Check out:
computerhistory.org/timeline/
For the history of AI and robotics, see:
computerhistory.org/timeline/ai-robotics/
Here are the big announcements from Apple’s September 2016 event — from amp.imore.com
What Apple’s Dual Camera iPhone Means For Augmented Reality — from vrscout.com
Excerpt:
Although there weren’t drastic changes made to the physical design of the iPhone (minus that old thing called a headphone jack), Apple’s unveiling of a dual-lens camera points to a world where millions of consumers could one day put a powerful augmented reality device in their pocket.
Apple kills headphone jack (1878 – 2016). RIP. — from techcrunch.com
Apple Unveils Waterproof iPhone 7 with Dual Cameras — from interestingengineering.com
iPhone 7 FAQ: Everything you need to know!— from amp.imore.com
Apple adds real-time collaboration to iWork –– from engadget.com
Apple is taking on Google Docs in the education market. (From DSC: I’d like to think so, but we’ll see.)
After 500 Million Downloads, ‘Pokemon Go’ Is Coming To Apple Watch — from uploadvr.com
Excerpt:
A brief demonstration of the game was featured on-stage. The watch edition of the game will place a bigger focus on player fitness, tracking the calories you burn in play sessions along with distance.
Apple Watch bands FAQ: Everything you need to know! — from amp.imore.com
Why IT leaders should pay attention to augmented reality — from gartner.com by Heather Pemberton Levy
Excerpt:
Business will be a leading use case for AR over the next several years. An example is DHL’s use of wearables and AR in a warehouse pilot program to achieve improvement in the picking process. Other AR apps allow for automatic sign translation, or in a hands-busy environment, technicians can get equipment maintenance instructions through their HMDs while keeping focused on the task at hand.
“Virtual reality (VR) and AR capabilities will merge with the digital mesh to form a more seamless system of devices capable of orchestrating a flow of information that comes to the user as hyperpersonalized and relevant apps and services,” said Mr. Blau. “Integration across multiple mobile, wearable, IoT and sensor-rich environments (the digital mesh) will extend immersive applications beyond isolated and single-person experiences. Rooms and spaces will become active with things, and their connection through the mesh will appear and work in conjunction with immersive virtual worlds. “
From DSC:
I would add those working in higher education to this as well — as well as vendors working on education-related solutions.
Internet of Things Landscape 2016 – In One Diagram — from Matt Turck
Excerpt:
Is the Internet of Things the world’s most confusing tech trend? On the one hand, we’re told it’s going to be epic, and soon – all predictions are either in tens of billions (of connected devices) and trillions (of dollars of economic value to be created). On the other hand, the dominant feeling expressed by end users (including at this year’s CES show, arguably the bellwether of the industry) is essentially “meh” – right now the IoT feels like an avalanche of new connected products, many of which seem to solve trivial, “first world” problems: expensive gadgets that resolutely fall in the “nice to have” category, rather than “must have”. And, for all the talk about a mega tech trend, things seem to be moving at the speed of molasses, with little discernible progress year on year.
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Just as for the Big Data world, the annual update to our Internet of Things Landscape (scroll below for the 2016 version) is a great opportunity to check in on the industry. In 2013, we were trying to make sense of the Internet of Things; in late 2014, it seemed that the IoT had reached escape velocity. In 2016, the IoT space continues to hold considerable promise, but equally, and unsurprisingly, there’s no shortage of obstacles – there is a long road ahead and this trend will unfold over many years, possibly decades.
Unlocking the past: How wearable tech could help get us back to our roots — from wareable.com by Daniel Coughlin
A genealogy expert predicts the future of using wearables to see into your past
Excerpt:
Imagine if you could snap on a DNA-matching wristband that connects you with long lost cousins, or pick up a personalised VR headset game that could immerse you in the lives of your ancestors? “It’s simply a matter of time before we could see this sort of technology,” says genealogy expert Thomas MacEntee.
Known in the industry as ‘The Tech Guy’, MacEntee runs an online community of 3,000 family history bloggers called GeneaBloggers. He also heads up Hack Genealogy, a blog about “repurposing today’s technology for tomorrow’s genealogy”, as well as the consulting site High-Definition Genealogy. MacEntee is renowned in the industry for spotting emerging family history trends and innovations.
