MEDINFO 31 NOTES For 2nd Quarter

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Current and Future Trends of Media and Information

1. Wearable Technology - also known as wearable gadgets or wearables


- are electronic technologies or computers that are incorporated into items of clothing and
accessories which can be comfortably worn on the body

Characteristics of Wearable:

• Performing computer-related tasks such as laptops and mobile phones

• Provide sensory and scanning features (such as biofeedback and tracking of physiological
function) that are typically not seen in mobile and laptop devices

• Have some form of communications capability and will allow the wearer access to information in
real-time

• Data-input capabilities

• Local storage capabilities

Examples of Wearables:

1. Smart Watches – a portable device that is designed to be worn on the wrist.

2. Fitness Tracker - a device that counts the number of steps you make each day and measures your
heart rate.

3. Smart Mask - Public Health Relevance Statement “We propose to build a mask that changes
color when the wearer has COVID-19 or has been exposed to COVID-19”
4. 4. Smart Glass - are wearable technology that project digital content directly into your field of
view. You look through them instead of at a screen—freeing up your hands to interact with AR
objects in the environment.

2. 3D ENVIRONMENT
- Are often referred to as virtual reality or interactive 3D, and have a figurative appearance
• 3D Printing - is the process turning a virtualized 3D model into a 3D physical object.
• Hologram - are three-dimensional images that have been created using photographic projection.
• Virtual Reality (VR) - A realistic three-dimensional image or artificial environment that is created
with a mixture of interactive hardware and software.

3 Types of Virtual Reality

• Non-immersive simulations - acts as a window into virtual realms while keeping you grounded in
reality.

• Semi-immersive simulations - provide a more immersive experience, in which the user is partly
but not fully immersed in a virtual environment - closely resemble and utilize many of the same
technologies found in flight simulation.
• Fully-immersive simulations - are able to provide very realistic user experiences by delivering a
wide field of view, high resolutions, increased update rates (also called refresh rate), and high
levels of contrast into a user's head-mounted display (HMD).

3. Online Learning
- There has been a significant surge in the use of language apps, virtual tutoring, video
conferencing, and the use of learning management systems. But even before the COVID-19
pandemic, there are already a number of schools who have been using learning management
systems (LMSs)

• MOOC’s (Massive Open Online Courses)


- Are virtual courses that offer a full or complete course experience online for free, designed for a
larger number of participants and can be accessed anywhere with internet connection
- Assignments are mostly peer-feedbacked or graded by your co-learners; quizzes are often auto-
graded; and a certificate is given once you finish the course
• Ubiquitous Learning
- Often abbreviated as u-learning, refers to a form of learning that takes advantage of ubiquitous
computing, which refers to the seamless integration of computing devices into everyday life. The
concept emphasizes the potential for learning to occur anywhere and at any time, facilitated by
the omnipresence of digital technology and connectivity.

Key Features to Ubiquitous Learning:

• Accessibility: Learning materials and resources are easily accessible to learners

• Connectivity: Learners can connect and collaborate with peers and instructors

• Context-awareness: Learning activities can be adapted to the learner's context

• Interactivity: U-learning often promotes interactive and engaging learning experiences

• Flexibility: Learners have the flexibility to customize their learning experiences

ARTIFICIAL INTELLIGENCE

AI stands for "Artificial Intelligence." It refers to the simulation of human intelligence in machines that
are programmed to think and learn like humans. AI encompasses a variety of technologies and
approaches that enable machines to perform tasks that typically require human intelligence, such as
visual perception, speech recognition, decision-making, and language understanding.

Three Main Categories of AI

Artificial Narrow Intelligence (ANI) - refers to AI systems that are designed and trained for a specific task
or a narrow range of tasks. (ex. Chatbots, recommendation systems, voice recognition software)

Artificial General Intelligence (AGI) - is a concept of artificial intelligence that has the ability to
understand and learn any intellectual task that a human can perform (possible ex.: autonomous robots
and medical diagnostic systems)
Artificial Superintelligence (ASI) - is a theoretical concept that refers to an artificial intelligence much
more advanced than the human (possible abilities could include: solving global problems and challenges,
and developing technologies and and scientific discoveries)

Examples of AI Tools used for Teaching-Learning Process

• Chat GPT. It is a form of generative AI tool that lets users enter prompts to receive humanlike
images, text or videos that are created by AI.
• WRITESONIC is an AI writing tool on the Writesonic AI platform, uses advanced AI technology to
produce high-quality content such as blog posts, ad copy, and social media content.
• CHATSONIC is a conversational AI chatbot designed to interact with users and assist them with a
variety of tasks, including AI text and image generation.
• TOME AI - it is an AI-powered easy-to-use tool for storytelling and creating stunning presentations
within minutes.
• DALL-E it is a generative AI model developed by OpenAI, designed to generate images from text
description prompts.
• PICSART - it is a Free AI Image Generator: Turn text to images in seconds. Convert words into an
image in mere seconds with the Picsart AI Image Generator.
• QUILLBOT - is an online writing platform with a bunch of tools aimed at elevating and perfecting
your writing. QuillBot paraphrases, summarizes, checks for grammar and plagiarism, translates,
outlines, creates citations, and sets you up for success in school, work, and your personal life
• ZERO GPT is one term for AI detection technology. These are checkers that scan text for the
likelihood of it being written by a human or AI.
• QUIZGECKO which offers multiple question types, including multiple choice, true or false, fill-in-the-
blank, and short answer questions.

