This document discusses the development of mobile journalism and describes a tool to help mobile journalists more easily share information and media via the internet from different locations. It notes that with the rise of social networks, mobile devices, and always-on internet access, there is an opportunity to create a device that allows mobile journalists to capture and transmit media from where news is happening and distribute it to various receivers in real-time.
Three key points about high-impact entrepreneurs from the document:
1. A small number of top entrepreneurs have an outsized influence on their local entrepreneurial ecosystem, connecting to the majority of other firms.
2. These influential entrepreneurs often achieve great success in their own companies through outcomes like acquisitions or IPOs.
3. Supporting the growth of high-impact entrepreneurs is important for economic development as only a small number of new large, high-growth companies are needed to increase a country's GDP by 1%.
This document provides an overview and introduction to a project developing a tool for sharing information media via the internet. It discusses how communication and technology have advanced, allowing for new forms of mobile journalism where individuals can report, film, edit, and publish stories themselves from remote locations using smartphones and tablets. The project aims to help people discover, explore, and share their experiences and news with communities and networks. It will consider physical, cognitive, social, and cultural factors in the design, which could take the form of a specific tool, add-on device, community service, or application/website. Research will be conducted over 4 months to explore ideas, collect data, analyze findings, and document the project.
Mobile users are leaping forward in Vietnam, with lesser cities and rural users expected to leapfrog the PC journey. While internet usage among youth is saturated, mobile adoption is expected to significantly grow among those aged 35 and older, changing the online journey. As consumers spend more time online at home competing with or complementing TV, businesses need to follow consumer eyeballs by engaging in the dialogue and leading the development of e-commerce and mechanisms to build trust in online purchasing.
Using Blue Ocean Strategy to Be Lean & AgileEmil Mladenov
This strategy module addresses an often neglected topic -- how lean companies with agile product development can determine what features should go into a minimal viable product. I borrow from Blue Ocean Strategy to show lean executives how to pinpoint features that either reduce pain points or create more value to the end user. I then demonstrate how coupling the insights from Blue Ocean Strategy with good Agile Product Management practices ensures a Lean company is successful.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Three key points about high-impact entrepreneurs from the document:
1. A small number of top entrepreneurs have an outsized influence on their local entrepreneurial ecosystem, connecting to the majority of other firms.
2. These influential entrepreneurs often achieve great success in their own companies through outcomes like acquisitions or IPOs.
3. Supporting the growth of high-impact entrepreneurs is important for economic development as only a small number of new large, high-growth companies are needed to increase a country's GDP by 1%.
This document provides an overview and introduction to a project developing a tool for sharing information media via the internet. It discusses how communication and technology have advanced, allowing for new forms of mobile journalism where individuals can report, film, edit, and publish stories themselves from remote locations using smartphones and tablets. The project aims to help people discover, explore, and share their experiences and news with communities and networks. It will consider physical, cognitive, social, and cultural factors in the design, which could take the form of a specific tool, add-on device, community service, or application/website. Research will be conducted over 4 months to explore ideas, collect data, analyze findings, and document the project.
Mobile users are leaping forward in Vietnam, with lesser cities and rural users expected to leapfrog the PC journey. While internet usage among youth is saturated, mobile adoption is expected to significantly grow among those aged 35 and older, changing the online journey. As consumers spend more time online at home competing with or complementing TV, businesses need to follow consumer eyeballs by engaging in the dialogue and leading the development of e-commerce and mechanisms to build trust in online purchasing.
Using Blue Ocean Strategy to Be Lean & AgileEmil Mladenov
This strategy module addresses an often neglected topic -- how lean companies with agile product development can determine what features should go into a minimal viable product. I borrow from Blue Ocean Strategy to show lean executives how to pinpoint features that either reduce pain points or create more value to the end user. I then demonstrate how coupling the insights from Blue Ocean Strategy with good Agile Product Management practices ensures a Lean company is successful.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Mobile technologies in HE: The possible vs the practicalZak Mensah
Mobile technology available through smartphones, iphones and personal digital assistants is becoming increasingly common as web browsers with more wireless capabilities and faster internet speeds are now standard on an average new mobile phone. At the same time the number of students with mobile technology is increasing and there are more opportunities to use these devices for their formal and informal learning within the VLE.
