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LITE Matters

AN INSTRUCTIONAL MATERIAL IN MST 101D* [LIVING IN


THE INFORMATION TECHNOLOGY ERA]

DEO STEPHANIE R. ANGELES


Engr. MICHAEL R. BALAGTAS
CHRISTIAN A. CARACTA
AGAPE A. EUSEBIO
ARCEL F. GALVEZ
AUBREY ROSE T. GAN
ROSALIE S. VILLAFUERTE
AUTHORS

SECOND EDITION
2021
LITE MATTERS 2021

CHAPTER TWO
DURATION
3 HOURS

LESSON OBJECTIVES

At the end of the chapter, the students are expected to:

1. Differentiate and know the proper use of the Graphics and Multimedia.

2. Appreciate how the human and computer interact.

3. Define the basic IP and its issue in relation with ICT.

TOPICS

1. Graphics and Multimedia


2. Human Computer Interaction
3. IPR issues in ICT

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LESSON 2.1

GRAPHICS and MULTIMEDIA


INTRODUCTION

Graphics has an enormous definition defending how people use and appreciates its
existence as a means of presenting an object. But in the sense of providing information that
is pictographically presented, graphics were used to it. Generally, the term graphic refers to
any sketch, design, drawing or visual image displayed on any surfaces like papers, canvas,
walls or computer monitor, which aims to create for entertainment, branding or presents
information meaningfully. It comes from the Greek word “graphikos” which means “written”. It
is different from text which comprises characters like fonts, letters, numbers, and the like.
But when it comes to creating more meaningful and effective representations of an idea,
these two are best to combine.

Image from behance.net


Figure 1. Computer graphics of Ironman

Computer graphics are any image media crafted through computer hardware and software.
It is sometimes referred to as computer-generated imagery or CGI. Instead of using pencils,
pens, watercolors and oil pastels, algorithms and data structures are used to create pictures.
Many artists, architects, and designers nowadays are more likely to love using computers
when creating designs and plans as it is more convenient and realistic. They may test and
experiment with colors to use without thinking of having worry and bad thinking of how they
could erase what’s not working too well on their work.

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Four Elements of Computer Graphics


1. Image – it is the visual representation of an
object. It is commonly the
2. Models – it is the 3D representation of any
object.
3. Rendering – it is the process of generating an
image from a 2D or 3D model through computer
programs.
4. Animation – it is a way adding creative illusive
actions through successive images.
Computer graphics can either be two- or three-dimensional.

Image from buzzflick.com


Figure 2. 2D Graphic vs the 3D Graphic of Super Mario

Early computers only supported 2D monochrome


graphics, which means they may black and white or
black and green, depending on the monitor. 2D
graphics can be in two forms: raster or vector
graphics.

Image from ithare.com


Figure 3. Example of 2D monochrome graphics

Until enhanced computers began to support color images.

Image from pngwing.com


Figure 4. Sample colored 2D graphics

The first enhanced computer only supported 16 to 256 colors. Until now, it can now display
graphics in millions of colors to add a more realistic effect.

In contrast to 2D graphics, 3D computer graphics use a three-dimensional representation of


an object. It has more realistic look compare with 2D. The images or models were created
through the aid of digital computers and specialized 3D software. In the making, the object is
used to be plotted accordingly through a 3-dimensional space.

Image by
https://blog.mapsystemsindia.com/
creating-characters-inspired-from-
stories-some-tips/

Figure 5.
Sample of 3D graphics

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Two Types of Computer Graphics

1. Raster Graphics

These are digital images made up of countless tiny squares called pixels. It is
sometimes referred to as bitmap. Pixel is a shortened term for “Picture Element”; picture
(pix) and element (el). It is the smallest unit of any digital image. These were combined to
form a whole image, text, video or any presentations on a computer display. The photos you
got from the web or imported from your digital camera are all raster graphics. Once you
zoom-in the image, you may see tiny, enormous pixel grids by which each pixel is shaded
with a specific hue. See figure 6 and 7.

Figure 6. Original image on its exact resolution.

Figure 7. Cropped image from enlarged image

Since raster images are pixel-based, hence it more likely to suffer a malady called image
degradation. Meaning the more you enlarge the image, the more it become pixelated as it
its format is in resolution specific. Image resolution refers to how many pixels are displayed
per inch of an image or PPI. It is usually measure in DPI or Dot per inch. The higher the
number of pixels, the higher the quantity of information in the image. So, the image
becomes blurrier once you put it on the size which not fit to its resolution. Meaning, to
preserve the quality of the image, it must be displayed and printed at that specific resolution
only. But it does not hold the same problem scaled down the image, it does not change its
quality, but enlarging the bitmap image can make it blurry or “pixelated”. However, there are
several image compression algorithms that may help compresses image formats on the web
like BMP, TIFF, JPEG and GIF.

What is Bitmap?

