Across
- 3. technologies which utilizes 3D visual appearances to create real-life or different virtual experiences.
- 7. defined as a society in which communication and record keeping (written documents, letters, etc.) with the use of paper is replaced by electronic communication and storage.
- 11. a head-worn apparatus that completely covers the eyes for an immersive 3D experience.
- 13. a type of malicious software designed to block access to a computer system until a sum of money is paid.
- 14. a method of creating a three-dimensional object layer-by-layer using a computer created design.
- 16. the fraudulent practice of sending emails purporting to be from reputable companies in order to induce individuals to reveal personal information, such as passwords and credit card numbers.
- 18. the gaining of unauthorized access to data in a system or computer.
- 19. defined as an everyday learning environment that is supported by mobile and embedded computers and wireless networks in our everyday life
- 20. the coursework is delivered entirely over the internet.
- 22. also known as Cybercrime Prevention Act of 2012.
- 23. anyone and anywhere can register for these courses.
- 24. the practice of taking someone else's work or ideas and passing them off as one's own.
- 25. a small tool in the shape of a pen which pushes plastic through a heated system to melt it, then extrudes it through a nozzle at the tip of the pen.
- 27. refers to mobile electronic devices that are comfortably worn on the user's body or attached to their clothes.
- 28. refers to the gap between demographics and regions that have access to modern information and communications technology (ICT), and those that don't or have restricted access.
Down
- 1. a wearable, voice- and motion-controlled Android device that resembles a pair of eyeglasses and displays information directly in the user's field of vision.
- 2. a wearable device or a computer application that records a person’s daily physical activity, together with other data relating to their fitness or health, such as the number of calories burned, heart rate, etc.
- 4. is a bullying that takes place using electronic technologies.
- 5. is similar to most online college courses.
- 6. the fraudulent practice of making phone calls or leaving voice messages purporting to be from reputable companies in order to induce individuals to reveal personal information, such as bank details and credit card numbers.
- 7. the fraudulent practice of directing internet users to a bogus website that mimics the appearance of a legitimate one, in order to obtain personal information such as passwords, account numbers, etc.
- 8. are wrist-worn devices that connect to your mobile phone.
- 9. also known as additive manufacturing
- 10. the fraudulent acquisition and use of a person's private identifying information, usually for financial gain.
- 12. the excessive use of computers to the extent that it interferes with daily life.
- 15. technologies include holography, volumetric, multi-view and stereoscopic displays.
- 17. a wireless in-ear accessory incorporating a computer or some other kind of technical gadget.
- 19. means present- appearing- or found everywhere.
- 21. describes the rules of conduct for respectful and appropriate communication on the internet.
- 26. there may be a 1000+ students in MOOC.
