Empowerment & Technology (Multimedia & Interactivity) PDF

Summary

This document provides an overview of multimedia, classifying it into linear and nonlinear types. It further explores web 2.0 and web 3.0 technologies, including their features and examples. The text is suitable for an educational setting, likely a university-level course.

Full Transcript

**EMPOWERMENT & TECHNOLOGY** ***[L1: MULTIMEDIA AND INTERACTIVITY (WEB 2.0 AND 3.0)]*** Multimedia is classified by ways how users interact with a multimedia application or program. These are **Linear** and **Nonlinear** multimedia. [LINEAR MULTIMEDIA] - A kind of multimedia made to deliver in...

**EMPOWERMENT & TECHNOLOGY** ***[L1: MULTIMEDIA AND INTERACTIVITY (WEB 2.0 AND 3.0)]*** Multimedia is classified by ways how users interact with a multimedia application or program. These are **Linear** and **Nonlinear** multimedia. [LINEAR MULTIMEDIA] - A kind of multimedia made to deliver information **sequentially**. - The user can **view** the multimedia, but the user cannot control or interact with it. [EXAMPLES] This type of multimedia is also called **passive multimedia**. Some of its examples include: - - Movie Presentation - Books - Magazines - Encyclopedia [NONLINEAR MULTIMEDIA] - A kind of multimedia to present information **non sequentially** where it requires user participation. - The user can able to **access** and **control** the multimedia at, but the user cannot control or interact with it. [EXAMPLES] The presence of its user engagement and interactivity features named it as Interactive **Multimedia**. Some of its examples include: - - Interactive websites - Computer and Mobile applications - Digital presentations - Games - Simulations [WORLD WIDE WEB] - - Also known as the **Web**, technology that made information accessible to everyone. - A collection of webpages found on the numerous connections of computers around the world through the internet. - In 1989, **Tim Berners-Lee** developed the first generation of the web. - He developed the first hyperlink, web browser, and server. [WEB 2.0] - The second generation of the world wide web. **Darcy Dinucci** invented the term in 1999. - Contains all the interactive features that allowed web pages to work more than a web page that only had information. [FEATURES OF WEB 2.0] 1. **User Participation-** lets a user to generate their content, and interact with other users instead of merely reading the webpage, making Web 2.0 called the **Social Web.** The following are some examples of user participation tools. **Blog** - - Allows users to post and share their experiences. This is a popular tool for creating a diary or journal online. - Blogger, Wordpress, Medium, Weebly, and Typepad are some examples of blogging platforms. **Social bookmarking site** - Lets users organize, save, and share collections of links or different websites on the web. - **Pinterest**, **Digg**, **Reddit**, **Pocket** and **Twitter** are some examples of social bookmarking sites. **Social networking site** - Commonly known as Social Media. - Lets users create their profiles, share links, photos, and videos, and interact with other users. - Instagram, Facebook, Twitter Tumblr, Snapchat and Youtube are some examples of social networking sites. 2. 3. **Rich user experience-**Enables users to view interesting and informative websites through rich contents which enhances the user experience and promotes interactivity. 4. **Folksonomy-**Allows users to classify links, images, videos, and other digital content using **hashtags (\#)** on social platforms to be easily seen by other users. 5. **Software as a service (SaaS)-**Lets users utilize the application without having to install the software, it can be used for free or subscription. [WEB 3.0] - It is the third and current generation of the web, in which it is the enhanced version of Web 2.0. **John Markoff** invented the term in 2006. - It lets a computer understand kinds of information to help find and recommend useful information to users. [FEATURES OF WEB 3.0] 1. **Semantic Web-** Lets a computer interpret the different kinds of information that users can understand. 2. **Artificial Intelligence (AI)-** It has the smart capability to provide relevant and useful information to assist in everyday tasks of users. Web 3.0 is called **intelligent web** The following are examples of AI Tools. **Digital assistants** - - Commonly known as voice recognition apps. - Designed to help users to perform everyday activities, including recommendations, predictive searches and other basic tasks. - Google Assistant, Alexa, Siri, and Cortana are some of its examples. **Chatbot** - - - - 3. **Connectivity-** Improves the user experience when connecting and communicating with different people through various devices. 4. **3D Graphics-** Provides users with a more immersive and interactive experience5 found on online games, e-commerce, and multimedia websites. 