Bitmaps is a way of turning an image into computer file that made up of binary digits which
called as “bits”. Bitmaps because there was a “direct correspondence” between every pixel
of a picture and every bit in the file.

2. Vector Graphics

Unlike with raster that consists of tiny squares, vector graphics use mathematical
formulae to draw lines and curves to create the image. One of the main differences of the
vector from a raster is its being scalable. Since the raster image is made up of fixed preset
pixels, if you want to scale the image, you still have to use an image compressor to create a

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new image file with an adjusted number of pixels. With vector graphics, there is no limit for
re-sizing the image for as long as the rule of mathematics was identical and applied
correctly. The formulas that hold the rendering of the image apply identically to graphics of
any size.

Vector graphics are not resolution dependent. It does not have fixed intrinsic
resolution. It displays the resolution capability of whatever output device is rendering them.
Images drawn directly through the computer are example of vector graphics.

Image captured from https://creativeoverflow.net/


30-realistic-vector-illustrations/
Figure 8. Realistic vector image

Vector graphics have smaller files sizes and are easier to modify or edit. Fonts and logos are
usually designed in vector formats. Common vector formats include AI, EPS, SVG and PDF.

What is anti-aliasing?

Anti-aliasing it is a software-based approach that aims to smoothens the jagged appearance


of the image by blending the edge of the pixel with the adjacent colors.

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Application of Computer Graphics:

Application of graphics has four main areas.

1. User Interface – it is useful in video games, digital art, and virtual reality.
2. Display information – it is used in computational biology, computational physics,
information of graphics and scientific visualization.
3. Design – it is used in graphic design, computer-aided design, and web design.
4. Simulation – it is also useful in education, information visualization and computer
simulation.

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MULTIMEDIA

Multimedia is an interactive way of presenting information using audio, video, and any
animation in addition to traditional media like text, graphs, and images. It was coming from
the Latin word “multus,” which means “many,” and a plural word of medium, “media.” From
its name itself, Multimedia, meaning multiple media types, is used in transmitting the
information. This term was coined by singer-artist Bobb Goldstein in 1966.

According to Edgar Dale “Cone of Learning”, on average, people remember:

10% of what they read,


20% of what they hear,
30% of what they see,
50% of what they hear and see.

Multimedia aims to deliver and facilitate more excellent retention of new bits of knowledge to
the humans’ memory. By integrating the elements of multimedia and information
presentation, the chances of knowledge retention become higher.

BASIC ELEMENTS OF MULTIMEDIA

1. Text - This refers to the characters used for creating words. This has various kinds of
fonts and sizes to use depending on what would be suitable for presenting the information.

Information
Information
Information
Information

2. Graphics – It refers to any non-text information like


images, drawings, or charts. Some people are not fond of
reading. So, graphic is best to use as an alternative or as a
supplement to the text. It makes the presentation more
effective if combined with text and attractive at the same time.
This can be raster or vector.
Image captured from https://despicableme.fandom.com/wiki/Bob
Figure 1. Sample graphics add as a design.

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Figure 2. Sample graphs for better presentation of data

3. Animation – These are moving images. It was created through a series of graphics that
portray actions displayed in sequence to create illusions of motion. This animation can
effectively attract the attention of the viewer once integrated or used in the presentation. This
is very popular in the application of multimedia.

Image captured from alistapart.com


Figure 3. Sample series of still images that portrays animation.

4. Video – This refers to moving pictographic images accompanied by sounds. It is very


useful in many multimedia applications as it views real life objects.

Image captured from


https://www.youtube.com/watch?v=ebzbKa32kuk

Figure 4. This is a 3D model of a human heart anatomy


captured from actual 3D animation of a beating heart.

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5. Audio – This refers to any music or sound effects.


Audios can be analog and digital sounds. Analog audio
or sounds are the original sound signal, while the sounds
store in the computer and used in the multimedia
application are digital audio.

Image captured from https://icon-icons.com/icon/audio/71845


Figure 5. Example of an audio icon

MULTIMEDIA SYSTEM CHARACTERISTICS

1. Multimedia systems should be computer controlled.


2. All the components of multimedia are integrated.
3. The interface to the final user may permit interactivity.
4. Information must be presented digitally.

TYPES OF MULTIMEDIA PRESENTATION

There are two types of multimedia presentation:

1. LINEAR PRESENTATION

The active content of this presentation


often progresses without the control for
navigation of the user. The presentation
plays typically from the start to end or is
loop continually when presenting the
information. The most common type of
this multimedia presentation is a movie,
where the viewer’s just sit and watch the
presentation from the beginning to the
end.
Image captured from Infinity War Movie Scene
Figure 6. Example of linear presentation

2. NON-LINEAR PRESENTATION

Unlike the linear presentation, the


non-linear presentation offers
interactivity to the users where they
can control the progress of the
presentation. That is why it is also
known as interactive multimedia. The
users have the ability to move around
on different paths through the
information presentation. This kind of
interactivity is common in video games
or self-paced-based training. One of its typical examples is hypermedia.
Image captured from
https://www.ungeek.ph/wp-content/uploads/2020/06/LoL_WildRift_UngeekPH4.jpg
Figure 7. Example of video games

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What is Hypertext and Hypermedia?

