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Current and Future Trend in Media and Information (1)

The document discusses current and future trends in media and information, focusing on wearable technologies, 3D environments, massive open online courses (MOOCs), and ubiquitous learning. It highlights various examples of wearable technologies such as Google Glass and smartwatches, as well as the characteristics of MOOCs that make them accessible to a large audience. Additionally, it emphasizes the importance of understanding social media behavior among users.

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0% found this document useful (0 votes)
29 views45 pages

Current and Future Trend in Media and Information (1)

The document discusses current and future trends in media and information, focusing on wearable technologies, 3D environments, massive open online courses (MOOCs), and ubiquitous learning. It highlights various examples of wearable technologies such as Google Glass and smartwatches, as well as the characteristics of MOOCs that make them accessible to a large audience. Additionally, it emphasizes the importance of understanding social media behavior among users.

Uploaded by

zxyracole
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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Current and

Future Trends
UBIQUITOUS of Media and
Information
MEDIA AND INFORMATION
LITERACY
OBJECTIVES

At the end of this lesson learners should be able to;

1. Evaluate current trends in media and information and how


it will affect/how
they affect individuals and society as a whole
2. Describe massive open online.
CURRENT AND FUTURE TREND IN MEDIA
AND INFORMATION
 Wearable Technologies
 3D Environment
 Massive Open Online Course
 UBIQUITOUS LEARNING
1. Wearable Technologies

– Are gadgets designed to be worn for


entertainment , fashion, educational activities,
etc. these technologies are made for a better
living, easier way of living, and for helping
those who are in need of guidance.
Examples of wearable technologies:
1.Google Glass 4. Fin Ring
2.Oculus Rift 5. UP
3.Lechal GPS 6. Cicret Bracelet
Shoes 7. Smartwatch
GOOGLE GLASS
– An android-powered
of pair glasses
makedesigned to

the

user’s

field
OCULUS RIFT
– A headset with a built-in screen
displaying a “virtual reality”.
– Virtual Reality is a simulation of a
three-dimensional environment
created by a software.

– It was designed by Oculus VR and released on March 28, 2016.


LECHAL GPS SHOES
LECHAL GPS SHOES
– A footwear that gives direction to those who wear it. It came
from a Hindi word “Lechel” which means ‘bring me there or
take me along”.
– The way this works is the shoe vibrates whether if you are
going the wrong way. Its main purpose is to help those who
is visually impaired.
– It was designed by Gaurav Duggal from Ducere Technologies,
and was released last 2014.
FIN RING
Fin Ring
– A “gesture-based control” technology that lets
you switch, scroll, click, tap or swipe any smart
devices connected to it with just the user’s
thumb.
– It works by making gestures within the
user’s palm or fingers, just like a mobile
phone.
– It was developed by Rohildev Nattukallingal.
UP (ACTIVITY TRACKER)
UP (ACTIVITY TRACKER )
– A smart wristband designed as a fitness
tracker.
– It is an advance pedometer that records all
the users activity’s data received by every
step you take.
– Jawbone was the manufacturer of this piece
of technology.
CICRET BRACELET
CICRET BRACELET
– A waterproof, smart wristband that makes the
user’s arm its own screen. It has its own pico
projector, Bluetooth and Wi-Fi connectivity, a USB
port, processor, and a proximity sensors.
– Once it turned on, it will automatically project
what the phone’s screen has. The user can move
the icons, accept calls, and type a message
through it. It was manufactured by a company
named Cicret.
SMARTWATCH

Is a wearable computing device that


closely resembles a wristwatch or other
time-keeping device. In addition to telling
time, many smartwatches are Bluetooth-
capable. The watch becomes, in effect, a
wireless Bluetooth adaptor capable of
extending the capabilities of the wearer’s
smartphone to the watch.
2. 3D ENVIRONMENT
– 3D environment is a nature having the
three-dimensional properties; length, width,
and depth. This provides a perception
having a fictional character realistic looks.
Some products of 3D Environment

– 3D Printing
– Hologram
– 3D Film
– 3D Animation
3D Printing

– aka Additive Manufacturing


– A procedure in printing a Computer Aided Design
(CAD) file into a three-dimensional object.
– It starts by making a file you want, print from a 3D
modeling application or a 3D scanner.
HOLOGRAM

– A three-dimensional image formed by light


beams that is following a series of patterns.
– Holograms are images that is being projected
by a projector and appear that it is present.
– Holography is the study of making
holograms.
3D Film

– A movie having a stereoscopic effect.


