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Reference Pages from Horizon Report:
Gesture Based Computing
Table of Contents
Table of Contents
Gesture-based Computing and the NetGen Generation
Team E.1 Freedom (Choice) and Gesture-based Computing
Team E.2 Customization and Gesture-based Computing
Team E.3 Scrutiny (Transparency) and Gesture-based Computing
Team E.4 Integrity (Digital Citizenship) and Gesture-based Computing
Team E.5 Collaboration and Gesture-based Computing
Team E.6 Entertainment and Gesture-based Computing
Team E.7 Speed and Gesture-based Computing
Team E.8 Innovation and Gesture-based Computing
Table of Contents
Students should replace the instructions that are in italics with your information. (You may keep the instructions and then delete them You can always go into the history tab and look at the first copy of the page to see the initial instructions.
Videos should be created and embedded by students in the appropriate places on this page to tell the story. The videos may be under any category: current analysis or predictions. See the help files on
and information on
Make sure you have the copyrights to everything used on this wiki or in your video and
cite your sources
Each person on the team should assist with editing a concise 1-2 paragraph overview of the technology. It should include hyperlinks to all sub-wikis and at least 2-3 other wikis on this project as appropriate.
Gesture-based Computing, also know as Gesture Recognition or Gesture-based Technology, is the ability to control electronic devices using natural body movements. The
, and other gesture-based systems receive signals in the form of taps, swipes, touches or movements. These motions are more natural and also more universal. The open and inviting nature of multi-touch screens and other Gesture-based Computing technologies encourage
by adding simplicity to communication processes by using gestures.
Technology is evolving. Even today, we have devices that use gesture based computing, such as the
, and others. Many rival companies are trying to compete with such technology so they can be a part of the market. It will not be long before other devices have gesture based computing incorporated into their engineering.
Hospital patient management systems
, security detectors, and even grocery stores are recognizing the benefits of gesture based computing. In education, there is already
that practically replaces teachers. Once gesture based computing is eventually mastered, it will allow students to feel more involved and make school fun.
Gesture-based Computing is definitely a great
source of fun
. These motions are much more natural than motions normally associated with computing. They can often prevent repetitive motion injuries associated with typical mouse and keyboard computing. This technology is perhaps a way to prevent “teen texting tendinitis”. There was a report about a young teen girl in Dallas having pains in her thumbs, back, hands, and neck due to excessive texting.
Texting on ordinary cell phones that including individual buttons can cause more physical strain as opposed to simply tapping on a flat screen fulfilling the exact same goal as any other person texting. Gesture-based systems such as the Wii have been shown to help improve the motor-skills and physical condition of people with diseases like Parkinson's.
is a growing array of alternative input devices that allow users to engage in virtual activities with motion and movement. It is way of combining pointing device movements and clicks which the software recognizes as a specific command.
Pointing device gestures
can provide quick access to common functions of a program. The intuitive gesture-based computing is gradually leading to new innovative kinds of teaching or training simulations that operate like their real-world counterparts.
is a goal of interpreting human movements.
can originate from any bodily motion or state but commonly form from the face or hand. Gesture-based computing allows humans to interface with a specific machine and interact naturally without any mechanical devices. A number of mobile applications use gestures.
Gesture-Based Computing is controlling electronic devices with the movements of your own body. It can be used for many different things, like organizing business info, teaching and learning in classrooms, and, of course, playing games. The Wii system is run with gesture-based computing. How you move the controller is how things move on your screen. However, it isn’t all done with a controller. Other systems, like the iPhone or iTouch, are controlled by touching, just like all touch screen computers. Have you ever gotten a boarding pass at the airport from a touch-screen, or withdrawn money at a touch-screen ATM? It’s all gesture-based.
Provide an overview of how this technology is currently being used in college or K-12 education with at least 4-5 hyperlinks.
I read in this
that the University of Nevada Reno is using gesture based computing devices as learning tools. Although, this proves that it could be used for education for K-12.Gestured-based computing is currently being used for the education of deaf children.
