Current and Future Trends in Media and Information

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Media and Information Literacy

Week 8-9

Current and Future Trends in Media and Information

Learning Outcomes

At the end of the lesson the student should be able to :

1. Evaluate current trends in media and information and how it will affect/how
they affect individuals and society as a whole
2. Describe Massive Open Online Course (MOOC)
3. Predict future media innovation
4. Synthesize overall knowledge about media and information with skills for
producing a prototype of what you think is a future media innovation.
Current and Future Trends in Media and Information

Every time we browse the internet for leisure, we would most likely look into one
common item: trend. For sure, getting updated is the first thing we will care to do as global
citizens of the world wide web, because in this age where information can be accessed in
just a tap of a finger, we will never want to be left behind.

What is trending right now as I write these words may not be the trend anymore
tomorrow. And so, more than just settling on what is “in” today, we always try to look beyond
and imagine what the future will hold. We better get back to learning; the future may be just
a click away.

If you have access to YouTube currently, visit the link below and watch the video
“Watch your Day in 2020”.

https://www.youtube.com/watch?v=zJUQENC-SVQ

Here are the answer guide questions for you to reflect on.
1. According to the video, what information will you be able to see in the
bathroom mirror?
2. What will be the features of the appliances in the kitchen and bedroom?
3. Do you think these features can make the world better, as the video states?
4. This video was uploaded five years ago. Do you think that these predictions
about technology back in 2015 were realized today?

The 10 New Paradigms of Communication in the Digital Age

We began our discussion of MIL with a look into the models of communication. I
hope you can still recall the concepts they represented. However, these are traditional
models that were conceptualized in the 20th century. Now that we are in the Digital Age
(which some experts consider as the Connected Age as you will learn later), our outlook on
communication changes too. Orihuela (2017) proposes 10 new paradigms or concepts that
characterize communication now:

PARADIGM 1 PARADIGM 2
FROM AUDIENCE TO USER FROM MEDIA TO CONTENT

The communication process in the actual The media convergence has reset media
scenario is user centered: users have the identity. Media brand image becomes one of
control to choose, to decide, to search, to the most valuable activities of media
define and configure, to subscribe or companies: a source of credibility and
unsubscribe, to comment and, most prestige for digital content.
important: to write, talk and film.

PARADIGM 3 PARADIGM 4
FROM MONOMEDIA TO MULTIMEDIA FROM PERIODICITY TO REAL-TIME

The multimedia identity of the actual Sharing news and opinions with the ability to
environment allows all media industries to interact in real-time are the seed of
converge online and traditional media (press, cybercommunities. However, opportunities
broadcast, movies). Online media are for reflection diminishes when information
multimedia, and multimedia is a new comes and goes as quick as time, but
language. today’s fast-paced information promotes
dynamism and new conversational styles.
PARADIGM 5 PARADIGM 6
FROM SCARCITY TO ABUNDANCE FROM EDITOR-MEDIATED TO NON-
MEDIATED
Space for the print media and time for
broadcast media ceased to be the limit to Worldwide publishing without editors, but
content and now the time of the user is the with a close peer review daily process and in
new scarce resource. The overflow of most cases open to comments from readers
information calls for new skills and tools to is the nature of social web publishing.
manage data, news, and opinions. 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 PARADIGM 8
FROM DISTRIBUTION TO ACCESS FROM ONE WAY TO INTERACTIVITY

The access paradigm is complementary with This has three levels:


the user center paradigm and both explain
the strong interactive nature of the new First level: the possibility for the user to
environment. Access means to seek, search, choose the format of information display
navigate, surf, decide, an active attitude, a (browser and navigation interface
will to connect and communicate, the configuration).
contrary of the passive reception of media
content. 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 PARADIGM 10
FROM LINEAR TO HYPERTEXT FROM DATA TO KNOWLEDGE

Hypertext becomes the grammar of the The extraordinary amount of data these days
digital world. The pathways of the info- bring back the role of media as social
spaces are built on links. Creating and managers of knowledge. Today, the strategic
activating links online could be the new mission of media is the information about the
name of alphabetization. Reading and writing information: information intelligence,
by linking, this is, exploring and creating interpretation, filtering and searching
hypertextual environments daily is the most combined with the challenge of new
strategic skill digital natives are achieving. interactive multimedia narratives and
delivered by a wide range of channels.
Keep in mind these ten paradigms as we go over this lesson
as well as the succeeding ones.

