The document provides a timeline of the evolution of television technology from the 1930s to the 2000s. It describes the early black and white TVs of the 1930s-1950s that had 12 inch screens and cost around $400. Color TV became widely available in the 1950s. TV viewing expanded in the 1960s-1970s with the rise of cable and satellite TV. VCRs and DVD players became common household items in the 1980s-2000s allowing people to watch recordings. New screen technologies like plasma and LCD emerged in the 1990s-2000s alongside streaming and online viewing options. The timeline shows how TV transformed from a luxury to an ubiquitous technology over 70+ years.
The history of digital gaming has been widely celebrated from all generation. Although video games would not reach mainstream pop-culture in mid 1970’s as arcade games, video game consoles or even computer games to the general public, the mobile gaming started way later in the year 1994.
This document discusses the history and advancements of gaming from the 1950s to present day. It describes how early academic games developed in the 1950s and 1960s on computers using punch cards. Video gaming reached mainstream popularity in the 1970s and 1980s with the introduction of arcade games and home consoles. The document then outlines the progression of gaming consoles through 7 generations from the 1970s to today. Finally, it discusses recent advancements in gaming technology including facial recognition, voice recognition, virtual reality, augmented reality and mixed reality.
This document discusses trends in mobile device usage. It notes that while there are 7.1 billion people in the world, 4 billion use mobile phones but only 3.8 billion use toothbrushes. It provides statistics showing that the majority of young adults now own smartphones and that mobile data usage increased 89% from 2010 to 2011. The document suggests that mobile devices are becoming the central hub for many daily activities and services.
Anthony Beyer - Mobile Game Developers Prefer iOSAnthony Beyer
Anthony Beyer discusses the history of the mobile phone, the rise of the iPhone and why users prefer its native software over the more popular Android from Google.
The document discusses the history and evolution of mobile gaming. It describes how the simple game Snake was included on Nokia phones in 1998, setting the stage for mobile gaming. While mobile games started growing in the early 2000s, the launch of the Apple App Store in 2008 was a major turning point, popularizing games for smartphones. Popular early mobile games mentioned include Angry Birds, Fruit Ninja, and Doodle Jump, showing how the platform transformed gaming. The document concludes by discussing how improved mobile technology will continue advancing the future of gaming on portable devices.
Mobile gaming has evolved significantly since the 1990s when simple games like Snake were introduced. The release of the Apple App Store in 2008 was pivotal, popularizing mobile games and apps. Early hits included Lights Off, Angry Birds, Fruit Ninja, and Doodle Jump, which helped drive adoption of mobile gaming. Technology advances now allow highly sophisticated games, and virtual reality may be the future of mobile gaming.
The mobile phone has come a long way since its invention in 1973. Early mobile phones were large and bulky, but designs shrank over time, pioneering the flip phone form. The first mass produced phone was the Nokia 1011 in 1994. Smart phones launched with the IBM Simon in 1994, allowing additional functions. The iPhone launched in 2007 and popularized touchscreen-only designs, sparking many "iPhone killers." Future concepts propose foldable screens, but the next breakthrough in mobile phone design remains unknown.
The world has witnessed the advancement of cell-phones & humans in the past century. Just as humans evolved from ape man to current obese man, cell-phones have also evolved from bulky, heavy & expensive models to sleek, light weight & affordable models. This deck elaborates the evolution of cell-phones from box-like instruments to smart-phones!
The history of digital gaming has been widely celebrated from all generation. Although video games would not reach mainstream pop-culture in mid 1970’s as arcade games, video game consoles or even computer games to the general public, the mobile gaming started way later in the year 1994.
This document discusses the history and advancements of gaming from the 1950s to present day. It describes how early academic games developed in the 1950s and 1960s on computers using punch cards. Video gaming reached mainstream popularity in the 1970s and 1980s with the introduction of arcade games and home consoles. The document then outlines the progression of gaming consoles through 7 generations from the 1970s to today. Finally, it discusses recent advancements in gaming technology including facial recognition, voice recognition, virtual reality, augmented reality and mixed reality.
This document discusses trends in mobile device usage. It notes that while there are 7.1 billion people in the world, 4 billion use mobile phones but only 3.8 billion use toothbrushes. It provides statistics showing that the majority of young adults now own smartphones and that mobile data usage increased 89% from 2010 to 2011. The document suggests that mobile devices are becoming the central hub for many daily activities and services.
Anthony Beyer - Mobile Game Developers Prefer iOSAnthony Beyer
Anthony Beyer discusses the history of the mobile phone, the rise of the iPhone and why users prefer its native software over the more popular Android from Google.
The document discusses the history and evolution of mobile gaming. It describes how the simple game Snake was included on Nokia phones in 1998, setting the stage for mobile gaming. While mobile games started growing in the early 2000s, the launch of the Apple App Store in 2008 was a major turning point, popularizing games for smartphones. Popular early mobile games mentioned include Angry Birds, Fruit Ninja, and Doodle Jump, showing how the platform transformed gaming. The document concludes by discussing how improved mobile technology will continue advancing the future of gaming on portable devices.
Mobile gaming has evolved significantly since the 1990s when simple games like Snake were introduced. The release of the Apple App Store in 2008 was pivotal, popularizing mobile games and apps. Early hits included Lights Off, Angry Birds, Fruit Ninja, and Doodle Jump, which helped drive adoption of mobile gaming. Technology advances now allow highly sophisticated games, and virtual reality may be the future of mobile gaming.
The mobile phone has come a long way since its invention in 1973. Early mobile phones were large and bulky, but designs shrank over time, pioneering the flip phone form. The first mass produced phone was the Nokia 1011 in 1994. Smart phones launched with the IBM Simon in 1994, allowing additional functions. The iPhone launched in 2007 and popularized touchscreen-only designs, sparking many "iPhone killers." Future concepts propose foldable screens, but the next breakthrough in mobile phone design remains unknown.
The world has witnessed the advancement of cell-phones & humans in the past century. Just as humans evolved from ape man to current obese man, cell-phones have also evolved from bulky, heavy & expensive models to sleek, light weight & affordable models. This deck elaborates the evolution of cell-phones from box-like instruments to smart-phones!