People Media
- may be roughly defined as any person engaged in the use, analysis, evaluation, and production
of media and information.
Types of People Media
• People AS Media
• People IN Media
1. People AS Media
• People serving as the channels of information.
• Any person who is exposed to media messages and serves as a conduit of
information and an influencer of ideas.
• People as media are highly expected to be responsible disseminators of information.
• People as media may or may not be aided by a certain media technology.
• People as media are manifested through person-to-person transfer of content or
information.
Industrial Application of People as Media
• People as media has been described as a way of “turning your customers into brand
advocates by starting conversations and bringing like-minded people together”.
• "The ripples of influence come from the people carrying a message, instead of the
channel carrying it. These ripples spread and create waves, get powerful as they overlap
and spread further and farther."

People/ situations that fall under People as Media:


• Opinion Leaders
• Citizen Journalism/Journalists
• Social Journalism/Journalists
• Crowdsourcing

A. Opinion Leader
• You are considered an opinion leader when you are highly exposed to and actively
using media. In doing so, you become a source of viable interpretation of messages
for lower-end media users.
• Leaders must hold an esteemed position among members of a group for the
opinions to be accepted by the group.
• Opinion leaders are expected to have a first instance of exposure to the media
content especially on topics that they are more involved in.
• They interpret the media content based on their views and biases, and these
interpretations are then passed on to Opinion Followers who are assumed to have
less frequent exposure or contact with media.
The following reasons as to why opinion leaders are more influential than the media
themselves:
• They are seen as trustworthy and non-purposive.
• They have a more changing or determining role in an individual's opinion and action.
2 Types of Leaders:
1. Monomorphic - someone influential in one topic
2. Polymorphic - someone who is well versed on a variety of topics

B. Citizen Journalism/Journalists
- Also known as "public," "participatory," "democratic," "guerrilla," or "street" journalism,
citizen journalism occurs when members of the public become active participants in the
collection, reportage, analysis, and dissemination of news and information to other
citizens.
- Ordinary citizens like you become people media in your own rights because you perform
the same functions professional journalists do. Most people consider citizen journalism
as "a specific form of both citizen media and user generated content."
C. Social Journalism/Journalists
- Likened to open publishing where readers intentionally or unwittingly contribute content
just by sharing through their online social media accounts.
- But the distinguishing factor between social journalism and citizen journalism is that the
content of social journalism is still produced by professional journalists.
D. Crowdsourcing
- Also called collective mobilization. This is when a group of people or a crowd is solicited
for information by certain entities or institutions. - A person over social media can post a
question or inquiry in his or her social media account where other people (either
random strangers or people within the social circle) can openly share their answers or
thoughts.
Crowdsourcing can be used to do the following:
- promote innovative ideas.
- encourage interconnectedness in idea sharing.
- motivate co-creation.
- encourage participation from consumers or ordinary citizens.
- promote a more efficient and productive way of sharing information.
2. People IN Media
• Media practitioners themselves.
• Provide information coming from their expert knowledge or first-hand experience of
events.
• Are those involved in media forms that they are primarily engaged in print, broadcast,
film, new media, and gaming.
Examples:
1. Print Journalist
2. Photojournalist
3. Broadcast Journalist
4. Multimedia Journalist

Motion Media and Information


Introduction:
Film or cinema, electronic billboards, television shows, online videos, and phone gaming are all
examples of what we call motion media, or "media based on moving images with audio and
interaction functions, aimed at communicating information in multiple ways. They use
technologies in animation and or video footage to produce images that have an illusion of
motion. Typically, motion media is shown through electronic media technology. However, they
can also be created using manual technology (e.g., stroboscope, flip book, zoetrope).In this
module, we will focus on motion pictures, motion video, and animation.
ZOETROPE - In the mid-19th century, inventors experimented with ways to exhibit photographs.
They came up with a simple toy called zoetrope. This optical toy made it possible for a series of
pictures to be viewed in rapid succession, creating the illusion of motion.
KINETOGRAPH - In 1890, Thomas Edison invented kinetograph, the world’s first motion picture
camera.
Motion pictures have been using several techniques to help advance the story.
• Slow motion is used to convey dream-like or fantasy situations and emphasize reactions,
such as grief or bewilderment. It is also used to focus one’s attention on events.
• Accelerated motion, speeding up the playback of a sequence makes actions appear to
happen faster than they occurred in reality.
• Reverse motion defies the natural flow of time. playing footage backward, creating the
illusion that time is moving in the opposite direction.
• Stopped motion is using still photographs.

