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Media and Information Literacy
JHOEL KENNETH P. GULLE
MIL Teacher
Recap
Recap
1. MOOC – Massive Open Online
Course/Content
2. Ubiquitous Learning
What do
you think
about
this
images?
Current and Future Trends of Media
and Information
(Part 2)
Learning Target
• Evaluate current trends in media and
information and how it will affect/how they
affect individuals and the society as a whole;
• Predict future media innovation.
(MIL12CFT-IIa-2; MIL12CFT-IIa-3)
Wearable Technology
Wearable technologies also known as
wearables connect people to their devices. This
type of technology produces a human-computer
interaction which facilitates mobility and
connectivity for users (Burmaoglu, et al., 2018).
Users can conveniently access information
and communicate with other people while they
are moving from one place to another.
Therefore, this technology offers a one-step
higher multi-tasking ability.
The earliest reported wearable technology
was abacus ring embedded with a silver abacus,
a relic from the Qing Dynasty in China (1644-
1912). In today’s generation, wearable
technologies consist of Google Glass Enterprise
Edition 2, Apple Watch, etc.
The table shows the IDTechEx analysis and forecasting across 39 categories of
wearable technology device, segmented by product type, industry and location on the
body.
Examples of Wearable Technology
Abacus ring embedded with a silver abacus, the
earliest reported wearables
Examples of Wearable Technology
Google markets Google Glass Enterprise Edition 2 as “Glass is a small,
lightweight wearable computer with a transparent display for hands-
free work.”
3D Environment
3D environment is also known as
interactive 3D or real-time 3D. This technology
provides an environment wherein the user can
explore and interact with the digital world the
same way he or she explores and interacts in the
digital world. 3D environment is widely used in
entertainment, retail, healthcare,
manufacturing, design, and even in education.
3D Environment
‘Holodeck‘ is the heart of the ClassVR
interface. It showcases a futuristic room. The
virtual room has icons depicting classroom
experiences and activities both useful for
teachers and students.
3D Environment
ClassVR interface and Holodeck gestures to navigate
the virtual classroom
ACTIVITY: PROTOTYPING
Assessment
“Technology is a useful
servant but a
dangerous master.”
- Christian Lous Lange

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Current and Future Trends of Media and Information (Part 2).pptx

  • 1. Media and Information Literacy JHOEL KENNETH P. GULLE MIL Teacher
  • 3. Recap 1. MOOC – Massive Open Online Course/Content 2. Ubiquitous Learning
  • 5. Current and Future Trends of Media and Information (Part 2)
  • 6. Learning Target • Evaluate current trends in media and information and how it will affect/how they affect individuals and the society as a whole; • Predict future media innovation. (MIL12CFT-IIa-2; MIL12CFT-IIa-3)
  • 7. Wearable Technology Wearable technologies also known as wearables connect people to their devices. This type of technology produces a human-computer interaction which facilitates mobility and connectivity for users (Burmaoglu, et al., 2018). Users can conveniently access information and communicate with other people while they are moving from one place to another. Therefore, this technology offers a one-step higher multi-tasking ability.
  • 8. The earliest reported wearable technology was abacus ring embedded with a silver abacus, a relic from the Qing Dynasty in China (1644- 1912). In today’s generation, wearable technologies consist of Google Glass Enterprise Edition 2, Apple Watch, etc.
  • 9. The table shows the IDTechEx analysis and forecasting across 39 categories of wearable technology device, segmented by product type, industry and location on the body.
  • 10. Examples of Wearable Technology Abacus ring embedded with a silver abacus, the earliest reported wearables
  • 11. Examples of Wearable Technology Google markets Google Glass Enterprise Edition 2 as “Glass is a small, lightweight wearable computer with a transparent display for hands- free work.”
  • 12. 3D Environment 3D environment is also known as interactive 3D or real-time 3D. This technology provides an environment wherein the user can explore and interact with the digital world the same way he or she explores and interacts in the digital world. 3D environment is widely used in entertainment, retail, healthcare, manufacturing, design, and even in education.
  • 13. 3D Environment ‘Holodeck‘ is the heart of the ClassVR interface. It showcases a futuristic room. The virtual room has icons depicting classroom experiences and activities both useful for teachers and students.
  • 14. 3D Environment ClassVR interface and Holodeck gestures to navigate the virtual classroom
  • 15.
  • 18. “Technology is a useful servant but a dangerous master.” - Christian Lous Lange