Hypertext refers to any text or pictures that link to other path or chains. It was coined by Ted
Nelson.

Hypermedia is a non-linear multimedia presentation as it uses hypertext that allows the


reader to move from one path to another.

FORMS OF MULTIMEDIA

1. ONLINE
These are the media types that need to communicate with distant resources or distant users.
These can only be utilized with the use of the internet. Examples are websites, applications
and other mobile services that need the internet to progress.

2. OFFLINE
These media are known to be a self-contained product where the users do not need the
internet or any online connection. This can stand and progress on its own and does not
communicate with anything outside its designed environment. Examples are CD, DVD, Blu-
ray, multimedia kiosk.

3. HYBRID
This media has the elements of both on- and offline products. Common examples are
computer games.

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Graphics References:

https://www.explainthatstuff.com/computer-graphics.html
https://www.britannica.com/topic/computer-graphics
https://techterms.com/definition/pixel
https://www.printcnx.com/resources-and-support/addiational-resources/raster-images-vs-
vector-graphics/
https://etc.usf.edu/techease/win/images/what-is-the-difference-between-bitmap-and-vector-
images/
https://nerdtechy.com/what-is-anti-aliasing
https://learn.g2.com/raster-graphics
https://techterms.com/definition/rastergraphic
https://www.explainthatstuff.com/computer-graphics.html
https://www.linkedin.com/pulse/application-computer-graphics-niropam-das

Multimedia References:

https://users.cs.cf.ac.uk/Dave.Marshall/Multimedia/node10.html
https://www.tutorialspoint.com/multimedia/multimedia_introduction.htm
https://www.ftms.edu.my/images/Document/MMGD0101%20-
%20Introduction%20to%20Multimedia/MMGD0101%20chapter%201.pdf
https://slideplayer.com/slide/6298510/
http://sahet.net/htm/swdev8.html
https://www.diggitmagazine.com/wiki/hybrid-media-system

For more information about graphics and multimedia, you may visit the following:

Graphics:

https://www.youtube.com/watch?v=TEAtmCYYKZA
https://www.youtube.com/watch?v=LGYOgJWCINM

Multimedia:

https://www.youtube.com/watch?v=Av-eRu9A8_w
https://www.youtube.com/watch?v=yku5GXPwa6Y
https://www.youtube.com/watch?v=HJ8nkUSkG9E
https://www.youtube.com/watch?v=CbvpPdxoJiI
https://www.youtube.com/watch?v=0aq2P0DZqEI
https://www.youtube.com/watch?v=m_buwrnFIho

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LESSON 2.2

Human Computer Interaction

What is Human-Computer Interaction (HCI)?

• Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the


design of computer technology and in particular, the interaction between humans (the
users) and computers. While initially concerned with computers, HCI has since
expanded to cover almost all forms of information technology design.
● Human–computer interaction studies the design and use of computer technology,
focused on the interfaces between people and computers. Researchers in the field of
HCI observe the ways in which humans interact with computers and design
technologies that let humans interact with computers in novel ways.
● The user interacts directly with hardware for the human input and output such as
displays, e.g., through a graphical user interface. The user interacts with
the computer over this software interface using the given input and output (I/O)
hardware.
● The goals of HCI are to produce usable and safe systems, as well as functional
systems. In order o produce computer systems with good usability, developers must
attempt to: understand the factors that determine how people use technology.
develop tools and techniques to enable building suitable systems.
● The main impact that HCI has had on society is improving the ease of use
of computers and other devices. Modern computers and other electronic devices do
not require the user to have as much training or specialized information as they used
to.

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The Meteoric Rise of HCI

HCI surfaced in the 1980s with the advent of personal computing, just as machines such as
the Apple Macintosh, IBM PC 5150 and Commodore 64 started turning up in homes and
offices in society-changing numbers. For the first time, sophisticated electronic systems were
available to general consumers for uses such as word processors, games units and
accounting aids. Consequently, as computers were no longer room-sized, expensive tools
exclusively built for experts in specialized environments, the need to create human-computer
interaction that was also easy and efficient for less experienced users became increasingly
vital. From its origins, HCI would expand to incorporate multiple disciplines, such as
computer science, cognitive science and human-factors engineering.

HCI soon became the subject of intense academic investigation. Those who studied and
worked in HCI saw it as a crucial instrument to popularize the idea that the interaction
between a computer and the user should resemble a human-to-human, open-ended
dialogue. Initially, HCI researchers focused on improving the usability of desktop computers
(i.e., practitioners concentrated on how easy computers are to learn and use). However, with
the rise of technologies such as the Internet and the smartphone, computer use would
increasingly move away from the desktop to embrace the mobile world.

