Mil 2
Mil 2
Mil 2
• PLAGIARISM
-is an act or instance of using or closely imitating the language and thoughts of another author without
authorization; the representation of that author's work as one's own, as by not crediting the original
author.
• CYBER BULLYING
-takes place online by using electronic technology such as cell phones, computers and tablets
over communication tools including social media sites, text messages, chat and websites.
Examples of cyber bullying include text messages or emails composed to insult or demean;
rumors or false statements spread by email or posted on social networking sites; and humiliating
photos, videos, websites or fake profiles deliberately shared across social media.
• COMPUTER ADDICTION
-is the excessive use of computers to the extent that it interferes with daily life. This excessive
use may, for example, interfere with work or sleep, resulting in problems with social interaction
or affect mood, relationships and thought processes.
• DIGITAL DIVIDE
-is an economic inequality between groups in terms of access to, use of, or knowledge of ICT.
The divide within countries (such as the digital divide in the United States) can refer to
inequalities between individuals, households, businesses, and geographic areas at different
socioeconomic (and other demographic) levels. The global digital divide designates countries as
units of analysis and examines the divide between developing and developed countries on an
international scale.
OPPORTUNITIES, CHALLENGES,
AND POWER OF MEDIA AND
INFORMATION
• MIND MAP
-is a graphical technique for visualizing connections between several ideas or pieces of
information. Each idea or fact is written down and then linked by lines or curves to its major or
minor (or following or previous) idea or fact, thus creating a web of relationships.
• RATINGS
-It is a colloquial term for audience measurement that influence timing, placements and markets
for media content and advertising (Balnaves, O’Regan, & Goldsmith, 2011). Ratings determine
the number of people who watches, listens to or reads a particular content.
• REVENUES
-The business dictionary defines revenue as income generated from the sale of goods or services,
or any other use of capital or assets, associated with the main operations of an organization
before any costs or expenses are deducted.
• CONTEXTUAL AWARENESS
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.
• 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 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.
• INTERNET GLASSES
Technology that can display images directly onto our retinas while not blocking our sight is
being developed. This technology can be used in eyeglasses and have uses ranging from e-
Gaming to military defense. In the next 10-20 years experts predict that Internet glasses will
replace Smartphones. Imagine these viewing experiences:
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.
Virtual Reality (VR) wearable technology is gradually growing in popularity among
enthusiasts. Wearable technology takes users to computer generated worlds and let them
experience it as if they were actually there.
• THE MASSIVE OPEN ONLINE COURSE AND ITS
IMPLICATIONS
The media and information are in a constant change, and its development is a continuous
process. This development is highly dependent on how connected entities are.
The change started with the network. Moving digital information instantly from one place
to another has reshaped delivery systems, business models, and economics and has led to the
globalization of almost every industry. However, this "network effect" is about more than the
dissemination of information. It is about connections. We are no longer in the information age
—we are in the connected age. Everyone and everything is interconnected. Anyone who
can access the web can participate. The connections magnify the reach and value of not just
information but also our relationships, creating opportunities for learning, working, and
collaborating on an unprecedented scale.
• 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:
4. Emphasis on connectedness.
• THE IMPLICATIONS OF MOOC
1. By taking learning into virtual space, attendance is no longer a determining factor in one’s
education. This makes MOOC learning a popular alternative for those whose life situations
make them unable to attend regular schools
2. Managing MOOC is relatively cheaper than running educational institutions. By taking out
the experiences of Universities – which are passed down to students in exorbitant fees-
MOOC addresses the high cost of education.
3. Analytic provides information about the learning process of students. With the data
collected through analytics, MOOC provides a means to improve learning.
4. Since it focuses on connectedness as part of the learning process, MOOC allows education
to take place on a global scale, connecting learners and instructors all over the world to one
another to maximize education.