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INTELLECTUAL PROPERTY,

COPYRIGHT AND FAIR USE


• COPYRIGHT
-is a legal device that gives the creator of literary, artistic, musical or other creative works the
sole right to publish and sell that work. Copyright owners have the right to control the
reproduction of their work, including the right to receive payment for that reproduction. An
author may grant or sell those rights to others, including publishers or recording companies.
Violation of a copyright is called infringement

• 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.

• ECONOMICS OF MEDIA: RATINGS & REVENUES


-The economics of media can be explained in the simple equation Ratings= Revenues. As a
commercial industry, the media earns profit through advertisement. Advertisers pay for air-time
or ad-space in media platforms to reach or promote their goods or services to media’s audience.
Advertisers are more likely to invest if there is a high volume of consumers patronizing the
media programs or content or if their target market is among those consumers.

• 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.

• MEDIA AND INFORMATION FOR EDUCATION


-Media and information have made a radical impact in education. Learning has never been easier, and
at the same time, more complicated than it is today in the age of media and information.
• OPPORTUNITIES (sa media & information for education)
-Education traditionally requires a student to prove that learning took place. To do so, one must be
able to pass exam that will test their knowledge on a certain subject and produce outputs that will
confirm if they can apply that knowledge. Media information makes this process a little less
rigorous through content contribution. By allowing people to share their knowledge online for
others to see, the network of experts can check and balance each other’s understanding of subjects;
therefore, refining learning through interaction.
The convenience, abundance and interconnection, aspects of media and information for education
are opportunities worth taking advantage of.

• CHALLENGES (sa media & information for education)


-In education, the opportunities brought about by media and information is also to be blamed for
its many challenges. Not only does this promote laziness, constant access also puts a lot of
pressure on servers requiring constant upgrades and regular maintenance around cyberspace.
The overwhelming amount of content to but found online requires the tedious process of sorting
through unnecessary or unrelated content to one’s research. As challenging as it may be, it is
necessary. Allowing anyone with access to the internet to contribute to the network of
information raises credibility and authenticity issues.
• MEDIA AND INFORMATION FOR SOCIAL SCIENCES
-The society is heavily influenced by media and information. It is no surprise then that media and
information have been linked to social changes. Oxford bibliographies referred to social change as a
significant alteration of social structure.

• OPPORTUNITIES (sa media & information for social sciences)


-Among the first to realize the possible positive applications of the media and society’s co-
dependent relationships were Daniel Lerner and Wilbur Schramm. In their perspective works,
The Passing of Traditional Society (1958) and Mass Media and National Development (1964)
served as founding texts of development communication according to University of
Pennsylvania (UPenn). Development communication uses communication to aid in the
development of society. One practical application of this is community-based media programs.
Through information dissemination, promotion of development advocacies, and providing a
medium for social interaction among communities, these types of programs pave the way for a
positive social change.
• CHALLENGES (sa media & information for social sciences)
-Media and information have the power to sway society’s beliefs and perception. People have the
tendency to receive data from media and accept it as fact right away without conducting due
diligence.

• EFFECTS OF MEDIA IN POLITICS


-Politics regulates the media industry. They enforce the rules and regulations governing the
media industry as prescribed in a country’s current political system. It is for this reason that the
nature of media varies from country to country.
• OPPORTUNITIES (sa politics in media)
-The interrelationship between media and politics provides a fair foundation in nth function of
media as a source of information. Provisions in the law like the Freedom of Information Bill
which mandates the release of public documents to those who require it benefits the media in
their access to information and the government in its war against corruption (The Official
Gazette).

• CHALLENGES (sa politics in media)


-As a developing country, the government concentrates on solving problems like poverty,
unemployment, lack of proper healthcare and access to education. The shortage of government
funding, not to mention the lack of projects and programs, that help cultivate creativity – which
is the core of media – prevent the media industry in reaching its potential for success. Even the
weak enforcement of certain laws to protecting the media exposes them to threats that could
have damaging repercussions on the industry.
THE 10 NEW PARADIGMS OF
COMMUNICATION IN THE
DIGITAL AGE
• PARADIGM 1: FROM AUDIENCE TO USER
The communication process in the actual scenario is user centered: users have the control to choose, to
decide, to search, to define and configure, to subscribe or unsubscribe, to comment and, most important: to
write, talk and film.