Studies on the intestinal helminths infestation among primary school children...Alexander Decker
This study examined 283 primary school children in Gwagwada, Nigeria for intestinal helminth infections. The overall prevalence of infection was 67.1%, with the most common helminths being Ascaris lumbricoides (30.7%), Taenia spp (23.0%), and Schistosoma mansoni (11.7%). There was no significant association between infection prevalence and sex. Prevalence decreased weakly with increasing class level but correlated more strongly negatively with age. Source of drinking water and contact with water bodies were associated with higher prevalence rates of certain helminths.
Este documento trata sobre la continuidad de funciones de una variable real. Define la continuidad en un punto, en operaciones con funciones, y en intervalos. Explica que una función es continua en un punto si su límite existe y es igual al valor de la función en ese punto. También es continua si su límite existe por la derecha e izquierda. Las operaciones con funciones continuas producen funciones continuas. Una función es continua en un intervalo si lo es en todos sus puntos interiores y extremos.
Este documento describe los conceptos clave de la gestión del conocimiento. Define la gestión del conocimiento como un conjunto de procesos que busca desarrollar el capital intelectual de una organización valorizando el conocimiento de las personas. Explica el conocimiento tácito y explícito, y el proceso de conversión entre los dos. También describe el aprendizaje individual frente al aprendizaje organizacional, la alineación estratégica, y los componentes del capital intelectual de una empresa: capital humano, estructural y organizativo.
El documento habla sobre el phishing y los troyanos. Explica que el phishing es un tipo de estafa donde se suplanta la identidad de empresas para robar datos personales de usuarios. Los troyanos son programas maliciosos que se esconden en otros archivos y permiten acceso remoto para robar información sin permiso. El documento proporciona consejos para protegerse como mantener software actualizado y evitar descargar archivos sospechosos.
El phishing es un tipo de estafa cibernética en la que los estafadores se hacen pasar por empresas o instituciones confiables para robar información personal como contraseñas o detalles de tarjetas de crédito. Los estafadores suelen usar correos electrónicos, mensajes de texto, llamadas telefónicas o páginas web falsas para engañar a las víctimas y hacerles revelar su información privada. Es importante nunca proporcionar datos personales en respuesta a solicitudes no solicitadas y denunciar cualquier intento de ph
El documento trata sobre los derechos de igualdad en el capítulo segundo. Introduce el concepto de igualdad desde perspectivas lógico-lingüística, filosófico-política y jurídica. Analiza principios como la igualdad ante la ley, la no discriminación, la igualdad entre hombres y mujeres, y la igualdad sustancial. También examina temas como las acciones positivas y las cuotas electorales de género.
Future transformation of technology in 2025 (johnson,jaylen)JayGlo10
This document discusses the future of technology in 2025. It covers the history and current state of cell phones, video games, and computers. For cell phones, it predicts holographic features and more intelligent virtual assistants. For video games, it anticipates virtual reality, more interactive and life-like games. Computers are predicted to have holographic and contact lens interfaces. The document also discusses relevant theories like Moore's Innovation Adoption Rate and Rogers' Diffusion of Innovations theory.
This document discusses the past, present, and future of various communication technologies including telephones, computers, televisions, social media, and video gaming. It predicts that by 2027, telephones will have holographic displays and be waterproof and flexible. Computers are predicted to have minimal wires and use virtual reality and perceptual computing. Televisions will have larger screens and streaming will replace cable. Social media will be more integrated into devices like watches. Video gaming will utilize more virtual and augmented reality.
The document discusses the evolution of 3D display technology from its origins in the 1800s to current applications and future prospects. It describes how 3D vision was understood as early as the 1500s and how the stereoscope was invented in the 1830s, making 3D photography popular entertainment in homes by the 1890s. Developments in color film, digital cameras, and polarized 3D movies in recent decades have renewed mainstream interest in 3D. The document also explores potential applications of 3D displays beyond entertainment, such as in education, medicine, and telecommunications.
Unit II Technology and Inventions Inglés IAPB 2014Diego ElCretino
PPT for educational pruposes.
It'll be used for intriducing Unit II Technology and Inventions from Mineduc text Teens Club - 1st Grade.
I recommend you to download the presentation, instead of show it directly from this page; it contains animations that may motivate students a little bit more.
Any comment, just leave it below.
Cell phones have evolved greatly since their origins in the mid-20th century. Early research into mobile phones in the 1940s used large vehicle-based phones, but the first handheld mobile phone call was made in 1973. The modern cell phone industry developed through 3 generations of technology, starting with analog networks in the 1980s, digital networks in the 1990s, and 3G technology in the 2000s which enabled streaming media and advanced cell phone features seen today. Cell phone technology has transformed communications and is predicted to continue advancing rapidly in the future.
Cell phones have evolved greatly since their origins in the mid-20th century. Early research into mobile phones in the 1940s used large vehicle-based phones, but the first handheld mobile phone call was made in 1973. Mass adoption of cellular technology was slow at first due to regulatory hurdles, but the introduction of digital networks in the 1980s and 1990s helped popularize cell phones. Modern cell phones are on their third generation of technology and support features like live streaming media, demonstrating how far the technology has progressed from its beginnings in car-based radios.
3D television was first demonstrated in 1928 but did not become popular until 2010 when major manufacturers began selling full lineups of 3D TVs. However, sales began declining in 2013 due to issues like the need to wear glasses, which caused headaches and eyestrain for many viewers. Additionally, early 3D Blu-rays were only compatible with specific brand TVs, limiting content options. While 3D TVs provided an immersive home theater experience, disadvantages like mandatory glasses and limited compatibility led to a loss of consumer interest before problems could be addressed. The technology may see renewed interest if glasses-free 3D or virtual reality integration can be achieved.
The document summarizes key developments in the history of the internet and digital technology from 1969 to 2011. It describes the creation of ARPANET in 1969 which served as the basis for the modern internet. Other early developments included the invention of email in 1971 and the first commercial cell phone being released by Motorola in 1983. Major events and innovations discussed include the creation of the World Wide Web in 1989, the invention of MP3 technology in 1989, the founding of Google in 1998, the launch of Napster and file sharing in 2000, the creation of Wikipedia and Apple's iPod in 2001, the rise of social media platforms like MySpace, Facebook, YouTube and Twitter between 2003-2006, and the release of the iPhone in
If you find a being in the modern world that doesn’t own a mobile phone, get your camera ready. You probably just found a unicorn, an extraterrestrial or maybe even Bigfoot.
We weren’t always so connected. There was a time when stuff could wait. Stuff can’t wait anymore.
