Current And Future Trends Of Media And Information PDF

Summary

This presentation discusses current and future trends in media and information technology. It covers various technologies and their applications, including haptics, contextual awareness, and voice recognition. An overview of wearable technology, virtual reality and massive open online courses (MOOC) is also provided.

Full Transcript

CURRENT AND FUTUTE TRENDS OF MEDIA AND INFORMATION PRESENTED BY: MR. NICO RAMOS The 10 New Paradigms of Communication in the Digital Age The 10 New Paradigms of Communication in the Digital Age PARADIGM 1: FROM AUDIENCE TO USER PARADIGM 2: FROM MEDIA TO CONTENT PARADI...

CURRENT AND FUTUTE TRENDS OF MEDIA AND INFORMATION PRESENTED BY: MR. NICO RAMOS The 10 New Paradigms of Communication in the Digital Age The 10 New Paradigms of Communication in the Digital Age PARADIGM 1: FROM AUDIENCE TO USER PARADIGM 2: FROM MEDIA TO CONTENT PARADIGM 3: FROM MONOMEDIA TO MULTIMEDIA PARADIGM 4: FROM PERIODICITY TO REAL-TIME PARADIGM 5: FROM SCARCITY TO ABUNDANCE The 10 New Paradigms of Communication in the Digital Age PARADIGM 6: FROM EDITOR-MEDIATED TO NON- MEDIATED PARADIGM 7: FROM DISTRIBUTION TO ACCESS PARADIGM 8: FROM ONE WAY TO INTERACTIVITY PARADIGM 9: FROM LINEAR TO HYPERTEXT PARADIGM 10: FROM DATA TO KNOWLEDGE TRENDS IN DIGITAL TECHNOLOGY 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. 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. 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. INTELLIGENT ROUTING TO DEVICES 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. 3D ENVIRONMENT A 3D environment can be thought of as a digital setting that is controlled by a computer and used as the background in video games and animated movies. It is made to look like it has depth. It's possible for both: ❑ Outdoor Location ❑ Indoor Location WEARABLE TECHNOLOGY A new trend in where people are given the convenience of literally wearing their gadgets for multiple purposes. SMARTWATCH HEARABLES ❑ FITNESS TRACKER ❑ VIRTUAL REALITY ❑ SMART GLASSES ❑ ❑ SMARTWATCH A smartwatch is a digital watch that can do more than just tell time. Some examples include keeping track of your heart rate and activity and giving you reminders throughout the day. A smartwatch has a touchscreen display like a smartphone, which lets you tap or swipe on the screen to do things. (Christensson, 2022) FITNESS TRACKER A device you wear on your wrist that can track your steps, running distance, heart rate, sleep patterns, and laps in the pool. Fitness bands connect to a mobile app through Bluetooth, which sets up the band and downloads the wearer's activity data. Most smartwatches can track some physical activities through a health app, but dedicated trackers tend to keep track of more functions. (Cupps, n.d.) SMART GLASSES They try to bring the wireless connectivity and imaging we have on our computers and phones to the frames and lenses of our glasses. (MacDonald,2019) HEARABLES Hearables are also sometimes referred to as smart headphones or earbuds, which makes sense given that the word is a combination of "wearable" and "headphones”. People frequently divide the term "hearables" into two groups: those that help your hearing and those that do other things, such as regular earbuds used to listen to music.(HUMPHRIES,2022) VIRTUAL REALITY It is a way to create simulated environments by using computers. A person using virtual reality is put into a three-dimensional world. THE MASSIVE OPEN ONLINE COURSE AND ITS IMPLICATIONS Ubiquitous Learning ❑ Learning at any time and at any place ❑ Occurs through active engagement ❑ Employs all the senses-sight, hearing, touch feel and taste. The MOOC is a new model that gives teachers and students an interesting set of challenges and opportunities. As it grows, expectations and methods of presenting it will likely become clearer and more consistent. The most important thing the MOOC could do is change the relationship between student and teacher and between academia and the rest of the community. It could do this by giving people with different ideas a place to meet and talk about their ideas. (EDUCAUSE, 2011) ASSIVE It should be open to a very large number of students, far more than a traditional online course or a face-to-face class. It can even reach as many as 500,000 or more students. PEN Anyone can sign up or enroll. There is no process to get in or requirements to meet. MOOCs that are open give people free and open access to learning resources that are hosted in different places online. NLINE The course is done remotely over the Internet and does not need to be taken in a classroom. This means that anyone with an Internet connection can take these courses from anywhere in the world. OURSES Courses should have learning goals that students should be able to achieve after doing certain things in a certain amount of time. The Implications 1. By taking learning into 3. Analytic provides virtual spaces, attendance is information about the no longer a determining learning process of students. factor in one’s education 2. Managing MOOC is 4. MOOC allows education relatively cheaper than to take place on a global running educational scale. institutions

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