This document discusses communicating with digital technology. It is divided into four lessons: digital image technology, communicating online, internet security and acceptable use, and ethics and netiquette. Each lesson covers topics like digital cameras, weblogs, email, internet risks, and proper online etiquette. The document also includes chapter questions to test the reader's understanding.
Tech navigator summarizes several common types of cyber crimes. These include unauthorized access to computer systems like hacking, email bombing which overwhelms systems with messages, spreading viruses and malware, data diddling which alters stored information, cyber stalking which uses technology to harass victims, and child pornography which preys on vulnerable children online. While cyber crimes may not have physical effects, they can still cause psychological and emotional harm, and policing these new forms of crime presents challenges for law enforcement.
Infromation Security as an Institutional Priorityzohaibqadir
This document summarizes a presentation on information security as an institutional priority. It discusses what security as an institutional priority might look like, including leadership directing the institution to establish a culture of security. It also addresses defining adequate security and determining what is enough security for an institution. The document contains several references and resources for further information.
This document discusses using web 2.0 and social networking to improve healthcare, specifically for aging populations. It provides examples of how connecting patients online can reduce healthcare costs and improve outcomes. Intel is studying a VA home healthcare program to see how health IT tools could help the program scale to more veterans by improving care coordination and quality. The document advocates that ultrabook-based services can minimize web 2.0 risks for end users and maximize its benefits for healthcare.
Presentation of ALERT Team at Open World Forum 2012 Paris
How Automation & Notifications can help software development teams focus on building beautiful code
Participants:
Ljiljana Stojanovic (FZI)
Stuart Jarvis & Dario Freddie (KDE)
Jesús González-Barahona (LibreSoft)
Clara Pezuela & Oliver Barreto (ATOS)
Laruent Lacote (Linagora)
Open Source Software, #FocusedCoding
The document provides a timeline of digital technologies from 1859 to the present. It begins in the pre-microcomputer era when John Dewey advocated for hands-on, experiential learning. The microcomputer era began in the 1970s-80s with the development of microprocessors. Mainframes were large computers used by organizations. Word processing software allowed easy editing. The internet era enabled email, video conferencing, online learning, and social networking. Mobile technologies now include e-books, podcasts, and ubiquitous connections.
Whitepaper: Video Conferencing in the ClassroomVideoguy
Internet2 provides massively more bandwidth than typical internet connections. It aims to develop advanced applications and accelerate innovation. Specifically, Internet2 promotes increased use of two-way video conferencing in classrooms through initiatives like the K20 program. This program connects over 30,000 K-12 schools to Internet2. As educational institutions partner more, interactive video use in classrooms will greatly expand to enhance learning and connections between communities.
ALERT was presented as a project that could help improve coordination and knowledge sharing in open source software development communities. It does this through automated extraction of knowledge from various sources, dynamic visualization of project information, efficient management of relevant information for developers, and awareness of team members through real-time notifications. Several use cases were described for how ALERT could benefit the KDE open source community, software companies like Atos, and the Petals and broader Linagora open source communities by reducing duplicate bug reports, improving task assignment, and helping developers focus on coding.
Tech navigator summarizes several common types of cyber crimes. These include unauthorized access to computer systems like hacking, email bombing which overwhelms systems with messages, spreading viruses and malware, data diddling which alters stored information, cyber stalking which uses technology to harass victims, and child pornography which preys on vulnerable children online. While cyber crimes may not have physical effects, they can still cause psychological and emotional harm, and policing these new forms of crime presents challenges for law enforcement.
Infromation Security as an Institutional Priorityzohaibqadir
This document summarizes a presentation on information security as an institutional priority. It discusses what security as an institutional priority might look like, including leadership directing the institution to establish a culture of security. It also addresses defining adequate security and determining what is enough security for an institution. The document contains several references and resources for further information.
This document discusses using web 2.0 and social networking to improve healthcare, specifically for aging populations. It provides examples of how connecting patients online can reduce healthcare costs and improve outcomes. Intel is studying a VA home healthcare program to see how health IT tools could help the program scale to more veterans by improving care coordination and quality. The document advocates that ultrabook-based services can minimize web 2.0 risks for end users and maximize its benefits for healthcare.
