Networks have existed for a long time, allowing people to collaborate and share resources. These intentional connections between individuals are called social networks. Social networks describe the relationships between actors like individuals and organizations, and how they are connected through varying degrees of familiarity. Well-known social media platforms like Facebook, Twitter, and LinkedIn allow hundreds of millions of users to connect internationally. Both advantages and risks exist to participating in social networks.
3. • Networks are not new to humanity
• We often collaborate with others; share
information and other resources
• These networks we form are called social
networks
• These networks are created by individuals or
organizations
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4. • Grouping of individuals into specific groups
• Like small rural communities or a
neighborhood subdivision
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6. • A social network is a description of the social structure
between actors, mostly individuals or organizations.
• It indicates the ways in which they are connected through
various social familiarities ranging from casual acquaintance
to close familiar bonds.
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8. • Social networks could be local; if we network
with the people in the same town or country
• If we network with people outside the
country; that network could be referred to as
international network
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9. • Social networks are said to be small if few people are
involved
• If many people are involved, such a network is said to
be big
• In social networks, certain protocols and rules are
observed
• Further, a standard language is adopted to ensure
effective communication
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11. Twitter
Founded: 2006
No. of users: 190 million
Revenue: US $150 million (projected 2010)
Alexa Rank: 9
Revenue from: verified accounts, advertisements (promoted
trends)
Key Players Cont’
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12. Myspace
Founded: 2003
No. of users: 100+ million
Revenue: US$385 million (2009 est.)
Alexa Rank: 68
Revenue from: advertisements, Google AdSense
Key Players Cont’
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13. LinkedIn
Founded: 2002
No. of users: 100+ million
Revenue: US$161.4 million (Jan. – Sep. 2010)
Alexa Rank: 18
Revenue from: premium accounts, hiring services,
advertisements, partnerships, Google AdSense
Key Players Cont’
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14. Orkut
Founded: 2004
No. of users: 120 million
Alexa Rank: 106
Revenue from: advertisements
Key Players Cont’
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15. BOOKMARKING SITES
Bookmarking Sites - Services that allow you to save,
organize and manage links to various websites and
resources around the internet.
Most allow you to "tag" your links to make them easy to
search and share.
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16. SOCIAL NEWS
Social News - Services that allow people to post various
news items or links to outside articles and then allows it's
users to "vote" on the items.
The voting is the core social aspect as the items that get
the most votes are displayed the most prominently.
The community decides which news items get seen by
more people.
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17. MEDIA SHARING
Media Sharing - Services that allow you to upload and
share various media such as pictures and video.
Most services have additional social features such as
profiles, commenting, etc.
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19. BLOGS AND FORUMS
Blog Comments and Forums - Online forums allow
members to hold conversations by posting messages.
Blog comments are similar except they are attached to
blogs and usually the discussion centers around the topic
of the blog post.
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22. ◦Share your experiences (music, video etc.)
◦Keeping contact with family, friends and
colleagues
◦Building new/ old friendships
◦Sharing interests and hobbies
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23. ◦Exchange with people around the world
◦Employees are searched by companies (good
profile)
◦Can play games
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25. ◦ Photos, comments etc. that we post will be
forever on the Internet
◦ Private is suddenly no longer private
◦ Will be accessible to the general public
◦ We spend a lot of time on PCs
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26. ◦ Cases of online mobbing
(Cybermobbing) and stalking
◦ Poorly regulated
◦ Name, location, age etc. can be used to
commit online crimes
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27. Risks of a social networks
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28. ◦Cybercriminals can easily get private data
◦Targeted attacks against the users
◦For example: personalized spam and phishing
attacks
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29. ◦Hacker infect the computers of users with
viruses
◦try to lure recipients with newsletters etc. to
websites
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30. ◦Viruses and trojans are deposited on websites
◦Potential employers might find information about
you that is not appropiate (photos etc.)
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32. • Derived from the word “Multi” and “Media”
Multi
Many, Multiple, Various
• Media
hardware or software used for communicating.
