LIVING IN IT ERA Multimedia and ICT
OBJECTIVES:
Explore the principles of interactivity and rich content in the
content of web 2.0 and the participation of the user in the online
experience.
Understand how rich media content and interactivity affect and
change the user experience in the delivery and consumption of ICT
content.
RICH CONTENT IN THE ONLINE ENVIRONMENT AND THE
USER EXPERIENCE
Humans interact with technology in many ways with the use of
desktop applications, internet browsers, handheld computers,
cellphone, and others. Technology serves, assists, and cooperates
with human to complement and enrich normal activities (for
example, education, health, communication, services, business,
etc.) with minimal explicit concern or effort on the human’s part.
Interactions initiated in the cyber world are increasing and
becoming richer.
MULTIMEDIA AND ICT
ICT or information and communication technology covers any
communications device or application including radio, television, cellular
phones, computer and network hardware and software, satellite systems,
as well as the various services and applications.
Multimedia – is a combination of text, animated graphics, video, and
sound delivered to you via electronic means. It is what appeals to users
for entertainment, learning and research.
Digital Multimedia – is the field concerned with the computer-controlled
integration of text, graphics, still and moving images, animation, sounds,
and any other medium where every type of information can be
presented, stored, transmitted and processed digitally.
USES OF MULTIMEDIA
Education – Multimedia is used to create and produce computer-based training (CBT)
materials and courses, including online and CD based encyclopedias. It has been observed
that learning is faster and easier with a properly assembled multimedia of voice, video,
graphics and texts. Edutainment is a term tat pertains to the combination of education and
entrainment which also finds acceptance to children of today who are exposed to games and
entertainment.
Entertainment – Multimedia use is very much present in many modern movies and animations
to develop special effects and virtual works. Computer games also use enormous multimedia
content and features to make them more exciting and relevant. Interactive multimedia is a term
applied to multimedia applications that allows users to take part, contribute and participate in
online games.
Business – PowerPoint presentation, that uses all kinds of media, are able to effectively
convey information to clients, superiors, co-workers, owners, and the general public. Multimedia
is also important in advertising and selling products and services as well as in training
employees.
Medicine – Multimedia is very important in medicine to train future doctors
and medical practitioners, for example, in micro and virtual surgery
Mathematics and Scientific Research – Multimedia is used to simulate and
model various situations that would otherwise be difficult to grasp in real
time, as in the case of an erupting volcano or a tomato, wherein after
effects can be presented to colleagues or to the learning public.
Mathematical equations and formulas that can be represented as visual
models can easily be viewed by the use of multimedia. Chemical and
molecular models can also use multimedia to present, manipulate, and
create new substances.
Government – Multimedia is used by governments around the world to
convey information, procedures, and regulations for their citizens and
visitors. Multimedia also finds uses in military, engineering and many other
fields.
Multimedia and Interactivity
Multimedia applications can include various types of media
used together (for example, text, images, video, audio,
animation, etc). The primary characteristic of a multimedia
system is the use of more than one kind of media to deliver
content and functionality.
A multimedia application normally involves programming code
and enhances user interaction where the computer responds to
the user’s actions.
TYPES OF RICH AND MULTIMEDIA CONTENT
1. Text – contents express specific information.
2. Images – make the content more visually appealing. Common image
like format used are JPEG, PNG, GIF, and TIFF. Image can also be
interactive like buttons, navigational menus and backgrounds.
3. 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.
4. Audio – aids interaction with the user, it can also be added as a
background. Common audio formats are MP3, WMA, Wave, MIDI, and
RealAudio. Audio can be embedded or streamed.
5. Animation – can include interactive effects which allow users to interact with the use of
mouse or keyboard. Common animation formats are FLV, SWF and ActionScript codes for
animated and interactive effects.
6. Online games – are universal on modern gaming platforms, including PCs, consoles, and
mobile devices.
7. Online tests and courseware – are designed for teachers and students. Courseware can
include materials for computer-based training, interactive tutorials, distance learning or
home schooling.
