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THE NETIQUETTE 6.

Thou shalt not copy or use proprietary


software for which you have not paid
NETIQUETTE - Internet + Etiquette
7. Thou shalt not use other people's computer
INTERNET - Worldwide network of computer resources without authorization or proper
networks that use the TCP/IP network compensation
protocols to facilitate data transmission and 8. Thou shalt not appropriate other people’s
exchange. intellectual output
9. Thou shalt think about the social
Etiquette - The forms required by good
consequences of the program you are
breeding, or prescribed by authority, to be
writing or the system you are designing
observed in social or official life;
10. Thou shalt always use a computer in ways
NETIQUETTE -A set of rules for behaving that ensure consideration and respect for
properly online. your fellow humans
BASIC RULES OF NETIQUETTE
1. Remember the human LEGAL, ETHICAL, AND SOCIETAL ISSUES
2. Adhere to the same standards of IN MEDIA AND INFORMATION
behavior online that you follow in real life
Republic Act No. 10175
3. Know where you are in cyberspace
4. Respect other people's time and • Or the Cybercrime Prevention Act of
bandwidth 2012
5. Make yourself look good online
• Among the cybercrime offenses included
6. Share expert knowledge
in the bill are cybersex, child
7. Help keep flame wars under control
pornography, identity theft, illegal access
8. Respect other people's privacy
to data and libel.
9. Don't abuse your power
10. Be forgiving of other people's mistakes WHAT IS CYBER?
THE IMPORTANCE OF NETIQUETTE • Relating to, or involving computers or
computer networks
The increased use of Internet and email in this
digital age, online etiquette known as CYBERSPACE
netiquette, is very important to your success
not only in college but in your career and • Refers to the virtual computer world, and
throughout your life, You always want to come more specifically, is an electronic
across as professional and mature when medium used to form a global computer
communicating online. network to facilitate online
communication
TEN COMMANDMENTS OF NETIQUETTE
VIRTUAL SELF
1. Thou shalt not use a computer to harm
other people • The persona you create about yourself
2. Thou shalt not interfere with other people's virtually
computer work CYBERCRIME
3. Thou shalt not snoop around in other
people's computer files • Criminal activities carried out by means
4. Thou shalt not use a computer to steal of computers or the Internet
5. Thou shalt not use a computer to bear false
witness
CYBERBULLYING CYBER DEFAMATION
• Use of electronic communication to bully • Unprivileged false statement of fact
a person, typically by sending messages which tends to harm the reputation of a
of an intimidating or threatening nature person or company
HACKING TWO TYPES CYBER DEFAMATION
• Practice of modifying or altering 1. Libel – written
computer software and hardware to
2. Slander – verbal
accomplish a goal that is considered to
be outside of the creator's original CYBERSEX
objective
• Also called computer sex, Internet sex,
PHISHING netsex
• The attempt to obtain sensitive • A virtual sex encounter in which two or
information such as usernames, more people send each other sexually
passwords, and credit card details often explicit contents or sexually explicit acts
for malicious reasons, by disguising as a
trustworthy entity in an electronic CHILD PORNOGRAPHY
communication • A form of child sexual exploitation
IDENTITY THEFT COMPUTER ADDICTION
• Deliberate use of someone else's • The excessive use of computers to the
identity, usually as a method to gain a extent that it interferes with daily life.
financial advantage or obtain credit and
other benefits in the other person's DIGITAL DIVIDE
name, and perhaps to the other person's • An economic inequality between groups
disadvantage or loss in terms of access to, use of, or
ILLEGAL DOWNLOADING knowledge of ICT.

