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Mil Reviewer | PDF | Internet Of Things | Artificial Intelligence
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Mil Reviewer

The document outlines various technological trends, including AI, IoT, wearables, and cloud computing, emphasizing their continuous improvement and innovative applications across different fields. It also discusses the role of people in media, categorizing them into 'People as Media' and 'People in Media,' highlighting the advantages and limitations of social media in relationships, entertainment, learning, recognition, and career progression. Additionally, it covers motion media characteristics, forms, advantages, and limitations, emphasizing the importance of credibility and the impact of motion media on communication.

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0% found this document useful (0 votes)
15 views8 pages

Mil Reviewer

The document outlines various technological trends, including AI, IoT, wearables, and cloud computing, emphasizing their continuous improvement and innovative applications across different fields. It also discusses the role of people in media, categorizing them into 'People as Media' and 'People in Media,' highlighting the advantages and limitations of social media in relationships, entertainment, learning, recognition, and career progression. Additionally, it covers motion media characteristics, forms, advantages, and limitations, emphasizing the importance of credibility and the impact of motion media on communication.

Uploaded by

bjy77dkrcm
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TECHNOLOGICAL TRENDS

-​ Body of knowledge that you improve to make it more efficient.

TREND
-​ Not permanent but improvement is continuous
-​ Innovation & Advancement

TECHNOLOGICAL TRENDS (TERMS)


1.​ AI & Machine Learning
a.​ Meaning: AI (Artificial Intelligence) involves creating systems that can
perform tasks that would normally require human intelligence, such as
visual perception, speech recognition, decision-making, and language
translation. Machine Learning (ML) is a subset of AI that involves the
use of algorithms and statistical models to enable computers to learn
from and make predictions or decisions based on data.
b.​ Purpose: To automate tasks, enhance decision-making, and uncover
patterns and insights from large datasets, leading to more efficient
operations and innovative solutions across various fields.
c.​ Example: Google's AlphaGo, an AI developed to play the board game
Go, which has defeated world champion players by learning from vast
amounts of game data.

2.​ Internet of Things (IoT)


a.​ Meaning: IoT refers to the network of physical objects—devices,
vehicles, appliances, and other items embedded with sensors,
software, and connectivity—that enables these objects to connect and
exchange data.
b.​ Purpose: To create smart environments by enabling seamless
communication between devices, leading to improved efficiency,
convenience, and real-time monitoring.
c.​ Examples: Smart home systems like Amazon Echo, which can control
lights, thermostats, and other connected devices through voice
commands.

3.​ Wearables & Augmented Humans


a.​ Meaning: Wearables are electronic devices worn on the body, often as
accessories, which track various data points like health metrics.
Augmented humans involve enhancing human capabilities through
technology, either via wearable devices or implants.
b.​ Purpose: To monitor health and fitness, enhance personal and
professional productivity, and improve overall quality of life.
c.​ Example: Fitbit, a wearable fitness tracker that monitors physical
activity, sleep patterns, and heart rate.
4.​ Intelligent & Smart Spaces
a.​ Meaning: Intelligent and smart spaces refer to physical environments
equipped with technology to interact with and respond to the presence
of people. These spaces use IoT, AI, and other technologies to create
adaptive and responsive environments.
b.​ Purpose: To optimize space usage, enhance user experience, improve
safety, and increase efficiency in environments like homes, offices, and
cities.
c.​ Example: Smart cities that use sensor networks to manage traffic flow,
reduce energy consumption, and enhance public safety.

5.​ Cloud & Edge Computing


a.​ Meaning: Cloud computing involves delivering computing
services—servers, storage, databases, networking, software—over the
internet ("the cloud"). Edge computing brings computation and data
storage closer to the location where it is needed to improve response
times and save bandwidth.
b.​ Purpose: To provide scalable, flexible, and cost-effective computing
resources (cloud) and to reduce latency and bandwidth usage (edge).
c.​ Example: Netflix uses cloud computing to stream movies and shows to
users worldwide, while edge computing might be used to enhance
video quality and reduce buffering by processing data closer to the
user.

6.​ Voice Interfaces & Chatbots


a.​ Meaning: Voice interfaces allow users to interact with technology using
voice commands. Chatbots are AI-powered programs that simulate
human conversation through text or voice.
b.​ Purpose: To provide convenient, hands-free interaction with devices
and services, enhancing user experience and accessibility.
c.​ Example: Apple's Siri, a voice-activated personal assistant that helps
users with tasks like sending messages, setting reminders, and
searching for information.

