1. ONE YEAR
1.1. Mobile apps
1.2. Tablet computing
2. TWO TO THREE YEARS
2.1. Game-based learning
2.1.1. specific classes
2.1.2. School of Ed
2.1.3. Mika Laaveque-Manty
2.1.3.1. Sweetland Writing
2.1.3.2. Poli Sci
2.1.4. EECS
2.1.4.1. Soloway?
2.1.5. outside class
2.1.5.1. orientation
2.1.6. Dearborn
2.2. Learning analytics
3. FOUR TO SIX YEARS
3.1. Gesture-based computing
3.1.1. NPR: All Things Considered
3.1.2. Wii
3.1.3. Kinect
3.1.4. Touch screen
3.1.5. Gesture passwords
3.1.6. multisurface / multiple surface
3.1.6.1. Table/Wall computer/displays
3.1.7. Examples in popular culture
3.1.7.1. NCIS Los Angeles
3.1.7.2. Iron Man
3.1.7.3. Tenchi Muyo
3.2. Internet of things
3.2.1. What is this?
3.2.1.1. Doug Englebart
3.2.1.1.1. Mother of All Demos
3.2.1.2. SmartHouse
3.2.1.3. Star Trek
3.2.1.3.1. "Earl Grey, hot"
3.2.1.3.2. "computer, dim lights"
3.2.2. Examples
3.2.2.1. Smart appliances
3.2.2.2. Arduino
3.2.2.2.1. Fashion
3.2.2.2.2. Lilypad
3.2.2.2.3. Windowshield
3.2.2.3. GPS trackers
3.2.2.4. Geocaching
3.2.2.5. RFID?
3.2.3. About
3.2.3.1. Video
3.2.4. Educational opportunities
3.2.4.1. Relationship with augmented reality
3.2.4.2. Big data
3.2.4.3. Learning analytics
4. Resources
4.1. NMC Horizon Project Preview 2012: Higher Education
4.2. Submit Projects for the Horizon Report > 2012 Higher Ed Edition
4.3. The NMC Horizon Report: 2012 Higher Education Edition Wiki
4.4. Press Clippings: Published Technologies to Watch Lists
4.4.1. 2012 Predictions
4.4.2. TheNextWeb: 5 Trends
4.4.3. Mashable: 5 web trends & technologies
4.4.4. Gartner: 10 Strategic Technologies
4.4.5. Nucleus Research: Top ten predictions of 2012
4.4.6. TechCrunch: 7 Technologies that will rock 2011
4.5. Our Wishlist
4.5.1. What's happening
4.5.1.1. QR Codes
4.5.1.1.1. security
4.5.1.1.2. virus / porn
4.5.1.2. BIG DATA
4.5.1.2.1. Cyberlearning Summit
4.5.1.2.2. Cyberinfrastructure
4.5.1.3. Sustainability Initiative Report
4.5.1.3.1. map
4.5.2. What we want
4.5.2.1. Allow students to query learning analytics?
4.5.2.1.1. informed decisions
4.5.2.1.2. learning pathways
4.5.2.2. mobile
4.5.2.2.1. staff having mobile for work
4.5.2.2.2. telework
4.5.2.3. Adoption
4.5.2.3.1. gesture based computing
4.5.2.3.2. gaming
4.5.2.4. MOOCs
4.5.3. Themes
4.5.3.1. integration of data
4.5.3.2. privacy concerns
4.5.3.2.1. critical thinking
4.5.3.2.2. click through licenses