A Shift From Hands-on Hardware to Virtual Simulation Labs
Monday, August 18, 2014
Saturday, August 9, 2014
Note to Dr. Thornburg Concerning Module 5 Blog
Dr.
Thornburg,
Please
note that I have responded to the following team members for Module 5 Blog
Post:
Michael
Hiett’s Blog: http://sportz75.wordpress.com/
Brandy
Hiett’s Blog: http://emergingandfuturetechnology.wordpress.com/
Shelly
Vohra’s Blog: http://techdiva29.wordpress.com/
Curtiss
Vavra’s Blog: http://cvavra.wordpress.com/
Thursday, August 7, 2014
EDUC - 8848 Module 5 Blog Post
Red Queens and Increasing Returns
I
own a copy of Philip K. Dick’s book, Total
Recall on my Kindle and rented Arnold Schwarzenegger's
Total Recall (1990) film from Red Box a few years ago. I have also watched Schwarzenegger’s
version multiple times on cable TV. Interestingly, Dick (2012) stated that the
Total Recall story was
originally published under the title “We Can Remember It for You Wholesale”
during 1966. I see this movie as a classic, and now that streaming videos are
currently popular, I thought the film must be available on all streaming video
services.
Movie Hunt: Rent or purchase DVD
versus viewing digitally
Therefore,
during Module 4 where students in this course were required to find a movie
based on a Philip K. Dick book, I immediately opened up Netflix and performed a
search. To my horror, Total Recall was not available! I tried my paid-for-Hulu
service and received the same results, not available. However, when I tried
Google Play, I saw that the new version of Total Recall was available. I was
tempted to purchase the new version, not only because the movie was intriguing,
but also because I would be able to immediately view it from any of my digital
devices. Moreover, I will not be using up my storage space in that the movie
would be safely stored on Google’s cloud. I ended up viewing Arnold
Schwarzenegger's Total Recall (1990) film in parts on YouTube during module 4.
Thornburg explained that Red
Queens are two technologies that
are in fierce competition with each other in order to gain an advantage over
their competition by meeting new needs and becoming better (Thornburg,
2008c). According to the Red Queens’ concept,
to gain advantage over their competitors, technological designers, must let
their innovations go at least twice as fast as their counterparts.
I agree with Thornburg (2008c) that
users are the beneficiaries of Red Queens events as seen with Netscape and
Microsoft for the web browser wars.
Users ended up receiving web browsers for free. I recall during the past
when the use of Public Switched Telephone Networks (PSTNs) were expensive.
Speaking across neighboring towns with a different area code would be very
expensive, until Voice over IP (VoIP) emerged and created a fierce battle of Red Queens between both
technologies. Currently, most of our
phone services are Internet based and allow users to call nationwide at an
inexpensive flat rate.
Example
of Red Queens
Reflecting on my own experiences
concerning the need to have videos/films delivered immediately, I would say
that video-on-demand is now a worthy opponent to DVDs which can be seen as an
example of Red Queens. One clear indication that this is an example of Red
Queens is the idea that users are now able to view many videos for free, for
example, there is a free version of Hulu which allows endless streaming. Also,
YouTube is a well known free streaming service which allows users to stream
videos both upstream and downstream. Furthermore, DVDs are now sold for very
low prices, for example, at my local supermarket movies, DVDs are being sold
for as low as three movies for five dollars. I own hundreds of DVDs, however,
most of them can be found on my streaming services such as my Netflix and Hulu
accounts. In fact, video-on-demand/streaming service owners are most likely
gaining advantage over DVDs suppliers.
Users are seeking immediacy and
convenience. Personally speaking, most of the times whenever I need to view a
video, I need to view it immediately and not to wait for it to come in the mail
or to trek to a store to rent or purchase it. Moreover, I like the idea of not
having to store my movies on a physical shelf; I prefer to have them stored on
a streaming service cloud where I can have access to all my items anytime,
anyplace and on any device.
In Light of the Four Criteria of McLuhan’s
Tetrad
In order to effectively evaluate the
battle of the Red Queens – DVDs and video-on-demand, I will make an assessment
using the four criteria of McLuhan’s tetrad. Based on my own experience (as
well as the experience of the people around me and online),
video-on-demand/streaming services seems to be an emerging innovation which
brought about Red Queens battle with DVD technologies. Some of these streaming
services are slightly different from each other, for example, Hulu, Netflix and
Amazon Prime; however they work together as clusters to obsolete DVD
technologies.