7.​ Cobots
a.​ Meaning: Collaborative robots, or cobots, are robots designed to work
alongside humans in a shared workspace, enhancing human
capabilities and efficiency.
b.​ Purpose: To improve productivity and safety in environments like
manufacturing, where cobots can handle repetitive or hazardous tasks
while humans focus on more complex activities.
c.​ Example: Universal Robots' UR series, which are used in various
industries to assist in tasks like assembly, painting, and quality
inspection.
8.​ Digital Platforms
a.​ Meaning: Digital platforms are online frameworks that enable users to
connect, interact, and exchange information or services. These
platforms often leverage network effects to scale and provide value to
their users.
b.​ Purpose: To facilitate communication, commerce, and collaboration
among users, businesses, and other entities.
c.​ Example: Facebook, a social media platform that connects people
around the world, allowing them to share content, communicate, and
create communities.

PEOPLE MEDIA
-​ Refers to the people that are involved in the use, analysis, production of
media and information

Two Types of PEOPLE MEDIA


1)​ People AS MEDIA
-​ They are the media ITSELF
-​ They serve as the medium for another person to learn/acquire
knowledge
-​ No experience/Common People

CATEGORIES:
●​ Opinion Leaders
●​ Citizen Journalist
●​ Social Journalist
●​ Crowdsourcer

★​ OPINION LEADERS
○​ Leaders of a certain group who gives information to the lesser
active members of the group​

➔​ Two-step Flow Communication Model (1944)


◆​ Paul Lazarsfeld
◆​ Bernard Berelson, and
◆​ Hazel Gaudet
●​ MEDIA → OPINION LEADER → MASSES

★​ CITIZEN JOURNALIST
○​ People without professional journalism training
○​ They use the tools of modern technology and internet to
create media on their own (could collaborate with others)
★​ SOCIAL JOURNALIST
○​ Journalist who use media to make their content available
to more people

★​ CROWDSOURCER
○​ the person who obtains needed services, ideas, or content by
soliciting contributions from a large group of people and
especially from the online community

2)​ People IN MEDIA


-​ People WHO WORK IN MEDIA
-​ Use other media forms of media such as text media, visual media,
multimedia, etc. in disseminating information and imparting knowledge.

TYPES OF JOURNALISTS BY MEDIUM


●​ Print Journalists
-​ Write and report news ●​ Broadcast Journalism
stories for newspapers, -​ Present news and
magazines, and other information via television
print publications. and radio
●​ Photo Journalists ●​ Multimedia Journalists
-​ Capture and tell stories -​ Produce content across
through photographs various digital platforms,
often combining text,
images, audio, and video

CHARACTERISTICS OF SOCIAL MEDIA


●​ Individualized ●​ Uploads Contents in Real
●​ Connects Friends and People Time
●​ Enables Conversations
●​ Provides Tracking
ADVANTAGES & LIMITATIONS IN THE FF:
➔​ RELATIONSHIPS
◆​ Advantages
●​ Connection: People media allows for maintaining connections
with friends and family regardless of geographical barriers.
Platforms like Facebook, Instagram, and WhatsApp make it
easy to stay in touch and share life updates.
●​ Support Networks: Social media can provide emotional
support through online communities and groups where people
share experiences and advice, especially during difficult times
◆​ Limitations
●​ Miscommunication: The lack of non-verbal cues in online
communication can lead to misunderstandings and conflicts.
Privacy Issues: Sharing personal information online can lead to
privacy breaches and misuse of data​

➔​ ENTERTAINMENT
◆​ Advantages
●​ Access to Diverse Content: People media offers a vast array
of user-generated content including videos, blogs, and memes
that cater to various interests and tastes.
●​ Interactive Experience: Platforms like YouTube and Twitch
allow for interactive entertainment where viewers can engage
directly with content creators through comments and live chats
◆​ Limitations
●​ Content Overload: The vast amount of content available can
lead to decision fatigue and lower satisfaction with entertainment
choices​.
●​ Quality Issues: Not all user-generated content is of high quality,
which can lead to a proliferation of misleading or inappropriate
material​​.
➔​ LEARNING
◆​ Advantages:
●​ Access to Information: Social media and online platforms offer
vast amounts of educational resources, including tutorials,
webinars, and scholarly articles​​.
●​ Interactive Learning: Platforms like Khan Academy, Coursera,
and educational YouTube channels provide interactive and
engaging learning experiences​​.
◆​ Limitations:
●​ Information Accuracy: The open nature of the internet means
not all information is accurate or reliable, posing challenges for
learners in discerning credible sources​.
●​ Distraction: The same platforms that provide educational
content also offer many distractions, which can impede focused
learning​.
➔​ RECOGNITION
◆​ Advantages:
●​ Visibility: Social media allows individuals to showcase their
talents, achievements, and expertise to a global audience,
increasing their visibility and recognition​​.
●​ Networking: Platforms like LinkedIn enable professionals to
connect with industry peers, mentors, and potential employers,
facilitating career advancement and recognition​​.
◆​ Limitations:
●​ Validation Seeking: The pursuit of likes, shares, and followers
can lead to an unhealthy focus on external validation rather than
genuine achievement.
●​ Misrepresentation: Online personas may not always reflect
reality, leading to issues of authenticity and credibility​.
➔​ CAREER PROGRESSION
◆​ Advantages:
●​ Professional Development: Online platforms offer numerous
opportunities for professional growth through e-learning courses,
webinars, and virtual conferences​.
●​ Job Search: Websites like LinkedIn and job boards provide
tools for job hunting, networking, and career advancement​.
◆​ Limitations:
●​ Online Reputation Management: Negative online presence or
social media missteps can adversely affect career opportunities.
●​ Work-Life Balance: The accessibility of work-related
communication through social media can blur the lines between
work and personal life, leading to burnout​.

