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CURRENT AND FUTURE TRENDS

OF MEDIA AND INFORMATION


DEFINITION OF TERMS

Current - belonging to the present time; happening or being


used or done now.

Future - the time or a period of time following the moment of


speaking or writing; time regarded as still to come.

Trend - a general direction in which something is developing or


changing.

Ubiquitous - present, appearing, or found everywhere.

Gadget - an often small mechanical or electronic device with a


practical use but often thought of as a novelty
MASSIVE OPEN ONLINE COURSE

- is an online course aimed at large-scale interactive


participation and open access via the web. In addition to
traditional course materials such as videos, readings, and
problem sets, MOOCs provide interactive user forums that
help build a community for the students, professors, and
teaching assistants (TAs). MOOCs are a recent development in
distance education.

- with the option of free and open registration, a publicly-


shared curriculum, and open-ended outcomes, MOOCs
integrate social networking, accessible online resources, and
are facilitated by leading practitioners in the field of study.
Most significantly, MOOCs build on the engagement of
learners who self-organize their participation according to
learning goals, prior knowledge and skills, and common
interests.
Massive Open Online Course

- is an online course aimed at unlimited participation and


open access via the web.

- Enabled educators to create a virtual classrooms of


thousands of students.

- Typical MOOCs involve a series of 10-20 minute lectures


with built-in quizzes, weekly autograded assignments,
and a professor moderated discussion forums.
Wearable Technology

- (also called wearable gadgets) is a category of technology


devices that can be worn by a consumer and often include
tracking information related to health and fitness.
Other wearable tech gadgets include devices that have small
motion sensors to take photos and sync with your mobile
devices.

- Military and industrial applications for wearables especially


emphasize their hands-free aspect and concentrate on speech
input and heads-up display or voice prompt. Other WTs might
also use chording keyboards, dials, and joysticks to minimize
the tying up of a user’s hands.
3D ENVIROMENT

- a computer-generated, three-dimensional representation of a


setting in which the user of the technology perceives themselves to
be and within which interaction takes place; also called virtual
landscape , virtual space ,virtual world.

- With the use of 3D software, you can create a simulation of our


physical environment by building models, animating them, giving
them surface definition, and creating an atmosphere.

- Is something that has width, height and depth (length). Our


physical environment is three-dimensional and we move around in
3D every day.

- Humans are able to perceive the spatial relationship between


objects just by looking at them because we have 3D perception,
also known as depth perception. As we look around, the retina in
each eye forms a two-dimensional image of our surroundings and
our brain processes these two images into a 3D visual experience.
3D Film & Video
3D video adds stereoscopic vision, meaning that two separate images
are shown simultaneously—one to each eye. This presents enormous
technical problems which is why there is still no perfect system almost
100 years since the first 3D movie was made.

Common display methods include:

Anaglyphic processing (red/cyan glasses): The original 3D system, now


largely out of favor.

Polarized light system (polarized filter glasses): The most common new
system for cinemas.

Active shutter system (LCD shutter glasses): The most likely standard
for the first generation of 3D televisions and other displays.
3D Printing

- a process for making a physical object from a three-


dimensional digital model, typically by laying down many
successive thin layers of a material.

- also known as additive manufacturing (AM), it also refers to


the processes used to synthesize a three-
dimensional object in which successive layers of material are
formed under computer control to create an object. Objects
can be of almost any shape or geometry and are produced
from digital model data 3D model or another electronic data
source.

- Invented by Chuck Hull back in 1986, 3D printing is a process


of taking a digital 3D model and turning that digital file into a
physical object.
3D or 3 – D Film

- is a motion picture that enhances the illusion of depth perception,


hence adding a third dimension. 

- The most common approach to the production of 3D films is derived


from stereoscopic photography. In it, a regular motion picture camera
system is used to record the images as seen from two perspectives
(or computer-generated imagery generates the two perspectives
in post-production), and special projection hardware and/or eyewear
are used to limit the visibility of each image in the pair to the
viewer's left or right eye only. 3D films are not limited to theatrical
releases; television broadcasts and direct-to-video films have also
incorporated similar methods, especially since the advent of 3D
television and Blu-ray 3D.

- 3D films became more and more successful throughout the 2000s,


culminating in the unprecedented success of 3D presentations
of Avatar in December 2009 and January 2010.
Hologram

- a special kind of picture that is produced by a laser and that


looks three-dimensional

- Is a technique which enables 3D images to be made. It involves


the use of laser, interference, diffraction, light intensity
recording and suitable illumination of the recording. The image
changes as the position and orientation of the viewing system
changes in exactly the same way as if the object were still
present thus making the image appear three-dimensional.

- The holographic recording itself is not an image; it consists of


an apparently random structure of either varying intensity,
density or profile.
AUGMENTED REALITY (AR)

- a technology that superimposes a computer-generated image


on a user's view of the real world, thus providing a composite
view.

- is a live direct or indirect view of a physical, real-world


environment whose elements are augmented (or
supplemented) by computer-generated sensory input such as
sound, video, graphics or GPS data.

- It is related to a more general concept called mediated reality,


in which a view of reality is modified (possibly even diminished
rather than augmented) by a computer. As a result, the
technology functions by enhancing one’s current perception of
reality. By contrast, virtual reality replaces the real world with
a simulated one.
Augmentation is conventionally in real-time and in semantic
context with environmental elements, such as sports scores on
TV during a match.

With the help of advanced AR technology (e.g. adding computer


vision and object recognition) the information about the
surrounding real world of the user becomes interactive and
digitally manipulable. Information about the environment and its
objects is overlaid on the real world.

This information can be virtual or real, e.g. seeing other real


sensed or measured information such as electromagnetic radio
waves overlaid in exact alignment with where they actually are
in space.
UBIQUITOUS COMPUTING

- (also called Pervasive computing) is the growing trend


towards embedding microprocessors in everyday objects so
they can communicate information.

- The words pervasive and ubiquitous mean "existing


everywhere." Pervasive computing devices are completely
connected and constantly available.

-  In contrast to desktop computing, ubiquitous computing


can occur using any device, in any location, and in any
format. A user interacts with the computer, which can exist
in many different forms, including laptop computers,
tablets and terminals in everyday objects such as
a fridge or a pair of glasses.
- The underlying technologies to support ubiquitous computing
include Internet, advanced middleware, operating
system, mobile code, sensors, microprocessors, user
interfaces, networks, mobile protocols, location and
positioning and new materials.

- An example of a practical application of pervasive computing


is the replacement of old electric meters with smart meters.
In the past, electric meters had to be manually read by a
company representative. Smart meters report usage in real-
time over the Internet.  They will also notify the power
company when there is an outage, reset thermostats
according to the  homeowner's directives, send messages to
display units in the home and regulate the water heater.

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