This paper examines how we can use the mobile technology currently available to enhance current teaching and learning practices within the VLE, without complicating them. The paper through both survey data and case study's also investigates how your students may already be using their mobile devices as part of their education. It then uses survey data to examine the reality of today versus the possibilities for the future.
This presentation is a short introduction of Dr. Chung-Ching Huang about his design practice, research and pedagogy in the past through now to the future.
This document outlines an educational workshop about designing international collaboration using social and mobile media. The workshop consists of:
1) Presentations of three educational scenarios using mobile devices for activities like reporting, filmmaking, and storytelling across different countries.
2) A question and answer session with students who have participated in similar projects.
3) Hands-on activities for participants to try tools like livestreaming, QR codes, and content sharing.
4) Small group work where participants design their own collaborative scenarios around topics, tasks, technologies.
5) Presentations of the new scenario ideas and a concluding discussion on enhancing participatory culture through international mobile learning collaboration.
OEDN is a non-profit organization that aims to drive development of interactive cable TV applications using OCAP and EBIF standards. In 2010, OEDN accomplished several goals including installing a complete end-to-end development environment at Ball State University donated by sponsors. OEDN maintains resources for developers on its website, hosts events and panels, and has partnerships with universities and sponsors to further its mission of cultivating the next generation of interactive TV developers. Going forward, OEDN aims to expand academic partnerships and recruit students to work on research projects with sponsors.
The Future Internet Research and Experimentation - FIRE - current offer to customers from industry (including SMEs) and research includes access to testbed facilities for the purpose of technology, product and service development and testing, as well as knowledge, methods and tools for experimenters and product and service developers. FIRE’s offer in the next years will transform towards a service-oriented framework where the concept of Experimentation as a Service (EaaS) will be central.
This 1-pager gives an insight into what is real and usable today in FIRE project FESTIVAL.
More publications at: http://www.ict-fire.eu/home/publications.html
The Future Internet Research and Experimentation - FIRE - current offer to customers from industry (including SMEs) and research includes access to testbed facilities for the purpose of technology, product and service development and testing, as well as knowledge, methods and tools for experimenters and product and service developers. FIRE’s offer in the next years will transform towards a service-oriented framework where the concept of Experimentation as a Service (EaaS) will be central.
This 1-pager gives an insight into what is real and usable today in FIRE project FESTIVAL.
More publications at: http://www.ict-fire.eu/home/publications.html
The document summarizes innovation initiatives at the Budapest University of Technology and Economics (BME). It discusses BME's research areas and knowledge transfer activities. It also introduces three new initiatives: 1) Demola Budapest, an open innovation program pairing students with companies; 2) a University-Based Incubator to help commercialize university research; and 3) an Industrial Campus Zone for joint industry-university R&D.
1. OPPO is a leading Chinese electronics company known for its smartphones. It was established in 1995 and has over 17,000 employees across various subsidiaries focused on different product lines.
2. OPPO has strong research and development capabilities with over 2,000 R&D personnel. It focuses on innovation and producing leading products.
3. OPPO has built up broad brand recognition in China through a large network of over 300 after-sales service centers and 30,000 retail terminals nationwide. It invests heavily in marketing and community support.
1. OPPO is a leading Chinese electronics company known for its smartphones. It was established in 1995 and has over 17,000 employees across various subsidiaries focused on different product lines.
2. OPPO has strong research and development capabilities with over 2,000 R&D personnel. It focuses on innovation and producing leading products.
3. OPPO has built up broad brand recognition in China through a large network of over 300 after-sales service centers and 30,000 retail terminals nationwide. It invests heavily in marketing and community support.
A project report on brand preference of mobile phonesProjects Kart
The document discusses the history and development of the telecom industry in India, from its beginnings in 1851 with landline services to the modern mobile phone industry. It describes how the industry was initially state-run but has since opened up to private operators. Major players in the current mobile market include Airtel, Vodafone, Idea, Reliance, and Tata, with the industry experiencing rapid growth in subscribers.
The objective of project explains about Dairy Farming assistant web service is a web
project to help the farmers working with the motive of greater profitability by direct
communication between; farmer-to- supplier and farmer-to-farmer
Back to the future of mobile learning slideshareMike Sharples
The document discusses predictions made in 2002 about the future of mobile learning and devices over the next 15 years, compares those predictions to technologies that emerged between 2002-2016, and shares additional predictions workshop participants made in 2005 for mobile learning beyond 2016 such as augmented reality devices like an "X-ray tablet" and context-aware earpieces called "The Whisperer".