Parents didn’t think their children needed tracking devices. In the event of an emergency, pay phones were a great solution. If we wanted to stay in touch with friends and family or check our answering machine, waiting until we got home made complete sense. So, what happened and how did we arrive at this convergence of human and technological evolution?
Ignite Partnership has launched over 400 products and services for Microsoft, Samsung and some of the world’s most innovative brands. Travel back in time with us as we unpack where we started, where we are, where we’re headed, and what we can presume about our future.
The document proposes a mobile advertising campaign called "Make a Pause" Treasure Hunt for Twix. QR codes showing idyllic destination images would be displayed around London. Scanning all codes from a destination would enter users to win a trip there. The first 5 people to complete destinations win. Users upload scanned images to a microsite to track completion. Rewards like warm/cold hints keep users engaged. The campaign aims to demonstrate Twix supports pausing and sharing positive experiences with friends could increase brand perception and sales. QR code scanning is fast and accessible on most phones to enable participation.
The Evolution & Future of the Film IndustryMarvan Shamma
Film industry has been expansively affected by technological changes. Both mechanical and digital innovations have influenced everything from equipment to distribution, changing how films are made and the way in which we consume them.
New trends in many cases shape directors and filmmakers to think about new approaches when telling stories in motions. Film has developed to one of the most important tools of communication, affecting the way individuals and societies think, act and behave. So, please let me take you through my journey to the film industry in 2050!
The document discusses the history and future of communication technologies like telephones. It notes that Alexander Graham Bell invented the telephone in 1876, and while people then could not imagine modern smartphones, we now have phones that allow video calls, internet access, and more. The document predicts that future phones will integrate even more aspects of our lives and may have invisible, voice-activated interfaces.
The document provides a detailed history and overview of smartphones. It begins with the origins of the telephone and traces important developments from Alexander Graham Bell's invention through early mobile phones and into the modern smartphone era defined by Apple's iPhone launch in 2007. The document then examines the core hardware components of smartphones as well as popular mobile operating systems and market leaders. It concludes by discussing smartphone applications and trends, highlighting how smartphones have become an integral part of daily life.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Previous sectionNext section9.1 Mobile PhonesYears ago, if y.docxChantellPantoja184
Previous sectionNext section
9.1 Mobile Phones
Years ago, if you were away from your phone or office you had to look for a pay phone. For a dime, you could make a telephone call that lasted a few minutes. Pay phones were ubiquitous, with several often lined up in a row at heavily populated public places. Sometimes, there was an actual phone booth with a folding glass door that enabled people to make phone calls in relative privacy. The comic book hero Superman made these famous as the place he transformed from Clark Kent to the superhero. But today, the pay phone and the phone booth are little more than a memory. Now, calling from the road is as easy as reaching into your pocket.
Smartphones
One of the most significant new computing devices in the last few decades is the smartphone. During the 1990s, three major technological developments gained popularity. First, were cell phones and their service plans, which became much less expensive. By the end of the decade, almost everyone had one. Second, a new type of electronic device emerged at the same time called the PDA or Personal Digital Assistant. These small, handheld computers, initially sold by Palm and Visor, offered calendars, datebooks, organizational software, and gaming applications. Third, laptops were increasingly able to surf the Internet, provided their owners could locate a Wi-Fi hotspot. As email became more essential, laptops were often carried just to check email. By the end of the 1990s, businessmen and women were often lugging around all three devices to remain as productive as possible. Could all three merge into one?
This dream was realized in 2004, when the BlackBerry® smartphone was introduced for AT&T and T-Mobile cell service. A smartphone combined the features of a PDA with a cell phone and the ability to check email. It also served as a flash drive, media player for music and video, and picture viewer. And it added a QWERTY keyboard, with keys that were smaller but laid out in the same configuration as a standard computer keyboard. Soon, other competitors emerged and BlackBerry® quickly lost market share, most notably to the Apple® iPhone®, of which 6 million were sold in 2007, its first year on the market (http://www.statista.com/statistics/12743/worldwide-AppleiPhone-sales-since-3rd-quarter-2007/).
iPhone®
Apple®'s eagerly awaited iPhone® capitalized on the huge following it had established with its iPod® handheld music and video players and Macintosh® computers. Duplicating the same elegance and user-friendliness with its iPhone®, Apple® began to dominate the market, as its iPhone® App Store℠ enabled users to download applications that fit their own unique needs. TIME™ Magazine named it as the invention of the year in 2007. In 2009, the iPhone® 3.0 included a camera, 3G connection speeds, and voice control. At the same time, Apple® also improved the iPhone®'s GPS functionality. In 2012, the iPhone® 4S came in 16- to 64-GB memory options, with prices between .
This document discusses the history and facts about several technologies:
- The first mobile phone call was made in 1973 and the first smart phone was released in 1992.
- GPS was first used for military operations in 1992 and allows devices to determine their precise location via satellite signals.
- Broadband internet has increased access to online content and enabled new forms of online communities and niche interests to emerge globally.
- MP3s became a popular format for portable music players and online music in the 2000s, allowing music to be compressed for mobile devices.
- Online TV streaming has grown in popularity since 2006, allowing people to watch TV and videos on demand over the internet.
Studies on the intestinal helminths infestation among primary school children...Alexander Decker
This study examined 283 primary school children in Gwagwada, Nigeria for intestinal helminth infections. The overall prevalence of infection was 67.1%, with the most common helminths being Ascaris lumbricoides (30.7%), Taenia spp (23.0%), and Schistosoma mansoni (11.7%). There was no significant association between infection prevalence and sex. Prevalence decreased weakly with increasing class level but correlated more strongly negatively with age. Source of drinking water and contact with water bodies were associated with higher prevalence rates of certain helminths.
Este documento trata sobre la continuidad de funciones de una variable real. Define la continuidad en un punto, en operaciones con funciones, y en intervalos. Explica que una función es continua en un punto si su límite existe y es igual al valor de la función en ese punto. También es continua si su límite existe por la derecha e izquierda. Las operaciones con funciones continuas producen funciones continuas. Una función es continua en un intervalo si lo es en todos sus puntos interiores y extremos.
Este documento describe los conceptos clave de la gestión del conocimiento. Define la gestión del conocimiento como un conjunto de procesos que busca desarrollar el capital intelectual de una organización valorizando el conocimiento de las personas. Explica el conocimiento tácito y explícito, y el proceso de conversión entre los dos. También describe el aprendizaje individual frente al aprendizaje organizacional, la alineación estratégica, y los componentes del capital intelectual de una empresa: capital humano, estructural y organizativo.