8. Web, game-, pod-, and vod-casting – A podcast is an episodic series of digital media files
which a user can set up so that new episodes are automatically downloaded via web
syndication to the user’s own local computer or portable media player
Digital Multimedia
Digital Multimedia – is the field concerned with the computer-
controlled integration of text, graphics, still and moving images,
animation, sounds, and any other medium where every type of
information can be presented, stored, transmitted, and processed
digitally.
Computer hardware for Animation and Multimedia
Computer hardware to be used in handling animation and multimedia
may require more powerful components. Both of these applications
need a lot of memory to process which means that the computer hard
disk and RAM should be bigger that computers that are just used for
the internet and word processing. A video card installed in the
computer may also help when handling videos and animations.
Digital Cameras
Modern digital cameras have the capability to take both
pictures and videos.
The two common types of digital cameras are:
Compact Digital camera – is called “point and shoot”
camera. It is lightweight, simple and easy to use. Mobile
Phones with camera are included in this category.
Digital Single-Lens Reflex(DSLR) – Camera is preferred by
professional photographers because of its high quality
photographs and interchangeable lenses.
Video cameras
Transferring video from the above device to your computer may
vary depending on the storage media of the device.
The three common types of video camera are:
Professional Video Camera is a high-end video recording device that
records high quality videos. It is usually used for television and film
production.
Camcorder – is a portable video camera and video recorder in one that
is why it is called a Camcorder. It is a consumer device and many
individuals own one for personal video recording. Modern Camcorders
employ optical disks, memory cards, or hard disks as storage media.
Digital camera can record video including those found on mobile phones,
PDAs, web camera and digital camera.
Sources of Videos
Personal and Professional Videos are created using your home video.
Even your digital camera or cell phone with video capability can be used
as a video source for your projects.
Online Video Clips – are videos available for purchase from the Internet.
You can pay for the right to use these clips. Online sourcing of video clips
may be cheaper in many situations where its contents may require t=you to
travel and spend much more if you do so.
Computer-Generated Videos -are videos made with the use of computers
you can create them using programs that come with your operating system.
Such as the case of MS windows that comes with MS Movie maker.
Audio and Video Formats
Audio files
Audio file format -is a kind of file used as a means of storing
digital audio data on a computer. An audio file codec is
needed to properly store the file to the preferred format and
play the audio.
A codec is a computer program or device used to encode and
decode any digital data such as an audio file to its specific file
format. There are several audio formats available. The
following are the most popular:
Living in Infor Tech ERA-Multimedia.pptx
Living in Infor Tech ERA-Multimedia.pptx
Video Files
A video file is a kind of file used as a means of storing digital video files on a computer. A
video codec is used to contain the video for later playback and editing. Advances in video file
container formats are focused on high quality video streaming for use over the internet. The
following video formats are the most popular.
Living in Infor Tech ERA-Multimedia.pptx
Living in Infor Tech ERA-Multimedia.pptx
MODULE 3
INFOGRAPHICS AND ICT PROJECTS
Objectives:
Identify a local or regional cause or issue for Social Change
related to specific professional tracks that can be addressed or
tackled using an ICT Project for Social Change
Analyze how target or intended users and audiences are
expected to respond to the proposed ICT Project for Social
Change on the basis of content, value, and user experience
Developing an ICT Project for Social Change
To be able to succeed in the implementation of your ICT project, it is the team head or
project manager’s responsibility to define the work and assign the persons responsible
for the work of the project to run smoothly, be finished on time, and within the set
budget.
Project management – is the discipline of planning, organizing, securing and
managing resources for the successful completion of a task or project to meet specific
goals and objectives. The team should follow the stages of a project development and
practice effective communication and brainstorming discussion on development.
Principles of Visual Message Design Using Infographics
Infographics are visual presentations of information that use the elements of design to
quickly communicate an ideas. Good infographics attract readers and are viewed more
easily than long text articles. Therefore, infographics can deliver a message more easily
which can be spread around the world with the use of free sharing tools.
