Current and Future Trends in Media and Information PDF

Summary

This document discusses current and future trends in media and information, encompassing various technologies like haptics, contextual awareness, voice recognition, and eye-tracking. It also touches upon intelligent routing systems, internet glasses, and multimedia applications.

Full Transcript

**Current and Future Trends in Media and Information** **EMERGING TECHNOLOGIES AND TRENDS** **HAPTICS TECHNOLOGY** \-- Is a feedback technology (using computer applications) that takes advantage of the user's sense of touch by applying force, vibrations and/or motions to the User. Simple haptics i...

**Current and Future Trends in Media and Information** **EMERGING TECHNOLOGIES AND TRENDS** **HAPTICS TECHNOLOGY** \-- Is a feedback technology (using computer applications) that takes advantage of the user's sense of touch by applying force, vibrations and/or motions to the User. Simple haptics is used in game controllers, joysticks and steering wheels and is becoming more common in Smartphones. Haptics is gaining widespread acceptance as a key part of virtual reality systems (i.e. computer simulated environments) - adding the sense of touch to previously visual only solutions. It is also used in virtual arts, such as sound synthesis, graphic design and animation. There are many possibilities for Haptics to be applied to gaming, movies, manufacturing, medical, and other industries. **CONTEXTUAL AWARENESS** \-- By combining 'hard sensor' information such as where you are and the conditions around you, combined with 'soft sensors' such as your calendar, your social network and past preferences - future devices will constantly learn about who you are and how you live, work and play. As your devices learn about your life, they can begin to anticipate your needs. **VOICE AND TONE RECOGNITION** \-- Not only can voice and tone recognition be used to confirm a person's identity but tone recognition can be used to detect a person's health or emotional state. This technology will open new opportunities in security and healthcare -- with mobile applications **INTELLIGENT ROUTING TO DEVICES** \-- This future technology will be useful to, for example, local councils. While on the move, staff will be able to provide the precise description and location of a street-based issue using Smartphones and mobile devices that can take photos and have GPS (global positioning system) support. Intelligent routing will then alert the responsible team to action. **EYE TRACKING TECHNOLOGY** \-- Eye tracking technology measures eye positions and movements which are analyzed through computer applications. Future laptops, smartphones and tablets could contain thousands of tiny imaging sensors built into the display screen. Eye tracking technology could have many possible applications, including: - Law enforcement -- lie detection Airport security -- identifying suspicious behavior, e.g. to catch terrorists before they strike Retail -- recording, monitoring and analyzing consumer behavior to 'tailor' marketing to individuals Safety - alerting and awakening a drowsy or distracted driver would save many lives Health care -- assisting people with disabilities or paralysis to communicate (laptop) and improve mobility (electric wheelchair) Human-computer interaction -- using screen icons and a blink here or a gaze there. Say goodbye to the mouse and keyboard. **INTERNET GLASSES** \-- Technology that can display images directly onto our retinas while not blocking our sight is being developed. This technology can be used in eyeglasses and have uses ranging from e-Gaming to military defense. In the next 10-20 years experts predict that Internet glasses will replace Smartphones. Imagine these viewing experiences: Seeing building schematics and locations of others (especially useful for security or fire fighters) Giving a speech while information is streamed to your eyeglasses in real time Receiving turn by turn directions as you walk toward your destination Viewing virtual recipes while cooking without losing your rhythm Walking down the street, seeing one of your friends show up \"on screen\" 2 blocks and 1 cafe away **DESCRIBE MASSIVE OPEN ON-LINE** **What is ubiquitous learning?** - **...learning at any time, at any place** **The main characteristics of ubiquitous learning are: (Chen et al., 2002; Curtis et al., 2002)** - **Permanency: Learning materials are always available unless purposely deleted.** - **Accessibility: Access from everywhere as personally required** - **Immediacy: Wherever a student is, he/she can immediately access learning materials.** - **Interactivity: Online collaboration with teachers and/or peers (chat/blogs/forums)** - **Situated instructional Activities: Learning in context (on-site).** - **Adaptability: Getting the right information at the right place for the right student.** **What is MOOC?** **PEOPLE MEDIA** - refers to persons that are involved in the use, analysis, evaluation and production of media and information **People as Media** - People who are well-oriented to media sources and messages and able **to provide information** as accurate and reliable as possible. 