Living in the IT Era Module 1 PDF
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Eastern Samar State University
Shiellah May M. Abot,Rene Joy A. Amida,Leslyn Joy B. Baje,Arianne G. Casiding
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Summary
This educational module, "Living in the IT Era," is designed for freshman college students at Eastern Samar State University. It covers the science, culture, and ethics of information technology and its impact on modern life, focusing on the Internet and its usage by millennials and Gen Z. The module, intended for self-paced learning, examines both the beneficial and challenging aspects of technology and features five modules on related topics.
Full Transcript
MODULE IN LIVING IN THE IT ERA PRELIMINARY ISSUE For ESSU Use Only INSTRUCTIONAL MODULE DEVELOPER/S Shiellah May M. Abot Rene Joy A. Amida Leslyn Joy B. Baje Arianne...
MODULE IN LIVING IN THE IT ERA PRELIMINARY ISSUE For ESSU Use Only INSTRUCTIONAL MODULE DEVELOPER/S Shiellah May M. Abot Rene Joy A. Amida Leslyn Joy B. Baje Arianne G. Casiding Jairus Isaias Celis Edwin De Los Santos Eric Guimbaolibot Jessa T. Oray Janice Dyan G. Quiloña Randynel Salac INSTRUCTIONAL MODULE REVIEWERS AND VALIDATORS Liz A. Anguren Rowena P. Capada Niel Francis B. Casillano Andy A. Lapada Jesus M. Meneses, III RECOMMENDED FOR INSTRUCTIONAL USE: JOSEPHINE C. MARASIGAN, Ed.D. Director, UPEC ANBONY D. CUANICO, Ph.D. Dean, College of Arts and Sciences VICENTE A. AGDA, JR., DM, CSEE Vice President for Academic Affairs DR. MARINA S. APILADO Vice President for External Affairs – Quality and Assurance APPROVED FOR USE: DR. ANDRES C. PAGATPATAN, JR. SUC President III Overview Course Title: Living in the Information Technology (IT) Era Course Description: This course examines the science, culture, and ethics of information technology, as well as its diverse applications and uses, as well as its impact on modern life and human interactions. This will allow students to investigate communication and information technologies, with a focus on the Internet and its components, as well as how millennials and generation Z use them. The course's purpose is to help students comprehend how communication and information technologies change, as well as its cultural, economic, political, and social repercussions. The course will also cover how individuals, families, and businesses use the Internet to their advantage. This course is designed to give students a wide grasp of the social, cultural, and economic implications of emerging communication technologies, as well as to promote critical thinking about technology. The course begins with an overview of media settings, with a focus on how millennials are affected by technological advancements. The students will next walk through the various technologies that have progressed from the old age to current advances. Then there's a focus on weighing the dark and light aspects of technology, as well as its influence on human health and improvements to the global health system. This will be followed by a discussion of internet policies and good online etiquette. Students will learn to understand the growing information ecology as it affects individuals, families, and businesses through tests, activities, and exercises in this module. Course Guide: This module Living in the IT Era is a product of collaborative efforts of IT and General Education instructors of the whole Eastern Samar State University system designed for self – learning of freshman college students during these trying times of COVID-19 pandemic. This module is composed of five Modules, to wit: MODULE 1: Media Environments MODULE 2: From the Old to the New Technologies MODULE 3: The Dark and Light Side of the Internet MODULE 4: Human Health in the Internet Age MODULE 5: Policing the Internet Each Module could be learned in a self – paced or individual format and it is the responsibility of the students to maximize their time and exert with determination in completing the course with the best learning outcomes. However, contents presented in this module may not be enough for their learning needs, so it is suggested to consider reading other references related to the topics. For each Module, there are discussion, examples, and exercises as a course requirement to contribute 50% of students’ grades. Ideally, all of the activities and exercises should be done and compiled to be submitted during major exams. Students may contact their instructor for any concern or clarifications about the topics, tasks, and outputs to be done. Midterm examination will cover Module 1, 2 and half of Module 3, while final examination will cover the other half of Module 3 until Module 5. Course Learning Outcomes: Having completed the module, the students are anticipated to meet the following outcomes: 1. Explain the relationship between information technology and the modern society, and identify how the Internet affects individuals; 2. Describe and relate the transition of information technology from the old media to the new; 3. Identify the dark and light sides of an internet-driven society; 4. Examine issues involving convergent media and the impact to human health of its intensive use; 5. Discuss the different policies over responsible social media use and apply these to personal experiences. Course Requirements: Students are expected to submit the following requirements or outputs during major exam. Module Module Title Requirement/Output 1 Media Environments 2 From the Old to the New Module Exercises Technologies Midterm Examination 3 Dark Side of the Internet Light Side of the Internet 4 Human Health in the Internet Module Exercises Age Final Examination 5 Policing the Internet Copyright Disclaimer: Some of the contents of this module, including but not limited to texts, graphs, images, illustrations, maps, plans, sketches, charts, quotations, and the like are protected by copyright and other pertinent