The paper “ Advantages and Disadvantages of Using Wearable Computers in the University” is a persuasive example of coursework on information technology. The advancement in computer technologies has had a lot of influence on a wider range of applications 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 the potential to improve the existing learning processes in spite of temporary and space constraints. In harmony with the increased implementation of computer technologies, the education system has also undergone a 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 the repetitive way. The ideas of interactivity, data accessibility, and visualization changed the perception of learning. This has led to the introduction of smart classroom and e-learning which is formed as a result of the combination of new ideas and new technologies (Collins & Halverson, 2009).
This report analyses the opportunities for 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 computing devices that are currently in existence, including how they can be integrated into the 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 computersWearable computers are small electronic devices that are worn by a person to provide intelligent assistance that augments intellect, physical senses, memory, and communication.
They can either be worn inside the body in the form of implantable devices like neuroprosthetic or externally in the form of eyeglasses, a ring, clothes, jewelry, 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 that 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 to entertainment, military, healthcare and health fitness, and manufacturing (Dvorak, 2008).
Terms such as wearable technologies, wearable devices, 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 an 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 fulfill the requirements of constancy and persistence so as to be accepted, for example, it can be used concurrently and is continuously available.
The devices should also have a stable and constant power supply, which means that they should be connected in a manner that 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).
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