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Advantages and Disadvantages of Using Wearable Computers in the University - Coursework Example

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The author of the paper "Advantages and Disadvantages of Using Wearable Computers in the University" will begin with the statement that the growth of technologies like mobile computing, augmented reality, and sensors have resulted in innovations in the wearable computing field…
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Student name: Student number: Email address: Course code: Assignment number: Assignment due date: Academic referencing style: Campus lecturer/tutor: Course coordinator: Academic referencing style: Harvad Executive summary: The growth of technologies like mobile computer, augmented reality, and sensors have resulted to innovations in wearable computer field. Computing devices such as smart glasses and smart watches facilitate the interaction between the user and the computer devices worn by them. As there is an increase in the number of mobile devices used by students in the university, learning system should be flexible enough allow more application and services for these devices. The services can be realized through the integration of mobile devices with other modern technologies that can be used in e-learning. Wearable computing is a new technological development that can easily be adopted and explored. New techniques of presentation of information and creative interaction processes promote learning for wider range of learners including those who are less motivated. The purpose of this report is to provide analyses on how wearable computers can be used in higher education to enhance learning. The main focus is to provide the way in which the learning processes and educational infrastructure can be improved with the rising number of wearable computer devices, including how they can be integrated in into e-learning program, so as to support collaboration, ubiquitous learning and interactive work. A model of wearable computer application in education in the university is developed. The model integrates wearable computer based devices with the learning process in higher education. It provides visualization technologies that assist the students to discover new information as well as explore educational resources. Technical, social and ethical aspects related to the use of these technologies are also considered. It is recommended that CQUniversity should implement this technological model, as it enhances learning process. The implementation should be made simple and less costly as much as possible so as not to interfere with the existing learning processes. This is possible through the utilization of the existing wearable infrastructure such as such as smart phones and tablets. Table of Contents Executive summary: 2 1.0 Introduction 4 2.0 Wearable computers 5 2.1 Healthcare and Medical 5 2.2 Entertainment 6 3.0 Wearable computers in higher learning 6 3.1.0 Application in the university 7 3.1.1 Learning Apps 7 3.1.2 Safety 7 3.1.3 Teaching aid 7 3.2 Model for applying wearable computing 7 3.3 Advantages and disadvantages of using wearable computers 8 4.0 Conclusion 9 5.0 Recommendation 10 6.0 References 12 1.0 Introduction The advancement in the computer technologies has had a lot of influence in on a wider range of application in human life. Wearable computers are continuously becoming smaller, more integrated and more powerful. As a result, it has changed how socialization, perception and ways in which education communication, entertainment or businesses are carried out (Marković & Rakočević, 2014). The model used to apply wearable computing in e-learning at CQUniversity in Rockhampton. The model has a potential to improve the existing learning processes in spite of the temporary and space constrains. In harmony with the increased implementation of computer technologies, the education system has also undergone through revolutionary change (Collins & Halverson, 2009). The changes are mostly influenced by new learning theories of gaining knowledge other than the conventional way that consists of teaching and learning through repetitive way. The ideas of interactivity, data accessibility and visualization changed the perception about learning. This has led to the introduction smart class room and e –learning which is formed as a result of the combination between new ideas and new technologies (Collins & Halverson, 2009). This report analyses the opportunities of applying wearable computer gadgets to improve the current learning processes and systems. The objective is to find ways through which the learning processes and educational infrastructure can be improved through the use of wearable computer devices that are currently inexistence, including how they can be integrated in into e-learning program, so as to support collaboration, ubiquitous learning and interactive work. The existing applications and technologies using wearable gadgets are overviewed. In a broader sense, there are many technologies that are involved in the e-education concept, that include multimedia technologies and concepts, new learning management systems, and other wireless technologies (Kats, 2010). The model developed for integrating wearable devices and learning systems in higher education is provided. The system requires the special interaction between the teacher and the student that is related to time and space but limited by the form of education materials. Technical, social and ethical aspects related to the use of these technologies are also considered. 2.0 Wearable computers Wearable computers are small electronics devices that are worn by a person to provide intelligent assistance that augment intellect, physical senses, memory and communication. They can either be worn inside the body in form of implantable devices like neuroprosthetic or externally in form of eyeglasses, a ring, clothes, jewellery, wristwatch or a badge. The characteristics of materials used to produce wearable computers are flexibility, conductive and lightweight materials. Generally, wearable devices are produced as a separate unit which can be attached to the clothes, but some of them use the conductive yarns that are integrated into the fabric (Tao, 2005). Most of the modern wearable computers create and consume visual data, or display the data about the people possessing them. They have been made to be more compact, aesthetical and pleasing to wear. Their applicability has become clearer and their usability has improved through the use of innovative controls such as the use of voice. Wearables devices have been integrated into our daily lives, and have been applied on entertainment, military, healthcare and health fitness, and manufacturing (Dvorak, 2008). Terms such as wearable technologies, wearable devise or wearable computers may be used interchangeably. The systems consist of devices that are used by humans in their interaction process as the user is wearing them in unobtrusive and comfortable way. They are worn in the same way as clothes, and can be able to perform different kinds of computation. In general, wearable computers cover a wider range of devices that can be used in various ways (Tao, 2005). It is important that the architecture of wearable computers can be able to fulfil the requirements of constancy and persistency so as to be accepted, for example, it can be used concurrently and is continuously available. The devices should also have stable and constant power supply, which means that they should be connected in a manner that it allows free mobility. Significant features include the sensitivity of the computer devices so that they become aware of the user state and surroundings whenever the user wears it (Collins & Halverson, 2009). 