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hannah h

Augmented Reality in Education - WikEd - 0 views

  • he 2010 Horizon Report includes examples of augmented reality like the Wii under the category Gesture Based Computing. Gesture recognition enables humans to interact with mechanical devices using simple natural gestures. In the future, the use of a keyboard, a mouse or even a touch pad may become a thing of the past with innovations in gesture based computing. See a video slide show of The New Media Consortium/ Educause report Click Gesture-Based Computing : 2010 NMC Horizon Report iPhone geotags. Geotagging and Geolocation Another important part of augmented reality applications is the use of geotagging and geolocation. A Geotag is a GPS coordinate that associates content such as videos, textual information, audio or any user- generated content to a specific location. When photographers use digital cameras, they have the choice to date stamp the video or photo. A Geotag is similar to that type of tag. AR applications draw on specific tags created by companies but will also depend on content that everyday users add through Geotagging. When we go to Google Earth to view a location, we are now able to find pictures and information added by users through these types of tags. Marker vs Markerless Augmented Reality AR Marker QR Code. AR Marker QR Semacode. Currently, many people associate augmented reality with black and white squares that trigger augmented reality elements. These black and white squares are called markers. Markers are also called QR (Quick Response) codes or Semacodes. A QR code is a two dimentional bar code that allows its content to be decoded at high speed. Markerless technology requires no marker to know the position of the object or person. Smartphone browsers that layer information over live locations are often considered in the markerless category, although they still use embedded "marked" information through geolocation and geotagging. The goal is to have augmented reality work much like this HP commercial Jerry Seinfeld for HP
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.
Claire C.

3G - Wikipedia, the free encyclopedia - 0 views

  • International Mobile Telecommunications–2000 (IMT-2000) standards are a generation of specifications for data transmission set by the Radio section of the International Telecommunication Union.[1] The IMT-2000 provided these standards for the development of today's 3rd Generation radio telecommunication networks, attempting to improve upon the capability of earlier 1G and 2G wireless networks, which did not have standardised requirements
  • The IMT-2000 standards were used to draw up several network standards to improve upon existing 2G standards,
  • 3G networks are expected to provide wireless telecommunications to mobile devices over a wide area, such as mobile phones.
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  • To meet the IMT-2000 standards, a system is required to provide peak data rates of at least 200 kbit/s.
  • Recent 3G releases, often denoted 3.5G and 3.75G (especially soover the HSPA subfamily and EVDO Rev. B format), also provide mobile broadband access of several Mbit/s to laptop computers and smartphones.
  • A new generation of cellular standards has appeared approximately every tenth year since 1G systems were introduced in 1981/1982 and it is expected that 4G compliant will be released within the next 2–3 years.
Claire C.

Mobile phone - Wikipedia, the free encyclopedia - 0 views

  • A mobile phone (also called mobile, cellular telephone, or cell phone) is an electronic device used to make mobile telephone calls across a wide geographic area. Mobile phones are different from cordless telephones, which only offer telephone service within a limited range of a fixed land line, for example within a home or an office
  • In addition to being a telephone, modern mobile phones also support many additional services, and accessories, such as SMS (or text) messages, e-mail, Internet access, gaming, Bluetooth and infrared short range wireless communication, camera, MMS messaging, MP3 player, radio and GPS. Low-end mobile phones are often referred to as feature phones, whereas high-end mobile phones that offer more advanced computing ability are referred to as smartphones.
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    this is the definition of mobiles.
Brody C

Game based learning - Wikipedia, the free encyclopedia - 0 views

  • Games often have a fantasy element that engages players in a learning activity through narrative or storylines. Educational video games can be motivating to children and allow them to develop an awareness to consequentiality.[1] Children are allowed to express themselves as individuals while learning and engaging in social issues. Today's games are more social, with most teens playing games with others at least some of the time and can incorporate many aspects of civic and political life.[2] Students that participate in educational video games can offer deeper, more meaningful insights in all academic areas. The success of game-based learning strategies owes to active participation and interaction being at the center of the experience, and signals that current educational methods are not engaging students enough. Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce
  • is a branch of serious games that deals with applications that have defined learning outcomes. Generally they are designed in order to balance the subject matter with the gameplay and the ability of the player to retain and apply said subject matter to the real world.
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    Describes what Gamed Based Learning is.
d l

Game based learning - Wikipedia, the free encyclopedia - 0 views

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    Gives the description of Game Based Learning.
Kristina Lowen

Gesture Recognition - 0 views

  • Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand. Current focuses in the field include emotion recognition from the face and hand gesture recognition. Many approaches have been made using cameras and computer vision algorithms to interpret sign language. However, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques.
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