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2010 Horizon Report - Unplugged Rob Peregoodoff Manager, Learning Technologies Sauder School of Business May 2010
Introductions ,[object Object]
Horizon Report Engagement ,[object Object],[object Object],[object Object],[object Object]
Technology Engagement ,[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],About the Horizon Report
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Past Horizon Reports
Year of Report 2004 Short Term (Within 1 year) Learning Objects Scalable Vector Graphics Medium Term (Within 1-3 years) Rapid Prototyping Multimodal Interfaces Long Term (Within 3-5 years) Context-Aware Computing Knowledge Webs
Year of Report 2004 2005 Short Term (Within 1 year) Learning Objects Extended Learning Scalable Vector Graphics Ubiquitous Wireless Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching Multimodal Interfaces Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Knowledge Webs Context-Aware Computing/ Augmented Reality
Year of Report 2004 2005 2006 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Multimodal Interfaces Educational Gaming Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices
Year of Report 2004 2005 2006 2007 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming
Year of Report 2004 2005 2006 2007 2008 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems
Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Impacting Trends The abundance of resources and relationships made easily via the Internet is increasingly challenging us to revisit our roles as educators in sense-making, coaching, and credentialing.
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Impacting Trends People expect to be able to work, learn, and study whenever and wherever they want to.
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Impacting Trends The work of students is increasingly seen as collaborative by nature, and there is more cross-campus collaboration between departments.
The 2010 Report – Key Impacting Trends ,[object Object],[object Object],[object Object],[object Object],The technologies we use are increasingly cloud-based, and our notions of IT support are decentralized.
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Challenges The role of the academy – and the way we prepare students for their future lives – is changing.
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Challenges New scholarly forms of authoring, publishing, and researching continue to emerge but appropriate metrics for evaluating them increasingly and far too often lag behind.
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Challenges Digital media literacy continues its rise in importance as a key skill in every discipline and profession.
[object Object],[object Object],[object Object],[object Object],The 2010 Report – Key Challenges Institutions increasingly focus more narrowly on key goals, as a result of shrinking budgets in the present economic climate.
The 2010 Report – technologies to watch Short Term (Within 1 year) Mobile Computing Open Content Medium Term (Within 1-3 years) Electronic Books Simple Augmented Reality Long Term (Within 3-5 years) Gesture-Based Computing Visual Data Analysis
Short Term - Mobile Computing “ Mobiles as a category have proven more interesting and more capable with each passing year, and continue to be a technology with new surprises.” ,[object Object],[object Object],[object Object],[object Object]
“ Mobiles as a category have proven more interesting and more capable with each passing year, and continue to be a technology with new surprises.” ,[object Object],[object Object],[object Object],Short Term - Mobile Computing (cont’d)
Short Term - Open Content “ Away from the idea of authoritative repositories of content and towards the broader notion of content being both free and ubiquitous” ,[object Object],[object Object],[object Object]
Medium Term - Electronic Books “ Already firmly established in the public sector, electronic books are gaining a foothold on campuses as well, where they serve as a cost-effective and portable alternative to heavy textbooks and supplemental reading selections.” ,[object Object],[object Object],[object Object],[object Object]
Medium Term - Gesture Based Computing “ We are seeing a gradual shift towards interfaces that adapt to — or are built for — humans and human movements. Gestural interfaces allow users to engage in virtual activities with motion and movement similar to what they would use in the real world.” ,[object Object],[object Object],[object Object],[object Object],[object Object]
Gesture Based Computing ,[object Object],[object Object],[object Object],[object Object],[object Object]
Simple Augmented Reality– Long Term “ While the capability to deliver augmented reality experiences has been around for decades, it is only very recently that those experiences have become easy and portable. Advances in mobile devices as well as in the different technologies that combine the real world with virtual information have led to augmented reality applications that are as near to hand as any other application on a laptop or a smart phone. .”  ,[object Object],[object Object],[object Object]
Visual Data Analysis – Long Term “ Because of the intuitive ways in which it can expose complex relationships to even the uninitiated, there is tremendous opportunity to integrate visual data analysis into undergraduate research, even in survey courses.”  ,[object Object],[object Object],[object Object]
Visual Data Analysis – Long Term (cont’d) ,[object Object],[object Object],[object Object]
Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
Thank you for your attention

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Horizon Report 2010 presentation

  • 1. 2010 Horizon Report - Unplugged Rob Peregoodoff Manager, Learning Technologies Sauder School of Business May 2010
  • 2.
  • 3.
  • 4.
  • 5.
  • 6.
  • 7. Year of Report 2004 Short Term (Within 1 year) Learning Objects Scalable Vector Graphics Medium Term (Within 1-3 years) Rapid Prototyping Multimodal Interfaces Long Term (Within 3-5 years) Context-Aware Computing Knowledge Webs
  • 8. Year of Report 2004 2005 Short Term (Within 1 year) Learning Objects Extended Learning Scalable Vector Graphics Ubiquitous Wireless Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching Multimodal Interfaces Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Knowledge Webs Context-Aware Computing/ Augmented Reality
  • 9. Year of Report 2004 2005 2006 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Multimodal Interfaces Educational Gaming Educational Gaming Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices
  • 10. Year of Report 2004 2005 2006 2007 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming
  • 11. Year of Report 2004 2005 2006 2007 2008 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems
  • 12. Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21. The 2010 Report – technologies to watch Short Term (Within 1 year) Mobile Computing Open Content Medium Term (Within 1-3 years) Electronic Books Simple Augmented Reality Long Term (Within 3-5 years) Gesture-Based Computing Visual Data Analysis
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28.
  • 29.
  • 30.
  • 31. Year of Report 2004 2005 2006 2007 2008 2009 Short Term (Within 1 year) Learning Objects Extended Learning Social Computing User-Created Content Grassroots Video Mobiles Scalable Vector Graphics Ubiquitous Wireless Personal Broadcasting Social Networking Collaboration Webs Cloud Computing Medium Term (Within 1-3 years) Rapid Prototyping Intelligent Searching The Phones in Their Pockets Mobile Phones Mobile Broadband Geo-Everything Multimodal Interfaces Educational Gaming Educational Gaming Virtual Worlds Data Mashups The Personal Web Long Term (Within 3-5 years) Context-Aware Computing Social Networks and Knowledge Webs Augmented Reality and Enhanced Visualization New Scholarship and Forms of Publishing Collective Intelligence Semantic-Aware Applications Knowledge Webs Context-Aware Computing/ Augmented Reality Context-Aware Environments and Devices Massively Online Educational Gaming Social Operating Systems Smart Objects
  • 32. Thank you for your attention