El documento habla sobre el phishing y los troyanos. Explica que el phishing es un tipo de estafa donde se suplanta la identidad de empresas para robar datos personales de usuarios. Los troyanos son programas maliciosos que se esconden en otros archivos y permiten acceso remoto para robar información sin permiso. El documento proporciona consejos para protegerse como mantener software actualizado y evitar descargar archivos sospechosos.
El phishing es un tipo de estafa cibernética en la que los estafadores se hacen pasar por empresas o instituciones confiables para robar información personal como contraseñas o detalles de tarjetas de crédito. Los estafadores suelen usar correos electrónicos, mensajes de texto, llamadas telefónicas o páginas web falsas para engañar a las víctimas y hacerles revelar su información privada. Es importante nunca proporcionar datos personales en respuesta a solicitudes no solicitadas y denunciar cualquier intento de ph
El documento trata sobre los derechos de igualdad en el capítulo segundo. Introduce el concepto de igualdad desde perspectivas lógico-lingüística, filosófico-política y jurídica. Analiza principios como la igualdad ante la ley, la no discriminación, la igualdad entre hombres y mujeres, y la igualdad sustancial. También examina temas como las acciones positivas y las cuotas electorales de género.
Future transformation of technology in 2025 (johnson,jaylen)JayGlo10
This document discusses the future of technology in 2025. It covers the history and current state of cell phones, video games, and computers. For cell phones, it predicts holographic features and more intelligent virtual assistants. For video games, it anticipates virtual reality, more interactive and life-like games. Computers are predicted to have holographic and contact lens interfaces. The document also discusses relevant theories like Moore's Innovation Adoption Rate and Rogers' Diffusion of Innovations theory.
This document discusses the past, present, and future of various communication technologies including telephones, computers, televisions, social media, and video gaming. It predicts that by 2027, telephones will have holographic displays and be waterproof and flexible. Computers are predicted to have minimal wires and use virtual reality and perceptual computing. Televisions will have larger screens and streaming will replace cable. Social media will be more integrated into devices like watches. Video gaming will utilize more virtual and augmented reality.
The document discusses the evolution of 3D display technology from its origins in the 1800s to current applications and future prospects. It describes how 3D vision was understood as early as the 1500s and how the stereoscope was invented in the 1830s, making 3D photography popular entertainment in homes by the 1890s. Developments in color film, digital cameras, and polarized 3D movies in recent decades have renewed mainstream interest in 3D. The document also explores potential applications of 3D displays beyond entertainment, such as in education, medicine, and telecommunications.
Unit II Technology and Inventions Inglés IAPB 2014Diego ElCretino
PPT for educational pruposes.
It'll be used for intriducing Unit II Technology and Inventions from Mineduc text Teens Club - 1st Grade.
I recommend you to download the presentation, instead of show it directly from this page; it contains animations that may motivate students a little bit more.
Any comment, just leave it below.
Cell phones have evolved greatly since their origins in the mid-20th century. Early research into mobile phones in the 1940s used large vehicle-based phones, but the first handheld mobile phone call was made in 1973. The modern cell phone industry developed through 3 generations of technology, starting with analog networks in the 1980s, digital networks in the 1990s, and 3G technology in the 2000s which enabled streaming media and advanced cell phone features seen today. Cell phone technology has transformed communications and is predicted to continue advancing rapidly in the future.
Cell phones have evolved greatly since their origins in the mid-20th century. Early research into mobile phones in the 1940s used large vehicle-based phones, but the first handheld mobile phone call was made in 1973. Mass adoption of cellular technology was slow at first due to regulatory hurdles, but the introduction of digital networks in the 1980s and 1990s helped popularize cell phones. Modern cell phones are on their third generation of technology and support features like live streaming media, demonstrating how far the technology has progressed from its beginnings in car-based radios.
3D television was first demonstrated in 1928 but did not become popular until 2010 when major manufacturers began selling full lineups of 3D TVs. However, sales began declining in 2013 due to issues like the need to wear glasses, which caused headaches and eyestrain for many viewers. Additionally, early 3D Blu-rays were only compatible with specific brand TVs, limiting content options. While 3D TVs provided an immersive home theater experience, disadvantages like mandatory glasses and limited compatibility led to a loss of consumer interest before problems could be addressed. The technology may see renewed interest if glasses-free 3D or virtual reality integration can be achieved.
The document summarizes key developments in the history of the internet and digital technology from 1969 to 2011. It describes the creation of ARPANET in 1969 which served as the basis for the modern internet. Other early developments included the invention of email in 1971 and the first commercial cell phone being released by Motorola in 1983. Major events and innovations discussed include the creation of the World Wide Web in 1989, the invention of MP3 technology in 1989, the founding of Google in 1998, the launch of Napster and file sharing in 2000, the creation of Wikipedia and Apple's iPod in 2001, the rise of social media platforms like MySpace, Facebook, YouTube and Twitter between 2003-2006, and the release of the iPhone in
If you find a being in the modern world that doesn’t own a mobile phone, get your camera ready. You probably just found a unicorn, an extraterrestrial or maybe even Bigfoot.
We weren’t always so connected. There was a time when stuff could wait. Stuff can’t wait anymore.
Parents didn’t think their children needed tracking devices. In the event of an emergency, pay phones were a great solution. If we wanted to stay in touch with friends and family or check our answering machine, waiting until we got home made complete sense. So, what happened and how did we arrive at this convergence of human and technological evolution?
Ignite Partnership has launched over 400 products and services for Microsoft, Samsung and some of the world’s most innovative brands. Travel back in time with us as we unpack where we started, where we are, where we’re headed, and what we can presume about our future.
The document proposes a mobile advertising campaign called "Make a Pause" Treasure Hunt for Twix. QR codes showing idyllic destination images would be displayed around London. Scanning all codes from a destination would enter users to win a trip there. The first 5 people to complete destinations win. Users upload scanned images to a microsite to track completion. Rewards like warm/cold hints keep users engaged. The campaign aims to demonstrate Twix supports pausing and sharing positive experiences with friends could increase brand perception and sales. QR code scanning is fast and accessible on most phones to enable participation.