Presentation of ALERT Team at Open World Forum 2012 Paris
How Automation & Notifications can help software development teams focus on building beautiful code
Participants:
Ljiljana Stojanovic (FZI)
Stuart Jarvis & Dario Freddie (KDE)
Jesús González-Barahona (LibreSoft)
Clara Pezuela & Oliver Barreto (ATOS)
Laruent Lacote (Linagora)
Open Source Software, #FocusedCoding
The document provides a timeline of digital technologies from 1859 to the present. It begins in the pre-microcomputer era when John Dewey advocated for hands-on, experiential learning. The microcomputer era began in the 1970s-80s with the development of microprocessors. Mainframes were large computers used by organizations. Word processing software allowed easy editing. The internet era enabled email, video conferencing, online learning, and social networking. Mobile technologies now include e-books, podcasts, and ubiquitous connections.
Whitepaper: Video Conferencing in the ClassroomVideoguy
Internet2 provides massively more bandwidth than typical internet connections. It aims to develop advanced applications and accelerate innovation. Specifically, Internet2 promotes increased use of two-way video conferencing in classrooms through initiatives like the K20 program. This program connects over 30,000 K-12 schools to Internet2. As educational institutions partner more, interactive video use in classrooms will greatly expand to enhance learning and connections between communities.
ALERT was presented as a project that could help improve coordination and knowledge sharing in open source software development communities. It does this through automated extraction of knowledge from various sources, dynamic visualization of project information, efficient management of relevant information for developers, and awareness of team members through real-time notifications. Several use cases were described for how ALERT could benefit the KDE open source community, software companies like Atos, and the Petals and broader Linagora open source communities by reducing duplicate bug reports, improving task assignment, and helping developers focus on coding.
This document provides guidance for planning a live online learning session. It discusses defining the purpose and learning outcomes, which may include organizational aims, changes in performance, and knowledge, skills or attitudes to be developed. The type of learning, such as procedural tasks, principle-based tasks, processes, facts or concepts, should inform the teaching strategies used. Different types of learning require different strategies, such as demonstrations and practice for tasks, examples for concepts, and repetition for facts. The document stresses the importance of clarity on the purpose and learning type to select appropriate methods and media for the session.
The document discusses multimedia concepts and defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It describes the five main elements of multimedia as text, graphics, audio, video, and animation. It also discusses hardware and software used for multimedia production, including scanners, video cameras, digital cameras, audio devices, video capture devices, and editing software for different media types.
This document is a seminar report submitted by Ope Sinzu to the Department of Computer Science at Enugu State University of Science and Technology in partial fulfillment of the requirements for a Bachelor of Science degree in Computer Science. The report discusses digital watermarking, including acknowledging those who helped with the report, providing an abstract that explains digital watermarking techniques are used for security purposes like copyright protection. It then discusses the introduction, background, objectives, significance, scope, constraints, and organization of the report.
This document summarizes a study on using watermarking and security techniques for image broadcast. The study embeds a unique user ID watermark into images before distributing them in order to identify the source of any pirated images. The watermark is encrypted using an algorithm like RSA. When a pirated image is found, the watermark can be extracted to reveal the user's ID. Experimental results show the watermark can still be extracted after various image processing attacks, demonstrating the validity and robustness of the technique for secure image transmission and piracy detection.
Puppetnets and Botnets: Information Technology Vulnerability Exploitsecarrow
The focus of this paper is to identify dominant trends of
information security threats to the Internet 2001 to 2007. This
paper is intended to provide an understanding of the new
emphasis of attacks through use of robotic networks and how
some users and organizations are already preparing a response
using innovative visualization techniques in conjunction with
traditional methods. The scope of research will focus on basic
enterprise level services that are commonly provided by various
corporations; e.g., e-mail, browser applications, wireless and
mobile devices, IP telephony, and online banking. The research
will first review the network infrastructure common to most
corporate organizations and assume basic enterprise components
and functionality in response to the current security threats. The
second emphasis will consider the impact of malware robotic
networks (Botnets and Puppetnets) on the corporate network
infrastructure and how to address these threats with new and
innovative techniques. This approach is pragmatic in application
and focuses on assimilation of existing data to present a
functional rationale of attacks to anticipate and prepare for this
coming year.
