible independent experts
  • . Global mobile subscribers, handset sales, mobile Web usage, mobile apps, mobile ad spend, top mobile operators and mobile financial services.
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  • In the past two years, we have gone from a smattering of mobile statistics to an abundance of useful information. But there's still a long way to go, there are still huge gaps in our knowledge, some countries enjoy a proliferation of data sources, while others have little or none; and the quality of statistics varies incredibly. As telecoms regulators and industry associations start to collect and share meaningful data, things will only get better
savannah j.

YouTube - sginitiative's Channel - 0 views

  • Researchers at the Indiana University School of Education are studying how to apply modes of learning that video game players use to master entertainment games. In December, they brought in middle school students to observe how and why they make decisions in game play. The researchers hope to design "serious games," which have education as an outcome goal.
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    Video on game-based learning.
Haley A

Does Game-Based Learning Work? Results from Three Recent Studies - 0 views

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    "Three research studies were conducted at a national university to examine the difference in academic achievement among students who did and did not use video games in learning."
Steve Madsen

@Ignatia Webs: Free report on Education in the Wild: geo-located mobile learning - 0 views

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    "Contributors to this report have provided examples of innovative and exciting research projects and practical applications for mobile learning in a location-sensitive setting"
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    A 56 page PDF is available for download (Free)
Kaleb B

Elliptic Labs - 0 views

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    Elliptic Labs is creating new and intuitive ways of interacting with computers. We want to bring the user closer to the device, focusing on the user experience when designing our solutions. By combining expert knowledge from multiple disciplines, such as signal processing, consumer research and interaction design, Elliptic Labs seeks to develop unique and human-centered interactions.
alex c

Gesture-Based Computing Uses $1 Lycra Gloves | Gadget Lab | Wired.com - 0 views

  • Interacting with your computer by waving your hands may require just a pair of multicolored gloves and a webcam, say two researchers at MIT who have made a breakthrough in gesture-based computing that’s inexpensive and easy to use. A pair of lycra gloves — with 20 irregularly shaped patches in 10 different colors — held in front of a webcam can generate a unique pattern with every wave of the hand or flex of the finger. That can be matched against a database of gestures and translated into commands for the computer. The gloves can cost just about a dollar to manufacture, say the researchers. “This gets the 3-D configuration of your hand and your fingers,” says Robert Wang, a graduate student in the computer science and artificial intelligence lab at MIT. “We get how your fingers are flexing.” Wang developed the system with Jovan Popović, an associate professor of electrical engineering and computer science at MIT. The technology could be used in videogames where gamers could pick up and move objects using hand gestures and by engineers and artists to manipulate 3-D models.
Lizzy D

Horizon Report Wiki - 2011 Electronic Books - 0 views

  • electronic books are quickly reaching the point where their advantages over the printed book are compelling to almost any observer. Now that they are firmly established in the public sector, electronic books are beginning to demonstrate capabilities that challenge the very definition of reading.
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    Electronic book readers can allow students to record, archive, and share commentary and notes about what they are reading, facilitating the work of study groups and research teams.
Julie Lindsay

'Generation V' Defies Traditional Demographics - 0 views

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    "The online behavior, attitudes and interests of people from all walks of life are blending together online, cutting across generations and traditional demographics and giving rise to a new online group called "Generation Virtual" (Generation V), according to research by Gartner, which coined the term. Unlike previous generations, Generation V is not defined by age, gender, social class or geography. Instead, it is based on achievement, accomplishments and an increasing preference for the use of digital media channels to discover information, build knowledge and share insights."
mitch g

Augmented reality - Wikipedia, the free encyclopedia - 0 views

  • Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics.
  • Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality. By contrast, virtual reality replaces the real-world with a simulated one.
  • AR has become common in sports telecasting. The yellow "first down" line seen in television broadcasts of American football games shows the line the offensive team must cross to receive a first down using the 1st & Ten system. The real-world elements are the football field and players, and the virtual element is the yellow line, which augment the image in real time. Similarly, in ice hockey an AR colored trail shows location and direction of the puck. Sections of Rugby fields and cricket pitches display sponsored images.
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  • Marketers started to use AR to promote products via interactive AR applications. For example, at the 2008 LA Auto Show, Nissan unveiled the concept vehicle Cube and presented visitors with a brochure which, when held against a webcam, showed alternate versions of the vehicle.[21] In August 2009, Best Buy ran a circular with an augmented reality code that allowed users with a webcam to interact with the product in 3D.[22] In 2010 Walt Disney used mobile AR to connect a movie experience to outdoor advertising.[23]
  • Augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports
  • Research explores the application of computer-generated imagery in live-video streams as a way to enhance the perception of the real world. AR technology includes head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing sensors and actuators.
  • combines real and virtual, is interactive in real time and is registered in 3D. Additionally Paul Milgram and Fumio Kishino defined Milgram's Reality-Virtuality Continuum in 1994.[3] They describe a continuum that spans an entirely real environme
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    This is the description of augmented reality.
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    wikipedia augmented reality definition
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    "Augmented reality (AR) is a term for a live direct or an indirect view of a physical, real-world environment whose elements are augmented by computer-generated sensory input, such as sound or graphics. It is related to a more general concept called mediated reality, in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one's current perception of reality. By contrast, virtual reality replaces the real-world with a simulated one."
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    "A new bleeding-edge technology is being developed using advanced mobile phones that could drastically affect the way audiences interact with news and local information. It's called augmented reality. Very early applications using this technology were primarily built for gaming, but as the technology evolves it's being developed to deliver rich, local information to users."
brooke s

