Current-Trends

CURRENT AND FUTURE TRENDS IN MEDIA AND INFORMATION

Overview

  • FocusTopic: Media and Information Literacy

  • Setting: Studio Shodwe


Page 1: Introduction to Media and Information Literacy

  • Introduction to the trends in media and information

  • Importance of literacy in navigating modern digital landscapes


Page 2: Key Definitions

A. Ubiquitous Learning

  • Definition: Learning that is accessible anytime and anywhere, typically through technology.

B. Massive Open Online Courses (MOOCs)

  • Definition: Online courses offered free of charge to unlimited participation.

  • Example: Platforms like Coursera and edX.

C. Wearable Technology

  • Definition: Devices worn on the body that integrate technology for various applications.

  • Importance: Enhances interaction and data tracking in real-time.

  • Examples: Smartwatches, fitness trackers.


Page 3: Review and Discussion

Last Meeting Highlights

  • Discussed MOOCs and their differences from traditional college courses.

  • Introduced the concept of Ubiquitous Learning.


Page 4: Viewing Assignment

  • Videos to watch:

    • Top 10 Best Wearable Tech Products

    • Augmented Reality, Holograms & 3D Scanning

    • 17 Incredible 3D Printed Objects


Page 5: Reflection

Discussion Prompt

  • Reflect on the videos:

    • What are the best or most useful tech products for personal use?


Page 6: Objectives of the Session

  1. Identify different trends in media: characteristics and importance.

  2. Compare and contrast past and present media technologies.

  3. Create a prototype technology aimed at achieving the 17 Sustainable Development Goals (SDGs).


Pages 7-12: Technological Tools and Examples

Identifying Technologies

  • Google Glasses

  • Smartwatches

  • Virtual Reality Glasses

  • Microsoft Hololens (Augmented Reality)


Page 13: Feedback and Progress

  • Recognition: "Great Job!" for participation and learning progress.


Page 14: Emerging Trends

  • Significance of keeping up with technological advancements.


Page 15: Haptics Technology

  • Definition: Feedback technology that utilizes the sense of touch through force, vibrations, or motions.


Page 18: Contextual Awareness

  • Definition: Ability of systems/devices to sense and respond to environmental conditions.


Page 20: Voice and Tone Recognition

  • Uses:

    • Identity confirmation.

    • Health and emotional state detection.


Page 21: Intelligent Routing to Devices

  • Application: Aid local councils with reporting street issues using smartphones.

    • Uses photos, GPS for location.


Pages 23-27: Eye Tracking Technology

  • Definition: Measures eye positions and movements for various applications.

Applications of Eye Tracking

  • Law Enforcement: Lie detection.

  • Airport Security: Identifying suspicious behavior.

  • Retail: Tailoring marketing through consumer behavior analysis.

  • Safety: Alerting drowsy drivers.

  • Healthcare: Assisting disabled individuals.

  • Human-Computer Interaction: Innovative methods replacing traditional input devices.


Page 28: Internet Glasses

  • Technology under development that displays images directly onto retinas.


Page 29: Wearable Technologies

  • Definition: Electronics integrated into clothing/accessories for end-users.


Pages 31-32: 3D Environments

  • Definition: Enhanced graphics offering a more engaging media experience.

Common Users

  • Applications in architecture, 3D models, and printing.


Pages 37-49: Importance and Future Questions

Importance of Technologies

  • Significant impact on daily life and societal structure.

Questions for Reflection

  1. How has wearable technology revolutionized information access?

  2. Modern examples of wearable technology?

  3. Impact of 3D environments on audience experience?

  4. Discuss potential future advancements in technology.