rights by its original authors and are used in this module in accordance with the provisions as stated in Philippine IP Code also known as RA 8293, in particular, Module VIII (Limitations on Copyright), Section 184.1. (e) and Section 185.1 (Fair Use of a Copyrighted Work). Hence, no copyright infringement (including other pertinent IP rights) to the original authors or publishers of the aforementioned works is committed by Eastern Samar State University including the author(s) of this module. This IM is exclusively for the use of ESSU for its Flexible learning modality and is not for sale. A collaborative effort of the following instructors and professors of ESSU: Shiellah May M. Abot Rene Joy A. Amida Leslyn Joy B. Baje Arianne G. Casiding Jairus Isaias Celis Edwin De Los Santos Eric Guimbaolibot Jessa T. Oray Janice Dyan G. Quiloña Randynel Salac PREFACE Since its inception, Information Communication Technology (ICT) continues to permeate deeper into our lives and society. The introduction of personal computers in the 1970s, the development of the World Wide Web in the 1990s, and the current “Internet of things” among others, have all impacted the modern society. With the great majority of people being subconsciously exposed to its ever-changing nature, many struggle to keep up with its fluid digital landscape. The technology and processes driving these developments have shrunk in size, yet more complex, and visible in our daily physical world. The challenge though, is finding a shared or common understanding on how our personal lives and social power dynamics in relation to digital environment are actually happening and its implication to our society in general. Hence, the science, culture and ethics of information technology, its influence on the modern living and human relationships, uses for personal, professional and social advancement should be explored and given emphasis to shed light on the fundamental question this course aims to answer - “What does it really mean to live in a digital era?” TABLE OF CONTENTS Content Page MODULE 1. MEDIA ENVIRONMENT 1 3 MILLENNIALS AND THE RISE OF THE INFORMATION SOCIETY Adapting to New Technology 5 Overview of New Technological Development 6 9 MEDIA THEORIES: UNDERSTANDING THE NEW MEDIA Coevolution 10 Complexity 11 Fidler identifies six principles of Mediamorphosis: 12 13 CONVERGENCE AND INTERACTIVITY Convergence 13 Benefits of Media Convergence 14 Implications of Convergence 14 Interactivity 16 How Does Interactive Media Work? 17 The Influences of Interactive Media 17 MODULE 2. FROM THE OLD TO THE NEW TECHNOLOGIES 19 From the Old to the New 20 The Print Age 20 The Audiovisual Age 21 The Internet and Digital Media Age 21 A Closer Look to the New Technologies of IT 22 Features of Computer Technology in the Modern Society 22 Communication Development Today 24 When Computers and Communications Combine 26 The Future of Information Technology 27 Application for Student Productivity 29 33 MODULE 3. DARK AND LIGHT SIDE OF THE INTERNET UTOPIAN AND DYSTOPIAN VIEWS OF THE INTERNET 33 The World Wide Web 34 The Rise of the App 34 How We Use the Internet 34 Censorship 35 Challenges Posed by the Internet 35 Cyber Utopianism and Cyber-Dystopia 36 MEDIA ACCELERATION AND INFORMATION OVERLOAD 38 Examples of Oversharing 40 How to Avoid Oversharing? 42 Information Overload and Coping Strategies 43 Information Overload Coping Strategies 43 44 INTERNET ADDICTION AND ISOLATION Internet Addiction 45 Categories of Internet Addiction 47 Characteristics of Internet Addicts 47 Internet Isolation 48 Prevention of Antisocial Internet Use 48 SELECTIVE EXPOSURE AND POLITICAL POLARIZATION 49 Selective Exposure 50 Political Polarization 50 Role of Social Media in Selective Exposure and Political Polarization 50 MODULE 3. HUMAN HEALTH IN THE INTERNET AGE 54 Technology and Health Care 56 Technology and Cancer 56 Technology and Road Accidents 56 Technology and Obesity 56 Technology and Vision Problems 57 Beyond Physical Health 58 Cyberstalking and cyberbullying 58 Balance 59 MODULE 5. POLICING THE INTERNET 61 Protecting Reputations Online 64 Think Before You Click 65 References 67 MODULE 1 MEDIA ENVIRONMENTS LEARNING OUTCOMES: At the end of this module, you are expected to: 1. Describe who the Millennials are and how they differ from other generations and how do they adapt to the constantly changing technologies; 2. Explain the principles and theories of Mediamorphosis and how it transforms our perceptions of new media; and 3. Identify the benefits of media convergence and its implications to the society INTRODUCTION According to Douglas Rushkoff, author and host of Team Human on Quora, a "media environment" is the social, mental, and economic environment created by a particular medium or technology. The smart phone is not just the device in your pocket; it is also the environment it creates - from people walking down the street without looking up, to surveillance, to never being truly alone - and how it enhances or changes our daily lives. Thus, in this module, we will examine how traditional and new media have converged to create the level of media effect and experience that exists in the modern world. But before we start our lesson proper we should learn what new and traditional media means; traditional media are older media forms like radio, television, newspaper, magazine, cinema and books while new media forms refer to all internet-enabled platforms signaled by the emergence of new information and communication technologies. Such new media forms include cell phones, social networking sites like Facebook, YouTube, Tweeter , IG wikis, blogs, E-books, online newspapers, webcasts, video streaming and the likes, are also inclusive. So is it interesting to hear the term new and traditional media? Why is it called the new media? What’s new in new media? Who are the users of new media? This module will assist you in answering essential