Digital Natives are people who have grown up with technology like computers, video games, the internet and social media. They are comfortable with and prefer using technology for communication, multi-tasking, graphics over text, and instant gratification. Digital Natives are networked through social media platforms like Facebook, Twitter, blogs and instant messaging.
Students were learning about data communication and various forms of electronic communication. The lesson covered identifying the components of data communication like the message, sender, receiver, transmission medium, and protocols. It also described different electronic communication methods such as email, SMS, instant messaging, videoconferencing, VOIP, blogging, microblogging, social networking, and more. Students were asked to investigate and identify how they use resources like email, instant messaging, and social media.
This document provides an introduction to web programming and internet basics. It discusses how to connect a computer to the internet through various connection types like dial-up, broadband, wireless etc. It explains how the world wide web works and how web pages are linked through hyperlinks. It also demonstrates how to effectively search the web using search engines and boolean logic operators to find specific information online. Hands-on examples are provided to search for word meanings, tourist places, colleges and more to illustrate using the internet and web for research.
Michael Sharp has extensive experience in user experience research. Some of his past roles include conducting usability testing on 3D rendering applications at the University of Colorado, studying readers' preferences for technical illustrations through eye tracking research at Rensselaer Polytechnic Institute, and managing UX labs. More recently, he has led UX work for companies like Qwest.com, Electronic Ink, Androgames, and Radiometrics.
Lesson 1 provides definitions for information and communication technology and introduces various technologies used for communicating and spreading information such as satellites, the World Wide Web, telephone, television, and radio. Communication technology is important for aiding communication and disseminating information.
Presentation made by Dr. Tabrez Ahmad, in training programme at Biju Pattanaik, state Police Academy Bhubaneswar, to train DSPs organised by Crminal Investigation department govt. of India
This document proposes a reversible non-blind video watermarking technique based on interlacing using 3-level discrete wavelet transform (DWT) and alpha blending. The technique selects frames from a video, decomposes them using 3-level DWT, and embeds the watermark into the low frequency sub-band of original frames using alpha blending. Additionally, the Arnold transform is used as an encryption method before embedding for added security. The results of this technique are then analyzed and compared to other techniques. The technique aims to address the issues of non-blind watermarking requiring the original data for extraction and double bandwidth requirements.
The document discusses digital watermarking, which involves embedding invisible copyright information into digital media like images, video, and audio. It can serve as a supplementary technique to encryption to help address challenges of protecting intellectual property in the digital age. The summary provides an overview of digital watermarking technology and classifications of watermarks, distinguishing visible watermarks meant to identify owners from invisible watermarks that are imperceptible but can still embed copyright details. The goal is to make watermarks robust against modifications while keeping them invisible or inaudible to humans.
This document discusses a new approach to providing secure data transmission that combines digital watermarking and image compression techniques. Digital watermarking involves embedding hidden information in multimedia content like images, audio or video. The proposed approach uses discrete cosine transform (DCT) based watermarking combined with an improved adaptive Huffman encoding image compression algorithm. This combined technique aims to enhance security for data transmission while reducing storage space requirements compared to other compression methods.
This document provides information about Module 4 - Content Creation of a training program on building digital competence for low-skilled unemployed individuals. The module aims to teach participants how to produce and edit simple digital content such as text, images, audio and video files. It will cover using basic software like Word and PowerPoint to create content, understanding copyright and licensing, and modifying software settings. The module requires basic digital skills as prerequisites and will provide 4 hours of training and 10 hours of learning activities to develop participants' knowledge, skills and attitudes around digital content creation.
