The advancement of Technology:
A perspective as to where things
        will be by 2022



       By:Cory Rhyne 1448912




                                   1
Mission:
The objective of the given presentation is to
 give, and support, my opinion as to where
     media technology will be by 2022




                                                2
Society as the engine of growth
The society in which we live directs and
 incredible amount of influence in regards to
 innovation.
There is always a push to develop the “next
 big thing”



                                                3
Computing Technology
•   The first computers were developed between 1940 and 1945 and originally the
    size of a large room. Today as we all know, computers are now even in our
    phones, and can be powered by small batteries.

•   Computers today are an intricate part of society, with avoiding this technology
    is virtually an impossibility. From the development of portable computers to
    the rise of cloud computing, computers are here to stay.




                                                                                  4
What do I think the future holds
     for Computing technology?
•   In tandem with the rise of the popularity of tablet devices and the development of cloud
    computing I see the gradual immersion of a more streamlined approach when it comes to
    computing. Tablets are cheaper, simpler, and more dynamic than laptop computers, but
    do not have the storing capacity of a modern day computer. Instead of fitting them with
    more storage capacity, I see cloud computing coming in to make everything the
    consumer could want accessible from their tablet, storing everything in the cloud.
•   With the rise of tablets, we could attribute it’s increase in popularity to the Social
    Learning Theory, which states that the reason for the increase is due to people seeing
    others with the tablets and reflecting that behavior.
•   This is all for good reason though, as the Diffusion of Innovations reflects that people,
    since everything is at our fingertips with the internet, did their research and purchased
    tablets because of the positive reviews and opinions heard about it.
•   With this diffusion of innovations concept, the principle of relative constancy can be
    applied. It is a model that depicts how much advertisers and consumers spend on media.
    Big companies have good technology, which in turn affects the consumer.


                                                                                            5
Video-Game Technology
•   A staple in virtually every home, Video game technology has become much
    more than just playing a video game.



•   With the Umbrella Perspective, one can see how multiple media technologies
    have progressively immersed themselves with that of video game technology.
    You can now listen to the radio, and chat with a friend on facebook, all while
    playing video games on-line.




                                                                                     6
Video Gaming of the future
There has been the development of 3D gaming technology, but I believe that it
   will not be significant by 2022. With the accessibility of the internet, I believe
   that there will be a drop-off of console ownership, and that playing video
   games will over the internet will become popular.

This can be seen in the Long Tail theory, as when videogame companies develop
   new products they will be to reach a larger market with the accessing of their
   product through the internet, without the need spending hundreds of dollars
   on a console, making it easier to distribute.




                                                                                    7
Cell phone technology
Cell phones have come a LONG way. With the first phones weighing pounds
   instead of ounces, and costing thousands instead of hundreds, the technology
   has really made itself a necessity.
The rate of adoption of this technology has risen significantly with the progression
   of the technology.
The technology itself has reached critical mass, as “normal people” in society
   have cell phones, and those that do not have a stigma placed on them.




                                                                                   8
Cell phones of today and the
                future
•   Today, people can surf the internet at high speeds, play games and take
    pictures all from the comforts of their phones.
•   The uses and gratifications theory, simply put and simply seen, states that if
    people like something, then they will use it! People have the comfort of doing
    seemingly WHATEVER they want from their phones. With everyone being
    “spoiled” with this accessibility you can see the importance of the Media
    system dependency theory, as people now depend on their cell phones for
    much much more than simply talking. It really has become an intricate part of
    society.
•   By 2022 I see the cell phones receiving significant storage capacity, and being
    responsible, in tandem with the tablet market, the downfall of computers.
    Other than that I do not see any major market changes in the dynamic of cell
    phones.


                                                                                  9
Works Cited
•   Grant, A. E., & Meadows, J. H. (2012). Communication technology update
    and fundamentals. (12 ed.). Focal Press.

•   www.wikipedia.org

•   www.businessdictionary.com




                                                                             10

final presentation. technology 2022

  • 1.
    The advancement ofTechnology: A perspective as to where things will be by 2022 By:Cory Rhyne 1448912 1
  • 2.
    Mission: The objective ofthe given presentation is to give, and support, my opinion as to where media technology will be by 2022 2
  • 3.
    Society as theengine of growth The society in which we live directs and incredible amount of influence in regards to innovation. There is always a push to develop the “next big thing” 3
  • 4.
    Computing Technology • The first computers were developed between 1940 and 1945 and originally the size of a large room. Today as we all know, computers are now even in our phones, and can be powered by small batteries. • Computers today are an intricate part of society, with avoiding this technology is virtually an impossibility. From the development of portable computers to the rise of cloud computing, computers are here to stay. 4
  • 5.
    What do Ithink the future holds for Computing technology? • In tandem with the rise of the popularity of tablet devices and the development of cloud computing I see the gradual immersion of a more streamlined approach when it comes to computing. Tablets are cheaper, simpler, and more dynamic than laptop computers, but do not have the storing capacity of a modern day computer. Instead of fitting them with more storage capacity, I see cloud computing coming in to make everything the consumer could want accessible from their tablet, storing everything in the cloud. • With the rise of tablets, we could attribute it’s increase in popularity to the Social Learning Theory, which states that the reason for the increase is due to people seeing others with the tablets and reflecting that behavior. • This is all for good reason though, as the Diffusion of Innovations reflects that people, since everything is at our fingertips with the internet, did their research and purchased tablets because of the positive reviews and opinions heard about it. • With this diffusion of innovations concept, the principle of relative constancy can be applied. It is a model that depicts how much advertisers and consumers spend on media. Big companies have good technology, which in turn affects the consumer. 5
  • 6.
    Video-Game Technology • A staple in virtually every home, Video game technology has become much more than just playing a video game. • With the Umbrella Perspective, one can see how multiple media technologies have progressively immersed themselves with that of video game technology. You can now listen to the radio, and chat with a friend on facebook, all while playing video games on-line. 6
  • 7.
    Video Gaming ofthe future There has been the development of 3D gaming technology, but I believe that it will not be significant by 2022. With the accessibility of the internet, I believe that there will be a drop-off of console ownership, and that playing video games will over the internet will become popular. This can be seen in the Long Tail theory, as when videogame companies develop new products they will be to reach a larger market with the accessing of their product through the internet, without the need spending hundreds of dollars on a console, making it easier to distribute. 7
  • 8.
    Cell phone technology Cellphones have come a LONG way. With the first phones weighing pounds instead of ounces, and costing thousands instead of hundreds, the technology has really made itself a necessity. The rate of adoption of this technology has risen significantly with the progression of the technology. The technology itself has reached critical mass, as “normal people” in society have cell phones, and those that do not have a stigma placed on them. 8
  • 9.
    Cell phones oftoday and the future • Today, people can surf the internet at high speeds, play games and take pictures all from the comforts of their phones. • The uses and gratifications theory, simply put and simply seen, states that if people like something, then they will use it! People have the comfort of doing seemingly WHATEVER they want from their phones. With everyone being “spoiled” with this accessibility you can see the importance of the Media system dependency theory, as people now depend on their cell phones for much much more than simply talking. It really has become an intricate part of society. • By 2022 I see the cell phones receiving significant storage capacity, and being responsible, in tandem with the tablet market, the downfall of computers. Other than that I do not see any major market changes in the dynamic of cell phones. 9
  • 10.
    Works Cited • Grant, A. E., & Meadows, J. H. (2012). Communication technology update and fundamentals. (12 ed.). Focal Press. • www.wikipedia.org • www.businessdictionary.com 10