2.1 Healthcare and Medical Wearable devices are used for both rehabilitative and therapeutic functions in the medical field. It assist medical professionals and patients to track crucial symptoms and signs using sensors that measures blood pressure, organ activity glucose level and other vital signs without disrupting the activities of the wearer. This aid in the monitoring the patients after certain procedure has been performed and in evaluation of the effectiveness of medications like insulin. The devices either save the data in their inbuilt memory or transmit them to the central system, which enable an oversight of the patient progress and this will help in reducing the death rate (Gaggioli, 2009; Fong, Li & Fong, 2013). The recent demand for home healthcare will increase the use of these devices which will make wearable devices essential part for the patients and the physicians. It has already been used to monitor health of the aging people (Zhong, 2013). 2.2 Entertainment Some wearable computers are used to provide information and for entertainment purposes. The devices can send receive real time data about news events, physical environment, and different forms of amusement and recreation such as gaming and social media. These forms of computers can be in form of in-vehicle wearables, smart watches and smart glasses. The introduction of apple watch has increased awareness and credibility of devices in the entertainment industry. The growth in gaming industry is behind the development of new entertainment devices; especially the devices that support augmented reality can enhance the application in games (Whiting, 2003). 3.0 Wearable computers in higher learning Education in higher learning institutions are improved by new ideas and theories. Wearable computing is a new technological development that can easily be adopted and explored. It provides visualization technologies that assist the students to discover new information as well as explore educational resources. New techniques of presentation of information and creative interaction processes promote learning for wider range of learners including those who are less motivated (Chao, 2012). With the increase in the number of mobile devices used by students in the institution, learning system should be flexible enough allow more application and services for these devices. The services can be realized through the integration of mobile devices with other modern technologies that can be used in e-learning. For example, language learning process in a formal classroom can combined with informal classroom in a remote place. Computer devices provide a platform for built in cameras, GPS, and sensors that are useful is providing education content (Despotović-Zrakić, Milutinović & Belić, 2014). 3.1.0 Application in the university 3.1.1 Learning Apps Wearable computers share many features with mobile devices, and in many cases they overlap. The applications used for education purposes are the core of technologies used by wearable devices like smart phones. For example, mathway app can give the answer to mathematical problem. 3.1.2 Safety Dangerous experiment can be recreated in the laboratory, and this will keep the students to be safe. For example, in an experiment that involves the collision between electrons. The devices can also be used to keep truck of the student’s especially in field trips or at school. In case the students are lost, they can use real time maps to see where they are. 3.1.3 Teaching aid Some applications has ability to read text information and change them to speech such as in android application there is Ivona Tex-to-speech application making the lectures easy to follow, and also can be used by used by students with poor sights. Smart glasses are used by provide visual communication with resources that are enabled by the systems and the professors. Communication between different devices in the classroom is possible. Wearable computers used by the professor for teaching consist of interface that connects the professor with the cloud infrastructure with the students. In this way, classroom activities conducted in a more interactive manner and can be monitored constantly (Marković, & Rakočević, 2014; Chao, 2012). 3.2 Model for applying wearable computing The models that can be implemented in the university consist of wearable computer gadgets, software, and cloud computing infrastructure. The professors and students have different wearable devices with their respective softwares. Cloud infrastructure serves as a media through which the professor and the students communicate in classroom. In many cases, the devices use Bluetooth or wireless technology to send or receive the user’s commands as they are controlled by different platforms such as android and windows. The devices contain online and storage services as well as learning management interfaces (Despotović-Zrakić, Milutinović & Belić, 2014). This model requires collection of information from both the teachers and the students, and provides specific learning materials to individual devices. In this case, smart watches are used by students to sign in into the class using their digital signatures that can be detected automatically as the computer text before being submitted over cloud infrastructure so that the professor can get the information about the list of students who are absent. For security purposes, the system also authenticates the users and authorizes them before allowing access to learning sessions (Chao, 2012). This will enable teachers to have direct control of the students taking the lessons. A model for applying wearable computers in the university is shown below. Model for application of wearable computers in e-learning 3.3 Advantages and disadvantages of using wearable computers There are various ways through the wearable computers can enhance learning process in higher education. These devices can provide relevant data and information faster, depending on the context and the users. The learning content can be improved by use