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current trends and challenges in media, Slides of Family and Consumer Science

current trends and challenges in media and the like

Typology: Slides

2021/2022

Uploaded on 09/12/2023

JohnTerryLim
JohnTerryLim 🇵🇭

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Download current trends and challenges in media and more Slides Family and Consumer Science in PDF only on Docsity! Current and Future Trends in Media and Information ⊳ What “futuristic drawing” can you see in the picture? ⊳ This picture was drawn in 1905, two years after Wilbur and Orville Wright invented the first successful airplane. Based on your knowledge in science, do you think that this airplane model would materialize? Why or why not? PARADIGM 2. FROM MEDIA TO CONTENT The media convergence has reset media identity. Media brand image becomes one of the most valuable activities of media companies: a source of credibility and prestige for digital content. PARADIGM 3. FROM MONOMEDIA TO MULTIMEDIA The multimedia identity of the actual environment allows all media industries to converge online and traditional media (press, broadcast, movies). Online media are multimedia, and multimedia is a new language. PARADIGM 4. FROM PERIODICITY TO REAL-TIME Sharing news and opinions with the ability to interact in real-time are the seed of cyber communities. However, opportunities for reflection diminishes when information comes and goes as quick as time, but today’s fast- paced information promotes dynamism and new conversational styles. PARADIGM 7. FROM DISTRIBUTION TO ACCESS The access paradigm is complementary with the user center paradigm and both explain the strong interactive nature of the new environment. Access means to seek, search, navigate, surf, decide, an active attitude, a will to connect and communicate, the contrary of the passive reception of media content. PARADIGM 8. FROM ONE WAY TO INTERACTIVITY This has three levels: First level: the possibility for the user to choose the format of information display (browser and navigation interface configuration). Second level: the possibility for the user to produce input for a system. This contribution could be co-authoring, writing comments, answering pools and tests, posting news, and so on. Third level: the possibility for the user to communicate with other users of the system in real or delay time. 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. Simple haptics is used in game controllers, joysticks and steering wheels and is becoming more common in Smartphones. Haptics is gaining widespread acceptance as a key part of virtual reality systems (i.e. computer simulated environments) Adding the sense of touch to previously visual only solutions. It is also used in virtual arts, such as sound synthesis, graphic design and animation. There are many possibilities for Haptics to be applied to gaming, movies, manufacturing, medical, and other industries. Imagine your doctor operating on your local hospital from his computer in Australia. By combining ‘hard sensor’ information such as where you are and the conditions around you, combined with ‘soft sensors’ such as your calendar, your social network and past preferences - future devices will constantly learn about who you are and how you live, work and play. As your devices learn about your life, they can begin to anticipate your needs. Imagine your PC advising you to leave home 15 minutes early or take a different route to avoid a traffic jam on your way to work. Consider a “context aware” remote control that instantly determines who is holding it and automatically selects the Smart TV preferences for that person. Voice and tone recognition Not only can voice and tone recognition be used to confirm a person’s identity but tone recognition can be used to detect a person’s health or emotional state. This technology will open new opportunities in security and healthcare – with mobile applications. Eye tracking technology Eye tracking technology measures eye positions and movements which are analyzed through computer applications. Future laptops, smartphones and tablets could contain thousands of tiny imaging sensors built into the display screen. Eye tracking technology could have many possible applications, including: Law enforcement – lie detection Airport security – identifying suspicious behavior, e.g. to catch terrorists before they strike Retail – recording, monitoring and analyzing consumer behavior to ‘tailor’ marketing to individuals  Safety - alerting and awakening a  drowsy or distracted driver would save many lives  Health care – assisting people with disabilities or paralysis to communicate (laptop) and improve mobility (electric wheelchair)  Human-computer interaction – using screen icons and a blink here or a gaze there. Say goodbye to the mouse and keyboard. Seeing building schematics and locations of others (especially useful for security or fire fighters) Giving a speech while information is streamed to your eyeglasses in real time Receiving turn by turn directions as you walk toward your destination Viewing virtual recipes while cooking without losing your rhythm Walking down the street, seeing one of your friends show up "on screen" 2 blocks and 1 cafe away Wearable Technology Wearable technologies today are smart watches. These watches are worn as a typical wristwatch but do more than just tell time. Modern smart watches perform the same functions as smartphones. Smart watches as a wearable are developed for convenience, but its inability to function as an independent gadget puts it at a distinct disadvantage. Another example is a Fitness tracker. It is derived from smart watches in form and physical design but serves health applications. Fitness trackers aim to promote health and wellness among its enthusiasts, unfortunately, issues in their accuracy have been raised in several reviews. The Massive Open Online Course and its implications The Massive Open Online Course (MOOC) is defined as a model for delivering learning content online to any person who wants to take a course, with no limit on attendance. It can be characterized by the following: 1. A revolutionary approach to education that moves away from the physical to the virtual 2. A kind of learning that happens online, breaking the norm of traditional schools or universities for higher education. 3. Utilizes information technologies like analytics to help instructors gauge their student’s learning. 4. Emphasis on connectedness.
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