Ways that infographics can be used:
 Presenting survey data – Infographics are highly useful in presenting results
gathered from survey data. When organized in an infographic, it becomes
much easier and faster to draw meaning from data.
 Simplifying a complicated concept – The core purpose of an infographic is to
simplify a complex idea which makes them great educational tools, especially
when presenting an overview of a topic instead of an in-depth analysis.
 Explaining how things work – In addition to simplifying complex ideas,
infographics are often used to reveal the mechanics behind how objects work.
Skilled designers can create infographics that pull apart complex products like
cameras, iPhones, and docks and graphically explain their core features.
 Comparisons – when drawing comparisons, infographics help organize
similarities and differences by visually creating parallels that complement the
information being presented. Comparisons can be difficult to express with
words, sometimes to the point of being more confusing than revealing to the
audience.
Principles in creating an Infographics
 Be Creative – you can use the combination of text, shapes, and images to present
your message in a creative way.
 Be Unique – your message must be something people can relate to, but it must be
presented in a unique way to attract the viewer’s attention. Present it in surprising
and exciting way to draw attention.
 Be Simple – presenting a simple, yet elegant design will attract more attention
than cluttered elements that may bore the audience.
 Use graphics and visuals – You can illustrate your point with pictures,
typography, and color.
 Use the Forwarding tool – it is important that the viewer will be able to easily
click “Share” after reading your infographic so that your message can be
forwarded and read by as many people as possible. Include and locate the links
and share buttons in a place where they can be easily accessed.
Infographics Elements and tools:
1. Graphs and bars
2. Pies and icons
3. Human infographics
4. Timeline infographics
5. Puzzle pieces
ICT PLATFORMS
Objectives:
Share anecdotes of how people have used ICTs as part of a
social movement, change, or cause to illustrate aspects of digital
citizenship.
ICT as Platform for Change
ICT is a tool, medium, and force in bringing about action and mobilize change
in a population, society, or culture. It is the fastest way to spread, share, and access
information anywhere in the world.
ICT as Medium for Advocacy and Developmental Communication
Advocacy – is a process of supporting and enabling people to express,
defend, and promote their rights, concerns and views. ICT helps in the spread of
awareness of important issues that surround our environment, country, and people.
ICT – is a helpful tool in human development and country. ICT covers any
communication device or application including radio, television, cellular phones,
computer and network hardware and software, satellite systems, as well as the various
services and applications. ICT can help in accessing learning resources for students,
announcement of important information for the people, and communicating
government services to the people.
The Social Power of Social Media
Social media – has the potential to effect social change. Every person must
have the means and access to information and should be able to exercise the right to
freedom of opinion and expression, which includes the right to seek, receive and
impart information and ideas through any form of media.
Social media – can be an environment to encourage, communicate, share stories, get
opinions, and exercise the freedom to say what people want. With social media, you
can deliver your message to more people quickly; its free and accessible. Social
media can:
Promote social change or advance reforms
Support social justice or create social movements
Access to those who are impoverished, hurting, left out, or victims.
Stop bullying or discrimination.
Help during calamities or tragedies.
Allow people to have responsibility to engage as citizens.
Digital Citizenship and the Filipino People
Digital citizens are those who use the Internet regularly and effectively as defined by
K. Mossberger, et al. Digital citizens – are generally skillful and knowledgeable about the use
of Internet through mobile phones, web really devices, and computers to intermingle with the
government, private and public groups. Digital citizenship starts when you open an email
account, join social media sites, buy or sell merchandize or services online, etc. However, digital
citizenship goes beyond just as simple internet activity, but likewise accepting and practicing the
framework, as defined by T.H. Marshall’s online citizenship traditions:
Liberalism -a political philosophy founded on the ideas of liberty and equality.
Republicanism – ideology of being citizen and the people are the sovereign power.
Ascriptive Hierarchy – no one person or organization is in control over the internet.
