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New Technology Gadgets Essay Contest

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Technology in 2015 - the new gadgets coming your way

Technology in 2015 - the new gadgets coming your way

The Internet of Things (IoT) has, for some time, suggested the interconnectivity of otherwise separate devices and ecosystems; connected devices improving the practicality of our day to day lives. 2015 will see the IoT come to a domestic setting in a big way – with connected devices pulling the idea of the smart home sharply into focus. Thanks to prospective pushes from the likes of LG and Samsung, the smart home market looks set for sudden growth. The industry drive may mean surges in home sensor and security products (accessed and controlled via a smartphone). But it will also mean more smart devices aimed at monitoring utilities and home systems, aiding productivity and delivering entertainment.

A smart home needs smart gadgets and appliances. Entertainment, security and utilities are areas offering ample room for market development next year, but appliances and in-home gadgets offer even more. Bosch is one of the names which could kick-start a year filled with smart appliances. The company is the main sponsor of the smart-home section of January's CES show too. Nest Labs, Philips, Belkin, Electrolux and others will be attending Las Vegas' annual technology show in January, as products such as the Vessyl smart cup launch to market. With almost every area of our lives destined to become smarter this year, be prepared for appliances to get the technology treatment and be smarter as a result.

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It's pretty much inevitable that smartphone mobile payments will become widespread, though they have yet to take off in the UK. But such services should be grabbing headlines throughout 2015. Apple appears ever-so-close to the UK roll-out of its Apple Pay service. And, in spite of the advent of Android, the iPhone manufacturer is still highly influential when breaking such ground. The launch of Apple Pay won't be useful for everybody, but mobile payments as a whole will undoubtedly benefit. Services such as Zapp for Android are eyeing 2015 launches, and EE's Cash on Tap service is laying the foundations for a year where every transaction from train journeys to chewing gum could get the mobile treatment.

If 2014 was the year of the selfie, and 'dronie' is the likely successor, the coming months will continue to place unmanned aerial vehicles as a fixture in our collective day-to-day consciousness. Drones may seem a trend that has already peaked, but expect to hear less about who has hold of one (the answer may be everybody), and more about what they're being used for. It may be common place to see an owner controlling their own in a local park, but the discussion about practical and real-world uses has only just begun. Drones aren't a one-off fad; particularly with companies like Amazon keen on utilising them. More drones, being more useful, will be larger parts of our lives.

Better 3D printing

NASA recently made it possible for a 3D printed spanner to be created aboard the International Space Station. Serving to highlight how far the technology has come, the feat will help propel 3D printing into a development daze. We'll be seeing controversy, regulation and even more success stories with regards to the industry. Hardware and equipment costs will fall, leading to increased access and applications in industrial, health and commercial areas. Perhaps a 3D printer won't be a realistic buy for the home in the next year, but 3D printing services will become more widespread and more accessible as regulations are ironed out.

Virtual reality at home

Sony's Morpheus VR, the Oculus Rift, and an as yet unnamed Microsoft device. All three are being feverishly developed and fine-tuned. With each boasting solid software support, at least Microsoft's device appears scheduled for a 2015 launch. Healthy competition means the Rift and Morpheus VR should follow with consumer launches of their own, and advocates will ensure at least one is accepted. It's still too early to know whether virtual reality devices have a longer-term appeal. Yet the coming year should help to answer the question. Particularly as if, or when, one of the three aforementioned products comes to market, we can be sure the the others won't be far behind.

With homes monitored, secured and controlled via smartphones, technology isn't going to leave itself at our front doors. Connected cars are another avenue already being explored by Apple's Carplay system. Android's upcoming Android Auto will help develop the market further, bringing apps and services from our smartphones to our dashboards. But these are just to start. While Android and Apple will be key in generating thoughts about what drivers need and can gain, cars will become smarter themselves. We can start to think about models with built in mobile hotspots, smartphone connected security systems and manufacturers' own integrated systems.