Enhanced Dynamic Leakage Detection and Piracy Prevention in Content Delivery ...Editor IJMTER
Due to the increasing popularity of video services application in recent days, it is
undesirable to prevent the content leakage on the trusted video delivery and piracy prevention has
been indeed, become critical. In order to preserve content leakage and prevent piracy,
conventional system addressed the issue by proposing the method based on the observation of
streamed traffic throughout the network .Also piracy has hindered the use of open peer to peer
networks for commercial content delivery. Hence the basic idea is to propose an enhanced
dynamic content leakage detection scheme that is robust to the variation of the video lengths. It
enhances the detection performances even in the environment subjected to variation in length of
videos. To detect pirates, identity-based signature and time stamped token have been generated. It
helps to solve piracy without affecting P2P clients so that colluder cannot download the secured
videos. The advantage lies mainly in advanced content availability, low cost and copyright
agreements in protecting the secured videos.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
This document provides details for an assignment on digital video production for an interactive media qualification. Learners must create a 30-60 second looping advert video for a fictional client, Fizzy Drink Inc, to promote their product online. As part of pre-production, learners must research roles, create storyboards and documentation. They must also produce a newsletter outlining how digital video technology helps user experience across platforms like websites, kiosks and mobile devices. The newsletter must discuss applications and technologies of digital video and be submitted or embedded as evidence.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides details for an assignment on digital video production for an interactive media qualification. Learners must create a 30-60 second looping advert video for a fictional client, Fizzy Drink Inc, to promote their product online. As part of pre-production, learners must research roles, create storyboards and documentation. They must also produce a newsletter outlining how digital video technology helps user experience across platforms like websites, kiosks and mobile devices. The newsletter must discuss applications and technologies of video for interactive media.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter explaining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides guidance for planning a live online learning session. It discusses defining the purpose and learning outcomes, which may include organizational aims, changes in performance, and knowledge, skills or attitudes to be developed. The type of learning, such as procedural tasks, principle-based tasks, processes, facts or concepts, should inform the teaching strategies used. Different types of learning require different strategies, such as demonstrations and practice for tasks, examples for concepts, and repetition for facts. The document stresses the importance of clarity on the purpose and learning type to select appropriate methods and media for the session.
The document discusses multimedia concepts and defines multimedia as the presentation of information using a combination of text, audio, graphics, video, and animation. It describes the five main elements of multimedia as text, graphics, audio, video, and animation. It also discusses hardware and software used for multimedia production, including scanners, video cameras, digital cameras, audio devices, video capture devices, and editing software for different media types.
This document is a seminar report submitted by Ope Sinzu to the Department of Computer Science at Enugu State University of Science and Technology in partial fulfillment of the requirements for a Bachelor of Science degree in Computer Science. The report discusses digital watermarking, including acknowledging those who helped with the report, providing an abstract that explains digital watermarking techniques are used for security purposes like copyright protection. It then discusses the introduction, background, objectives, significance, scope, constraints, and organization of the report.
This document summarizes a study on using watermarking and security techniques for image broadcast. The study embeds a unique user ID watermark into images before distributing them in order to identify the source of any pirated images. The watermark is encrypted using an algorithm like RSA. When a pirated image is found, the watermark can be extracted to reveal the user's ID. Experimental results show the watermark can still be extracted after various image processing attacks, demonstrating the validity and robustness of the technique for secure image transmission and piracy detection.
Puppetnets and Botnets: Information Technology Vulnerability Exploitsecarrow
The focus of this paper is to identify dominant trends of
information security threats to the Internet 2001 to 2007. This
paper is intended to provide an understanding of the new
emphasis of attacks through use of robotic networks and how
some users and organizations are already preparing a response
using innovative visualization techniques in conjunction with
traditional methods. The scope of research will focus on basic
enterprise level services that are commonly provided by various
corporations; e.g., e-mail, browser applications, wireless and
mobile devices, IP telephony, and online banking. The research
will first review the network infrastructure common to most
corporate organizations and assume basic enterprise components
and functionality in response to the current security threats. The
second emphasis will consider the impact of malware robotic
networks (Botnets and Puppetnets) on the corporate network
infrastructure and how to address these threats with new and
innovative techniques. This approach is pragmatic in application
and focuses on assimilation of existing data to present a
functional rationale of attacks to anticipate and prepare for this
coming year.
Digital Natives are people who have grown up with technology like computers, video games, the internet and social media. They are comfortable with and prefer using technology for communication, multi-tasking, graphics over text, and instant gratification. Digital Natives are networked through social media platforms like Facebook, Twitter, blogs and instant messaging.
Students were learning about data communication and various forms of electronic communication. The lesson covered identifying the components of data communication like the message, sender, receiver, transmission medium, and protocols. It also described different electronic communication methods such as email, SMS, instant messaging, videoconferencing, VOIP, blogging, microblogging, social networking, and more. Students were asked to investigate and identify how they use resources like email, instant messaging, and social media.