3 Disciplines of MOTION MEDIA


I.VISUAL EFFECTS- refer to the process of applying effects to a film, video, or animated footage.
It includes creating 3D creatures, environments, and other computer- generated imagery (CGI).
Process of creating visual effects:
a) Compositing - images and footage are combined in layers
b) Keying - commonly used to remove backgrounds or specific elements from a scene to
replace or composite them with new backgrounds or elements.
c) Color correction - fixes the color of footage to achieve consistency

II. ANIMATION - It describes the process of sequencing drawings, computer-generated artwork,


or photographs of models to create the illusion of a moving image.
a) Hand-drawn animation also known as traditional animation or classical animation, is a
technique where each frame of an animated sequence is created by hand.
b) Computer-generated animation (CGI) refers to the creation of animated sequences or
imagery using computer software and digital tools.
c) Model animation also known as stop-motion animation, involves animating physical
objects or models frame by frame to create the illusion of movement. Unlike traditional
hand-drawn animation or computer-generated imagery (CGI), model animation uses
physical objects, such as clay figures, puppets, or miniature models, manipulated in
small increments between frames to simulate motion.
III. Motion Graphic Design
- Motion graphic design is a creative discipline that combines graphic design principles
with animation and visual storytelling techniques to convey information, tell stories, or
evoke emotions through moving visuals. It involves the use of animated elements, text,
graphics, and imagery to create dynamic and engaging content for various mediums,
including digital platforms, films, television, advertising, and more.

Motion Video - Motion video refers to any video content that includes movement,
typically captured using a camera or created through animation techniques. It encompasses
various forms of video content, including live-action footage, animations, films, television
shows, and any visual content where movement plays a central role

Most common video formats:


1. AVI (Audio-Video Interleaved) is a multimedia container format developed by Microsoft. It's
used to store audio and video data in a single file, allowing for synchronized playback of
both components. AVI files can contain audio and video compressed using various codecs,
providing a flexible platform for combining different types of media.
2. MOV (Quick Time Movie) is a multimedia container format developed by Apple. It's
designed to store audio, video, and text data in a single file, allowing for the synchronized
playback of multiple types of media.
3. WMV (Windows Media Video) is a video file format developed by Microsoft. It is designed
to efficiently compress and store video content while maintaining relatively high quality.
4. MP4 (MPEG-4) is a multimedia container format used to store audio, video, subtitles, and
other data. It is a widely used format for digital video and multimedia content and has
become a standard for sharing and storing audiovisual material.

• Video Resolution - refers to the size, clarity, and level of detail in a video, typically
measured in terms of the number of pixels that make up the video frame. It specifies the
width and height of the video frame and determines the overall quality and sharpness of
the video content
• Pixel - short for "picture element," is the smallest unit of an image or a digital display
that can be individually controlled and assigned specific colors. It is the basic building
block of digital images and is used to represent and display visual information on
screens, monitors, and other digital devices. When there is inconsistency in digital
imaging, it is called pixelation. When the pixels are clearly visible, it is called pixelated.
• Standard definition video - refers to older video formats characterized by lower
resolutions and less detailed visual quality compared to High Definition (HD) video
formats. SD video was the prevalent standard before the widespread adoption of (HD)
video technology. SD videos have with resolutions below 1280 x 720.
• The high-definition (HD) video (1920 x 1080) is the most common resolution used
today. (HD) video contents offer significantly higher resolution and visual quality
compared to Standard Definition (SD) video. It provides sharper, clearer, and more
detailed images due to a higher pixel count and improved display technology.
• Ultra high-definition (UHD) video also known as 4K or 8K video, refers to video formats
that offer significantly higher resolutions and superior visual quality compared to High
Definition (HD) video. UHD represents a higher level of detail, clarity, and sharpness in
video content. (UHD) videos have a resolution of 3840 x 2160.
Advantages of Motion Media
• Motion media are potent tools in education.
• Great way to present a step-by-step process and are demonstration-friendly and flexible
(you can pause, play, rewind, or forward videos) stimulates student interest and create a
meaningful experience
• Can provide connections for people of different communities, backgrounds, and culture
• Can be used to cater a large audience, and
• Are easily accessible

Limitations of Motion Media


• Some may contain content or themes that are graphic, violent, or inappropriate to other
audiences.
• They can be costly because you will need supporting materials such as computers,
laptops, LCD projectors, tablets, and other devices.
• Unexpected technical (audio and visual) problems may arise because of the reliance on
technology. Internet connections may also pose problems.
• Those who lack knowledge in technology are at a great disadvantage.
• In addition, motion media can be time consuming to create.
• As tools in education, they may also cause misunderstanding and misinterpretation
because students cannot ask questions to those speaking in linear videos.
• Excessive exposure to these media may pose health related problems.

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