The Evolution & Future of the Film IndustryMarvan Shamma
Film industry has been expansively affected by technological changes. Both mechanical and digital innovations have influenced everything from equipment to distribution, changing how films are made and the way in which we consume them.
New trends in many cases shape directors and filmmakers to think about new approaches when telling stories in motions. Film has developed to one of the most important tools of communication, affecting the way individuals and societies think, act and behave. So, please let me take you through my journey to the film industry in 2050!
The document discusses the history and future of communication technologies like telephones. It notes that Alexander Graham Bell invented the telephone in 1876, and while people then could not imagine modern smartphones, we now have phones that allow video calls, internet access, and more. The document predicts that future phones will integrate even more aspects of our lives and may have invisible, voice-activated interfaces.
The document provides a detailed history and overview of smartphones. It begins with the origins of the telephone and traces important developments from Alexander Graham Bell's invention through early mobile phones and into the modern smartphone era defined by Apple's iPhone launch in 2007. The document then examines the core hardware components of smartphones as well as popular mobile operating systems and market leaders. It concludes by discussing smartphone applications and trends, highlighting how smartphones have become an integral part of daily life.
This document discusses virtual reality (VR), including:
- Defining VR as computer-generated simulations that can be interacted with using electronic equipment like head-mounted displays.
- Tracing the history of VR from early prototypes in the 1950s to mainstream popularity due to films like The Matrix in the 1990s and 2000s.
- Describing the main types of VR as immersive, non-immersive, and telepresence.
- Explaining some applications of VR in gaming, education, medicine, and military training.
- Noting both advantages like realistic experiences but also challenges like high equipment costs.
Previous sectionNext section9.1 Mobile PhonesYears ago, if y.docxChantellPantoja184
Previous sectionNext section
9.1 Mobile Phones
Years ago, if you were away from your phone or office you had to look for a pay phone. For a dime, you could make a telephone call that lasted a few minutes. Pay phones were ubiquitous, with several often lined up in a row at heavily populated public places. Sometimes, there was an actual phone booth with a folding glass door that enabled people to make phone calls in relative privacy. The comic book hero Superman made these famous as the place he transformed from Clark Kent to the superhero. But today, the pay phone and the phone booth are little more than a memory. Now, calling from the road is as easy as reaching into your pocket.
Smartphones
One of the most significant new computing devices in the last few decades is the smartphone. During the 1990s, three major technological developments gained popularity. First, were cell phones and their service plans, which became much less expensive. By the end of the decade, almost everyone had one. Second, a new type of electronic device emerged at the same time called the PDA or Personal Digital Assistant. These small, handheld computers, initially sold by Palm and Visor, offered calendars, datebooks, organizational software, and gaming applications. Third, laptops were increasingly able to surf the Internet, provided their owners could locate a Wi-Fi hotspot. As email became more essential, laptops were often carried just to check email. By the end of the 1990s, businessmen and women were often lugging around all three devices to remain as productive as possible. Could all three merge into one?
This dream was realized in 2004, when the BlackBerry® smartphone was introduced for AT&T and T-Mobile cell service. A smartphone combined the features of a PDA with a cell phone and the ability to check email. It also served as a flash drive, media player for music and video, and picture viewer. And it added a QWERTY keyboard, with keys that were smaller but laid out in the same configuration as a standard computer keyboard. Soon, other competitors emerged and BlackBerry® quickly lost market share, most notably to the Apple® iPhone®, of which 6 million were sold in 2007, its first year on the market (http://www.statista.com/statistics/12743/worldwide-AppleiPhone-sales-since-3rd-quarter-2007/).
iPhone®
Apple®'s eagerly awaited iPhone® capitalized on the huge following it had established with its iPod® handheld music and video players and Macintosh® computers. Duplicating the same elegance and user-friendliness with its iPhone®, Apple® began to dominate the market, as its iPhone® App Store℠ enabled users to download applications that fit their own unique needs. TIME™ Magazine named it as the invention of the year in 2007. In 2009, the iPhone® 3.0 included a camera, 3G connection speeds, and voice control. At the same time, Apple® also improved the iPhone®'s GPS functionality. In 2012, the iPhone® 4S came in 16- to 64-GB memory options, with prices between .
This document discusses the history and facts about several technologies:
- The first mobile phone call was made in 1973 and the first smart phone was released in 1992.
- GPS was first used for military operations in 1992 and allows devices to determine their precise location via satellite signals.
- Broadband internet has increased access to online content and enabled new forms of online communities and niche interests to emerge globally.
- MP3s became a popular format for portable music players and online music in the 2000s, allowing music to be compressed for mobile devices.
- Online TV streaming has grown in popularity since 2006, allowing people to watch TV and videos on demand over the internet.
The document discusses the history of animation in the United Kingdom over the past 100 years. It notes that while many innovative ideas in animation came from British minds, they were often better exploited elsewhere. However, Britain also attracted international talent working in animation and became a world leader in commercials and special effects. Key periods in Britain's animation industry included the 1930s-1950s with government-funded information films, the 1960s with the rise of pop culture/TV, and the 1980s-1990s with the emergence of digital animation and video games. The document credits Britain's leadership in other cultural areas like music/TV/film with helping the animation industry stay cutting edge globally for most of the last century.
Virtual reality has its origins in panoramic paintings and stereoscopic photos from the 19th century, but the concept emerged more fully in the 20th century. Early VR devices included Morton Heilig's Sensorama from 1962, which stimulated multiple senses. In 1968, Ivan Sutherland's Sword of Damocles was the first head-mounted display connected to a computer. Through the 1980s and 90s, VR technology advanced through devices like data gloves, flight simulators, and the Virtuality arcade machines. The Oculus Rift Kickstarter in 2012 marked the beginning of modern consumer VR.
This presentation was created specifically to help recruiters understand some of the basic trends that have led us to where mobile is today.
There is a growing interest in "mobile recruiting" - the practice of leveraging mobile marketing in the recruitment space. This presentation focused on providing a business case for why mobile is important, as well as how it can be used to help build, and engage a network of prospect talent.
Presentation delivered by Michael Marlatt at ERE 2010.
Media Life is a course intended for undergraduate students across campus. Its goal is to make people aware of the role that media play in their everyday life. The key to understanding a "media life" is to see our lives not as lived WITH media (which would lead to a focus on media effects and media-centric theories of society), but rather IN media (where the distinction between what we do with and without media dissolves).
