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Sunday, January 31, 2016

Artificial Intelligence (AI)

                                                     Artificial Intelligence 

Artificial Intelligence (AI) is the intelligence exhibited by using machines or software. It is also the name of the instructional subject of take a look at which research a way to create computer systems and laptop software program that are capable of wise behavior. Major AI researchers and textbooks define this subject as "the look at and design of shrewd retailers",in which an intelligent agent is a gadget that perceives its surroundings and takes moves that maximize its probabilities of success. John McCarthy, who coined the time period in 1955, defines it as "the science and engineering of making wise machines".  Artificial Intelligence (AI) is 5th generation computer  in the future. 



AI studies is noticeably technical and specialized, and is deeply divided into subfields that frequently fail to speak with each different. Some of the division is due to social and cultural elements: subfields have grown up around specific institutions and the paintings of man or woman researchers. AI studies is also divided by way of several technical problems. Some subfields consciousness on the answer of precise problems. Others recognition on certainly one of numerous feasible processes or on the usage of a particular device or towards the accomplishment of precise programs. The primary troubles (or desires) of AI research encompass reasoning, information, planning, getting to know, natural language processing (communication), perception and the capability to move and manipulate items. Standard intelligence remains the various area's lengthy-term goals. Currently popular methods include statistical methods, computational intelligence and conventional symbolic AI. There are a huge range of equipment used in AI, along with versions of search and mathematical optimization, logic, methods based totally on possibility and economics, and many others. The AI area is interdisciplinary, wherein some of sciences and professions converge, which includes pc technology, arithmetic, psychology, linguistics, philosophy and neuroscience, as well as different specialized fields consisting of synthetic psychology.

The sector turned into founded on the claim that a primary assets of human beings, human intelligence the sapience of Homo sapiens"can be so precisely defined that a gadget can be made to simulate it." This increases philosophical issues approximately the character of the thoughts and the ethics of making synthetic beings endowed with human-like intelligence, problems which have been addressed via delusion, fiction and philosophy in view that antiquity. Synthetic intelligence has been the problem of top notch optimism but has also suffered stunning setbacks. These days it has grow to be an important part of the technology industry, imparting the heavy lifting for the various maximum difficult troubles in laptop technology Questioning machines and synthetic beings appear in Greek myths, along with Talos of Crete, the bronze robotic of Hephaestus, and Pygmalion's Galatea. Human likenesses believed to have intelligence have been constructed in each primary civilization: lively cult pictures were worshiped in Egypt and Greece and humanoid automatons were constructed with the aid of Yan Shi, Hero of Alexandria and Al-Jazari. It was additionally broadly believed that synthetic beings have been created via Jabir ibn Hayyan, Judah Loew and Paracelsus. By using the 19th and 20th centuries, artificial beings had become a commonplace function in fiction, as in Mary Shelley's 
Frankenstein or Karel Capek's R.U.R. (Rossum's common Robots). Pamela McCorduck argues that every one of those are some examples of an historic urge, as she describes it, "to forge the gods". Tales of those creatures and their fates talk the various equal hopes, fears and ethical issues that are supplied by using synthetic intelligence.

Mechanical or "formal" reasoning has been evolved with the aid of philosophers and mathematicians in view that antiquity. The look at of logic led without delay to the discovery of the programmable digital electronic laptop, primarily based on the work of mathematician Alan Turing and others. Turing's principle of computation recommended that a machine, by using shuffling symbols as easy as "zero" and "1", ought to simulate any attainable act of mathematical deduction. This, together with concurrent discoveries in neurology, records theory and cybernetics, stimulated a small organization of researchers to start to significantly take into account the opportunity of constructing an digital mind. The sphere of AI research turned into founded at a convention on the campus of Dartmouth university in the summer season of 1956. The attendees, inclusive of John McCarthy, Marvin Minsky, Allen Newell, Arthur Samuel, and Herbert Simon, have become the leaders of AI research for plenty decades. They and their college students wrote programs that were, to the majority, honestly surprising: computers have been triumphing at checkers, solving word issues in algebra, proving logical theorems and speaking English. By way of the center of the Sixties, research inside the U.S. Become heavily funded by means of the branch of protection and laboratories have been set up round the world. AI's founders have been profoundly positive about the future of the brand new discipline: Herbert Simon predicted that "machines might be capable, inside two decades, of doing any work a man can do" and Marvin Minsky agreed, writing that "within a generation ... The hassle of making 'artificial intelligence' will considerably be solved". That they had did not apprehend the issue of a number of the problems they faced. In 1974, in reaction to the criticism of Sir James Lighthill and ongoing strain from the united states Congress to fund more effective tasks, each the U.S. And British governments reduce off all undirected exploratory studies in AI. The following couple of years could later be known as an "AI wintry weather", a period when funding for AI tasks became hard to locate. Inside the early Eighties, AI research turned into revived via the commercial fulfillment of expert systems, a form of AI software that simulated the information and analytical abilities of one or extra human specialists. With the aid of 1985 the marketplace for AI had reached over one billion bucks. At the equal time, Japan's fifth generation computer challenge inspired the united states of americaand British governments to restore investment for instructional studies inside the subject.

However, starting with the disintegrate of the Lisp machine market in 1987, AI yet again fell into disrepute, and a second, longer-lasting AI wintry weather commenced. Inside the Nineteen Nineties and early 21st century, AI done its finest successes, albeit relatively behind the curtain. Synthetic intelligence is used for logistics, data mining, clinical diagnosis and many other regions throughout the generation industry. The achievement changed into due to numerous factors: the increasing 
computational strength of computer systems (see Moore's law), a extra emphasis on fixing unique sub problems, the introduction of latest ties between AI and other fields working on comparable troubles, and a brand new dedication through researchers to stable mathematical techniques and rigorous clinical standards.

On 11 may additionally 1997, Deep Blue became the primary laptop chess-gambling gadget to overcome a reigning international chess champion, Garry Kasparov. In February 2011, in a Jeopardy! Quiz show exhibition suit, IBM's query answering gadget, Watson, defeated the 2 greatest Jeopardy champions, Brad Rutter and Ken Jennings, via a large margin. The Kinect, which gives a 3-D body–movement interface for the Xbox 360 and the Xbox One, makes use of algorithms that emerged from lengthy AI research as do wise private assistants in smartphones.
Herbal language processing offers machines the capacity to read and apprehend the languages that people talk. A sufficiently powerful herbal language processing gadget could enable herbal language user interfaces and the acquisition of knowledge at once from human-written resources, such as newswires texts. A few trustworthy programs of natural language processing consist of statistics retrieval (or text mining), question answering and machine translation.

A common method of processing and extracting that means from natural language is through semantic indexing. Increases in processing speeds and the drop in the value of 
information storage makes indexing large volumes of abstractions of the person's input a good deal greater efficient. Effective computing is the take a look at and development of structures and devices that could understand, interpret, technique, and simulate human affects. It's far an interdisciplinary area spanning computer sciences, psychology, and cognitive technology. Whilst the origins of the field may be traced as a long way returned as to early philosophical inquiries into emotion, the more contemporary branch of computer technological know-how originated with Rosalind Picard's 1995 paper on effective computing. A motivation for the studies is the potential to simulate empathy. The system should interpret the emotional state of human beings and adapt its behavior to them, giving the correct reaction for the ones emotions. Emotion and social talents play  roles for an clever agent. First, it ought to be capable of are expecting the actions of others, by means of know-how their motives and emotional states. (This includes elements of game principle, decision principle, as well as the ability to model human feelings and the perceptual capabilities to detect emotions.) also, for you to facilitate human-pc interaction, an sensible machine might need on the way to show feelings despite the fact that it does no longer certainly enjoy them itself so as to appear sensitive to the emotional dynamics of human interaction. Many problems in AI can be solved in concept with the aid of intelligently searching through many possible answers: Reasoning may be reduced to acting a seek. As an instance, logical evidence may be viewed as looking for a course that leads from premises to conclusions, in which every step is the software of an inference rule. Making plans algorithms seek through trees of dreams and sub goals, trying to find a route to a target intention, a procedure known as means-ends evaluation. Robotics algorithms for shifting limbs and grasping items use neighborhood searches in configuration space. Many studying algorithms use seek algorithms based totally on optimization.

Easy exhaustive searches are rarely enough for most real international troubles: the search area (the variety of locations to go looking) fast grows to astronomical numbers. The end result is a search this is too gradual or by no means completes. The answer, for plenty troubles, is to apply "heuristics" or "rules of thumb" that remove alternatives which are not going to lead to the intention (known as "pruning the quest tree"). Heuristics deliver the program with a "first-class wager" for the course on which the answer lies. Heuristics restrict the search for answers into a smaller sample length. A totally exceptional form of search got here to prominence inside the Nineteen Nineties, based on the mathematical idea of optimization. For lots troubles, it is feasible to start the hunt with some form of a wager and then refine the wager incrementally until no greater refinements may be made. Those algorithms can be visualized as blind hill mountain climbing: we begin the quest at a random factor on the panorama, and then, by jumps or steps, we keep shifting our guess uphill, till we attain the pinnacle. Other optimization algorithms are simulated annealing, beam search and random optimization. Evolutionary computation makes use of a form of optimization search. As an instance, they'll start with a populace of organisms (the guesses) and then permit them to mutate and recombine, choosing only the fittest to survive every technology (refining the guesses). Sorts of evolutionary computation include swarm intelligence algorithms (such as ant colony or particle swarm optimization) and evolutionary algorithms (such as genetic algorithms, gene expression programming, and genetic programming) common sense is used for knowledge illustration and hassle fixing, but it could be implemented to different problems as well. As an example, the satplan algorithm makes use of common sense for planning and inductive common sense programming is a technique for getting to know. Several exceptional sorts of good judgment are used in AI research. Propositional or sentimental common sense is the common sense of statements which can be real or 
fake. First-order good judgment also allows the use of quantifiers and predicates, and can explicit facts about gadgets, their residences, and their members of the family with each different. Fuzzy common sense, is a version of first-order logic which allows the fact of a assertion to be represented as a cost between 0 and 1, in preference to actually genuine (1) or fake (zero). Fuzzy systems may be used for uncertain reasoning and had been extensively used in contemporary industrial and client product manage systems. Subjective common sense fashions uncertainty in a one-of-a-kind and greater explicit way than fuzzy-common sense: a given binomial opinion satisfies belief + disbelief + uncertainty = 1 inside a Beta distribution. Via this approach, lack of expertise can be distinguished from probabilistic statements that an agent makes with excessive self belief.

