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Communication Technology




   What will the communication technology
      landscape look like in 2021 A.D.?




           Jenna Kelly
How we as a society currently
    use technology……
Social Networking
The Umbrella Perspective on
       Communication Technology
• Hardware - the            • Social System - the
  communication               political, economic and
  technology itself           media systems
• Software - the              environment etc.
  messages/content of       • Individual Users - actual
  the communication           and potential
  technology
• Organizational
  Infrastructure - those
  involved in the
  production/distribution
Using the Umbrella Perspective: Xbox
• Xbox Live                          • Social System-Xbox live is more
• Hardware-a gaming device that        than a gaming system. Microsoft
  allows you to play video games       has integrated social media into
  and chat online with opponents.      their plan making it very easy to
• Software-With over 23 million        update
  members, Xbox Live is                yourFacebookstatus, stream
  unstoppable and provides             videos, tweet, and connect face
  entertainment to a large portion     to face with friends and family via
  of our population.                   Kinect.
• Organizational Infrastructure—     • Users-Loyal gamers. Potential
  Microsoft owns Xbox and they         users would be celebrities
  are far ahead of their               endorsing the device via social
  competitors, Sony and Nintendo       media outlets. Example:
  when it comes to production and      LeBronJames playing Call of Duty
  distribution of the product.         on Youtube, Charlie Sheen
                                       tweeting about the latest
                                       Madden game.
Critical Mass Theory
• “Critical mass" is the   Critical mass can be
  small segment of a         applied to many
  societal system that       different aspects of
  does the work or           sociodynamics. It
  action required to         becomes increasingly
  achieve the common         applicable to
  good.                      innovations in
                             interactive media.
Using Critical Mass Theory: Pinterest
                                    • “Our goal is to connect
                                      everyone in the world
                                      through the 'things' they
                                      find interesting. We think
                                      that a favorite book, toy, or
                                      recipe can reveal a common
Pinterest is an innovative way to     link between two people.
socially connect with a massive       With millions of new pins
group of people and share             added every week, Pinterest
common interests.
                                      is connecting people all
                                      over the world based on
                                      shared tastes and interests.”
Roger’s Diffusion of Innovation
  Knowledge – person
  becomes aware of an
  innovation and has some      • Implementation – person
  idea of how it functions.      puts an innovation into
• Persuasion – person            use.
  forms a favorable or         • Confirmation – person
  unfavorable attitude           evaluates the results of
  toward the innovation.         an innovation-decision
• Decision – person              already made.
  engages in activities that
  lead to a choice to adopt
  or reject the innovation.
Using Roger’s Diffusion of Innovation:
              Blogging
                 Knowledge: User may research different blog
                 sites to find one that best suits their personal
                 needs.

                 Persuasion: User would make a decision on
                 which blog to create based on personal
                 research.

                 Decision: Person would create the blog and
                 make a decision of they enjoy using it or not.

                 Implementation: Success, and uses the blog
                 regularly!

                 Confirmation: Blogger it is
Uses and Gratifications Theory
• What people do with      • Cognitive needs
  media rather than what   • Affective needs
  media does to people.    • Personal Integrative
                             needs
• How people use media     • Social Integrative needs
  at their convenience.    • Tension free needs
Using the Uses and Gratification
       Theory: e-readers
                • E-readers such as the
                  Kindle have changed the
                  book industry and reading
                  material drastically.
                • The compact device is
                  sleek, easy to use, and
                  takes up minimal space.
                • Society ‘needs’ this over a
                  book for the mere fact
                  that we are in the Digital
                  Age, and books are on
                  their way out
                  completely, unfortunately
                  .
Dependency Theory
• You become dependent    • You rely on the media
  on media information      for information more so
  to meet certain needs     than before.
  and achieve certain
  goals.
Using Dependency Theory: TiVo, On-
         Demand Television
• The TiVo® Premiere
  DVR is the world's first
  Smart DVR. It brings the
  best entertainment
  from cable and the web
  together in one
  place, with one remote
  and one simple search
  across everything.
Social Learning Theory and Social
          Cognitive Theory
People can learn new      • Albert Bandura believed
information and             that direct
behaviors by watching       reinforcement could not
other people. Known as      account for all types of
observational learning      learning.
(or modeling), this type
of learning can be used
to explain a wide variety
of behaviors.
Using social learning theory/social
cognitive theory: reality television
• People watch reality         • People watch and learn
  television shows to            the lives of others to
  vicariously live the lives     observe and operate in
  of celebrities and             similar ways as they see
  normal folk to feel a          on television.
  sense of stability and
  normalcy.
The Principle of Relative Constancy
• This principle states that consumers spend a
  constant fraction of their income on mass
  media over time (constancy
  assumption), although they are expected to
  alter their spending patterns within mass
  media categories in response to the
  introduction of new mass media products or
  services (functional equivalence assumption).
Using the Principle of Relative
Constancy: getting the latest phone
                  • Consumers feel as if
                    they must keep up with
                    the latest trends in
                    cellular devices
                    regardless if the phones
                    serve the same purpose
                    because our wants and
                    needs extend with
                    technology.
The Long Tail theory suggests that, as the Internet makes distribution easier
-- and uses state-of-the-art recommendation systems that allows consumers
to become aware of more obscure products -- demand will shift from the
most popular products at the "head" of a demand curve .

