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La gg ard s (16 %) Early Majority (34 %) Late Majority (34 %) Innovators (2.5 %) Early Adopters (13.5 %)

NMC Horizon Report > 2004 Higher Ed Edition Presentation

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This PowerPoint presentation gives a visual overview of the contents of The NMC Horizon Report > 2004 Higher Ed Edition. The presentation was shared at conferences all over the world in conjunction with the release of the accompanying report.

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Page 1: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Laggards

(16 %)

Early Majority (34 %)

Late Majority (34 %)

Innovators (2.5 %)

Early Adopters (13.5 %)

Page 2: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Laggards (16 %)

Early Majority (34 %)

Late Majority (34 %)

Innovators (2.5 %)

Early Adopters (13.5 %)

Page 3: NMC Horizon Report > 2004 Higher Ed Edition Presentation
Page 4: NMC Horizon Report > 2004 Higher Ed Edition Presentation
Page 5: NMC Horizon Report > 2004 Higher Ed Edition Presentation
Page 6: NMC Horizon Report > 2004 Higher Ed Edition Presentation

NMC’s ongoing research-oriented effort that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, or creative expression.

The Centerpiece of the NMC’s Emerging

Technology Initiative

Page 7: NMC Horizon Report > 2004 Higher Ed Edition Presentation

What would you list among the core established technologies that colleges and universities should all be using broadly today in teaching, learning, and creative expression?

What technologies that have a solid user base in business, industry, or entertainment should colleges and universities be actively looking for ways to apply?

What are the key emerging technologies you see developing to the point that colleges and universities should begin to take notice during the next 3 to 5 years?

Page 8: NMC Horizon Report > 2004 Higher Ed Edition Presentation

http://www.nmc.org/horizon

Page 9: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Learning objects are assemblies of audio, graphic, animation and other digital files and materials that are intended to be reusable in a variety of ways, and easily combined into higher-level instructional components such as lessons and modules. The primary purpose behind the development and use of learning objects is to increase access to quality content, and to avoid wasteful replications of effort by making that content usable in a variety of contexts, thus lowering cost and increasing the relative utility of the materials.

Page 10: NMC Horizon Report > 2004 Higher Ed Edition Presentation

SVG uses XML for describing two-dimensional graphics, holding the information needed to draw an image in a text file. Scaling is smoothly achieved without jagged edges. Graphical objects can be styled, transformed, grouped, or placed into previously rendered objects. Text is searchable and selectable. SVG is an especially powerful tool for instructional developers on college and university campuses, with potential applications in virtually any discipline, but especially the sciences and engineering.

Page 11: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Rapid prototyping refers to what amounts to 3-D printing: software and hardware that construct three-dimensional physical objects from digital data files. These files may be created in a variety of ways, such as computer-aided design (CAD), computer-aided tomography (CAT), or even X-ray crystallography, then output to a rapid prototyping machine that creates a physical model of the object. This technology is widely used for a variety of design, manufacturing, and engineering applications, but as cost decreases, it is finding new applications in the arts and the classroom.

Page 12: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Multimodal interfaces provide ways for humans to interact with computers beyond the traditional mouse and keyboard, using inputs and outputs that target not only each of the five senses, but also take advantage of nonverbal cues common in human conversation. Considerable development is taking place in simulations that use multimodal techniques (haptics or force feedback, for example) to great effect.

Page 13: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Context-aware computing refers to computing devices that can interpret contextual information, communicate using contextual interfaces, and do not require the use of language in the typical sense. Contextual cues may include what the user is attending to, the user’s location and orientation, the date and time of day, lighting conditions, gestures, other objects and people in the environment, accessible infrastructure in the immediate vicinity, and so forth. Likewise, these same cue may be used to communicate information to the user in subtle ways.

Page 14: NMC Horizon Report > 2004 Higher Ed Edition Presentation

Knowledge webs are based on a dynamic concept of individual and group knowledge generation and sharing, with technology used to make connections between knowledge elements clear, to distribute knowledge over multiple pathways, and to represent knowledge in ways that facilitate its use. Work in knowledge webs overlaps considerably with that going on around communities of practice, and holds the potential to help such communities share, create, analyze, validate, and distribute existing and emerging knowledge.