Default logic's, non-monotonic logic' and circumscription are forms of good judgment designed to assist with default reasoning and the qualification trouble. Numerous extensions of common sense had been designed to address precise domains of know-how, such as: description logics; situation calculus, event calculus and fluent calculus (for representing occasions and time); causal calculus; notion calculus; and modal logic's. For example, performance at draughts (i.E. Checkers) is ultimate, overall performance at chess is super-human and nearing strong remarkable-human (see laptop chess: computer systems as opposed to human) and performance at many ordinary responsibilities (which includes spotting a face or crossing a room without bumping into something) is sub-human.

A quite extraordinary approach measures device intelligence via assessments which might be advanced from mathematical definitions of intelligence. Examples of these forms of exams start within the overdue Nineties devising intelligence assessments the use of notions from Kolmogorov complexity and records compression. Two essential blessings of mathematical definitions are their applicability to nonhuman intelligence's and their absence of a requirement for human testers. A by-product of the Turing take a look at is the absolutely computerized Public Turing take a look at to tell computers and human beings apart (CAPTCHA). As the name implies, this facilitates to determine that a consumer is an real character and now not a laptop posing as a human. In assessment to the same old Turing test, CAPTCHA administered through a system and focused to a human in place of being administered with the aid of a human and focused to a gadget. A pc asks a consumer to finish a 
easy test then generates a grade for that check. Computer systems are not able to resolve the trouble, so correct solutions are deemed to be the result of someone taking the test. A not unusual kind of CAPTCHA is the check that calls for the typing of distorted letters, numbers or symbols that seem in an image undecipherable with the aid of a computer.

Saturday, January 30, 2016

Smartphone of Gionee Marathon M5 Mini

                         Gionee Marathon M5 Mini
Gionee

China-based Gionee was established in 2002. Besides India, the brand also has presence in countries such as Vietnam, Taiwan, Myanmar, Thailand and the Middle East. Gionee is a Chinese company with a strong offline retail presence in India, eschewing the trend of going online-only. The company has launched several Android smartphones in the low- and mid-end segments. Gionee's latest mobile launch is the Marathon M5 Mini.The smartphone was launched in January 2016. The phone comes with a 5.00-inch touchscreen display with a resolution of 720 pixels by 1280 pixels.

Android smartphone Gionee Marathon M5 Mini

The Gionee Marathon M5 Mini is powered by 1.3GHz quad-core MediaTek MT6580 processor and it comes with 2GB of RAM. The phone packs 8GB of internal storage that can be expanded up to 128GB via a microSD card. As far as the cameras are concerned, the Gionee Marathon M5 Mini packs a 8-megapixel primary camera on the rear and a 5-megapixel front shooter for selfies. The Gionee Marathon M5 Mini runs Android 5.1.1 and is powered by a 4000mAh non removable battery. It measures 143.50 x 71.00 x 9.60 (height x width x thickness).

The Gionee Marathon M5 Mini is a single SIM (GSM) smartphone that accepts a Regular SIM. Connectivity options include Wi-Fi, GPS, Bluetooth, 3G.Sensors on the phone include Proximity sensor, Ambient light sensor, and Gyroscope.

Computer new version

                             Computer new version

Laptop imaginative and prescient is a area that consists of strategies for obtaining, processing, reading, and information pictures and, in fashionable, excessive-dimensional facts from the real international so one can produce numerical or symbolic facts, e.G., in the forms of selections. A subject matter within the improvement of this field has been to duplicate the competencies of human vision via electronically perceiving and know-how an image. Expertise on this context method the transformation of visual pics (the input of retina) into descriptions of global which can interface with other concept processes and elicit appropriate motion. This picture understanding can be visible because the disentangling of symbolic statistics from photograph records using models constructed with the useful resource of geometry, physics, records, and mastering theory. Computer imaginative and prescient has also been described because the organisation of automating and integrating a extensive range of processes and representations for vision notion.

As a systematic area, pc imaginative and prescient is involved with the theory in the back of synthetic systems that extract information from pix. The photo information can take many paperwork, consisting of video sequences, views from more than one cameras, or multi-dimensional information from a clinical scanner. As a technological field, laptop imaginative and prescient seeks to use its theories and fashions to the development of pc imaginative and prescient systems.

Sub-domain names of laptop vision include scene reconstruction, occasion detection, video monitoring, item recognition, object pose estimation, learning, indexing, movement estimation, and photo healing.
Areas of synthetic intelligence cope with independent making plans or deliberation for robotical structures to navigate through an environment. An in depth expertise of these environments is required to navigate thru them. Data approximately the environment might be furnished by using a pc imaginative and prescient device, acting as a imaginative and prescient sensor and supplying excessive-degree information about the environment and the robot.

Artificial intelligence and computer imaginative and prescient percentage other topics which include sample reputation and studying strategies. Therefore, pc vision is from time to time visible as a part of the synthetic intelligence field or the laptop technological know-how field in widespread.

Solid-state physics is every other discipline this is carefully related to pc imaginative and prescient. Most computer imaginative and prescient systems depend upon image sensors, which stumble on electromagnetic radiation that is normally within the shape of either seen or infra-crimson light. The sensors are designed the use of quantum physics. The procedure via which mild interacts with surfaces is defined using physics. Physics explains the conduct of optics which can be a center part of most imaging systems. Sophisticated image sensors even require quantum mechanics to provide a entire knowledge of the photo formation manner. Also, various size problems in physics can be addressed the usage of laptop vision, as an example motion in fluids.

A 3rd field which performs an essential position is neurobiology, mainly the have a look at of the biological imaginative and prescient system. Over the last century, there has been an extensive have a look at of eyes, neurons, and the mind systems devoted to processing of visible stimuli in each people and various animals. This has led to a coarse, yet complex, description of ways "actual" vision structures operate if you want to resolve sure imaginative and prescient related duties. These consequences have brought about a subfield inside pc vision wherein synthetic structures are designed to mimic the processing and conduct of biological structures, at exclusive degrees of complexity. Additionally, some of the gaining knowledge of-based totally techniques evolved inside computer imaginative and prescient (e.G. Neural internet and deep learning based picture and characteristic analysis and category) have their background in biology.

Some strands of pc vision studies are intently associated with the observe of organic vision – certainly, simply as many strands of AI studies are carefully tied with research into human focus, and the usage of stored expertise to interpret, integrate and utilize visual statistics. The sphere of organic vision studies and fashions the physiological methods behind visible perception in people and other animals. Computer imaginative and prescient, then again, research and describes the approaches implemented in software program and hardware at the back of synthetic imaginative and prescient structures. Interdisciplinary alternate between biological and computer vision has demonstrated fruitful for each fields.

But any other subject related to pc vision is signal processing. Many techniques for processing of one-variable alerts, typically temporal indicators, can be extended in a natural way to processing of two-variable signals or multi-variable alerts in pc vision. However, because of the specific nature of photographs there are numerous strategies developed inside pc vision which have no counterpart in processing of 1-variable signals. Together with the multi-dimensionality of the sign, this defines a subfield in sign processing as part of pc imaginative and prescient.

Beside the above-stated views on pc imaginative and prescient, the various associated studies topics also can be studied from a simply mathematical point of view. For instance, many strategies in laptop vision are based on data, optimization or geometry. Ultimately, a significant part of the sphere is devoted to the implementation element of pc imaginative and prescient; how present strategies can be found out in numerous combinations of software program and hardware, or how these methods can be modified which will benefit processing velocity with out losing an excessive amount of performance.

The fields most intently related to computer imaginative and prescient are photo processing, image evaluation and machine vision. There's a sizeable overlap inside the variety of techniques and packages that those cowl. This implies that the basic techniques which are used and advanced in these fields are more or much less equal, something which can be interpreted as there may be handiest one area with exclusive names. Alternatively, it appears to be important for research businesses, medical journals, conferences and companies to give or marketplace themselves as belonging particularly to this type of fields and, as a result, various characterizations which distinguish each of the fields from the others have been supplied.

Pc vision is, in a few ways, the inverse of laptop pics. Even as laptop photographs produces image information from 3-d fashions, laptop imaginative and prescient often produces 3-d models from picture records. There may be also a fashion towards a aggregate of the two disciplines, e.G., as explored in augmented reality.

The following characterizations seem applicable however ought to now not be taken as universally conventional:

    picture processing and photograph evaluation have a tendency to focus on second photos, the way to transform one image to another, e.G., via pixel-smart operations together with evaluation enhancement, nearby operations inclusive of aspect extraction or noise elimination, or geometrical adjustments which include rotating the photograph. This characterization means that picture processing/evaluation neither require assumptions nor produce interpretations approximately the photo content material.
    Pc vision consists of 3-d evaluation from 2nd images. This analyzes the 3D scene projected onto one or numerous pix, e.G., the way to reconstruct structure or other records approximately the 3-d scene from one or numerous snap shots. Laptop vision frequently is based on greater or much less complex assumptions about the scene depicted in an image.
    System imaginative and prescient is the procedure of applying more than a few technologies & strategies to provide imaging-based totally automated inspection, method manipulate and robotic steerage[8] in commercial applications. System vision has a tendency to recognition on packages, especially in production, e.G., imaginative and prescient primarily based self sufficient robots and structures for imaginative and prescient based totally inspection or measurement. This means that photograph sensor technologies and manipulate theory frequently are incorporated with the processing of photograph facts to govern a robot and that actual-time processing is emphasised through efficient implementations in hardware and software program. It also means that the external situations consisting of lighting may be and are regularly more managed in device vision than they may be in general laptop imaginative and prescient, which can permit the use of various algorithms.
    There may be also a subject referred to as imaging which typically consciousness on the method of producing pictures, however on occasion also deals with processing and analysis of images. For example, clinical imaging consists of substantial paintings at the analysis of picture records in medical programs.
    In the end, pattern reputation is a area which uses diverse techniques to extract records from signals in standard, mainly primarily based on statistical processes and artificial neural networks. A significant part of this field is dedicated to applying those techniques to picture information.
Packages range from obligations such as business system imaginative and prescient structures which, say, check out bottles dashing by way of on a manufacturing line, to analyze into synthetic intelligence and computer systems or robots that could realise the arena round them. The computer vision and gadget vision fields have enormous overlap. Pc imaginative and prescient covers the center generation of computerized picture evaluation that is used in lots of fields. Machine imaginative and prescient typically refers to a technique of mixing computerized picture evaluation with other techniques and technologies to provide automated inspection and robotic steering in industrial programs. In lots of laptop imaginative and prescient applications, the computer systems are pre-programmed to clear up a specific assignment, but techniques based on mastering at the moment are becoming increasingly more not unusual. Examples of programs of pc imaginative and prescient consist of systems for:

    -Controlling processes, e.G., an business robot;
    -Navigation, e.G., by means of an self sufficient car or mobile robotic;
    -Detecting occasions, e.G., for visual surveillance or people counting;
    -Organizing statistics, e.G., for indexing databases of pictures and image sequences;
    -Modeling objects or environments, e.G., clinical photo analysis or topographical modeling;
    -interaction, e.G., as the input to a tool for laptop-human interplay, and
    -automated inspection, e.G., in production applications.