The successor to HD, 4K (Ultra HD) will only become widespread with a drop in price, sensible business models and the proliferation of 4K content and services. 2014 was supposed to be the year for 4K, but without a convincing argument for the standard – and the means by which to easily access it – it didn't really happen. 4K is now 2015's to foster and the options are it either falling away or being turned into an attractive proposition. The latter is far more likely.

If you're yet to succumb to pairing your mobile life with a smartwatch, you may be tempted next year. 2014 saw companies expand the market and jostle for position, and we can expect to see more. The Apple Watch will scratch the itch felt by iPhone and iPad users, while Android's strong end to the year (thanks to multiple manufacturer support) will lead to even more innovation. Better, and more practical, smartwatch offerings will combine with the ongoing development of the Android Wear ecosystem too. We could even see a shift away from watches being dependent upon phones. A watch with its own SIM-card, number and completely independent data connection can't be too far away. Samsung's Gear S has hinted as much.

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New Gadgets Essay - 2375 Words

New Gadgets

Alienware M14x Laptop

* 14-inch glossy "edge to edge" full HD display (1600x900 resolution) * Windows 7 Home Premium 64-bit
* Intel Core i7-2630QM quad-core processor (2.0

2.9GHz Turbo Boost, 6MB cache) * Intel HM67 chipset
* NVIDIA GeForce GT 555M w/ 3GB GDDR3 dedicated video memory using NVIDIA Optimus technology * 8GB DDR3-1333 (4x 2GB)
* 500GB hard drive (7200RPM; Seagate ST9500423AS)
* Intel Centrino Advanced-N 6205 AGN wireless network adapter * Internal Bluetooth 3.0 wireless
* Integrated 720p webcam
* Slot-load DVD burner (HL-DT-ST DVD+-RW GS30N)
* 8-cell Li-ion battery (63WHr)
* Weight: 6.48 lbs.
* Dimensions: 1.49 x 10.17 x 13.27 inches
* 1-year limited warranty
* Starting price: $1,099
* Price as configured: $1,499
Our review unit of the Alienware M14x has several key upgrades that add an extra $400 to the base price; the Core i7 processor, 1600x900 resolution screen, 8GB of RAM and 3GB of dedicated memory in the graphics card instead of the standard 1.5GB all added to the cost of the notebook. Performance and Benchmarks

No category of consumer PCs requires as much performance as a gaming PC. The M14x brings an impressive collection of hardware to the table (or lap) including a 2nd-generation Intel Core i7 quad-core processor, a discrete Nvidia graphics card with Nvidia Optimus technology (automatically switching between the discrete graphics and the built-in Intel graphics to give you high performance when gaming and extra battery life the rest of the time). Those technologies combined with 8GB of system memory and a reasonably quick 500GB hard drive makes for a pretty impressive 14-inch laptop. Unfortunately, the Alienware M14x also has to compete against other 15-inch and 17-inch gaming notebooks in the same price range. As previously mentioned, the M14x is actually as big as a standard 15-inch laptop. And, thanks to the added thickness in the design, the M14x actually weighs roughly the same as some 17-inch gaming notebooks (the Toshiba Qosmio X775 weighs about 6.6 pounds while the M14x weighs about 6.5 pounds). Not only are size and price issues, but Alienware only offers the Nvidia GeForce GT 555M inside the M14x and that graphics card offer less performance than the Nvidia GeForce GTX 560M found inside most 15-inch and 17-inch gaming notebooks sold at the same price (or less). In terms of in-game performance the Alienware M14x averaged around 39 frames per second (fps) in Crysis 2 running at 1366x768 resolution with detail settings on high. The average frame rate in Call of Duty: Modern Warfare 2 was 48 fps at 1366x768 at high settings. This certainly isn't "bad" performance but you can get better frame rates at higher resolutions for the same amount of money if you buy an ASUS G53SX-A1 or Toshiba Qosmio X775 instead.

TSir Wristband Charger
Can’t stand being away from your gadgets? Hate it when your gadget’s battery life exhausts and you can’t find an outlet? Get this uncanny feeling that your gadgets take forever to get re-charged? If you hate the waiting, the standing, the circling and re-visiting the room in which your gadget is being recharged, then TSir Wristband Charger can come to your rescue! With this unique wristband, you now have the ability to charge your gadgets while on the go. Now your cell phones, music systems and gaming devices will let you talk longer, listen longer, game longer and still keep on going! And all of this is now possible with a single wristband that comes for $ 59.99 only!

