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4QICT12 - Current and Future Trends of Media and Information

Total questions: 28

Worksheet time: 9mins

Name
Class
Date
1.

The science of applying touch (tactile) sensation and control to interaction with computer applications

a)

Haptics Technology

b)

Antiques Technology

c)

Aquatic Technology

2.

Which of the following is an example of Haptics Technology?

a)

Smartphones

b)

Standard Electric Fan

c)

Instax mini 9

3.

What is a context?

a)

Background

b)

Environment

c)

Situation

d)

All of the above

4.

Combining "hard sensor" information such as where you are and the conditions around you, combined with "soft sensors" such as your calendar, social network and past preferences-future devices will constantly learn who you are.

a)

Contextual awareness

b)

Hard sensor

c)

Soft sensor

5.

It can be used to detect a person's health or emotional state.

a)

Voice

b)

Tone Recognition

c)

A and B

d)

None of the above

6.

Samsung A8, Sony Xperia Z, Oppo F9, what does the following smartphones have in common?

a)

Intelligent Routing System (IRS)

b)

Keypad

c)

Charging Port

7.

The power of a machine to copy intelligent human behavior.

a)

Artificial Intelligence

b)

Intelligent Routing System

c)

Voice and Tone Recognition

8.

Measures eye positions and movements which are analyzed through computer applications.

a)

Eye Tracking Technology

b)

Environment Awareness Technology

9.

It is learning at any time, at any place.

a)

Ubiquitous Learning

b)

Collaborative Learning

c)

Independent Cooperative Learning

d)

Single Learning

10.

A characteristic of ubiquitous learning that tells learning materials are always available unless purposely deleted.

a)

Permanency

b)

Accessibility

c)

Immediacy

d)

Interactivity

11.

A characteristic of ubiquitous learning where you access from everywhere as personally required.

a)

Permanency

b)

Accessibility

c)

Immediacy

d)

Interactivity

12.

A characteristic of ubiquitous learning that tells wherever a student is, he/she can immediately access learning materials.

a)

Permanency

b)

Accessibility

c)

Immediacy

d)

Interactivity

13.

A characteristic of ubiquitous learning where there is online collaboration with teachers and/or peers (chat/blogs/forums)

a)

Permanency

b)

Accessibility

c)

Immediacy

d)

Interactivity

14.

A main characteristic of ubiquitous learning where learning is in context (on-site)

a)

Permanency

b)

Accessibility

c)

Situated Instructional Activities

d)

Adaptability

15.

A characteristic of ubiquitous learning where you get the right information at the right place for the right student.

a)

Permanency

b)

Interactivity

c)

Situated Instructional Activities

d)

Adaptability

16.

A free Web-based distance learning program that is designed for the participation of large numbers of geographically dispersed students.

a)

MOOC

b)

BOOK

c)

LOOK

d)

ANTOK

17.

What does the acronym MOOC stand for?

a)

Massive Open Online Course

b)

Media Online Open - Course

c)

Multimedia On Orthodox Client

d)

Master Office Online Clientele

18.

It is the original model of something from which later forms are developed.

a)

Prototype

b)

Canopy

c)

Antique

d)

Liquid

19.

Learning about the audience for whom you are designing by observation.

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

20.

Creating a point of view that is based on user needs and insights.

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

21.

Brainstorm and come up with as many creative solutions as possible.

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

22.

Build a representation of one or more of your ideas to show to others.

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

23.

Sharing your prototyped idea with your original user for feedback.

a)

Empathize

b)

Define

c)

Ideate

d)

Prototype

e)

Test

24.

Technology that can display images directly onto our retinas while not blocking our sight.

a)

Internet Glasses

b)

Military Glasses

25.

Are smart electronic devices (electronic with microcontrollers) that can be worn on the body as implant or accessories.

a)

Wearable Technology

b)

Garments Technology

26.

Example of wearable technology

a)

Smart watch

b)

T-shirt

c)

Earring

27.

Often referred to as virtual reality or interactive 3D and have a figurative appearance

a)

Wearable Technology

b)

3D Environment

c)

Eye Tracking Technology

28.

A process for creative problem solving. It encourages organizations to focus on the people they're creating for, which leads to better products, services and international processes.

a)

Design Thinking

b)

Collaborative Learning

c)

Independent Cooperative Learning

d)

Single Learning