1. Opinion Leaders - highly exposed to and actively using media - source of viable interpretation of messages for lower- end media users - opinions are accepted by a group 2. Citizen Journalism - People without professional journalism training can use the tools of modern technology and internet to create, augment or fact-check media on their own or in collaboration with others. 3. Social Journalism - Journalists are using social media to make their content available to more people. 4. Crowdsourcing - the practice of obtaining needed services, ideas, or content by soliciting contributions from a large group of people and especially from the online community. **People in Media** - Media practitioners who **provide information** coming from their expert knowledge or first- hand experience of event. TYPES OF JOURNALIST BY MEDIUM - Print Journalists - Photojournalists - Broadcast Journalists - Multimedia Journalist **Summary of the lesson:\ People in media and people as media** **People in Media** - **media practitioners** - **experts** - **provide information to media users** **People as Media** - **media users** - **well-oriented to media sources and messages** - **intermediaries, provide information to lower- end media users** **Lower - end Media Users** - **people with limited access to media and information** **TO DESCRIBE THE DIFFERENT DIMENSIONS OF TEXT INFORMATION AND MEDIA** **TEXT** - **a simple and flexible format of presenting information or conveying ideas whether hand-written, printed or displayed on-screen.** **CHARACTERISTICS** - **a. Text is very powerful as well in disseminating information, providing direction and giving suggestions.** **b. Text is available in different sources whether it is formal (news articles, published books, newspapers, magazines, advertisements, research works, etc.) or informal (blogs, personal e-mails, SMS or text messages, online messengers, social media platforms, etc).** ** Formal text-based materials are created and distributed by established institutions (such as publishing companies, news agencies, etc.) and go through a rigorous process of editing or evaluation and are usually governed by censorship of the state.** ** Informal text-based materials, on the other hand, come from personal opinions or views on different issues, processes, etc.** **c. Text can be as short such as a single sentence or phrase, or they can be as lengthy as news articles or investigative reporting. No matter how brief or lengthy, however, a text is always carefully written with the intent of sending a very specific message to the target audience.** **d. In our exposure to text media and information, we can either be a consumer or a producer of content. As a consumer, these are the questions that you need to ask with regards to the content of text media and information:** *** Who or what institution is sending this message?*** *** What techniques are used to attract and hold attention?*** *** What is the language used by the writer?*** *** What views are represented? Are they balanced?*** *** How might the message be interpreted in different ways?*** *** What is omitted, slurred or added in the message?*** **TEXT AS VISUAL** - **a. Typeface (also called font, font type, or type) refers to the representation or style of a text in the digital format.** **b. A typeface is usually comprised of alphabets, numbers, punctuation marks, symbols and other special characters. When fonts are installed in the computer, they usually come in file formats such as True Type Font (.ttf), Open Type Font (.otf), etc.** **c. In the absence of images or drawings, text is the easiest way of communicating to your audience. The use of various font types can express different emotions or meaning** **TYPES OF TYPEFACES** - **Serif** **Serif - connotes formality and readability in large amount of texts. This font is usually used for the body text of books, newspapers, magazines and research publication. Also, serif fonts give a classic or elegant look when used for title or heading.** ***Examples: Times New Roman, Garamond, Baskerville*** **Sans Serif** **Sans serif - brings a clean or minimalist look to the text. This font is used for clear and direct meaning of text** **such as road signage, building directory or nutrition facts in food packages. Also, sans serif fonts give a modern look and is used primarily in webpage design.** ***Examples: Arial, Helvetica, Tahoma, Verdana, Calibri*** **Slab Serif** **Slab serif- carries a solid or heavy look to text. This font can be used for large advertising sign on billboards.** ***Examples: Rockwell, Playbill, Blackoak*** **Script** **Script- draws much attention to itself because of its brush-like strokes. This must be used sparingly and not to be used in large body text. This font is usually used in wedding invitation cards or other formal events.** ***Examples: Edwardian, Vladimir, Kunstler*** **Decorative** **Display or decorative- caters to a wide variety of emotions (such as celebration, fear, horror, etc.) or themes (such as cowboys, circus, holidays, summer, kiddie, etc.)