CHARACTERISTICS OF PEOPLE IN MEDIA


●​ Tech Savy
-​ Proficient in the use of technology, especially computers.
●​ Updated
-​ In the know of the latest information.
●​ Articulate
-​ Expressing oneself easily in clear and effective language
●​ Charismatic
-​ Appeals to senses of different people
●​ Credible
-​ Able to be believed, capable of being believed; plausible.
-​ Worthy of confidence; reliable
●​ Flexible
-​ Knows how to use a range of technology; able to change or to do
different things.

MOTION, INFORMATION, AND MEDIA


-​ Has the appearance of MOVING TEST and GRAPHICS on DISPLAY.
-​ Purpose is to COMMUNICATE INFORMATION in MULTIPLE WAYS.
-​ Visual media that gives the APPEARANCE of MOVEMENT

CHARACTERISTICS
1.​ Communicates message to large, heterogeneous, & anonymous audience.
2.​ Communicates the same message to mass audience simultaneously, both in
Public and Private.
3.​ Embodies message that are usually impersonal & transitory.
4.​ Multi-sensory that the audiences sight & hearing are stimulated in concert
5.​ A formal authoritative channel of Communication
6.​ It is instrumental in behavior and attitude.

FORMS OF MEDIA
1.​ INFORMAL 2.​ FORMAL
-​ Created by -​ Created by
INDIVIDUALS often for PROFESSIONALS who
PERSONAL USE. follow INDUSTRY
STANDARDS in creating,
editing, and producing
motion media.

ELEMENTS OF MOTION MEDIA


a)​ SPEED
-​ FAST MOVEMENT ​gives vigor & vitality, intensifying emotions.
-​ SLOW MOVEMENT connotes lethargy, solemnity, & sadness.

b)​ DIRECTION
-​ MOVEMENT from ONE DIRECTION to ANOTHER.
-​ GROWING/ SHRINKING of an object.

c)​ TIMING
-​ Can be OBJECTIVE/SUBJECTIVE.
-​ OBJECTIVE; can be measured in MINUTES, SECONDS, DAYS.
-​ SUBJECTIVE; is PSYCHOLOGICAL EFFECT.

d)​ TRANSITION
-​ Used to SWITCH between SCENES.
e)​ SOUND AND COLOR
-​ ADDS MEANING TO MOTION.

f)​ BLURRING
-​ Provide ILLUSION of FAST MOVEMENT.
-​ CENSOR INFORMATION.
-​ GIVES FOCUS.

CREDIBILITY OF MEDIA
-​ Validity of Information
-​ Source
-​ Relationship of the author to the event.

TYPES OF MOTION MEDIA


1)​ FORMAT c)​ Entertainment
a)​ Animation 3)​ SOURCE
b)​ Video Formats/Video a)​ Media Companies
Games b)​ Social Media
2)​ PURPOSE c)​ Personal
a)​ Education 4)​ AUDIENCE
b)​ Advertising a)​ General/Directed
b)​ Pricate/Public

ADVANTAGES OF MOTION MEDIA


1.​ CAPTURES MOTION in a manner that can be viewed repeatedly
2.​ CAN SHOW PROCESSES on detail & in sequence
3.​ Simulations allow for SAFE OBSERVATIONS
4.​ Can CUT ACROSS DIFFERENT CULTURES and GROUPS
5.​ ALLOW SCENES, HISTORY, EVENTS & PHENOMENON to be recreated
6.​ Enables LEARNING w/ EMOTIONS

LIMITATIONS OF MOTION MEDIA


1.​ Viewer can’t always interrupt presentation
2.​ More Costly
3.​ May be BEST PRESENTED using STILL IMAGES (graphs, maps, etc.)
4.​ Subject to MISINTERPRETATION

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