• PARADIGM 2. FROM MEDIA TO CONTENT


The media convergence has reset media identity. Media brand image becomes one of the most valuable
activities of media companies: a source of credibility and prestige for digital content.

• PARADIGM 3. FROM MONOMEDIA TO MULTIMEDIA


The multimedia identity of the actual environment allows all media industries to converge online and
traditional media (press, broadcast, movies). Online media are multimedia, and multimedia is a new language.
• PARADIGM 4. FROM PERIODICITY TO REAL-TIME
Sharing news and opinions with the ability to interact in real-time are the seed of cybercommunities.
However, opportunities for reflection diminishes when information comes and goes as quick as time, but today’s
fast-paced information promotes dynamism and new conversational styles.

• PARADIGM 5. FROM SCARCITY TO ABUNDANCE


Space for the print media and time for broadcast media ceased to be the limit to content and now the time of
the user is the new scarce resource. The overflow of information calls for new skills and tools to manage data,
news, and opinions.

• PARADIGM 6. FROM EDITOR-MEDIATED TO NON-MEDIATED


Worldwide publishing without editors, but with a close peer review daily process and in most cases open to
comments from readers is the nature of social web publishing. Hence, the agenda of relevant current affairs goes
beyond the established media land and now is share with a wide variety of new sources, most of them not media.
• PARADIGM 7. FROM DISTRIBUTION TO ACCESS
The access paradigm is complementary with the user center paradigm, and both explain the strong
interactive nature of the new environment. Access means to seek, search, navigate, surf, decide, an active
attitude, a will to connect and communicate, the contrary of the passive reception of media content.

• PARADIGM 8. FROM ONE WAY TO INTERACTIVITY


This has three levels:
First level: the possibility for the user to choose the format of information display (browser and navigation
interface configuration).
Second level: the possibility for the user to produce input for a system. This contribution could be co-
authoring, writing comments, answering pools and tests, posting news, and so on.
Third level: the possibility for the user to communicate with other users of the system in real or delay time .
• PARADIGM 9. FROM LINEAR TO HYPERTEXT Hypertext becomes the
grammar of the digital world. The pathways of the info-spaces are built on links. Creating and activating links
online could be the new name of alphabetization. Reading and writing by linking, this is, exploring and
creating hypertextual environments daily is the most strategic skill digital natives are achieving.

• PARADIGM 10. FROM DATA TO KNOWLEDGE


The extraordinary amount of data these days bring back the role of media as social managers of knowledge.
Today, the strategic mission of media is the information about the information: information intelligence,
interpretation, filtering and searching combined with the challenge of new interactive multimedia narratives and
delivered by a wide range of channels.
TRENDS IN DIGITAL
TECHNOLOGY
• HAPTICS TECHNOLOGY
is a feedback technology (using computer applications) that takes advantage of the user’s
sense of touch by applying force, vibrations and/or motions to the User. Simple haptics is
used in game controllers, joysticks and steering wheels and is becoming more common in
Smartphones. Haptics is gaining widespread acceptance as a key part of virtual reality
systems (i.e. computer simulated environments) - adding the sense of touch to previously
visual only solutions. It is also used in virtual arts, such as sound synthesis, graphic design
and animation.

• 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.

• INTELLIGENT ROUTING TO DEVICES


This future technology will be useful to, for example, local councils. While on the move,
staff will be able to provide the precise description and location of a street-based issue using
Smartphones and mobile devices that can take photos and have GPS (global positioning
system) support. Intelligent routing will then alert the responsible team to action.
• EYE TRACKING TECHNOLOGY

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:

1. A revolutionary approach to education that moves away from the physical to


the virtual

2. A kind of learning that happens online, breaking the norm of traditional


schools or universities for higher education.

3. Utilizes information technologies like analytics to help instructors gauge their


student’s learning.

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.

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