12. What is Haptics?
-is the science of
applying touch (tactile)
sensation and control to
interaction with
computer applications
13. HAPTICS TECHNOLOGY
•is afeedback technology
(using computer applications)
that takes advantage of the
user’s sense of touch by
applying force, vibrations
and/or motions to the user
16. What i s a Context?
-background,
environment, situation
17. CONTEXTUAL AWARENESS
-by combining ‘hard sensor’
information such aswhereyou
are and the conditionsaround
you, combined with ‘soft sensors’
such asyour calendar, your social
network and past preferences -
future devices will constantly
learn about who you are and how
you live, workand play
22. VOICE AND TONE RECOGNITION
-Not only can voice and tone
recognition be used toconfirm
aperson’s identity but tone
recognition can be used to
detect aperson’s health or
emotional state.
24. I n t e l l i g e n t Routing Devices
-This future technology willbe
useful to, for example, local
councils. While on the move,
staff will be able to provide the
precise description and
location ofastreet-based issue
using Smartphones
25. Mobile devices thatcan take
photos and have GPS
(global positioning system)
support. Intelligent routing will
then alert the responsible team
to action.
33. Eye Tracking Technology
Could have many possibleapplication
including:
-Law enforcement (liedetection)
-Airport Security
-Retail
-Safety
-Health Care
-Human-Computer Interaction
36. Internet Glasses
-Technology that can display
images directly onto our retinas
while not blocking our sight is
being developed. This
technology can be used in
eyeglasses and have uses
ranging from e-Gaming to
military defense
37. Examples:
•Receiving turn by turn directions
asyou walk toward your destination
•Viewing virtual recipes while
cooking without losing your rhythm
•Walking down the street, seeing
one of your friends show up "on
screen" 2blocks and 1cafeaway
43. 3D Environment
-are often referred to asvirtual
reality or interactive 3Dand
have afigurative appearance
Examples:
-3DPrinter
-Holograms
-3DFilm
-etc.
45. Ubiquitous Learning
-is often simply defined as
learning anywhere, anytime
and is therefore closely
associated with mobile
technologies
46. Key Character i s t ics of
Ubiquitous Learning:
(Chen et a l . , 2002;
Curtis et a l . ,
2002)
1.Permanency -Learning
materials are always
available unlesspurposely
deleted.