Detachable tablets will nearly quadruple, as a share of the tablet market, from 8 percent to 30 percent in 2020, according to a new forecast from International Data Corp. (IDC).
Android detachables will account for 18.2 percent of the devices sold this year, according to IDC’s prediction, improving to 23.1 percent in 2020.
iOS market share among detachables will fall from 28.5 percent this year to 22.4 percent in 2020.
Global sales of wearable devices will exceed 10 million this year, up 32.8 percent over 2015, according to a new forecast from International Data Corp. (IDC). That total will more than double by the end of the forecast period, 2020, to hit 237.1 million shipments if the company’s prediction holds true.
“Watch and wristband shipments will reach a combined total of 100 million shipments in 2016, up from 72.2 million in 2015,” according to a news release. “Other form factors, such as clothing, eyewear, and hearables, are expected to reach 9.8 million units in 2016 and will more than double their share by 2020. This will open the door for new experiences, use cases, and applications going forward.
If you are tired of Skype failures (Microsoft aquired it) and have difficult time navigate through Google Hangout, but want to connect using your social media accounts, this is an easy app for you.
Virtual reality, like the new Facebook Oculus and HTC Vive, completely immerse you inside a computer generated world. It’s like being inside a 360-degree video game, or movie, or computer-generated simulation.
according to a report in The Information today, Google’s long-term bet is on augmented reality. The company is making not one but several follow-ups to Glass, and has a project called “Tango” that aims to outfit smartphones with computerized “eyes” that can map a 3D space.
The Immersive Education Initiative today announced that Università degli Studi di Padova (the University of Padua) is the official host of the 6th European Immersive Education Summit (EiED 2016). The prestigious academic and technical conference will run in parallel with the inaugural IMMERSIVE ITALY “general public” conference from June 21 through June 23.
Topics: Assistive and adaptive technologies, Augmented reality, Learning spaces, Mobile learning, Tools
the Universal Design for Learning (UDL) framework, which aims to develop expert learners. In addition to removing barriers and making learning accessible to the widest varied of learners possible, UDL addresses many of the metacognitive and self-efficacy skills associated with becoming an expert learner, including:
Executive functions. These cognitive processes include initiation, goal setting, attention, planning and organization.
Comprehension skills. This skillset encompasses knowledge construction, making connections, developing strategies and monitoring understanding.
Engagement principles. These soft skills include coping, focus, resilience, effort, persistence, self-assessment and reflection.
QR codes
AR apps : two types of AR apps: those for experience and for creation. Experience AR apps, such as Star Walk, are designed to provide the user with an AR experience within a specific content or context. Creation AR apps, such as BlippAR and Aurasma, allow users to create their own AR experiences.
Posters : To support comprehension and metacognitive skills, images related to classroom topics, or posters related to a process could serve as the trigger image.
iBeacons : Beacon technology, such as iBeacon, shares some similarities with QR codes and AR, as it is a way to call up digital content from a specific spot in the physical world. However, unlike QR codes and AR, you do not have to point your device at a code or use a trigger image to call up content with iBeacon. Your device will automatically sync when it is near a beacon, a small device that emits a low-power Bluetooth signal, if you have an iBeacon-enabled app. The beacon then automatically launches digital content, such as a video, audio file or webpage. Beacon technology is well suited for center-based activities, as you can set up the app to trigger instructions for each center, exemplars of what the finished work will look like and/or prompts for the reflection when the center’s activity has been completed.
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More on QR codes in this IMS blog: