Week 21 & 22 – A3a – Horizon report

The Horizon 2009 report, provides a snapshot of which technologies will probably, in the near future, have an impact on society.

  • 1 year or less
    • Mobiles
    • Cloud computing
  • 2 / 3 years
    • Geo-everything
    • The personal web
  • 4 / 5 years
    • Semantic aware applications
    • Smart objects

Mobiles – Verstaile tool …New interfaces, the ability to run third-party applications, and location-awareness…begun to assume many tasks that were once the exclusive province of portable computers.

Cloud computing – Inexpensive, simple solutions to offsite storage, multi-user application scaling, hosting, and multi-processor computing

Geo-everything – many common devices can automatically determine and record their own precise location and can save that data along with captured media (like photographs) or can transmit it to web-based applications for a host of uses. The full implications of geo-tagging are still unfolding, but the impact in research has already been profound.
The personal web – represent a collection of technologies that are used to configure and manage the ways in which one views and uses the Internet. Using a growing set of free and simple tools and applications, it is easy to create a customized, personal web-based environment — a personal web — that explicitly supports one’s social, professional, learning, and other activities.

Semantic aware applications – Tools that can simply gather the context in which information is couched, and that use that context to extract embedded meaning are providing rich new ways of finding and aggregating content.

Smart objects – A smart object “knows” something about itself — where and how it was made, what it is for, where it should be, or who owns it, for example — and something about its environment.

Key Trends

Increasing globalization continues to affect the way we work, collaborate, and communicate.

The notion of collective intelligence is redefining how we think about ambiguity and imprecision.

Experience with and affinity for games as learning tools is an increasingly universal characteristic among those entering higher education and the workforce.

Visualization tools are making information more meaningful and insights more intuitive.

As more than one billion phones are produced each year, mobile phones are benefiting from unprecedented innovation, driven by global competition.

Critical Challenges

There is a growing need for formal instruction in key new skills, including information literacy, visual literacy, and technological literacy.

Students are different, but a lot of educational material is not.

Significant shifts are taking place in the ways scholarship and research are conducted, and there is a need for innovation and leadership at all levels of the academy.

We are expected, especially in public education, to measure and prove through formal assessment that our students are learning.

Higher education is facing a growing expectation to make use of and to deliver services, content, and media to mobile devices.


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