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Current and Future Trends

of Media and Information


Presented by:
Nc Laidel Villaluz
Christine Lugana
Lyca Real Laput
OBJECTIVES

MY FELLOW STUDENTS MUST


1. Describe massive open line.
2. Evaluate current trends in media and information.
3. Predict future media innovation.
4. Synthesize the overall knowledge about media and
information.
CURRENT AND
FUTURE TRENDS
MASSIVE OPEN
ONLINE COURSE
WEARABLE TECHNOLOGY

3D ENVIRONMENT

UBIQUITOUS
LEARNING
MASSIVE OPEN
ONLINE COURSE
Used to describe web
technologies that have enabled
educators to create virtual
classrooms with thousands of
students.
3 Primary
Characteristics
Open for Everyone
• If an individual wants to learn, has
access to the web and a computer that
meets the hardware requirements for
the MOOC, then they can enroll.
Free
• In most cases, MOOC are entirely free. While some
MOOC providers do charge a fee, it's usually a
small fee in exchange for a certificate of completion
or some other non-vegetarian credential earned
upon successful MOOC completion.
• Some MOOCs do result in academic course credit;
however, these are usually offered only to students
who are already formally enrolled in an academic
institution.
Flexible Course Structure
• Given the online class format and the fact that
anyone can sign up to take tje MOOC, the
coursework is genre lay self-paced . Students can
dive into learning at their own pace and on their
own time.
• When a student is enrolled in a MOOC to obtain a4
certificate or academic credit, there will be more
structure, such as grading and a rough schedule
for class progression.
WEARABLE
TECHNOLOGY

For military and industrial purposes


that concentrates on speech input and
heads up display or voice input. It is
also emphasizes hands free aspect.
• THE PIONEER AND WORLWIDE LEADING
INNOVATION and market development
platform for technologies worn close to the
body or even in the body.
• A wearable device is one that your wear
somewhere on your body instead of sitting
on your desk, tucked into a big or slipped
into your pocket.
EXAMPLES :
• 1. ) FITNESS -TRACKING
BANDS

• 2.)SMARTWATCHES

• 3.)SMARTGLASSES like
GOOGLE GLASS
WHY WEARABLE ARE POPPING
NOW?
• It's all about the underlying computing technology.
That means the chips and sensors, and their size,
power , usage and price.
6 FORMS OF WEARABLE
TECHNOLOGY
• 1.)IMPLANTABLES- these are devices users carrt
with them wherever they go as they are implanted
under the skin through surgeries.
• 2.)SMARTWATCHES- connected to users mobile
phone will notify them about social media
messages, emails and calls.
• 3.) SMART JEWELLERY- company's are bringing the
idea a smart watch to jewellery to attract women in
the form of it.
4. )FITNESS TRACKERS- normally worn on the wrist
keep track of the number of steps users take when
they put it on.Monitors heart rate and accurate data
of the calories burned.
5.)SMART CLOTHING- includes specially- made
garments. Monitors heart rate, breathing and stress
level.
6.)HEAD-MOUNTED DISPLAYS- devices that deliver
information straight to your eye
ADVANTAGES
• 1. STAYING CONNECTED
• 2. DATA ACCURACY
• 3.EFFICIENCY
• 4.IT COULD SAVE YOUR LIFE
• 5. INSTANT GRATIFICATIONS
DISADVANTAGES
• EXPENSIVE PRICE
• THE POWER USAGE OR BATTERY LIFE
• CHARGING MECHANISM
3D ENVIRONMENT

Widely used by animators and designers for


film, games, broadcast, web and advertising
industries to visualize their products and
packaging.

Also engineers and architects uses this to


visualize their building blue prints and
architectural designs.
3D PAINTING
MYSTERIOUS CAVE
EL GRAN GURU

COSTA PHAETON
The top 5 most talented sidewalk art
geniuses 3D drawings

• EDGAR MUELLER
• JULIAN BEEVER
• KURT WENNER
• MANFRED STADER
• and EDUARDO ROLERO
3-DIMENSIONAL FILM

A motion picture that enhances the


illusion of depth perception. This is
derived from stereoscopic
photograph.
HOLOGRAM

A technique that enables 3d


images to move or made.
• A HOLOGRAM IS A PHYSICAL
STRUCTURES THAT DIFRACTS LIGHT
INTO AN IMAGE. THE TERM
HOLOGRAM CAN REFER TO THE BOTH
THE ENCODED MATERIAL AND THE
RESULTING IMAGE.
UBIQUITOUS
LEARNING
The process of seamlessly integrating computers into
the physical world.
It is aimed to provide learners with content and
interaction anytime and anywhere.
THANK YOU
FOR LISTENING

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