Why HCI is important?

HCI is very important because it will be fundamental to make products more successful,
safe, useful and functional. In the long run, it will make more pleasurable for the user.
Hence, it is important to have someone with HCI focused skills involved in all phases of any
product of system development. HCI is also important to avoid products or project going
wrong or totally fail.

What is the role of human computer interaction?

HCI goals include ensuring system functionality and usability, providing effective
user interaction support, and enhancing a pleasant user experience. ... Their position is
premised upon the importance of HCI to web development and e-commerce solutions.

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“As interaction designers, we need to remember that it is not about the interface, it’s about
what people want to do. To come up with great designs, you need to know who those people
are and what they are really trying to accomplish.”

~ Cordell Ratzlaff, Designing Interactions, 2007.

HCI is extremely important when designing clear intuitive systems which will be usable for
people with a varied range of abilities and expertise, and who have not completed any formal
training. HCI takes advantage of our everyday knowledge of the world to make software and
devices more understandable and usable for everyone. For example, using a graphic of a
miniature folder in a computer’s interface helps the user understand the purpose of the
folder, as everyone has experience with real paper folders in their everyday lives. Ultimately,
if a system is well designed with HCI techniques, the user should not even have to think
about the intricacies of how to use the system. Interaction should be clear, intuitive, and
natural.

THE IMPACT OF HCI IN OUR LIFE

Daily Life

Today technologies permeate every aspect of our daily lives. Even if a person does not
directly own or use a computer, their life is affected in some way by computing. ATM
machines, train ticket vending machines, and hot drinks dispensing machines are just a few
examples of computer interfaces a person can come into contact with daily without needing
to own a personal computer. HCI is an important factor when designing any of these
systems or interfaces. Regardless if an interface is for an ATM or a desktop computer, HCI
principles should be consulted and considered to ensure the creation of a safe, usable, and
efficient interface.

Business and Industry

HCI is an important consideration for any business that uses technology or computer in their
everyday operation. Well-designed usable systems ensure that staff are not frustrated during
their work and as a result are more content and productive. HCI is especially important in the
design of safety critical systems, such as, for example, those found in power plants, or air
traffic control centers. Design errors in these situations can have serious results, possibly
resulting in the death of many people.

Accessibility

HCI is a key consideration when designing systems that are not only usable, but also
accessible to people with disabilities. The core philosophy of HCI is to provide safe, usable,
and efficient systems to everyone, and this includes those with different sets of abilities and
different ranges of expertise and knowledge. Any system properly designed with HCI user-
centered techniques and principles will also be maximally accessible to those with
disabilities.

Software Success

Good use of HCI principles and techniques is not only important for the end user, but also is
a very high priority for software development companies. If a software product is unusable

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and causes frustration, no person will use the program by choice, and as a result sale will be
negatively affected.

Untrained users

Today, very few computer users actually read the manual accompanying the software, if one
exists. Only very specialized and advanced programs require training and an extensive
manual. Computer users expect to understand the main functionality of an average program
within a few minutes of interacting with it. HCI provides designers with the principles,
techniques, and tools necessary to design effective interfaces that are obvious and easy to
use, and do not require training.

Advantages and Disadvantages of Haptics:

Haptics technologies bring a feedback to the user for the movement that represented by the
computer. For each new technology developed, the user or the customers has always
debating about the new technology weather it will do well or not. The benefits of haptics
innovation are that it makes an exceptional kind of correspondence between the user and
the digital device and in that way the user takes an advantage of the touch and feel sense.
Additionally, Haptics technology is a passionate path for a user to associate with a PC or
other haptics gadget, also, have that gadget show data once more into this present reality.
On the other hand, there is also disadvantage in haptics technology such as the expenses
connected with it, now and then organizations can't bear the cost of such gear inside of their
association and subsequently won't execute it. Also, it is expensive, but as this technology
becomes very popular in these days and almost every one can get easily used to it. Then
again, not everyone has the knowledge of its advantage and disadvantage. Everything has
pros and cons.

Pros Cons
The exactness of touch obliges a ton of
Correspondence is concentrated through
development configuration. With just a
touch and the computerized world can act
feeling of touch, haptics interfaces can't
like this present reality.
convey notices.
Haptics applications can be to a great
Attempting time may be decrease since
degree intricate, obliging exceptionally
things might a chance to be apprehended,
concentrated equipment and extensive
controlled, modified and rescaled digitally.
preparing force.
Remedial field test systems grant may an
opportunity to be specialists ought to act Troubleshooting issues—these are confused
digitally, putting on conviction in the since they include ongoing information
framework before living up to expectations examination.
for unwinding patients.
With haptics equipment and programming,
the architect can move the part and feel the
Implementation of this technology is costly.
outcome, as though he/she were taking care
of the physical object.

Improve user involvement in the video game.

