Sunday, January 22, 2017

Wearable Technology

Wearable Technology
HoloLens
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This wearable technology is much more advance than the standard Google Glass device. The device has embedded holographic lenses, speakers, and an Intel processor that sets this pair of unique glasses from its competitor’s.  Other features include a cooling mechanism that prevents the glasses from overheating and is Wi-Fi and Bluetooth enabled. A fascinating feature is that the glasses have a variety of sensors installed within the unit to enable smart sense technology in detecting the space needed to interact with the environment. The HoloLens has a 2- mega-pixel camera that can take photos and record your virtual interactions by way of four microphones. The glasses can create a screen that goes up to 15 inches and can capture your real surroundings. Even can track your hand and head movements to make the experience even more engaging. The creator of the glasses is working on embedding a “pinning” mechanism that enables the user to lock in their hologram and can review the object from all angles. Microsoft engineers are in the process of including a “holding” feature that would allow the user to hold their creations and manipulate it in the virtual 3D environment. (wareable.com)
The way this wearable technology could be utilized in education is to create virtual textbooks that allow the student to learn science, history, or math to name a few subjects in a different format. For example, students learning history can interact with historical figures in a hologram environment. The student can see and learn from the actual person in a virtual sense. That keeps the student engaged and able to have an appreciation for historical data. Likewise, with math, the student who has trouble learning algebra, can have a virtual tutor that can assist the student step-by-step by providing interactive games to assist that student in understanding the formulas. Lastly, students can dissect virtual animals to understand the layout of the body without the need of having to dissect an actual animal for a school project.
In closing, this up and coming wearable technology has the potential to be a great product in the education system. Even though the cost at this point is high, the features and functions of this product is endless. Students can interact with their environment from virtually anywhere and have the capability to learn valuable information in a unique format.
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The second wearable technology is the Tech Temp Tattoos that can interact with technological devices by way of just touching your natural skin.
This wearable technology is currently in the testing phases on what can be incorporated with this technological invention. Currently, there are tattoos that can track your alcohol levels, track fitness levels, and read facial expressions. The tattoos are currently being used in the medical field to monitor patients with neurodegenerative  diseases. The cost of these tech tattoos is relatively cheap. For example, the cost to make the fit tattoo is around $1.50 to produce. (wareable.com) The concept of these metallic tech tattoos is too function much like your smart watch but minus the bulkiness. The data collected can be scanned with a smart device and the information can electronically be sent where needed for review. Great future wearable tool to monitor and track patients in the future.
However, the product could be used in the classroom on field trips, scavenger hunt games, or for autism students in the future. For example, teachers can have the students wear this wearable device when going on field trips to get keep up with their students. This will enable the teacher to track students that may have wondered off by pinpointing their exact location via their smart devices. In regards to scavenger hunt games, teachers can have special made tattoos that relate to their topic of the day to have the students scan their arms to review clues to help them solve mystery problems. Lastly, those students in class that have autism can have a special tattoo that enables the teacher to scan their arms to download the recommend learning plan for that student. Keeps the student and teacher interaction going to make sure each student has a fair advantage at comprehending the learning material.
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