MIL

Subdecks (1)

Cards (91)

  • Media and Information
    Carry much power and afford opportunities for our welfare as individuals and society as a whole. However, there are also threats and challenges that can detail the good effect of powerful means of communication that are available to us.
  • Roles of media
    • Watchdog
    • Bridge
    • Resource
    • Advocate
  • Economic role of media
    • They help markets work better by facilitating trade and transmitting ideas and innovation across boundaries
    • They are important for human development by bridging health and educational information to the countryside and remote areas
  • Educational role of media
    • They play a dominant role in the learning process
    • They have the potential to shape personalities and characters
    • They could change the way we perceive and understand the world and our immediate reality for better
  • Types of media
    • Print media
    • Broadcast media
  • Social role of media
    • The internet is the device technology of the Information Age, and with the explosion of wireless communication in the early 21st century we can say that humankind is now almost entirely connected, albeit with great levels of inequality in bandwidth, efficiency and access (the digital divide)
    • The digital revolution has caused major social and cultural changes, leading to a "Me Centered Society" in areas like space, work, and family interaction
  • Political role of media
    • Civil movements fueled by the Internet and social media have been particularly active since 2010, notably in Arab revolutions (or the Arab Spring) against dictatorships and against the management of the financial crisis
    • Online and wireless communications have helped these movements pose more of a challenge to state power (Politico-media complex)
  • Audience
    The nature of listeners/viewers - how they react to what they hear/see, how many there are, and what they are doing while listening/viewing
  • Audience research questions
    • Who listens/views
    • When and what they listen/view
    • Why do they listen/view
    • How are they affected by what they hear/see
  • Types of audience research
    • Quantitative
    • Qualitative
  • Behavioral research
    Study of the audience actions
  • Demographic audience factors
    • Gender
    • Ethnicity
    • Age range
    • Region/Nationality
    • Socioeconomic group
  • Market research
    The convenient way of knowing market trends
  • Characteristics of good market research
    • Systematic - the whole research undertaking should be structured with steps that are governed by research design
    • Logical - research should be guided by the rules of logical reasoning and the logical process of introduction and deduction
    • Empirical - research is underpinned by data that is systematically gathered and forms the basis of all analysis and conclusions that will be arrived at
    • Replicable - research findings are verifiable by replicating the study in achieving the same results
  • Massive Open Online Courses (MOOCs)

    Courses of study that are open to all and have interactivity through the internet. Generally, MOOCs are free but they do not provide academic credits.
  • MOOCs
    • Important feature - accessible around the globe
    • Disadvantage - least enrollees 10%
  • Wearable technology
    Devices worn on the human body, often used for tracking a user's vital signs, location, or biofeedback indicating emotions
  • Wearable technology
    • Apple Watch, iWatch Fitness Tracking Device, Google Glass
  • Wearable technology can lead to invasion of privacy through social information
  • 3D environment
    An interactive environment that has a figurative appearance, also known as virtual reality or interactive 3D
  • Types of virtual reality
    • Desktop VR
    • Immersive VR
  • Ubiquitous learning
    A learning environment supported by mobile, embedded computers, and wireless networks in our everyday life, which can also apply to organizations and individuals
  • Haptic technology
    Feedback technology that takes advantage of the user's sense of touch by applying force, vibrations, and/or motions
  • Haptic technology
    • Joysticks, gaming controllers, keyboards for smartphones
  • Contextual awareness
    Future devices will continuously learn about who you are and how you live, work, and play, and can begin to anticipate your needs by combining "hard sensor" information (like location) and "soft sensor" information (like calendar data)
  • Voice and tone recognition
    Technology that can recognize a person's tone and detect their health or emotional state, opening new opportunities in security and healthcare through mobile applications
  • Eye tracking technology
    Measures eye positions and movements, which are analyzed through computer applications
  • Deepfakes
    Videos and presentations enhanced by AI and other modern technology to present falsified results
  • Shallow fakes
    Less complex technology used to alter a video
  • Frames
    Like borders that circumscribe every media text, containing the content that is included, while elements that have been intentionally omitted are beyond the frames
  • Framing
    The process of putting together the elements to create or produce a media text, as well as the process of not including some elements
  • Framing
    • Entertainment celebrity news (soft news)
  • Values
    Special kinds of beliefs that endure and are very unlikely to change, pointing to what is right and wrong and what is desirable and undesirable
  • Lifestyles
    Ways of living that consist of the interests, hobbies, behaviors, and opinions of an individual, family group, or community, combining both tangible and intangible elements
  • Technological innovations
    Shape how we communicate and what vehicles we use to get the necessary information and to get our message across
  • Massive open online content (MOOC)
    Courses of study that are open to all and have interactivity through internet. Generally, MOOCs are free, but they do not provide academic credits
  • The disadvantage of MOOC is the low course completion rate (10 percent mostly completed)
  • Wearable technology
    A device worn on the human body, often used for tracking a user's vital signs, such as pieces of data related to health and fitness, location, or his/her biofeedback indicating emotions
  • Wearable technology
    • Apple, iWatch, fitness tracking devices, Google Glass (first device of its kind to be embedded in a pair of glass, operated by voice command)
  • Some issues of wearable devices are the invasion of privacy and the change of social interactions