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14 HUMAN COMPUTER INTERACTION EXAMPLES


1873 – QWERTY Christopher Latham Sholes

Christopher Latham Sholes, (born February 14, 1819, near Mooresburg, Pennsylvania,
U.S.— died February 17, 1890, Milwaukee, Wisconsin), American inventor who developed
the typewriter.

On July 1, 1874, the Remington typewriter hit the market, with the earliest version of what
would become the keyboard layout we still use today.

The QWERTY layout is attributed to an American inventor named Christopher Latham


Sholes, and it made its debut in its earliest form on July 1, 1874 -- 142 years ago today.

Sholes had been for some years developing the typewriter, filing a patent application in
October 1867. However, the original key layout, with the second half of the alphabet in order
on the top row and the first half in order on the bottom row, led to some problems. The keys
were mounted on metal arms, which would jam if the keys were pressed in too rapid
succession.

Sholes' solution was separating commonly used letter pairings, such as "ST," to avoid these
jams, effectively allowing the typist to type faster, rather than slower.

He went through several design iterations, attempting to bring the typewriter to market.
When he sold the design to Remington in 1873, the QWERTY layout looked like this:

23456789-,

QWE.TYIUOP

ZSDFGHJKLM

AX&CVBN?;R

Remington made
several adjustments,
and launched the
Sholes and Glidden
typewriter on July 1,
1874. Its keyboard layout was almost the same QWERTY keyboard layout we use today,
with a few minor differences. 1 and 0 were left out to help shave down production costs, on
the basis that these numerals could be produced using other keys, such as a capital I and a
capital O. Remington also swapped the R and . keys.

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A BRIEF HISTORY OF THE QWERTY KEYBOARD - CNET

1946 – ENIAC “THE BIRTH OF A GIANT BRAIN”

ENIAC computing system was built by John


Mauchly and J. Presper Eckert at the Moore
School of Electrical Engineering of the University of
Pennsylvania. Because of its electronic, as opposed
to electromechanical, technology, it is over 1,000
times faster than any previous computer. ENIAC
used panel-to-panel wiring and switches for
programming, occupied more than 1,000 square feet,
used about 18,000 vacuum tubes and weighed 30
tons. It was believed that ENIAC had done more
calculation over the ten years it was in operation than
all of humanity had until that time.

1952 – THE TRACKBALL OF DATAR

TOM CRANSTON, FRED LONGSTAFF AND KENYON TAYLOR

Invented by the engineering team of Ferranti Canada,


this trackball used a 5-pins bowling ball as the rolling
device. The machine was used by ships to transfer
sonar and radar data to and from one another.
Although the first
track pad was
actually created in
19946, the
DATAR trackball
used a digital computer to calculate tracks.

Users can be used a trackball with alternative to


mouse. If you have not little bit space for placing the
mouse then you has trackball is best option to mouse.
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The trackball uses for taking full control over the cursor (pointer) that is flow on the screen of
desktop and laptop. Mostly, Trackball placed on the keyboard and down to space bar key.
For moving the cursor of pointer, user traces the finger on the surface of trackball’s socket.
Two buttons are also embedded with trackball socket, for selecting any object or text as well.
Now these days, mostly some computers like as Macintosh PowerBook and Laptop are
come with inbuilt trackball system.

1967 – THE GAMING JOYSTICK

RALPH BAURECKERT

Formally known as the “control


column”. The first joystick to be
used in gaming was brought out
with the release of SEGA’s arcade
game, “Missle”. This was the first
game to make use a joystick with a
fire button. This shooter simulation
game utilized the joystick to steer
and shoot missiles into an oncoming plane displayed on a screen.

1968 – VIRTUAL REALITY

IVAN SUTHERLAND

The history of virtual reality is disputed, but


the sword of Damocles is widely recognized
as the first virtual reality head-mounted
display system. Sutherland described the
idea behind his three-dimensional display to
present the user with a perspective image
that changes as the person moves. Although
primitive in nature, the device was described
as being successful in ensuring the user
could not tell the difference between the real world and the virtual augmentation of reality.

1972 – MULTI-TOUCH TECHNOLOGY

CONTROL DATA CORPORATION

Control Data Corporation was the first


to release a terminal using single touch
points in 16x16 array as its user
interface. The PLATO IV computer had
a touch panel for graphic interaction
and required 16mb of memory to run.

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1984 – 3D PRINTING

DR. KODAMA

3D printing uses computer technology to create


3-dimensional solid objects. 3D printing
combines the additive process or layering the
material in thin horizontal cross-sections, and the
computer program to print solid objects. You can
create almost anything from 3D printing including
toys, guns, or machine parts. The history of 3D
printing is important to understanding the future
of manufacturing as this technology becomes
more popular and more available to the public.

3D printing was initially created by DR Kodama


to develop a rapid prototyping technique. He
used a photosensitive resin which plymerised
using UV light. Unfortunately for Dr Kodama, his patent specification was not filed before the
deadline, so he lost all rights to the intellectual property behind his invention.