questions and discuss about the media environment that we live in. But before we begin our lesson proper, first do the activity below: Activity 1: On a separate sheet of paper write your answer to following activity: 1. Below are two sets of pictures, what can you observed about the picture in set A and B? 2. In set A name a gadget from the past and to its equivalent present form and describe the difference of its appearance and usage. Set A. SOURCE: https://www.totalhipaa.com/hipaa-compliance-must-be-updated-as-technology-evolves/evolution- technology-graphic/ Set B SOURCE: https://tinyurl.com/3t92537r LESSON 1: MILLENNIALS AND THE RISE OF THE INFORMATION SOCIETY Who are the Millennials? Millennial is a word used to describe the generation of people who are now in their twenties. Millennials are people in their late teens to early 30s who were born between 1980 and 1995. To give you an indication of generational distinctions, Generation X is made up of people who were born between 1961 and 1979 and are in their mid-30s to early 50s, whereas Baby Boomers were born between 1946 and the early 1960s and are in their early 50s to late 60s. We all mature, and each generation does so uniquely. They are capable of expressing themselves in a variety of ways. The Baby Boomers were a generation that changed the world in the mid-twentieth century with the 1960s protest movements. From the Civil Rights and Feminist movements to the Anti-War Movement's opposition to the Vietnam War, the rise of recreational drug use, the sexual revolution, Motown records, and the British invasion, the 1960s were arguably the most innovative and transformative decade in modern history. Generation X, their successors, were the first generation to be raised on MTV and VH1 music. They grew up during a technologically advanced era, from the introduction of cable television to the advent of video games. Generation X was regarded as a more rebellious generation. They were preoccupied with becoming "cool," "popular," and "in with the proper crowd." Coming of age during the AIDS crisis made partnerships more cautious, and in the end, one of the most important lessons learned from that generation was to do something you love. Millennials are individuals born after September 11, 2001, and have grown up in a post- 9/11 society. While Generation X members were required to learn these new technologies, they were born and raised with them, and thus were already acquainted with them. They are more health conscious, and through community service, they serve as heroes to those in need. There are numerous challenges facing children today that they must overcome as they mature, ranging from the 2008 economic meltdown to contentious issues such as global warming, gay marriage, abortion, and the war on terror. Millenials embrace the concept of being authentic and true to oneself. Generation Y is defined by its insatiable desire to share everything on the Internet via a variety of social media platforms, including Facebook, Twitter, Tumblr, and YouTube, as well as any new platform that emerges. Millennials are motivated by Generation X's maturity in their careers and relationships, while Generation X is inspired by Millennials' zeal, youthfulness, and desire to improve the world in which they live. While kids born in the 1990s often claim in popular Tumbler posts and viral tweets that they were the last generation to grow up before the Internet's explosive growth, they are used to having some sort of technology around them, whether it's a computer or a cell phone, unlike the generation before them. Although the younger members of the generation are more accustomed to Wi-Fi than their elders, the millennial generation has been the first to spend the majority of their life in the twenty-first century age of technology. The drive to share everything is one of the most fascinating characteristics of a typical Millennial. In the age of social media, it's almost as if an event isn't considered official until it's widely posted online. Let's pretend you have front-row seats to your favorite band's sold-out tour. It's almost as if it never occurred unless you tweet about it or create a new Facebook photo album of your night's exploits. “Facebook official” appears to be becoming more common, and it's an intriguing concept. Even said, there are bad side effects that might come with any beneficial thing. While technology is gradually replacing more basic aspects of people's daily lives, human interaction is steadily vanishing. When someone really calls another person on the phone, it is such a meaningful gesture. This was a given ten years ago. Phone calls appear to be falling into oblivion in the age of text messages and Facebook discussions. When someone went out on a date before, the initial interaction was the best way to learn about them—what they liked, what they didn't like, and a list of their favorite things. Now all you have to do is go to Facebook and discover their profile, add them, and you'll know all of these things and more. People become so accustomed to conversing with others through letters on a screen that they become even more awkward when they are in the company of another human being. Why can't there be a method to quickly communicate with so many people on such a fantastic platform while retaining a sense of mystery? The more people, particularly Millennials, understand how much sharing is too much sharing, the better all levels of social interaction will be. Another significant problem with the Internet is the rise in cyberbullying. Many people are harassed and told unspeakably nasty things on platforms where users can post anonymous questions. This is a new phenomena that has arisen as a result of technological advancements, and it must be swiftly addressed. Why is it necessary to speak such nasty things while hiding behind an anonymous icon? Why aren't they brave enough to speak it out loud