Online Presence

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CIS110JD Online Presence PowerPoint Project

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Online Presence

  1. 1. Ryan Schulten Lauren McGlinchey Aman Gill Jared Bonamico
  2. 2.  What is it?  Who are the social networks?  Why have a presence?
  3. 3.  Your online presence should be taken very seriously in today’s world. Social networks like Facebook, MySpace, Twitter, and LinkedIn provide an opportunity to self market and network to millions of people. They should be used responsibly. As much as 50% of college admissions officers and company employment recruiters use these same social networks to find out our personal information. They’re searching concerns about alcohol and drug-use, violence, and other character problems.
  4. 4.  Facebook.com - is a free-access social networking website that is operated and privately owned by Facebook, Inc. The website's name refers to the paper face books depicting members of a campus community that some US colleges and preparatory schools give to incoming students, faculty, and staff as a way to get to know other people on campus. Mark Zuckerberg founded Facebook while he was a student at Harvard University. Facebook is one of the Internet’s most popular websites, for consumers and businesses alike. The website currently has more than 200 million active users worldwide. Using Facebook to position yourself or your brand and establish your web presence is relatively painless, and can do a lot for your marketing.
  5. 5.  MySpace.com -is a social networking website with an interactive, user- submitted network of friends, personal profiles, blogs, groups, photos, music, and videos for teenagers and adults internationally. MySpace was founded by Chris Dewolfe and Tom Anderson in 2003. MySpace was purchased in 2005 for $580 million by Rupert Murdoch creator of a media empire that includes 20th Century Fox and the Fox television stations. MySpace has more than 40 billion page views a month. Google paid $900 million to be MySpace's search provider.
  6. 6.  Twitter.com - is a free social networking and micro-blogging service that enables its users to send and read other users' updates known as tweets. Tweets are text-based posts of up to 140 characters in length which are displayed on the user's profile page and delivered to other users who have subscribed to them (known as followers). Since its creation in 2006 by Jack Dorsey, Twitter has gained extensive notability and popularity worldwide. Estimates of the number of daily users vary as the company does not release the number of active accounts.
  7. 7.  LinkedIn.com - is a business-oriented social networking site founded in December 2002 and launched in May 2003 mainly used for professional networking. As of February 2009, it had more than 35 million registered users, spanning 170 industries. LinkedIn's was founded by its CEO, Reid Hoffman. The purpose of the site is to allow registered users to maintain a list of contact details of people they know and trust in business. The people in the list are called Connections. Users can invite anyone (whether a site user or not) to become a connection.
  8. 8.  Because employers and college admissions officers are increasingly using the Internet to research potential employees and students, it is important to create a professionally acceptable online presence. Social networking sites usually have privacy settings. The user should ensure that profiles, photographs and wall postings are set to be seen only by accepted friends. It is important to keep in mind, however, that the user’s profile, including the profile picture, is still public and many networking sites actually own the material posted on them, so the material can be sold or shared elsewhere. In addition to using privacy setting, users should:
  9. 9.  Choose an appropriate profile picture that presents them in a positive, professional manner  Monitor comments and pictures posted by friends  Spell check and proofread material  Avoid any inappropriate remarks on blogs, social networking sites, and even emails, especially regarding past or present employers  Avoid references to drinking, drugs, and anything else that may be damaging to their reputation
  10. 10.  In addition to maintaining a professionally acceptable online presence, it is also important for users to protect their online presence and to avoid putting themselves at risk for identity theft, stalking, harassment, and other problems. Guidelines for protecting one’s online presence include:  Don’t post addresses or phone numbers in your profile. Home or work addresses and phone numbers can be looked up in reverse search engines.  Use strong security settings for your profiles. Make sure you adjust your settings so only people who you know and authorize are allowed to view your full profile.
  11. 11.  Only accept friend requests from people you know. If someone you know sends you a friend request on a social networking site, send them an email to verify that it really was them that sent the request. If you receive a request from someone you do not really know, send them a message through the website asking them to remind you where you know them from before accepting the friend request.  Be careful what you reveal about your daily schedule. Some social networking sites allow you to update your “status” so that everyone who views your profile knows where you are or what you are doing. Advertising that you are on vacation or out of the house presents an ideal opportunity for a thief to come and scope out your house or go through your mail.
  12. 12.  Use one-shot credit cards. Some credit card companies offer an option to create one-shot credit card numbers. When you make a purchase online using these cards, the number will be valid for just that transaction.  Create strong passwords. Strong passwords contain both letters and numbers, making them more difficult for identity thieves to guess. The strongest passwords include a combination of upper and lowercase letters. Passwords should also be at least eight characters long.
  13. 13.  Admissions officers and employers say that they do like to see creative layouts and photos, information about what activities applicants enjoy, skills they possess, and stories about their experiences, such as travelling or competitions.
  14. 14. What is it? What are it’s uses? What does the future hold?
  15. 15.  Is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world.  There are two types of virtual reality: Desktop and Immersive. Desktop virtual reality simply requires a computer monitor to display the 3D world. Immersive virtual reality requires the use of special display devices to make the user feel more involved in the virtual environment. These special display devices can either be projection screen systems or head-mounted displays.
  16. 16. Immersive Virtual Reality This gentlemen is viewing a 3D virtual reality world though a head-mounted display
  17. 17. Desktop Virtual Reality The Sims is an example of desktop virtual reality. First released in March of 2000, the Sims is the best selling PC game in the history with more then 7 million copies sold.
  18. 18. Immersive and Desktop Virtual Reality
  19. 19.  Virtual reality arguably provides the most natural means of communicating with a computer because it allows us to use our inherent 3D spatial skills that have evolved over thousands of years such as walking, gesturing, looking, grabbing etc. There is a vast range of potential applications for virtual reality, such as:
  20. 20.  Architectural Design: Architects can now use virtual reality technology to help with the designing and walking through a building or room.  Education: Systems have been designed to help disabled children allow the visualization of mathematical concepts, perform virtual lectures & conferences.  Medicine: There is a lot of interest in the possibility of virtual surgery and the provision of other aids for the surgeon like in the fields of ultrasonic imaging, MRI, and drug design.
  21. 21.  It is difficult to predict the future of virtual reality. Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There is however attempts being currently made to simulate smell. Although it is often seen in the context of entertainment by popular culture, the future of virtual reality is very much tied into therapeutic, training, and engineering demands.

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