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Personal Technology: The Future Is You

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0% found this document useful (0 votes)
222 views43 pages

Personal Technology: The Future Is You

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 43

Personal

Technology: The
Future Is You

Chapter 7
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Chapter Topics

UNIT 7A:Personal Devices for Improving Productivity at School & Work


UNIT 7A:Personal Devices for Improving Productivity at School & Work
7.1 Convergence,
7.1 Convergence,Portability,
Portability,&&Personalization
Personalization
7.2 Smartphones:
7.2 Smartphones:More
MoreThan
ThanTalk
Talk
7.3 Tablets
Tablets&&E-Readers
E-Readers
Using Information Technology, 11e

7.3
7.4 Portable
7.4 PortableMedia
MediaPlayers
Players
UNIT7B:
UNIT 7B:personal
personalDevices
Devicesfor
forEnriching
EnrichingLeisure
Leisure&&Life
Life
7.5 Digital Cameras: Changing Photography
7.5 Digital Cameras: Changing Photography
7.6 High-Tech
7.6 High-TechRadio:
Radio:Satellite,
Satellite,Hybrid
HybridDigital,
Digital,&&Internet
Internet
7.7 Digital
7.7 DigitalTelevision
Television
7.8 Videogame
7.8 VideogameSystems:
Systems:The
TheUltimate
UltimateConvergence
ConvergenceMachine?
Machine?
2
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
UNIT 7A: Personal Devices for Improving Productivity at
School & Work

• The ongoing shift toward a more interactive and participatory


Using Information Technology, 11e

web is exemplified by the mashup, a creative combination of


content or elements from different sources, such as a web page
that blends data from two or more sources to create new
services or content.

3
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7.1 Convergence,
Portability,
Using Information Technology, 11e

& Personalization

4
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Three major trends in information technology continue to be
convergence, portability, and personalization.

Convergence: Combining of several industries – computers,


Using Information Technology, 11e

communications, consumer electronics, entertainment, and mass


media – through various devices that exchange data in digital form
• Pros:
• Increased convenience of devices; more affordable; more functions
• Cons:
• Multiple features that compromise the primary feature—no single feature works
optimally
• Security risks are increasing 5
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Portability
• Pros
• Devices that enable phone, texting, and email access from anywhere, portable
digital music, GPS, and convenient cheap digital photos that allow people to remain
Using Information Technology, 11e

connected even while on the move


• Cons
• Bombardment by texts and phone calls; intrusiveness; time wasters
• Lack of face-to-face contact can lead to misinterpretations

6
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Personalization
• Pros
• People can do many things, customized just for them. Downloaded hundreds or
thousands of songs, so that they have their own personalized library of music; create
Using Information Technology, 11e

lists of “favorites” or “bookmarks” so that they can readily access favorite website;
access or contribute to blogs or personalized online diaries. In addition, PC software
can be used to create all kinds of personal projects, ranging from artwork to finances
to genealogy.
• Get preselected news topics delivered to one’s electronic devices as needed.

7
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• Personalization (continued)
• Cons
• Having many personalized devices leads to multitasking, which can lead to “absent
presence” and nonfocus
Using Information Technology, 11e

• Regret about choices


• Inaction
• Excessive expectations
• Self-blame
• “Paralysis” from too many choices
• Filtering
• Facts are facts: news should reflect the world, not us

8
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Using Information Technology, 11e

7.2 Smartphones
More Than Talk

9
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Smartphone = cellphone with microprocessor, memory, display
screen, modem, apps, and Internet access
• Allows phone calls, email, web browsing, music availability, text
Using Information Technology, 11e

messaging, videogames, digital TV viewing, search tools, GPS, personal


information management, and so on
• Storage
• Data is stored in flash memory card
• Data does not disappear when phone is turned off

10
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
CELLPHONES: DESIGNED FOR CALLS & PERHAPS TEXTING
• Lower-priced than smartphones, cellphones are compact, have a straightforward keypad, let you receive and send text messages,
and allow you to store frequently used phone numbers. Cellphones were originally designed for calls, and perhaps texting, but
Using Information Technology, 11e

many have cameras, can access high-speed data networks, and support Bluetooth headsets for hands-free communication.
SMARTPHONES: DESIGNED WITH ADVANCED OPERATING SYSTEMS & TOUCH SCREENS
• Smartphones are more expensive than cellphones, have advanced operating systems (Apple’s iOS, Google’s Android, Windows
Phone 8) that give them access to thousands of apps and have larger touch-screen displays and more advanced cameras than those

on conventional phones, GPS navigation technology, Wi-Fi capabilities, and higher mobile wireless data speeds, which gives users

better web browsing, search functions, and streaming media. They can also have a sophisticated organizer and allow you to do text

messaging, handle multiple email accounts, review and edit documents, and create and edit spreadsheets. Many have media players

that let you view videos and sort and listen to music tracks.

© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
• Cellphones are radios
• OS is stored in ROM; apps are downloaded
• Display screens are 2 – 5 inches, color
• Storage usually on flash memory cards
Using Information Technology, 11e

• Have tactile or touch-screen keyboards


• Microphone for voice commands
• Receiver/Speaker to hear voice calls
• Have headset connector
• Are MP3/media players
• Use Wi-Fi and/or Bluetooth
• Have GPS and camera
• Can show TV and video
12
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
• Text messaging, or texting or SMS (for short message service), is
the sending of short messages, generally no more than 160
characters in length (including spaces), to a smartphone or other
Using Information Technology, 11e

handheld device.

13
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• Societal Effects of Cellphones
• Positive (among others)
• Parents can more easily monitor their children
• Police dispatchers can help people who are lost
Using Information Technology, 11e

• Information and amusements are readily available


• Get road assistance
• Information can get out quickly during emergencies
• Negative (among others)
• People are less polite, courteous, and respectful using cellphones
• Cellphones are answered in theaters and restaurants
• Cellphone users engage in loud conversations in public places
• Cellphone use while driving is dangerous
14
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Using Information Technology, 11e

7.3 Tablets & E-Readers

15
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
A tablet is a general-purpose computer contained in a single panel;
it is a combination of smartphone and laptop computer with
wireless connections, a 7- to 12-inch multitouch screen, and a
Using Information Technology, 11e

virtual screen.
• Platforms (OS): iPad, Android, Windows RT

16
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
E-readers are better than tablets for reading e-books in
terms of price, screen quality, simplicity and portability.
Using Information Technology, 11e

• E-Book, or electronic book: electronic text, the digital-


media equivalent of a conventional printed book
• E-Book Reader: electronic device that can download
books (wired and wirelessly)
• Examples: Kindle (Amazon); Nook (Barnes & Noble)

17
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• Some Benefits of E-Readers
• One e-book reader can store hundreds or thousands of books.
• Easy to download books by wireless access; books are less expensive.
• Type size and face can be adjusted.
Using Information Technology, 11e

• Usually can be read in low light.


• Automatically opens to the page where you left off.
• Text can be searched and cross-referenced.
• Dictionary automatically available.

18
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How an E-Reader Works
• E-readers use E Ink, which is composed of millions of tiny particles
Using Information Technology, 11e

that display text.


• Different e-books use different e-software formats.
• E-books are downloaded by wireless access (3G or Wi-Fi).

© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Some drawbacks of e-readers:
• Photos, charts, diagrams, foreign characters, and tables not as good as in
print version—or are left out of the e-book

Using Information Technology, 11e

Battery needs to be recharged


• Reader doesn’t own the downloaded books
• Are not always designed for college textbook use
• Can be hacked
• Can’t lend your books
• They can malfunction

20
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Using Information Technology, 11e

7.4 Portable Media Players

21
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Portable media players include music players, media players, and some
mobile phones.
• Portable media players (PMPs) are portable devices that play
digital audio, video, and/or image files.
Using Information Technology, 11e

• MP3 is a format that allows audio files to be compressed so they


are small enough to be sent over the Internet and stored as digital
files.

22
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
PMP Technology Considerations: What’s Useful to Know?

• Storage capacity (both hard drive and • Other features such as:
flash memory) • FM radio reception
• Sampling rate • Music recording using microphone
Using Information Technology, 11e

• Transferring files • Getting music and video files


• Battery life • Using PMP in a car
• Display screens

23
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Societal Effects
• PMPs offer convenience and portability to music listeners.
• May also cause people to isolate themselves.
Using Information Technology, 11e

• MP3 players are used almost everywhere by many people, but they do
have the ability to damage hearing, so users should be careful with the
volume controls. Over 85 decibels can cause hearing loss! (85 decibels is
as loud as a vacuum cleaner or a crowded restaurant .)
• Over-the-ear headphones are safer than earbuds.

24
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UNIT 7B: Personal Devices for Enriching Leisure & Life
Using Information Technology, 11e

25
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Using Information Technology, 11e

7.5 Digital Cameras


Changing Photography

© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
A digital camera takes video and photographs and digitally converts the analog
data by recording images via an electronic image sensor (they do not require
film).
• Point-and-shoot digital camera
Using Information Technology, 11e

• Automatically adjusts settings such as exposure and focus


• Easy to use, but manual controls can allow you to tweak the settings to get better
photos
• Single-lens reflex (SLR) digital camera
• Uses a reflecting mirror to reflect the incoming light so the viewfinder shows what
the lens is framing
• Brighter and crisper photos
• Used by professionals
27
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Resolution: Megapixels and Sensors
• Megapixels = millions of picture elements (electronic dots making up an image); the
more megapixels, the higher the resolution
• 10 – 16 megapixels common for point-and-shoot cameras; 10 – 24 for SLR
Using Information Technology, 11e

• The larger the sensor chip, the sharper the images


Lenses
• Digital zoom
• Means the image is cropped in the camera
• Lowers the resolution and so can produce a grainy photo
• Optical zoom
• Enlarges the subject without you needing to move closer
• Lens extends to focus on distant objects; clearer image

