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For the Senses

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					      CHAPTER 7
EMERGING TECHNOLOGIES
 Innovations for Tomorrow
7-2                                     Introduction

New Technologies Are Surfacing
         Everyday.
 Some will have a dramatic affect on the
  business environment.
 Others will totally change the way you live your
  life.

      Whatever the case, we refer to these as
         EMERGING TECHNOLOGIES.
7-3                                  Introduction


YOUR FOCUS IN THIS CHAPTER
   Emerging Technologies for the Senses
   Emerging Technologies Related to the
    Internet
   Emerging Technologies and the Wireless
    Revolution
   Emerging Technologies to Make Your
    Personal Life Easier
7-4                                   For the Senses

      EMERGING TECHNOLOGIES
        FOR ALL THE SENSES
Technologies that will help you work with
information in various forms that appeal to all the
senses. These technologies include:
Three-Dimensional Imaging
Automatic Speech Recognition
Multimedia
Virtual Reality
7-5                                 For the Senses

    3-D - TECHNOLOGY FOR REAL
               SIGHT
 THREE-DIMENSIONAL (3-D) technology
  presentations of information give you the
  illusion that the object you抮e viewing is
  actually in the room with you.
 Real 3-D technologies extend beyond pseudo
  3 dimensions that you see in software such as
  spreadsheets.
 It抯 really only a matter of time before 3-D
  technologies become commonplace.
7-6                                For the Senses
       AUTOMATIC SPEECH
    RECOGNITION (ASR) SYSTEM
      not only captures spoken words but also
 distinguishes word groupings to form sentences.
 Beware - ASR differs from automatic speech
  understanding.
 For example, what does, 揊ruit flies like a
  banana?mean?
 We have a long way to go before computers
  really understand what we抮e saying within the
  context of a paragraph or conversation.
7-7                                 For the Senses

             STEPS IN ASR
1. FEATURE ANALYSIS - eliminates other noise
  and converts the digital signals of your speech
  into phonemes. See Figure 7.5, page 267.
2. PATTERN CLASSIFICATION - attempts to
  recognize your spoken phonemes by locating a
  matching sequence among words stored in an
  acoustic model database.
3. LANGUAGE PROCESSING - makes sense of
  what you抮e saying by comparing the possible
  word phonemes with a language model
  database.
7-8                                 For the Senses

      TYPES OF ASR SYSTEMS
 DISCRETE ASR - requires you to pause
  between each spoken word.
 CONTINUOUS ASR - processes continuous
  streams of words - that is, normal speech.
 SPEAKER-INDEPENDENT ASR - can be
  used by anyone, but have limited vocabularies
  that cannot be expanded.
 SPEAKER-DEPENDENT ASR - lets you 搕
  rain?it to recognize your voice. These have
  expandable vocabularies but can be used only
  by you.
7-9                                  For the Senses

    WHAT IT WILL TAKE FOR ASR
      TO BECOME STANDARD
 Greater storage for an expandable vocabulary
 Better feature analysis to support continuous
  speech
 More dynamic language models to support
  speech understanding
 More flexible pattern classification to support
  many people
7-10                                For the Senses

              MULTIMEDIA
   the simultaneous presentation of information
    through many forms of media that you can
                      control.
Multimedia...
 is a combination of content (information) and
  software (how you control it).
 encompasses many forms of media for
  presenting information.
 can present information through various forms
  of media simultaneously.
 is a presentation you can control.
7-11                                 For the Senses

  MULTIMEDIA BUSINESS USES
1.To support internal processes - such as
  training.
2.To inform customers about products and
  services - such as interactive advertising.
3.To enhance products and services - such as
  ELECTRONIC PUBLISHING, which takes
  advantage of multimedia to publish items such
  as books and magazines in an electronic
  format rather than in the print-on-paper format
  associated with traditional publishing
  processes.
7-12                                 For the Senses

       BUILDING A MULTIMEDIA
            APPLICATION
First and foremost, you need money (multimedia
applications are not inexpensive to develop) and
creativity. Then, follow these six steps.
1. Analysis
2. Design                       See Figure 7.8
3. Programming                     page 275
4. Production
5. Testing and documentation
6. Delivery
7-13                                  For the Senses


1.ANALYSIS - Identify (1) the subject matter, (2)
  target audience, (3) setting, (4) why
  multimedia, and (5) other needed developers.