to someone? Why do people feel compelled to communicate such hatred in the first place? Many people forget that there are other individuals behind these icons and profile images, and that such a powerful tool may be used for good to form friendships with people that would not have been possible a few decades ago. There have been fresh developments with each generation. Millennials can be defined as the generation that has grown up in a world where technology and its advancements are the norm in nearly every aspect of life, from the mid-20th century protests of the Baby Boomers to a search for identity and a hint of a rebellious attitude among members of Generation X. While technology has made the world smaller, faster, and easier, it is still necessary to ensure that the qualities of basic human interaction are preserved. As long as Millennials can balance the beauty of technological advancements while remaining grounded in the reality of the living world that surrounds them, the future looks very positive, bright, and exciting. Adapting to New Technology With nearly everything becoming digital and technological advancements accelerating, adaptation is critical. This ability comes naturally to millennials as a result of their exposure to gadgets and smartphones. This is evident in interactions with Generation X and Baby Boomers in the workplace. On both a personal and professional level, previous generations frequently seek the assistance of millennials for training on untapped features and shortcuts. Trainings are conducted, and these processes are sometimes simplified for the younger generation. This type of humble collaboration can result in the development of a stronger, more dynamic team. While it is rational to assume that not everyone understands everything, experiencing this in the workplace was initially eye-opening. Finally, this technological/generational divide provides an opportunity for all of us to learn, and sometimes we just have to laugh about it. It's fostered a positive atmosphere and open communication among the staff. There is no segregation or condemnation – we simply accept one another's strengths and weaknesses and do our best to assist one another. Access to technology has also increased our productivity and responsiveness. From any device, you can contact whomever you need to–coworkers or peers. You can access documents from any location. Multitasking is simplified, and deliverables are completed on time. Without access to resources such as WiFi, laptops, or tablets, you would be compelled to work in the office or on-campus. Or, worse, you would be required to mail documents via the United States Postal Service– is this truly daunting? Yes, technology is a wonderful thing for someone accustomed to efficiency. Millennials are frequently associated with instant gratification. Because the internet and society's beloved Google are so easily accessible via a quick search on any device, having an immediate answer is so simple. Impatience and boredom accompany this instant gratification. However, curiosity and a strong desire to learn accompany it. These characteristics result in a desire for success and the ability to multitask. Having multiple devices and access to the internet enables rapid problem solving and the discovery of new perspectives. Due to the vast amount of information available, this generation is gaining knowledge at a faster rate than any previous generation. A disadvantage of this technology immersion is that interpersonal skills are harmed. Although millennials are more accepting of the world (thanks to multiple social media platforms), it can be difficult for them to connect with the person standing five feet away. Constantly hiding behind a device, whether it's a computer, tablet, or smartphone, has harmed a previously mastered social skill. Millennials will strategically choose what they post in order to shape how they are perceived on social media. Rather than having in-person conversations, they share snippets of their lives online. Are millennials capable of developing these interpersonal skills? Yes, as is the case with the majority of things. It does not, however, come as naturally as it did in the past. At the end of the day, millennials' intimate relationship with technology is irreversible. Having a generation raised in an age of technology has a number of advantages and disadvantages, but each generation brings something unique. Despite the negative connotations attached to millennials, technology reveals new positive attributes. Overview of New Technological Development Technology development is the use of scientific approaches to attain technological goals in the Department of Defense (DoD), commercial, or industrial sectors. The Technology Maturation & Risk Reduction (TD) Phase of the Acquisition Process produces and shows prototype designs to decrease technical risk, validate designs, validate cost estimates, evaluate manufacturing processes, and refine requirements. During the TD phase or independently from an acquisition program, a lot of technology projects take place. These programs are aimed at advancing technology from the concept stage to the mature stage. Typically, the process begins with a concept demonstration and progresses to a more advanced technological development phase, such as prototyping. Citizens' employment and personal lives are becoming increasingly reliant on information technology. Computers, communications, digital information, and software are all ubiquitous in the information era. Many people, both those who actively seek opportunities to learn more about information technology and those who choose not to learn anything at all, recognize the potential value of information technology in their daily lives and recognize the benefit of gaining a better understanding of it. This conclusion is based on a number of factors: Information technology has exploded into our