Internet access in the Philippines began in August, 1986 when the first Philippine based public-
access BBS (bulletin board system) went online operated by Dan Angeles and Ed Castaneda.
Since then, it has grown with the innovations and changes.
Statistics
Worldmap of internet browsers. In the Philippines, 62.43% use Google Chrome, 25.15%
Firefox, 6.28% Internet Explorer, and 4.13% Safari.
According to AGD Nielsen Philippines, about one of three Filipinos in the Philippines have
access to the Internet. Among the findings in this report are:
34.5% of Filipinos accessed the Internet, five percentage points higher than the Southeast
Asian regional average of 38%.
Internet penetration amongst consumers aged 15 to 19 was close to two-thirds (65%) and
nearly half of those in their 20s were online (48%).
There was still much room for growth for those aged 30 and above; less than one quarter
of consumers in their 40s, and just 4% of consumers aged 50 and above.
52% of Filipinos had a computer with high-speed Internet connection at home.
Home was the most common Internet access point for those aged 30 years and above; close
to nine in ten Internet users aged 50 years and above (86%) cite “home” as their main point
of access.
Close to one quarter of Filipinos Internet users (24%) accessed the Internet on a daily
basis via a mobile phone in the next 12 months.
Over two thirds of Filipino digital consumers (67%) had visited social networking sites,
compared to 40% who used email.
The Philippines ranked second highest for the number of people who had ever “liked” or
“followed” a brand, company, or celebrity on a social networking site (75%).
61% of Filipino Internet users said they trusted consumer opinions posted online, higher
than any other market in Southeast Asia, and Seven points above the regional average.
Online product reviews and discussion forums were one of the most trusted sources of
recommendations in purchase decision making, second only to recommendations from family
and friends.
Close to two thirds of digital Filipinos (64%) used social media as a resource in purchase
decision making.
ELEMENTS OF DIGITAL CITIZENSHIP:
Digital citizenship can be defined as the norms of appropriate, responsible behavior with
regard to technology use:
According to digitalcitizenship.net, the nine elements of digital citizenship are:
1. Digital Access – or Internet access is the basic element to becoming a digital citizen.
This could be at home, in school, and internet cafes. It is important to note that not
everyone has the ease of digital access due to economic status, location, and other
challenges others may face. It is duty, responsibility and desire of the digital citizens to
assist others in accessing the digital realm.
2. Digital Commerce – or e-Commerce is increasing and is here to stay, as selling and
buying of goods online becomes the norm for shopping for its ease and savings. There
are dangers, however, on the internet of fraudulent online sellers as well as protecting
identity and credit cards used in purchasing online.
3. Digital Communication – has changed the way we relate and communicate with one
another. Before the internet, communicating to people from faraway places was limited
and slow. Today, it is easier, faster and cheaper to get in touch with anyone around the
world and beyond.
4) Digital Literacy – deals with the learning and then sharing or teaching about the technology
available online. As a tool, the digital realm has a lot of possibilities that will help in the
learning process of student and their ability to access needed information in their research
and study.
5) Digital Etiquette – is appropriate conduct on the internet and is very challenging,
considering that people come from different backgrounds and cultures. Although, there are
established rules and policy, it is important that each and every digital citizen behave
responsibly to improve the use of this digital technology.
6) Digital law – deals with the laws and ethics in society as a whole. Various countries have
formulated laws that govern how digital citizens should act. Criminal activities are identified
and appropriate punishments are provided for offenses committed. All digital citizens must
get informed of these laws to ensure legal practice and avoid possible criminal activities on
the Internet.
7. Digital Rights & Responsibilities – is the right to privacy and speech protection in the
digital world. However, policing and implementing these rights are still a challenge.
Digital citizens must understand the responsibilities that comes with these rights, to
respect other’s rights, and how to use the technology in the proper way.
8. Digital Health & Wellness – The dangers of using the computer and the Internet have
manifested and have caused suffering to digital citizens. Physical stress due to digital
use can cause eye imitations, bodily pain, carpal tunnel syndrome, hearing difficulty
and many physical manifestations caused by long and repetitive computer use.