This document provides parents with information about their child's upcoming school trip to France. It discusses travel arrangements, staffing, activities, accommodations, clothing needs, medical forms, spending money, communication plans, and behavior expectations. Key details include: the trip will be led by 4 teachers and take place from October 18-23; students will stay at a chateau and participate in activities like archery and zip lining; medical forms and passports/travel documents are due by September 18; appropriate clothing includes long pants and sleeves for outdoor activities. Parents must also sign consent forms agreeing to the pupil code of conduct by the deadline.
This document discusses the global nature of trade and its impact on developing countries. It notes that goods like coffee, tea, and clothing are produced through global supply chains that involve many countries. However, trade has not always benefited poorer countries. The document then outlines problems small farmers in developing countries face, such as low prices, lack of support, and debt. It introduces fair trade as an alternative that guarantees better prices and conditions for farmers through certification. The conclusion encourages supporting fair trade to improve lives in developing nations.
The SATs are standardized tests given to students in Year 6 (age 10-11) in England to assess their proficiency in English and Math. The tests always take place the second week of May and cover English reading, grammar and spelling as well as Math topics like mental mathematics and problem solving. While stressful for students, the SATs results are available before the end of primary school in July and help inform the secondary school curriculum.
The document discusses the impacts of climate change such as floods, droughts, melting ice caps and food shortages. It explains that greenhouse gases like carbon dioxide from the burning of fossil fuels for electricity generation are contributing to global warming. The document advocates reducing electricity usage by switching off lights, chargers, computers and other devices when not in use to help address this issue.
This document provides information for parents about an upcoming school trip to France. It discusses travel details, staffing, activities, accommodations, clothing requirements, medical forms, behavior expectations, and consent forms that are required. Parents are thanked for making payments on time. Details are given about travel by coach and ferry, passport and medical card collection, insurance coverage, activities at the castle and in Paris, meal arrangements, room groupings, and a recommended packing list. Mobile phones, spending money, medication administration and the pupil code of conduct are also outlined. All forms must be returned by September 17th.
Our visit was to meet author Steven Butler. As a child, Butler hated reading but discovered how fun books could be through playing tricks with his sister. He has since written 7 books, with 5 being published. Some of his inspirations come from Roald Dahl books like "The Twits" and "The BFG". Students were challenged to write a diary entry from the perspective of the character Dennis from Butler's "Diary of Dennis the Menace" series.
The Chinese New Year originated from an ancient legend about a mythical beast called Nian that people feared would attack them every year before the new year. To protect themselves, people put up red decorations and set off firecrackers to scare Nian away. Now, Chinese New Year traditions include cleaning the house, spending time with family, giving money in red envelopes, visiting others, and lighting lanterns at the end of celebrations for the Lantern Festival. Common greetings for Chinese New Year wish others happiness, prosperity, and good luck in the new year.
This document provides rules for children to stay safe online. It advises that children under 13 should not be on Facebook due to legal restrictions and their lack of understanding of strangers. It also recommends that children not share any personal information with strangers online, and to tell parents or trusted adults if being cyberbullied or asked to meet in person by strangers. The rules also include blocking people who are cyberbullying and being nasty.
Lego was founded in 1958 by Ole Kirk Christiansen and approximately 20 billion bricks are produced each year. The author loves Lego because it is fun to build with and there are many different designs that can be created. They enjoy collecting Lego City and Harry Potter sets and have a large collection of mini-figures. They visited Legoland in the UK and are looking forward to visiting the one in Florida next year.
This document provides information for parents about an upcoming school trip to France. It outlines key details such as staffing, travel arrangements, activities, accommodations, clothing recommendations, medical forms, and behavior expectations. Parents are thanked for meeting payment deadlines. Specific staff members are named as trip leaders and deputies. Travel will be via coach and ferry. Passports and medical insurance are discussed. The itinerary provides details of activities and visits each day. Room groupings try to accommodate friend requests. Consent forms must be returned by a deadline for students to participate.
The document discusses ways to help reduce global warming through reducing waste and reusing items, such as composting and donating unused items. It also recommends using alternative transportation like biking, walking or public transit instead of driving to reduce emissions from fossil fuels that contribute to global warming when trees are cut down and rubbish is dumped. The document warns that global warming will negatively impact the earth if actions are not taken to address activities that pollute the air and environment.
Global warming is a serious problem that needs to be addressed. Some ways to help stop global warming include using renewable energy sources like solar and wind power instead of fossil fuels, driving and flying less to reduce carbon emissions, and planting trees which absorb carbon dioxide from the atmosphere. With small changes like these by many people, we can work to reduce the impacts of climate change.
Global warming will cause climate change and increased temperatures, more extreme weather like tornados, and loss of animal life and habitats being destroyed. The causes of global warming include burning fossil fuels, deforestation, pollution, and landfill waste. To address global warming, the world can use renewable energy sources instead of fossil fuels, reduce industrial pollution and emissions, and use resources more efficiently through practices like reducing, reusing, recycling, composting, and conserving energy and water.
The document discusses the differences between weather and climate. Weather refers to short-term conditions like temperature, precipitation and wind on a daily basis. Climate describes average weather patterns over longer periods of time, and how the Earth's climate has changed naturally over time. It then provides examples of the typical seasonal weather patterns in the UK - spring brings rain and warmer temperatures, summer is hotter with occasional showers, autumn is cooler and rainier, and winter is cold with rain or snow. The document concludes by listing simple actions individuals can take to help reduce climate change, such as walking instead of driving, buying locally, saving energy and recycling.
Climate change is caused by burning fossil fuels and electricity usage, which release carbon dioxide that traps heat in the atmosphere and warms the Earth. Small actions like turning off lights and devices when not in use, recycling, reducing waste, reusing items, and choosing low-carbon transportation options can help prevent further climate change. If everyone made these small changes, climate change would cease to be a problem.
Causes of climate change and how we reducehawesside
Electro cars would reduce petrol production globally, eliminating oil extraction and man-made carbon dioxide emissions. This would allow trees to remain standing and unburned, preserving habitats for monkeys.
The document lists 12 rights such as edible food and drink, freedom of speech, equal treatment, and good education. It then lists 10 corresponding responsibilities like caring for others, not wasting food, respecting property, sharing, protecting one's family and the environment, accepting other people, having self-control, keeping things tidy, and being fair. The overall message is that for every right there is a corresponding responsibility.
