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CURRENT AND FUTURE TRENDS OF MEDIA AND INFORMATION.pptx

  1. CURRENT AND FUTURE TRENDS OF MEDIAAND INFORMATION
  2. • The world has changed dramatically over the years. Media and communication grew more sophisticated, thus, changing the landscape of information production, consumption, and sharing. These days you barely write a letter to someone and send it through snail mail. Email messaging became more popular because of its capacity for immediate feedback.
  3. • Even just over the Internet, much has changed since its inception. You are now able to do a lot of things such as go to an online school without attending physically in a face-to-face classroom interaction. Developments in multimedia platforms heightened media experiences by mixing various functionalities in one gadget.
  4. Massive Open Online Courses EDUCAUSE, a nonprofit association and community of IT leaders and professionals, described Massive Open Online Course (MOOC) as "a model for delivering learning content online to any person who wants to take a course, with no limit on attendance." There is a growing interest on MOOCs as indicated by big investments in "companies (Coursera, Udacity, Udemy), similar nonprofit initiatives (edX), and learning management systems (Canvas, Blackboard).
  5. According to tech writer Justin Reich, MOOCs are open in two respects (Vollmer, 2012): • open enrollment to students outside a hosting university (as in "open registration"); or • the materials of the course were licensed using Creative Commons licenses so their materials could be remixed and reused by others (as in "open license")
  6. Wearable Technology Also known as wearable devices or wearables, wearable technologies are "electronic technologies or computers that are incorporated into items of clothing and accessories which can comfortably be worn on the body."
  7. The characteristics of wearables, according to Wearable Devices magazine, include the following: • Performing computer-related tasks such as laptops and mobile phones • Provide sensory and scanning features (such as biofeedback and tracking of physiological function) that are typically not seen in mobile and laptop devices • Have some form of communications capability and will allow the wearer access to information in real time • Data-input capabilities • Local storage capabilities
  8. Some examples of devices include the following: • watches • glasses • contact lenses • e-textiles and smart fabrics • headbands • beanies and caps • jewelry • hearing-aid-like devices (designed to look like
  9. The 3D Environment You may have seen computer graphics as well as animation and animatronics in video games, movies, and TV shows. 3D graphics or environments have added texture to our media experience because of the images that we see in three-dimensional rendering. According to www.imagearts.ryerson.ca, there are three basic phases in 3D computer graphics creation:
  10. 1.3D modeling - the process of forthing a computer model of an object's shape 2.Lapon and animation - the motion and placement of objects within a scene 3.3D rendering - the computer calculations that, generate the image based on placement, surface types, and other qualities
  11. In a 3D environment, an artist creates an object rendered in three-dimensional space tale able to "make 3D models, animate them, give them surface, render them all in one seamles environment... land) export the rendered file to different medium. Some common uses of environment are in
  12. • three dimensional still models, landscape to represent buildings, objects architecture or print: • two-dimensional animations for film or video effects, games, broadcast, Web and advertising: • three-dimensional virtual spaces; and • interactive 3D theaters.
  13. Ubiquitous learnings A kind of e-learning experience that is more context-based and more adaptive to leaner needs is called ubiquitous learning or u-learning. From the name itself, it is a learning environment that can be accessed in various contexts and situations, most prominenth through mobile learning.
  14. A student is more involved in the learning process because u-learning utilizes all form of materials "that may be transferred to mobile devices via cable or wirelessly and (can) be operated in these mobile devices." These materials can be videos, audios, PowerPoint presentations, or notes with embedded source data in them. A student may not be conscious that he or she is undergoing a learning process even by simply watching the video or reading the notes.
  15. Wiki These are applications allowing several people to collaborate, modify, extend, or delete the contents or structure of a particular page devoted to a topic or content. Unlike blogs, a wiki has no defined writer or author and has "little implicit structure, allowing structure to emerge according to the needs of the users.”
  16. The most popular example of a wiki is the online encyclopedia Wikipedia. There are other wikis devoted to certain thematic interests of niche users or audiences. Wikis are useful only at a certain extent because of the absence of a defined author. But they can be a jump-off point for locating other sources or references, as well as related topics through links called wiki nodes.
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