One of the most distinguished utility fields is clinical laptop imaginative and prescient or clinical photo processing. This vicinity is characterised by way of the extraction of records from image information for the purpose of making a medical diagnosis of a affected person. Commonly, photo information is within the shape of microscopy snap shots, X-ray photographs, angiography pics, ultrasonic pics, and tomography pictures. An example of statistics which may be extracted from such photo statistics is detection of tumours, arteriosclerosis or other malign adjustments. It could also be measurements of organ dimensions, blood go with the flow, and so on. This application location also helps clinical research by means of presenting new statistics, e.G., approximately the shape of the mind, or about the excellent of clinical remedies. Applications of pc imaginative and prescient inside the scientific place also consists of enhancement of photos that are interpreted with the aid of human beings, for instance ultrasonic pix or X-ray pics, to reduce the have an effect on of noise.

A second application location in pc imaginative and prescient is in industry, once in a while known as machine vision, where data is extracted for the cause of assisting a manufacturing system. One instance is satisfactory manage wherein details or final merchandise are being automatically inspected with a purpose to locate defects. Another example is size of function and orientation of details to be picked up by a robot arm. Device vision is likewise heavily used in agricultural process to take away unwanted food stuff from bulk material, a system called optical sorting.


Army packages are probable certainly one of the largest areas for computer imaginative and prescient. The plain examples are detection of enemy infantrymen or motors and missile steering. Greater advanced structures for missile guidance ship the missile to a place in preference to a selected target, and target selection is made whilst the missile reaches the vicinity primarily based on domestically acquired image information. Modern-day navy principles, inclusive of "battlefield focus", mean that various sensors, which includes picture sensors, provide a rich set of facts approximately a combat scene which can be used to guide strategic decisions. In this case, automatic processing of the facts is used to lessen complexity and to fuse facts from more than one sensors to increase reliability.
Artist's idea of Rover on Mars, an example of an unmanned land-based totally vehicle. Observe the stereo cameras set up on top of the Rover.

One of the more recent application regions is self sustaining motors, which include submersibles, land-based totally cars (small robots with wheels, cars or vehicles), aerial vehicles, and unmanned aerial motors (UAV). The extent of autonomy tiers from fully self sufficient (unmanned) motors to motors in which laptop vision based totally structures guide a driving force or a pilot in diverse conditions. Absolutely autonomous cars generally use laptop vision for navigation, i.E. For understanding in which it's far, or for generating a map of its environment (SLAM) and for detecting barriers. It may also be used for detecting certain challenge precise activities, e.G., a UAV looking for wooded area fires. Examples of supporting systems are obstacle warning systems in vehicles, and systems for self reliant landing of plane. Several vehicle manufacturers have validated systems for self sustaining using of motors, however this technology has nevertheless now not reached a level where it can be placed available on the market. There are ample examples of navy self sustaining cars ranging from superior missiles, to UAVs for recon missions or missile guidance. Area exploration is already being made with self reliant vehicles the usage of computer imaginative and prescient, e.G., NASA's Mars Exploration Rover and ESA's ExoMars Rover.
There are numerous styles of pc vision structures, however they all incorporate these simple elements: a electricity supply, at the least one photograph acquisition device (i.E. Camera, ccd, and so on.), a processor as well as control and verbal exchange cables or some form of wireless interconnection mechanism. Similarly, a realistic vision system contains software program, in addition to a display as a way to reveal the machine. Imaginative and prescient systems for inner spaces, as maximum industrial ones, include an illumination device and can be located in a managed environment. Furthermore, a finished gadget includes many accessories like digital camera supports, cables and connectors.

Wednesday, January 27, 2016

Outline of technology

                             Outline of technology

Technology collection of tools, including machinery, modifications, arrangements and procedures used by humans. Engineering is the discipline that seeks to study and design new technologies. Technologies significantly affect human as well as other animal species' ability to control and adapt to their natural environments.

Components of technology
1. Knowledge
2. Engineering
3. Procedure (term)
4. Process
5. Science
6. Skill
7. Tools
8. Utensil
9. Equipment
10. Invention
11. Machinery
12. Structures (buildings, roads, bridges, canals, dams, etc.)
13. Man-made systems (see system)
14. Infrastructure
16. Public utility

Branches of technology
Aerospace – flight or transport above the surface of the Earth.
Space exploration – the physical investigation of the space more than 100 km above the Earth by either manned or unmanned spacecraft.
Applied physics – physics which is intended for a particular technological or practical use. It is usually considered as a bridge or a connection between "pure" physics and engineering.
Agriculture – cultivation of plants, animals, and other living organisms.
Fishing – activity of trying to catch fish. Fish are normally caught in the wild. Techniques for catching fish include hand gathering, spearing, netting, angling and trapping.
Fisheries – a fishery is an entity engaged in raising or harvesting fish which is determined by some authority to be a fishery. According to the FAO, a fishery is typically defined in terms of the "people involved, species or type of fish, area of water or seabed, method of fishing, class of boats, purpose of the activities or a combination of the foregoing features".
Fishing industry – industry or activity concerned with taking, culturing, processing, preserving, storing, transporting, marketing or selling fish or fish products. It is defined by the FAO as including recreational, subsistence and commercial fishing, and the harvesting, processing, and marketing sectors.
Forestry – art and science of tree resources, including plantations and natural stands. The main goal of forestry is to create and implement systems that allow forests to continue a sustainable provision of environmental supplies and services.
Organic gardening and farming
Sustainable agriculture
Communication –
Books –
Telecommunication – the transfer of information at a distance, including signaling, telegraphy, telephony, telemetry, radio, television, and data communications.
Radio – Aural or encoded telecommunications.
Internet – the global system of interconnected computer networks that use the standard Internet Protocol Suite (TCP/IP).
Technology of television –
Television broadcasting – Visual and aural telecommunications.
Computing – any goal-oriented activity requiring, benefiting from, or creating computers. Computing includes designing and building hardware and software systems; processing, structuring, and managing various kinds of information; doing scientific research on and with computers; making computer systems behave intelligently; creating and using communications and entertainment media; and more.
Computer engineering – discipline that integrates several fields of electrical engineering and computer science required to develop computer systems, from designing individual microprocessors, personal computers, and supercomputers, to circuit design.
Computers – general purpose devices that can be programmed to carry out a finite set of arithmetic or logical operations. Since a sequence of operations can be readily changed, computers can solve more than one kind of problem.
Computer science – the study of the theoretical foundations of information and computation and of practical techniques for their implementation and application in computer systems.
Artificial intelligence – intelligence of machines and the branch of computer science that aims to create it.
Natural language processing –
Object recognition – in computer vision, this is the task of finding a given object in an image or video sequence.
Cryptography – the technology to secure communications in the presence of third parties.
Human-computer interaction
Information technology – the acquisition, processing, storage and dissemination of vocal, pictorial, textual and numerical information by a microelectronics-based combination of computing and telecommunications.
Software engineering – the systematic approach to the development, operation, maintenance, and retirement of computer software.
Programming – the process of designing, writing, testing, debugging, and maintaining the source code of computer programs.
Software development – development of a software product, which entails computer programming (process of writing and maintaining the source code), but also encompasses a planned and structured process from the conception of the desired software to its final manifestation.
C++ – one of the most popular programming languages with application domains including systems software, application software, device drivers, embedded software, high-performance server and client applications, and entertainment software such as video games.
Perl – high-level, general-purpose, interpreted, dynamic programming language. Used for text processing, CGI scripting, graphics programming, system administration, network programming, finance, bioinformatics, and more.
Software – one or more computer programs and data held in the storage of the computer for one or more purposes. In other words, software is a set of programs, procedures, algorithms and its documentation concerned with the operation of a data processing system.
Free software – software that can be used, studied, and modified without restriction.
Search engines – information retrieval systems designed to help find information stored on a computer system.
Internet – the global system of interconnected computer networks that use the standard Internet Protocol Suite (TCP/IP).
Computer industry
Apple Inc. – manufacturer and retailer of computers, hand-held computing devices, and related products and services.
Google – Google Inc. and its Internet services including Google Search.
Construction – building or assembly of any physical structure.
Design – the art and science of creating the abstract form and function for an object or environment.
Architecture – the art and science of designing buildings.
Electronics –
Industry – production of an economic good or service.
Automation – use of machinery to replace human labor.
Industrial machinery –
Machines – devices that perform or assist in performing useful work.
Manufacturing – use of machines, tools and labor to produce goods for use or sale. The term may refer to a range of human activity, from handicraft to high tech, but is most commonly applied to industrial production, in which raw materials are transformed into finished goods on a large scale.
Robotics – deals with the design, construction, operation, structural disposition, manufacture and application of robots.
Object recognition
Energy –
Energy development – ongoing effort to provide abundant, efficient, and accessible energy resources through knowledge, skills, and construction.
Energy storage – the storage of a form of energy that can then be used later.
Nuclear technology – the technology and application of the spontaneous and induced reactions of atomic nuclei.
Wind energy –
Solar energy –
Engineering – the application of science, mathematics, and technology to produce useful goods and systems.
Chemical engineering – the technology and application of chemical processes to produce useful materials.
Computer engineering –
Control engineering –
Electrical engineering – the technology and application of electromagnetism, including electricity, electronics, telecommunications, computers, electric power, magnetics, and optics.
Geoengineering –
Software engineering – the technology and application of a systematic approach to the development, operation, maintenance, and retirement of computer software.
Firefighting – act of extinguishing fires. A firefighter fights fires to prevent destruction of life, property and the environment. Firefighting is a professional technical skill.
Forensic science – application of a broad spectrum of sciences to answer questions of interest to a legal system. This may be in relation to a crime or a civil action.
Health
Biotechnology – applied biology that involves the use of living organisms and bioprocesses in engineering, technology, medicine and other fields requiring bioproducts.
Ergonomics – the study of designing equipment and devices that fit the human body, its movements, and its cognitive abilities.
Hydrology – The study of the movement, distribution, and quality of water on Earth and other planets, including the hydrologic cycle, water resources and environmental watershed sustainability.
Information science –
Cartography – the study and practice of making maps. Combining science, aesthetics, and technique, cartography builds on the premise that reality can be modeled in ways that communicate spatial information effectively.
Library science – technology related to libraries and the information fields.
Military science – the study of the technique, psychology, practice and other phenomena which constitute war and armed conflict.
Mining – extraction of mineral resources from the earth.
Nanotechnology – The study of manipulating matter on an atomic and molecular scale. Generally, nanotechnology deals with structures sized between 1 to 100 nanometre in at least one dimension, and involves developing materials or devices possessing at least one dimension within that size.
Prehistoric technology – technologies that emerged before recorded history (i.e., before the development of writing).
Sustainability – capacity to endure. In ecology, the word describes how biological systems remain diverse and productive over time. Long-lived and healthy wetlands and forests are examples of sustainable biological systems. For humans, sustainability is the potential for long-term maintenance of well being, which has environmental, economic, and social dimensions.
Transport – the transfer of people or things from one place to another.
Rail transport – means of conveyance of passengers and goods by way of wheeled vehicles running on rail tracks consisting of steel rails installed on sleepers/ties and ballast.
Vehicles – mechanical devices for transporting people or things.
Automobiles – human-guided powered land-vehicles.
Bicycles – human-powered land-vehicles with two or more wheels.
Motorcycles – single-track, engine-powered, motor vehicles. They are also called motorbikes, bikes, or cycles.
Vehicle components
Tires – ring-shaped coverings that fit around wheel rims