Trends in Digital Technology

Many of the technological advances we are seeing today will


shape our daily lives in the future – the way we relax, interact,
communicate and conduct business. From virtual worlds, avatar emotions, artificial
intelligence, computer generated storytelling and narrative, interactive 360 holographic
images, mixed reality, stress disorder virtual therapies and so much more. ICT will continue
to advance, empower and transform every aspect of our life.
Here are some of these emerging technologies and trends.

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. There are many possibilities for Haptics to be
applied to gaming, movies, manufacturing, medical, and other industries. Imagine your
doctor operating on your local hospital from his computer in Australia.

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. Consider a “context aware” remote control that
instantly determines who is holding it and automatically selects the Smart TV preferences for
that person.

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. Fitness trackers aim to
promote health and wellness among its enthusiasts,
unfortunately, issues in their accuracy have been raised in
several reviews. 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. However, concerns were raised about VR technology’s potential to cause a total
disconnection from the physical world.

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. In fact, while
some books would refer to this age as the Age of Information, others would fittingly call this
time as the “Connected Age.” Oblinger
(2013) provides explanation to the current
ways of the world:

The change started with the network.


Moving digital information instantly from
one place to another has reshaped delivery
systems, business models, and
economicsand 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.

Keep in mind the concept of the spider’s web. A web cannot hang on its own with just a
single strand. For it to spread out, each of its strand must be interconnected, and a spider’s
power to capture its prey depends on how wide its web spreads and how many connections
it has.

With that said the next matter to be considered is on how we as citizens of this age keep
ourselves connected to the worldwide network. It cannot be argued that getting updated as
often as possible is the key to our connectedness. Hence, the educating aspect of the
connected age becomes a prime concern, and with this, MOOC comes in the frontline.

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

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.


Through the use of 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.
WEEK 8-9
Activity Sheet #8-9
Current and Future Trends in Media and Information

I. Multiple Choice: Encircle the letter of the correct answer.

1. Which of the following is NOT an example of modern wearable technology?


a. Smart Watches c. Smartphones
b. Fitness Trackers d. Headsets

2. Technology that takes advantage of the user’s sense of touch using computer applications
a. Contextual awareness c. VR Technology
b. Haptics d. Wearable Technology

3. It refers to the model for delivering content online to any person who wants to take a
course with no limit to attendance.
a. Education Model
b. Model of Online Learning
c. Massive Open Online Course
d. Electronic Learning Model

4. Refers to a type of learning that happens anytime, anywhere and with anyone.
a. Global Learning c. Ubiquitous Learning
b. Online Learning d. Virtual Learning

5. A technology that provides a big picture of learning outcomes through available data such
as test results.
a. Analytics c. Online exams
b. Learning trackers d.All of the above

II. Identify the correct word within the parentheses to complete the sentences.

1.(Ubiquitous, Online) learning means that education can happen anytime, every time.
2.The grammar of the digital world is (hypertext, linear text).
3.Real time information dissemination promotes (reflective, dynamic) interaction.
4.The communication process nowadays must be (audience, user)- centered.
5.The influx of online learning opportunities that allows wide networking is a clear proof that
we are in the (digital, connected) age.
6.When it comes to management, MOOCs are (cheaper, more expensive) compared to
traditional learning.
7.(Analytics, Haptics) provides relevant and reliable information about the learning process
of students.
8.(Group chats, printed modules) are tools for MOOCs
9.MOOCs are designed for (small, large) classes.
10.A MOOC program is (restricted, flexible) for the learner.

III. Then, Now, and Beyond


It would help if you have an elder answering this with you.

Choose a current media and information technology you currently own or patronize and
create a review about it. Then, ask an elder (parents, aunts or uncles, grandparents) for their
opinion of a similar yet earlier version of the technology you used for your own review.
Lastly, think of how this technology will develop 10 years from now. You may follow this
format in your discussion.

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