• Obtaining files that you do not have the right COPYRIGHT


to use from the Internet. • Legal device that gives the creator of a
Illegal Downloading Legal Downloading literary, artistic, musical, or other
Sites Sites creative work the sole right to publish
The Pirate Bay iTunes and sell that work
Kickass.to Yahoo Music • Violation of a copyright is called
TorrentDownloads.me Amazon infringement
YTS.ag Netflix
RARBG.to Ruckus PLAGIARISM

• The act of taking another person’s ideas,


DIGITAL PIRACY writings, inventions, and similar
• The practice of illegally copying and intellectual products as one’s own
selling digital music, video, computer without knowledge or consent. FAIR
software, etc. USE
• A legal concept that allows the
reproduction of copyrighted material for
certain purposes without obtaining • Safety
permission and without paying a fee.
• Health Care
• Purposes permitting the application of
• Human-Computer Interaction
fair use generally include review, news
reporting, teaching, or scholarly INTERNET GLASSES - Technology that can
research. display images directly onto our retinas while
not blocking our sight is being developed.
CURRENT AND FUTURE TRENDS OF
MEDIA AND INFORMATION • Examples (Receiving turn by turn
directions as you walk toward your
HAPTICS TECHNOLOGY - It is a feedback
destination, Viewing virtual recipes while
technology (using computer applications) that
cooking without losing your rhythm,
takes advantage of the user’s sense of touch
Walking down the street, seeing one of
by applying force, vibrations and/or motions to
your friends show up "on screen" 2
the user
blocks and 1 cafe away, Giving a speech
Examples (Smartphones, Tablets) while information is streamed to your
eyeglasses in real time )
CONTEXTUAL AWARENESS - Your social
network and past preferences - future devices WEARABLE TECHNOLOGY - Smart
will constantly learn about who you are and electronic devices (electronic device with
how you live, work and play microcontrollers) that can be worn on the body
as implant or accessories
Examples (A “context aware” remote
control that instantly determines who is Examples (Google Glass, Smart Watch,
holding it and automatically selects the Smart Ring, Bluetooth Headset)
Smart TV preferences for that person.)
3D ENVIRONMENT - Often referred to as
VOICE AND TONE RECOGNITION - Not only virtual reality or interactive 3D and have a
can voice and tone recognition be used to figurative appearance
confirm a person’s identity but tone recognition
Examples (3D Printer, 3D Film,
can be used to detect a person’s health or
Holograms)
emotional state.
INTELLIGENT ROUTING DEVICES - This
future technology will be useful to, for example, UBIQUITOUS LEARNING - Often simply
local councils. While on the move, staff will be defined as learning anywhere, anytime and is
able to provide the precise description and therefore closely associated with mobile
location of a street-based issue using technologies
Smartphones
Key Characteristics of Ubiquitous Learning:
EYE TRACKING TECHNOLOGY - It measures (Chen et al., 2002; Curtis et al., 2002)
eye positions and movements which are
1. Permanency – Learning materials are
analyzed through computer applications
always available unless purposely
Could have many possible application deleted.
including:
2. Accessibility – Access from everywhere
• Law enforcement (lie detection) as personally required.
• Airport Security
• Retail
3. Immediacy – Wherever a student is,  Opinions are accepted by a group
he/she can immediately access learning  Examples: Politicians, Celebrities,
materials. Teachers
4. Interactivity – Online collaboration with 2. Citizen journalism
teachers and / or peers (chat / blogs /
 People without professional
forums)
journalism training can use the
5. Situated instructional Activities – tools of modern technology and
Learning in context (on-site) internet to create, augment or
fact-check media on their own or
6. Adaptability – Getting the right
in collaboration with others
information at the right place for the right
student.  Examples: Students, neighbor,
people in the community
3. Social journalism
LESSON 8 – PEOPLE MEDIA
 Journalists are using social media
PEOPLE MEDIA
to make their content available to
• Refers to persons that are involved in more people
the use, analysis, evaluation, and
 Examples: Bloggers, Vloggers
production of media and information.
• People in Media and People as Media 4. Crowdsourcing
 The practice of obtaining needed
services, ideas, or content by
People as Media
soliciting contributions from a
 It refers to people as the media itself large group of people and
especially from the online
 People who are well-oriented to media
community
sources and able to provide information
as accurate and reliable as possible People in Media
Types of People as Media  It refers to the people behind another
form of media
1. Opinion leaders
 Media practitioners who provide
 Highly exposed to and actively
information coming from their expert
using media
knowledge or first-hand experience
Types of People in Media
1. Print Journalists
2. Photojournalists
3. Broadcast Journalists
4. Multimedia
Journalist

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