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EMPOWERMENT TECHNOLOGY

Multimedia and Web 2.0

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 AND DISADVANTAGES

ADVANTAGES DISADVANTAGES

● It is interactive. ● Can cause information overload if


not utilized properly.

● It contains rich contents to deliver ● It is time consuming to create.


useful information.

● Numerous apps and web platforms ● Some apps and web platforms are
allow you to easily create one. not intuitive enough.

● It provides immersive experiences. ● It can be expensive.

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.

TYPES OF WEB 2.0 TOOLS


1. AUDIO BASED TOOLS
Uses
● Create and edit audio.
● Allows audio and music to be published and shared through a streaming
platform.
Platforms
● Audacity Online
● Spotify
● Soundcloud
● Twistedwave
2. VIDEO BASED TOOLS
Uses
● Create and edit video content.
● Allows video content to be broadcasted or shared through a streaming
platform.
Platforms
● Animoto
● Powtoon
● Dailymotion
● Youtube
● WeVideo

3. MULTIMODAL PRODUCTION TOOLS


Uses
● Create and share interactive presentations.
● Create digital bulletin boards to illustrate ideas and to-do-list to monitor
tasks.
Platforms
● Blendspace
● Google Slides
● Prezi
● Padlet
● Trello

4. WEBSITE CREATION TOOLS


Uses
● Make any kind of blog or website.
● Provides easy to use interface and tools to start creating a website.
Platforms
● Blogger
● Webflow
● Wix
● Weebly
● Wordpress
5. SOCIAL NETWORKING SERVICE
Uses
● View and share images, links, videos, and other useful content with other
users.
● Interact with other users by reacting and commenting to posts.
Platforms
● Facebook
● LinkedIn
● Pinterest
● Twitter
● Snapchat

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.

WORLD WIDE WEB (WWW)


● Also known as the Web, technology that made information accessible to
everyone.
● A collection of webpages found on the numerous connections of computers
around the world through the internet.

MAN BEHIND WORLD WIDE WEB


● In 1989, Tim Berners-Lee developed the first generation of the web.
● He developed the first hyperlink, web browser, and server.

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

2. RICH USER EXPERIENCE


● Enables users to view interesting and informative websites through rich contents
which enhances the user experience and promotes interactivity.

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.

4. SOFTWARE AS A SERVICE (SAAS)


● Lets users utilize the application without having to install the software, it can be
used for free or subscription.

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.

FEATURES OF WEB 3.0


1. SEMANTIC WEB
● Lets a computer interpret the different kinds of information that users can
understand.

2. ARTIFICIAL INTELLIGENCE (AI)


● It has the smart capability to provide relevant and useful information to assist in
everyday tasks of users. Web 3.0 is called intelligent web.

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.

SOCIAL MEDIA PLATFORMS EXAMPLES


1. ONLINE GAMES
● Refers to numerous applications which allow a user to play over the internet.
● Different genres of games are accessible through computers or smartphones.

2. ADVENTURE GAMES
● games based on a fictional setting where the character will do various missions
or levels to complete the game.

3. AUGMENTED REALITY (AR) GAMES


● games that contain computer generated imagery (CGI) and the environment to
provide immersive experiences.
4. MASSIVE MULTIPLAYER ONLINE (MMO)
● A game that lets users interact or play with other players around the world.
● One common type of MMO is the Multiplayer Online Battle Arena (MOBA).

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.

7. VIRTUAL REALITY (VR) GAMES


● Provides an immersive experience of playing games using VR headsets or
sensor-equipped gloves.

ADVANTAGES AND DISADVANTAGES OF ONLINE GAMES

ADVANTAGES DISADVANTAGES

Improve creative thinking and problem Cause negative effects on mental health.
solving abilities.

Improves focus and concentration. Cause negative effects on physical


health.

Allows users to interact or make friends Users might download games which
with people. contain malicious software.

Challenging and Enjoyable Most games need a stable internet


connection.

A lot of games are free to download.

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

TYPES OF ONLINE TEST


1. PSYCHOLOGICAL TEST
● lets users create or take emotional quotients (EQ), intelligence quotients (IQ),
career, or personality tests.

2. INTERACTIVE QUIZZES
● A fun way to let people engage in creating presentations or play quizzes in a
form of games.

ADVANTAGES AND DISADVANTAGES OF ONLINE TEST

ADVANTAGES DISADVANTAGES

Paperless Cheating or dishonesty can be done.

Automatic scoring and generation of Need a stable internet connection.


results

Time-saving Some computer errors or connectivity


issues may occur.

Secured and Convenient It requires an application to install.

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.

ADVANTAGES AND DISADVANTAGES OF PODCAST AND VODCAST


ADVANTAGES DISADVANTAGES

Provides source of edutainment Need a stable internet connection.

Contents are downloadable for offline use Video files take time to upload.

Numerous applications are available to Easy to share, which sometimes leads to


produce the audio or video content. unauthorized copying of content.

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.

An advocacy becomes effective in addressing social matters when developmental


communication approaches are strictly observed.

RECOGNIZE UNIVERSAL ADVOCACY


There are social issues being addressed globally for the common good of the majority.