E-book - Wikipedia, the free encyclopedia - 0 views

shared by brooke s on 17 Mar 11 - Cached
  • An electronic book (also e-book, ebook, digital book) is a text and image-based publication in digital form produced on, published by, and readable on computers or other digital devices.[1] Sometimes the equivalent of a conventional printed book, e-books can also be born digital. The Oxford Dictionary of English defines the e-book as "an electronic version of a printed book,"[2] but e-books can and do exist without any printed equivalent. E-books are usually read on dedicated hardware devices known as e-Readers or e-book devices. Personal computers and some cell phones can also be used to read e-books.
  • availability of e-books may be provided for users with a mobile data connection, so that these e-books need not be stored on the device. An e-book can be offered indefinitely, without ever going "out of print". In the space that a comparably sized print book takes up, an e-reader can potentially contain thousands of e-books, limited only by its memory capacity.
  • Among the earliest general e-books were those in Project Gutenberg, in 1971. One early e-book implementation was the desktop prototype for a proposed notebook computer, the Dynabook, in the 1970s at PARC: a general-purpose portable personal computer capable of displaying books for reading.[3] Early e-books were generally written for specialty areas and a limited audience, meant to be read only by small and devoted interest groups. The scope of the subject matter of these e-books included technical manuals for hardware, manufacturing techniques and other subjects.[citation needed] In the 1990s, the general availability of the Internet made transferring electronic files much easier, including e-books. Numerous e-book formats, view comparison of e-book formats, emerged and proliferated, some supported by major software companies such as Adobe with its PDF format, and others supported by independent and open-source programmers. Multiple readers followed multiple formats, most of them specializing in only one format, and thereby fragmenting the e-book market even more. Due to exclusiveness and limited readerships of e-books, the fractured market of independents and specialty authors lacked consensus regarding a standard for packaging and selling e-books. In 2010 e-books continued to gain in their own underground markets. Many e-book publishers began distributing books that were in the public domain. At the same time, authors with books that were not accepted by publishers offered their works online so they could be seen by others. Unofficial (and occasionally unauthorized) catalogs of books became available over the web, and sites devoted to e-books began disseminating information about e-books to the public. [4] U.S. Libraries began providing free e-books to the public in 1998 through their web sites and associated services,[5] although the e-books were primarily scholarly, technical or professional in nature, and could not be downloaded. In 2003, libraries began offering free downloadable popular fiction and non-fiction e-books to the public, launching an e-book lending model that worked much more successfully for public libraries.[6] The number of library e-book distributors and lending models continued to increase over the next few years. In 2010, a Public Library Funding and Technology Access Study[7] found that 66% of public libraries in the U.S. were offering e-books,[8] and a large movement in the library industry began seriously examining the issues related to lending e-books, acknowledging a tipping point of broad e-book usage.[9] As of 2009[update], new marketing models for e-books were being developed and dedicated reading hardware was produced. E-books (as opposed to ebook readers) have yet to achieve global distribution. In the United States, as of September 2009, the Amazon Kindle model and Sony's PRS-500 were the dominant e-reading devices.[10] By March 2010, some reported that the Barnes & Noble Nook may be selling more units than the Kindle.[11] On January 27, 2010 Apple Inc. launched a multi-function device called the iPad[12] and announced agreements with five of the six largest publishers that would allow Apple to distribute e-books.[13] However, many publishers and authors have not endorsed the concept of electronic publishing, citing issues with demand, piracy and proprietary devices.[14] In July 2010, online bookseller Amazon.com reported sales of ebooks for its proprietary Kindle outnumbered sales of hardcover books for the first time ever during the second quarter of 2010, saying it sold 140 e-books for every 100 hardcover books, including hardcovers for which there was no digital edition.[15] By January 2011, ebook sales at Amazon had surpassed its paperback sales.[16] In the overall U.S. market, paperback book sales are still much larger than either hardcover or e-book; the American Publishing Association estimated e-books represented 8.5% of sales as of mid-2010.[17] In Canada, the option of ebook publishing took a higher profile when the novel, The Sentamentalists, won the prestigious national Giller Prize. Owing to the small scale of the novel's independent publisher, the book was initially not widely available in printed form, but the ebook edition had no such problems with it becoming the top-selling title for Kobo devices.[18]
