5 Ways Technology has made our lives easier

Gone are the days when you had to put in the physical effort to look for the opportunities. Now, technology has advanced so much that everything is just a click away. Eager to know how? Read how technology has made it easier for us to do our daily chores:


Telemedicine is one of the gifts of technology. It provides clinical services by using telecommunications technology. The objective of telemedicine is to help Write My Essay For Me those patients living in remote areas.  In 1925, a cover illustration for the Science and Invention magazine featured an odd invention by Dr. Hugo Greenback, called the “tela dactyl.” The imagined tool would use spindly robot fingers and radio technology to examine a patient from afar and show the doctor a video feed of the patient. Over the period, telemedicine has changed drastically. Today, it helps patients get immediate medical attention, unlike the old times when they had to stand in long queues.

iPad and Tablet Devices

iPad and Tablet Devices have created an enormous impact on the life of people. They serve as books, gaming devices, and magazines. They provide you an opportunity to seek knowledge as well as pleasure. They have made life really easy. They are portable and have a long battery life. They are easy to use. They expand your horizon of possibilities in music. They support streaming video apps like Hulu Plus, Netflix, and Amazon Prime. They let you download as many books as you want. Not only this, they let you watch movies as well.

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Augmented Reality

This new technology blurs the line real and virtual world. It converts your real-world environment into a digital interface by keeping virtual objects in it. It adds sounds, graphics and haptic feedback to the natural world.

  • How does it work?

It works in a way that when you look at a static picture or scene through the screen of a tablet or smartphone, it comes alive.

  • Scope

It is used in military training, robotics, engineering design, entertainment, manufacturing, and other such industries.

  • Three Categories of Augmented Reality Tools
  1. Augmented Reality 3D viewers

It lets users place big 3D models in their particular environments with or without the use of those images that can be attached to these models-trackers, as we call them.

  1. Augmented Reality Browsers

It allows users to enrich their camera display with relevant information. For example, you can find out the history or estimated value of a building by pointing the smartphone at it.

  1. Gaming

It lets you tap into your creative zone by creating gaming experiences for you. For example, Pokemon Go is one such use of Augmented Reality gaming. This game lets users catch virtual Pokemon who are hidden on every part of the world.


Gamification is one such component that integrates game mechanics into something that already exists-website, an online community, an enterprise application. Frequent-flyer program (FFP) is one of the oldest examples of gamification. It gives points (also known as segments, miles, or kilometers) to the customers for free travel by their continued loyalty. This is done to engage customers for the lifetime. This program is a pretext of another program introduced by American Airlines in 1981 that put together a reward system of put together a reward system of “a mile earned for a mile traveled.”

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Mobile Technology

Mobile technology has increased the productivity of people. When people are not restricted to the traditional office setting, they feel more comfortable and do more work. Through mobile technology, people keep track of data and information from any location as per their convenience.

Mobile technologies i.e. mobile-assisted language learning (MALL) also aid in language learning. For example, cell phones, handheld computers, and podcasting (Horcoff Kayes2008) have been used for the same purpose.


  • Relatively inexpensive as mobile devices charge significantly less than laptops and PCs.
  • Continuous learning support
  • Delivery of multimedia content


  • Connectivity and battery life
  • Screen size and key size
  • Meeting required bandwidth for nonstop/fast streaming
  • Multiple standards, multiple screen sizes, multiple operating systems
  • Reworking existing E-Learning materials for mobile platforms

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