This document provides an introduction to web programming and internet basics. It discusses how to connect a computer to the internet through various connection types like dial-up, broadband, wireless etc. It explains how the world wide web works and how web pages are linked through hyperlinks. It also demonstrates how to effectively search the web using search engines and boolean logic operators to find specific information online. Hands-on examples are provided to search for word meanings, tourist places, colleges and more to illustrate using the internet and web for research.
Michael Sharp has extensive experience in user experience research. Some of his past roles include conducting usability testing on 3D rendering applications at the University of Colorado, studying readers' preferences for technical illustrations through eye tracking research at Rensselaer Polytechnic Institute, and managing UX labs. More recently, he has led UX work for companies like Qwest.com, Electronic Ink, Androgames, and Radiometrics.
Lesson 1 provides definitions for information and communication technology and introduces various technologies used for communicating and spreading information such as satellites, the World Wide Web, telephone, television, and radio. Communication technology is important for aiding communication and disseminating information.
Presentation made by Dr. Tabrez Ahmad, in training programme at Biju Pattanaik, state Police Academy Bhubaneswar, to train DSPs organised by Crminal Investigation department govt. of India
This document proposes a reversible non-blind video watermarking technique based on interlacing using 3-level discrete wavelet transform (DWT) and alpha blending. The technique selects frames from a video, decomposes them using 3-level DWT, and embeds the watermark into the low frequency sub-band of original frames using alpha blending. Additionally, the Arnold transform is used as an encryption method before embedding for added security. The results of this technique are then analyzed and compared to other techniques. The technique aims to address the issues of non-blind watermarking requiring the original data for extraction and double bandwidth requirements.
The document discusses digital watermarking, which involves embedding invisible copyright information into digital media like images, video, and audio. It can serve as a supplementary technique to encryption to help address challenges of protecting intellectual property in the digital age. The summary provides an overview of digital watermarking technology and classifications of watermarks, distinguishing visible watermarks meant to identify owners from invisible watermarks that are imperceptible but can still embed copyright details. The goal is to make watermarks robust against modifications while keeping them invisible or inaudible to humans.
This document discusses a new approach to providing secure data transmission that combines digital watermarking and image compression techniques. Digital watermarking involves embedding hidden information in multimedia content like images, audio or video. The proposed approach uses discrete cosine transform (DCT) based watermarking combined with an improved adaptive Huffman encoding image compression algorithm. This combined technique aims to enhance security for data transmission while reducing storage space requirements compared to other compression methods.
This document provides information about Module 4 - Content Creation of a training program on building digital competence for low-skilled unemployed individuals. The module aims to teach participants how to produce and edit simple digital content such as text, images, audio and video files. It will cover using basic software like Word and PowerPoint to create content, understanding copyright and licensing, and modifying software settings. The module requires basic digital skills as prerequisites and will provide 4 hours of training and 10 hours of learning activities to develop participants' knowledge, skills and attitudes around digital content creation.
Enhanced Dynamic Leakage Detection and Piracy Prevention in Content Delivery ...Editor IJMTER
Due to the increasing popularity of video services application in recent days, it is
undesirable to prevent the content leakage on the trusted video delivery and piracy prevention has
been indeed, become critical. In order to preserve content leakage and prevent piracy,
conventional system addressed the issue by proposing the method based on the observation of
streamed traffic throughout the network .Also piracy has hindered the use of open peer to peer
networks for commercial content delivery. Hence the basic idea is to propose an enhanced
dynamic content leakage detection scheme that is robust to the variation of the video lengths. It
enhances the detection performances even in the environment subjected to variation in length of
videos. To detect pirates, identity-based signature and time stamped token have been generated. It
helps to solve piracy without affecting P2P clients so that colluder cannot download the secured
videos. The advantage lies mainly in advanced content availability, low cost and copyright
agreements in protecting the secured videos.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
This document provides details for an assignment on digital video production for an interactive media qualification. Learners must create a 30-60 second looping advert video for a fictional client, Fizzy Drink Inc, to promote their product online. As part of pre-production, learners must research roles, create storyboards and documentation. They must also produce a newsletter outlining how digital video technology helps user experience across platforms like websites, kiosks and mobile devices. The newsletter must discuss applications and technologies of digital video and be submitted or embedded as evidence.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides details for an assignment on digital video production for an interactive media qualification. Learners must create a 30-60 second looping advert video for a fictional client, Fizzy Drink Inc, to promote their product online. As part of pre-production, learners must research roles, create storyboards and documentation. They must also produce a newsletter outlining how digital video technology helps user experience across platforms like websites, kiosks and mobile devices. The newsletter must discuss applications and technologies of video for interactive media.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter explaining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter explaining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. They are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter outlining how digital video technology helps user experience across different delivery platforms. The tasks aim to develop learners' understanding and application of pre-production techniques and principles of digital video technology in interactive media.
