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Reference Guide on Empowerment Technologies

I. SOCIAL MEDIA

Social media refers to the means of interactions among people in which they create, share, and/or
exchange information and ideas in virtual communities and networks. 

Key Principles for Social Media

1. Social media is about conversations to individuals or groups;


2. Social media is open dialogue;
3. Social media is about listen first, speak second.
4. Social is useful, relevant and engaging.

Popular Social Media Tools and Online Platforms:

1. Blogs: A platform for casual dialogue and discussions on a specific topic or opinion;
2. Facebook: The world’s largest social network, with more than 1.55 billion monthly active users;
3. Twitter: A social networking/micro-blogging platform that allows groups and individuals to stay
connected through the exchange of short status messages.
4. YouTube & Vimeo: Video hosting and watching websites;
5. Flickr: An image and video hosting website and online community;
6. Instagram: A free photo and video sharing app that allows users to apply digital filters, frames and
special effects to their photos;
7. Snapchat: A mobile app that lets users send photos and videos to friends or to their “story.” Snaps
disappear after viewing or after 24 hours
8. LinkedIn Groups: A place where groups of professionals with similar areas of interest can share
information and participate in a conversation.

Ethical Use on Social Media:

1. Social Media Policy for Official Social Media Accounts;


2. Responsible Use;
3. Conflict of Interest;
4. Copyright, Fair Use and Open Access;
5. Name Use/Insignias;
6. Visual Identity [PDF].

II. INTERNET

 Internet is a network of computers linking many different types of computers all over the world. It is
a very large wide area network (WAN) connecting computers and networks around the world. It
makes it possible for millions of users to connect to one another via telephone lines, cable lines
and satellites. Internet was born in late 1960’sThe internet has its root in the ARPANET system of
the Advanced Research Project Agency of U.S. Department of Defense which linked together
mainframe computers to form a communication networks. ARPANET is known as the forefather of
internet.

Basic Services of Internet

1. Electronic mail: It is also known as e-mail in short. It enables to send and receive a mail;
2. File transfer Protocol (FTP). It enables users to move a file from one computer to another
computer. A file may contain: 2.1 Text document 2.2 Image 2.3 Artwork 2.4 Movie 2.5 Sound
2.6 Software;
3. Telnet service. It enables users to login to another computer on internet from their local computer
for using.
4. Usenet news service. It enables a group of internet users to exchange their views, ideas,
information on some common topic of internet;
5. World Wide Web. It is a most popular method of accessing internet. It uses a concept called
hypertext.

Uses of the Internet

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Reference Guide on Empowerment Technologies
1. On-line communication;
2. Software sharing;
3. Exchange of views on topics of interest;
4. Posting of information;
5. Product promotion;
6. Feedback about products;
7. Customer support services;
8. Online journals and magazines;

Advantages of Internet:

1. E-mail;
2. Information;
3. Online Chat;
4. Services;
5. Communities;
6. E-commerce;
7. Entertainment;
8. Software Downloads;

III. INFORMATION AND COMMUNICATIONS TECHNOLOGY

 Information and Communications Technology (ICT) is an another/extensional term for information


technology (IT) which stresses the role of unified communications and the integration of
telecommunications (telephone lines and wireless signals), computers as well as necessary enterprise
software, middleware, storage, and audio-visual systems, which enable users to access, store,
transmit, and manipulate information.
 Information” refers to “any communication or representation of knowledge such as facts, data or
opinions in any medium or for, including textual, numerical, graphic Cartographic, narrative or
audiovisual forms.
 Technology is the practical form of scientific knowledge or the science of application of knowledge to
practical.
 Information Technology (IT) that can help in coping with the information explosion. It is also the
acquisition, processing, storage and dissemination of vocal, pictorial, textual and numerical information
by a micro-electronics - based combination of computing and telecommunication.
 Communication technology is the activity of designing and constructing and maintaining
communication systems.
 Characteristics of Information Technology: 1. acquisition, 2. storage, 3. manipulation,
4.management, 5. transmission or reception of data or information, 6. real time access to information,
7. easy availability of updated data. , 8. connecting geographically dispersed regions and 9. wider
range of communication media.
 ICT deals with the use of different communication technologies such as mobile phones, telephone,
Internet, etc. to locate, save, send, and edit information. • Example: when we make a video call, we
use internet
 Philippines as the “ICT Hub of Asia”. • huge growth of ICT related jobs around the country, one of
which is call center or BPO (Business Process Outsourcing) centers.
 Time magazines declared Makati City, Philippines-Rank 1 as the “Selfiest Cities around the world,
and Rank 9 is Cebu City.
 When WWW was invented, most web pages were static. Static (also known as flat stationary page) in
the same that the page “as is” and cannot be manipulated by the user. This referred to as Web 1.0.
 Social Networking sites •Blogs •Wikis •Video sharing sites
 Web 2.0 allows the user to interact with the page known as DYNAMIC PAGE; instead of just reading a
page, the user may be able to comment or create a user account
 Folksonomy – allows users to categorize and classify/arrange information using freely chosen
keywords (e.g. tagging). Popular social networking sites such as Twitter, Instagram, Facebook, etc.
use tags that start with a pound sign (#) or hashtag.
 Rich User Interface – content is dynamic and is responsive to user’s input. An example would be a
website that shows local content. In the case of social networking sites, when logged on, your account
is used to modify what you see in their website.
 User Participation– the owner of website is not the only one who is able to put content. Others are
able to place a content on their own by means of comments, reviews, and evaluation.