– Stereoscopy is a method of enhancing the
image’s depth by means of stereopsis for
3D effect.
– 3D glasses should be used while watching a
3D film.
3D Animation

– The process of creating a series of drawings or


sketches having the three-dimensional aspects to
provide an illusion of movement.
– This is usually used in an animated cartoons such
as Finding Nemo, Toy Story, Cars, Bugs’ Life, and
many more.
3. MASSIVE OPEN ONLINE
COURSE (MOOC)

– Is a free “distance-learning program” that can be


taken through the internet by large numbers
of people for additive learning.
– It is an online course that are being offered by
private companies and universities for
additional knowledge and for new learning
experience.
3. MASSIVE OPEN ONLINE
COURSE (MOOC)
– are asynchronous, open-access, Web-based
courses geared toward enrolling hundreds or
thousands of students at a time. MOOCs deliver
content via recorded video lectures, online readings,
and online assessments, as well as various degrees
of student-student and student-instructor interaction
(Kurt, 2018).
There is a distinction though as to whether an online learning material or program is
considered as a MOOC. Here are several features that are typically required for a course to
be considered a MOOC:

1. Massive - It should allow access to a very large number of


students, much larger than a face-to-face class, or a traditional
online course. It can even reach up to 500,000 learners or
more!
2. Open – It does not have an admission process nor qualifications
to be able to register or enroll. MOOCs being open also means
free and open access to educational resources hosted in varied
online places.
There is a distinction though as to whether an online learning material or program is
considered as a MOOC. Here are several features that are typically required for a course to
be considered a MOOC:

3. Online – The course is done remotely via the Internet and does
not require physical attendance at a classroom which also means
that anyone from anywhere around the world with an Internet
connection can avail of these courses.

4. Courses - It should have learning objectives to be achieved by


students after certain activities within in each period.
MOOCs offer a strong starting point for
several reasons, including:
1. Lack of entry requirements – a MOOC can be taken by
anyone who is interested in the subject matter and able to
access the course, regardless of age, background, or location.

2. Repetition – a MOOC will often run two or three times a year,


ensuring that students won’t miss their chance
MOOCs offer a strong starting point for
several reasons, including:
3. High quality – MOOCs are led by subject matter experts
(SMEs) and supported by teaching assistants, so that students
have access to first-rate educational resources

4. Feasibility – a MOOC usually necessitates around 1-2 hours of


study a week for about 5 weeks, making learning doable for
students with busy lives
MOOCs offer a strong starting point for
several reasons, including:
5. Self-paced but supported learning – a MOOC enables
students to work through the course materials and assessments
at their own rates while also interacting with a global learning
community (Kurt, 2018).
4. UBIQUITOUS LEARNING
People Media

– Refers to the persons that are involved in the use, analysis,


evaluation, and production of media and information.
– According to Rebecca Dye, “A lot of people admit to behaving
differently in social media to how they behave in the ‘real world’“.
– She also noted that it is important for all of them to be aware
of that when dealing with customers through a variety of
channels.
12 Types of Social Media Users
1. The Ultras 1. The Ranters
2. The Deniers 2. The Ghost
3. The Dippers 3. The Changelings
4. The Virgins 4. The Quizzers
5. The Peacock 5. The Approval Seekers
6. The Lurkers 6. The Informers
Th TheLurNer
Virgin
e .,
›, s
s
›,.‹›„‹,‹.

The
Peacocks
Now, it’s your turn to create your own prototype. Don’t forget to write a short
description and the uses of your prototype model and use the format below. Think a
better and useful future technology.

MY PROTOTYPE
AGRICULTURAL ROBOT

USE FEATURE
harvest, Fast harvest,
planting seeds, Efficient planting seeds,

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