Along with well-known gesture-based technologies such as the Nintendo Wii and the Apple iPhone, many schools are starting to use gesture-based technologies in the classroom with things like the
Kids in Science classes learning about natural disasters and how they can affect the areas around them can use this
to help them put into perspective what will actually happen, and be able to see it in 3D and activate it by voice. "The research team says they can visualize the impacts of potential developments and highways as well as help crisis management personnel response more quickly to other disasters."
For nearly forty years, the keyboard and mouse have been the primary source to interact with specific technology. Gesture-based interfaces are changing the way we interact with computers, giving us a more intuitive way to control devices. New devices are recently appearing on the market that take advantage of certain motions that are easy and intuitive to perform, allowing an unprecedented level of control over the surrounding devices. Cameras and sensors translate movements of our bodies without the need of remotes or hand held tracking tools. As the underlying technologies evolve, a variety of approaches to gesture-based input are being explored. The most common applications for gesture-based computing are for computer games, file and media browsing, and simulation and training.
is potentially transformative technology, because it changes not only the physical and mechanical aspects of interaction with computers, but also our perception of collaborating with computers. The
, and other gesture-based systems accept input in the form of taps, swipes, and other ways of touching, hand and arm motions, or body movement. The screens of the iPhone and the Microsoft Surface react to pressure, physical motion, and the number of fingers touching the devices. The iPhone additionally can react to manipulation of the device itself by shaking, rotating, tilting, or moving the device in space. The Wii and other emerging gaming systems use a combination of a hand held, controllers and motion sensors to determine position, acceleration, and direction. With technologies such as these, this will open up new ways of teaching in schools.
As more of these devices are developed and released, our options for controlling a host of electronic devices are expanding. We can make music louder or softer by moving a hand or skip a track with a flick of a finger. Already, medical students benefit from simulations that teach the use of specific tools through gesture-based interfaces. It allows doctors and surgeons to view and manipulate data from MRI, CT, x-ray, and other scan images. Gesture-based games have been designed to help the deaf children learn sign language. Gesture-based computing has benefited schools world-wide. ln schools where the Microsoft Surface has been installed in study areas, staff report that students naturally gravitate to the devices when they want to work together to study collaboratively. A gesture-based system has been designed to deliver fitness games for the elderly.
In my school, many of the classrooms are fit with
. These are large boards that look a little like the white-board. They communicate with a projector attached to the ceiling. The projector shows what is on a computer screen, so the computer can be run from its own mouse and keyboard, or from touching the SmartBoard screen. It is like having a giant iTouch screen hung on your wall, which can help run your classes.
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Gesture-based Computing and the NetGen Generation
Using the eight norms of Net Gen, the links below will go to the sub-wikis which should briefly discuss how this technology can be used to meet the particular need of the NetGeneration. Each Subtopic should have a 1-2 sentence overview on this main wiki page and should be linked to the Sub-wiki page for that topic.
For an overview of these norms, see p 34-36 of
Grown Up Digital
Freedom (Choice) and Gesture-based Computing
"Choice is like oxygen to this generation." (34) Insert a 1 paragraph overview of how this technology is or should be be used in education to give students a choice of how, where and when they will learn or be assessed. The sub-wiki will provide more detail.
Customization and Gesture-based Computing
This generation changes everything in the "world around them - their desktop, Web site, ring tone, handle, screen-saver, news sources, and entertainment." (34) Insert a 1 paragraph overview of how students can use this technology to customize their learning and assessment experiences and learn in a better way.
How do or should they customize this technology to supercharge their learning experiences - helping retain their interest and help them learn faster? The sub-wiki will provide more detail.
Scrutiny (Transparency) and Gesture-based Computing
"Businesses targeting NetGen should expect and welcome intense scrutiny of its products, promotional efforts, and their corporate practices." (35) Insert a 1 paragraph overview of how the use of this technology must be done in a way that will allow the NetGeneration to scrutinize the textbooks, information, teachers/ professors, schools, and companies that they interact with in the learning experience.