The document lists various rights that people should have such as being loved, having shelter, food, clothes, freedom of opinion, education, health, respect, and safety. It then provides a corresponding list of responsibilities that accompany these rights, such as loving and caring for others, respecting one's shelter, not wasting resources, allowing others their freedom and opinions, attending school, exercising, and respecting others and their property.
This document summarizes the activities completed as part of the John Muir award challenges, which involved 4 eco skills building activities. Some of the activities described include exploring Hampsfell hill and Badger wood, identifying animal tracks and exploring limestone formations. They also went on a night exploration of Castle Head involving trust exercises and exploring caves and bats. Other activities included willow weaving, canoeing, high and low ropes courses, pond dipping to identify aquatic creatures, and a litter pick in the local park. The document highlights the variety of places visited and hands-on activities undertaken to develop environmental conservation skills.
2. All the way up to the 70‟s there was no form
of social networking.
Then in the year 1971 E-mail was created by
Ray Tomlinson. Nothing then happened until
the 00‟s.
In 2004 Facebook was created by Mark
Zuckerburg. T witter was created in the year
2006.
2
3. There was no games nowadays
computers in the This is a game from
30‟s and there was the 2000‟s
no computer games space invaders
. Then in the year This is a game from
1971 MITS created the 70‟s
the PC. Later in the
decade space
invaders stormed
the world.
3
4. The I phone 3
Samsung
galaxy
mini
Motorola Iphone 5
In the 70‟s mobile During the
phones became available 30‟s,40‟s and
to buy but they were not 50‟s there was
mass produced until the only phone
80‟s. On the right hand boxes then in the
side there is 5 different 60‟s house
phone became 70‟s
phones can you guess
available to buy, phone
them ?
it at least took
10 years for it to
become popular.
4
5. Augmented reality is technology that combines virtual
reality with the real world. The current world of
augmented reality deals with live video imagery which
is digitally enhanced with computer generated
graphics. For example, a user might wear translucent
goggles or view the screen of a camera equipped
mobile device where they can see the real world as
well as strategically placed computer generated
images. Ronald Azuma's definition of augmented
reality is widely referenced in research literature. He
defines an augmented reality application as one that
(1) combines the real world with the virtual world, (2)
is interactive and in real-time and (3) is registered in
3 dimensions.
5
6. Applications
Applications for augmented reality are broad.
The military uses augmented reality to assist
men and women making repairs in the field.
The gaming industry is moving games
outside like the old days…equipped with
wearable head gear of course. And then there
is everything in between.
6
7. Navigation
Navigation applications are possibly the most
natural fit of augmented reality with our everyday
lives. Enhanced GPS systems are using
augmented reality to make it easier to get from
point A to point B .Wikitude drive for the Android
operating system which is currently in beta
brings the GPS into the 21st century. Using the
phone's camera in combination with the GPS, the
users see the selected route over the live view of
what is in front of the car.
7
8. Sightseeing
There are a number of applications for augmented reality in the
sightseeing and tourism industries. The ability to augment a live view of
displays in a museum with facts and figures is a natural use of the
technology. Total Immersion, a global leader in augmented reality,
develops systems designed to enhance the experience of the museum
attendee. Their interactive kiosk solution allows guests to interact with
the display in 3D. They choose a model card such as a human heart and
hold it under the camera. On screen, a perfect 3D representation of the
heart appears on screen allowing the guest to interact as if it's a real
heart. Out in the real world, sightseeing has been enhanced using
augmented reality. Using a smartphone equipped with a camera, tourists
can walk through historic sites and see facts and figures presented as an
overlay on their live screen. These applications use GPS and image
recognition technology to look up data from an online database. In
addition to information about a historic site, applications exists that
look back in history and show how the location looked 10, 50 or even
100 years ago.
8
9. Military
The Heads-Up Display (HUD) is the typical example of
augmented reality when it comes to military
applications of the technology. A transparent display
is positioned directly in the fighter pilots view. Data
typically displayed to the pilot includes altitude,
airspeed and the horizon line in addition to other
critical data. The term "heads-up" comes from the
fact that the pilot doesn't have to look down at the
aircraft's instrumentation to get the data they need.
The Head-Mounted Display (HMD) is used by ground
troops. Critical data such as enemy location can be
presented to the soldier within their line of sight. This
technology is also used for simulations for training
purposes.
9
10. Medical
There have been really interesting advances in medical
application of augmented reality. Medical students use the
technology to practice surgery in a controlled environment.
Visualizations aid in explaining complex medical conditions to
patients. Augmented reality can reduce the risk of an operation
by giving the surgeon improved sensory perception. This
technology can be combined with MRI or X-ray systems and
bring everything into a single view for the surgeon.
Neurosurgery is at the forefront when it comes to surgical
applications of augmented reality. The ability to image the brain
in 3D on top of the patient's actual anatomy is very powerful for
the surgeon. Since the brain is somewhat fixed compared to
other parts of the body, the registration of exact coordinates can
be achieved. Concern still exists surrounding the movement of
tissue during surgery. This can affect the exact positioning
required for augmented reality to work.
10
11. Since its inception in the early 1930‟s and
commercial availability in the late 1930‟s the
evolution of the television is interesting.
Although it seems like a world away, it has
only been in recent years that the technology
has changed drastically. Here is a time line to
demonstrate the look, feel and uses of the TV
over the decades.
11
12. 1930s
After its formal introduction at the 1939 World’s Fair, the first real commercial televisions
became widely available. However, many networks like NBC and CBS had already been
broadcasting for several years. Radio networks were quickly adjusting their studios to
accommodate the new medium.
Sets were large pieces of equipment with about 12 inch screens. They cost about £400 to
£500 and the average household income was about $1300 a year.
Programming was sparse. There was no “must see TV,” networks broadcasted specials
like the 1932 presidential election, boxing matches and news reports.
One of the most recognized images from this early era includes the 1936 Olympics from
Berlin in which Hitler announced the opening of the ceremonies.
12
13. 1940s
Much of the hype surrounding televisions in the 1940‟s was swept under the rug
with the onset of WWII. Although in the earlier portion of the decade, the United
States wasn‟t involved with the war, production of televisions stopped so the U.S.
could put their efforts toward developing radar technology.
Even though the production of televisions stopped, the innovation persisted and
color was introduced at the early part of the decade. This is also when the
television commercial was invented.
During the war, the television was used as a small propaganda machine.
Encouraging people to buy bonds and support the effort.