We might be calling them wristbands but these wristbands are actually gadget chargers that come with built-in battery facility that can withstand for long hours. Comprising of a rechargeable Lithium-ion battery (with a capacity of up to 1500 mAH, 5.5V), the band straps comfortably to your wrist and plugs in to just about any electronic device that you may like. You’ll be happy to know that despite the battery, the.

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Introduction Dealing with the impact of modern gadgets on our lives weather we like it now, electric appliances and gadgets have occupied a major position in our daily lives. Though they were invented to make life better for us the first place it is an undeniable fact that many of the gadgets have negative effects and influence upon the quality of our lives in some ways. As we cannot live without them in this modern world and they are a necessarily evil, we have to find ways to reduce the negative impact of those modern appliances. A gadget is a device or appliance having a unique purpose and function. At the time of invention a gadget is often way ahead of its peers in terms of novelty and uniqueness. This is what makes them so desirable and “cool”! The top ten that change the world are debatable. Nevertheless, popular choices would be television, camera, movie camera, microwave oven, video cassette, video recorder, video gaming consoles, sony’s walkman, IBM’s personal computer (PC) and the first cellphone released in 1996 by Motorola. The latest “addicting” gadgets include superior versions of DVDs, smart phones, camcorders, laptops, Ipods and Iphones, the blackberry, PCs, computer notebooks, pedometers, ultra slim “luxury” phone, nyko’s zoom (gaming gadget ), earbuds from iFrogs, JBL on Beat Air from apple, T lights, onlive (cloud-based gaming system), SWIVL, ego.

1348 Words | 5 Pages

“All these gadgets . the phone and the computer, they expose the inside of your brain in a way that’s bad.” Michel Gondry Advancement in technology and communication has resulted in numerous gadgets . Every secon,d a newgadget is being introduced in the consumer market. People have come to a point where they cannot live without these gadgets . As a result, gadget addiction has become a serious problem in the world especially among the youth. Gadget addiction is enjoying a particular activity very much such as laptops, IPods and Play Station and spending as much time as possible doing it (Oxford English Dictionary, 2012). Today, it is difficult to imagine a modern teenager without a mobile phone or any other gadgets . The worrying research found that 97 per cent of 11 to 16-year-olds owns a mobile phone – eight per cent more than the percentage of adults who own one (Dr. Emma Bond, 2009). Gadget addiction is caused by the desire to get more freedom and the attraction of the gadget applications. Subsequently, this addiction may cause unhealthy lifestyle among teenagers and affect their academic performance. The first cause for gadget addiction among youth is the desire to get more freedom. The reason for this situation is video games provide a window to another world, where the person playing the games holds all the.

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THE EFFECTS OF USING GADGETS TO THE TEST SCORES OF UERM’S FIRST YEAR NURSING STUDENTS (SECTION A & B) IN ANATOMY Chapter I INTRODUCTION Rationale and Background of the Study There has been a little research conducted on different gadgets and the effect they hold on learning. Also, the literature has demonstrated that there are more negative implications to using gadgets than there are positive. The goal of this study was to assess the effects of gadgets . on the test scores of 1st year UERM Nursing students in Anatomy. Fifty-four students are enrolled in the UERM Nursing course. Overall, the findings of this study provided support for the notion that there is a positive effect of using gadgets . A gadget is termed as a device or appliance having a unique purpose or function. At the time of invention, a gadget is often way ahead of its peers in terms of novelty and uniqueness. This is what makes them, so desirable and ‘cool’. The origins of the word "gadget " trace back to the 19th century. According to the Oxford English Dictionary, there is anecdotal evidence for the use of "gadget " as a placeholder name for a technical item whose precise name one can't remember since the 1850s; with Robert Brown's 1886 book Spunyarn and Spindrift, A sailor boy’s log of a voyage out and home in a China tea-clipper containing the earliest known.