5. **Ubiquity-** Web 3.0 platforms are accessible using any kind of device. ***[L2: MULTIMEDIA AND WEB 2.0]*** **Media** are various outlets or tools that deliver useful information and content. The advancement of technology has transformed how media is accessed and provides faster ways to get information. **Multimedia** refers to content composed of various elements such as animation, graphics, illustrations, images, music, text, and video that delivers information through an electronic device. It is derived from the word "**multi**" which means multiple or many and "**media**" that represents a medium to deliver and present information in the form of books, newspapers, radio, television, computer and the internet. [USES OF MULTIMEDIA] **Advertising**- With billions of internet users, businesses can reach customers to promote their products and services by uploading photos and videos on various social media platforms or websites. **Business-** Businesses use multimedia in creating presentations for proposals and product presentations. Videos provide an effective way to train employees. **Engineering**- The use 3D modelling tools in virtual reality in designing enables engineers to interact with their projects in 3D and helps them identify flaws before execution. **Education-** The use of computer aided instruction, interactive games, presentations, and videos helps teachers deliver lessons in an interactive and engaging way. **Entertainment**- The amazing and engaging experiences you get when playing games and watching your favorite movies are made possible because of the application of multimedia in entertainment. **Healthcare**- Developments in medical imagery assists doctors in their consultations and diagnosis. Multimedia enriched medical devices and sensors allows the real-time and remote monitoring of a patient's condition. **Public Places**- Interactive art galleries and museums, 5D cinema, and information kiosks are examples of interactive multimedia experiences that you may encounter in public places. [ADVANTAGES] - It is interactive. - It contains rich contents to deliver useful information. - Numerous apps and web platforms allow you to easily create one. - It provides immersive experiences. [DISADVANTAGES] - Can cause information overload if not utilized properly. - It is time consuming to create. - Some apps and web platforms are not intuitive enough. - It can be expensive. [WEB 2.0] **Web 2.0** is the term used to define the second generation of the world wide web. **Web 2.0** enabled people to interact with users and interact with websites containing rich content that were not present in Web 1.0. **Web 2.0** introduced tools which enabled users to create and share multimedia content with other users in a platforms or websites. [TYPES OF WEB 2.0 TOOLS] 1. 2. TEXT BASED TOOLS **Uses** - Allows users to join to discussion groups. Collaborate on documents and notes. Create posts and comments or send messages. **Platforms** -- Evernote, Google Docs, Quora, RedditT, witter 3. IMAGE BASED TOOLS **Uses**- Create, edit and share images. Use of collaborative whiteboards to brainstorm ideas. Create mind maps or word clouds to or ideas. **Platforms**- Flickr, Instagram, Miro, Stormboard, Mindmeister 4. AUDIO BASED TOOLS **Uses**- Create and edit audio. Allows audio and music to be published and shared through a streaming platform. **Platforms-** Audacity Online, Spotify, Soundcloud, Twistedwave 5. Video Based Tools **Uses**- Create and edit video content. Allows video content to be broadcasted or shared through a streaming platform. **Platforms**- Animoto, Powtoon, Dailymotion, Youtube, WeVideo 6. MULTIMODAL PRODUCTION TOOLS **Uses-** Create and share interactive presentations. Create digital bulletin boards to illustrate ideas and to-do-list to monitor tasks. **Platforms-** Blendspace, Google Slides, Prezi, Padlet, Trello 7. WEBSITE CREATION TOOLS **Uses-** Make any kind of blog or website. Provides easy to use interface and tools to start creating a website. **Platforms-** Blogger, Webflow, Wix, Weebly, Wordpress 8. SOCIAL NETWORKING SERVICE **Uses-** View and share images, links, videos, and other useful content with other users. Interact with other users by reacting and commenting to posts. **Platforms-** Facebook, LinkedIn, Pinterest, Twitter, Snapchat ***[L3: MULTIMEDIA AND ICTs]*** **Multimedia**- combination of text, animated graphics, video and sound. Primary characteristics of a multimedia system is the use of more than one kind of medium to deliver content and functionality. Multimedia= multi (various)+ media (means of communication) [5 main elements of multimedia ] 1. 2. **Text** - contents express specific information 3. **Images**- make the content more visually appealing. Common image file formats used are JPEG, PNG, GIF, and TIFF. Image can also be interactive like buttons, navigation menus, and backgrounds. 4. **Video**- adds more attraction to users. Common digital video formats are Flash, MPEG, AVI, WMV, and QuickTime. Video can be embedded within the content or linked stored outside the content. 5. **Audio**- aids interactions with the users, it can also be added as background. Common audio formats are MP3, WMA, Wave, MIDI, and RealAudio. Audio can be embedded or streamed. 