9. Digital Security (self-protection) – the dangers of identity and information theft,
hacking of computers for information, and many threats caused by other digital
citizens are very real.
Living in Infor Tech ERA-Multimedia.pptx

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Living in Infor Tech ERA-Multimedia.pptx

  • 1. LIVING IN IT ERA Multimedia and ICT
  • 2. OBJECTIVES: Explore the principles of interactivity and rich content in the content of web 2.0 and the participation of the user in the online experience. Understand how rich media content and interactivity affect and change the user experience in the delivery and consumption of ICT content.
  • 3. RICH CONTENT IN THE ONLINE ENVIRONMENT AND THE USER EXPERIENCE Humans interact with technology in many ways with the use of desktop applications, internet browsers, handheld computers, cellphone, and others. Technology serves, assists, and cooperates with human to complement and enrich normal activities (for example, education, health, communication, services, business, etc.) with minimal explicit concern or effort on the human’s part. Interactions initiated in the cyber world are increasing and becoming richer.
  • 4. MULTIMEDIA AND ICT ICT or information and communication technology covers any communications device or application including radio, television, cellular phones, computer and network hardware and software, satellite systems, as well as the various services and applications. Multimedia – is a combination of text, animated graphics, video, and sound delivered to you via electronic means. It is what appeals to users for entertainment, learning and research. Digital Multimedia – is the field concerned with the computer-controlled integration of text, graphics, still and moving images, animation, sounds, and any other medium where every type of information can be presented, stored, transmitted and processed digitally.
  • 5. USES OF MULTIMEDIA Education – Multimedia is used to create and produce computer-based training (CBT) materials and courses, including online and CD based encyclopedias. It has been observed that learning is faster and easier with a properly assembled multimedia of voice, video, graphics and texts. Edutainment is a term tat pertains to the combination of education and entrainment which also finds acceptance to children of today who are exposed to games and entertainment. Entertainment – Multimedia use is very much present in many modern movies and animations to develop special effects and virtual works. Computer games also use enormous multimedia content and features to make them more exciting and relevant. Interactive multimedia is a term applied to multimedia applications that allows users to take part, contribute and participate in online games. Business – PowerPoint presentation, that uses all kinds of media, are able to effectively convey information to clients, superiors, co-workers, owners, and the general public. Multimedia is also important in advertising and selling products and services as well as in training employees.
  • 6. Medicine – Multimedia is very important in medicine to train future doctors and medical practitioners, for example, in micro and virtual surgery Mathematics and Scientific Research – Multimedia is used to simulate and model various situations that would otherwise be difficult to grasp in real time, as in the case of an erupting volcano or a tomato, wherein after effects can be presented to colleagues or to the learning public. Mathematical equations and formulas that can be represented as visual models can easily be viewed by the use of multimedia. Chemical and molecular models can also use multimedia to present, manipulate, and create new substances. Government – Multimedia is used by governments around the world to convey information, procedures, and regulations for their citizens and visitors. Multimedia also finds uses in military, engineering and many other fields.
  • 7. Multimedia and Interactivity Multimedia applications can include various types of media used together (for example, text, images, video, audio, animation, etc). The primary characteristic of a multimedia system is the use of more than one kind of media to deliver content and functionality. A multimedia application normally involves programming code and enhances user interaction where the computer responds to the user’s actions.
  • 8. TYPES OF RICH AND MULTIMEDIA CONTENT 1. Text – contents express specific information. 2. Images – make the content more visually appealing. Common image like format used are JPEG, PNG, GIF, and TIFF. Image can also be interactive like buttons, navigational menus and backgrounds. 3. 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. 4. Audio – aids interaction with the user, it can also be added as a background. Common audio formats are MP3, WMA, Wave, MIDI, and RealAudio. Audio can be embedded or streamed.