What is happening or should be done in this area. The sub-wiki will provide more detail.
is the act of examining a situation closely. Net Geners are the new scrutinizers.They have the ability to distinguish the difference between fact and fiction. They are familiar with the use of digital technologies of today. The more scrutinized a product the better you will feel about by the specific product, especially ones requiring a large financial investment. Net Geners search for information about products that interest them before they buy. They compare and contrast product information online, and look for the cheapest prices without sacrificing value. They read blogs, forums, and reviews. Corporate strategies should be built on good products, good prices, and good values.
Progressive Group of Insurance Companies Website
is ideally suited to the NetGeneration. It provides potential customers with an online insurance quote, and calculates how much the company's competitors would charge for the same package. Net Geners still do not realize that the private information they disclose on social networking sites like
may mutilate their future goals when applying for a job or public office position.
Integrity (Digital Citizenship) and Gesture-based Computing
Integrity says that "technologies strip away the barriers between companies and their various constituencies" likewise, integrity / Digital citizenship means that NetGen expects an ethical use of this tool not only by their school/ company/ organization but each other. Insert a 1 paragraph overview of how this technology should be used by schools, educators, and students in ways that reflect integrity. What are good uses or bad uses that have been documented and what sorts of agreements between institutions, educators, and students should be put in place to allow the effective use of this tool in an educational setting.The sub-wiki will provide more detail.
Collaboration and Gesture-based Computing
Today's NetGen "influence each other through what we call N-fluence Networks - online networks of NetGeners who, among other things, discuss brands, companies, products, and services." Insert a 1 paragraph overview about how this technology links students to their N-fluence networks and how can it improve the learning experience through the linking to educational networks of all kinds through
this device or technology. How can this be used to improve the educational experience? The sub-wiki will provide more detail.
is a process where two or more people or organizations work together with common goals. We are all collaborators while working on this project because we are all working together on the same thing.
Entertainment and Gesture-based Computing
"This generation brings a playful mentality to work...and has been bred on interactive experiences." (35) [like video games] Insert a 1 paragraph overview about how this technology can be used to link NetGen students to educational interactive experiences. What should/ will this look like?
The sub-wiki will provide more detail.
Speed and Gesture-based Computing
NetGeners "expect a quick response" (36) in their world which speed "characterizes the flow of information." (35)
How can this technology be used to improve the speed at which NetGen learners access other students, their teachers, and their organizations and how does it change how educators and students live their lives? Include a 1 paragraph overview, the sub-wiki will provide more detail.
Innovation and Gesture-based Computing
The NetGeneration expects innovation and improvement of the efficiency of organizations "they are constantly looking for innovative ways to collaborate, entertain themselves, learn, and work." How must educational organizations evolve to allow innovation using this technology to
happen and improve learning? Include a 1 paragraph overview with the sub-wiki will provide more detail.
Note that there are different forms of English and that each team specifies the type of English that will be edited: American, Australian, etc. This is usually determined by the students who agree to be editors. They agree to review the wiki and make sure it is correct for the type of English. Note that this is NOT done by vote but based on the first to volunteer as we do have more US students in the project.
Primary Form of English:
Student Editors for this Wiki:
List all members of your team and their title. Include a link to their Ning page.
Project Manager -
River East Collegate, Winnipeg, Canada
Assistant Project Manager-
Westwood Schools, Georgia, United States
Angie_chs, Cordova, Alaska, USA
. International School of the Americas, San Antonio, Texas, USA.
Kevin, Auckland, New Zealand
,Cordova Alaska, USA
, Hawkesdale College, Australia
, Millis High School, Millis, Massachusetts, USA
, REC, Winnipeg, Manitoba, Canada
Cassandra_CHS Alaska USA
, Hawkesdale Australia
, San Antonio, Texas, USA
Winnipeg, Manitoba, Canada
Sierra_Palisades HS_Kintnersville, Pennsylvania, USA_
, Millis High School, Massachusetts, USA
,Manitou Springs Schools,Co USA
Shiloh_CHS Alaska USA
Winnipeg, Manitoba, Canada.
Dhugan, Hawkesdale College, Australia.
, San Antonio, Texas, United States
Jace Vaninger PPHS United States.
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on our help wiki.
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"Map data goes live with voice, gesture-based computer system." ScienceBlog.com N.p. Nov. 2002. Web.
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