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Honor Moorman

The Future Newsroom: Lean, Open, and Social Media-Savvy - 0 views

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    On the campus of Penn State University, a rivalry between a rogue campus blog and the official newspaper has become a fascinating mirror of the strife between old and new media.
Alix R

Descending Clouds - Society and Augmented Reality 101 | PERSONALIZE MEDIA - 1 views

  • It will create a web of layers, of parallel narratives and realities and enhance our experiences.
  • “Augmented reality allows people to visualize cyberspace as an integral part of the physical world that surrounds them, effectively making the real world clickable and linked,” says Dr. Paul E. Jacobs, chairman and CEO of Qualcomm.
    • Alix R
       
      use this!
  • will their be any hiding places.
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  • As portable screens become practical (think iPad with camera), pervasive wearable computing becomes commonplace and surveillance technology evolves to being ubiquitous and transparent – society will evolve way ahead of government and law, who powerless to stop the flow of information on connected screens will be even more powerless to stop this flow moving into real space?
    • Alix R
       
      this is what will also happen when we go full force into an augmented reality world. good or bad?
Vicki Davis

Cell phones in the classroom - O'Reilly Radar - 2 views

  • uring the 2007-2008 school year, Wireless Reach began funding Project K-Nect, a pilot project in rural North Carolina where high school students received supplemental algebra problem sets on smartphones (the phones were provided by the project). The outcomes are promising -- classes using the smartphones have consistently achieved significantly higher proficiency rates on their end of course exams.
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    During the 2007-2008 school year, Wireless Reach began funding Project K-Nect, a pilot project in rural North Carolina where high school students received supplemental algebra problem sets on smartphones (the phones were provided by the project). The outcomes are promising -- classes using the smartphones have consistently achieved significantly higher proficiency rates on their end of course exams. So what's so different about delivering problem sets on a cell phone instead of a textbook? The first obvious answer is that the cell phone version is multi-media. The Project K-Nect problem sets begin with a Flash video visually demonstrating the problem -- you could theorize that this context prepares the student to understand the subsequent text-based problem better. You could also theorize that watching a Flash animation is more engaging (or just plain fun) and so more likely to keep students' attention.
Steve Madsen

Awesome Visualization of Social Media Usage Around the Globe [Infographic] - 1 views

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    "Want to know how many people are microblogging in Australia? Or uploading photos online in Brazil? Or writing blogs in the Netherlands? There's a map for that - literally. TrendStream, who publishes the Global Web Index, has created a fantastic visualization that shows the penetration of different social technologies in major markets around the globe. The research is based on interviews with 32,000 Internet users in 16 countries." http://www.globalwebindex.net/
Alex H

Open Content's Higher Ed Calling - 0 views

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    Open content could become more mainstream in higher education this year. The movement holds great potential for the higher education space where the New Media Consortium (NMC)--which publishes The Horizon Report annually in collaboration with Educause Learning Initiative--identifies it as a trend whose adoption rate will be one year or less.
Honor Moorman

Mobile News - 0 views

shared by Honor Moorman on 01 Apr 10 - Cached
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    Mobile News from Mashable: The Social Media Guide
Stephanie K

Social Media Today | What is the Future of Open Content - 1 views

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    Baraniuk is working on building global relationships with authors, educators and leaners so they can "create, rip, mix and burn" learning materials to a global open-access repository. He is creating a knowledge ecosystem that will empower anyone to take content and make of it what they want; to be translated into any language or to imbed any data which is updated in real time.
Nicholas B

Frijj to launch augmented reality campaign | News | New Media Age - 0 views

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    "Augmented reality will allow Frijj customers to interact with the brand by holding up a bottle in front of a webcam to gain access to a real- time environment. A Frijj Swamp Soccerette then appears to climb out of the bottle and perform an on-screen cheer." An interesting take on commercial use of AR.
Hope B.

2010 Horizon Report » Four to Five Years: Gesture-Based Computing - 0 views

  • For nearly forty years, the keyboard and mouse have been the primary means to interact with computers.
  • Now, new devices are appearing on the market that take advantage of motions that are easy and intuitive to make, allowing us an unprecedented level of control over the devices around us. Cameras and sensors pick up the movements of our bodies without the need of remotes or handheld tracking tools.
  • It is already common to interact with a new class of devices entirely by using natural gestures.
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  • The Microsoft Surface, the iPhone and iPod Touch
  • , the Nintendo Wii, and other gesture-based systems accept input in the form of taps, swipes, and other ways of touching, hand and arm motions, or body movement
  • These are the first in a growing array of alternative input devices that allow computers to recognize and interpret natural physical gestures as a means of control.
  • As the underlying technologies evolve, a variety of approaches to gesture-based input are being explored. The screens of the iPhone and the Surface, for instance, react to pressure, motion, and the number of fingers touching the devices
  • Gesture-based interfaces are changing the way we interact with computers, giving us a more intuitive way to control devices.
  • urrently, the most common applications of gesture-based computing are for computer games, file and media browsing, and simulation and training
  • Because it changes not only the physical and mechanical aspects of interacting with computers, but also our perception of what it means to work with a computer, gesture-based computing is a potentially transformative technology.
  • The distance between the user and the machine decreases and the sense of power and control increases when the machine responds to movements that feel natural.
  • The kinesthetic nature of gesture-based computing will very likely lead to new kinds of teaching or training simulations that look, feel, and operate almost exactly like their real-world counterparts.
  • Larger multi-touch displays support collaborative work, allowing multiple users to interact with content simultaneously
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    This is the report for the Horizon project.
Julie Lindsay

The Grammar of TV and Film - 0 views

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    Shared by Hall Davidson at NetGenEd 2010 Discovery Education series on making real movies
Honor Moorman

s i x t h s e n s e - a wearable gestural interface (MIT Media Lab) - 2 views

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    'SixthSense' is a wearable gestural interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information.
Steve Madsen

Virgin Blue Mobile Boarding pass - 0 views

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    Virgin Blue has launched a revolutionary, innovative new process to check in and board on domestic flights via a traveller's mobile called "Check-Mate". Gone are the days of booking the flight in advance at a desktop computer, getting to the airport, lining up to check-in and getting a printed boarding pass, with the new Check-Mate process eliminating all paper boarding passes in favour of electronic boarding passes on mobile devices including mobile phones, BlackBerry Smartphones and iPhones.
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