lives in a relatively short period of time, with little forewarning and no formal educational preparation for the vast majority of people. Many people who use technology today have a limited comprehension of the tools they use and the (usually right) notion that they are underusing them. When confronted with information technology, many citizens lack confidence and control, and they wish to be more assured of themselves. Many people have made spectacular claims about the potential benefits of information technology, and many of them would like to see those benefits realized. Some citizens are concerned that developments brought about by information technology may pose a threat to social ideals, liberties, or economic interests, requiring them to become informed. These numerous reasons for wanting to learn more about information technology pose the question, "What should everyone know about information technology in order to use it more effectively today and in the future?" The fact that information technology is continuously changing complicates the solution to this question. The electronic computer is more than 50 years old, the "PC," as in personal computer, is less than 20 years old, and the World Wide Web is less than 5 years old. It is difficult to deliver a permanent, once-and-for-all course that will remain current and effective in the face of fast change. In general, "computer literacy" has taken on a "skills" connotation, implying proficiency with a few modern computer applications like word processing and e-mail. In the face of fast change, literacy is an inadequate objective because it lacks the essential "staying power." Existing talents become obsolete when technology advances at a breakneck pace, and there is no way to upgrade to new abilities. Individuals who plan to adapt to technological developments are a better solution. This entails studying enough core content to enable one to pick up new abilities on one's own after completing formal schooling. The committee chose "fluency" as a term to denote a greater level of skill because it conveyed a deeper understanding than the rudimentary term "computer literacy." People who are proficient in information technology (FIT) may express themselves creatively, reformulate knowledge, and synthesis new data. Fluency with information technology (FITness), as defined in this research, is a lifelong learning process in which people utilize what they know to adapt to change and acquire new knowledge in order to be more effective at using technology to their work and personal lives. Proficiency in information technology requires three types of knowledge: current abilities, fundamental principles, and intellectual capacities. These three types of knowledge all contribute to a person's FITness in unique ways. Individuals with contemporary capabilities, such as the ability to operate today's computer applications, can immediately begin utilizing information technology. In today's labor market, skills are a critical component of job readiness. Most importantly, skills establish a foundation of practical experience upon which new abilities can be developed. The technology is based on fundamental concepts, such as the fundamental principles and ideas underlying computers, networks, and information. Concepts describe how and why information technology works, as well as the benefits and drawbacks of the technology. Concepts serve as the foundation for grasping emerging information technology. Higher-level thinking is encapsulated in the context of information technology by intellectual capacities, or the ability to apply information technology in complicated and persistent settings. Capabilities enable people to take use of the medium and deal with unforeseen and unanticipated challenges as they arise. The ability to think abstractly about information and how to manipulate it is facilitated by intellectual capacities. The ten highest-priority things for each of the three types of knowledge in terms of specificity. The skills, which are intimately tied to today's computer usage, will evolve throughout time, but the principles and capabilities will remain constant. LESSON 2: MEDIA THEORIES: UNDERSTANDING THE NEW MEDIA According to new media forecaster Paul Saffo, we learn from experience that our short human memories often confuse surprise with speed. However, he claims that when it comes to developing technology, he finds that sluggish development is the rule rather than the exception. Most ideas take considerably longer than anyone is willing to accept to become "overnight successes. The lesson we most often forget is: "You should never mistake a clear view for a short distance. It's that sense of standing on a ridge, looking out across a great forest at a distant mountain goal. The peak is so close it seems you could reach out and touch it. That is, until you get in among the trees and start beating your way towards the mountain". Saffo argues that the reason life feels so much faster today is not that individual technologies are advancing at a faster rate or because events are occurring at a faster rate than in the past. Instead, what is happening is that "more technologies are emerging concurrently. In Media, there are different theories this includes Mediamorphosis. The second theory in Media by Roger Fidler states that mediamorphosis is not so much a theory as it is a unified way of thinking about the technological evolution of communication media. Instead of studying each form separately, it encourages us to examine all forms as members of an interdependent system and note the similarities and relationships between past, present, and emerging forms. By studying the communication system, we will see that new media do not arise spontaneously and independently — they emerge gradually from the metamorphosis of old media. And that when newer forms of communication media emerge, the older forms of media