Interestingly, DVDs had replaced
VHSs in the past and now it seems to be in the process of being replaced by
cloud-based video-on-demand/streaming services. Similarly,
video-on-demand/streaming services might be replaced by holographic video
streaming in the future. The usefulness of video-on-demand/streaming services
is helping their designers to gain advantage over their competitors. The main
usefulness of video-on-demand is that it improves speed of access to
video/movies. This is very important,
especially in education, where learners today are used to having access to all
forms of information immediately. See Figure 1 for an image of the four
criteria of McLuhan’s tetrad in relationship to DVDs and video-on-demand
competing as Red Queens in the video/movie industry.
Figure 1
Emerging Technology Tetrad: video-on-demand
Enhances: video-on-demand
improves speed of access to videos/movies.
|
Reverses: holographic video
streaming might replace video-on-demand in the future.
|
Retrieve/Rekindles: Video-on-demand
brings back spontaneous story telling of the past.
|
Obsoletes: video-on-demand might
lead to the abandonment of DVDs.
|
References
Dick, P. K. (2012). Total Recall
(Kindle Locations 12-13). Houghton Mifflin Harcourt. Kindle Edition.
Thornburg,
D. (2008c). Red Queens,
butterflies, and strange attractors: Imperfect lenses into emergent
technologies. Lake Barrington, IL:
Thornburg Center for Space Exploration.
Sunday, July 27, 2014
Note to Dr. Thornburg Concerning Module 4 Blog
Dr. Thornburg,
Please note that I have responded
to the following team members for Module 4 Blog Post:
Michael Hiett’s Blog: http://sportz75.wordpress.com/
Brandy Hiett’s Blog: http://emergingandfuturetechnology.wordpress.com/
I have
also responded to peers on my own blog : http://ena-spoonfulofsugar.blogspot.com/
Thursday, July 24, 2014
EDUC - 8848 Module 4 Blog Post
The
Disruptive Power of Second Life
Second Life – A Disruptive Technology
Six useful forces that drive emerging technologies on a
path of change are: evolutionary technologies, rhymes of history, disruptive
technologies, science fiction, increasing returns, and Red Queens (Laureate
Education, 2009). Disruptive technologies, as one of these forces of change,
have become almost common language within the educational field. However, the
term disruptive innovation was coined by Clayton Christensen, which describes a
process by which a product or service start out at the bottom of a market and
then relentlessly moves up and displace established competitors (Clayton
Christensen, 2014). Dr. Christensen
explained in his media segment that disruptive innovation transforms a product
that was so historically expensive and complicated that only a few people with
a large amount of money and skill had access to it. A disruptive innovation
makes the technology much more affordable and accessible that a larger
population than before has access to it.
Second Life can be seen as an emerging disruptive technology that disrupts
expensive virtual world technologies and will most likely move up to the top of
the virtual communication market.
Technology or Innovation that Second Life Displaces
Second Life might have emerged from social networking
sites, and their accompanying social trends such as group chats and multiplayer
gaming. As an emerging technology, second
life not only disrupts virtual meeting technologies such as telepresence, but
also online discussion boards. Businesses from various industries are now
capitalizing on second life innovations, using them to eliminate travel cost
because they are able to connect live and direct via avatars within second life
environments.
Also, I think that cloud computing has opened the door for
the expansion of second life particularly where processing power is concerned.
This is because processing can now be carried out by numerous servers on server
farms. In other words, anyone connected to the internet these days can enter
second life environments with almost any type of device (computer, tablet,
smart phones or smart TVs).
Another emerging Technology Possibly during the Next 10 Years
In terms of possible future impact, I would say that second
life technology will most likely bring about both negative and positive impacts
to society. For example, maybe in the
future, online education will run live in second life environments. Maybe
face-to-face learning might dwindle because of the richness of second life in
the future, especially if second life evolves to the extent where the entire
environment becomes holographic and include digital senses technology such as
smell and touch. One negative
consequence to having an enhanced version of second life is that people might
spend too much time in their “second life” and not in the real world. Persons
with obsessive personalities may become addicted to the technology and end up
losing their sense of how to communicate in the real world.
References
Christensen,
C. (2002). The innovation
economy: How technology is transforming existing industries and creating new
ones [Video]. Retrieved from http://video.mit.edu/watch/the-innovation-economy-how-technology-is-transforming-existing-industries-and-creating-new-ones-9844/.
Clayton
Christensen. (2014).Disruptive Innovation. Retrieved from
http://www.claytonchristensen.com/key-concepts/#sthash.3nG7JD7E.dpuf.
Laureate
Education, Inc. (2009). Emerging
and future technology: Six forces that drive emerging technologies. Baltimore, MD: Author.
