Emtech q2
Emtech q2
Emtech q2
MEDIA
● Media are various outlets or tools that deliver useful information and content. The
advancement of technology has transformed how media is accessed and
provides faster ways to get information.
MULTIMEDIA
● It is derived from the word “multi” which means multiple or many and “media” that
represents a medium to deliver and present information in the form of books,
newspapers, radio, television, computer and the internet.
USES OF MULTIMEDIA
1. MULTIMEDIA IN ADVERTISING
● With billions of internet users, businesses can reach customers to promote their
products and services by uploading photos and videos on various social media
platforms or websites.
2. MULTIMEDIA IN BUSINESS
● Businesses use multimedia in creating presentations for proposals and product
presentations. Videos provide an effective way to train employees.
3. MULTIMEDIA IN ENGINEERING
● The use 3D modelling tools in virtual reality in designing enables engineers to
interact with their projects in 3D and helps them identify flaws before execution.
4. MULTIMEDIA IN EDUCATION
● The use of computer aided instruction, interactive games, presentations, and
videos helps teachers deliver lessons in an interactive and engaging way.
5. MULTIMEDIA IN ENTERTAINMENT
● The amazing and engaging experiences you get when playing games and
watching your favorite movies are made possible because of the application of
multimedia in entertainment.
6. MULTIMEDIA IN HEALTHCARE
● Developments in medical imagery assists doctors in their consultations and
diagnosis.
● Multimedia enriched medical devices and sensors allows the real-time and
remote monitoring of a patient’s condition.
ADVANTAGES DISADVANTAGES
● Numerous apps and web platforms ● Some apps and web platforms are
allow you to easily create one. not intuitive enough.
WEB 2.0
● is the term used to define the second generation of the world wide web.
● enabled people to interact with users and interact with websites containing rich
content that were not present in Web 1.0.
● introduced tools which enabled users to create and share multimedia content
with other users in various platforms or websites.
ELEMENTS OF MULTIMEDIA
1. TEXT
● the fundamental element of multimedia
● made up of words or phrases to communicate an idea
Consider the following when using text:
● Appropriate color, font family and size
● Alignment length and readability
2. IMAGE
● any two or three dimensional illustrations
● powerful way to represent an idea and information
Examples:
● charts
● diagrams
● drawings
● graphs
● maps
● photographs
3. AUDIO
● sounds recorded through digital or analog means
● comes in various forms such as voice recordings, music, and sound
effects
● Audio enhances multimedia content through background music, sound
effects, or voice over which provides a more immersive audience to the
audience.
4. ANIMATION
● A sequence of images that gives an illusion of movement or motion.
5. VIDEO
● Video is the recording and processing of moving pictures and sound.
MULTIMEDIA SOURCES
1. MUSIC-ON-DEMAND (MOD)
● Refers to service systems that allow various platforms to stream digital
music online.
2. VIDEO-ON-DEMAND (VOD)
● Refers to services that allows various platforms to publish and stream
videos online.
3. WEBCAST
● Webcast refers to platforms that broadcast a live video over the internet to
a lot of audiences.
4. ONLINE COURSEWARE
● This source provide different interactive activities, presentations and
tutorials, tests, and other educational resources to students.
5. ONLINE GAMES
● Games that are played with the use of the internet through a computer,
gaming console and smartphones.
6. ONLINE SHOPPING PLATFORMS
● Online shopping platforms attract customers by utilizing animation, images
and videos of products found on their site.
WEB 2.0
● The second generation of the world wide web.
● Contains all the interactive features that allowed web pages to work more than a
web page that only had information.
FEATURES OF WEB 2.0
1. USERS PARTICIPATION
● lets a user to generate their content, and interact with other users instead of
merely reading the webpage, making Web 2.0 called the Social Web.
● The following are some examples of user participation tools.
● Blog
● Social Networking site
● Social bookmarking site
3. FOLKSONOMY
● Allows users to classify links, images, videos, and other digital content using
hashtags (#) on social platforms to be easily seen by other users.
WEB 3.0
● It is the third and current generation of the web, in which it is the enhanced
version of Web 2.0.
● It lets a computer understand kinds of information to help find and recommend
useful information to users.
EXAMPLES OF AI TOOLS
A. DIGITAL ASSISTANCE
● Commonly known as voice recognition apps.
● Designed to help users to perform everyday activities, including
recommendations, predictive searches and other basic tasks.
● Google Assistant, Alexa, Siri, and Cortana are some of its examples.
B. CHATBOT
● A computer program that understands words and phrases to interact and
respond with users who have the same questions and answers.
● Chatfuel, Botsify, and MobileMonkey are some examples of Chatbot apps.
C. NAVIGATION APPS
● A tool that is able to transform maps that provide directions on how to find the
quickest route to a specific place.
● Google Maps, Maps.Me, MapQuest, and Waze are some examples of
navigation apps.
3. CONNECTIVITY
● Improves the user experience when connecting and communicating with different
people through various devices.
4. 3D GRAPHICS
● Provides users with a more immersive and interactive experience found on
online games, e-commerce, and multimedia websites.
MULTIMEDIA PLATFORMS
Multimedia platforms provide great ways of educating, entertaining and satisfying user
experience.