1. ADVOCACY AGAINST POVERTY


● Poverty is one of the major problems in society making it the root of other global
issues.

2. ADVOCACY AGAINST ENVIRONMENTAL ISSUES


● Climate change, pollution, and waste production are some of the environmental
concerns experienced globally making it one of the pressing issues the
humankind has today.

3. ADVOCACY AGAINST SOCIAL STRATIFICATION


● Class and caste systems affected by socioeconomic factors have caused life
difficulty to those who are on the lowest rank.

4. ADVOCACY ON GENDER INEQUALITY


● A campaign that acknowledges all gender preferences to live equally and receive
equivalent opportunities and resources.

5. ADVOCACY ON MENTAL HEALTH AWARENESS


● Promotes realizations on the well-being of individuals and overcome the stigma
on mental illnesses.

6. ADVOCACY AGAINST CORRUPTION


● A campaign that calls the transparency on the decisions and actions of the
government.

7. ADVOCACY AGAINST VIOLENCE


● Addresses brutality against women, children, animals, and even
cyberharassment.

ICT AS AN ADVOCACY AND COMMUNICATION PLATFORM

HOW ADVOCACY WORKS


1. ORGANIZE
● ICT helps systemize and compile information and data related to an
advocacy.
2. EDUCATE
● ICT delivers academic contents provided by the advocates about their
chosen societal matter.
3. RESEARCH
● ICT aids gathering and analysis of survey data that may be helpful for the
campaign.
4. INFORM
● ICT paves the way for awareness across different generations,
nationalities, and places.
5. ENCOURAGE
● ICT stimulates and motivates people because of the ease that technology
can offer in call-to-actions activities.
6. TRAIN
● ICT supplies instructional documents with the various sources available
for the advocacy.
7. LOBBY
● ICT makes it possible for ordinary citizens’ messages to reach the
authorities of the government to persuade for a certain thought.
8. ACTION
● ICT pushes people to make a move for the common good through its
networks and users.

ICT Advocacy Communication Tools


● Social Media Networks
● Blog sites
● Video Hosting sites
● Web conferencing Sites
● Printed Media
● Modern Media

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.

THE POWER OF SOCIAL MEDIA IN SOCIETY


1. HISTORY
● Records and keeps the memories of individuals and the society.
2. CONNECTIVITY
● Binds the gaps and differences of nations and develops ways to establish
union.
3. ENTERTAINMENT
● Provides leisure and amusement that arouses the interests and
excitement of people.
4. PRODUCTIVITY
● Offers tools that simplifies and supports a wide range of tasks in different
fields.
5. EDUCATION
● Facilitates learning through a selection of resources for different areas.
6. INFLUENCE
● Emanates control and affects people lives through its contents and
functions.
7. INSPIRATION
● Gives motivations and insights through its stories and people.
8. EXPRESSION
● Allows demonstration of thoughts and emotions through its platforms.

Value of ICT and Social Media in Philippine History


1. EDSA Revolution (People Power Revolution)
● Civil resistance against the dictatorship of former President Marcos and
restoration of democracy. (Radio Veritas)
2. EDSA II (2001 EDSA Revolution)
● A political protest against the administration of former President Estrada
because of corruption allegations. (Text brigade)
3. MILLION PEOPLE MARCH
● A protest for the total abolition of the Pork Barrel fund over the PDAF
scam pointing to Janet Lim- Napoles. (Social media)
4. TYPHOON YOLANDA
● A super typhoon that caused extensive damage and a high death toll.
(Yolanda People Finder)
5. COVID-19 CRISIS
● A global pandemic with the spread of infectious disease. (Social media)

DIGITAL CITIZEN
● refers to an individual utilizing information and communication technology
through acquired knowledge and skills.

Utilizing technology comes with accountability and responsibility. It is best to be


careful at all times before we take action.

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.

NINE ELEMENTS OF DIGITAL CITIZENSHIP


1. DIGITAL ACCESS
● Pertains to the availability of electronic tools and make equal use of online
resources.
2. DIGITAL COMMERCE
● Refers to digital selling and buying products and services and develop
effective trading skills.
3. DIGITAL COMMUNICATION
● Exhibits the appropriate way of self-expression and providing feedback
and authentic information.
4. DIGITAL LITERACY
● Demonstrates learning the use of technology and application of skills.

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.

Nine Ps of Digital Citizenship


● Focuses on the proactive and experiential knowledge that an individual should
remember as a digital citizen.

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

PROJECT PROCESS OVERVIEW

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.

THE S.M.A.R.T. OBJECTIVES


S - Specific
M - Measurable
A - Attainable
R - Realistic
T - Time-Oriented

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.

FIVE ELEMENTS OF CONCEPT PAPER


1. INTRODUCTION
● This includes a brief overview of the project and introduction about the
group.
2. PURPOSE
● This includes the reasons why the group has chosen the project and other
points to show the worthiness of the project.
3. DESCRIPTION
● This includes the plan of how to execute and produce the project. In ICT, it
involves the sites you are going to produce and the purpose of each and
how they work.
4. SUPPORT
● This includes the resources needed for the project such as manpower,
number of materials and funds.
5. CONTACT INFORMATION
● This includes the contact details of the group.

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