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CURRENT AND FUTURE

TRENDS IN MEDIA AND


INFORMATION
Echevere, Rhea Mae Eculla, Jose Martin
Elamparo, Peter Paul
Eclar, Krihza Jaylene Elecanal, Ritchie Jan
Edianel, Mee Jean
PARADIGM 1 : FROM AUDIENCE TO USER
 The communication process in the
actual scenario is user centered: users
have the control to choose, to decide, to
search, to define and configure, to
subscribe or unsubscribe, to comment
and, most important: to write, talk and
film.
The 10 New Paradigms of
Communication in the
Digital Age
PARADIGM 2 : FROM MEDIA TO CONTE
 The media convergence has reset
media identity. Media brand image
becomes one of the most valuable
activities of media companies: a
source of credibility and prestige
for digital content
PARADIGM 3 : FROM MONOMEDIA TO MULTIMEDIA
 The multimedia identity of the actual
environment allows all media
industries to converge online and
traditional media (press, broadcast,
movies).Online media are multimedia,
and multimedia is a new language.
PARADIGM 4: FROM PERIODICITY TO REAL-TIME
 Sharing news and opinions with the ability
to interact in real-time are the seed of cyber
communities. However, opportunities for
reflection diminishes when information
comes and goes as quick as time ,but
today’s fast-paced information promotes
dynamism and new conversational styles.
PARADIGM 5.FROM SCARCITY TO ABUNDANCE

 
 Space for the print media and time for
broadcast media ceased to be the limit
to content and now the time of the user
is the new scarce resource. The
overflow of information calls for new
skills and tools to manage data, news,
and opinions.
PARADIGM 6: FROM EDITOR-MEDIATED TO NON-MEDIATED

 Worldwide publishing without editors, but with a


close peer review daily process and in most
cases open to comments from readers is the
nature of social web publishing. 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:FROM DISTRIBUTION TO ACCESS
 The access paradigm is complementary
with the user center paradigm and both
explain the strong interactive nature of
the new environment. Access means to
seek, search, navigate, surf, decide, an
active attitude, a will to connect and
communicate, the contrary of the
passive reception of media content.
PARADIGM 8:FROM ONE WAY TO INTERACTIVITY
This has three levels:
  First level: the possibility for the user to choose the
format of information display (browser and navigation
interface configuration). 
 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:FROM LINEAR TO HYPERTEXT
 Hypertext becomes the grammar of the digital
world. The pathways of the info-spaces are built
on links. Creating and activating links online could
be the new name of alphabetization. Reading and
writing by linking, this is, exploring and creating
hypertextual environments daily is the most
strategic skill digital natives are achieving.
PARADIGM 10:FROM DATA TO KNOWLEDGE
 The extraordinary amount of data these days
bring back the role of media as social managers
of knowledge. Today, the strategic mission of
media is the information about the information:
information intelligence, interpretation, filtering
and searching combined with the challenge of
new interactive multimedia narratives and
delivered by a wide range of channels.
Trends in Digital
Technology
As people's lives progress on Earth,
technological advances also continue
to flourish. From what we have seen
today, technological advances truly
shape our daily lives in the present
and in the future as well, such as the
way we relax, interact, communicate,
and conduct business. 
Through the growth and emerging of virtual
worlds, avatar emotions, AI, computer-
generated storytelling and narrative,
interactive 360-degree holographic pictures,
mixed reality, virtual therapy for stress
disorders, and much more ICT keeps on
developing, empowering, and transforming
every part of our lives for us to have a better,
more convenient, and more advanced reality.
Thus, trends in digital technology mean what is
popular in today's generation and how beneficial
and convenient it is for us people to use and cater
to our needs. 
With the drastic advancements of technology and
digital information, knowing the trends in digital
technology helps us stay current with emerging
technologies and the latest technology trends,
keep our eyes on the future, know which skills we
need to know to secure a safe job tomorrow, and
even learn how to get there. 
HAPTIC TECHNOLOGY
 Haptic 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. It is the use of tactile
sensations to stimulate the sense of touch in a user's
experience. Haptics is commonly used in game
controllers, joysticks, and steering wheels, but
somehow it is becoming more common on
smartphones. 
Moreover, haptic technology allows users to create
virtual objects, interact with products, and
approximate the appearance of an object via touch-
based sensory input.