2. ADVENTURE GAMES
● games based on a fictional setting where the character will do various missions
or levels to complete the game.
5. PUZZLE GAMES
● games that involve brain teaser activities which test the logical and problem
solving abilities of a user.
6. EDUCATIONAL GAMES
● Kind of games which contain interactive activities that would help in learning a
knowledge or skill.
ADVANTAGES DISADVANTAGES
Improve creative thinking and problem Cause negative effects on mental health.
solving abilities.
Allows users to interact or make friends Users might download games which
with people. contain malicious software.
ONLINE TEST
● Platforms that enable users to create and take quizzes over the internet.
● Google Forms, Kahoot, FlexiQuiz, and Moodle are some examples of its
platforms
2. INTERACTIVE QUIZZES
● A fun way to let people engage in creating presentations or play quizzes in a
form of games.
ADVANTAGES DISADVANTAGES
PODCAST
● Platforms that stream audio content similar to a radio show that tells a particular
story, issue, or trend.
● Buzzsprout, Podbean, Spotify, and Soundcloud are some of its examples.
VODCAST
● Platforms that deliver or stream video content online. Various contents are from
video blogs (vlogs), webinars, interviews, events, or presentations.
● Dailymotion, Youtube, and WeVideo are some of its examples.
Contents are downloadable for offline use Video files take time to upload.
ADVOCACY
● refers to a public activity by an individual or group that promotes and seeks to
address a societal matter.
● happens when there is an initiative to pursue the awareness of fellowmen.
DEVELOPMENTAL COMMUNICATION
● is an approach that includes the exchange of information processes which
promotes social developmental.
SOCIAL MEDIA
● refers to interactive websites which allows the creation of contents and building
of virtual network.
● provides an avenue for diverse purposes enabling interrelation around the globe.
It has also served meaningful roles in the society.
DIGITAL CITIZEN
● refers to an individual utilizing information and communication technology
through acquired knowledge and skills.
Mike Ribble, the author of Digital Citizenship in Schools (Second Edition), points out
the aspects of digital citizenship that an individual should embrace to navigate through
the digital society.
5. DIGITAL ETIQUETTE
● Manifest proper online behavior and positively handle challenging
contents and comments.
6. DIGITAL LAW
● Abiding legal rules and restrictions in the online community.
7. DIGITAL RIGHTS AND RESPONSIBILITIES
● Obtain liberty and accountability with one’s actions across online
platforms.
8. DIGITAL HEALTH AND WELLNESS
● Maintaining well-being physically and psychologically to avoid harm and
danger.
9. DIGITAL SECURITY
● Precautions on system malwares and viruses and cyber crimes such as
frauds and scams.
1. PASSWORDS
● account/s security
2. PRIVATE INFORMATION
● legal identity protection
3. PERSONAL INFORMATION
● network-sharing selection
4. PHOTOGRAPHS
● awareness of AI locating features
5. PROPERTY
● respecting intellectual property
6. PERMISSION
● identify license and attribution
7. PROTECTION
● avoidance of cyber threats
8. PROFESSIONALISM
● exhibiting netiquette
9. PERSONAL BRAND
● building a decent online image
PLANNING
● This is where the group will set up meetings, assign tasks, and talk about
essential elements needed for the project such as web hosting, website design,
applications, and funding.
DEVELOPMENT
● This is where the production of materials like articles, pictures, videos, and others
alike takes place.
RELEASE AND PROMOTION
● This is where the promotion of the website and its contents happens that will help
spread out the message.
MAINTENANCE
● This is where the group will analyze and improve their website and contents.
SPECIFIC
● The objectives and description of the project should be set to have a proper idea
of the result.
● “What is to be done?”
● “How will you know it is done?”
MEASURABLE
● The project progress cost, progress, and quality should be measurable using
some standards such as deadlines and budgets.
● “How will you know it meets expectations?”
ATTAINABLE
● The people doing the project should meet all the deadlines set and do the task
given to them.
● “Can that person do it?”
● “Does that person have the experience and knowledge to do it?”
RELEVANT
● The project should be able to address the problem raised.
● “Should it be done?”
● “What will be the impact?”
TIME-ORIENTED
● The project should have a deadline on when to deploy it or there are deadlines
for each task to meet a specific part of the project.
● “When will it be done?”
IMPORTANT KEY POINTS
1. Focus on one area of the society to help identify the current issue.
2. The goal of the project should be relevant to everyone in the society.
3. Research more information about your chosen social issue and project.
4. Recognize other projects related to your cause for reference.
5. It should met the SMART criteria:
● S - Specific
● M - Measurable
● A - Attainable
● R - Realistic
● T - Time-oriented
CONCEPT PAPER
It is a document that shows a summary of the project. It aims to get the approval of
stakeholders and convince potential sponsors.
● Introducing the group and their mission and vision.
● Defining the overall goal of the project and the ways to achieve it.
● Determining the nature and scope of the project.
● Assigning tasks for group members.
● Selecting appropriate management schemes and mechanisms.
● Estimating costs for the project.
● Presenting plans to avoid unforeseen events.
● Addressing target sponsors.