Video
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33. Multimedia is a combination of text, graphic, sound,
animation, and video that is delivered interactively to
the user by electronic or digitally manipulated means.
TEXT
AUDIO
GRAPHIC / Still
Images
VIDEO
ANIMATION
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35. • Text is the most basic element of multimedia.
• It involves the use of text types, sizes, colours and
background colour.
• A good choice of words could help convey the intended
message to the users (keywords).
• Used in contents, menus, navigational buttons
Text
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36. • In a multimedia application, other media or screen can be linked
through the use of text.
• This is what you call Hypertext.
• To produce an effective multimedia program there are three
things that need to be considered.
The position of the text on the screen.
Length of the message
And legibility of the text.
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38. GRAPHICS
• Two-dimensional figure or illustration
• Can be produced manually (by drawing, painting,
carving, etc.) or by computer graphics technology.
• They help to illustrate ideas through attractive still
pictures.
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39. • There are two types of graphics used: bitmaps
and vector
• Bitmaps images are real images that can be captured
from devices such as cameras or scanners.
• Vector graphics are drawn on the computer and only
require a small amount of memory.
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41. AUDIO
• Produced by vibration, as perceived by the sense of
hearing.
• In multimedia, audio could come in the form of speech,
sound effects and also music.
• There are two types of audio or sound: analog and
digital audio.
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42. • Analog audio refers to the original sound signal.
• Digital audio refers to the digital sampling of the actual
sound.
• The sound used in multimedia is digital audio.
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ANIMATION
• Animation is a process of making a static image look like it is
moving.
• In multimedia, animation is used to further enhance/enrich the
experience of the user to further understand the information
conveyed to them.
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• Digital animation is used in multimedia.
• Digital animation can be categorised into two :
• 2D (2 Dimension) and 3D (3 Dimension) animations.
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VIDEO
• Video provides a powerful impact in multimedia
• Is the technology of capturing, recording, processing,
transmitting, and reconstructing moving pictures
• Video is more towards photo realistic image sequence /
live recording as in comparison to animation.
• Video also takes a lot of storage space. So plan carefully
before you are going to use it.
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STANDARD FILE FORMATS
• Each of the five elements discussed have various standard
file formats. file format is a particular way to store
information in a computer.
• The formats will allow you to make decisions of the type of
text, graphic, audio, video and animation to use when
developing your own multimedia program.
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Advantages of Multimedia
Increases learning effectiveness.
Is more appealing over traditional, lecture-based
learning methods.
Offers significant potential in improving personal
communications, education and training efforts.
Reduces training costs.
Easy to use.
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Tailors information to the individual.
Provides high-quality video images & audio.
Offers system portability.
Self paced interaction and better retention(Info processing by
oneself).
Frees the teacher from routine tasks.
Gathers information about the study results of the student.
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Interactive Multimedia
When the user is given the option of controlling
the elements.
Hyper Media
• A combination of hypertext, graphics, audio, video,
(linked elements) and interactivity culminating in a
complete, non-linear computer-based experience.
• The World Wide Web (WWW) is the best example of
hypermedia applications.
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Linear VS Non-Linear
LINEAR
• A Multimedia Project is identified as Linear
when:
It is not interactive
User have no control over the content that is
being showed to them.
• Example:
A movie
A non-interactive lecture / demo show
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NON-LINEAR
Linear VS Non-Linear Cont’
• A Multimedia Project is identified as Non-Linear
when:
It is interactive
Users have control over the content that is
being showed to them.
Users are given navigational control
• Example:
Games
Courseware
Interactive CD
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Hardware and Editing Software for
Multimedia Production
Need to gather
data for the 5
basic elements
of multimedia
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• Scanners are used to convert conventional
images, texts, drawings and photos into digital
form that can be understood by the computer.
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Multimedia Authoring Tools
• Use to merge multimedia elements (text, audio,
graphic, animation, video) into a project.
• Designed to manage individual multimedia elements
and provide user interaction (if required).
