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THE DIGITAL

REVOLUTIO
N
Exploring the Information
and Computer Age
LIST OF
CONTENTS
Media in the Digital Evolution of Media
Introduction
Age

Overview of Impact of ICT on


Individuals, Organizations, Ethical Issues in ICT
Current Trends
and Society
DIGITAL AGE,
INFORMATION
AGE, AND
COMPUTER AGE
INTRODUCTIO
The terms Digital Age, Information
N
Age, and Computer Age are often used
interchangeably to describe the period in
human history marked by the widespread use
of computers and digital technology. While
they share a common theme, there are subtle
differences in their focus.
DIGITAL
AGE
refers to the larger impact of digital
technologies on all aspects of
human life. It highlights the shift from
traditional industry to information technology-
based economy brought by industrialization
during the Industrial Revolution.
INFORMATION
AGE
This term focuses on the abundance of
information made accessible through
digital technologies. It emphasizes the ease
with which information can be created, stored,
accessed, and shared, transforming how we
learn, work, and communicate.
COMPUTER
AGE
This term emphasizes the invention
and development of computers as
the driving force behind this era. It
highlights the technological advancements in
hardware and software that led to the
proliferation of computers in various aspects
of life.
This era is characterized by:
• Ubiquitous Computing: Computers and
digital devices are integrated into almost
every aspect of our lives.
• Pervasive computing is like having
computers everywhere, but they're hidden.
• Digital Interaction: Communication,
entertainment, shopping, and most other
activities are increasingly conducted through
The Computer Age digital platforms.
paved the way for the • Knowledge-Based Economy:
Information Age, which Information and technology are central to
in turn led to the economic growth and development, leading
to new industries, jobs, and ways of working.
Digital Age we live in
today.
MEDIA IN THE
DIGITAL AGE
Media normally refers to the means of
communication that uses unique tools to
interconnect among people. The forms of media
include television, radio, cellular phones, and
internet (which involves the access and use of
various social media sites such as Facebook,
Twitter, Instagram, and YouTube, among others).
IN THE DIGITAL AGE, HOWEVER, MEDIA CAN
BE CONSIDERED AS THE;

THE THE MEDIUM


MESSAGE

THE
MESSENGER
THE MESSAGE
• Media is considered to be the message itself for those
who create and own the rights of content.
• The forms of content can be user-generated or
professionally-produced. User-generated content. (UGC)
is a form of content created and owned by the users of a
system.
UGC has grown exponentially especially with the wide
internet coverage or easy WiFi access, increased social
media participation, and affordable smart devices.
BLOG
• Journaling and Diary Keeping: Traditional method of
recording thoughts and emotions through writing.
• Online Writing (Blogging): The internet introduced a new
way to express thoughts through online platforms.
• Definition of Blog: A combination of "web" and "log,"
functioning similarly to traditional writing but publicly
accessible online.
• Privacy in Blogging: Unlike personal diaries, blog posts can
be viewed by anyone online.
• Blogger: A person who writes and maintains blogs.
BLOG
Most recently, blogs have evolved into
microblogs and video blogs. Microblogs
have become popular due to the rise of
Tumblr and Twitter in which users instantly
share limited content or short messages.
THE MEDIUM
Refers to the tools used to send a message from the source to the
destination.
Traditional Media: Professionals like news anchors deliver
messages via TV or radio to an audience.
Social Media Emergence: New technologies, especially social
media, now serve as major platforms for information
dissemination.
Example - Twitter:
• Users can provide real-time updates on various topics.
• Features like retweeting allow users to share content and
engage in discussions.
Shift in Media Function: Media is becoming more interactive, with
users creating and sharing their own content while interacting
with others.
THE MESSENGER
The individual or entity delivering a message, such as
broadcasters who are often referred to as "media."

Digital Space: Raises the question of whether social network


users, who create content but aren't professional journalists, are
also considered "media."

Blurring Lines: In the digital age, the distinctions between the


message, medium, and messenger have become less clear.
EVOLUTION
OF MEDIA
1.How information is presented.
2.How connections are established.
EARLY MEDIA: THE TELEGRAPH AND
PRINTING TELEPHONE: TWO-WAY
REVOLUTION COMMUNICATION
- The first form of mass media
- In the 1800s, the invention of the
began with woodcut printing in
telegraph changed long-distance
the early 15th century.
communication, enabling messages
- In 1436, Johannes Gutenberg
to be sent quickly over long
revolutionized communication by
distances.
inventing the printing press,
- Shortly after, Alexander Graham
using movable type and a
Bell invented the telephone in 1876,
molding system.
which allowed for real-time, two-way
communication.
BROADCASTING MEDIA: RADIO
AND TELEVISION
- At the turn of the 20th century, broadcasting media emerged, with
radio being the first form of wireless communication.
- In the 1920s, the radio began broadcasting audio programs to the
public, providing a way to communicate news and entertainment to a
mass audience.
- By the mid-1900s, television followed, using higher frequency
bands to deliver both audio and video content, creating a more
immersive media experience.
THE RISE OF FILMS AND
MOVIES
- The first films were silent, but by the 1920s, sound was
introduced, enhancing the audience's experience.
- Movies were distributed in theaters, offering visual
storytelling that captivated large audiences.
- Hollywood became the epicenter of the film industry,
and movies quickly became a powerful medium for both
entertainment and information dissemination.
THE DIGITAL
REVOLUTION: FROM SOCIAL MEDIA'S
SMARTPHONES TO ROLE IN NEWS
SOCIAL MEDIA DELIVERY
- One notable example is the US Airways
- In the late 20th and early 21st centuries, Flight 1549 incident on January 15, 2009,
media was transformed by the digital where a plane landed in the Hudson River after
revolution. both engines failed.
- Smartphones allowed for real-time - A Twitter user, Jānis Krūms, posted a photo
content creation, and platforms like of the survivors on the wings of the plane
Facebook, Twitter, and Instagram enabled minutes after the crash.
instant sharing with global reach. - This tweet was circulated on social media 15
minutes before mainstream media could report
the incident.
OVERVIEW
OF CURRENT
TRENDS
OVERVIEW
OF CURRENT
TRENDS
A trend refers to something hip or popular at a certain point in time. It
can be a particular style in fashion, devices, or entertainment. A new
trend may always come along to replace the old one.
IOT AND SMART
HOME
TECHNOLOGY
Since 2016, the Internet of Things (IoT) has evolved through technologies like
wireless communication and data analysis, allowing you to control home
appliances from your phone, such as turning lights on and off or setting your
washing machine timer
AUGMENTED REALITY
AND VIRTUAL REALITY

