WEB 2.0

Web 2.0 Features

     According to PC Magazine (2015), the concept of Web 2.0 includes "two major paradigm shifts": user generated content and cloud computing. Specifically, user generated content we are now accustomed to includes Wikipedia, Facebook, YouTube, or even blogs (would you look at that!). In terms of wearable technology, this description of Web 2.0 relates to this technology because the user can generate content through the interaction with different materials in real time. If wearable technology can bring needed information to the user, the user then can spend time manipulating and creating new information and processes, so the user-generated content (i.e. Web 2.0) associated with wearable technology would likely be more informed than some of the content we currently see online. As PCMag suggests, Web 2.0 allows talent to "gain an audience much more easily than in the past" (2015), so this fact supports the idea that wearable technology can help link these audiences so as to create more knowledgeable content (that can then be easily transmitted to another more informed audience). In essence, the fact that wearable technology brings the real world into the classroom means that the content students are generating online will be supported by data and real world situations.

      Secondly, PCMag defines Web 2.0 content as that which can be accessed from anywhere (2015); content would be dynamic rather than static and would be highly interactive. Wearable technology also supports this definition of Web 2.0 because it allows students (or general users) the ability to interact with content in real time, as data is collected and interpreted to make the user more efficient. Data is constantly changing and therefore dynamic, so wearable technology users will benefit from the fact that the data they can obtain in real time is coming from the "cloud" which includes the most up-to-date information (and as it is actually needed). To support this idea, Yamamoto (2006) gave an example of an interactive use of content where users created content on a website and then voted on what was published (essentially, a website had an online publication written and run by readers). A similar concept could be applied when using wearable technology because through the use of wearable technology, students (or users) could create and publish content quickly through voice activation or gestures, meaning the type of online publication run by readers (for instance, a student-created textbook using a variety of sources), could be doable because wearable technology makes the user more efficient regarding time and types of sources located for use.

       Furthermore, wearable technology supports other components of Web 2.0: collaboration and interactivity. Emerging technology trends will change "the ways we connect" (CoolTechNews, 2014) because we will be constantly connected. Wearable technology can make us "feel like we are in the same room even when we're miles apart" (CoolTechNews, 2014), allowing us to send information, communicate information, and publish it easily. As the CoolTechNews (2014) video suggests, this sort of technology could also help us find common interests based on data (and the collaboration of wearable technology with the internet of things). Essentially, the connectivity of wearable technology makes it social and collaborative, especially in regards to its use with field experiences or virtual realities. Wearable technology, is, at its core, a Web 2.0 technology.

      For more information on the connectivity of future technologies, check out the CoolTechNews (2014) video below. Some of the information is more general in regards to emerging technology trends, but most of the content can be relevant in regards to wearable technology trends:





2 comments:

Unknown said...

The video you posted was very informative and interesting. It stated some key benefits to wearable technology: communication will be the new transport, working faster and smarter, as well as immersive technology balancing home and work lives. I had never heard of or seen the following items discussed: paper tabs, s bracelet, splash proof and the gesture ring. All of these wearable technologies will definitely improve how students learn in the near future. Excellent find to support your blog!

Michele Stone said...

Casey,
I really enjoyed the video on wearable technology. There were many items highlighted that I had not heard of before. I was particularly entertained by the segment on the S-bracelet. It seems to have many good uses, though I would hate to think what would happen if I were to lose it, and someone else were able to get in and see all of my previous information. Hopefully, there is some sort of block feature embedded within the technology that protects the owner. It will be interesting to watch its development.