- Samsung
- Meta
- HTC
- Qualcomm
- Pebble
- Sony
- Fitbit
- Oculus VR
- Razer
But what does this mean for education? The majority of wearable technology is being marketed as smartphone accessories rather than as standalone devices. This type of wearable tech serves to bring you notifications and other information directly from your phone. Google's Glass and Meta's Spaceglasses, on the other hand, are miniature computers integrated into glasses. Both project information onto screens in front of the users' eyes, and allow you to navigate around the device using voice commands and hand gestures. Of the two, the Meta Spaceglasses seems to be more capable of handling heavy amounts of coursework. It actually projects a 3D display in front of you (a close comparison is the display on the Ironman Suit from the Ironman movies), and allows you to interact with it as if it actually existed in real space in front of you. This would allow students
Some of the features of the Spaceglasses demonstrated in an advertisement
Another wearable technology that could have application in education is the Oculus Rift produced by Oculus VR. It turns a computer into a breeding ground for virtual reality. It was primarily designed to be used with video games, allowing you to see a game world as if it was in front of your own two eyes. It can also allow you to bring your computer to your eyes as well. With it, you can be completely immersed in videos and webpages, turning learning into a fluid and natural experience.
The Oculus Rift |
Wearable Technology is still in its infancy. It is currently limited in what it can do, but it will be interesting to see how it evolves in the future. I think that within the next 10 years, wearable technology will grow from smartphone accessories and gimmicky Google searchers into full on computers that we integrate into both our education system, and our everyday lives.
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