usually do not die. They tend to adapt and evolve continuously." FM's delayed success is a case in point, while radio's transformation from a mass- audience medium to a niche-audience medium exemplifies this critical principle of mediamorphosis. While television began its meteoric rise, general-audience radio experienced a steep decline, prompting some analysts to predict the medium's impending demise. However, the radio did not perish. Neither was AM completely absorbed by FM. Rather than that, AM adapted and has steadily increased its competitiveness with FM by adopting new technologies and marketing strategies. The rapid spread of television also wrought significant changes in the newspaper, magazine, and film industries. Each was declared a dying medium incapable of competing with television's immediacy and compelling images, but each proved to be more resilient and adaptable than anticipated. This also highlights a crucial corollary to the metamorphosis principle: traditional means of communication must develop in reaction to introducing a new medium or die. The metamorphosis principle is drawn from three concepts: coevolution, convergence, and complexity, as are several other essential principles of mediamorphosis. Coevolution As we have seen, all modes of communication are inextricably linked to the human communication system and cannot exist independently in our culture. Each new form that emerges and develops affects all other existing forms to varying degrees and over time. Coevolution and coexistence, rather than sequential evolution and replacement, have been the norm since the formation of the first creatures on earth. The abundance of communication technologies that we now take for granted would not have been possible if the demise of an older medium accompanied the birth of each new medium. Convergence Almost every personal computer sold today enables users to play CD-ROMs that combine text and still images with audio and video clips and connect to global networks and vast access stores of textual and audio/visual information. This is just one of the more obvious manifestations of the media convergence concept. The idea that disparate technologies and media forms are merging now seems almost mundane, but it was once considered visionary. Few people grasped the notion of convergence when Nicholas Negroponte began popularizing it in 1979 during his lecture tours to collect funds for a facility to house the Massachusetts Institute of Technology's Media Lab. Negroponte's revelation that "all communication technologies are undergoing a common metamorphosis, which can only be fully understood if treated as a single subject" frequently astounded audiences. Negroponte drew three overlapping circles labeled "broadcast and motion picture industry," "computer industry," and "print and publishing industry" to illustrate this concept. Since then, the idea that these industries are merging to create new forms of communication has shaped much of the discussion about the future of mass media and human communication. Negroponte and others at MIT are credited with recognizing that the convergence of media industries and digital technologies would eventually result in new forms of so-called multimedia communication. Multimedia, or mixed media, is a broad term that refers to any medium that incorporates two or more modes of communication. Source: http://www.world.std.com/~mehopper/Media/Media.htm Complexity During periods of massive change, such as the one we are currently experiencing, everything around us may be in disarray, which is a significant part. Change necessitates the presence of disorder. The universe would be a barren wasteland without it, and life would be impossible. New ideas emerge from turbulence, transforming and revitalizing systems. Chaos Theory is the idea that seemingly unimportant events or small starting changes in chaotic systems, such as the weather and the economy, can set off a chain reaction of escalating, unexpected events that can lead to consequential or disastrous outcomes. Anarchy is at the heart of chaotic systems. They have practically complete unpredictability with no discernible long-term trends, which explains why accurate long-range weather and economic projections are nearly impossible. It also explains why no one will ever be able to precisely forecast which new media technologies and modes of communication will thrive and which will fail in the long run. Chaos is more critical to our knowledge of mediamorphosis and the formation of new media because of its relationship to another related notion, complexity. In this sense, the term "complexity" refers to the events inside seemingly chaotic systems. Fidler identifies six principles of Mediamorphosis: 1. Coevolution and coexistence: Adapt or perish, all media forms coexist and evolve in an ever- expanding, complex manner. A system that adapts. As each new form emerges and develops, it has a cumulative and varying effect on the development of all existing forms. 2. Metamorphosis: This term refers to the gradual emergence of new media from older forms. 3. Propagation: explains how media inherit dominant characteristics from older forms and pass them on to new media. For instance, newspapers and television stations are transformed into websites that feature articles, headlines, and video segments. 4. Survival: This is the point at which traditional media continue to adapt and evolve in response to the changing conditions of time, rather than dying. 5. Opportunity and necessity: new media are not widely adopted solely based on their technical merits. There must be a market opportunity and compelling social, political, and economic reasons for the development of new media technology. 