Thursday, July 10, 2014
EDUC - 8848 Module 3 Blog Post
Rhymes of History – Google Glasses
Six useful forces that drive
emerging technologies on a path of change are: evolutionary technologies,
rhymes of history, disruptive technologies, science fiction, increasing
returns, and Red Queens (Laureate Education, 2009). Kevin Kelly in his video
spoke about the Internet as only 5,000 days old, yet it has had a profound
impact on the world, bearing elements such as satellite images of the Earth,
laptops, wireless devices, making all that seemed impossible, possible (Kelly,
2007). I actually recalled life without
the Internet when I was a child living in Jamaica. The world seemed gigantic
and mysterious. Also, information was hard to come by. During those days, it
seemed as though only a few people knew how the world works, until the Internet
came into being and leveled the playing field where humanity has access to
endless information.
Yes indeed the future will be like the past, but with more
interesting technological gadgets (Laureate
Education, 2009). A
fine example, of this is the use of walkie talkies in the past which were
“cool” but not as interesting as smart phones in this era. Smart phones
themselves are on an evolutionary path. Thus, an example of the technology
which represents a rhyme in history is Google’s glasses. Google’s glasses can
be described as hands-free smart phones. See the following video for Google
glasses’ features:
Rhyme of History
The
Google glasses rekindle the 1960s psychedelic and surrealism art movements. Users
walk around in a virtual world, going beyond what ordinary humans see. See the
following link for more information on Google glasses based on users’
experiences: https://www.google.com/glass/start/explorer-stories/
Kelly pondered on what the next 5,000 days will be like
and concluded that there will be embodiment, restructuring and codependency on
the Internet. All these elements are reflected in Google glasses. Also, the
single global machine that Kelly spoke about can be seen as Siri in the future.
He also spoke about different kinds of dimensions which reminds me of the
Google glasses and how users seem to enter a new dimension once they put them
on. Many of us are already heavily depended on the Internet. I know I am, and
being able to carry around your smart phone entirely hands free sounds like a
technology that might very well stay with us for a while (until it evolves into
something more powerful). My reliance on
the Internet and my smart phone might eventually influence me into purchasing a
pair of Google glasses. This is how depended I am on the Internets. I went away
on vacation and ended up renting a personal hotspot for the entire time that I
was gone.
References
Kelly, K. (2007). Kevin
Kelly on the next 5,000 days of the Web [Speech].
Speech delivered at the EG 2007 Conference, Los Angeles. Retrieved from http://www.ted.com/talks/kevin_kelly_on_the_next_5_000_days_of_the_web.html
Laureate Education, Inc. (2009). Emerging and future technology: Six
forces that drive emerging technologies. Baltimore,
MD: Author.
Saturday, June 28, 2014
Note to Dr. Thornburg Concerning Module 2 Blog Post
Dr. Thornburg,
Please note that thus far I have responded to
the following team members for Module 2 Blog Post:
Michael Hiett’s Blog: http://sportz75.wordpress.com/
Brandy Hiett’s Blog: http://emergingandfuturetechnology.wordpress.com/
Tuesday, June 24, 2014
Module 2 Blog Post RSCH - 8350
Emerging Technologies Tetrad
Dr.
Soloway explained that hardware is not as expansive as software and their
associated services, while Dr. Thornburg described an emerging technology as
one that is new to the world and if a community is not aware of the innovation
(and its benefits), then it is to their detriment (Laureate Education,
2009). Furthermore, as one technology is replaced by another on a regular
basis and often simultaneously, such changes will call for leaders and managers
to make crucial decisions about which technologies to invest in. These changes that
occur simultaneously were examined by McLuhan and McLuhan (1988) where the authors concluded that four variations affect all media and
human artifacts. An example of the McLuhan’s Laws of Media can be seen at
present with the emergence of Smartboards. See the following video for a
demonstration of Smartboards: https://www.youtube.com/watch?v=0U05WeXPGlk
Judging from what I have observed
on the Internet, Smartboards seem to be an emerging technology that further
enhances media in education. Smartboards
seem to be replacing existing whiteboards and as well as those that are
software-based, for example, iconnect’s whiteboard. Smartboards can be used in all learning
environments because it is digital, and thus, can go beyond face-to-face and be
shared across networked classrooms. This technology retrieves one room schoolhouse
learning environments where teachers can assemble a wide array of students from
different locations through virtual terminal sharing.
Interestingly, when pushed to its limit of potential, the emerging
device will run in reverse – going in the opposite direction to its original
form (Laureate Education, 2009). Hence, gestures, pinch, touch, and holographic technologies might very
well be a chain of emerging innovations. These emerging innovations might lead to the invention of holographic chalkboards which may replace
smartboards in the future!
References
McLuhan,
M., & McLuhan, E. (1988). Laws
of media: The new science. Toronto, Canada: University of Toronto Press.