Zombie Ideas in edtech, digital footprints and the TLPA approach to learningthelearningproject
The document discusses creating effective learning projects across school communities. It describes a workshop to discuss ideas for projects and schools with basic documentary filming. The workshop aims to understand their approach to designing learning projects. It is presented by Colin Campbell, Gareth O'Hara and Andy Hoang from The Learning Project Asia, who work with schools, NGOs and companies on learning projects.
Neelam P Mali is seeking a challenging position where she can apply her skills and contribute to organizational objectives. She has an M.Tech in Digital Electronics and Communication Systems from Maratha Manadal College of Engg and Technology with 73% and a B.E. in Telecommunication from K L E College of Engg and Technology with 69.01%. Her technical skills include C, C++, Advanced Java, MySQL, Microsoft Office, LYX, and HTML5. She has work experience as a web developer and internship experience in PCB design. Her M.Tech project involved histopathological biopsy image classification using convolutional neural networks.
Ken Newman is seeking a position that combines creativity, technology, and leadership in higher education. He has 14 years of experience in higher education, including 6 years in academic leadership roles. He has a PhD in serious games and masters degrees in digital design and education. His skills include teaching, curriculum development, management, and project leadership. He has experience developing programs in game development, communication, and design at universities in the UAE, Netherlands, UK, and Australia.
NPTEL is India's National Programme on Technology Enhanced Learning, a joint initiative of IITs and IISc that provides online courses and resources. It offers over 990 online courses across engineering, sciences, and humanities that are available for free on its website. The courses include video lectures, study materials, and both self-paced and certification programs. NPTEL aims to enhance the quality of engineering education in India and make educational resources accessible to anyone online. It has seen significant usage with over 240 million page views and 40-50 GB of daily downloads.
Estechpoint determined to become “Dream Factory” to help enterprises and IoT products transform. We think 21st century technological revolution belongs to the Internet of things. It brings business opportunities far more than any previous technological revolution. It will change the way of people explore, interact and experience the physical world. It will create trillions of value to enterprises and consumers.
Tinyboy Project - A 3D Printer for EducationWan Leung Wong
The TinyBoy Project aims to promote STEM education through the use of affordable 3D printers in schools. It started in 2011 when a teacher developed an open-source, portable 3D printer called TinyBoy to engage students in hands-on learning. TinyBoy has since received awards, been incubated by Cyberport, and successfully crowdfunded to develop Version 2. The project works with schools and organizations to provide STEM education resources like 3D printers, microcontrollers, and robotics kits. It also develops curriculum and holds competitions to support STEM learning through making.
Camille Baker conducted research through her PhD at SMARTlab Digital Media Institute to explore how mobile technologies and wearable devices can create new sensations of "liveness" and "presence" in participatory performance media. She investigated fields including new media, mobile/locative media, telematics, performance art, and philosophy of technology. Baker's research was sponsored by the BBC R+D and involved creating networked performance events where participants used mobile devices to transmit live video to each other, exploring themes of integration, connection, and embodiment of technology. She is continuing this work through workshops, applications, and new projects in 2011.
Mobile technologies in HE: The possible vs the practicalZak Mensah
Mobile technology available through smartphones, iphones and personal digital assistants is becoming increasingly common as web browsers with more wireless capabilities and faster internet speeds are now standard on an average new mobile phone. At the same time the number of students with mobile technology is increasing and there are more opportunities to use these devices for their formal and informal learning within the VLE.
This paper examines how we can use the mobile technology currently available to enhance current teaching and learning practices within the VLE, without complicating them. The paper through both survey data and case study's also investigates how your students may already be using their mobile devices as part of their education. It then uses survey data to examine the reality of today versus the possibilities for the future.
This presentation is a short introduction of Dr. Chung-Ching Huang about his design practice, research and pedagogy in the past through now to the future.
This document outlines an educational workshop about designing international collaboration using social and mobile media. The workshop consists of:
1) Presentations of three educational scenarios using mobile devices for activities like reporting, filmmaking, and storytelling across different countries.
2) A question and answer session with students who have participated in similar projects.
3) Hands-on activities for participants to try tools like livestreaming, QR codes, and content sharing.
4) Small group work where participants design their own collaborative scenarios around topics, tasks, technologies.