  • 9. 5. Animation – can include interactive effects which allow users to interact with the use of mouse or keyboard. Common animation formats are FLV, SWF and ActionScript codes for animated and interactive effects. 6. Online games – are universal on modern gaming platforms, including PCs, consoles, and mobile devices. 7. Online tests and courseware – are designed for teachers and students. Courseware can include materials for computer-based training, interactive tutorials, distance learning or home schooling. 8. Web, game-, pod-, and vod-casting – A podcast is an episodic series of digital media files which a user can set up so that new episodes are automatically downloaded via web syndication to the user’s own local computer or portable media player
  • 10. Digital Multimedia Digital Multimedia – is the field concerned with the computer- controlled integration of text, graphics, still and moving images, animation, sounds, and any other medium where every type of information can be presented, stored, transmitted, and processed digitally. Computer hardware for Animation and Multimedia Computer hardware to be used in handling animation and multimedia may require more powerful components. Both of these applications need a lot of memory to process which means that the computer hard disk and RAM should be bigger that computers that are just used for the internet and word processing. A video card installed in the computer may also help when handling videos and animations.
  • 11. Digital Cameras Modern digital cameras have the capability to take both pictures and videos. The two common types of digital cameras are: Compact Digital camera – is called “point and shoot” camera. It is lightweight, simple and easy to use. Mobile Phones with camera are included in this category. Digital Single-Lens Reflex(DSLR) – Camera is preferred by professional photographers because of its high quality photographs and interchangeable lenses.
  • 12. Video cameras Transferring video from the above device to your computer may vary depending on the storage media of the device. The three common types of video camera are: Professional Video Camera is a high-end video recording device that records high quality videos. It is usually used for television and film production. Camcorder – is a portable video camera and video recorder in one that is why it is called a Camcorder. It is a consumer device and many individuals own one for personal video recording. Modern Camcorders employ optical disks, memory cards, or hard disks as storage media. Digital camera can record video including those found on mobile phones, PDAs, web camera and digital camera.
  • 13. Sources of Videos Personal and Professional Videos are created using your home video. Even your digital camera or cell phone with video capability can be used as a video source for your projects. Online Video Clips – are videos available for purchase from the Internet. You can pay for the right to use these clips. Online sourcing of video clips may be cheaper in many situations where its contents may require t=you to travel and spend much more if you do so. Computer-Generated Videos -are videos made with the use of computers you can create them using programs that come with your operating system. Such as the case of MS windows that comes with MS Movie maker.
  • 14. Audio and Video Formats Audio files Audio file format -is a kind of file used as a means of storing digital audio data on a computer. An audio file codec is needed to properly store the file to the preferred format and play the audio. A codec is a computer program or device used to encode and decode any digital data such as an audio file to its specific file format. There are several audio formats available. The following are the most popular:
  • 17. Video Files A video file is a kind of file used as a means of storing digital video files on a computer. A video codec is used to contain the video for later playback and editing. Advances in video file container formats are focused on high quality video streaming for use over the internet. The following video formats are the most popular.
  • 21. INFOGRAPHICS AND ICT PROJECTS Objectives: Identify a local or regional cause or issue for Social Change related to specific professional tracks that can be addressed or tackled using an ICT Project for Social Change Analyze how target or intended users and audiences are expected to respond to the proposed ICT Project for Social Change on the basis of content, value, and user experience
  • 22. Developing an ICT Project for Social Change To be able to succeed in the implementation of your ICT project, it is the team head or project manager’s responsibility to define the work and assign the persons responsible for the work of the project to run smoothly, be finished on time, and within the set budget. Project management – is the discipline of planning, organizing, securing and managing resources for the successful completion of a task or project to meet specific goals and objectives. The team should follow the stages of a project development and practice effective communication and brainstorming discussion on development. Principles of Visual Message Design Using Infographics Infographics are visual presentations of information that use the elements of design to quickly communicate an ideas. Good infographics attract readers and are viewed more easily than long text articles. Therefore, infographics can deliver a message more easily which can be spread around the world with the use of free sharing tools.
