A lot of jargon thrown around in this week’s course work. Quick review of what’s involved.
Ambient Computing
The combination of hardware, software, user experience and machine/human interaction and learning, all of these things becoming the idea of using a computer or internet-enabled device, without necessarily consciously using it.
Ubiquitous Computing
Where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format.
Effective Computer
The study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science.
Multimedia
Multimedia is content that uses a combination of different content forms such as text, audio, images, animations, video and interactive content.
Augmented Reality
An interactive experience of a real-world environment where the objects that reside in the real world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.
Virtual Reality
Virtual reality is a simulated experience that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment and educational purposes.
Wearable Systems
Mobile electronic devices that can be unobtrusively embedded in the user's outfit as part of the clothing or an accessory.
Meta-making
The intersection of values and design
Big Data
Extremely large data sets that may be analysed computationally to reveal patterns, trends, and associations, especially relating to human behaviour and interactions.
Service Orientated Infrastructure
A system for describing information technology infrastructure as a service.
Social/Cultural Phenomenon
Also known as the bandwagon effect, occurs when certain individuals behave a certain way merely because other individuals do as well.
Quantified Self
The quantified self refers both to the cultural phenomenon of self-tracking with technology and to a community of users and makers of self-tracking tools who share an interest in “self-knowledge through numbers.”
Gamification
Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.
Transmedia Aesthetics
Story telling across a variety of media