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STUDY GUIDE MEDIA AND INFORMATION LITERACY FINAL EXAM

OCTOBER 7-8, 2019 ONSTS-SHS

Definition of Terms/ Legal, Ethical, and Societal Issues in Media and Information Literacy.

The Cybercrime Prevention Act of 2012, officially recorded as Republic Act No. 10175, is a law in the
Philippines approved on September 12, 2012. Among the cybercrime offenses included in the bill are
cybersquatting, cybersex, child pornography, identity theft, illegal access to data and libel.

Where can I report cybercrime in the Philippines?

Reporting of Cybercrime Incidents: Department of Justice - Republic of the Philippines :: Tel: (+632) 523
8482, (+632) 523 6826.

What is the penalty for cybercrime?

Individuals found guilty of cybersex face a jail term of prision mayor (6 years and one day to 12 years) or
a fine of at least P200,000 but not exceeding P1 million.

Child pornography via computer carries a penalty one degree higher than that provided by RA 9775, or
the Anti-Child Pornography Act of 2009. Under RA 9775, those who produce, disseminate or publish child
pornography will be fined from P50,000 to P5 million, and slapped a maximum jail term of reclusion
perpetua, or 20 to 40 years.

Copyright - a legal device that gives the creator of a literary, artistic, musical, or other creative work the
sole right to publish and sell that work. Copyright owners have the right to control the reproduction of
their work, including the right to receive payment for that reproduction. An author may grant or sell those
rights to others, including publishers or recording com

Plagiarism - an act or instance of using or closely imitating the language and thoughts of another author
without authorization; the representation of that author's work as one's own, as by not crediting the
original author.

Cyber Bullying - bullying that takes place online, or using electronic technology such as cell phones,
computers, and tablets over communication tools including social media sites, text messages, chat, and
websites. Examples of cyber bullying: text messages or emails composed to insult or demean; rumors or
false statements spread by email or posted on social networking sites; and humiliating photos, videos,
websites, or fake profiles deliberately shared across social media.

Computer addiction - the excessive use of computers to the extent that it interferes with daily life. This
excessive use may for example interfere with work or sleep, result in problems with social interaction, or
affect mood, relationships, and thought processes.

Digital divide - an economic inequality between groups in terms of access to, use of, or knowledge of ICT.
The divide within countries (such as the digital divide in the United States) can refer to inequalities
between individuals, households, businesses, and geographic areas at different socioeconomic (and other
demographic) levels. The Global digital divide designates countries as the units of analysis, and examines
the divide between developing and developed countries on an international scale.

Cybersquatting as the acquisition of a domain name on the Internet in bad faith or with the intent to
profit, mislead, destroy one’s reputation or deprive others from registering the same domain name. Also
covered by the law are computer-related forgery, fraud and identity theft.
Current and Future Trends of Media and Information

Many of the technological advances we are seeing today will shape our daily life in the future – the
way we relax, interact, communicate and conduct business. From virtual worlds, avatar emotions,
artificial intelligence, computer generated storytelling and narrative, interactive 360 holographic
images, mixed reality, stress disorder virtual therapies and so much more. ICT will continue to
advance, empower and transform every aspect of our life. Check out some of these emerging
technologies and trends.
• Haptics technology -- Is a feedback technology (using computer applications) that takes
advantage of the user’s sense of touch by applying force, vibrations and/or motions to the User.
Simple haptics is used in game controllers, joysticks and steering wheels and is becoming more
common in Smartphones. Haptics is gaining widespread acceptance as a key part of virtual reality
systems (i.e. computer simulated environments) - adding the sense of touch to previously visualonly
solutions. It is also used in virtual arts, such as sound synthesis, graphic design and
animation. There are many possibilities for Haptics to be applied to gaming, movies,
manufacturing, medical, and other industries. Imagine your doctor operating on your local
hospital from his computer in Australia.
• Contextual awareness -- By combining ‘hard sensor’ information such as where you are and the
conditions around you, combined with ‘soft sensors’ such as your calendar, your social network
and past preferences - future devices will constantly learn about who you are and how you live,
work and play. As your devices learn about your life, they can begin to anticipate your needs.
Imagine your PC advising you to leave home 15 minutes early or take a different route to avoid
a traffic jam on your way to work. Consider a “context aware” remote control that instantly
determines who is holding it and automatically selects the Smart TV preferences for that person.
• Voice and tone recognition -- Not only can voice and tone recognition be used to confirm a
person’s identity but tone recognition can be used to detect a person’s health or emotional state.
This technology will open new opportunities in security and healthcare – with mobile applications.
• Intelligent routing to devices -- This future technology will be useful to, for example, local
councils. While on the move, staff will be able to provide the precise description and location of a
street-based issue using Smartphones and mobile devices that can take photos and have GPS
(global positioning system) support. Intelligent routing will then alert the responsible team to
action.
• Eye tracking technology -- Eye tracking technology measures eye positions and movements
which are analysed through computer applications. Future laptops, smartphones and tablets
could contain thousands of tiny imaging sensors built into the display screen. Eye tracking
technology could have many possible applications, including:
• Law enforcement – lie detection
• Airport security – identifying suspicious behaviour, e.g. to catch terrorists before they strike
• Retail – recording, monitoring and analysing consumer behaviour to ‘tailor’ marketing to
individuals
• Safety - alerting and awakening a drowsy or distracted driver would save many lives
• Health care – assisting people with disabilities or paralysis to communicate (laptop) and
improve mobility (electric wheelchair)
• Human-computer interaction – using screen icons and a blink here or a gaze there. Say
goodbye to the mouse and keyboard.
• Internet glasses! -- Technology that can display images directly onto our retinas while not
blocking our sight is being developed. This technology can be used in eyeglasses and have uses
ranging from e-Gaming to military defense. In the next 10-20 years experts predict that Internet
glasses will replace Smartphones. Imagine these viewing experiences:
• Seeing building schematics and locations of others (especially useful for security or fire
fighters)
• Giving a speech while information is streamed to your eyeglasses in real time
Receiving turn by turn directions as you walk toward your destination
• Viewing virtual recipes while cooking without losing your rhythm
• Walking down the street, seeing one of your friends show up "on screen" 2 blocks and 1 cafe away

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