6. Delayed adoption: It is always more difficult for new media technologies to achieve commercial success than anticipated. And there are three great Mediamorphosis theories in human communication they are: 1. Spoken language The evolution of "broadcast" storytelling and ritual performances. Contributes to the formation of social groups and the development of complex problem- solving abilities 2. Written Language. Contributed to the invention of portable documents, mechanical printing, and mass media. 3. Digital Language. This enables human-to-human communication via technology or machines. Human interactions are facilitated by technology on a global scale. By combining the principles of mediamorphosis with an understanding of the attributes that have shaped the development of communication media in the past, we can gain valuable insights into the new forms that could appear early in the twenty-first century and how existing conditions may adapt and continue to evolve. LESSON 3: CONVERGENCE AND INTERACTIVITY Diverse academic areas use the term convergence to describe and study various processes of development toward homogeneity. The phrase "media convergence" is used to characterize its application in the communication business. It also includes practical approaches for describing, representing, analyzing, and comprehending the digital creative economy. Publishing, music, radio, advertising, cinema, and games are some sub-sectors that fall under the communication and digital creative industries. Because of convergence, these subsectors are even expanding. Beyond that, the effects of media convergence may be seen in various creative professions, such as museums, libraries, and design, to name a few. In addition, the creative industries are being propelled forward by new digital media technology and services. As a result, understanding the digital creative economy necessitates a thorough examination of media convergence, both in terms of tactics and outcomes. As a result, this course delves into the specifics of how traditional and new media modes of communication combined to achieve the current degree of media effect and experience. Convergence What is convergence? It's the coming together of computing, telecommunications, and media in a digital environment. Convergence shows how different aspects of media are parts of the whole and examines how they influence each other. The three common types of convergence are; 1. Technological According to Papadakis (2007), the term technological convergence is frequently used in very broad and simplistic terms to refer to the process by which new media powered by information technology and traditional media that were previously largely independent of one another are merging. This implies that technological SOURCE: https://www.shutterstock.com/image- convergence has a technical as well as a vector/hands-holding-computer-tablet-online- library-713923852 functional component. The technical side refers to any infrastructure's ability to transport any type of data, while the functional side refers to consumers being able to seamlessly integrate computation, entertainment, and voice functions into a single device capable of performing a variety of tasks. 2. Economic This strategy is comprised of three components: 1) digitization; 2) corporate concentration, in which fewer large companies own a greater proportion of media properties; and 3) government deregulation, which has increasingly permitted media conglomerates to own multiple types of media (e.g., television and radio stations, and newspapers) in the same markets, as well as content carriage companies (e.g., cable and satellite) (e.g., specialty TV channels). 3. Content Refers to a series of processes of convergence, integration, and intersection of media across their content range throughout their creation process, from planning to creating and supplying to using. Benefits of Media Convergence The benefits of media convergence can be submerged in the following areas: Convergence is beneficial because of the role it can play in national economic and social development growth. It has the potential to impact on all segments of society. It can shape the delivery of government services (education and health included) and redefine the way businesses operate. Media Convergence has greatly impacted circulation outreach; this has a great impact on media and contributes to high degree of appreciation of news stories. This has further empowered producers and media entrepreneurs towards reaching out to wider audiences. This growing trend of communication has an edge over the previous ways of circulating news and information strictly on hard copies for an information. Media firms have now gained stronger circulation power. This is made possible as people can assess information by visiting various websites from anywhere in the world. Implications of Convergence 1. Media organization changes Centralized vs. converged media organizations Centralized: functions of media - including production, distribution, marketing & advertising - are controlled by a single individual or unit Converged: Functions of media may be de-centralized via the Internet, inviting more diffuse methods of production, distribution, marking and advertising 2. Media type changes How we engage with media in a state of flux: Where do we listen to the radio? Different media are regulated differently and enjoy different freedoms and restrictions 3. Media content changes Traditional content: Broadcast through a pre-determined, pre-arranged schedule with little if any consultation with audiences On-demand content: Audiences have more control over when they attend to content Digitized content: Through digital production & distribution methods, content can be available at any time of day Wiki content: Audiences contribute to production and distribution of content 4. Media use changes “24/7” media environment: Always able to be “on” and “connected” Mobile technology: We can take our media “everywhere” Assumes equal access to, and knowledge of, variety of advanced technologies 5. Media distribution changes