  THE LONGTAIL THEORY
Long Tail Theory in use: iTunes
• iTunes is a perfect example of the Long Tail
  because it provides ample opportunity for
  unknown artists to be discovered by fans
  based on search results and similar artists. It is
  a media that provides opportunity for up and
  coming artists.
In 2021……

Now that you’ve seen the why’s of
technology today, here is a look at
      our potential future.
Smartphones with breathalyzers?
• Although some may joke about such a thing, I
  foresee it happening and think it could
  potentially prevent many drunk driving
  incidents.
Technology taking jobs?
• Many fast food chains have already cut jobs
  and replaced them with robots, and it seems
  to be a continuing trend.
• Robots and computer machines can enter
  orders and date via voice based or by
  punching in numbers—which saves companies
  money and also takes jobs from citizens.
Sources Cited
• Dependency Theory. Retrieved December 12, 2011, from
• http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/
  Mass%20Media/Dependency%20Theory.doc/.
•
• Retrieved December 10, 2011, from
• http://en.wikipedia.org/wiki/Critical_mass_(sociodynamics).
•
• Retrieved December 12, 2011, from
• http://www.fsc.yorku.ca/york/istheory/wiki/index.php/Diffusion_of
  _innovations_theory.
•
• Longtail Theory. Retrieved from December 12, 2011 from,
• http://knowledge.wharton.upenn.edu/article.cfm?articleid=2338.
Cont’d
•   Uses and Gratification. Retrieved December 10, 2011, from
•   http://communicationtheory.org/uses-and-gratification-theory/.
•
•   The Mechanism of Diffusion. Retrieved December 11, 2011, from
•   http://www.stanford.edu/class/symbsys205/Diffusion%20of%20Innovations.htm
•
•
•   Retrieved December 10, 2011, from
    http://people.bethel.edu/~socsco/ComTech/ComTechTheory.html.
•
•   Psychology Today. Retrieved December 12, 2011, from
•   The Mechanism of Diffusion. Retrieved December 11, 2011, from
•   http://www.stanford.edu/class/symbsys205/Diffusion%20of%20Innovations.htm.
•
•   Xbox Information. Retrieved December 12, 2011, from
•   www.xbox.com.
•
•   I do not own any copyrights to any photographs. All photographs came from the search engine:
    www.google.com .