Wearable technology for genealogy research and exploration is currently in its very early days. Ancestry.com, the world’s leading genealogy website, has made the industry’s first foray with its Ancestry app for Apple Watch, which launched last April. The app offers speedy access to Ancestry.com’s 14 billion records and images, allows the user to edit their family tree in an instant and delivers regular family history-related notifications.
That’s pretty much it for the moment – but MacEntee, who has envisaged a number of exciting potential uses, believes that this is just the beginning.
The future of wearable technology is bright, here are some reasons why — from Kleiner Perkins Caufield Byers
Excerpt:
For years now, wearable devices have promised to help us lead healthier lives, experience life in new ways, and become less dependent on our smartphones. 2015 was a very important year for wearables as the market took several important steps towards delivering on these promises. Apple released their much anticipated Apple Watch. GoPro launched a host of new action camera products. FitBit went public with a market cap of over $6B. And Oculus and Microsoft solidified their plans for Rift and Hololens, respectively.
Despite the positive momentum, the expectations of the market have not yet been met, as many of these wearable devices will be found tucked away in a drawer or a nightstand after only a few weeks of use. Fortunately, technology can and will solve the majority of shortcomings associated with wearables today. To use a baseball analogy, we are only in the third inning, and there is still a lot of ballgame to be played. Several of us got together in the podcast studio at KPCB to discuss our thoughts on the future of wearable technology – above is our discussion some of our takeaways.
Also see:
How the ‘Internet of Things’ will affect the world — from businessinsider.com by John Greenough and Jonathan Camhi
Excerpt:
Here are some key points from the report:
As IoT emerges, UX takes on greater urgency within enterprises — from zdnet.com by Joe McKendrick
User experience isn’t just a luxury — emerging Internet of Things, wearable, mobile, and virtual reality-based computing make it essential.
Excerpt:
Perhaps the renowned techno-futurist Mark Pesce said it best in a recent tweet: “I’d like to point out that [virtual reality] is the only display layer with profound UX implications. Fundamental ones. Ponder that,”
Pesce is spot on, of course, but we need to take his argument for heightened, immersive and interactive user experience a step further — not only is VR bringing it to the fore, but there is also the intense emphasis on connecting things — including wearables and mobile devices — into the emerging Internet of Things, as well as the ongoing challenges of the consumerization of IT, to make enterprise computing as intuitive and satisfying as consumer-based computing.
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A recent survey of 7,725 executives and professionals shows that interest in UX — and UX testing — is on the rise. As summarized by Dennis McCafferty in CIO Insight, “respondents say that multi-device interaction–a.k.a., machine-to-machine tech–will greatly influence UX over the next five years. Which means CIOs and their tech teams should expect to devote more attention to UX for the indefinite future.”
The Internet of Things: It’s not quite here yet, but it’s definitely coming — from edtechmagazine.com by Nicci Fagan
Colleges and universities should take steps now to prepare for the impending barrage of connected devices and for the rise in IoT data.
Gartner warns of coming IoT data management overload — from readwrite.com by Donal Power
Excerpt:
The growth of Internet of Things (IoT) is rapidly increasing the amount of data generated, and industry experts warn that the current river of unstructured data will soon turn into a flood. Alarmingly, a recent study highlighted concerns that most proposed approaches could lead to data management overload ineffective for the coming torrent of data.
Enterprise Tech cited a recent Gartner report that examined the impact IoT will have on enterprise infrastructure. The report warned that “due to a lack of information capabilities adapted for the IoT” an estimated 25% of attempts to utilize IoT data will be abandoned before deployment ever occurs.
Mobile World Congress 2016: Event Highlights
Excerpts:
Also see their blog.
Predictions on the future of digital media — from techcrunch.com by Peter Csathy
Excerpt:
It’s pundit time — this time, digital media style. Last year I predicted challenges to YouTube’s dominance in online video, a beginning of cord cutting and the unbundling of video services, and an explosion in short form video content. This year the media landscape will continue to shift as VR grows up and consolidation takes over.