Latest Java Web apps

                             Latest Java Web apps

latest Java deserialization bugs in Web apps PayPal has fixed a serious vulnerability in its back-end management system that could have allowed attackers to execute arbitrary commands on the server and potentially install a backdoor. The vulnerability is part of a class of bugs that stem from Java object deserialization and which security researchers have warned about a year ago. In programming languages, serialization is the process of converting data to a binary format for storing it or for sending it over the network. Deserialization is the reverse of that process.

Deserialization is not an issue in itself, but like most processes that involve processing potentially entrusted input, measures need to be taken to ensure that it is performed safely. For example, an attacker could craft a serialized object that includes a Java class that the application accepts and which could be abused for something malicious. Security researchers Chris Frohoff and Gabriel Lawrence gave a presentation about  this type of attack at a security conference a year ago. Then in November, researchers from a company called FoxGlove Security published a proof-of-concept exploit for a deserialization vulnerability in a popular library called Apache Commons Collections that's included by default on many Java application servers.

Security researchers warned at the time that thousands of Java-based Web applications, including custom-made enterprise ones, are likely vulnerable to this attack and said that both good and bad hackers will likely start probing for it. Michael Stepankin, the bug bounty hunter who found the recent vulnerability in the manager.paypal.com website, is one such hacker. He was inspired by the research from Frohoff, Lawrence and the FoxGlove researchers and even used one of the tools they produced to build his attack payload. After determining that the PayPal site was vulnerable to Java deserialization, Stepankin was able to exploit the flaw in order to execute arbitrary commands on its underlying Web server.

"Moreover, I could establish a back connection to my own Internet server and, for example, upload and execute a backdoor," he said in a blog post. "In result, I could get access to production databases used by the manager.paypal.com application."

After he reported the issue to PayPal and it got fixed, the company gave him a reward through its bug bounty program, even though his report was marked as a duplicate. It turns out that another security researcher reported the same issue a few days earlier, proving that people are currently scanning for this type of vulnerability. Developers should make sure that they update the Apache Commons Collections library used by their Java servers and apps to at least versions 3.2.2 or 4.1, which address this issue. However, it's likely that this type of vulnerability exists in other libraries as well, waiting to be discovered.

Tuesday, January 26, 2016

Computer software of Microsoft Office

               Latest computer software of Microsoft Office

Microsoft Office is an office suite of applications, servers, and services developed by Microsoft. It was first announced by Bill Gates on August 1, 1988, at COMDEX in Las Vegas. Initially a marketing term for a bundled set of applications, the first version of Office contained Microsoft Word, Microsoft Excel, and Microsoft PowerPoint. Over the years, Office applications have grown substantially closer with shared features such as a common spell checker, OLE data integration and Visual Basic for Applications scripting language. Microsoft also positions Office as a development platform for line-of-business software under the Office Business Applications brand.


MS Office
On 10 July 2012, Softpedia reported that Office is used by over a billion people worldwide.
The desktop version of Office is available for Windows and OS X. A touch-optimised version of Microsoft Office is available pre-installed on Windows RT tablets. A mobile version of Office, Office Mobile, is available for free on Windows Phone, iOS and Android. A web-based version of Office, Office Online, is also available.Microsoft has stated that it plans to create a version of Office for "other popular platforms" as well.

The current desktop version is Office 2016 for Windows and OS X, released on 22 September 2015 and 9 July 2015,respectively.

Desktop components
Word
Microsoft Word is a word processor and was previously considered the main program in Office. Its proprietary DOC format is considered a de facto standard, although Word 2007 can also use a new XML-based, Microsoft Office-optimized format called .DOCX, which has been standardized by Ecma International as Office Open XML, and its SP2 update supports PDF and a limited ODF.Word is also available in some editions of Microsoft Works. It is available for the Windows and OS X platforms. The first version of Word, released in the autumn of 1983, was for the MS-DOS operating system and had the distinction of introducing the mouse to a broad population. Word 1.0 could be purchased with a bundled mouse, though none was required. Following the precedents of LisaWrite and MacWrite, Word for Macintosh attempted to add closer WYSIWYG features into its package. Word for Mac was released in 1985. Word for Mac was the first graphical version of Microsoft Word.

Excel
Microsoft Excel is a spreadsheet program that originally competed with the dominant Lotus 1-2-3, and eventually outsold it. It is available for the Windows and OS X platforms. Microsoft released the first version of Excel for the Mac OS in 1985, and the first Windows version (numbered 2.05 to line up with the Mac and bundled with a standalone Windows run-time environment) in November 1987. It provided more functionality than the previous version.

PowerPoint
Microsoft PowerPoint is a presentation program for Windows and OS X. It is used to create slideshows, composed of text, graphics, and other objects, which can be displayed on-screen and shown by the presenter or printed out on transparencies or slides.

Access
Microsoft Access is a database management system for Windows that combines the relational Microsoft Jet Database Engine with a graphical user interface and software-development tools. Microsoft Access stores data in its own format based on the Access Jet Database Engine. It can also import or link directly to data stored in other applications and databases.

Outlook
Main articles: Microsoft Outlook and Microsoft Entourage
Microsoft Outlook (not to be confused with Outlook Express) is a personal information manager. The replacement for Windows Messaging, Microsoft Mail, and Schedule+ starting in Office 97, it includes an e-mail client, calendar, task manager and address book.
On the Mac OS, Microsoft offered several versions of Outlook in the late 1990s, but only for use with Microsoft Exchange Server. In Office 2001, it introduced an alternative application with a slightly different feature set called Microsoft Entourage. It reintroduced Outlook in Office 2011, replacing Entourage.

OneNote
Microsoft OneNote is a freeware notetaking program. It gathers notes (handwritten or typed), drawings, screen clippings and audio commentaries. Notes can be shared with other OneNote users over the Internet or a network. OneNote was initially introduced as a standalone app that was not included in any of Microsoft Office 2003 editions. However, OneNote eventually became a core component of Microsoft Office; with the release of Microsoft Office 2013, OneNote was included in all Microsoft Office offerings before eventually becoming completely free of charge. OneNote is available as a web application on Office Online, a Windows desktop app, a mobile app for Windows Phone, iOS, Android, and Symbian, and a Metro-style app for Windows 8 or later.

Other desktop applications
Other desktop applications included in Microsoft Office suite include:

Microsoft Publisher:
Desktop publishing app mostly used for designing brochures, labels, calendars, greeting cards, business cards, newsletters, web site, and postcards

Skype for Business: 
Integrated communications client for conferences and meetings in real time (known as Microsoft Office Communicator in Office 2007, bundled with Professional Plus and Enterprise editions). Originally called Microsoft Lync, it was renamed in 2015 after acquiring Skype.
Microsoft Project:
 Project management software to keep track of events and to create network charts and Gantt charts, not bundled in any Office suite
Microsoft Visio:
 Diagram and flow charting program not bundled in any Office suite
Microsoft SharePoint Designer:
 A specialized HTML editor for Windows that develops SharePoint sites, now part of Microsoft SharePoint family and offered as an independent freeware download


Server applications
Microsoft SharePoint: collaboration server

Excel Services
InfoPath Forms Services
Microsoft Project Server: project management server
Microsoft Search Server
Microsoft Lync Server (formerly Office Communications Server and Live Communications Server) – real time communications server

Web services

Docs.com: A place where Office users can discover, upload and share Word, Excel, PowerPoint, Sway and PDF files on their profile page
Microsoft Office Online: A suite of web-based versions of Microsoft Word, Excel, OneNote and PowerPoint
Sway: A presentation web app in preview status released in October 2014. It also has a native app for iOS and Windows 10.
Microsoft Office website: The official website of Microsoft Office
Microsoft Update: Web site. Patch detection and installation service for Microsoft Office.
Microsoft Office 365: Subscription-based software services that licenses Microsoft Office products for on-premises or cloud-based use.

Monday, January 25, 2016

Windows Server 2016 Technical Preview 4

               Windows Server 2016 Technical Preview 4

In November, Microsoft released Windows Server 2016 Technical Preview 4. With the final release due out in the second half of this year, TP4 gives us the latest look at where Microsoft's flagship operating system is heading. There are several interesting spots to look at and some licensing news that is controversial. I put the release through its paces for around a month; here are my observations.

The previous version of Windows Server 2016 Technical Preview 3 introduced support for Docker-based containers. Docker is the largest container platform used today, and provides a management space and support for a variety of operating system platforms, including Windows Server, Azure, Linux, Amazon Web Services and more.

But in this beta release, Microsoft introduces Hyper-V based containers for all those Microsoft shops and organizations that, for whatever reason, choose not to employ Docker for their containerization needs. Hyper-V containers are different than Hyper-V virtual machines, mainly because they are considered another visualization option; Hyper-V containers are a lighter-weight virtual machine, highly isolated from everything else, while Hyper-V virtual machines are the same as they have been.