  • 23. Ways that infographics can be used:  Presenting survey data – Infographics are highly useful in presenting results gathered from survey data. When organized in an infographic, it becomes much easier and faster to draw meaning from data.  Simplifying a complicated concept – The core purpose of an infographic is to simplify a complex idea which makes them great educational tools, especially when presenting an overview of a topic instead of an in-depth analysis.  Explaining how things work – In addition to simplifying complex ideas, infographics are often used to reveal the mechanics behind how objects work. Skilled designers can create infographics that pull apart complex products like cameras, iPhones, and docks and graphically explain their core features.  Comparisons – when drawing comparisons, infographics help organize similarities and differences by visually creating parallels that complement the information being presented. Comparisons can be difficult to express with words, sometimes to the point of being more confusing than revealing to the audience.
  • 24. Principles in creating an Infographics  Be Creative – you can use the combination of text, shapes, and images to present your message in a creative way.  Be Unique – your message must be something people can relate to, but it must be presented in a unique way to attract the viewer’s attention. Present it in surprising and exciting way to draw attention.  Be Simple – presenting a simple, yet elegant design will attract more attention than cluttered elements that may bore the audience.  Use graphics and visuals – You can illustrate your point with pictures, typography, and color.  Use the Forwarding tool – it is important that the viewer will be able to easily click “Share” after reading your infographic so that your message can be forwarded and read by as many people as possible. Include and locate the links and share buttons in a place where they can be easily accessed.
  • 25. Infographics Elements and tools: 1. Graphs and bars 2. Pies and icons 3. Human infographics 4. Timeline infographics 5. Puzzle pieces
  • 26. ICT PLATFORMS Objectives: Share anecdotes of how people have used ICTs as part of a social movement, change, or cause to illustrate aspects of digital citizenship.
  • 27. ICT as Platform for Change ICT is a tool, medium, and force in bringing about action and mobilize change in a population, society, or culture. It is the fastest way to spread, share, and access information anywhere in the world. ICT as Medium for Advocacy and Developmental Communication Advocacy – is a process of supporting and enabling people to express, defend, and promote their rights, concerns and views. ICT helps in the spread of awareness of important issues that surround our environment, country, and people. ICT – is a helpful tool in human development and country. ICT covers any communication device or application including radio, television, cellular phones, computer and network hardware and software, satellite systems, as well as the various services and applications. ICT can help in accessing learning resources for students, announcement of important information for the people, and communicating government services to the people.
  • 28. The Social Power of Social Media Social media – has the potential to effect social change. Every person must have the means and access to information and should be able to exercise the right to freedom of opinion and expression, which includes the right to seek, receive and impart information and ideas through any form of media. Social media – can be an environment to encourage, communicate, share stories, get opinions, and exercise the freedom to say what people want. With social media, you can deliver your message to more people quickly; its free and accessible. Social media can: Promote social change or advance reforms Support social justice or create social movements Access to those who are impoverished, hurting, left out, or victims. Stop bullying or discrimination. Help during calamities or tragedies. Allow people to have responsibility to engage as citizens.
  • 29. Digital Citizenship and the Filipino People Digital citizens are those who use the Internet regularly and effectively as defined by K. Mossberger, et al. Digital citizens – are generally skillful and knowledgeable about the use of Internet through mobile phones, web really devices, and computers to intermingle with the government, private and public groups. Digital citizenship starts when you open an email account, join social media sites, buy or sell merchandize or services online, etc. However, digital citizenship goes beyond just as simple internet activity, but likewise accepting and practicing the framework, as defined by T.H. Marshall’s online citizenship traditions: Liberalism -a political philosophy founded on the ideas of liberty and equality. Republicanism – ideology of being citizen and the people are the sovereign power. Ascriptive Hierarchy – no one person or organization is in control over the internet. Internet access in the Philippines began in August, 1986 when the first Philippine based public- access BBS (bulletin board system) went online operated by Dan Angeles and Ed Castaneda. Since then, it has grown with the innovations and changes.