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DEFINITION ELECTRONIC GADGETS . 1. Definition of electronics. “Electronics is branch of engineering which deals with the study of transport of information through the magnetic waves.” Most of the electronic gadgets are built on the basis of this definition. As they work through or on magnetic waves. Following is the definition of electronic gadgets . 2. Definition of electronic gadgets . “Electronic gadgets are the instruments which can perform many activities at a time with vast speed & makes the hard work efficient one.” Some of them are in following figure, There are many ‘Electronic gadgets ’, which we are using in day days life such as computer, T.V. mobile, I-pod, pen drive, etc. available easily. These instruments helps us by making easy paper work, entertaining, for communication etc. But not to limit only this, these instruments are proved useful in almost every industry. Electronic gadgets operate many machines, ships, aeroplanes, and industrial activities. Also they are used to identify conditions for the performance of any works. E.g. T.V. Computer, Laptops, Palmtops, Digital Camera, Mp3 Players, Mobiles, digital pens, printers etc. Hypothesis: 1. Spending much time on electronic gadgets effect the academic performers of PMC students. 2. Mostly more male students spend time on electronic.

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the latest gadgets & gizmos. Since these inventions are useful & can give a lot of entertainment such as games, texting, calls, media & many other more, the technology now rages among humans in no exception. Mostly affected are teens. In connection, they give more attention to their gadgets than their studies & academic performance. This research study is to determine the effects of gadgets among high school students in their academic performance. It is also to monitor the use of gadgets among them & of their studies Statement of the problem The study ought to distinguish the effects of gadgets to the performance of the high school level students in First Fruits Christian Academy. It aimed to answer the following questions: 1. What gadget is preferred most per level? 2. What is the average spent time on gadgets . 3. What are the effects of gadgets in the academic performance of FFCA High School students? 4. What is the significant difference on the effects of gadgets to the academic performance of gr. 7 to 4th year students of First Fruits Christian Academy? Objectives/Problems Hypothesis Based on the initial observations in this generation about the use of technology, a specifically gadget which is responded by the High School Level students in FFCA, the researcher formulated the following hypothesis: 1. The most.

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was 'texter's thumb'. Now gadget addicts are coming down with 'text neck'. Today, many patients are suffering neck pain from spending too much time hunched over phones and computers. The rise of smartphones and tablet computers has fuelled the problem. The extra capability for playing games and browsing the Internet on smartphones means they tend to be used for longer periods. And unlike laptops, tablet computers are often placed flat on the lap, meaning you crane your neck over to view the screen. Knee and hip replacement surgeon Dr Kaushal Malhan says, "Technology has made life easier, but at the same time brought in newer problems. The easy accessibility to almost any information and quick communication through the use of smartphones and laptops has made them an invaluable resource. At the same time, their indiscriminate use has brought in new health problems." It is common to find people using their laptops for hours at a stretch. Smartphones now work as mini computers and it is not unusual to find people busy with their phones which are much more than simply a means of communication. "People often complain of neck and back pain, and the cause for these can often be sourced to indiscriminate laptop use in an incorrect posture. These patients often have a good range of movements with pain mainly at the end of the day," adds Dr Malhan. Orthopaedic surgeon Dr Ashish Arbat agrees. "Today, we are observing many young patients who are.

2065 Words | 7 Pages

 A STUDY ABOUT HOW GADGETS AFFECTS THE STUDIES OF 4TH YEAR HIGHSCHOOL STUDENTS OF LITTLE JESUS LEARNING CENTER CHAPTER I INTODUCTION PROBLEM AND ITS BACKROUND For centuries, men have unceasingly searched for new discoveries and with those new discoveries come forth new technology. Today, the search is long from over despite the fact that there is a wide and fascinating array of gadgets available in the market. Some of these gadgets are portable music players. The evolution of which we have seen from the first models of the Walkman to portable CD players and mp3 players to the many generations and models of Apple’s iPod.2 In today’s modern age gadgets has become a way of life. Gadgets nowadays are a basic need for everyday life style. It helps us a lot by doing things easier and faster. Gadgets help students a lot by doing their projects more productive and progressive. It is a small thing that anyone could have. Having a gadget may help one’s be more productive and intellectual. Nowadays, poor and rich have gadgets like cell phones. A cell phone is a wireless gadget that most people these days communicate with. Gadgets nowadays are a basic need for a student. Gadgets gave a big impact into the history of humanity because of its use. The history of.