** ***Examples: Chiller, Jokerman, Curlz MT*** **DESIGN PRINCIPLES AND ELEMENTS** - **the principles in designing text elements** **EMPHASIS** - **- refers to the importance or value given to a part of the text-based content. When trying to make a point or highlighting a message, you can make the text bold, italicized, have a heavier weight, darkened or lightened (depending on your background color) or enlarged.** **APPROPRIATNESS** - **- refers to how fitting or suitable the text is used for a specific audience, purpose or event. In the creation of text-based content, make sure that the selection criteria (tone, style, purpose, clarity) is followed.** **As for the choice of typefaces to be used, refer to the discussion of the characteristics of the fonts.** **When it comes to large body text, the font should be clear enough to read.** **PROXIMITY** - **- refers to how near or how far are the text elements from each other. When two things are closely related, we bring them close together. Otherwise, we put text elements far from each other. For example, the main title and subtitle are usually placed close to each other.** **ALIGNMENT** - **- refers to how the text is positioned in the page. This can be left, right, center or justified.** **ORGANIZATION** - **- refers to a conscious effort to organize the different text elements in a page. Organization ensures that while some text elements are separated from each other (based on the principle of proximity), they are still somehow connected with the rest of the elements in the page. When there are many elements needed to fit in a page, start by creating a framework or a compartment for the elements. Divide the space by creating lines across the page, making it look like a cabinet with various space sizes. Once you are done compartmentalizing, you can place the different text elements on the boxes.** **REPITITION** - **- concerns consistency of elements and the unity of the entire design. Repetition encourages the use of repeating some typefaces within the page.** **When several typefaces are used on a page, it might distract the audience and fail to communicate what you want them to get from the content.** **To strike a balance, do not also use just a single typeface for a visual design product.** **CONTRAST** **- creates visual interest to text elements. Contrast is achieved when two elements are different from each other. When you place a white text on a very light yellow background, contrast is not achieved and the text will be difficult to read, but when you put a white text on a dark brown background, contrast is created. Contrast can be achieved in various ways, by joining the following elements: large font with a small font, serif and sans serif, thin elements with thin elements, cool color and warm color.** **VISUAL INFORMATION AND MEDIA** **Visual media and information** - **materials, programs, applications and the like that teachers and students use to formulate new information to aid learning through the use, analysis, evaluation and production of visual images.** **TYPES OF VISUAL MEDIA** - **photography,** - **video,** - **screenshots,** - **infographics,** - **data visualization (charts and graphs),** - **comic strips/cartoons,** - **memes,** - **visual note-taking** **Formally and informally produced visual media** - **visual media produced by formal organizations such as schools, government, and established media/publishing outfits are considered formally produced. Other visual media are considered informally produced.** **Purpose of Visual Information** - **the primary purpose of visual information is to:** A. **gain attention,** B. **create meaning,** C. **and facilitate retention** **VISUAL DESIGN ELEMENTS** - **the building blocks or basic units in the construction of a visual image.** **a. Line** **describes a shape or outline. It can create texture and can be thick or thin. Lines may be actual, implied, vertical, horizontal, diagonal, or contour lines.** **b. Shape** **usually a geometric area that stands out from the space next to or around it, or because of differences in value, color, or texture. Shape may also be organic.** **c. Value** **the degree of light and dark in a design. It is the contrast between black and white and all the tones in between.** **- Value can be used with color as well as black and white.** **- Contrast is the extreme changes between values.** **d. Texture** **the way a surface feels or is perceived to feel. Texture can be added to attract or repel interest to a visual element.** **Visual texture is the illusion of the surfaces peaks and valleys, resulting in a feeling of smoothness or roughness in objects.** **e. Color** **determined by its hue (name of color), intensity (purity of the hue), and value (lightness or darkness of hue).** **Color and color combination can play a large role in the design. Color may be used for emphasis, or may elicit emotions from viewers.** **Color maybe warm, cool, or neutral. It plays a major role in our visual perception, as it influences our reactions about the world around us. It is therefore important to create color palettes that evoke the appropriate audience reactions.** **f. Form** **a figure having volume and thickness. An illusion of a 3-dimensional object can be implied with the use of light and shading. Form can be viewed from many angles.