6. **Animation**- can include interactive effects which allow users interact with the use of mouse or keyboard. Common animation formats are FL SWF, and ActionScript codes for animated an interactive effect. 1. 2. **Linear Multimedia** - Presents information and active content without any navigation control for viewer. Examples: Reading a book, navigating a traditional map, a movie, PowerPoint Presentation 3. **Non-Linear Multimedia** (Hypermedia Content) - It presents information requiring user's interactivity to control progress. The users control delivery of elements. Examples: Website, Video Streaming Sites/Apps such as Netflix, Online Games 3\. **Online Multimedia** - Used in applications available with internet. [USES OF MULTIMEDIA] 1. 2. **EDUTAINMENT** - (Education + Entertainment) The goal of using the multimedia - approach is to entertain the user while being unaware that he or she is learning in the process. 3. **BUSINESS COMMUNICATION** - Product promotion, customer information, communication to employee. - Multimedia multiplies the degree of effectiveness in promoting a product. 4. **ENTERTAINMENT**- entertainment industries produce computer games and develop animations or special effects for cartoons and movies. 5. **PUBLIC ACCESS FOR INFORMATION**- the ability of multimedia applications that allowed public access to information either online or offline. 6. **VIRTUAL REALITY**- the advanced use of multimedia is what we call virtual reality. ***[L4: DIGITAL CITIZENSHIP IN THE PHILIPPINES]*** **Digital Citizen** refers to an individual utilizing information and communication technology through acquired knowledge and skills. **Mike Ribble**, the author of *Digital Citizenship in Schools* *(Second Edition)*, points out the aspects of digital citizenship that an individual should embrace to navigate through the digital society. [9 Elements of Digital Citizenship] **Access**- Pertains to the availability of electronic tools and make equal use of online resources. **Commerce**- Refers to digital selling and buying products and services and develop effective trading skills. **Communication**- Exhibits the appropriate way of self-expression and providing feedback and authentic information. **Literacy**- Demonstrates learning the use of technology and application of skills. **Etiquette**- Manifest proper online behavior and positively handle challenging contents and comments. **Law-** Abiding legal rules and restrictions in the online community. **Rights and Responsibilities**- Obtain the liberty and accountability with one's actions across online platforms. **Health and Wellness-** Maintaining well-being physically and psychologically to avoid harm and danger. **Security**- Precautions on system malwares and viruses and cyber crimes such as frauds and scams. Focuses on the **proactive and experiential knowledge** that an individual should remember as a digital citizen. [9 Ps of digital citizenship] 1. 2. Passwords 3. Private information 4. personal information 5. photographs 6. property 7. permission 8. protection 9. professionalism 10. personal brand ***[L5: THE POWER OF SOCIAL MEDIA]*** **Social Media** refers to interactive websites which allows the creation of contents and building of virtual network. THE POWER OF SOCIAL MEDIA IN THE SOCIETY **Social Media** provides an avenue for diverse purposes enabling interrelation around the globe. It has also served meaningful roles in the society. 1. 2. **HISTORY-** Records and keeps the memories of individuals and the society. 3. **CONNECTIVITY-** Binds the gaps and differences of nations and develops ways to establish union. 4. **ENTERTAINMENT-** Provides leisure and amusement that arouses the interests and excitement of people. 5. **PRODUCTIVITY-** Offers tools that simplifies and supports a wide range of tasks in different fields. 6. **INFLUENCE-** Emanates control and affects people lives through its contents and functions. 7. **EDUCATION-** Facilitates learning through a selection of resources for different areas. 8. **INSPIRATION-** Gives motivations and insights through its stories and people. 9. **EXPRESSION-** Allows demonstration of thoughts and emotions through its platforms. [Value of ICT and Social Media in Philippine History] ICT had played a role in different historical events and the daily lives of the filipinos. **EDSA Revolution (People Power Revolution)** Civil resistance against the dictatorship of former President Marcos and restoration of democracy. (Radio Veritas) **EDSA II (2001 EDSA Revolution)**- A political protest against the administration of former President Estrada because of corruption allegations. (Text brigade) **Million People March** - A protest for the total abolition of Pork Barrel fund over the PDAF scam pointing to Janet Lim-Napoles. (Social media) **Typhoon Yolanda** - A super typhoon that caused extensive damage and high death toll. (Yolanda People Finder) **COVID-19 Crisis** -A global pandemic with the spread of infectious disease. (Social media) ***[L6: DEFINING ADVOCACY]*** **Advocacy** refers to a public activity by an individual or group that promotes and seeks to address a societal matter. **Advocacy** happens when there is an initiative to pursue the awareness of fellowmen. **Developmental Communication** is an approach that includes the exchange of information processes which promotes social developmental. **Developmental Communication** encourages members of the community to recognize, inform, and suggest matters involving social issues. An **advocacy** becomes effective in addressing social matters when **developmental communication** approach is strictly observed. [RECOGNIZED UNIVERSAL ADVOCACY] **Poverty** Poverty is one of the major problems in the society making it the root of other global issues. **Environmental Issues** Climate change, pollution, and waste production are some of the environmental concerns experienced globally making it one of the pressing issues the humankind has today. **Social Stratification** Class and caste systems affected by socioeconomic factors have caused life difficulty to those who are on the lowest rank. **Gender Inequality** A campaign that acknowledges all gender preferences to live equally and receive equivalent opportunities and resources. **Mental Health Awareness** Promotes realizations on the well-being of individuals and overcome the stigma on mental illnesses. **Corruption** A campaign that calls the transparency on the decisions and actions of the government. **Violence** Addresses brutality against women, [children, animals, and even cyberharassment.] [HOW ADVOCACY WORKS] **Organize**- ICT helps systemize and compile information and data related to an advocacy. **Educate**- ICT delivers academic contents provided by the advocates about their chosen societal matter. **Inform**- ICT paves the way for awareness across different generations, nationalities, and places. **Encourage**- ICT stimulates and motivates people because of the ease that technology can offer in call-to-actions activities. **Train**- ICT supplies instructional documents with the various sources available for the advocacy. **Lobby**- ICT makes it possible for ordinary citizens' messages to reach the authorities of the government to persuade for a certain thought. **Action**- ICT pushes people to make a move for the common good through its networks and users. [ICT ADVOCACY COMMUNICATION TOOLS] **Social Media Networks** allows advocates to post their thoughts and build networks online **Blog Sites** allows advocates to publish detailed contents about their agendas and purpose **Video Hosting Platforms** used to broadcast campaigns digitally **Web Conferencing Sites** allows advocacy groups to tackle their plans remotely **Printed Media** enables advocacy groups to carry out message to people on-hand **Modern Media** various forms of ICT providing awareness to the citizens ***[L7: ICT PROJECT FOR SOCIAL CHANGE]*** **[Social Change]** refers to an alteration in the social order of a society. Social change may include social institutions, social behaviors, or social relations. It can be done in any form of multi-media. **[Campaigns]** are a work in an organized and active way toward a particular goal; typically a political or social one. A campaign will help you promote and organize your project properly. A [**concept** **paper**] is a document used to convince a panel of potential funders to help a product, program or services become a reality. It has five elements: Introduction, purpose, description, support, and contact. [THREE MAIN TRIGGERS]: **CONFLICT**- It is clear from a glance at our global history that conflict provokes social change. Inequalities based on class, race, gender, religion, and more foster dissatisfaction and anger. To address their situation, groups come together to fight for change. Governments can be overthrown or restructured. Sometimes change happens quickly, but oftentimes it develops over time in stages. **DEMOGRAPHIC CHANGE**- When the demographic makeup of a society changes, social change is inevitable. Society's demographics often change when births increase and/or people start living longer. A bigger population affects the dispersal and availability of resources. An increase in immigration or emigration also affects society. **CULTURAL CHANGE**- New inventions, discoveries, and the spread of ideas contribute to cultural changes. Consider the effect of the internet. It does not only change the culture of individual countries but the entire world. It transformed howwe communicate, as well as the structure of countless industries. [EXAMPLES] 1\. The Reformation 2\. The abolition of the transatlantic slave trade 3\. The Civil Rights movement 4\. The feminist movement 5\. The LGBTQ+ rights movement 6\. The green movement **[Why is Social Change important?]