The key benefits are enhanced accuracy, superior


user-satisfaction and faster response times.
Because users get sensational feedback in real-
time they input data commands quicker.
 Furthermore, since virtual reality systems
are adding sense of touch to previously
visual only solutions, thus it gains
widespread acceptance as it a key part of
virtual reality systems. Moreover, it is also
used in virtual arts, such as sound
synthesis, graphic design and animation.
Thus, unending possibilities for haptics to
be applied to gaming, movies,
manufacturing, medical, and other
industries.
How Does it Work?
 The complex organ is full of touch
receptors and nerve endings called
somatosensory system.
 Touch receptors transmit sensations by
conveying signals to the closest neuron,
which then signals the next closest
neuron until the brain receives the signal.
Types of Haptic Technologies
 Based on Usage
1. Graspable (Human-controlled robotic
operations)
2. Touchable (smartphones)
3. Wearable (Virtual reality gloves,
Teslaglove)
Types of Haptics Technologies
 Based on Feedback
1. Force Feedback
2. Vibrotactile Feedback
3. Electrotactile Feedback
4. Ultrasonic Tactile Feedback
5. Thermal Feedback
Types of Haptics Technologies
 Based on Modality
1. Vibration (Wearables, Smartphone,
controllers)
2. Kinesthetic (movement, mass, shape)
3. Button (mechanized pressure pad)
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
 Voice or tone recognition is the ability of a machine
or program to receive and interpret dictation or to
understand and perform spoken commands
 A good analogy is that your voice is your
personality and your tone is your mood. Your voice
never changes like your personality. Your tone on
the other hand changes based on the situation
 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 smart phones 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-TRACKIING TECHNOLOGY
 Eye-tracking technology helps
observe and measure eye
movements, pupil dilation, point of
gaze, and blinking to see where
subjects of a study focus their visual
attention, what they engage with, and
what they ignore.
 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.
APPLICATIONS OF EYE-TRACKING TECHNOLOGY:
 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
 Healthcare–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
APPLICATION OF EYE TRACKING TECHNOLOGY IN
ACADEMIC AND SCIENTIFIC RESEARCH
 Using Eye tracking methods in E-learning makes it possible to
capture learner behaviour in real-time which is critical for
analyzing the performance of these platforms. The data
collected via eye-tracking devices indicates the subject’s
interest level and attention span and focus. From eye position
tracking and indirect measures, such as fixation numbers and
duration, gaze position, and blink rate, it is possible to draw
information about the respondents’ level of attention, stress,
relaxation, problem-solving, proficiency in learning, tiredness
or emotions.
 Eye tracking can help you discover
differences in information gathering
and learning strategies. It can also
help to identify social interaction
patterns between teacher and
students. Eye tracking is a great tool
to study visual attention and social
interaction in all learning settings.
 