This document provides an assignment brief for a BTEC Level 3 qualification in Creative Media Production. Learners are asked to create a 30-60 second looping digital video advert for a fictional client, Fizzy Drink Inc, to promote their product online. As part of the assignment, learners must complete pre-production tasks including research, assigning roles, storyboarding, and documentation. Learners are also asked to create a newsletter explaining how digital video technology helps user experience across different delivery platforms. Sources of information, software, and grading criteria are outlined.
The document provides information on connecting to the internet and using the world wide web. It discusses the minimum requirements for an internet connection including a computer, modem, telephone line, web browser, and internet service provider. It describes different connection types such as dial-up, broadband, DSL, and wireless. Steps are provided for connecting and disconnecting a computer using a dial-up connection. The document introduces the world wide web as a vast collection of websites and web pages linked by hyperlinks. It explains how to search the web using search engines like Google and describes techniques for effective searching using keywords, boolean operators, and other methods.
The document defines 50 terms related to communications technology and computer science. Some of the key terms defined include:
- Mesh Networking, which allows data to route around broken paths by hopping from node to node.
- Wiki, which refers to a collaborative website that can be edited by anyone with access.
- JPEG, which is a commonly used method for compressing images.
- USB, which allows peripherals to connect using a single interface and improves connectivity capabilities.
- Pixel, which is a single point in a graphic image.
Digital culture refers to culture shaped by the emergence and use of digital technologies. It can also be said of how people use and interact with technology in their works and lives. Information technology is the use of computers and telecommunications for storing, retrieving, and sending information. This slide is the first part of the title: Digital Technology Culture. Both elective and non-elective ICT students will find this useful.
YouTube Video: https://youtu.be/wi1hMLwQ7-w
VIDEOCONFERENCING WEB APPLICATION FOR CARDIOLOGY DOMAIN USING FLEX/J2EE TECHN...cscpconf
This document describes a videoconferencing system designed for cardiologists using open source technologies. The system was developed using Flex and J2EE frameworks and the Red5 media server. It allows cardiologists at different remote hospitals to hold video conferences to consult experts on patient treatments. Key features included live audio/video streaming, text chat, video recording, and user/room management. The system architecture integrates Flex for the user interface with J2EE for the business logic via AMF remoting. This provides a rich internet application that can support real-time videoconferencing through a web browser.
This document describes a videoconferencing system designed for cardiologists using open source technologies. The system was developed using Flex and J2EE frameworks and the Red5 media server. It allows cardiologists at different remote hospitals to hold video conferences to consult experts on patient treatments. Key features include live audio/video streaming, text chat, video recording, and user/room management. The system architecture integrates Flex for the user interface with J2EE for the business logic via AMF remoting. This provides a rich internet application that can support real-time multimedia communication between multiple users through a standard web browser.
The document outlines an Emerging Digital Technologies Certificate program consisting of 16 credits. The program includes a required 3 credit introductory course in web-based tools and 13 credits from two disciplines related to emerging digital technologies. Example courses cover immersive virtual worlds, digital photography, cyber ethics, online social networking, YouTube, computer applications, software evaluation, and more. The goal is to provide students learning opportunities in new technologies in response to student demand.
Digital audio files contain digitized sound recordings while MIDI files contain instructions for synthesizing musical notes. Larger digital audio files have higher sampling rates which improve sound quality but require more storage space. Images can be transferred from cameras to computers via card readers, cables, wireless connections, or email as bitmap files. Bitmap graphic quality and suitability depends on its intended use for web pages, printing, or documents. Vector graphics differ from bitmaps in that they resize better, require less storage, and are easier to edit but look less realistic. Compression can reduce graphic file sizes while most formats automatically compress. Digital rights management restricts media usage through authentication, encryption, watermarks, and restrictions on copying or sharing across devices or formats.