5) Presentations of the new scenario ideas and a concluding discussion on enhancing participatory culture through international mobile learning collaboration.
OEDN is a non-profit organization that aims to drive development of interactive cable TV applications using OCAP and EBIF standards. In 2010, OEDN accomplished several goals including installing a complete end-to-end development environment at Ball State University donated by sponsors. OEDN maintains resources for developers on its website, hosts events and panels, and has partnerships with universities and sponsors to further its mission of cultivating the next generation of interactive TV developers. Going forward, OEDN aims to expand academic partnerships and recruit students to work on research projects with sponsors.
The Future Internet Research and Experimentation - FIRE - current offer to customers from industry (including SMEs) and research includes access to testbed facilities for the purpose of technology, product and service development and testing, as well as knowledge, methods and tools for experimenters and product and service developers. FIRE’s offer in the next years will transform towards a service-oriented framework where the concept of Experimentation as a Service (EaaS) will be central.
This 1-pager gives an insight into what is real and usable today in FIRE project FESTIVAL.
More publications at: http://www.ict-fire.eu/home/publications.html
The Future Internet Research and Experimentation - FIRE - current offer to customers from industry (including SMEs) and research includes access to testbed facilities for the purpose of technology, product and service development and testing, as well as knowledge, methods and tools for experimenters and product and service developers. FIRE’s offer in the next years will transform towards a service-oriented framework where the concept of Experimentation as a Service (EaaS) will be central.
This 1-pager gives an insight into what is real and usable today in FIRE project FESTIVAL.
More publications at: http://www.ict-fire.eu/home/publications.html
The document summarizes innovation initiatives at the Budapest University of Technology and Economics (BME). It discusses BME's research areas and knowledge transfer activities. It also introduces three new initiatives: 1) Demola Budapest, an open innovation program pairing students with companies; 2) a University-Based Incubator to help commercialize university research; and 3) an Industrial Campus Zone for joint industry-university R&D.
1. OPPO is a leading Chinese electronics company known for its smartphones. It was established in 1995 and has over 17,000 employees across various subsidiaries focused on different product lines.
2. OPPO has strong research and development capabilities with over 2,000 R&D personnel. It focuses on innovation and producing leading products.
3. OPPO has built up broad brand recognition in China through a large network of over 300 after-sales service centers and 30,000 retail terminals nationwide. It invests heavily in marketing and community support.
1. OPPO is a leading Chinese electronics company known for its smartphones. It was established in 1995 and has over 17,000 employees across various subsidiaries focused on different product lines.
2. OPPO has strong research and development capabilities with over 2,000 R&D personnel. It focuses on innovation and producing leading products.
3. OPPO has built up broad brand recognition in China through a large network of over 300 after-sales service centers and 30,000 retail terminals nationwide. It invests heavily in marketing and community support.
A project report on brand preference of mobile phonesProjects Kart
The document discusses the history and development of the telecom industry in India, from its beginnings in 1851 with landline services to the modern mobile phone industry. It describes how the industry was initially state-run but has since opened up to private operators. Major players in the current mobile market include Airtel, Vodafone, Idea, Reliance, and Tata, with the industry experiencing rapid growth in subscribers.
The objective of project explains about Dairy Farming assistant web service is a web
project to help the farmers working with the motive of greater profitability by direct
communication between; farmer-to- supplier and farmer-to-farmer
Back to the future of mobile learning slideshareMike Sharples
The document discusses predictions made in 2002 about the future of mobile learning and devices over the next 15 years, compares those predictions to technologies that emerged between 2002-2016, and shares additional predictions workshop participants made in 2005 for mobile learning beyond 2016 such as augmented reality devices like an "X-ray tablet" and context-aware earpieces called "The Whisperer".
Zombie Ideas in edtech, digital footprints and the TLPA approach to learningthelearningproject
The document discusses creating effective learning projects across school communities. It describes a workshop to discuss ideas for projects and schools with basic documentary filming. The workshop aims to understand their approach to designing learning projects. It is presented by Colin Campbell, Gareth O'Hara and Andy Hoang from The Learning Project Asia, who work with schools, NGOs and companies on learning projects.