** Social change occurs when societal institutions, structures, and cultures undergo a significant shift. Famous examples include the Reformation in 16th- century Europe and the American civil rights movement. More often than not, social change is slow. This is especially true of a global society. Why does social change matter? Here are 10 reasons: 1\. Social change gets the world closer to gender equality 2\. Social change improves worker rights 3\. Social change protects the LGBTQ+ community 4\. Social change improves racial equality 5\. Social change is good for business 6\. Social change helps the environment 7\. Social change keeps governments accountable 8\. Social change addresses problems at the root 9\. Social change empowers citizens 10\. Social change makes life better for future generations [5 ELEMENTS OF A CONCEPT PAPER] 1\. **Introduction** -- includes your group's mission and vision and a brief introduction of your project. 2\. **Purpose** -- includes the reasons why this project is worth your group and your sponsor's time, effort, and money. 3\. **Description** -- includes all the necessary information about the project. In ICT, it involves the sites you are going to produce and the purpose of each and how they work in unison. 4\. **Support** -- contains the budget needed for the project. Some concept papers do not specify any amount requested from the sponsor. 5\. **Contact Information** -- includes information on how the group can be contacted. **S- SPECIFIC**: Make you goals specific and narrow for more effective planning. **M- MEASURABLE**: Define what evidence will prove you're making progress and reevaluate when necessary. **A-ATTAINABLE**: Make sure you can reasonably accomplish your goal within a certain timeframe. **R- REALISTIC**: Your goals should align with tour values and long-term objectives. **T-TIME BOUNDED**: Set a realistic, ambitious end-date for task prioritization and motivation. 12 DIFFERENT BEHAVIOURS IN SOCIAL MEDIA **[1. The Ultras]** -- check feeds dozens of times a day. Happily, admit their obsession. (14% of Facebook users spend at least 2 hours a day on the network) **[2. The Deniers]** -- social media do not control their lives, but gets anxious when unable to access networks. (20% of Facebook users would feel anxious or isolated if they had to deactivate their accounts. **[3. The Virgins]** -- taking first tentative steps in social media (19% of British people don't use any social networks) [**4. The Peacocks**] -- popularity contest, high numbers of followers, fans, likes and retweets. (1 out of 10 Twitter users want more followers than friends.) [**5. The Lurkers**] -- hiding in the shadows of cyberspace. Watches what others are saying, but rarely (if ever) participate themselves. (45% of Facebook users described themselves as "observers") **[6. The Ranters]** -- mock and mid in face-to-face conversations. Highly opinionated online. **[7. The Changelings]** -- adopt completely new personality online so no one knows their real identities. [**8. The Ghosts**] -- create anonymous profiles, for fear of giving out personal information to strangers. **[9. The Informers]** -- seek admiration by being the first to share the latest trends with audiences. [**10.The Approval Seekers**] -- constantly check feeds and timelines after posting. Worry until people respond. **[11.The Quizzers]** -- asking questions allow them to start conversations. [**12. The Dippers**] -- access their pages infrequently, often going days, of even weeks without posting. ***[L8: DESIGNING ICT PROJECT]*** **Web Design** refers to the appearance or visual elements that are visible on a website. **Web Development** refers to building the website and its functionality with the use of programming languages such as CSS or Javascript. RICH MULTIMEDIA ELEMENTS **Text** is essential in delivering information through the use of characters and symbols. **Graphics** refers to illustrations, clipart, icons, infographics, organizers, still or dynamic images. **Video** pertains to motion visuals in animations, live, or recorded image frames usually accompanied by audio. **Audio** involves the use of sound effects, podcasts, narrations, or dialogues. **Interactives** consists of dynamic components such as maps, slides, polls, active links, and other embedded features. **Principles of Web Design** **Purpose** justifies the intended plan of the website. **Communication** properly conveys the message of the website. **Typefaces** refers to the design of the text appearance. **Colors** convey the brand and emotion of the website. **Images** support the intended purpose of the website using any graphics. **Navigation** lets user to quickly access the web pages. **Grid-based layouts** keep the contents of the website organized. **F-pattern design** defines the visual flow to retain information. **Load Time** ensures that the contents of the website will load efficiently. **Mobile Friendly** allows the website to be accessible on all devices. RICH MULTIMEDIA TOOLS **Pixlr** is a photo editor where you can enhance your image with filters, effects, and other modifications. **Giphy** is an online tool where you can create, download, and upload your GIFs. **Piktochart** is an infographic tool which allows the user to create presentations and graphics. **Timeline JS** is