Internet enables a global dialog; content can be more fluid, dynamic and rapidly transmitted Audiences increasingly active in media use and distribution, bypassing corporate control, through: ▪ Viral marketing: Rapid information travel; Internet equivalent of ‘word- of-mouth’ ▪ Peer-to-peer (P2P): Individual file sharing ▪ User-generated content: Digital media enables audiences to develop own content Media audience changes 6. Media profession changes Traditional mass communication: One way communication from source - large, anonymous, heterogeneous audience Converged audience communication: Interactive model, able to create and distribute own content, if desired ‘Producers’: How audiences use and consume contemporary media; can be both passive recipients and active creators Journalists and advertisers, for example, have increased competition with rapid changes in technologies and market place Citizen journalism: interactive relationship where audiences contribute to story content and/or correction (with no corresponding formal training in principles of journalism) 7. Attitude and value changes With increased global, digital communication comes increased desire for transparency and methods for gaining trust Confusion over traditional notions of privacy for individuals and companies Behavioral targeting: Advertising technique drawn from information we readily share through our digital footprint Cookies: Digital tracking of our web habits, automatically archived Interactivity Interactivity appears to be at the heart of modern media technologies, and understanding it in the context of networked communication has far-reaching ramifications for society. Indeed, according to Van Dijk (1999), the development of mediated interactive communication is a major structural change brought about by the communications revolution, made possible by the convergence or integration of telecommunications, data communications, and mass communications into a single medium. The concept of interactivity has been identified as a key component of new media. "Interactivity" in the context of new media is defined by the Oxford English Dictionary as "enabling a two-way flow of information between it (a computer or other electronic device) and a user, responding to the user's input." People can engage with others through interactive media, whether it's people or organizations, making them active participants in the media they consume. Our engagement with the common issue of interaction is frequently used to measure interactivity, particularly in relation to technology. A lecture, for example, is not interactive until the audience asks questions or provides feedback in some form to the professor. How Does Interactive Media Work? Interactive media's goal is to engage and interact with the user in a way that non-interactive media cannot. Traditional media such as television and radio did not require active participation at first. Consumers become more passive as a result of these types of media, with no meaningful method to move through their experiences other than changing the channel. That began to alter in the 1990s with the introduction of the internet. Consumers were provided numerous instruments through which interactive media was offered as technology progressed. The internet has evolved from a costly service that could only be accessed via dial-up to a wireless tool that can be accessed with the touch of a finger. Computers and laptops were commonplace in homes and offices, and mobile devices made connecting with media simple and handy. Examples of Interactive Media People are surrounded by interactive media in today's digital environment. You may find examples of this type of communication almost anywhere. Interactive media includes social networking sites like Facebook, Twitter, and Instagram. Users can post images and information about themselves, communicate, and play games on these sites, which use visuals and text. Another form of interactive media is video games. Players respond to visual and audio cues on the screen supplied by a computer program using controllers. You utilize apps or applications if you have a mobile device like a smartphone, which you almost certainly do. These types of interactive media can assist you in determining the weather, directing you to your preferred location, selecting and responding to news stories of interest, and allowing you to shop. The options are limitless. Virtual reality, or VR, is another type of interactive media. VR provides users with a truly immersive experience, allowing them to immerse themselves in a world that is nearly identical to reality. The only difference is that we now live in a digital environment. The Influences of Interactive Media Interactive media has a very important role in today's world. Not only does it make people more active, but also it gives them the power to communicate with others (people, companies, organizations) with whom they would normally have no contact. It also allows the free-flow and exchange of ideas and information. Interactive media also has an educational component, making it a very powerful learning tool. It allows (and encourages) people—especially students—to become more active in their learning experience, more collaborative and to be more in control of what they're learning. ASSESSMENT: Write your answer on a separate sheet of paper Test I: Enumerate the following; 1. Give five (5) the characteristics of millennials. 2. State what are the advantages and disadvantages of millennials against the older generations when it comes to technological advancement and adaptability? 3. The benefits and implications of media convergence. Test II: Essay; explain briefly 4. Explain how mediamorphosis enables us to see the inextricable and dynamic relationship between new media and traditional media formats. 5. What is media convergence? 6. Explain how media convergence leads to interactivity.