This document discusses various distance learning technologies that can be implemented including web/video conferencing, e-learning, live interactive broadcasting, and podcasting. It provides details on the components and tools needed for each technology. The document emphasizes that successful implementation requires careful planning, identifying appropriate technologies for different content, and designing training that facilitates feedback and collaboration.
The document discusses software piracy and social engineering. It defines software as programs that provide instructions to computers, and notes that thousands of software programs can be purchased, similar to music albums and movies. It then explains that software piracy, or copying software without permission, is considered stealing. The document also defines social engineering as tricking people into revealing private information by exploiting human carelessness, running what is described as a "con game". It closes by briefly mentioning social networking and cell phone privacy.
Hadj Ounis's most notable work is his sculpture titled "Metamorphosis." This piece showcases Ounis's mastery of form and texture, as he seamlessly combines metal and wood to create a dynamic and visually striking composition. The juxtaposition of the two materials creates a sense of tension and harmony, inviting viewers to contemplate the relationship between nature and industry.
This document announces the winners of the 2024 Youth Poster Contest organized by MATFORCE. It lists the grand prize and age category winners for grades K-6, 7-12, and individual age groups from 5 years old to 18 years old.
This tutorial offers a step-by-step guide on how to effectively use Pinterest. It covers the basics such as account creation and navigation, as well as advanced techniques including creating eye-catching pins and optimizing your profile. The tutorial also explores collaboration and networking on the platform. With visual illustrations and clear instructions, this tutorial will equip you with the skills to navigate Pinterest confidently and achieve your goals.
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2. Communicating with Digital Technology
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You Will Learn To
Describe the uses of digital cameras and camcorders
Explore different webcams on the Internet
Describe weblogs and begin planning your own
Explain the uses of e-mail
Describe an acceptable use policy
Identify security risks of computer use
Explain ethical uses of technology and netiquette
Define ethics and netiquette
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2.1 Digital Image Technology pg. 37-39
Digital Cameras
resolution You can use a digital camera to:
The amount of detail in Take as many photos as you want
a digital image,
measured in pixels. Instantly delete those you do not like
pixel Connect directly to your computer to edit, print, and
A single point in a e-mail your photos
digital image.
Resolution
A digital camera’s picture quality can be measured by
its resolution, or number of pixels.
Digital pictures usually
have a file extension
of .jpg or .jpeg,
pronounced
“dot jay-peg.”
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2.1 Digital Image Technology pg. 37-39
Digital Camcorders
A digital camera records media clips and movies,
allowing you to:
Create movies
Edit a video and add special effects with your
computer
DVD Recorders
A DVD recorder’s many uses include the ability to:
Record and save television shows
Copy home movies from VHS tapes
Play music CDs
Store digital pictures
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2.1 Digital Image Technology pg. 37-39
What can you do with a digital camera that is not
possible with a regular camera?
digicom.glencoe.com
Lesson 2.1, Rubric
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2.2 Communicating Online pg. 40-46
The Weblog Revolution
weblog A weblog can be created by anyone to:
An online journal that is Share opinions and information
updated almost every
day by its author. Keep in touch with a circle of online friends
Allow reading access to thousands of online readers
E-Mail
With electronic mail (e-mail), you can:
Communicate quickly with people all over the world
Send a message to either one person or a group
Attach files such as newsletters, digital photos, or a
spreadsheet budget
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2.2 Communicating Online pg. 40-46
Listservs
E-mail’s flexibility allows anyone to join a listserv. A
listserv is a large e-mail group formed by people who
share a common interest.
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2.2 Communicating Online pg. 40-46
Webcams
webcam
A small camera that You can use a webcam for many purposes, including:
connects to a computer One-on-one video chats
and sends an image
over the Web. Educational purposes
Entertainment
Some webcam sites include:
Alamo Cam
Bonaire Reef Cam
Fall Foliage Cams
Mount St. Helens Volcano Cam
Philadelphia International Airport
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2.2 Communicating Online pg. 40-46
How has the Internet changed the way we
communicate?
What is the purpose of a weblog?
Give uses for a webcam.
digicom.glencoe.com
Lesson 2.2, Rubric
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2.3 Internet Security and Acceptable Use pg. 47-49
Security Risks
Both individuals and businesses can suffer from
unauthorized access problems on the Internet which can lead
to:
Stolen information
Damaged files, hard drives, or Web sites
Denial of Service
In a denial of service attack, someone uses computer tricks
to overload and shut down a company’s Web site.