a timeline creation tool in which your data are uploaded as Excel format. **Riddle** is an online tool for creating polls, surveys, and quizzes. **Pexels Video** is an online platform that lets users find and upload free stock videos to their website. ***[L9: INTRODUCTION TO ONLINE PLATFORMS]*** **Online Platforms** refer to base systems that facilitate the functions of applications or technologies on the Internet. These platforms are created by developers and can be customized by users by adding the functions or features of their choice. These are what we know as **websites**. **Education**- The **integration of online sources and materials** in education paved the way for dynamic and progressive learning. A wide range of online platforms offer extensive assistance on education and career advancement, which we refer to as **e-learning**. POSITIVE IMPACTS **Connectivity** Educators are able to deliver their lessons to reach learners across distant places. **Flexibility** Learners are able to manage their tasks and resources on their own terms and environment. **Cooperation** Sharing, collaboration, and mutual benefit are possible for learners and educators. **Personalisation** Learners can learn lessons at their own pace and determine the most effective method to understand concepts and practice skills. ONLINE PLATFORMS FOR ACADEMIC PURPOSES **Social Media Platforms:** [Facebook](https://www.facebook.com/facebook) [Twitter](https://about.twitter.com/) [Instagram](https://about.instagram.com/) [Google+](https://en.wikipedia.org/wiki/Google%2B) [LinkedIn](https://about.linkedin.com/?trk=homepage-basic_directory_aboutUrl) **BloggingPlatforms:** [Blogger](https://www.blogger.com/) [Vox](https://www.vox.com/pages/about-us) [Xanga](http://xanga.com/) [Wordpress](https://wordpress.com/) **Video Hosting Platforms:** [YouTube](http://youtube.com) [Vimeo](https://vimeo.com/) [Vevo](https://hq.vevo.com/) [Dailymotion](https://www.dailymotion.com/ph/about) [Tiktok](https://www.tiktok.com/about?lang=en) **Social Forums Platforms:** [Quora](https://www.quora.com/about) [Digg](https://digg.com/about) [Mashable](https://mashable.com/) [Reddit](https://www.redditinc.com/) **CONTENT MANAGEMENT SYSTEM** is an application or software that enables the user to modify and manage components of a website through templates, without the need for technical coding. TYPES OF CMS **Component Content Management System** refers to CMS software wherein commands are dependent on a set of functions from a central repository working on website pages or tabs. **Document Management System** refers to CMS software with which scanned physical or digital paperwork is managed on a cloud system that enables electronic workflow. **Enterprise Content Management System** refers to CMS software with which an organization, institution, or business documents and information can be accessed. **Web Content Management System** refers to CMS software in which a user can customize the interface and features of a personal website. **Digital Asset Management System** refers to CMS software that manages multimedia content in a library accessible to users. CLOUD COMPUTING AND FILE MANAGEMENT PLATFORMS **Cloud Computing** refers to computer services and systems that are used as servers, databases, and networks over the Internet. Common Services Using Cloud Computing - - **Create cloud applications** - **Store, backup, and recover data** - **Stream audio and video** - **Deliver software on demand** - **Test and build applications** - **Analyze data** - **Embed artificial intelligence** BENEFITS **Cost** Expenditures are lessened because external support from various systems or developers is rarely needed. **Speed** Tasks or activities done with cloud computing can provide instant output and take less time. **Global Scale** Resources or content can be shared across different locations anytime. **Productivity** Activities learned by AI can be accomplished by the service, which aids individuals in producing more efficient output. **Performance** Enhanced capabilities mirror the users' needs for effective computing functions. **Reliability** Data is stored by programs, allowing recovery in case of errors. **Security** Information in the database is supported safely against data theft and other threats. TYPES OF CLOUD COMPUTING **Public Cloud** The infrastructure that users can access using a web browser is owned by a third-party provider. **Private Cloud** A private network for an organization accessible only by members. **Hybrid Cloud** Accessible by both private and public users, which allows flexibility. **Multi-Cloud** External vendors allow usage of visual servers and use multiple public clouds. TYPES OF CLOUD COMPUTING SERVICES **Infrastructure as a Service** A cloud provider will allow a company to rent a server or storage to employ their company's set of systems, strategies, or expertise. **Platform as a Service** A cloud provider will provide the resources to a client or company rather than the server or storage itself. **Software as a Service** An application