The post-war economy was strong and the late 40‟s saw a boom in television
production. Two types of models surface the tabletop and console.
People like Milton Berle, Ed Sullivan and Howdy Doody become some of TV‟s first
stars.
13
14. 1950s
Often the 1950‟s have been seen as the hay day of the economical boom in the
United States and the Golden Age of television.
More people are buying consumer electronics, by the end of 1951 and there are
more than 8,000,000 TVs in the United States.
I Love Lucy, The Honeymooners, Father Knows Best and the Lone Ranger are some
of the most watched programs. The TV Guide is the #1 magazine in the country.
Colour becomes the wave of the future and the Remote Control is invented.
Although most people had neither.
The “tube” becomes an advertiser‟s dream come true. Products are marketed
directly to the consumer by sponsorships. The “soap opera” is thus named for the
cleaning products that sponsored the daytime dramas targeted directly at women.
The family dinner is revolutionized with the introduction of the TV dinner. Family
meals will never be the same.
By the end of the decade, a 21-inch black and white set was about $200 and the
average 21-inch color set was almost $500.
14
15. 1960s
Often the 60‟s are seen as the end of an era. An age of innocence seen in the
1950s died and would never be seen again in the United States. After the
assination of President Kennedy, families gathered around to watch the news
depicting a changing social climate and growing hostility toward an oppressive
government. Americans begin to get more news from the television than the
newspaper.
The United States became obsessed with space travel. Everything sold had a space
age edge, especially televisions. Everyone gathered to watch shuttle launches and
moon landings. Televisions became more portable and affordable.
It is estimated 75 million people watched the Beatles on the Ed Sullivan Show.
The Vietnam War is the first conflict to be televised.
Doctors legally advertised cigarettes.
By the end of the decade there were approximately 78 million television sets in
homes across the United States; 200 million around the world.
15
16. 1970s
Sesame Street debuts to children across the country. The show is still on
the air after almost 40 years.
Nighttimes broadcasts broke the traditional molds. Couples were now
sleeping in the same beds, actresses could show their belly buttons and
“All in the Family” and “MASH” are two of the most popular evening
programs.
Although it wasn‟t the first home video game, Pong became the most
popular.
The average salary is 7,500 a year and the average price for a TV was
between £400 and £700 .
The first direct to broadcast satellite television was launched in 1972.
1978 was the last year large Black and White consoles were
manufactured
16
17.
1980s
The 80‟s saw little innovation with the television specifically; however,
there became a growing number of television accessories like the VCR
and home game consoles like Nintendo.
Although cable had been around since the 50‟s, cable television saw a
significant boom during the 80‟s.
Sitcoms were more popular than ever. The 80‟s spawned programs like
“Rosanne,” “The Cosby Show” and “Married with Children” (which is the
longest running sitcom in television history.)
The VCR took the United States by storm. Although introduced in the
late 70‟s, the VCR didn‟t become a staple in the American home until the
mid 1980s. Now, people could watch movies in the comfort of their own
home and record and watch their favorite programs on their own
timetable.
17
18. 1990s
The 90‟s saw big changes in technology all together. One can arguably say the
1990s was an age of technological change, thanks largely to the Internet. The
personal computer became affordable enough for average people to own, the
Internet was available through dial-up ISPs like Prodigy and AOL, and information
was seemingly at our fingertips.
Television programming became more risqué, pushing the FCC‟s buttons and
spawned some of the most loved shows of all time including “Friends,” “Seinfeld,”
“Twin Peaks” and “The Simpsons.”
Johnny Carson left the Tonight Show in 1993 after more than 30 years on the air.
Cable television programming saw a large boom at the end of the decade with
shows like “The Sopranos” and “Sex in the City.” Broadcast on HBO, these series
were exempt from standard FCC regulations and frequently depicted scenes with
graphic violence, gratuitous sex and foul language. Audiences and critics loved it.
Various TV technologies like Plasma and LCD are in experimental stages. Standard
CRT televisions still lead the market. However, televisions now include additional
features like picture in picture, sleep timers and parental controls
18
19.
2000s
DVD players take over the home theater experience. Much like the VCR, DVD players were introduced a decade earlier, but
took some time to gain momentum. At the beginning of the decade, DVD players were in approximately seven percent of
homes; in less than 10 years, more than 80 percent of homes had a DVD player.
Thin is in. Advances in LCD and Plasma technology enable television manufacturers to produce a better picture, larger
screen sizes and save space.
The “home theater” experience was in the forefront of manufacture‟s minds providing bigger and better quality to the
consumer.
TiVo revolutionized the way we watch television. TiVo had the ability to pause live broadcasts and record several programs
at once, even while the television was on another channel. TiVo can schedule recordings based on time, channel, title or
celebrity. No longer were people tethered to their couches living by the network‟s times. They were free to watch what they
wanted when they wanted.
Reality shows take over the airwaves and TV becomes interactive. With the introduction of “American Idol” home viewing
audiences became part of the competition. Encouraging the public to “vote” for their favorite performer, the programs
enabled audiences to take an active part in the show‟s outcome. Now, a 30-second ad during “American Idol” costs about
$750,000.
Television goes all digital. In 2009, all analog televisions will go black. Networks will only be producing a digital signal.
Less than 10 years after the DVD player‟s introduction, the second wave of video players were introduced touting better
quality and longer run times. HD DVD and Blu-ray enter a battle for high definition supremacy, which is reminiscent of the
VCR and Betamax war 30 years prior.
TV goes online. With the introduction of high speed Internet, video streaming and digital recording enter the scene. Many
are posting their favorite programs and commercials online without the permission of the broadcasters. This has led to
many networks making their programs available online.
Seventy-five years ago, the television was introduced with skepticism and awe. No one truly believed it would change the
way we view the world. Now, people are more attached to their televisions than ever including programming on computers
and cell phones; and manufactures, broadcasters and producers are continually finding new ways to bring big
entertainment to the small screen.
19
20. I asked my Gran „Did you have phones when you
were little?‟.
◦ She answered me with everyone in the neighbourhood
had a telephone box to share.
I then asked her „Have you noticed the changes in
technology?‟
She answered me with yes there has been a lot of
technology changes in my lifetime one time ago we had
to share near enough everything.
I asked my mum the same questions she told me that her
family were poor but they had a house phone. My dad
answered the same but his family had more money than
my mums family. They also replied yes to the other
question.
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