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  • 2010 Amazon releases the Kindle DX International Edition worldwide. Bookeen reveals the Cybook Orizon at CES.[19] TurboSquid Magazine announces first magazine publication using Apple's iTunes LP format.[20] Apple releases the iPad with an e-book app called iBooks. Between its release in April 2010, to October, Apple has sold 7 million iPads. Kobo Inc. releases its Kobo eReader to be sold at Indigo/Chapters in Canada and Borders in the United States. Amazon.com reported that its e-book sales outnumbered sales of hardcover books for the first time ever during the second quarter of 2010.[15] Amazon releases the third generation kindle, available in 3G+Wi-Fi and Wi-Fi versions. Kobo Inc. releases an updated Kobo eReader which now includes Wi-Fi. Barnes & Noble releases the new NOOKcolor. Sony releases its second generation Daily Edition PRS-950. PocketBook expands its successful line of e-readers in the ever-growing market. Google launches Google eBooks
  • Drawbacks Ebook formats and file types continue to develop and change through time through advances and developments in technology or the introduction of new proprietary formats. While printed books remain readable for many years, e-books may need to be copied or converted to a new carrier or file type over time. PDF and epub are growing standards, but are not universal. The lack of a single universal standard could significantly affect the longevity of some works and their availability or readability in the future as a result of the format(s) used at the time of production.[26] Not all books are available as e-books. Paper books can be bought and wrapped for a present and a library of books can provide visual appeal, while the digital nature of e-books makes them non-visible or tangible. E-books cannot provide the physical feel of the cover, paper, and binding of the original printed work. An author who publishes a book often puts more into the work than simply the words on the pages. E-books may cause people "to do the grazing and quick reading that screens enable, rather than be by themselves with the author's ideas".[27] They may use the e-books simply for reference purposes rather than reading for pleasure and leisure.[28] Books with large pictures (such as children's books) or diagrams are more inconvenient for viewing and reading. A book will never turn off and would be unusable only if damaged or after many decades. The shelf life of a printed book exceeds that of an e-book reader, as over time the reader's battery will drain and require recharging. Additionally, "As in the case of microfilm, there is no guarantee that [electronic] copies will last. Bits become degraded over time. Documents may get lost in cyberspace...Hardware and software become extinct at a distressing rate." [29] E-book readers are more susceptible to damage from being dropped or hit than a print book. Due to faults in hardware or software, e-book readers may malfunction and data loss can occur. As with any piece of technology, the reader must be protected from the elements (such as extreme cold, heat, water, etc.), while print books are not susceptible to damage from electromagnetic pulses, surges, impacts, or extreme temperatures. The cost of an e-book reader far exceeds that of a single book, and e-books often cost the same as their print versions. Due to the high cost of the initial investment in some form of e-reader, e-books are cost prohibitive to much of the world's population. Furthermore, there is no used e-book market, so consumers will neither be able to recoup some of their costs by selling an unwanted title they have finished, nor will they be able to buy used copies at significant discounts, as they can now easily do with printed books. Because of the high-tech appeal of the e-reader, they are a greater target for theft than an individual print book. Along with the theft of the physical device, any e-books it contains also become stolen. E-books purchased from vendors like Amazon or Barnes & Noble.com are stored "in the cloud" on servers and "digital lockers" and have the benefit of being easily retrieved if an e-reading device is lost. Not all e-booksellers are cloud based; if an e-book is stolen, accidentally lost, or deleted, in the absence of a backup it may have to be repurchased. The screen resolutions of reading devices are currently lower than actual printed materials.[30] Because of proprietary formats or lack of file support, formatted e-books may be unusable on certain readers. Additionally, the reader's interaction with the reader may cause discomfort, for example glare on the screen or difficulty holding the device. Due to digital rights management, customers typically cannot resell or loan their e-books to other readers.[31] However, some Barnes & Noble e-books are lendable for two weeks via their 'LendMe' technology.[32] Additionally, the potential for piracy of e-books may make publishers and authors reluctant to distribute digitally.[33] E-book readers require various toxic substances to produce, are non-biodegradable, and the disposal of their batteries in particular raises environmental concerns. As technologies rapidly change and old devices become obsolete, there will be larger amounts of toxic wastes that are not easily biodegradable like paper. E-books and software can easily track data, times, usage, pages, and details about what one is reading and how often. Similar to this is the growing amount of data available through Google search engines, Facebook, and through data mining. For the first time in history it is now far easier to track and record what specific people might be reading. The notions of privacy, private writing, solitude, and personal reading are changing.