2.DESIGN - Develop content by creating
  STORYBOARDS (a visual representation of
  your multimedia objects) and define the
  navigation methods (including linear, menu,
  hierarchy, network, and hybrid). See Figures
  7.9 & 7.10 on pages 275 & 276.
7-14                                 For the Senses


3.PROGRAMMING - convert storyboards into
  multimedia objects using MULTIMEDIA
  AUTHORING SOFTWARE (software
  specifically designed to help you create a
  multimedia application).

4.PRODUCTION - concentrate on building
  special forms of media - usually sound and
  video.
7-15                                 For the Senses


5.TESTING AND DOCUMENTATION - allow
  users to experiment with the application and
  make changes as necessary.

6.DELIVERY - place multimedia application on
  some type of storage device, usually CD-ROM
  because of its durability and ample storage
  space.
7-16                                    For the Senses

            VIRTUAL REALITY
 Making You Feel Like You抮e There
     a three-dimensional computer simulation in
    which you actively and physically participate.
 Virtual reality incorporates 3-D to give you a
  real-life illusion.
 Virtual reality creates a simulation of a real-life
  situation.
 In virtual reality, special input devices capture
  your physical movements and special output
  devices send physical responses back to you.
7-17                               For the Senses

       I/O DEVICES IN VIRTUAL
              REALITY
 GLOVE - captures and records the shape and
  movement of your hand and fingers and the
  strength of your hand and finger movements.
 HEADSET - captures and records the
  movement of your head and displays various
  views.
 WALKER - captures and records the
  movement of your feet as you walk or turn in
  different directions.
7-18                               For the Senses

APPLICATIONS OF VIRTUAL REALITY
 Entertainment such as race car driving and
  golfing.
 In movies such as Congo and Disclosure.
 Demonstrating safety features on cars.
 Training airline pilots.
 Training assembly line workers.
 CAVE AUTOMATIC VIRTUAL
  ENVIRONMENTS (CAVE) - special 3-D rooms
  spread across the world which may run across
  the Internet.
7-19                                 For the Senses

            CYBERSICKNESS
       The Downside of Virtual Reality
 Eyestrain -from a low-resolution headset for
  displaying views.
 Simulator sickness - because physiological
  inputs and outputs are out of sync.
 Flashbacks - experiencing deja vu or a
  temporary disassociation with reality.
7-20                                    For the Internet

     EMERGING TECHNOLOGIES
        FOR THE INTERNET
      Electronic cash, which you can use to
       purchase products

      The convergence of your telephone,
       television, computer, and cable TV service
7-21                                   For the Internet

    ELECTRONIC CASH (E-CASH)
       Virtual Money on the Internet
    exactly what its name implies - an electronic
              representation of cash.
 A file that represents a denomination of money
  in electronic form.
 You pay an Internet merchant with e-cash.
 That Internet merchant can use it to buy other
  products or trade it in at a bank for real money.
            See Figure 7.12, page 283
7-22                               For the Internet


 WHAT扴 HOLDING UP E-CASH?
 Anyone Can Be an Electronic Bank.
 There Are No Standards for How E-Cash
  Should Look.
 Merchants Must Have Accounts with Electronic
  Banks.
 E-Cash Makes Money Laundering Easy.
 E-Cash Is Easy to Lose.
7-23                          For the Internet

COMMUNICATING THROUGH AND
  ACCESSING THE INTERNET
        Internet Telephones
        Cable-Ready Computers
        Cable Modems
        Internet PCs
        All-Purpose Home Computer
7-24                                For the Internet