of multimodal presentation in which texts, images sound, and videos are used. These gadgets can also assist the students with disabilities. For example, smart glasses allow students with poor sight to read information that are displayed on their glasses in large sizes and at their comfort. The students who are blind use audio playing gadgets to read the information, while the deaf students get all the teacher’s words by reading them on their glasses. The introduction of smart watches and smart phones has brought new threat to the privacy of the user because of their wealth and mobility of sensors. For example, the wearable computer malware can hijack the sensors in order to spy on the users. Some of them are worn outside the clothing where they can record the activities of the user and of other who are close to. On the other hand, the users may use them to invade on the privacy and security of others. They can also be used by dishonest students to cheat in an exam using smartphones and cloud based services (Migicovsky et al., 2014). 4.0 Conclusion Wearable computers are starting to gain acceptance in different area of people activities, and its application in higher learning systems can provide long lasting benefits. If wearable computers are introduced to students, learning process can be enhanced, and even more progress can be made by the students. The existing applications and technologies using wearable gadgets are overviewed. They include technologies that are involved in the e-education concept such as multimedia technologies and concepts, new learning management systems, and other wireless technologies. The model developed for integrating wearable devices and learning systems in the university is provided. The models that can be implemented consist of wearable computer gadgets, software, and cloud computing infrastructure. The professors and students, through their respective wearable devices and softwares can communicate through the cloud infrastructure that serves as a media through which they communicate in classroom. The system requires the special interaction between the teacher and the student that is related to time and space but limited by the form of education materials. This new technology also has setback as they pose a threat to the privacy and security of the users and other people. Wearable computer malware can spy on the users and other people nearby. The users may use them to invade on the privacy and security of others. They can also be used by dishonest students to cheat in an exam using smartphones and cloud based services. The gadgets can provide relevant data and information faster and are suited for different users. The students with disabilities can benefit from the implementation of wearable computers. Wearable computers can compensate the handicap of the people with disabilities. For example, smart glasses allow students with poor sight to read information that are displayed on their glasses in large sizes and at their comfort. The students who are blind use audio playing gadgets to read the information, while the deaf students get all the teacher’s words by reading them on their glasses. 5.0 Recommendation The implementation of this technological model should be simple and affordable as much as possible so as not to interfere with the current learning processes. The institution can apply an existing cloud infrastructure. Existing computers can be used, if the there are no cloud infrastructure, nevertheless, sufficient computer devices needs to be supplied, otherwise the implementation may cause disruption to other systems used for education purposes in higher learning. Wearable devices can be expensive, but due to the increased production of new models, affordable devices can be obtained. Wearable devices can connect to the internet, but the institution can provide wireless networks so as to support them, a program which is common in higher learning institution. Smart environment that can assist in the implementation of wearable computers can be set up using sensors and devices such as Arduino microcontrollers. Wearable computing is important for educational applications as it enhance teaching and learning process in the university. The teaching environment should integrate adequate concepts of smart classrooms with e-education programs, so as to provide the students with up to date e-learning services which can enhance the quality of the learner’s experience. The available wearable devices should be utilized in the learning process, but methods used for interaction should be simplified in order to reduce the cognitive work load on the learners, and let them focus on the current task. Visual interfaces like smart glasses are independent and friendly to the environment to the environment, and can be used to provide augmented reality, where the interface augments the real objects in the environment. Wearable technologies in the institution setting are valuable tool that provide lasting education. The application of this technology in the university will allow learners to learn independently at any place at anytime. 6.0 References Chao, L., 2012. Cloud computing for teaching and learning: Strategies for design and implementation. Hershey, PA: Information Science Reference. Collins, A., & Halverson, R., 2009. Rethinking education in the age of technology: The digital revolution and schooling in America. New York: Teachers College Press. Despotović-Zrakić, M., In Milutinović, V., & In Belić, A., 2014. Handbook of research on high performance and cloud computing in scientific research and education. Dvorak, J. L., 2008. Moving wearables into the mainstream: Taming the Borg. New York: Springer. Fong, A. C. M., Li, C. K., & Fong, B. (2013). Telemedicine technologies: Information technologies in medicine and telehealth. Hoboken, N.J: Wiley. Gaggioli, A., 2009. Advanced technologies in rehabilitation: Empowering cognitive, physical, social and communicative skills through virtual reality, robots, wearable systems and brain-computer interfaces. Amsterdam: IOS Press. Kats, Y. (2010). Learning management system technologies and software solutions for online teaching: Tools and applications. Hershey, PA: Information Science Reference. Marković A., Rakočević S. B., 2014. Proceedings of the XIV International Symposium Symorg 2014: New Business Models and Sustainable Competitiveness, Proceedings of the International Symposium Symorg, FON, pp. 402-408 Migicovsky, A., Durumeric, Z., Ringenberg, J., & Halderman, J. A., January 01, 2014. Outsmarting Proctors with Smartwatches: A Case Study on Wearable Computing Security. Lecture Notes in Computer Science, 8437, 89-98. Whiting, D. S., 2003. Let's prepare for the New York State Grade 4 English Language Arts Test. Hauppauge, N.Y: Barron's Educational Series. Zhong, W., 2013. An introduction to healthcare and medical textiles. Read More
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