28
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Storage
• Use flash memory cards inside camera; cards are reusable
• 64 MB holds only a handful of images; 512 MB – 1 GB is better
Using Information Technology, 11e

Viewing images
• Optical viewfinders let you see the image to be photographed before you
snap the picture
• LCD screens let you review the photos you have taken

29
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• Start-up time
• Digital cameras require time to start up
• Look for one that has a short start-up time
Using Information Technology, 11e

• Also, the shutter can lag, delaying the time between when you press the
button and the shutter clicks; look for a camera that allows “burst” or
“continuous “ mode
• Continuous mode allows you to take a certain number of shots without
pausing or reclicking a button

30
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• Battery life
• The camera requires a battery to function
• Some rechargeable batteries are available with many models
Using Information Technology, 11e

• Some recharge in the camera, while others require a separate charging


stand
• Get a battery that can last a whole day
• Carry a spare battery

31
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Principle methods for transferring images
• Use a direct connection between your camera and your computer (with a
USB cable and software)
• Wireless connection
Using Information Technology, 11e

• Insert the memory card into your computer or card reader


• Put your camera into a cradle attached to the PC
• Use an online photo service
• Use a photo printer with a built-in card slot
• Use a photo-printing kiosk
• Use a photo lab
• Bring along your own card reader and CDs and use others’ computers
32
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Societal Effects of Digital Cameras
• People are taking their cameras everywhere
• People take far more pictures than they used to
Using Information Technology, 11e

• Photography is becoming more casual


• People are touching up their photos, making them look better
• Camera use can be intrusive and even illegal (voyeurism)

33
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Using Information Technology, 11e

7.6 High-Tech Radio


Satellite, Hybrid Digital, & Internet

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Satellite radio
• Digital radio signals are sent from satellites in orbit around the earth to
subscribers that have special radios, often in cars.

Using Information Technology, 11e

CD-quality sound is better than normal radio.


• More channels than regular radio.
• U.S. provider is Sirius XM satellite radio.
• Commercial-free.

35
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HD (Hybrid Digital) Radio
• Provides CD-quality sound on the FM dial
• Allow broadcasters to squeeze one analog and two digital stations on the
same frequency
Using Information Technology, 11e

• Broadcasts are free—no subscription charges


• Broadcasters are hoping HD radio can introduce more local or innovative
programming
Internet Radio
• Continuous streaming of audio over the Internet. Internet users can listen to
radio on their computers and various handheld devices, such as a
smartphone (Pandora, iHeartRadio, Slacker)
36
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Podcasting
• Involves the recording of Internet radio or similar Internet programs
• Requires no studio or broadcast tower and is not regulated by the FCC
Using Information Technology, 11e

(Federal Communications Commission)


• Allows amateur deejays and hobbyists to create their own radio shows and
offer them on the Internet
• Podcasting-receiving software, called an aggregator, is necessary

37
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Using Information Technology, 11e

7.7 Digital Television

38
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Digital Television:
• Interactive TV
• Lets you interact with the show you’re watching
• Internet TV
Using Information Technology, 11e

• Television distributed via the Internet, viewable on computers and mobile devices
• Internet-Ready TV
• TVs with broadband modems allow viewers to watch TV shows as well as go online
to browse, get news, stream movies, view photos, etc.

39
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3 Kinds of Digital TV Broadcasting
• Digital television (DTV): uses a digital signal (not analog)
• Is clearer and less prone to interference than analog
• FCC has mandated that all TV stations be capable of digital broadcasting
Using Information Technology, 11e

• People with analog TVs use a converter box to deal with digital broadcast signals
• High-definition television (HDTV)
• Works with digital broadcasting signals
• Has broader screen and higher resolution than analog TV
• Uses a lot of bandwidth
• Standard-definition television (SDTV)
• Uses lower resolution than HDTV and so can transmit more information within the
HDTV bandwidth
• Allows multicasting – up to 5 SDTV programs at the same time
40
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• Societal Effects of Digital TV
• Time shifting: Changing when you watch TV
• Space shifting: Changing where you watch TV
Using Information Technology, 11e

• Content shifting: Changing the nature of TV programs


• Video on demand (VOD or VoD) consists of a wide set of technologies
that enable viewers to select videos or TV programs from a central
server to watch when they want, rather than when TV programmers offer
them

41
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Using Information Technology, 11e

7.8 Videogame Systems


The Ultimate Convergence Machine?

42
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.
Videogame consoles, or gameboxes, are specialized computers
powered by operating systems and CPUs different from those in
desktop computers.
Using Information Technology, 11e

• These may be the “ultimate convergence machine.”


• People buy them to play games, but they do a lot more: play
music, share photos, watch movies
• Microsoft Xbox
• Sony PlayStation 4
• Nintendo’s Wii U

43
© 2015 by McGraw-Hill Education. This proprietary material solely for authorized instructor use. Not authorized for sale or distribution in any manner. This document may not be copied, scanned, duplicated, forwarded, distributed, or posted on a website, in whole or part.

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