       INTERNET TELEPHONE
    the technology tools required to carry on a
        phone conversation over the Internet.
 Lets you make almost-free long-distance
  phone calls all over the world.
 First, you pay a fee to (only about $50) and
  register with an Internet phone service
  provider. See Figure 7.13, page 286.
 Then, you connect to its Web site and browse
  a list of people on the Internet with similar
  phone-calling capabilities.
7-25                                            For the Internet
   CABLE-READY COMPUTER - a computer
    that you can connect directly to a cable TV
    outlet to receive programming you can watch
    on your monitor.
    – You can watch TV while doing your work on the same
      monitor.
   CABLE MODEM - a special communications
    processor that connects your television to a
    cable TV service provider.
    – Through it, you can receive TV programming.
    – You can also access the Internet and see it on TV.
    – Cable modems are about 300 times faster than a
      traditional computer modem.
7-26                                   For the Internet


                INTERNET PC
    a computer that supports only Internet access.

 Have limited storage and internal memory
  capacity.
 Have limited CPU speed.
 Designed specifically for cruising the Internet
  and little else.
 Also called 揾ollow PCs.
 Only cost about $300.
7-27                                For the Internet


ALL-PURPOSE HOME COMPUTER
 Most people already have everything they need
  for communicating through and accessing the
  Internet.
 Almost all personal computers today have the
  necessary gadgets for working on the Internet.
 You just need to figure out how to make them
  work.
7-28                             Wireless Revolution

    THE WIRELESS REVOLUTION
           Virtual Connectivity
 Addresses two key issues - portability (Is it
  easy to carry around?) and mobility (Can you
  work anywhere with it?)
 Includes two groups of technologies:
   – technologies for mobilizing people (smart
     phones and the global positioning system)
   – technologies for mobilizing technology
     (wireless local area networks)
7-29                              Wireless Revolution

        TECHNOLOGIES FOR
        MOBILIZING PEOPLE
 SMART PHONE - a cellular phone that also
  acts as a transmittal and reception station for
  digital page messages, e-mail messages, and
  faxes and also has Internet access capabilities.
 GLOBAL POSITIONING SYSTEM (GPS) - a
  collection of 24 earth-orbiting satellites that
  continuously transmit radio signals you can use
  to determine where you are. See Figure 7.16,
  page 290.
7-30                               Wireless Revolution

         TECHNOLOGIES FOR
       MOBILIZING TECHNOLOGY

   WIRELESS LOCAL AREA NETWORK
    (WIRELESS LAN) - a network that covers a
    limited distance in which all components or
    computers are connected without physical
    cables.
             See Figure 7.17, page 291
7-31                           For Your Personal Life

    EMERGING TECHNOLOGIES
    FOR YOUR PERSONAL LIFE
 SMART CARD - a small plastic card (about
  the size of a credit card) that contains a
  memory chip on which a sum of money can
  be recorded and updated.
 INTELLIGENT HOME APPLIANCE - an
  appliance that contains an embedded IT
  system that controls numerous functions and
  is capable of making some decisions.
7-32

                 TO SUMMARIZE
 New technologies are emerging everyday.
 Some will become standard - others are simply
  fads that will not survive.
 Emerging technologies for all the senses:
    –   Three-dimensional imaging
    –   Automatic speech recognition
    –   Multimedia
    –   Virtual reality
7-33

                 TO SUMMARIZE
   Emerging technologies related to the Internet
    –   Internet telephones
    –   Cable-ready computers
    –   Cable modems
    –   Internet PCs
    –   All purpose home computer
   Emerging technologies for the wireless
    revolution
    – Smart phones
    – Global positioning system
    – Wireless local area networks
7-34

                TO SUMMARIZE
   Emerging technologies to make your personal
    life easier
    – Smart cards
    – Intelligent home appliances

				
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