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 Long Tail – services are offered on demand rather than on a one-time purchase. This is synonymous
to subscribing to a data plan that charges you for the amount of time you spent on Internet or a data
plan that charges you for the amount of bandwidth you used.
 Semantic Web– is a movement led by the World Wide Web Consortium(W3C). The semantic web
provides a framework that allows data to be shared and reuse to deliver web content specifically
targeting the user.
 Compatibility-HTML files and current web browsers could not support Web 3.0.
 Security – The user’s security is also question since the machine is saving his or her preferences.
 Vastness-The World Wide Web already contains billions of web pages.
 Vagueness – Certain words are imprecise. The words “old” and “small” would depend to the user.
 Logic- since machines use logic, there are certain limitations for a computer to be able to predict what
the user is referring to at a given time.
 Convergence– is the synergy of technological advancements to work on a similar goal or task. For
example, besides using your personal computer to create word documents, you can now use your
smartphone.
 Social Media– is a website, application, or online channel that enables web users to create, co-create,
discuss, modify, and exchange user generated content.
 Social Networks – These are sites that allows you to connect with other people with the same
interests or background. Once the user creates his/her account, he/she can set up a profile, add
people, share content, etc. Example : Facebook and Google+
 Bookmarking Sites– These are sites that allow you to store and manage links to various website and
resources. Most of these sites allow you to create a tag allows you to and others easily share them.
Ex. : StumbleUpon/Pinterest
 Social News– These are sites that allow users to post their own news items or links to other news
sources. The users can also comment on the post and comments may also be rank. Example: reddit
and Digg
 Media Sharing – These are sites that allow you to upload and share media content like images, music
and video. Example: Flickr, Youtube and Instagram.
 Microblogging– These are sites that focus on short updates from the user. Those that subscribed to
the user will be able to receive these updates. Example: Twitter and Plurk
 Blogs and Forums– These websites allow user to post their content. Other users are able to
comment on the said topic. Example: Blogger, WordPress and Tumblr
 Mobile Technologies – The popularities of smartphones and tablets has taken a major rise over the
years. This is largely because of the devices capability to do the tasks that were originally found in
PCs.
 Mobile Technologies – Several of these devices are caple of using high-speed internet. Today the
latest model devices use 4G Networking(LTE), which is currently the fastest mobile network.
 Android – an open source OS developed by Google. Being open source means mobile phone
companies use this OS for free. iOS– use in apple devices such as iPhone and iPad. 
 Windows Phone OS – a closed source and proprietary operating system developed by Microsoft.
Blackberry OS– use in Blackberry devices. 
 WebOS– originally used in smartphones; now used in smartTVs. Symbian– the original smartphone
OS; used by Nokia devices. 
 Windows Mobile – developed by Microsoft for smartphones and pocket PCs.
 Assistive Media – is a non- profit service designed to help people who have visual and reading
impairments. A database of audio recordings is used to read to the user.
 Web 1.0 – static websites without interactivity. •
 Web 2.0 – websites that contain dynamic content. •
 Web 3.0 – a concept of the World Wide Web that is designed to cater to the individual user. •Static –
refers to the web that are the same regardless of the user.
 Dynamic – refers to the that are affected by user input or preference.
 Folksonomy – allows user to categorize and classify/arrange information.
 Hashtag # – used to “categorize” posts in a website
 Convergence – the synergy of technological advancements to work a similar goal or task.
 Social Media – websites, applications or online channels that enable users to co- create, discuss,
modify, and exchange user- generated content.
 Web 2.0 is classified as dynamic webpage. 2) People Magazine conducted the research on “The
Selfiest Cities in the World”. 3) Web 2.0 introduced static web pages that allow users to interact with
the web page.
 Folksonomy allows user to categorize and locate information. 5) Technological convergence is the
synergy of technological advancement to work on a similar goal or task. 6) According to Nielsen, users
who use the Internet spend more time in social media sites than in any other type of site.