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Communication Technology

  • 1. Communication Technology What will the communication technology landscape look like in 2021 A.D.? Jenna Kelly
  • 2. How we as a society currently use technology……
  • 4. The Umbrella Perspective on Communication Technology • Hardware - the • Social System - the communication political, economic and technology itself media systems • Software - the environment etc. messages/content of • Individual Users - actual the communication and potential technology • Organizational Infrastructure - those involved in the production/distribution
  • 5. Using the Umbrella Perspective: Xbox • Xbox Live • Social System-Xbox live is more • Hardware-a gaming device that than a gaming system. Microsoft allows you to play video games has integrated social media into and chat online with opponents. their plan making it very easy to • Software-With over 23 million update members, Xbox Live is yourFacebookstatus, stream unstoppable and provides videos, tweet, and connect face entertainment to a large portion to face with friends and family via of our population. Kinect. • Organizational Infrastructure— • Users-Loyal gamers. Potential Microsoft owns Xbox and they users would be celebrities are far ahead of their endorsing the device via social competitors, Sony and Nintendo media outlets. Example: when it comes to production and LeBronJames playing Call of Duty distribution of the product. on Youtube, Charlie Sheen tweeting about the latest Madden game.
  • 6. Critical Mass Theory • “Critical mass" is the Critical mass can be small segment of a applied to many societal system that different aspects of does the work or sociodynamics. It action required to becomes increasingly achieve the common applicable to good. innovations in interactive media.
  • 7. Using Critical Mass Theory: Pinterest • “Our goal is to connect everyone in the world through the 'things' they find interesting. We think that a favorite book, toy, or recipe can reveal a common Pinterest is an innovative way to link between two people. socially connect with a massive With millions of new pins group of people and share added every week, Pinterest common interests. is connecting people all over the world based on shared tastes and interests.”
  • 8. Roger’s Diffusion of Innovation Knowledge – person becomes aware of an innovation and has some • Implementation – person idea of how it functions. puts an innovation into • Persuasion – person use. forms a favorable or • Confirmation – person unfavorable attitude evaluates the results of toward the innovation. an innovation-decision • Decision – person already made. engages in activities that lead to a choice to adopt or reject the innovation.
  • 9. Using Roger’s Diffusion of Innovation: Blogging Knowledge: User may research different blog sites to find one that best suits their personal needs. Persuasion: User would make a decision on which blog to create based on personal research. Decision: Person would create the blog and make a decision of they enjoy using it or not. Implementation: Success, and uses the blog regularly! Confirmation: Blogger it is
  • 10. Uses and Gratifications Theory • What people do with • Cognitive needs media rather than what • Affective needs media does to people. • Personal Integrative needs • How people use media • Social Integrative needs at their convenience. • Tension free needs
  • 11. Using the Uses and Gratification Theory: e-readers • E-readers such as the Kindle have changed the book industry and reading material drastically. • The compact device is sleek, easy to use, and takes up minimal space. • Society ‘needs’ this over a book for the mere fact that we are in the Digital Age, and books are on their way out completely, unfortunately .
  • 12. Dependency Theory • You become dependent • You rely on the media on media information for information more so to meet certain needs than before. and achieve certain goals.
  • 13. Using Dependency Theory: TiVo, On- Demand Television • The TiVo® Premiere DVR is the world's first Smart DVR. It brings the best entertainment from cable and the web together in one place, with one remote and one simple search across everything.
  • 14. Social Learning Theory and Social Cognitive Theory People can learn new • Albert Bandura believed information and that direct behaviors by watching reinforcement could not other people. Known as account for all types of observational learning learning. (or modeling), this type of learning can be used to explain a wide variety of behaviors.
  • 15. Using social learning theory/social cognitive theory: reality television • People watch reality • People watch and learn television shows to the lives of others to vicariously live the lives observe and operate in of celebrities and similar ways as they see normal folk to feel a on television. sense of stability and normalcy.
  • 16. The Principle of Relative Constancy • This principle states that consumers spend a constant fraction of their income on mass media over time (constancy assumption), although they are expected to alter their spending patterns within mass media categories in response to the introduction of new mass media products or services (functional equivalence assumption).
  • 17. Using the Principle of Relative Constancy: getting the latest phone • Consumers feel as if they must keep up with the latest trends in cellular devices regardless if the phones serve the same purpose because our wants and needs extend with technology.
  • 18. The Long Tail theory suggests that, as the Internet makes distribution easier -- and uses state-of-the-art recommendation systems that allows consumers to become aware of more obscure products -- demand will shift from the most popular products at the "head" of a demand curve . THE LONGTAIL THEORY
  • 19. Long Tail Theory in use: iTunes • iTunes is a perfect example of the Long Tail because it provides ample opportunity for unknown artists to be discovered by fans based on search results and similar artists. It is a media that provides opportunity for up and coming artists.
  • 20. In 2021…… Now that you’ve seen the why’s of technology today, here is a look at our potential future.
  • 21. Smartphones with breathalyzers? • Although some may joke about such a thing, I foresee it happening and think it could potentially prevent many drunk driving incidents.
  • 22. Technology taking jobs? • Many fast food chains have already cut jobs and replaced them with robots, and it seems to be a continuing trend. • Robots and computer machines can enter orders and date via voice based or by punching in numbers—which saves companies money and also takes jobs from citizens.
  • 23. Sources Cited • Dependency Theory. Retrieved December 12, 2011, from • http://www.utwente.nl/cw/theorieenoverzicht/Theory%20clusters/ Mass%20Media/Dependency%20Theory.doc/. • • Retrieved December 10, 2011, from • http://en.wikipedia.org/wiki/Critical_mass_(sociodynamics). • • Retrieved December 12, 2011, from • http://www.fsc.yorku.ca/york/istheory/wiki/index.php/Diffusion_of _innovations_theory. • • Longtail Theory. Retrieved from December 12, 2011 from, • http://knowledge.wharton.upenn.edu/article.cfm?articleid=2338.
  • 24. Cont’d • Uses and Gratification. Retrieved December 10, 2011, from • http://communicationtheory.org/uses-and-gratification-theory/. • • The Mechanism of Diffusion. Retrieved December 11, 2011, from • http://www.stanford.edu/class/symbsys205/Diffusion%20of%20Innovations.htm • • • Retrieved December 10, 2011, from http://people.bethel.edu/~socsco/ComTech/ComTechTheory.html. • • Psychology Today. Retrieved December 12, 2011, from • The Mechanism of Diffusion. Retrieved December 11, 2011, from • http://www.stanford.edu/class/symbsys205/Diffusion%20of%20Innovations.htm. • • Xbox Information. Retrieved December 12, 2011, from • www.xbox.com. • • I do not own any copyrights to any photographs. All photographs came from the search engine: www.google.com .