1998 – THE SMARTWATCH

STEVE MANN

While the first data-entry watch came out in 1983 by Seiko,


the first Linux-powered smartwatch was designed by Mann in
1998. Known as the “Father of Wearable Computing”,
Mann’s smartwatch with personal computers and cellphones.

2006 – WII

NINTENDO The Wii is a home video game


console released by Nintendo on November 19,
2006. As a seventh-generation console, the Wii
competed with Microsoft’s Xbox 360 and Sony’s
PlayStation 3. Nintendo states that its console
targets a broader demographic than that of the
two others. As of the first quarter of 2012, the
Wii leads its generation over PlayStation 3 and
Xbox 360 in worldwide sales, with more than 101 million units sold; in December 2009, the
console broke the sales record for a single month in the United States.

The Wii introduced the Wii Remote controller, which can be used as a handheld pointing
device and which detects movement in three dimensions. Another notable feature of the
console is the now defunct WiiConnect24, which enabled it to receive messages and
updates over the Internet while in standby mode. Like other seventh-generation consoles, it
features a game download service, called “Virtual Console”, which features emulated games
from past systems.

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It succeeded the GameCube, and early models are fully backward-compatible with all
GameCube games and most accessories. Nintendo first spoke of the console at the E3 2004
press conference and later unveiled it at E3 2005. Nintendo CEO Satoru Iwata revealed a
prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the
console won the first of several awards. By December 8, 2006, it had completed its launch in
the four key markets.

In late 2011, Nintendo released a


reconfigured model, the “Wii Family Edition”,
which lacks Nintendo GameCube
compatibility; this model was not released in
Japan. The Wii Mini, Nintendo’s first major
console redesign since the compact SNES,
succeeded the standard Wii model and was
released first in Canada on December 7,
2012. The Wii Mini can only play Wii optical
discs, as it omits GameCube compatibility and
all networking capabilities; this model was not
released in Japan, Australia, or New Zealand.
The Wii’s successor, the Wii U, was released on November 18, 2012. On October 20, 2013,
Nintendo confirmed it had discontinued production of the Wii in Japan and Europe, although
the Wii Mini is still in production and available in Europe.

2011 – GOOGLE VOICE SEARCH APPS

GOOGLE

Initially named “Voice Action”, this app allows users to interact with their phones by making
Google queries. When the app was first released on android cellphones, users could
conduct a Google search, and makes only six commands: sent text to, call, go to, navigate
to, directions to and map of.

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2016 – DEXMO EXOSKELETON

DEXTA ROBOTICS

Dexta robotics launched the project in 2013 and filed for


patency for their concept “switching force feedback”, used to
simulate the act of touching objects in virtual reality. Although
the product has not been brought to the public as yet, the demo
can be used to sense the size and solidity of objects in virtual
reality.

2018 – 2018 AND BEYOND

Emotions sensing taste and smell are two senses currently


underexplored in human computer interaction. The future
may bring new multisensory experience for human
technology interactions. There has been a lot of attention
on emotion sensing technologies fueled by artificial
intelligence which could eventually read facial experience,
skin conductance and eye movements to improve
concentration and manage stress.

Brain interface: Brain Computer Interface (BCI) are becoming more advanced and soon will
be able to change the lives of those who suffer from paralysis or amputations. University of
California Professor, Jacques Vidal first coined the term of BCI in the 1900s. Today’s
computer technology can interact with neural structures by decoding and translating
information from thoughts into actions and
soon may be used for thoughts to text
translation or to control movements from
prosthetic limbs. One of the latest project in
BCI tech called Brainternet introducing the
brain to internet of things. This project aims
to convert a user’s brain into a node which
will connect to the internet.

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References:

https://haptics.wixsite.com/hci-ich/cons--pros
https://psu.pb.unizin.org/ist110/chapter/5-2-human-computer-interaction/
https://brainly.in/question/18150857
https://www.interaction-design.org/literature/topics/human-computer-interaction
https://www.getsmarter.com/blog/market-trends/14-human-computer-interaction-examples/

For more information about human computer interaction, you may visit the following:

https://www.youtube.com/watch?v=J_FvdyhtVHg
Human Computer Interaction - YouTube
Human-Computer Interaction Chapter 1: What is HCI and Why is it important? - YouTube
What is HCI? - YouTube

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LESSON 2.3

IPR issues in ICT

Intellectual property (IP) is defined by the World Intellectual Property Organization (WIPO)
as:
“ creations of the mind, such as inventions;
literary and artistic works; designs; and
symbols, names and images used in
commerce. The owner of intellectual
property has monopoly of its use.
Intellectual property is protected by laws,
including patents, copyright, trademarks
and trade secret laws.”