Notas do Editor

  1. Title of Presentation | Qualifier Text | Page
  2. Rather than going around the room, I’ll ask everyone just prior to speaking the first time, please give your name and your role within the University. Title of Presentation | Qualifier Text | Page
  3. Title of Presentation | Qualifier Text | Page
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  5. Title of Presentation | Qualifier Text | Page
  6. However, it is interesting to look at how the technologies projected in the past stand with us today Title of Presentation | Qualifier Text | Page
  7. Scalable Vector Graphics – ubiquitous in our current computing world Rapid Prototyping – 3d graphical representation (i.e. AutoCad) Multimodal interfaces – hooking in the 5 senses beyond keyboard and mouse Context aware computing – Google !! Knowledge Webs – social and collaborative environments (Wikipedia) Title of Presentation | Qualifier Text | Page
  8. Extended Learning – augmenting traditional instruction with communication tools (hybrid and blended learning with Blogs and Wikis) Ubiquitous Wireless – here today. Intelligent Searching – Google algorithms Educational Gaming – immersive educational games Social Networks and Knowledge webs – Wikipedia, Facebook, MySpace Context Aware Computing/Augmented Reality – (Second Life, Avatar) Title of Presentation | Qualifier Text | Page
  9. Social Computing – again Personal Broadcasting – Youtube The Phones in their pockets – delivering educational content to their students phones (StudyMate?) Educational Gaming – still there Augmented Reality Context Aware Environments and Devices Title of Presentation | Qualifier Text | Page
  10. User Created Content – ability for everyone with a computer and an internet connection to become an author, creator, filmmaker Social Networking – again Mobile Phones – Virtual Worlds – Second Life New Scholarship and Forms of Publishing Massively Online Educational Gaming Title of Presentation | Qualifier Text | Page
  11. Grassroot Video – Youtube Collaboration webs – Google Docs Mobile Broadband – multi-media capable Data Mashups – transform the way we understand and represent information (RSS feeds, Google embeds, Flickr photos) Collective Intelligence – Wikipedia Social Operating Systems – next generation social networking where the organization of the network is based around people, rather than around content Title of Presentation | Qualifier Text | Page
  12. Mobiles – Iphone Cloud Computing – Mainframe to the PC to the laptop to the cloud Geo Everything - Google Maps, Mobile devices with GPS, ‘on screen’ Travel Guide The Personal Web – No longer does a person need to know any web page coding to have a presence (Blogs) Semantic-Aware applications – wolframalpha.com Smart Objects – sensors in car tires, shirts for 4 year-olds… Title of Presentation | Qualifier Text | Page
  13. Title of Presentation | Qualifier Text | Page
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  17. The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  18. The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  19. The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  20. The possession of knowledge is no longer as important as the acquisition, analysis, synthesis and application of that knowledge. Does having 2,000 Twitter followers constitute a scholarly peer group? Disservice and a cop-out when we claim that it is not about the tools because until we are no longer afraid to ‘play’ with the tools, we will forever be hindered by our ignorance We need to be looking to technologies to reposition and redeploy scarce resources to gain better efficiencies in education management, so that we can (hopefully) allow our instructors and students to focus on the educational experience. Title of Presentation | Qualifier Text | Page
  21. Title of Presentation | Qualifier Text | Page
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  24. Social Syllabus Features: Audio Tags Students and Instructors can attach audio notes to blog postings, wikipages, messages, and notebook entries Social Search Aggregate Search Engine that pulls information from a number of social media platforms (Amazon books, YouTube, Digg, Delicious, Twitter, TED, Google Blogs, etc) Title of Presentation | Qualifier Text | Page
  25. Allows users to create complex networked multimedia documents without specialized training. Allows readers to read Sophie books in a browser without downloading a separate application. Easily constructed spaces for discussion inside of books. Fully functional web browsers in book pages. Frame-based timelines present an easy way to create animations. Title of Presentation | Qualifier Text | Page
  26. Work at UBC http://www.cs.ubc.ca/labs/spin/publications/spin/gerofsky2009ictmt.pdf Title of Presentation | Qualifier Text | Page
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  31. A look at past reports in the context of the 2010 report Pink shows technologies mentioned in this year’s report (or overlapping with this year’s report – sometimes the spin/name is a little different -- the phones in their pockets vs. mobile computing, for example) The purpose of this view is to show continuity of themes through the reports Title of Presentation | Qualifier Text | Page
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