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Importance of gadgets In Our Life Gadgets are the devises which can operates different many functions. Maximum gadgets are Electronic, used in modern world. Electronic gadgets or Electronics Accessories are Gadgets are electronically simplified applications that make user to work easily and gives support to daily needs. It play a significant role in the common man's life and. The modern people are obsessed with the electronic gadgets and maximum of us life can’t run well without some gadget . It becomes very difficult for us to think of daily life chores in the absence of gadgets . From a cooler to air conditioner, a chimney or an electric hub, the Computers or simply the television and mobile; Theses electronic gadgets are invaded each and every part of our life and have proved themselves to be useful. Importance 1. Gadgets have definitely increased our efficiencies. In Past times prior to the invasion of email and television, sending letter or some messages was very difficult as they reached in some one or two days depending on the distance. It was very difficult thing as many of them were so confidential or urgent. But after the invasion of internet the things has been made so easy for us. Electronic mails are also one of the forms of technical gadget . So this gadget has been made our life easier. 2. A.

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Emerging - Disruptive Technologies Essay Contest: What Are the Game Changers?

Emerging & Disruptive Technologies Essay Contest: What Are the Game Changers? Sponsored with support from Leidos

About the Emerging & Disruptive Technologies Essay Contest

Proliferation of new technology has allowed United States' competitors to field capabilities that erode our military's technological advantage. The high cost of some U.S. systems threatens our ability to maintain a quantitative advantage. Like the first two "Offset" strategies, the Third Offset will leverage emerging technology, but its driven by economic necessity. It focuses heavily on autonomy, man-machine teaming, and machine learning, but it doesn't stop there. The Department of Defense is looking across the technology spectrum for innovative ways to harness new technologies and combine them with tactics, techniques, and strategies to maintain a pacing edge over our adversaries.

  • Predict the emerging and disruptive technologies that will be game changers
  • Decribe how those technologies will be used by the US military--or against it
  • Discuss practical appraches for fielding and wielding emerging and disruptive technologies raipidly, and getting them into the hands of warfighters

Prior Publication: We will assume that your essay has not been previously published (online or in print) or being considered for publication elsewhere, unless otherwise notified by you. All previously published essays are ineligible.

  • Email essays (preferably as a Microsoft Word attachment) by 28 February 2017 to: [email protected]
  • Include Emerging & Disruptive Technologies Essay Contest on subject line of email
  • Include word count on title page of essay but do not include your name on title page or within essay
  • Provide separate attachment to include biography and complete contact information -- i.e. work, home, and cell phone numbers; and home mailing address

Selection Process: The Proceedings staff members will evaluate every essay and screen the top essays to a special Essay Selection Committee of at least six members who will include two members of the Naval Institute's Editorial Board and four subject experts. All essays will be judged in the blind -- i.e. the Proceedings staff members and judges will not know the authors of the essays.

Memberships: All prize winners receive one-year memberships in the U.S. Naval Institute.

About Naval Institute Essay Contests

Essay contests have been central to the work of the Naval Institute for more than 130 years. They directly fulfill the Institute's educational mission by encouraging writing on issues of concern to the Sea Services. They provide thought-provoking articles that spur ongoing discussion of these same issues, not only in Naval Institute media, print and digital, but also in other leading defense and national security forums.

Essay Publication: The winners will be announced in the April 2017 Proceedings. The winning essay will be published in the April issue.

Essay Awards: First Prize: $5,000 Second Prize: $2,500 Third Prize: $1,500

Essay Ceremony: The winners will be recognized at Navy League's Sea-Air-Space in April in Washington, D.C.

Essay Eligibility: The contest is open to all persons eligible for membership (including those already members) in the Institute.

Essay Length: 3,000 words maximum (excludes footnotes/endnotes/sources).

Essay Year: 2017-00-00T00:00:00