Horizon Report - 2004 Higher Ed
The NMC Horizon Report 2004 Higher Ed Edition discusses these six emerging trends in three adoption horizons:
One Year or Less
Learning objects are digital resources that are used to support learning. They include simulations, electronic calculators, animations, tutorials, text entries, websites, bibliographies, audio and video clips, quizzes, photographs, illustrations, diagrams, graphs, maps, charts, and assessments.
Scalable Vector Graphics (SVG)
SVG is a way of creating 2D graphics using XML. It has more advantages than the commonly used JPG and GIF formats. It produces crisp, clear output on any display and stays smooth when zoomed. SVG has potential for great use in the sciences and engineering, particularly cartography and geography.
Two to Three Years
Rapid Prototyping is essentially 3D printing; it is the ability to create three-dimensional physical objects from digital data files. It is already in wide use in the field of industrial engineering. Prototyping technologies have potential for use in architecture, engineering, art and design, mathematics, and science.
We are moving toward interactions with technology that involve multiple senses. Computer design is moving away from the emphasis on visual interactions with exploration into visual, auditory, haptic, olfactory, and flavor pathways.
Four to Five Years
Context Aware Computing
This refers to the ability of computers to interpret contextual information without user input and use it to aid decision making and influence interactions. A simple example of this is a computer screen that changes the display contrast or brightness to match the lighting conditions. Another example could be music or video streams that automatically pause when voice is detected.
These are resources that aid communities of practice to share, create, analyze, validate, and distribute existing and emerging knowledge.