Additional definition: Intellectual property


• Is often intangible because it concerns creations of the mind and with the introduction
of the Internet, laws surrounding intellectual properties have changed significantly.
• Assets can sometimes be worth more money than physical assets, which means
they are worth protecting just like physical assets.
• According to the rule of Intellectual Property, these intangible services should receive
same legal protection just as the tangible property.
• It refers to the mere ownership of one’s ideas.
• Creating a unique product for your business or bringing innovative ideas into reality
can prove to be a priceless asset.
• Benefit: Creation of economic growth and wealth.

Short history
• The first American patent was granted in 1790 to Samuel Hopkins.
• Current American laws protecting intellectual property are rooted in the English
Statue of Monopolies (1624), and the statue of Anne (1710).

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Samuel Hopkins Statue of Monopolies Statue of Anne

• The U.S constitution (1787) contains a copyright provision which deals with
intellectual property rights, but the Copyright Act was not implemented until 1790.
• The Copyright Act was revised in 1831, 1870, 1909 and 1976.
• The law governing copyright dealt with printed material, but with the emergence of
software programming, the Copyright Act had to be amended on several occasions.
• The invention of numerous new technologies and the creation of the Internet and the
World Wide Web led to novel intellectual property issues. As a result, the laws
governing intellectual property had to change.

Three main arguments in favor of the right to own property.

• The natural rights argument: John Locke argues that a person owns the rights to the
fruits of his/her labor, specifically because he/she worked for it.
• The utilitarian argument: society as a whole is better off when we have rights and
institutions governing property.
• Hegel’s personality argument: property laws free people to express their unique
personalities.

Four types of laws that protect intellectual property.

Copyrights
o According to Copyright.Gov‘s Guide to copyrights, “Copyright is a form of
protection provided by the laws of the United States (title 17, U.S.Code) to
the authors of “original works of authorship,”” Copyrights protect writing,
pictures, music, art, and other forms of intellectual works. What this means
for you is that if you wrote something or created a piece of work that you do
not want people to reuse without your permission, you have the right to
copyright that work. Now, if people want to use, reuse, or re purpose your
work, they must first contact you to use it, attribute you as the owner, and
use it for purposes you deem appropriate. There is an exception to this rule,
that is, Fair Use. If someone wants to use a portion of your work for
educational, parody, commenting, or news purposes they can.

o Make sure you copyright your work and your website while providing people
a way to contact you so they can use your work with your permission.

Patents
o According to the United States Patent Office, “A patent for an invention is
the grant of a property right to the inventor”. Generally, this patent lasts for 20
years from when the inventor attempts to patent their invention by filing with
the US Government. The list of things that can patented is fairly lengthy and
open to interpretation, but it covers anyone who “invents or discovers any

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new and useful process, machine, manufacture, or composition of matter, or


any new and useful improvement thereof, may obtain a patent,”.

o For a business owner or an inventor this means that if you found a new way
to make something or discovered a new product you’d like to take to market,
you would want to first patent the idea so no one can take the idea and claim
it as their own. For instance, if you have a revolutionary water bottle that you
feel would benefit the masses, you should protect this intellectual property
by filing with patent office that the idea is unique and your own. If the
government agrees that the idea is your own, unique, and is useful you will
be awarded a patent to protect your right to the concept. This then gives you
the ability to produce the concept, sell it, or bring the concept to
investors without worrying about them stealing your ideas.

o However, a word of caution, if you share your patented ideas, there is a risk
that others will reverse engineer your concept. Reverse engineering is when
competitors take apart an object or idea to understand how it functions with
the goal of enhancing or modifying the object in order to replicate it. Making
enough variations to the original concept can result in a ‘unique’ idea that
your competitors can then patent as their own idea. Companies can avoid
compensating you for your patent idea and claim these ‘new’ versions of your
idea as their own. This frequently happens in the technology industry
between companies like Samsung and Apple.

o Protect your ideas and inventions with patents before sharing them with the
world.

Trademarks
o A Trademark is a “word, phrase, symbol, or design, or a combination
thereof, that identifies and distinguishes the source of the goods of one party
from those of others.” For instance, if your company name, a logo, or your
company tagline can me trademarked. The trademark serves as a brand
identifier for your business or your products. Images, slogans, and colors can
all be trademarked. For instance, Tiffany Blue is a trademarked color that is
used by Tiffany & Co. in promotional materials as well as boxes, bags, and
more.

o Words, phrases, and pictures are generally the most common intellectual
properties to be trademarked, however other distinguishing features can also
be registered for your company. For example, Coca-Cola bottles’ have a
trademarked shape, Dell and Ford have trademarked their family names, and
even smells. These are known as non-conventional trademarks but are used
in every industry to protect IP. It is important to protect these business
assets, as trademarks give business owners the tools to prevent competitors
from taking advantage of the goodwill that one’s brand has accumulated over
the years.

o It is best to register trademarks at your local and national government office


responsible for trademark registration. Remember, a registered trademark
must be renewed regularly to keep it “alive” and to protect your IP.