Hyper-V containers secure the container kernel from the operating system running beneath the containers, so they are not susceptible to certain attacks. And you can move them around from cloud to data center back to cloud as long as all destinations are running Windows Server 2016. They are a great way to run entrusted code or to set up hosting environments where you cannot be expected to vet every piece of software running on your system.

Saturday, January 23, 2016

Machine Learning System

                            Machine Learning System

MLS You’ve been working hard to get the right strategy, systems and processes in place for your big data initiatives. You have really good people that understand how to analyze data, great data management processes, the best systems for data collection and analysis and you’ve started seeing some excellent results.
Although, by all accounts, everyone in your organization is happy with the big data initiatives underway, it still feels like something is missing from your big data system and analysis portfolio. That ‘missing piece’ might just be machine learning
In this article, I’m going to introduce the concept of machine learning and why it’s important to you and your big data initiatives. In future articles, I’ll dive into examples of companies using machine learning as well as a bit more details of how your organization might be able to integrate machine learning into all aspects of your business.
Machine learning can have many different definitions depending on the level of technical depth you are looking at it from. For the purposes of this article, we’ll define machine learning as a an approach that automates the building of models to analyze data.
Machine learning is a quick and effective way to build models that can continuously learn from new data. Additionally, machine learning can be thought of as a ‘force multiplier’, meaning that with the right algorithms, systems and processes, you can build hundreds (or thousands) of models per week compared to the one or two models that a good data analyst can build in that same time period.
In addition to being a force multiplier, machine learning also makes it easy to scale your modeling and learning capabilities. Ask a data analyst to build a model on a data-set today and then ask them to revisit that model in two months after adding an additional ten terabytes of data to the data-set and they’ll pull their hair out. WIth machine learning, your data analytics team can build models, and then let those models continuously learn and adapt to whatever new  data is generated and/or collected.
When I speak to clients about big data, I always include plenty of information about machine learning.  I generally argue that if they are going to generate and collect enormous amounts of data, they’ll want the best systems, processes and people focused on analyzing that data. Included in that ‘best of’ is machine learning.  Machine learning gives you an enormous advantage with your data as it lets you do so much more with what you have.
As I mentioned, in coming posts I’ll be digging into the topic of machine learning with real-world examples, stories of usage within organizations and some thoughts around how to build a culture of ‘deep learning’ within your company.

Apple TV with Wi-Fi

                             Apple TV with Wi-Fi


Apple TV (marketed stylized as Apple logo black.svgtv) is a digital media player and a micro console developed and sold by Apple Inc. It is a small network appliance and entertainment device that can receive digital data from a number of sources and stream it to a capable TV for playing on the TV screen.

Apple TV is an HDMI-compliant source device. To use it for viewing, it has to be connected to an enhanced-definition or high-definition widescreen television via an HDMI cable to the TV's HDMI port, while the TV is in HDMI mode. The device has no integrated controls and can only be controlled externally, either by an Apple Remote control device (with which it is shipped) using its infrared capability or by the iTunes Remote app (downloadable from App Store) on iOS devices, such as the iPhone, iPod Touch, iPad, and Apple Watch, using its Wi-Fi capability.

Its Wi-Fi capability is also used to receive digital content from the iTunes app using Air Play or directly from iTunes Store, which is then streamed to the TV. It also plays digital content from the iTunes Store, Netflix, Hulu Plus, Now TV (UK only), YouTube and Vevo, along with the TV Everywhere portals of several cable and broadcast networks, and the video subscription portals of three of the four major North American sports leagues: MLB.tv, NBA League Pass and NHL Game Center. It plays content from any OS X or Windows computer running iTunes.

Thursday, January 21, 2016

ICT Facts and Figures


 ICT Facts and Figures 

The ITU ICT Facts and Figures – The world in 2015 features end-2015 estimates for key telecommunication/ICT indicators, including on mobile-cellular subscriptions, Internet use, fixed and mobile broadband services, home ICT access, and more. 2015 is the deadline for achievements of the UN Millennium Development Goals (MDGs), which global leaders agreed upon in the year 2000, and the new data show ICT progress and highlight remaining gaps.

The phrase "information and communication technology" has been used by academic researchers since the 1980s, and the abbreviation ICT became popular after it was used in a report to the UK government by Dennis Stevenson in 1997, and in the revised National Curriculum for England, Wales and Northern Ireland in 2000. But in 2012, the Royal Society recommended that ICT should no longer be used in British schools "as it has attracted too many negative connotations", and with this being in effect since 2014 the National Curriculum began to utilize the word computing, which reflects the addition of computer programming into the curriculum. A leading group of universities consider ICT to be a soft subject and thus advise students against studying A-level ICT, preferring A-level Computer Science instead.

Monetization of ICT
The money spent on IT worldwide has been most recently estimated as US $3.5 trillion and is currently growing at 6% per year – doubling every 15 years. The 2014 IT budget of US federal government is nearly $82 billion. IT costs, as a percentage of corporate revenue, have grown 50% since 2002, putting a strain on IT budgets. When looking at current companies’ IT budgets, 75% are recurrent costs, used to “keep the lights on” in the IT department, and 25% are cost of new initiatives for technology development.

The average IT budget has the following breakdown:
31% personnel costs (internal)
29% software costs (external/purchasing category)
26% hardware costs (external/purchasing category)
14% costs of external service providers (external/services).

Wednesday, January 20, 2016

ICT Today

                                      ICT Today

In modern society ICT is ever-present, with over three billion people having access to the Internet. With approximately 8 out of 10 Internet users owning a smartphone, information and data are increasing by leaps and bounds. This rapid growth, especially in developing countries, has led ICT to become a keystone of everyday life, in which life without some facet of technology renders most of clerical, work and routine tasks dysfunctional. The most recent authoritative data, released in 2014, shows "that Internet use continues to grow steadily, at 6.6% globally in 2014 (3.3% in developed countries, 8.7% in the developing world); the number of Internet users in developing countries has doubled in five years (2009-2014), with two thirds of all people online now living in the developing world."


However, hurdles are still at large. "Of the 4.3 billion people not yet using the Internet, 90% live in developing countries. In the world’s 42 Least Connected Countries (LCCs), which are home to 2.5 billion people, access to ICTs remains largely out of reach, particularly for these countries’ large rural populations." ICT has yet to penetrate the remote areas of some countries, with many developing countries dearth of any type of Internet. This also includes the availability of telephone lines, particularly the availability of cellular coverage, and other forms of electronic transmission of data. The latest "Measuring the Information Society Report" cautiously stated that the increase in the aforementioned cellular data coverage is ostensible, as "many users have multiple subscriptions, with global growth figures sometimes translating into little real improvement in the level of connectivity of those at the very bottom of the pyramid; an estimated 450 million people worldwide live in places which are still out of reach of mobile cellular service."

Favorably, the gap between the access to the Internet and mobile coverage has decreased substantially in the last fifteen years, in which "2015 is the deadline for achievements of the UN Millennium Development Goals (MDGs), which global leaders agreed upon in the year 2000, and the new data show ICT progress and highlight remaining gaps deadline for achievements of the UN Millennium Development Goals (MDGs), which global leaders agreed upon in the year 2000, and the new data show ICT progress and highlight remaining gaps." ICT continues to take on new form, with nanotechnology set to usher in a new wave of ICT electronics and gadgets. ICT newest editions into the modern electronic world include smart watches, such as the Apple Watch, smart wristbands such as the Nike+ FuelBand, and smart TVs such as Google TV. With desktops soon becoming part of a bygone era, and laptops becoming the preferred method of computing, ICT continues to insinuate and alter itself in the ever-changing globe.

ICT in education

Today's society shows the ever-growing computer-centric lifestyle, which includes the rapid influx of computers in the modern classroom.
Information and Communication Technology can contribute to universal access to education, equity in education, the delivery of quality learning and teaching, teachers’ professional development and more efficient education management, governance and administration. UNESCO takes a holistic and comprehensive approach to promoting ICT in education. Access, inclusion and quality are among the main challenges they can address. The Organization’s Intersectral Platform for ICT in education focuses on these issues through the joint work of three of its sectors: Communication & Information, Education and Science.

Sunday, January 17, 2016

New Nokia with MS

                           New Nokia with MS
Microsoft Mobile is a multinational mobile phone and mobile computing device manufacturing company headquartered in Espoo, Finland, and a wholly owned subsidiary of Microsoft. It is a legal body that oversees and legally represents the activities in the design, development, manufacture and distribution of mobile phones, smartphones, tablet computers, related accessories and services. Microsoft Mobile was established following the acquisition of Nokia's Devices and Services division by Microsoft, which was completed in April 2014.Microsoft Mobile got the right to sell mobile phones under the Nokia brand name as part of a 10-year licensing agreement, as long as those phones are based on the S30+ platform which comprises feature phones. Future "Lumia" smartphones fell out of this license and couldn't be released bearing the Nokia brand. In October 2014, it was announced that future Lumia devices would carry the Microsoft name and logo instead of "Nokia".

History

Nokia Corporation (Finnish: Nokia Oyj, Finnish pronunciation: [ˈnokiÉ‘], UK /ˈnÉ’kiÉ™/, US /ˈnoÊŠkiÉ™/) is a Finnish multinational communications and information technology company, founded in 1865. Nokia is headquartered in Espoo, Uusimaa, in the greater Helsinki metropolitan area. In 2014, Nokia employed 61,656 people across 120 countries, conducts sales in more than 150 countries and reported annual revenues of around €12.73 billion. Nokia is a public limited-liability company listed on the Helsinki Stock Exchange and New York Stock Exchange. It is the world's 274th-largest company measured by 2013 revenues according to the Fortune Global 500. The company is a component of the Euro Stoxx 50 stock market index.

The company currently focuses on large-scale telecommunications infrastructures, and technology development and licensing. Nokia is also a major contributor to the mobile telephony industry, having assisted in development of the GSM and LTE standards, and was, for a period, the largest vendor of mobile phones in the world. Nokia's dominance also extended into the smartphone industry through its Symbian platform, but it was soon overshadowed by the growing dominance of Apple's iPhone line and Android devices. Nokia eventually entered into a pact with Microsoft in 2011 to exclusively use its Windows Phone platform on future smartphones. In September 2013, Microsoft announced that it would acquire Nokia's mobile phone business as part of an overall deal totaling €5.44 billion (US $7.17 billion). Stephen Elop, Nokia's former CEO, and several other executives 
joined the new Microsoft Mobile subsidiary of Microsoft as part of the deal, which was completed on April 25, 2014. Since the sale of its mobile phone business, Nokia began to focus more extensively on its telecommunications infrastructure business, marked by the divestiture of its Here Maps division. In January 2016, Nokia acquired French telecommunications company Alcatel-Lucent to grow their innovation, network equipment, wireless technology and services.