Neelam P Mali is seeking a challenging position where she can apply her skills and contribute to organizational objectives. She has an M.Tech in Digital Electronics and Communication Systems from Maratha Manadal College of Engg and Technology with 73% and a B.E. in Telecommunication from K L E College of Engg and Technology with 69.01%. Her technical skills include C, C++, Advanced Java, MySQL, Microsoft Office, LYX, and HTML5. She has work experience as a web developer and internship experience in PCB design. Her M.Tech project involved histopathological biopsy image classification using convolutional neural networks.
Ken Newman is seeking a position that combines creativity, technology, and leadership in higher education. He has 14 years of experience in higher education, including 6 years in academic leadership roles. He has a PhD in serious games and masters degrees in digital design and education. His skills include teaching, curriculum development, management, and project leadership. He has experience developing programs in game development, communication, and design at universities in the UAE, Netherlands, UK, and Australia.
NPTEL is India's National Programme on Technology Enhanced Learning, a joint initiative of IITs and IISc that provides online courses and resources. It offers over 990 online courses across engineering, sciences, and humanities that are available for free on its website. The courses include video lectures, study materials, and both self-paced and certification programs. NPTEL aims to enhance the quality of engineering education in India and make educational resources accessible to anyone online. It has seen significant usage with over 240 million page views and 40-50 GB of daily downloads.
Estechpoint determined to become “Dream Factory” to help enterprises and IoT products transform. We think 21st century technological revolution belongs to the Internet of things. It brings business opportunities far more than any previous technological revolution. It will change the way of people explore, interact and experience the physical world. It will create trillions of value to enterprises and consumers.
Tinyboy Project - A 3D Printer for EducationWan Leung Wong
The TinyBoy Project aims to promote STEM education through the use of affordable 3D printers in schools. It started in 2011 when a teacher developed an open-source, portable 3D printer called TinyBoy to engage students in hands-on learning. TinyBoy has since received awards, been incubated by Cyberport, and successfully crowdfunded to develop Version 2. The project works with schools and organizations to provide STEM education resources like 3D printers, microcontrollers, and robotics kits. It also develops curriculum and holds competitions to support STEM learning through making.
Camille Baker conducted research through her PhD at SMARTlab Digital Media Institute to explore how mobile technologies and wearable devices can create new sensations of "liveness" and "presence" in participatory performance media. She investigated fields including new media, mobile/locative media, telematics, performance art, and philosophy of technology. Baker's research was sponsored by the BBC R+D and involved creating networked performance events where participants used mobile devices to transmit live video to each other, exploring themes of integration, connection, and embodiment of technology. She is continuing this work through workshops, applications, and new projects in 2011.
1. Tool
for
share
informaGon
media via
internet
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
2. Overview
This
is
a
GlobalizaGon
period,
the
businesses
have
high
compeGGon
also
the
high
technology
has
high
development,
communicaGon
and
telecommunicaGon
have
more
important.
Therefor
there
have
found
new
way
of
communicaGon
as
internet
and
other
mobile
device
that's
easy
to
access
many
informaGon
in
anyGme
and
anyway,
observed
from
News
reports
by
anyone
that
have
mobile
phone
as
a
picture
or
video
clip
in
very
dangerous
places
as
the
riot
at
central
world
plaza,
it's
very
quick
and
easy.
Also
more
programming
show
via
internet
become
talk
of
the
town
with
the
individual
idea
and
content.
Podcast
will
become
new
age
of
communicaGon.
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
3. hQp://www.slideshare.net/jess3/the-‐social-‐universe-‐4931755?from=embed
Chance
Social
network
and
internet
community
become
stronger,
also
the
mobile
device,
this
illustrate
will
show
how
many
people
used
mobile
web
by
mobile
device.
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
4. Brief
story
10
years
ago
5
years
ago
Now
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
5. OB
car
unit
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
6. Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
7. Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
8. Send-‐Receive
Device
Café/coffee
shop
Home/Resident
University/Cafe
Coffee
shop/
Along
traveling
Along
traveling
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
9. Receive
Device
Internet
TV;
TV
that
can
access
the
internet
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
10. Scope
user
MoJo
refers
to
Mobile
Journalists
that
is,
staff
or
freelance
reporters
who
write
their
stories
from
their
communiGes
thanks
to
technical
tools
such
as
digital
cameras
and
camcorders,
laptop
PCs
with
broadband
wireless
connecGon
or
Smartphone.
