Get Started. It's Free
or sign up with your email address
Tech Talk 2011 by Mind Map: Tech Talk 2011

1. Tech Trends

1.1. Games

1.1.1. Lingo

1.1.1.1. Serious Games

1.1.1.2. Gamification

1.1.1.3. Games for Learning

1.1.1.4. Games for Change

1.1.1.5. Games for Health #g4h

1.1.2. New Books

1.1.2.1. Reality is Broken

1.1.3. Examples

1.1.3.1. FoldIt

1.1.3.2. eTeRNA

1.1.3.3. Genomera

1.1.3.4. NOAA Games and Simulations

1.1.3.5. Phylo (Genome Browser)

1.2. Distance learning

1.3. Geo-everything

1.3.1. Google Maps

1.3.2. Geo-location

1.3.3. Location-aware

1.3.4. Geotagging

1.4. Mobile

1.5. Augmented Reality

1.6. Crowdsourcing

1.6.1. Citizen Science

1.6.1.1. NSF Report

1.6.1.2. examples

1.6.1.2.1. Cloned Plants Project

1.6.1.2.2. Project CaribCatch

1.6.1.2.3. SafeCast/RDTN

1.6.1.2.4. SnowTweets

1.6.1.2.5. WildLab

1.6.1.2.6. Zooniverse

1.6.2. Kickstarter

1.6.3. SlaveryMap

1.6.4. Ushaidi Haiti

1.6.5. Virtual Choir

1.7. Learning Analytics

1.7.1. Personalized learning

1.7.2. Customized learning

1.8. "DataViz"