Friday, January 15, 2016

Best windows for Computer

                         Best windows for Computer

In 1983, Microsoft announced the development of Windows, a graphical user interface (GUI) for its own operating system (MS-DOS). The product line has changed from a GUI product to a modern operating system over two families of design, each with its own codebase and default file system.

The 3.x and 4.x family includes Windows 3.0, Windows 3.1x, Windows 95, Windows 98, and Windows ME. Windows for Workgroups 3.11 added 32-bit networking. Windows 95 added additional 32-bit capabilities (however, MS-DOS, some of the kernel, and supplementary utilities such as Disk Defragment remained 16-bit) and implemented a new object oriented user interface, elements of which are still used today.

The Windows NT family started with Windows NT 3.1 in 1993. Modern Windows operating system versions are based on the newer Windows NT kernel that was originally intended for OS/2. Windows runs on IA-32, x86-64, and on 32-bit ARM (ARMv7) processors. Earlier versions also ran on the i860, Alpha, MIPS, Fairchild Clipper, PowerPC, and Itanium architectures. Some work was done to port it to the SPARC architecture.

The familiar Windows Explorer desktop shell superseded Program Manager with the release of Windows 95, received major enhancements in 1997, and remained the default shell for all commercial Windows releases until Windows 8's Modern UI-derived Start screen debuted in 2012

Windows 10 with new technology

Windows 10 is a personal computer operating system developed by Microsoft. Microsoft described Windows 10 as an 'operating system as a service' that would receive ongoing updates to its features and functionality, augmented

with the ability for enterprise environments to receive non-critical updates at a slower pace, or use long-term support milestones that will only receive critical updates, such as security patches, over their five-year lifespan of

mainstream support. Terry Myerson, executive vice president of Microsoft's Windows and Devices Group, argued that the goal of this model was to reduce fragmentation across the Windows platform.



Samsung Galaxy S6 with new technology

              Samsung Galaxy S6 with new technology

Samsung Galaxy S6 and Samsung Galaxy S6 Edge are Android smartphones manufactured and marketed by Samsung Electronics. The S6 and S6 Edge jointly serve as successors to the Galaxy S5. The smartphones were officially unveiled in a press conference at Mobile World Congress on 1 March 2015. Alongside the S6, Samsung also unveiled the S6 Edge, a variant whose screen is wrapped along the sides of the device; the curvature is usable for several additional features. The Galaxy S6 was released on 10 April 2015 in 20 countries.


Although the overall design of the Galaxy S6 still features some similarities to prior models, the construction of the device itself was revamped, with a metal unibody frame and glass backing instead of plastic. The devices also introduced an improved camera, a streamlined user interface, support for both major wireless charging standards, and support for a mobile payments platform that allows the device to emulate the magnetic strip from a credit card. The S6 features other hardware improvements as well, including a 1440p display, a new in-house system-on-chip that utilizes a 14 nm FinFET manufacturing process, and an improved fingerprint scanner.

The Galaxy S6 and S6 Edge received mostly positive reviews from critics, who praised the devices' upgraded build quality over prior models, along with improvements to their displays, performance, camera, and other changes. However, Samsung's decision to remove the ability to expand their storage or remove the battery was panned as being potentially alienating to power users, and the S6 Edge was also panned for not making enough use of its curved display to justify its increased cost over the standard Samsung Galaxy S6.

Software

The devices were initially released running Android 5.0.2 "Lollipop" with Samsung's TouchWiz software suite. TouchWiz has been streamlined on the S6 with a refreshed design and fewer bundled applications. Several Microsoft apps are bundled with the S6: OneDrive, OneNote and Skype. On the S6 Edge, users can designate up to five contacts for quick access by swiping from one of the edges of the screen. The five contacts are also color-coded; when the device is face down, the curved sides will also glow in the contact's color to signify phone calls. The Night Clock feature from the Galaxy Note Edge was carried over to the S6 Edge. The heart rate sensor can also be used as a button for dismissing calls and sending the caller a canned text message reply.

Wednesday, January 13, 2016

Educational Technology

                              Educational Technology

Educational technology is the effective use of technological tools in learning. As a concept, it concerns an array of tools, such as media, machines and networking hardware, as well as considering underlying theoretical perspectives for their effective application. Educational technology is not restricted to high technology. Nonetheless, electronic educational technology, also called e-learning, has become an important part of society today, comprising an extensive array of digitization approaches, components and delivery methods. For example, m-learning emphasizes mobility, but is otherwise indistinguishable in principle from educational technology. Educational technology includes numerous types of media that deliver text, audio, images, animation, and streaming video, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer-based learning, as well as local intranet/extranet and web-based learning. Information and communication systems, whether free-standing or based on either local networks or the Internet in networked learning, underlie many e-learning processes. Theoretical perspectives and scientific testing influence instructional design. The application of theories of human behavior to educational technology derives input from instructional theory, learning theory, educational psychology, media psychology and human performance technology. Educational technology and e-learning can occur in or out of the classroom. It can be self-paced, asynchronous learning or may be instructor-led, synchronous learning. It is suited to distance learning and in conjunction with face-to-face teaching, which is termed blended learning. Educational technology is used by learners and educators in homes, schools (both K-12 and higher education), businesses, and other settings.

Definition
Richey defined educational technology as "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". The Association for Educational Communications and Technology (AECT) denoted instructional technology as "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning."  As such, educational technology refers to all valid and reliable applied education sciences, such as equipment, as well as processes and procedures that are derived from scientific research, and in a given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology.

Scope
Educational technology refers to the use of both physical hardware and educational theoretics. It encompasses several domains, including learning theory, computer-based training, online learning and, where mobile technologies are used, m-learning. Accordingly, there are several discrete aspects to describing the intellectual and technical development of educational technology:

educational technology as the theory and practice of educational approaches to learning
educational technology as technological tools and media that assist in the communication of knowledge, and its development and exchange
educational technology for learning management systems (LMS), such as tools for student and curriculum management, and education management information systems (EMIS)
educational technology itself as an educational subject; such courses may be called "Computer Studies" or "Information and Communication Technology (ICT)"
Related terms

Early 20th century abacus used in a Danish elementary school.
Educational technology is an inclusive term for the tools and the theoretical foundations for supporting learning and teaching. Educational technology is not restricted to high technology.
However, modern electronic educational technology is an important part of society today. Educational technology encompasses e-learning, instructional technology, information and communication technology (ICT) in education, EdTech, learning technology, multimedia learning, technology-enhanced learning (TEL), computer-based instruction (CBI), computer managed instruction, computer-based training (CBT), computer-assisted instruction or computer-aided instruction (CAI),[9] internet-based training (IBT), flexible learning, web-based training (WBT), online education, digital educational collaboration, distributed learning, computer-mediated communication, cyber-learning, and multi-modal instruction, virtual education, personal learning environments, networked learning, virtual learning environments (VLE) (which are also called learning platforms), m-learning, and digital education.

Each of these numerous terms has had its advocates, who point up potential distinctive features. However, Moore sees these various terminologies as emphasizing particular features such as digitization approaches, components or delivery methods rather than being fundamentally dissimilar in concept or principle. For example, m-learning emphasizes mobility, which may allow for altered timing, location, accessibility and context of learning;  nevertheless, its purpose and conceptual principles are those of educational technology. In practice, as technology has advanced, the particular "narrowly defined" aspect that was initially emphasized by name has blended into the general field of educational technology.  As a further example, "virtual learning" in a narrowly defined semantic sense implies entering the environmental simulation within a virtual world, for example in treating posttraumatic stress disorder (PTSD). In practice, a "virtual education course" refers to any instructional course in which all, or at least a significant portion, is delivered by the Internet. "Virtual" is used in that broader way to describe a course that is not taught in a classroom face-to-face but through a substitute mode that can conceptually be associated "virtually" with classroom teaching, which means that people do not have to go to the physical classroom to learn. Accordingly, virtual education refers to a form of distance learning in which course content is delivered by various methods such as course management applications, multimedia resources, and videoconferencing.

Bernard Luskin, an educational technology pioneer, advocated that the "e" of e-learning should be interpreted to mean "exciting, energetic, enthusiastic, emotional, extended, excellent, and educational" in addition to "electronic." Parks suggested that the "e" should refer to "everything, everyone, engaging, easy". These broad interpretations focus on new applications and developments, as well as learning theory and media psychology.

History

Educational software

19th century classroom, Auckland
Helping people learn in ways that are easier, faster, surer, or less expensive can be traced back to the emergence of very early tools, such as paintings on cave walls. Various types of abacus have been used. Writing slates and blackboards have been used for at least a millennium. From their introduction, books and pamphlets have held a prominent role in education. From the early twentieth century, duplicating machines such as the mimeograph and Gestetner stencil devices were used to produce short copy runs (typically 10–50 copies) for classroom or home use. The use of media for instructional purposes is generally traced back to the first decade of the 20th century with the introduction of educational films (1900s) and Sidney Pressey's mechanical teaching machines (1920s). The first all multiple choice, large scale assessment was the Army Alpha, used to assess the intelligence and more specifically the aptitudes of World War I military recruits. Further large-scale use of technologies was employed in training soldiers during and after WWII using films and other mediated materials, such as overhead projectors. The concept of hypertext is traced to description of memex by Vannevar Bush in 1945.


Cuisenaire rods
Slide projectors were widely used during the 1950s in educational institutional settings. Cuisenaire rods were devised in the 1920s and saw widespread use from the late 1950s.

In 1960, the University of Illinois initiated a classroom system based in linked computer terminals where students could access informational resources on a particular course while listening to the lectures that were recorded via some form of remotely linked device like a television or audio device.

In the mid 1960s Stanford University psychology professors Patrick Suppes and Richard C. Atkinson experimented with using computers to teach arithmetic and spelling via Teletypes to elementary school students in the Palo Alto Unified School District in California. Stanford's Education Program for Gifted Youth is descended from those early experiments. In 1963, Bernard Luskin installed the first computer in a community college for instruction. Working with Stanford and others he helped develop computer-assisted instruction. Working with the Rand Corporation, Luskin's landmark UCLA dissertation in 1970 analyzed obstacles to computer-assisted instruction.