** **[AUDIO INFORMATION AND MEDIA]** **Types and Categories of Audio Information** **a. Radio broadcast - live or recorded audio sent through radio waves to reach a wide audience** **b. Music - vocal and/or instrumental sounds combined in such a way as to produce beauty of form, harmony, and expression of emotion. It is composed and performed for many purposes, ranging from aesthetic pleasure, religious or ceremonial purposes, or as an entertainment product.** **c. Sound recording - recording of an interview, meeting, or any sound from the environment** **d. Sound clips/effects - any sound, other than music or speech, artificially reproduced to create an effect in a dramatic presentation, as the sound of a storm or a creaking door** **e. Audio Podcast - a digital audio or video file or recording, usually part of a themed series, that can be downloaded from a website to a media player or computer.** **DIFFERENT WAYS OF STORING AUDIO MEDIA** **a. Tape - magnetic tape on which sound can be recorded.** **b. CD - a plastic-fabricated, circular medium for recording, storing, and playing back audio, video, and computer data** **c. USB drive - an external flash drive, small enough to carry on a key ring, that can be used with any computer that has a USB port** **d. Memory Card - (aka flash memory card or storage card) is a small storage medium used to store data such as text, pictures, audio, and video, for use on small, portable, or remote computing devices.** **E. Computer Hard Drive** **- secondary storage devices for storing audio files.** **f. Internet/Cloud - websites or file repositories for retrieving audio files, and more precisely the files are stored in some datacenter full of servers that is connected to the Internet.** **THE DIFFERENT AUDIO FILE FORMATS** **a. MP3 (MPEG Audio Layer 3) - a common format for consumer audio, as well as a standard of digital audio compression for the transfer and playback of music on most digital audio players.** **b. M4A/AAC (MPEG-4 Audio/Advanced Audio Coding) - an audio coding standard for lossy digital audio compression. Designed to be the successor of the MP3 format, AAC generally achieves better sound quality than MP3 at similar bit rates.** **c. WAV - is a Microsoft audio file format standard for storing an audio bitstream on PCs. It has become a standard file format for game sounds, among others.** **d. WMA (Windows Media Audio) - is an audio data compression technology developed by Microsoft and used with Windows Media Player.** **Comprehend how audio information and media are formally and informally produced, organized, and disseminated** **Hearing vs. Listening** ***"Hearing** is simply the act of perceiving sound by the ear. If you are not hearing-impaired, hearing simply happens. **Listening**, however, is something you consciously choose to do. Listening requires concentration so that your brain processes meaning from words and sentences. Listening leads to learning**."*** **SOUND CHARACTERISTICS** A. **Volume --** the amount of sound B. **Tone --** the quality of a sound produced C. **Pitch --** the highness or lowness of sound D. **Loudness -** the attribute of a sound that determines the magnitude of the auditory sensation produced **THE PURPOSES OF USING SOUND OR AUDIO MEDIA** **a. Give instruction or information** **b. Provide feedback** **c. To personalize or customize** **A. THE ELEMENTS OF SOUND DESIGN** **Elements of Sound Design -- the objects or things that we have to work with:** ** Dialogue - speech, conversation, voice-over.** **Ex. - Waterfall - As first element fades out, the second element begins at full volume** ** Sound Effects - any sound other than music or dialogue.** ** Music - vocal or instrumental sounds (or both) combined in such a way as to produce beauty of form, harmony, and expression of emotion.** ** Silence - absence of audio or sound** **B. Principles of Sound Design** **-- the techniques for combining the different elements or objects.** ** Mixing - the combination, balance and control of multiple sound elements.** ** Pace** - **Time control.** - **Editing.** - **Order of events: linear, non-linear, or multi-linear.** ** Transitions - How you get from one segment or element to another.** ***Types of transitions*:** **- Segue - one element stops, the next begins (\"cut\" in film).** **- Cross-fade - one element fades out, the next fades in, and they overlap on the way.** - **V-Fade - First element fades to inaudible before the second element begins** - **Fade to Black - V-Fade with some silence between elements.** - ** Stereo Imaging** - **- Using left and right channel for depth** **MOTION MEDIA AND INFORMATION** ** There is no universally adopted definition for motion media.** **Motion is described as the act or process of moving or being moved (Oxford University, n.d.). It is constantly moving from one place to the next or changing position (HarperCollins, n.d.).** **Therefore, motion media can be defined as a media communication that provides the presence of spatial movement of texts and images. Practically, these are visual media. Aside from that, motion media are considered collections of images and footage. These media are combined with other media, such as text and audio, to produce multimedia.