Trade Secrets
o Generally, any piece of confidential corporate information which gives any
business a competitive advantage can be considered a trade secret. For
instance, Coca-Cola’s secret formula could be considered a trade secret.
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Now, if I created a soda company and produced identical soda to coca-cola,


this would be an infringement of Coke’s trade secret. This is a general
example, but trade secrets can even define as distribution methods
(Walmart), Sales methods, consumer information, ad campaigns and
strategies, list of vendors, list of clients, and production processes. Generally,
trade secrets are leaked through corporate (industrial) espionage, breach of
contract, or something as simple as leaving your prototype iPhone at a bar.

o A trade secret must be designated as such before it is leaked. One cannot


simply say “I have a secret”. Use Nondisclosure agreements and designate
information as trade secrets in contracts when dealing with
partner companies and employees. There are other ways to designate
information as a trade secret, to learn more, you should contact Spence-PC.

o Protect your trade secrets. Keep employees on a need-to-know basis. If


you’re letting an employee go, make sure they don’t have access to your
client files after they have been terminated.

How to Protect Your Intellectual Property


Majority of the new entrepreneurs don’t recognize the need of protecting their Intellectual
Property, and the ones who know are not aware of where to start.
Here are some ways to protect your Intellectual Property

1. Keep it under scrutiny

If you mostly get your work outsourced from domestic or global partners, make it a priority to
find out if they employ world-class security for securing your IP. Also, you should be
confident that the remote employees are accessing your IP in the desired manner.

2. Be aware of your Intellectual Property Rights

Invest some of your time in making you and your innovative team aware of the crucial IP
rights. Further, deeply study the relevance of copyrights, trademarks, patents, etc. to protect
your business from the last-minute shocks in future. And yes, remember to formulate a
strong policy for your IP protection.

3. Consult an expert
Discuss your case with a certified attorney who is a pro at handling such cases and provides
standard solutions to the clients. Seeking advice from the patent attorney that is not located
in your region or country can also save you from having a dent in your pockets.

4. Double check if your idea is unique


You’ll have to do proper research to ensure that your idea is solely and uniquely yours. For
having 100% surety in this regard, conduct trademark, and patent searches and find out if
somebody else is already safeguarding them.

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5. Hire an auditor
If you consider patents as your only valuable assets, you are sadly mistaken. Besides, you
need to focus equally on your copyrights and trademarks and hire an auditor for
distinguishing between the registered and non-registered ones.

6. Keep a record of almost everything related


For protecting your IP from theft or unwanted loss, you must record the progress made at
regular intervals. Everything from the conception of your idea, the number of meetings
conducted, when they were conducted, to the names of persons who were a part of those
events, needs to be maintained. If you maintain an accurate copy of these events, this will
work as a sound evidence giving you the ownership of your product or idea.

7. Protect your IP without delay


It’s mandatory to protect your IP because the delay of a single minute can lead to copying or
stealing of your precious idea. So, be active and file for your Intellectual Property protection
because your competitors won’t lead a chance to outdo you in any aspect.
Intellectual Property is a daunting subject to apprehend, so it makes sense to approach the
best consultancies or professionals for its protection.

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REFERENCES:

https://en.wikibooks.org/wiki/Information_Technology_and_Ethics/Intellectual_Property

https://www.managingip.com/article/b1kbprflcvrhc3/the-sources-of-ip-strategy-disruption

https://www.spencepc.com/intellectual-property-basics/four-types-of-intellectual-property-for-
businesses/

https://cleartax.in/s/how-to-protect-your-intellectual-property

https://www.google.com/search?q=Samuel+Hopkins&source=lnms&tbm=isch&sa=X&ved=2
ahUKEwjnhNulpeTvAhVCIIgKHVBlD1EQ_AUoAXoECAEQAw&biw=1707&bih=710#imgrc=c
lEqEwkdfXMtLM

https://www.google.com/search?q=English+Statute+of+Monopolies&sa=X&hl=en&tbm=isch
&source=iu&ictx=1&fir=mNfxoG2kWEZdlM%252C2aB78qEKUwlRUM%252C_&vet=1&usg=
AI4_-
kQ6mqnf6viIcEFQg41YxYT9e3LSZg&ved=2ahUKEwi91MyjpuTvAhUYM94KHbhwBGoQ9Q
F6BAgLEAE&biw=1707&bih=710#imgrc=mNfxoG2kWEZdlM

https://www.google.com/search?q=Statute+of+Anne&hl=en&source=lnms&tbm=isch&sa=X&
ved=2ahUKEwi6gN7-
puTvAhVbA4gKHbiPDngQ_AUoAXoECAEQAw&biw=1707&bih=710#imgrc=PGc5RHbhYoc
QRM

For more information about IPR issues in ICT, you may visit the following:

https://www.youtube.com/watch?v=EQsZf2G4Sdc

https://youtu.be/m9IZikSIjsg

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