Mojo
journalism
was
found
at
the
Conference
of
the
Online
News
AssociaGon
in
Washington,
DC,
in
October,
2006
Backpack
Journalism
is
a
form
of
Broadcast
Journalism
that
requires
the
journalist
to
be
reporter,
cameraman,
editor
and
producer
of
stories,
ohenGmes
in
remote
locaGons
that
are
inaccessible
to
regular
field
reporters
and
their
camera
crews.
These
journalists
are
ohenGmes
referred
to
as
Video
Journalists,
MulGmedia
Journalists,
and
even
Journalists
of
the
future.
PracGGoners
have
ohen
referred
to
the
form
as
"a
character-‐driven
methodology
with
a
specific
approach
and
applicaGon
that
yields
unique
results
and
that
does
not
work
in
all
situaGons.
hQp://en.wikipedia.org
Freelance
reporters
who
write
their
stories
from
their
communiGes
that
requires
the
journalist
to
be
reporter,
cameraman,
editor
and
producer
of
stories
have
ohen
referred
to
the
form
as
a
character-‐driven
methodology
with
a
specific
approach
and
applicaGon
that
yields
unique
results
and
that
does
not
work
in
all
situaGons.
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
11. Mobile
Journalist
Things
hQp://www.wordle.net/show/wrdl/3391876/EssenGal_Mobile_Journalism_Equipment
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
12. Working
Paddle
to
SeaQle
Man
Vs
Wild
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
13. SituaCon
in
Thailand
From
a
few
past
years,
many
fuss
situaGon natural
disaster, poliGc
phenomenal
and
etc.
Many
people
update
their
media
in
their
sGuaGon
Suddenly
Mobile
Journalists
have
working
on
it
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
14. Flood
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
15. Traffic
jam
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
16. Bomb
in
the
southern
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
17. Car
cash
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
18. Crime
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
19. Mob
riot
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
20. Fire
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
22. ExiCng
PosiConing
Slide
“SHARE”
Interface
Product
Video
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
23. Community
Text,
Sentence, Phrase
Own
channel
and
any
content
CreaGve
people
working
Story
wriGng,
Review,
Steaming
your
video
from
your
mobile
device
Audio,
talk,
story
teller
and
music
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
24. Opportunity
This
kind
of
business
is
growing
up
very
fast
Charity
network
Crime
watching
Educate
people
to
discover
news.
Everybody
not
to
be
expert
in
job,
can
make
profit
ExploraGon
your
experience
Share
your
simple
to
expert
experience
or
training
Threat
Easy
to
copy
Addict
fashion
Data
can
be
interfere;
Hacking
Epic
Contents
difficulty
to
control
Easy
to
conflict
between
groups
Turn
people
to
be
dangerous
situaGon
Used
lot
of
Resources
disk
spaces
sever
Lost
opportunity
of
professional
journalist
ถูกบิดเบียนได้ง่าย
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
25. Assume
project
Probability
is
that
I
want
to
design
Tool
for
publish
and
share
informaGon
media
via
internet
Physical
acGon
Service
system
Interface
acGon
Specific
tool
Community
service
ApplicaGon
sohware
or
Add
on
device
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
26. What
to
be
know
?
How
Broadcast
processing
in
studio/
outdoor
and
tape
steaming
?
Who
have
any
job
or
experience
in
Broadcast
?
What
device
used
in
Broadcast/Podcast
?
How
they
find
the
content
?
How
is
Podcast
processed
?
How
is
it
different
between
Radio
staGon
and
TV
staGon
?
How
access
of
informaGon
news
by
mobile
device
?
What
do
you
think
about
media
(TV,
Radio,
internet)
?
Which
situaGon
you
need
to
share
your
informaGon
media
?
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604
27. Research
Plan
*SGll
in
development
30.06
Proprosal present 15.07
interview
13.07
interview
10.07
interview
25-29.06 06.07
Analysis data & interview
Prepare presentation 04.07
interview
02.07
interview p’ no
JUNE JULY AUGUST SEPTEMBER
Explore idea Field research Analysis data Document proof
Find concept Data collection prepare presentation
05.07
meet adivsor
08.07
Class
16-21.07
studio working
observe
22.07
Class
03.06 01.07 26.08 30.09
Proprosl submit#1 Proprosal submit#2 Reseach presentation Chapter 1-2
Design direction subbmit
Final
Year
Project
King’s
Mongkut
University
of
Technology
Thonburi
Industrial
design
program
copyright
2011
by
Kidsanapol
Ubonrat
48200604