Artistic portrait of Ivan Illich by Amano1.
In 1971, Ivan Illich published a hugely influential book called, Deschooling Society, in which he envisioned "learning webs" as a model for people to network the learning they needed. The 1970s and 1980s saw notable contributions in computer-based learning by Murray Turoff and Starr Roxanne Hiltz at the New Jersey Institute of Technology as well as developments at the University of Guelph in Canada.[26] In 1976, Bernard Luskin launched Coastline Community College as a "college without walls" using television station KOCE-TV as a vehicle. In the UK the Council for Educational Technology supported the use of educational technology, in particular administering the government's National Development Programme in Computer Aided Learning[27] (1973–77) and the Microelectronics Education Programme (1980–86).

By the mid-1980s, accessing course content became possible at many college libraries. In computer-based training (CBT) or computer-based learning (CBL), the learning interaction was between the student and computer drills or micro-world simulations.

Digitized communication and networking in education started in the mid-1980s. Educational institutions began to take advantage of the new medium by offering distance learning courses using computer networking for information. Early e-learning systems, based on computer-based learning/training often replicated autocratic teaching styles whereby the role of the e-learning system was assumed to be for transferring knowledge, as opposed to systems developed later based on computer supported collaborative learning (CSCL), which encouraged the shared development of knowledge.

Videoconferencing was an important forerunner to the educational technologies known today. This work was especially popular with Museum Education. Even in recent years, videoconferencing has risen in popularity to reach over 20,000 students across the United States and Canada in 2008-2009. Disadvantages of this form of educational technology are readily apparent: image and sound quality is often grainy or pixelated; videoconferencing requires setting up a type of mini-television studio within the museum for broadcast, space becomes an issue; and specialised equipment is required for both the provider and the participant.
The Open University in Britain and the University of British Columbia (where Web CT, now incorporated into Blackboard Inc., was first developed) began a revolution of using the Internet to deliver learning, making heavy use of web-based training, online distance learning and online discussion between students. Practitioners such as Harasim (1995) put heavy emphasis on the use of learning networks.

With the advent of World Wide Web in the 1990s, teachers embarked on the method using emerging technologies to employ multi-object oriented sites, which are text-based online virtual reality systems, to create course websites along with simple sets of instructions for its students.

By 1994, the first online high school had been founded. In 1997, Graziadei described criteria for evaluating products and developing technology-based courses that include being portable, replicable, scalable, affordable, and having a high probability of long-term cost-effectiveness.

Improved Internet functionality enabled new schemes of communication with multimedia or webcams. The National Center for Education Statistics estimate the number of K-12 students enrolled in online distance learning programs increased by 65 percent from 2002 to 2005, with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback.

According to a 2008 study conducted by the U.S Department of Education, during the 2006-2007 academic year about 66% of postsecondary public and private schools participating in student financial aid programs offered some distance learning courses; records show 77% of enrollment in for-credit courses with an online component. In 2008, the Council of Europe passed a statement endorsing e-learning's potential to drive equality and education improvements across the EU.
Today, the prevailing paradigm is computer-mediated communication (CMC), where the primary interaction is between learners and instructors, mediated by the computer. CBT/CBL usually means individualized (self-study) learning, while CMC involves educator/tutor facilitation and requires scenarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks.

Students growing up in this digital age have extensive exposure to a variety of media. Major high-tech companies such as Google, Verizon, Microsoft are funding schools to provide them the ability to teach their students through technology, which may lead to improved student performance. 

Theory[edit]
Main articles: Educational psychology, E-learning (theory), Learning theory (education) and Educational philosophies
Various pedagogical perspectives or learning theories may be considered in designing and interacting with educational technology. E-learning theory examines these approaches. These theoretical perspectives are grouped into three main theoretical schools or philosophical frameworks: behaviorism, cognitivism and constructivism.

Behaviorism[edit]
This theoretical framework was developed in the early 20th century based on animal learning experiments by Ivan Pavlov, Edward Thorndike, Edward C. Tolman, Clark L. Hull, and B.F. Skinner. Many psychologists used these results to develop theories of human learning, but modern educators generally see behaviorism as one aspect of a holistic synthesis.

B.F. Skinner wrote extensively on improvements of teaching based on his functional analysis of verbal behavior and wrote "The Technology of Teaching", an attempt to dispel the myths underlying contemporary education as well as promote his system he called programmed instruction. Ogden Lindsley developed a learning system, named Celeration, that was based on behavior analysis but that substantially differed from Keller's and Skinner's models.

Cognitivism[edit]
Cognitive science underwent significant change in the 1960s and 1970s. While retaining the empirical framework of behaviorism, cognitive psychology theories look beyond behavior to explain brain-based learning by considering how human memory works to promote learning. The Atkinson-Shiffrin memory model and Baddeley's working memory model were established as theoretical frameworks. Computer Science and Information Technology have had a major influence on Cognitive Science theory. The Cognitive concepts of working memory (formerly known as short term memory) and long term memory have been facilitated by research and technology from the field of Computer Science. Another major influence on the field of Cognitive Science is Noam Chomsky. Today researchers are concentrating on topics like cognitive load, information processing and media psychology. These theoretical perspectives influence instructional design.

Constructivism
Educational psychologists distinguish between several types of constructivism: individual (or psychological) constructivism, such as Piaget's theory of cognitive development, and social constructivism. This form of constructivism has a primary focus on how learners construct their own meaning from new information, as they interact with reality and with other learners who bring different perspectives. Constructivist learning environments require students to use their prior knowledge and experiences to formulate new, related, and/or adaptive concepts in learning (Termos, 2012). Under this framework the role of the teacher becomes that of a facilitator, providing guidance so that learners can construct their own knowledge. Constructivist educators must make sure that the prior learning experiences are appropriate and related to the concepts being taught. Jonassen (1997) suggests "well-structured" learning environments are useful for novice learners and that "ill-structured" environments are only useful for more advanced learners. Educators utilizing a constructivist perspective may emphasize an active learning environment that may incorporate learner centered problem based learning, project-based learning, and inquiry-based learning, ideally involving real-world scenarios, in which students are actively engaged in critical thinking activities. An illustrative discussion and example can be found in the 1980s deployment of constructivist cognitive learning in computer literacy, which involved programming as an instrument of learning.:224 LOGO, a programming language, embodied an attempt to integrate Piagetan ideas with computers and technology. Initially there were broad, hopeful claims, including "perhaps the most controversial claim" that it would "improve general problem-solving skills" across disciplines.:238 However, LOGO programming skills did not consistently yield cognitive benefits.[43]:238 It was "not as concrete" as advocates claimed, it privileged "one form of reasoning over all others," and it was difficult to apply the thinking activity to non-LOGO based activities. By the late 1980s, LOGO and other similar programming languages had lost their novelty and dominance and were gradually de-emphasized amid criticisms,[46] including logocentric related criticisms put forth by a number of postmodern thinkers including Jacques Derrida in his work entitled Writing and Difference (1978).

Practice
Main ar Instructional design
The extent to which e-learning assists or replaces other learning and teaching approaches is variable, ranging on a continuum from none to fully online distance learning. A variety of descriptive terms have been employed (somewhat inconsistently) to categorize the extent to which technology is used. For example, 'hybrid learning' or 'blended learning' may refer to classroom aids and laptops, or may refer to approaches in which traditional classroom time is reduced but not eliminated, and is replaced with some online learning. 'Distributed learning' may describe either the e-learning component of a hybrid approach, or fully online distance learning environments.

Synchronous and asynchronous
E-learning may either be synchronous or asynchronous. Synchronous learning occurs in real-time, with all participants interacting at the same time, while asynchronous learning is self-paced and allows participants to engage in the exchange of ideas or information without the dependency of other participants' involvement at the same time.

Synchronous learning refers to the exchange of ideas and information with one or more participants during the same period. Examples are face-to-face discussion, online real-time live teacher instruction and feedback, Skype conversations, and chat rooms or virtual classrooms where everyone is online and working collaboratively at the same time. Since students are working collaboratively, synchronized learning helps students create an open mind because they have to listen and learn from their peers. Synchronized learning fosters online awareness and improves many students' writing skills.

Asynchronous learning may use technologies such as email, blogs, wikis, and discussion boards, as well as web-supported textbooks, hypertext documents, audio video courses, and social networking using web 2.0. At the professional educational level, training may include virtual operating rooms. Asynchronous learning is beneficial for students who have health problems or who have child care responsibilities. They have the opportunity to complete their work in a low stress environment and within a more flexible time frame. In asynchronous online courses, students proceed at their own pace. If they need to listen to a lecture a second time, or think about a question for a while, they may do so without fearing that they will hold back the rest of the class. Through online courses, students can earn their diplomas more quickly, or repeat failed courses without the embarrassment of being in a class with younger students. Students have access to an incredible variety of enrichment courses in online learning, and can participate in college courses, internships, sports, or work and still graduate with their class.

Linear learning[edit]
Computer-based training (CBT) refers to self-paced learning activities delivered on a computer or handheld device such as a tablet or smartphone. CBT initially delivered content via CD-ROM, and typically presented content linearly, much like reading an online book or manual. For this reason, CBT is often used to teach static processes, such as using software or completing mathematical equations. Computer-based training is conceptually similar to web-based training (WBT) which are delivered via Internet using a web browser.

Assessing learning in a CBT is often by assessments that can be easily scored by a computer such as multiple choice questions, drag-and-drop, radio button, simulation or other interactive means. Assessments are easily scored and recorded via online software, providing immediate end-user feedback and completion status. Users are often able to print completion records in the form of certificates.

CBTs provide learning stimulus beyond traditional learning methodology from textbook, manual, or classroom-based instruction. CBTs can be a good alternative to printed learning materials since rich media, including videos or animations, can be embedded to enhance the learning.

However, CBTs pose some learning challenges. Typically, the creation of effective CBTs requires enormous resources. The software for developing CBTs (such as Flash or Adobe Director) is often more complex than a subject matter expert or teacher is able to use. The lack of human interaction can limit both the type of content that can be presented and the type of assessment that can be performed, and may need supplementation with online discussion or other interactive elements.

Collaborative learning
Computer-supported collaborative learning (CSCL) uses instructional methods designed to encourage or require students to work together on learning tasks. CSCL is similar in concept to the terminology, "e-learning 2.0" and "networked collaborative learning" (NCL).

Collaborative learning is distinguishable from the traditional approach to instruction in which the instructor is the principal source of knowledge and skills. For example, the neologism "e-learning 1.0" refers to the direct transfer method in computer-based learning and training systems (CBL). In contrast to the linear delivery of content, often directly from the instructor's material, CSCL uses blogs, wikis, and cloud-based document portals (such as Google Docs and Dropbox). With technological Web 2.0 advances, sharing information between multiple people in a network has become much easier and use has increased. 1 One of the main reasons for its usage states that it is "a breeding ground for creative and engaging educational endeavors."