1.8.1. Types

1.8.1.1. Data Sonification

1.8.1.2. Data Vizualization

1.8.1.3. Haptic & Tactile Data Displays

1.8.1.4. Blended data analysis forms

1.8.2. Resources

1.8.3. Tools

1.9. Upcoming?

1.9.1. Digital Storytelling

1.9.2. Lifestreaming

1.9.3. Avatar Customization

2. Resources

2.1. NMC Horizon Report

2.1.1. Tech to Watch

2.1.1.1. eBooks

2.1.1.2. Mobile

2.1.1.3. Augmented Reality

2.1.1.4. Game-Based Learning

2.1.1.5. Gesture-Based Computing

2.1.1.6. Learning Analytics

2.1.2. Critical Challenges

2.1.2.1. Digital Media Literacy

2.1.2.2. Assessment - Metrics lab behind tech

2.1.2.3. Ed Competition

2.1.2.3.1. New Models of Learning

2.1.2.3.2. Economics

2.1.2.4. Tech Trends

2.1.2.4.1. Cloud Computing

2.1.2.5. Rapid Proliferation

2.1.2.5.1. Information

2.1.2.5.2. Software

2.1.2.5.3. Tools

2.1.2.5.4. Devices

2.1.3. Tools/Resources

2.1.3.1. NMC Navigator

2.1.3.2. Horizon Report Wiki 2011

2.1.3.3. Horizon Report Wiki 2010

2.2. NMC Navigator ETech Tag Cloud/Focus List

2.2.1. 3D Printing

2.2.2. Augmented Reality

2.2.3. Cloud Computing

2.2.4. Collaborative Environments

2.2.5. New Scholarship

2.2.6. eBooks

2.2.7. Game-Based

2.2.8. Geolocation / Location-based

2.2.9. Gesture-based

2.2.10. HTML5

2.2.11. Mobiles

2.2.12. Open Content / Open Educational Resources

2.2.13. Personal Learning Environments

2.2.14. Publishing

2.2.15. Social Media

2.2.16. Teaching Aids

2.2.17. Telepresence

2.2.18. 3D Video

2.2.19. Visualization / Visual Data Analysis

2.3. Adaptive Path: Forecasting Scenarios

2.3.1. Blended Reality

2.3.1.1. "Invisible" Tech

2.3.1.2. Smart Parks

2.3.2. Day to Data

2.3.2.1. Lifestreaming

2.3.2.2. Wearable Systems

2.3.2.3. Creative Commons

2.3.2.4. Cloud

2.3.3. Our Data, Ourselves

2.3.3.1. Digital Me

2.4. Bowman: Emerging Tech Discovery

2.5. Deloitte: Tech Trends 2011

2.5.1. Enablers

2.5.1.1. Visualization

2.5.1.2. "Almost Enterprise" Applications

2.5.1.3. Cyber Intelligence

2.5.1.4. CIOs as Revolutionaries

2.5.1.4.1. From steward to catalyst

2.5.1.5. End of the "Death of the ERP"

2.5.2. Disruptors

2.5.2.1. Real Analytics

2.5.2.2. Social Computing

2.5.2.3. User Engagement

2.5.2.4. Applied Mobility

2.5.2.4.1. "The edge has become the new battleground for innovation."

2.5.2.5. Capability Clouds

2.5.2.5.1. from capacity to capability

2.6. EDUCAUSE: Horizon Report in Action

2.6.1. Mobile computing

2.6.2. Gesture-based computing

2.6.3. Visual data analysis

2.6.4. Simple augmented reality

2.6.5. eBooks

2.6.6. Open content

2.7. Luidia: Top Tech Trends for K-12 2011

2.7.1. Mobile

2.7.2. Online Learning

2.7.3. Tech-based monitoring & assessment / Learning Analytics

2.7.4. Cloud

2.7.5. Professonal development

2.8. Sloan Center: Empowering Next Generation Teaching 2011

2.8.1. Administration & Infrastructure

2.8.2. Cutting Edge Tech

2.8.3. Innovative Uses

2.8.4. Online Classes

2.8.5. New Learning Communities

2.8.6. Pedagogy

2.8.7. From UMich

2.8.7.1. eTextbooks (Brenda Gunderson)