Miercom. (2009). Lab testing summary report: Aggregation
services routers – power efficient. Retrieved from. http://www.cisco.com/c/dam/en/us/products/collateral/routers/asr-1000-series-aggregation-services-routers/asr1000_series_green.pdf
Rogers, E. M. (2003). Diffusion of innovations (5th
ed.). New York, NY: Free Press.
Thornburg,
D. D. (2009a). Current trends in educational technology. Lake
Barrington, IL: Thornburg Center for Space Exploration.
Saturday, June 14, 2014
Note to Dr. Thornburg Concerning Module 1 Blog Post
Dr. Thornburg,
Please note that I have responded to the following team
members for Module 1 Blog Post:
Michael Hiett’s Blog: http://sportz75.wordpress.com/
Brandy Hiett’s Blog: http://emergingandfuturetechnology.wordpress.com/
Shelly Vohra’s Blog: http://techdiva29.wordpress.com/
Curtiss Vavra’s Blog: http://cvavra.wordpress.com/
I have also responded to peers on my own blog : http://ena-spoonfulofsugar.blogspot.com/
Thursday, June 12, 2014
MD1 Blog Post: RSCH - 8350D -1 Advanced Qualitative Reasoning and Analysis
Shifting From Hands-on Hardware Labs to Simulated Labs
Dr. Thornburg spoke about the change in the use personal computing to the use of low-powered
netbooks as educators aim to go “green” (Thornburg, 2009a). Similarly, educators in higher education have been slowly phasing out
the use of hardware in hands-on lab environments to the use of software
simulation. For example, at the college where I am currently teaching as a visiting
professor, students no longer physically open up PCs to perform troubleshooting
labs. Instead, students are now conducting hands-on activities via LabSim software simulation tool. See the following video for a LabSim demonstration.
Software
that allow learners to perform simulated labs go beyond simple
PC troubleshooting hands-on labs to complex
networking activates,
all done without physically working with hardware such as routers and switches.
The college where I am currently teaching introduced networking students
and professor Cisco’s packet tracer
virtual
environment a few years ago. Learners
were given a choice between using hardware devices (that is, routers and
switches) and the packet tracer simulation software. My observation was that older (more traditional)
students and professors were not in favor of the implementation of this
emerging technology. So, of course they opted for using the “real”
equipment. As time goes by the number of students and
professors who choose to employ the simulated environment has grown. See the
following video for a demonstration of the packet tracer simulator.
Challenges Associated With Simulated Labs
The
main challenge associated with using computer simulated labs in higher
education is that traditional learners and professors are not comfortable with
the idea of not physically working with hardware devices in the learning
environments. Based on personal experience, this can cause a rift between students and professors
where those who opt to
use the “real” equipment will be esteemed as
more knowledgeable than those who choose to work in virtual environments. Another challenge is that employers with traditional
mindsets might have a marginalized view of networking students who have never
used actual routers and switches during their degree programs.
Societal Need and Benefits of Using Simulated Labs
The
use of simulated labs has tremendously lowered the power
consumption in colleges. Even though
some companies, for example Cisco, sells hardware devices that are considered to be “green”
technologies, they still use a vast amount of wattage. For example, at initial system boot, many Cisco routers will
consume 108W, and then
the wattage will increase to 330W once all processors are connected (Miercom, 2009). This cost can be entirely eliminated
or lowered whenever simulated networking labs are used in place of these hardware routers and switches.
Room for Improvement/Avoiding Pitfalls
Although simulated environments are not new to the world, they are new
to many schools. Thus, every college that offers computer networking courses will need a champion who throws his or her weight behind an
innovation to overcome resistance that the new idea may provoke in the organization (Rogers, 2003). This will
increase enthusiasm among students and professor who will most likely explore these virtual labs. Having champions will also help to make the
innovation become mainstream to the extent that employees will be more open to
accepting learners who utilized virtual labs. Still, I would recommend that colleges require
that learners use both environments –physical and virtual. This way, everyone on either side of the rift will
feel at ease. Moreover, schools will still benefit because using simulated
devices along with hardware devices will consume less power than
if only hardware devices are being used.
References
Miercom. (2009). Lab
testing summary report: Aggregation services routers – power efficient. Retrieved
from. http://www.cisco.com/c/dam/en/us/products/collateral/routers/asr-1000-series-aggregation-services-routers/asr1000_series_green.pdf
Rogers, E. M. (2003). Diffusion of innovations (5th
ed.). New York, NY: Free Press.
Thornburg, D. D. (2009a). Current trends in educational technology. Lake Barrington, IL: Thornburg Center for Space
Exploration.
Subscribe to:
Posts (Atom)