In 2016, the release of games such as Pokémon Go and the anticipated VR


headset, Oculus Rift, served as a turning point for AR and VR technology.
MACHINE
LEARNING
Often known as artificial intelligence, the idea of machines making decisions
can feel overwhelming and might bring to mind robots like Iron Man's Jarvis,
but with the release of Apple's iPhone X, Siri has been improved with better
learning to make using the iPhone easier and more efficient.
MACHINE
LEARNING
Face ID - The owner's face is the new password.
A11 Bionic - A11 Bionic is claimed to be the "most powerful and
smartest chip ever in a smartphone," with a neural engine capable of up
to 600 billion operations per second.
•Wireless Charging
•iOS 11
•Augmented Reality
AUTOMATION
Thanks to advanced technology, tasks that were once only done by humans
can now be automated, as seen in wearable devices like step counters and
heart rate monitors that collect data and save it on mobile devices for later
analysis.
BIG DATA
Which refers to large and complex information, is valuable not just for its size
but for how organizations use it, as seen in the Waze app that analyzes data to
provide traffic updates, directions, route estimates, and alerts about accidents
and road hazards.
PHYISICAL-DIGITAL
INTEGRATIONS
Many organizations are now shifting to system automation by identifying their
physical elements and creating digital data for better efficiency and backup,
with the idea of a "paperless company" where transactions, reports, and
services are handled through automated systems, making it both reliable and
eco-friendly.
EVERYTHING ON
DEMAND
Due to the prevalence of network connectivity, it is possible to have
information on demand. Music, movies, and even drivers (e.g., Grab) are
made available through the apps in a smartphone.
Impact of ICT on Individuals,
Organization, and Society

ICT brings both positive and negative effects to


individuals, organizations, and society. It improves
education, access to information, and security.
However, it limits personal interaction and physical
activity and poses problems in employment and
security.
IMPACT OF ICT ON INDIVIDUALS,
ORGANIZATION, AND SOCIETY

ICT brings both positive and negative effects


to individuals, organizations, and society. It
improves education, access to information,
and security. However, it limits personal
interaction and physical activity and poses
problems in employment and security.
POSITIVE
EFFECTS
→ Improved access to
education → Access to information
and communication

The internet is widely used


There are new ways
in communication. Access
of learning such as to it is getting better as it
the use of a learning has become available in → Security
management system almost all places such as
(LMS) which commercial
implements establishments and public
spaces. With the advancement
educational
that ICT brings, individuals
enhancements such
and organizations can
as distance learning
solve any security
and online tutorials, problems.
virtual reality, and
interactive
NEGATIVE IMPACTS
Reduced personal Security
interaction and physical
activity ICT brings not only improvement but also
threat to security. Data or files must
vBecause of virtual communication,
always be kept secure and safe. The
ironically, people are less likely to
internet connection must always be
talk to or meet each other in person.
safeguarded from different attacks such as
And because of the comfort of
data modification, identity/IP address
working from home and the
spoofing, password-based attacks, denial-
entertainment that the internet
of-service, etc. Computers should also be
offers (i.e., streaming movies,
protected from various forms of viruses
playing online games, etc.), physical
and malware which are released almost
activity is reduced leading to health
every day.
issues such as obesity and heart
JOB LOSS OR INCREASE
IN UNEMPLOYMENT
This can be considered as one of the worst effects of ICT.

• Multiple workers being replaced and reduced by a smaller number of


employees capable of doing the same volume of tasks
• Shipping or freight services in which a certain amount is added to
the operating costs for the physical process of transporting
commodities or goods
• Automation through robots or machines replacing people in the
assembly line
ETHICAL ISSUES IN
ICT
INTRODUCTIO
N
While some people apply ethical principles to the use of ICT, others
simply do not, hence the proliferation of cyber malpractices.

Ethical issues in IT include personal privacy, protection of intellectual


property such as copyrights and trade secrets, liability, racial and gender
equality, and free speech issues.
PLAGIARISM
It is an act of theft in which a person copies
another person's ideas, words, or writings, etc.
and passes them off as his or her own. Those
who committed such action may lead to serious
legal and ethical defilements.
EXPLOITATION
It is an action in which one deals with a person
dishonestly, unethically, and dishonorably, in
order to take advantage of the latter's
LIBEL
It can either be an insult, slur, or slander. Either
written or spoken or even through actions, it
may lead to libel if the accusation is not true
and without any piece of evidence.
SOFTWARE PIRACY
It refers to an act of installing or copying a
software into the computer in the absence of an
end-user licensing agreement (EULA), and/or
producing a copy disregarding the copyrights.
THANK
YOU
QUIZ
1-3. GIVE THE 3 ROLES OF MEDIA IN THE DIGITAL AGE

4-8. GIVE 4 OUT OF 7 MAJOR TRENDS IN 2017

9-10. GIVE 2 OUT OF 3 ETHICAL ISSUES IN ICT

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