** **Motion Information, otherwise, is the file or clip created using motion media. Occasionally, it is utilized to support the visual tracking of a certain thing or object.** **In motion Media;** ** Each picture is a *frame* whose motion is created by rendering or showing consecutively several frames per second.** ** 24 frames (pictures) or more per second makes for a smooth animation; videos, film, and slides also make use of frames.** **The series of graphics or images follow a sequence to create a story or message. This sequence is often called a storyboard that shows a set of components (audio, visual, videos, etc.) changing in time to create a story or a message** **Motion media can be produced formally and informally.** - **Informally produced motion media are created by individuals often for personal use.** - **Formally produced motion media are created by professionals who follow industry standards in creating, editing, and producing motion media.** **The formal production of animations involves the following steps:** - ** writing the story - writers and directors create the storyboard** - ** script is written and dialogue is recorded** - ** animators** sketch major scenes; in between fill in the gaps - ** background music and background details are added** - ** drawings are rendered** ** Videos are produced in the same manner except that instead of drawing the scenes they are acted out and shot. Once the scenes have been shot, all clips are edited and put together in a final product** **Elements and Principles of Motion Design Motion** -is a vital part of any commercial, film, or television show. It is significant because the movement of the combination of texts and images or pictures delivers an effective message to the viewers. A well-crafted motion makes the audience appreciate any motion-based media presentation. This is the main reason why it is significant to know the elements and principles of motion design. Motion Design is a discipline that applies the principles of graphic design to filmmaking and video production through the utilization of animation and visual effects. **The following are the elements of motion design or the things that a person must work with to create a motion:** - **Speed -- highlights the tone of the movement;** **Fast Movement -- provides alertness and escalating emotions** **Slow Movement - indicates weariness, seriousness, or sorrow** - **Direction -- specifies a movement from one route to another; refers to the growth or shrinkage of an object or thing** - **Motion Path - refers to the spatial movement that a thing or an animated object will take; displays the change in direction of a certain movement** - **Timing -- is used to explain or strengthen the message or the event; it has two kinds: o Objective Timing - can be measured in seconds, minutes, hours, days, etc. 10 o Subjective Timing - is psychologically experienced or felt** **[MANIPULATIVES/INTERACTIVE MEDIA]** a. **Interactive Media** - **Websites and video games are two common types of interactive media.** b. **Interactivity** - **The most constant form of interactivity is typically found in games, which need a continuous form of interactivity with the gamer.** - **Database applications and other financial, engineering and trading applications are also typically very interactive.** a. **MOBILE APPS** a. **ONLINE SHOPPING** **TYPES OF INTERACTIVITY AND THEIR PURPOSES:** **a. Click on images** **b. Hotspot - a special region to act as a trigger to another web page. The hotspot could be a circle, triangle, rectangle or polygon.** **c. Rollover - an image or portion of an image that changes in appearance when the mouse cursor moves over it.** **d. Tabs - clicking on them displays a relevant content with an appropriate graphic.** **e. Timeline - a menu slide that branches to different events.** **f. Numbers/processes - the number of clicks and the time spent in an interactive function provide data points.** **g. Slideshow - non-linear interactive slideshow where the pathway through the show is determined by the user\'s interaction with it.** **h. Frequently asked questions (FAQs)** **i. Flip cards - a card that when clicked flips to display a description and other information.** **EMERGING INTERACTIVE MEDIA** a. **Interactive television** **- also known as ITV or iTV. A form of media convergence, adding data services to traditional television technology. Throughout its history, these have included on-demand delivery of content, as well as new uses such as online shopping, banking, and so forth. ITV enables the viewer to issue commands and give feedback information through an electronic device called a setup box. The viewer can select which program or movie to watch, at what time, and can place orders in response to commercials. New setup boxes also allow access to email and e-commerce applications via internet** **b. Allow viewers to participate in games shows** **- viewers compete with on-screen contestants** **c. Select alternate endings to their favorite program** **d. Encourage children to interact with educational programs**

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