is not installed on the user's device but can be accessed over the Internet. **Function as a Service** Known as serverless computing. Components of computing services will only be used when needed. A **file management platform** is a software that organizes data in a computer. It enables the user to enter, rename, and view details of the files. COMMON FEATURES - Create, modify, copy, move, and delete files - View the details such as size and type - Categorize data - Access file organization tools TYPES **Cloud-based** This online-based file management platform allows the user to access files over the Internet. **Desktop-based** This file management platform is installed in internal servers and can be accessed offline. **Portable-based** This file management platform is stored in compact or movable devices such as flashdisks or hard drives. BENEFITS - - **Reduced Storage Space** offers maximization and cleaning up of storage - **Enhanced Security** allows user to encrypt and trace data access - **Easier Retrieval** allows instant accessibility to data through categorization or search - **Better Collaboration** enables monitoring among members with access to the platform - **Better Backup and Disaster Recovery** improvements in file management platforms show capability to retrieve lost or corrupted files - **The "Intangibles"** can represent significant values in the users' work principles ***[L10: ONLINE GAMES, TESTS, PODCASTING, AND VODCASTING]*** **Online Games** Refers to numerous applications which allow a user to play over the internet. Different genre of games are accessible through computers or smartphones. **Online Tests** Platforms that enables users to create and take quizzes over the internet. **ClassMarker**, **Raptivity**, **FlexiQuiz,** and **ProProfs** are some examples of its platforms. **Podcasts** Platforms that streams audio content similar to a radio show that tells a particular story, issue, or trend. **Buzzsprout**, **Podbean**, **Spotify**, and **Soundcloud** are some of its examples. **Vodcasts** Platforms that delivers or streams video content online. Various contents are from video blogs (vlogs), webinars, interview, event, or presentations. **Dailymotion,** **Veoh**, **Youtube**, and **WeVideo** are some of its examples. **User Experience** It can provide positive and negative feedback when using products or systems such as hardware, software, apps, and websites to determine the user\'s overall satisfaction. We can measure user experience by considering some factors of **usability** listed on the next slide. **Usability Factors** - - Intuitive Design - Ease of Learning - Efficiency - Subjective Satisfaction ***[L11: ICT PROJECT AND STATISTICS PUBLICATIONS]*** MONITORING SITE STATISTICS ON DIFFERENT PLATFORMS 1. **WordPress**- log in to your WordPress account 2. **Facebook**- In your Facebook page, a summary of the statistics can be viewed by tab scrolling down the tab to the Insights page summary. 10 reasons to use Facebook insights 1\. Know who is your target audience 2\. Know in detail all your audience\'s demographics. 3\. Have a general vision of how long your Facebook page works. 4\. Analyze in detail each publication and understand how it has worked 5\. Detect which type of publications your audience like best and which ones work better. 6\. Know if you are reaching your objectives within your Facebook strategy. 7\. Compare paid publications with organic ones. 8\. Check at what time and during what days your followers are connected. 9\. See what publications don\'t work to not repeat them. 10\. Know if your Facebook strategy is working or not. FACEBOOK INSIGHTS STATISTICS 1. 2. Overall vision of statistics 3. Likes 4. Reach 5. Visits to the page 6. Actions for the page 7. Publications 8. Videos 9. People 3. **Weebly website statistics** **Site traffic** refers to the volume of visits your website receives. It is usually measured in \'visits\' or \'sessions and is a good indicator of your website\'s popularity. credibility, and the attractiveness of its content. **Page Views** is the number of times someone visits any page on your site. Your total page view count goes up when a user: - Lands on a page on your website - Clicks \"reload\" after reaching the page. - Returns to a page on your website they\'ve already viewed **Unique pageviews** combines the pageviews that are from the same person (a \"user\" in Google Analytics), on the same page, in the same session, and just counts them as one. Unique pageviews are tracked for each page URL and page title combination. **ETech Terms** **Demographics**- the statistics which includes (but not limits to) your audience\'s age, location, gender, language and country. **Insights**- contains the statistics of the traffic of your Facebook page. **Likes**- contains the statistics about the trend of page likes. **Organic**- reach obtained through sharing without paying for advertisement. **Overview**- contains the summary of statistics about your page. **Paid**- reach obtained through advertisements

Use Quizgecko on...
Browser
Browser