  • 30. Statistics Worldmap of internet browsers. In the Philippines, 62.43% use Google Chrome, 25.15% Firefox, 6.28% Internet Explorer, and 4.13% Safari. According to AGD Nielsen Philippines, about one of three Filipinos in the Philippines have access to the Internet. Among the findings in this report are: 34.5% of Filipinos accessed the Internet, five percentage points higher than the Southeast Asian regional average of 38%. Internet penetration amongst consumers aged 15 to 19 was close to two-thirds (65%) and nearly half of those in their 20s were online (48%). There was still much room for growth for those aged 30 and above; less than one quarter of consumers in their 40s, and just 4% of consumers aged 50 and above. 52% of Filipinos had a computer with high-speed Internet connection at home. Home was the most common Internet access point for those aged 30 years and above; close to nine in ten Internet users aged 50 years and above (86%) cite “home” as their main point of access.
  • 31. Close to one quarter of Filipinos Internet users (24%) accessed the Internet on a daily basis via a mobile phone in the next 12 months. Over two thirds of Filipino digital consumers (67%) had visited social networking sites, compared to 40% who used email. The Philippines ranked second highest for the number of people who had ever “liked” or “followed” a brand, company, or celebrity on a social networking site (75%). 61% of Filipino Internet users said they trusted consumer opinions posted online, higher than any other market in Southeast Asia, and Seven points above the regional average. Online product reviews and discussion forums were one of the most trusted sources of recommendations in purchase decision making, second only to recommendations from family and friends. Close to two thirds of digital Filipinos (64%) used social media as a resource in purchase decision making.
  • 32. ELEMENTS OF DIGITAL CITIZENSHIP: Digital citizenship can be defined as the norms of appropriate, responsible behavior with regard to technology use: According to digitalcitizenship.net, the nine elements of digital citizenship are: 1. Digital Access – or Internet access is the basic element to becoming a digital citizen. This could be at home, in school, and internet cafes. It is important to note that not everyone has the ease of digital access due to economic status, location, and other challenges others may face. It is duty, responsibility and desire of the digital citizens to assist others in accessing the digital realm. 2. Digital Commerce – or e-Commerce is increasing and is here to stay, as selling and buying of goods online becomes the norm for shopping for its ease and savings. There are dangers, however, on the internet of fraudulent online sellers as well as protecting identity and credit cards used in purchasing online. 3. Digital Communication – has changed the way we relate and communicate with one another. Before the internet, communicating to people from faraway places was limited and slow. Today, it is easier, faster and cheaper to get in touch with anyone around the world and beyond.
  • 33. 4) Digital Literacy – deals with the learning and then sharing or teaching about the technology available online. As a tool, the digital realm has a lot of possibilities that will help in the learning process of student and their ability to access needed information in their research and study. 5) Digital Etiquette – is appropriate conduct on the internet and is very challenging, considering that people come from different backgrounds and cultures. Although, there are established rules and policy, it is important that each and every digital citizen behave responsibly to improve the use of this digital technology. 6) Digital law – deals with the laws and ethics in society as a whole. Various countries have formulated laws that govern how digital citizens should act. Criminal activities are identified and appropriate punishments are provided for offenses committed. All digital citizens must get informed of these laws to ensure legal practice and avoid possible criminal activities on the Internet.
  • 34. 7. Digital Rights & Responsibilities – is the right to privacy and speech protection in the digital world. However, policing and implementing these rights are still a challenge. Digital citizens must understand the responsibilities that comes with these rights, to respect other’s rights, and how to use the technology in the proper way. 8. Digital Health & Wellness – The dangers of using the computer and the Internet have manifested and have caused suffering to digital citizens. Physical stress due to digital use can cause eye imitations, bodily pain, carpal tunnel syndrome, hearing difficulty and many physical manifestations caused by long and repetitive computer use. 9. Digital Security (self-protection) – the dangers of identity and information theft, hacking of computers for information, and many threats caused by other digital citizens are very real.