  • Digital rights management Anti-circumvention techniques may be used to restrict what the user may do with an e-book. For instance, it may not be possible to transfer ownership of an e-book to another person, though such a transaction is common with physical books. Some devices can phone home to track readers and reading habits, restrict printing, or arbitrarily modify reading material. This includes restricting the copying and distribution of works in the public domain through the use of "click-wrap" licensing, effectively limiting the rights of the public to distribute, sell or use texts in the public domain freely. Most e-book publishers do not warn their customers about the possible implications of the digital rights management tied to their products. Generally they claim that digital rights management is meant to prevent copying of the e-book. However in many cases it is also possible that digital rights management will result in the complete denial of access by the purchaser to the e-book.[34] With some formats of DRM, the e-book is tied to a specific computer or device. In these cases the DRM will usually let the purchaser move the book a limited number of times after which he cannot use it on any additional devices. If the purchaser upgrades or replaces their devices eventually they may lose access to their purchase. Some forms of digital rights management depend on the existence of online services to authenticate the purchasers. When the company that provides the service goes out of business or decides to stop providing the service, the purchaser will no longer be able to access the e-book. As with digital rights management in other media, e-books are more like rental or leasing than purchase. The restricted book comes with a number of restrictions, and eventually access to the purchase can be removed by a number of different parties involved. These include the publisher of the book, the provider of the DRM scheme, and the publisher of the reader software. These are all things that are significantly different from the realm of experiences anyone has had with a physical copy of the book.
  • Production Some e-books are produced simultaneously with the production of a printed format, as described in electronic publishing, though in many instances they may not be put on sale until later. Often, e-books are produced from pre-existing hard-copy books, generally by document scanning, sometimes with the use of robotic book scanners, having the technology to quickly scan books without damaging the original print edition. Scanning a book produces a set of image files, which may additionally be converted into text format by an OCR program.[35] Occasionally, as in some e-text projects, a book may be produced by re-entering the text from a keyboard. As a newer development, sometimes only the electronic version of a book is produced by the publisher. It is even possible to release an e-book chapter by chapter as each chapter is written. This is useful in fields such as information technology where topics can change quickly in the months that it takes to write a typical book (See: Realtime Publishers). It is also possible to convert an electronic book to a printed book by print on demand. However these are exceptions as tradition dictates that a book be launched in the print format and later if the author wishes an electronic version is produced. As of 2010, there is no industry-wide e-book bestseller list, but various e-book vendors compile bestseller lists, such as those by Amazon Kindle Bestsellers[36] and Fictionwise.[37] There are two yearly awards for excellence in e-books—the EPIC eBook Award[38] (formerly EPPIE) given by EPIC, and the Dream Realm Award[39] for science fiction, fantasy and horror e-books. Both awards have been given since 2000.
  • e-Readers For more details on e-book readers, see Comparison of e-book readers. e-Readers may be specifically designed for that purpose, or intended for other purposes as well. The term is restricted to hardware devices and used to describe a category type. Specialized devices have the advantage of doing one thing well. Specifically, they tend to have the right screen size, battery lifespan, lighting and weight. A disadvantage of such devices is that they are often expensive when compared to multi-purpose devices such as laptops and PDAs. In 2010, competition sent the price for the most popular electronic reading devices below USD 200.[40] Research released in March 2011 indicated that e-books and e-book readers are actually more popular with the older generation than the younger generation in the UK. The survey carried out by Silver Poll found that around 6% of over 55s owned an e-book reader compared with just 5% of 18-24 year olds. [41] The survey also revealed that the Amazon Kindle is the most popular e-book reader in the UK (47%) followed by the Apple iPad (31%) and the Sony Reader (14%). It has been reported that there is a differing level of dissatisfaction amongst owners of different ebook readers due to poor availability of sought after ebook titles. A survey of the number of contemporary and popular titles available from ebook store, revealed that Amazon.com has the largest collection, over twice as large as Barnes and Noble, Sony Reader Store, Apple iBookstore and OverDrive, the public libraries lending system.
Toni H.

Augmented Environments Lab - 0 views

  • The Augmented Environments Lab (AEL) is a research group in the GVU Center at the Georgia Institute of Technology.
  • We use the term Augmented Environments to emphasize our interest in systems and experiences where the physical environment is an essential element of the experience, and does not merely act as a background for the overlaid computer media. From the artifacts in a historic home to the people sharing a game around a kitchen table, the places and people are what gives the experience its meaning.
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    augmented reality lab
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