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Honor Moorman

Future of Location Based Augmented Reality Story Games | PERSONALIZE MEDIA - 0 views

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  • games – so there is quite a lot of R&D looking at the multi-player aspects of AR gaming such as this La
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  • ce the technical ability is there to easily track and map multiple players across a city environment the real social and story rich possibilities can open up. A likely area that will take off very quickly once user
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    So is there a future for these new forms? A hybrid combination of story, social location gaming all delivered on the latest camera based smart phones? Read on for some case studies and a couple of my own examples
coribowman

Smart Boards and Elementary Education - 0 views

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    this could be an inspiration to someone when creating the videos for the Net Gen 2011 wiki.
laken lewis

Gartner Outlines 10 Mobile Technologies to Watch in 2010 and 2011 - 0 views

  • Widgets are installable Web applications that use technologies such as JavaScript and HTML. Many handsets support widgets running on their home screens, where they are easily visible and accessible. Despite the lack of standards, widgets provide a convenient way to deliver simple, connected applications, especially those involving real-time data updates (such as weather forecasts, e-mail notifications, marketing, blogs and information feeds). Because widgets exploit well-understood tools and technologies, they have lower entry barriers than complex native applications, and thus can be a good first step to assess the demand for an application on a specific platform before undertaking expensive native development.
  • App stores will be the primary (and, in some cases, the only) way to distribute applications to smartphones and other mobile devices. App stores also provide a range of business support functions, such as payment processing, that assist smaller organizations. Gartner believes that app stores will play many roles in an organization's B2C and B2E strategies. They will be a distribution channel for mobile applications and a commercial channel to sell applications and content (especially in international markets), and they will provide new options for application sourcing. Many applications will exploit ecosystem cloud services.
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    mobile widgets-
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    app stores- the applications to smart phones and other mobile devices
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.
hannah h

Two to Three Years: Augmented Reality « 2011 Horizon Report - 0 views

  • Augmented reality, a capability that has been around for decades, is shifting from what was once seen as a gimmick to a bonafide game-changer.
  • Various forms of augmented reality, starting with early head-mounted displays, have been around for more than 30 years. Over that time, increased bandwidth and smart phone adoption, as well as a proliferation of AR browser applications, have helped AR evolve from a family of cool gadgets on the periphery of graphics and visualization technologies to an increasingly central player in the technology landscape.
  • Augmented reality (AR) refers to the addition of a computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented.
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  • Augmented books are also gaining traction. Developers at the Gwangju Institute of Science and Technology have created a format that allows 3D characters to emerge from the pages of books, but the technology requires the use of goggles. Tony DiTerlizzi’s book The Search for WondLA incorporates “WondLA Vision,” which gives readers an AR experience by having them hold the book and several special images up to a webcam. While much of the early exploration of this area has centered on children’s books, the use of AR for textbooks in higher education holds great promise.
  • A sampling of applications of augmented reality across disciplines includes the following: Cite <blockquote cite='http://wp.nmc.org/horizon2011/sections/augmented-reality/#16'> Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension. </blockquote> Permalink: 16 Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension.
  • One of the most promising aspects of augmented reality is that it can be used for visual and highly interactive forms of learning, allowing the overlay of data onto the real world as easily as it simulates dynamic processes. A second key characteristic of augmented reality is its ability to respond to user input. This interactivity confers significant potential for learning and assessment. Augmented reality is an active, not a passive technology; students can use it to construct new understanding based on interactions with virtual objects that bring underlying data to life. Dynamic processes, extensive datasets, and objects too large or too small to be manipulated can be brought into a student’s personal space at a scale and in a form easy to understand and work with. In a broader context of education, augmented reality is appealing because it aligns with situated learning.
  • Position-based applications are called “gravimetric,” and make use of a mobile device’s GPS and compass information, and then use the device’s location and position to discern what objects are nearby. Some applications also use image recognition, in which input to the camera is compared against a library of images to find a match; more recent applications can detect and interpret gestures and postures as commands to perform certain functions.
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    forcast
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    "A sampling of applications of augmented reality across disciplines includes the following: Cite Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension. Permalink: 16 * Chemistry. Using handheld devices, students explore a physical space to uncover clues and receive data related to a simulated environmental disaster detailed in a game-based scenario using AR simulations. * Geography. Students study an augmented globe in a textbook, and gain both a better representation of the cartographic information and greater options for interaction and comprehension. * History. Visiting actual locations tagged with information, students view images and information from the past in situ, enhancing their comprehension."
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    horizon report 2011
Erin B

GE | Plug Into the Smart Grid - 0 views

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    an example of Augmented Reality much like the Olympus camera i found previously
Francisco G

EpiCollect.net - 0 views

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    Mobile / Web Application for Smartphone data collection
Francisco G

Smartphones give you wings: pedagogical affordance of mobile Web 2.0 | Australian Polic... - 0 views

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    provides an overview of the potential of the integration of mobile Web 2.0 tools (based around smartphones) to facilitate social constructivist pedagogies and engage students in tertiary education.
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