Using Web 2.0 social tools in the classroom allows for students and teachers to work collaboratively, discuss ideas, and promote information. According to Sendall (2008), blogs, wikis, and social networking skills are found to be significantly useful in the classroom. After initial instruction on using the tools, students reported an increase in knowledge and comfort level for using Web 2.0 tools. The collaborative tools prepare students with technology skills necessary in today's workforce.

Locus of control remains an important consideration in successful engagement of e-learners. According to the work of Cassandra B. Whyte, the continuing attention to aspects of motivation and success in regard to e-learning should be kept in context and concert with other educational efforts. Information about motivational tendencies can help educators, psychologists, and technologists develop insights to help students perform better academically.
Another type of study aid is collaborative apps that allow students and teachers to interact while studying. An example is MathChat, which allows cooperative problem solving and answer feedback. Some apps can also provide an opportunity to revise or learn new topics independently in a simulated classroom environment. A popular example is Khan Academy, which offers material in math, biology, chemistry, economics, art history and many others. It has the advantage of blending learning styles as the app offers many videos for visual and auditory learners, as well as exercises and tasks to solve for the kinesthetic learners. Other apps are designed after games, which provide a fun way to revise. When the experience is enjoyable the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve. Examples of educational games are Dragon Box, Mind Snacks, Code Spells and many more.

Classroom 2.0
Classroom 2.0 refers to online multi-user virtual environments (MUVEs) that connect schools across geographical frontiers. Known as "eTwinning", computer-supported collaborative learning (CSCL) allows learners in one school to communicate with learners in another that they would not get to know otherwise, enhancing educational outcomes and cultural integration. Examples of classroom 2.0 applications are Blogger and Skype.

E-learning 2.0
Main article: Computer-supported collaborative learning
E-learning 2.0 is a type of computer-supported collaborative learning (CSCL) system that developed with the emergence of Web 2.0. From an e-learning 2.0 perspective, conventional e-learning systems were based on instructional packets, which were delivered to students using assignments. Assignments were evaluated by the teacher. In contrast, the new e-learning places increased emphasis on social learning and use of social software such as blogs, wikis, podcasts and virtual worlds such as Second Life. This phenomenon has been referred to as Long Tail Learning

E-learning 2.0, in contrast to e-learning systems not based on CSCL, assumes that knowledge (as meaning and understanding) is socially constructed. Learning takes place through conversations about content and grounded interaction about problems and actions. Advocates of social learning claim that one of the best ways to learn something is to teach it to others.

In addition to virtual classroom environments, social networks have become an important part of E-learning 2.0. Social networks have been used to foster online learning communities around subjects as diverse as test preparation and language education. Mobile Assisted Language Learning (MALL) is the use of handheld computers or cell phones to assist in language learning. Traditional educators may not promote social networking unless they are communicating with their own colleagues.

Virtual Learning Environments (VLEs) and Personal Learning Environments (PLEs) provide an easy to use system for flexibly delivering learning materials, activities and support to students across an institution. For the administrator, a VLE provides a set of tools which allows course content and students to be managed efficiently and provide a single point of integration with student record systems.

Media

A 2.5m teaching slide rule compared to a normal sized model
Educational media and tools can be used for:

task structuring support: help with how to do a task (procedures and processes),
access to knowledge bases (help user find information needed)
alternate forms of knowledge representation (multiple representations of knowledge, e.g. video, audio, text, image, data)
Numerous types of physical technology are currently used: digital cameras, video cameras, interactive whiteboard tools, document cameras, electronic media, and LCD projectors. Combinations of these techniques include blogs, collaborative software, ePortfolios, and virtual classrooms.

Audio and video
Radio offers a synchronous educational vehicle, while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly.

Video technology has included VHS tapes and DVDs, as well as on-demand and synchronous methods with digital video via server or web-based options such as streamed video from YouTube, Teacher Tube, Skype, Adobe Connect, and webcams. Telecommuting can connect with speakers and other experts. Interactive digital video games are being used at K-12 and higher education institutions.
Computers, tablets and mobile devices

Teaching and learning online
Collaborative learning is a group-based learning approach in which learners are mutually engaged in a coordinated fashion to achieve a learning goal or complete a learning task. With recent developments in smartphone technology, the processing powers and storage capabilities of modern mobiles allow for advanced development and use of apps. Many app developers and education experts have been exploring smartphone and tablet apps as a medium for collaborative learning.

Computers and tablets enable learners and educators to access websites as well as programs such as Microsoft Word, PowerPoint, PDF files, and images. Many mobile devices support m-learning.

Mobile devices such as clickers and smartphones can be used for interactive audience response feedback. Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals.

OpenCourseWare (OCW) gives free public access to information used in undergraduate and graduate programs. Participating institutions are MIT and Harvard, Princeton, Stanford, University of Pennsylvania, and University of Michigan.

Social networks
Group webpages, blogs, wikis, and Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment. Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs. The National School Boards Association found that 96% of students with online access have used social networking technologies, and more than 50% talk online about schoolwork. Social networking encourages collaboration and engagement and can be a motivational tool for self-efficacy amongst students. Every student has his or her own learning requirements, and a Web 2.0  educational  framework  provides  enough resources, learning styles, communication tools and flexibility to accommodate this diversity.

Webcams
Webcams and webcasting have enabled creation of virtual classrooms and virtual learning environment.

Whiteboards
Whiteboards predate tablets and other technological tools, but current interactive whiteboards and smartboards allow learners and instructors to write on the touch screen. The screen markup can be on either a blank whiteboard or any computer screen content. Depending on permission settings, this visual learning can be interactive and participatory, including writing and manipulating images on the interactive whiteboard.

Screencasting
Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.[90] The presenter thus has the ability to show their ideas and flow of thoughts rather than simply explain them as simple text content. In combination with audio and video, the educator can mimic the one-on-one experience of the classroom and deliver clear, complete instructions. Learners have an ability to pause and rewind, to review at their own pace, something a classroom cannot always offer.

Virtual classroom
Main articles: Virtual Learning Environment and MUVE
A virtual learning environment (VLE), also known as a learning platform, simulates a virtual classroom or meetings by simultaneously mixing several communication technologies. For example, web conferencing software such as GoToTraining, WebEx Training or Adobe Connect enables students and instructors to communicate with each other via webcam, microphone, and real-time chatting in a group setting. Participants can raise hands, answer polls or take tests. Students are able to whiteboard and screencast when given rights by the instructor, who sets permission levels for text notes, microphone rights and mouse control.

A virtual classroom provides the opportunity for students to receive direct instruction from a qualified teacher in an interactive environment. Learners can have direct and immediate access to their instructor for instant feedback and direction. The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. In addition, the virtual classroom provides a social learning environment that replicates the traditional "brick and mortar" classroom. Most virtual classroom applications provide a recording feature. Each class is recorded and stored on a server, which allows for instant playback of any class over the course of the school year. This can be extremely useful for students to retrieve missed material or review concepts for an upcoming exam. Parents and auditors have the conceptual ability to monitor any classroom to ensure that they are satisfied with the education the learner is receiving.

In higher education especially, a virtual learning environment (VLE) is sometimes combined with a management information system (MIS) to create a managed learning environment, in which all aspects of a course are handled through a consistent user interface throughout the institution. Physical universities and newer online-only colleges offer select academic degrees and certificate programs via the Internet. Some programs require students to attend some campus classes or orientations, but many are delivered completely online. Several universities offer online student support services, such as online advising and registration, e-counseling, online textbook purchases, student governments and student newspapers.

Augmented reality (AR) provides students and teachers the opportunity to create layers of digital information, that includes both virtual world and real world elements, to interact with in real time. There are already a variety of apps which offer a lot of variations and possibilities.

E-learning authoring tools[edit]
E-learning authoring tools are software or online services that enable users to create courses, simulations, or other educational experiences. These tools typically support conventional, presentation-like courses, and may enable screen recording, multimedia, interactivity, quizzes, and non-linear or adaptive approaches.

Learning management system
Main article: Learning management system
A learning management system (LMS) is software used for delivering, tracking and managing training and education. For example, an LMS tracks attendance, time on task, and student progress. Educators can post announcements, grade assignments, check on course activity, and participate in class discussions. Students can submit their work, read and respond to discussion questions, and take quizzes. An LMS may allow teachers, administrators, students, and permitted additional parties (such as parents if appropriate) to track various metrics. LMSs range from systems for managing training/educational records to software for distributing courses over the Internet and offering features for online collaboration. The creation and maintenance of comprehensive learning content requires substantial initial and ongoing investments of human labor. Effective translation into other languages and cultural contexts requires even more investment by knowledgeable personnel.

Internet-based learning management systems include Canvas, Blackboard Inc. and Moodle. These types of LMS allow educators to run a learning system partially or fully online, asynchronously or synchronously. Blackboard can be used for K-12 education, Higher Education, Business, and Government collaboration. Moodle is a free-to-download Open Source Course Management System that provides blended learning opportunities as well as platforms for distance learning courses. Eliademy is a free cloud based Course Management System that provides blended learning opportunities as well as platforms for distance learning courses. e-SchoolPad is a software developed by Avrio Solutions for educational device management, a pioneer of e-learning industry in Asia Pacific.

Learning content management system
A learning content management system (LCMS) is software for author content (courses, reusable content objects). An LCMS may be solely dedicated to producing and publishing content that is hosted on an LMS, or it can host the content itself. The Aviation Industry Computer-Based Training Committee (AICC) specification provides support for content that is hosted separately from the LMS.
A recent trend in LCMSs is to address this issue through crowdsourcing .

Computer-aided assessment
Computer-aided assessment (e-assessment) ranges from automated multiple-choice tests to more sophisticated systems. With some systems, feedback can be geared towards a student's specific mistakes or the computer can navigate the student through a series of questions adapting to what the student appears to have learned or not learned. Formative assessment sifts out the incorrect answers, and these questions are then explained by the teacher. The learner then practices with slight variations of the sifted out questions. The process is completed by summative assessment using a new set of questions that only cover the topics previously taught.

Electronic performance support system
An electronic performance support system (EPSS) is, according to Barry Raybould, "a computer-based system that improves worker productivity by providing on-the-job access to integrated information, advice, and learning experiences". Gloria Gery defines it as "an integrated electronic environment that is available to and easily accessible by each employee and is structured to provide immediate, individualized on-line access to the full range of information, software, guidance, advice and assistance, data, images, tools, and assessment and monitoring systems to permit job performance with minimal support and intervention by others."