APPLICATION OF EYE TRACKING TECHNOLOGY
IN MEDICAL RESEARCH
 The eye tracking methods used to register eye
movement to find the direction and targets of a
person’s gaze are well in line with the nature of
the traditional study conducted for medical
research. In various projects, wearable eye
tracking equipment was used in experimental
psychology and clinical neuroscience to define
the link between eye movement and mental
disorders.
 Eye movement holds distinct information that
can contribute to health monitoring and
assessment, for diseases like Autism,
Alzheimer’s disease, (AIDS Dementia
Complex), Multiple Sclerosis, Schizophrenia
and Dyslexia. In many instances, the viability
of adopting this technology for mental health
monitoring has been successfully
demonstrated.
INTERNET GLASSES
 Internet glasses is compact optical display for
exchanging information over the internet,
typically worn near the eye. An internet oculus,
or window to the internet. An eyeglass for the
internet, or internet glass. A wearable
monocular system for capturing and sharing
real-world experiences over the internet.
HOW DOES SMART GLASS TECHNOLOGY WORK?
 Smart glasses combine Augmented Reality
technology into a wearable device that allows
hands-free access to the internet. By allowing
the user to access the internet using voice
control, they can view and listen to up-to-date
information on the spot without interrupting
their work.
 Superimposing information onto a
field of vision is one of the key
features of AR-assisted smart
glasses, and this is achieved through
an optical head-mounted display
(OHMD) or embedded wireless
glasses with transparent heads-up
display (HUD), see-through displays,
or augmented reality (AR) overlay.
 Devices also include a microphone so
users can interact with the glasses through
voice commands and haptic feedback for
manual operation (usually swiping the side
of the glasses). An audio output function
allows access to audio content, and a
rechargeable battery and a processor with
memory to access the internet also come
as standard.
WEARABLE TECHNOLOGY
 Wearable technology, also known as "wearables,"
is a category of electronic devices that can be
worn as accessories, embedded in clothing,
implanted in the user's body, or even tattooed on
the skin. The devices are hands-free gadgets with
practical uses, powered by microprocessors and
enhanced with the ability to send and receive data
via the Internet.
How Wearable Technology Works?
 Fitness activity trackers were the first big wave of
wearable technology to catch on with consumers.
Then, the wristwatch became a screen and more
robust mobile applications were added. Bluetooth
headsets, smartwatches, and web-enabled
glasses all allow people to receive data from Wi-Fi
networks. The gaming industry adds more
wearables, with virtual reality and augmented
reality headsets.
EXAMPLES OF WEARABLE TECHNOLOGY
Common examples of wearable technology include the following:
 Smart jewelry
- This can include smart rings, wristbands, watches and pins. Smaller
wearable devices typically work with a smartphone app for display
and interaction.
 Body-mounted sensors
- These sensors are placed on the body to monitor and transmit biological
data for healthcare purposes.
 Fitness trackers
-These wearables often come in the form of wristbands, straps or
headbands that monitor physical activity and vital signs. Trackers may
connect wirelessly to an app for data storage, processing and
reporting.
 Smart clothing
- This type of clothing comes with built-in technology that can
perform a variety of tasks including fitness or health
monitoring, interacting with phones and other devices and
changing fabric characteristics to suit the user's preference,
activity or environment. As an example, in 2014, clothing
manufacturer Tommy Hilfiger launched clothing that came
fitted with solar cells to charge devices.
 Augmented reality (AR) headsets
- AR headsets use a real-world setting and integrate digital
information into a display of the user's environment in a way
that enables interaction with real world and virtual reality.
 VR headsets
-VR headsets entirely replace the user environment with
digital information and enhance the fictional reality. VR
users are controlled by the system.
 AI hearing aid
-AI hearing aids can filter out unwanted noises and
automatically adapt to provide the best performance in
the user's current environment and for their individual
hearing needs. Such devices, sometimes referred to
as hearables, can also incorporate capabilities such as
fitness tracking, audio streaming and translation.
APPLICATION OF WEARABLE
TECHNOLOGY
 1. Maintenance
With smart glasses integrated with remote support
platforms, remote assistance will be made possible.
Remote maintenance is faster and more cost-
effective as checklists can be easily accessed using
smart glasses, and tasks can be performed hands-
free. This has the added benefit of improving the
safety and standards of these processes.
 2. Training
The technology can be used for training
purposes; by using smart glasses to watch
videos of the equipment maintenance
process in real-time or recording their work
for future training purposes.
Example of Internet Glasses
Using the touch pad
built on the side of
the 2013 Google
Class to
communicate with
the user’s phone
using bluetooth.
The Massive Open Online Course (MOOC)
 A massive open online course (MOOC) is a free
web-based distance learning program that is
designed for large numbers of geographically
dispersed students
 A MOOC may be patterned on a college or
university course or be less structured. Although
they do not always offer academic credits, these
courses may offer a certification, enhance
employment opportunities or further studies.
 Typically, MOOCs are used for higher
education and career advancement. But
due to the corona virus pandemic, many
public school districts and
undergraduate degree programs have
implemented MOOCs as the new
standard.
THE IMPLICATIONS
 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
 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.
 Analytic provides information about the learning process of students.
Through the use of data collected through analytics, MOOC provides a
means to improve learning.
 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.
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:
 A revolutionary approach to education that moves away from
the physical to the virtual
 A kind of learning that happens online, breaking the norm of
traditional schools or universities for higher education.
 Utilizes information technologies like analytics to help
instructors gauge their student’s learning.
 Emphasis on connectedness.
 

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