• Example:
Macromedia Authorware
Macromedia Director
Macromedia Flash
Microsoft Power Point
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Criteria in Evaluating an Authoring Tool
• Should be easy to use, thus non-programmers do not have
to learn a programming language in order to develop
multimedia courseware.
• Should have ready-made templates, including popular
buttons or signs and navigation tools.
• Should be compatible WWW.
• Should have on-line help and learning aids.
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User Interface Principles
• User interface is a medium that provides a platform for
interaction between humans and the system
• There are eight main principles of the user interface.
Consistency
Clarity
Context
Navigation
Search
Personalisation
Learnability
Flexibility
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CONSISTENCY
• Consistency implies that the interface design is in harmony
and the same applies to all screen in a software program.
• The same words or commands perform the same functions
throughout the user interface.
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CLARITY
• Clarity entails clearness of labels on all icons
to make the system easy to understand.
• Users should use relevant icons or graphics to
indicate the information.
• Icons, words or commands should be clearly
labelled so that users can understand them
easily.
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CONTEXT
• Context implies every part of a lesson should be relevant to
a particular title. Ideas presented need to relate to the
title.
• The user interface should be structured. For example, if the
lesson is about Flow Chart,
• All the sections including the introduction, content,
activity, evaluation, summary and extension should be
related to the Flow Chart.
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SEARCH
• Search means the system enables users to search keywords
or glossary.
• The user interface should have a search function.
• It should provide multiple ways for users to make queries by
grouping or sorting.
• The system should provide users a preview in order to get a
word in the correct page.
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LEARNABILITY
• Learnability means the system provides support
information and help files to make the system easy to
understand.
• Support information is important, especially in helping
the user to use the system.
• The help function should be available to speed up the
interaction for both experienced and inexperienced users.
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FLEXIBILITY
• Flexibility means a user has the authority to navigate through
all the sections without any limitations.
• For example, the user is allowed to access any of the lessons,
sections and pages of the program.
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Importance of Multimedia
• Business
Use and Applications
Sales / Marketing Presentation
Trade show production
Staff Training Application
Company Kiosk
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• Education
Use and Applications
Courseware / Simulations
E-Learning / Distance Learning
Information Searching
Importance of Multimedia Cont’
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Multimedia Products
1. Briefing Products
2. Reference Products
3. Database Products
4. Education and Training Products
5. Kiosk
6. Entertainment and Games
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Briefing Products
• Small, straightforward, linear products used to
present information quickly and concisely.
• Example:
Corporate Presentation
Sales Presentation
Educational Lectures
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Reference Products
• Often used for answering specific questions or for general
browsing of information. (stored on CD/ DVD ROM)
• 2 Basic classes of reference product:
Generalized Content (dictionary/encyclopedia)
Broad treatment of content at a limited depth
Detailed Content
Focus on specific area and provide extensive information.
• Examples are electronic forms of:
Encyclopedia, Dictionaries, Cookbooks, Historical, Informative, Scientific
surveys.
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Database Products
• Similar to reference product in a sense that large amount of
information are made available to the end user.
• Focus on storing and accessing the actual data (multimedia
data such as text, graphic, audio, animation and video)
• Examples are:
Google Search
Google Earth
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Education and Training Products
• Similar to textbook or training manuals but have added media
such as audio, animation and video.
• Make up a significant share of the multimedia market ranging
from pre-kindergarten to postgraduate offerings from
technical to corporate training products.
• Shares similar characteristics as Reference Product
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Kiosk Products
• A product which is usually stationed at public places and
allow the user to find information interactively and also other
types of transaction.
• Characteristics of Kiosk Products:-
Limited target users and usage.
User friendly and easily used by user.
Fast response.
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Entertainment & Games
• Most popular
• Shipped in the form of Interactive CD / DVD ROM.
• Characteristics of E & G Products:-
Immersive.
Requires constant feedback and interaction with the user.
Challenging and sometimes intriguing for user
Enabled online play for more than one user experience.