2.8.7.2. Laptops & LectureTools (Charles Dershimer)

2.8.7.3. Extra Credit for NOT Coming to Class (Perry Samson)

2.8.7.4. Personalized Online Format (Nancy Konigsberg Kerner)

2.9. Veletsianos, Emerging Tech in Distance Education

2.9.1. Personal Learning Networks/Environments

2.9.2. Open & Social Learning

2.9.3. Animated Pedagogical Agents

2.9.4. Immersive & Virtual Environments

2.10. Vision 2010

2.10.1. OER

2.10.2. Modular not Monolithic

2.10.3. Community Open Source Model

2.10.4. Open Integration Framework

2.10.5. Superior Vertical Solutions

2.10.6. SAAS

2.10.7. Integration / Outsourcing

2.11. Wikipedia List of Current Emerging Technologies

2.11.1. Examples

2.11.1.1. Personalized medicine

2.11.1.2. Nano everything

2.11.1.3. Semantic web "answer machine"

2.11.1.4. 3D display

2.11.1.5. 3D printing

2.11.2. Categories

2.11.2.1. Biotech, bioinformatics

2.11.2.2. Energy systems

2.11.2.3. Information technology

2.11.2.3.1. Artificial intelligence

2.11.2.3.2. Communications

2.11.2.3.3. Processing

2.11.2.3.4. Storage

2.11.2.3.5. Security

2.11.2.3.6. Software

2.11.2.3.7. Peripherals

2.11.2.3.8. Displays & Optics

2.11.2.4. Material science

2.11.2.5. Robotics

2.11.2.6. Material science

2.11.3. Structure

2.11.3.1. The Tech

2.11.3.2. Status

2.11.3.3. Potentially marginalized tech or industries

2.11.3.4. Potential applications

2.11.3.5. Related articles

3. Other Things I Look At ...

3.1. Tech Republic

3.2. Emerging Technologies Coordinating Council (California)

3.3. TEDtalks & TEDx

3.4. Science Fiction

3.4.1. Robinson: Mars Trilogy

3.4.2. Ballantyne: Recursion Trilogy

4. Cool Toys

4.1. Robin Good's mindmap

4.2. Gephi

4.3. Google

4.3.1. Google Art Project

4.3.2. Google Body Browser

4.3.3. Google Books Ngram

4.3.4. Google Hotpot

4.4. Lingro

4.5. Make Love Not Porn

4.6. Minecraft

4.6.1. Minecraft Teacher

4.6.2. Minecraft in School?

4.6.3. How Minecraft is Used in Classrooms

4.7. ReaderMeter

4.8. TimeIs

4.9. TinEye

4.10. Trunkly

4.11. Wordle/Tagul

4.12. Words Without Words

4.13. YouTube Doubler

4.14. Twitter Plays / Role Play

4.14.1. EasterLive

4.14.2. Re-Orb.it

4.14.3. RP Directory

4.14.4. JFK 1961

4.14.5. 9/11

4.14.6. Charles Darwin

4.15. More about Cool Toys

4.15.1. Blog

4.15.2. Email Group: cooltoysconversation

4.15.3. Calendar

4.15.4. Google Calendar

4.15.5. Yammer

4.15.6. Facebook coming?

5. Function

5.1. Education

5.2. Research

5.3. Productivity

5.4. Collaboration

6. Issues

6.1. Digital Divide

6.2. Competencies

6.3. Global

6.4. Open

6.5. Future Survival of Academia

6.6. Cultural Context

7. What is Emerging Tech?

7.1. About

7.1.1. Wikipedia: Emerging Technologies

7.1.2. NBIC (Nanotechnology, Biotechnology, Information technology, Cognitive science

7.2. Centers

7.2.1. Major Resources

7.2.1.1. Center for Policy on Emerging Technologies

7.2.1.2. Institute for Ethics and Emerging Technologies

7.2.2. Localized Thinktanks

7.2.2.1. Center for Emerging Technologies

7.2.2.2. Emerging Technologies Centers, Baltimore

7.2.2.3. Indiana University Emerging Technologies Center

7.2.2.4. Center of Excellence for Information & Computing Technology (Washington State)

7.2.2.5. National Workforce Center for Emerging Technologies

7.2.3. Corporate

7.2.3.1. Deloitte: Emerging Technologies

7.2.3.2. IBM

7.2.3.2.1. Alphaworks

7.2.3.2.2. Watson

7.2.4. Education Centered

7.2.4.1. EDUCAUSE

7.2.4.1.1. Emerging Technologies & Practices

7.2.4.1.2. Emerging Technologies Resources

7.2.4.1.3. Evolving Technologies

7.2.4.1.4. Networking & Emerging Tech Resources

7.2.4.2. New Media Consortium

7.2.5. Science Centered

7.2.5.1. UM Risk Science Center

7.3. Events

7.3.1. European Future Technologies

7.3.2. Imagine Cup

7.4. Publications

7.4.1. ACM Journal on Emerging Technologies in Computing Systems

7.4.2. Forecasters: FORESIGHT

7.4.3. Nature: Futures Issue

7.4.3.1. Facebook

7.4.4. Technology Review: Emerging

7.5. Blogs Etc

7.5.1. DVICE

7.5.2. Gameful

7.5.3. GizMag

7.5.4. OpenTheFuture

7.5.5. WorldChanging

8. The Future is Now

8.1. Augmented Reality + Textbooks

8.2. Brain-Device Interfaces

8.3. Robotics

8.4. Talk to my shirt

9. The Future is Here

9.1. Examples

9.1.1. Ashford: Leadership Crisis Challenge

9.1.2. Conway: Teaching Ethics of/with New Technologies

9.1.3. Coppola: Securing Our FUTURE : Foundations for Undergraduate Teaching - Uniting Research & Education

9.1.4. Gunderson: Infusing Tech for Guided Continuous Learning in a Large Gateway Course

9.1.5. Northrop: ZOOM: Teaching Time, Space, & Approaches to Knowledge

9.1.6. UM Engineering iPad app

9.1.7. Student Mobile App Development Competition

9.2. Boundary spanning

9.2.1. Disciplines

9.2.2. Technologies

9.2.3. Spaces

9.2.4. Communities

9.2.5. Relationships

9.2.6. Stage in Profession / Expertise