ECONOMY- helps businesses making known information wbout products in the market.
EDUCATION- helps people learn anything
SOCIAL LIVES- one of the powerful sources
POLITICS- plays a vital role in democracy
CHALLENGES:
Ageinappropriatecontent
IllegalContent
Lackofverification of content
Incitementofharm
Infringementofhumanrightsordefamation
inappropriateadvertisementandmarketingtochildren
privacy
copyrightinfringement
2. Risks
harmful advice
identity theft
money theft/phishing
commercial fraud
grooming
bullying
disclosing private information
profiling
PEOPLE MEDIA- sources of information and are responsible or able to disseminate informations
TYPES OF PEOPLE MEDIA:
PEOPLE IN MEDIA- use other platforms to share information.
PEOPLE IN RADIO MEDIA- broadcast through radio to disseminate information.
PEOPLE IN TELEVISION- broadcast on TV to disseminate information.
PEOPLE IN PRINT MEDIA- utilize print or text media to share information
PEOPLE IN WEB MEDIA- uses internet to inform; works are used by researchers as secondary source.
Types of People in Media:
People in Media: use other platforms to share information
People in Radio Media: broadcast through radio to disseminate information
People in Television: broadcast on TV to disseminate information
People in Print Media: utilize print or text media to share information
People in Web Media: use the internet to inform; works are used by researchers as a secondary source
People as Media: the media itself; a person as a medium for another person to acquire knowledge
People as media:
Opinion Leader: gives information to lesser active persons
Citizen Journalist: uses the internet to inform but are not professionals
Social Journalist: uses the internet to make their content available to people
Crowdsourcer: obtains details from a large group of people, especially from an online community
CHARACTERISTICSOF PEOPLE MEDIA:
Tech savvy
Credible
Flexible
Charismatic
Updated
Articulate
TEXT INFORMATION AND MEDIA:
INFORMATIONALTEXTS- activates our prior knowledge that leads into a better understanding of things; visual representations of data sources in the form of print media intended to make the reader understand a passage clearly
TYPES AND COMMON FORMATS:
TYPES
HYPERTEXT- serves as link
PLAINTEXT or UNFORMATTEDTEXT- fixed-sized characters; same type of appearance
DOC (Document)- native format for storing documents; rich set of formatting capabilities.
RTF (Rich Text Format)- cross platform document exchange for MACOS X.
PDF (PortableDocumentFormat)- developed by adobe in charge for document exchange that supports images and graphics.
PS (PostScript)- page description language used in desktop
DESIGN AND PRINCIPLES:
EMPHASIS- highlights important details.
APPROPRIATENESS- who is your target audience
PROXIMITY- how near or far
ALIGNMENT- position
ORGANIZATION- connection
CONTRAST balance
Risks of online activities include:
Harmful advice that can facilitate contact with inappropriate or harmful advisors
Identity theft: making use of other people’s electronic identity with the intent to commit fraud
Money theft/phishing: the process of harvesting bank details to ransack other people’s bank accounts
Commercial fraud: sellers pretend to sell goods or services that either do not show the promised attributes or are not delivered after payment
Grooming: pedophiles using the Internet to contact children and young people while concealing their adult identity
Bullying: simplified by the Internet due to the anonymity it provides
Disclosing private information: users are invited to disclose private information to present themselves to the community
Profiling: personal data published on different platforms can be merged or given away elsewhere
Challenges of internet content:
Ageinappropriatecontent: like pornography, can result from deliberate searches or accidental encounters
IllegalContent: depends on national laws, some types outlawed in most countries
Lackofverification: content is often unverified, user-generated content can be partial, biased, or inaccurate
Incitementof harm: some sites incite users to harm themselves
Infringement of human rights or defamation: harmful to children and young people influenced by misleading information
Inappropriateadvertisementandmarketing to children: risks of exposure to advertising for products/services inappropriate for children like cosmetic surgery
Privacy: once published online, content can spread globally and exist indefinitely
Copyrightinfringement: a risk related to users' conduct
C. Wearable Tecnologies- Also called wearable gadget is the type of technology device that ca be used by customers/ consumers through wearing it and often containing tracking information realated to fitness and health.
Watches- Smart watches most popular wearable product among watches.
Hearables- These device allow voice input and return the result on user’s request back in audio format. In this case, these device can be inferred to as a microcomputer in your ear.Earphones – located in ear canal
b. Earbuds – held outside the ear canal
c. Headsets – speaker worn outside the ear
Wearable technologies, also known as wearable gadgets, are devices that customers can use by wearing them, often containing tracking information related to fitness and health
Smart watches are the most popular wearable product among watches
Hearables are devices that allow voice input and return the result on the user’s request back in audio format, functioning as a microcomputer in the ear
Earphones are located in the ear canal, while earbuds are held outside the ear canal and headsets are speakers worn outside the ear
Smart clothing, also known as smart garments, consists of conductive fibers attached or woven into clothing material:
First generation garments: characterized by attaching sensors to the apparel
Second generation garments: sensors are inserted into smart clothing
Third generation garments: sensors themselves
Smart shoes can gather data such as distance, steps, stride rate and length, foot landing, and time on the ground
Smart glasses are wearable computer glasses that can record information seen by the user and transfer the data into specified cloud storage
Smart jewelry, wearable cameras, body sensors, head-mounted displays (monocular and binocular), and exoskeletons are other types of wearable technologies
D. Gesture-ControlWearables- An appliance that dsitinguishs human body movements to transfer certain information to the computer or other devices carrying out hands-freee control. Also called natural user interface, meaning the absence of intermediate devices between the sustem and the user.
E. Implantable Wearables- This are appliances inside the body that transfer data to a smartphone, computer or another device.
Ex. RFID chips
F. 3D Environments-3D or Three-Dimensional Virtual Environment use the third dimensionto increase the sense of reality of participants or user.
Two main technological advancement: 3D Computer Graphic and Network Infrastracture
G. Ubiquitous Learning-Ubiqoitous learning or U-Learning is defined as the everyday learning enviroment of an individual that is supported by mobile computer and wireless network connected in our everyday life. Mark Weister is considered to be the Father of UbiComp (UbiquitousComputing), ot the origin of U- Learning.
In the book of Rick Shephers (1993) entitled Why Teach Media Literacy, media literacy is described as not so much a finite body of knowledge but rather a skill, a process, a way of thinking that, like reading comprehension, is always evolving.