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2.3 Internet Security and Acceptable Use pg. 47-49
The Culprits
Two of the worst culprits of security risks are:
Crackers steal information or maliciously break down
copyrighted software’s security protection
Hackers gain unauthorized access to computer systems,
often to steal usernames or passwords
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2.3 Internet Security and Acceptable Use pg. 47-49
Firewall Protection
firewall Many people use a firewall to guard against hackers,
A software program spyware, and other security risks.
that acts as a barrier
between a computer
and the Internet to Acceptable Use
protect the computer Businesses and schools often require anyone using their
from unauthorized
computer systems to sign an acceptable use policy (AUP).
access.
An AUP:
Contains rules for using an organization’s Internet and
computer network
Prohibits unethical or illegal purposes
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2.3 Internet Security and Acceptable Use pg. 47-49
Do you think schools and businesses have the right
to make people sign an AUP?
Do they have the right to take away computer
privileges from someone who violates the AUP?
Explain your answer.
digicom.glencoe.com
Lesson 2.3, Rubric
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2.4 Ethics and Netiquette pg. 50-54
The Importance of Ethics
ethics Ethics should be practiced both on and offline by:
Society’s rules for Respecting the privacy of personal information
what is right and
what is wrong. Using courtesy in online discussion forums
netiquette Not accepting illegal copies of software
The manners people
use in electronic
communications. Netiquette
Online misunderstandings and errors in netiquette can often
be prevented by avoiding common tactics such as:
Flaming, or using obscene or angry language
Typing in all capital letters, which comes across as
shouting online
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2.4 Ethics and Netiquette pg. 50-54
A friend tells you about a Web site that lets you
download research papers. All you need to do is put
your name on it and pretend you wrote it. Is this
ethical? Explain your answer.
digicom.glencoe.com
Lesson 2.4, Rubric
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DIGITAL CAREER PERSPECTIVE pg. 54
Keeping People Moving
Name:
Javier Lopez Javier Lopez is a maintenance specialist who keeps a
major transportation organization’s vehicles running safely
Job Title:
Light Rail Train
and efficiently.
Maintenance Specialist
In his job, Javier uses a PDA (personal digital assistant)
Career Cluster: and walkie-talkie mobile phone to:
Transportation,
Distribution, and
Order new parts
Logistics Communicate with co-workers
Quickly reach someone during urgent situations
Purchase technical and specialized equipment without
the burden of unnecessary paperwork
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DIGITAL CAREER PERSPECTIVE pg. 54
Keeping People Moving
Javier says, “I work in this industry because I’ve always
enjoyed watching trains. I also love the challenge of
mechanical projects, and this career keeps me well-
equipped to meet those challenges.”
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DIGITAL CAREER PERSPECTIVE pg. 54
Question
How do modern advances in technology help someone in
Javier’s position?
Possible answers include:
Allow faster and easier communication with customers
and co-workers
Remove some time-consuming paperwork, allowing
more time to be spent on the work itself
Speed up the production and delivery of new parts and
equipment
Provide easier and quicker access to help during
emergencies and urgent situations
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Chapter Assessment
Question 1
What is resolution, and how is it measured? (Lesson 2.1)
Answer:
Resolution is the amount of detail in a digital image.
Resolution is measured in pixels. More pixels mean better
resolution, which means better picture quality.
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Chapter Assessment
Question 2
Give examples of two types of Internet security risks.
(Lesson 2.3)
Possible Answers include:
Unauthorized access, including that of hackers,
crackers, and spyware
Denial of service (DoS) attacks
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Chapter Assessment
Question 3
What trends do you see happening in communicating online
for both home and business users?
Answers may include currently popular trends of using:
E-mail
Instant messaging
Discussion lists
Online chats
Video conferencing
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Chapter Assessment
Answer 3
Another trend is the use of the wireless technology of:
PDAs
Cell phones
Other handheld devices for text messaging, video
conferencing, and accessing e-mail and the Internet
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Unit Resources
For more resources on this unit, go to the Online Learning
Center at http://www.digicom.glencoe.com.
Glencoe Digital Communication Tools