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Reference Guide on Empowerment Technologies
 Blogging sites are sites that focus on short updates from the user. 8) Android is a mobile operating
system for Apple devices. 9) Assistive media is a nonprofit service designed to help people who have
visual and reading impairments.
 ICT deals with the use of diff. comm. Tech. to locate, send, save & edit info. 11) Semantic web means
that the page is stationary or flat page.

WELCOME TO THE WORLD OF WORLD WIDE WEB (W3)

I. Brief Historical Background of the WWW

 The World Wide Web (abbreviated WWW or the Web) is an information space where


documents and other web resources are identified by Uniform Resource Locators (URLs),
interlinked by hypertext links, and accessible via the Internet.
 English scientist Tim Berners-Lee invented the World Wide Web in 1989.
 He wrote the first web browser in 1990 while employed at CERN in Switzerland.
 The browser was released outside CERN in 1991, first to other research institutions starting in
January 1991 and to the general public on the Internet in August, 1991.
 World Wide Web has been central to the development of the Information Age and is the
primary tool billions of people use to interact on the Internet.
 Web pages are primarily text documents formatted and annotated with Hypertext Markup
Language (HTML). In addition to formatted text, web pages may contain images, video, audio,
and software components that are rendered in the user's web browser as coherent pages
of multimedia content.
 World Wide Web is a global collection of documents and other resources, linked by hyperlinks
and URIs. Web resources are usually accessed using HTTP, which is one of many Internet
communication protocols.
 World Wide Web (WWW) is combination of all resources and users on the Internet that are
using the Hypertext Transfer Protocol (HTTP).
 A broader definition comes from the World Wide Web Consortium (W3C): "The World Wide
Web is the universe of network-accessible information, an embodiment of human
knowledge."
 The internet is, as its name implies, a network -- a vast, global network that incorporates a
multitude of lesser networks. As such, the internet consists of supporting infrastructure and
other technologies.
 In contrast, the Web is a communications model that, through HTTP, enables the exchange of
information over the internet.
 Berners-Lee developed hypertext, the method of instant cross-referencing that supports
communications on the Web, making it easy to link content on one web page to content
located elsewhere. The introduction of hypertext revolutionized the way people used the
internet.
 In 1989, Berners-Lee began work on the first World Wide Web server at CERN. He called the
server "httpd” and dubbed the first client "WWW.” Originally, WWW was just
a WYSIWYG hypertext browser/editor that ran in the NeXTStep environment. The World Wide
Web has been widely available since 1991.
II. FEATURES OF WEB
 HyperText Information System;
 Cross-Platform;
 Distributed. Approximately 70 million active sites as of December 2007;
 Open Standards and Open Source. TCP/IP, HTTP, HTML, CSS;
 Web Browser: provides a single interface to many services;
 Dynamic, Interactive, Evolving;
 "Web 2.0"
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Reference Guide on Empowerment Technologies
RULES OF NETIQUETTE:
The etiquette guidelines that govern behavior when communicating on the Internet have become
known as netiquette. Netiquette covers not only rules of behavior during discussions but also
guidelines that reflect the unique electronic nature of the medium. According to Shea's (2004) online
book, Netiquette are as presented below, viz:
1. Identify yourself: Begin messages with a salutation and end them with your name.
2. Include a subject line. Give a descriptive phrase in the subject line of the message header that
tells the topic of the message (not just "Hi, there!").
3. Avoid sarcasm. People who don't know you may misinterpret its meaning.
4. Respect others' privacy. Do not quote or forward personal email without the original author's
permission.
5. Acknowledge and return messages promptly.
6. Copy with caution. Don't copy everyone you know on each message.
7. No spam (a.k.a. junk mail). Don't contribute to worthless information on the Internet by sending
or responding to mass postings of chain letters, rumors, etc.
8. Be concise. Keep messages concise—about one screen, as a rule of thumb.
9. Use appropriate language: Avoid coarse, rough, or rude language. Observe good grammar and
spelling.
10. Use appropriate emoticons (emotion icons) to help convey meaning. Use "smiley's" or
punctuation such as :-) to convey emotions.
11. Use appropriate intensifiers to help convey meaning. Avoid "flaming" (online "screaming") or
sentences typed in all caps, Use asterisks surrounding words to indicate italics used for emphasis
(*at last*), Use words in brackets, such as (grin), to show a state of mind and Use common
acronyms (e.g., LOL for "laugh out loud").
ONLINE SAFETY, SECURITY, ETHICS, AND ETIQUETTE
 Internet is defined as the information superhighway. This means that anyone has access to this
highway, can place info, and can grab that info.
 Types of Information with Risk: Mother’s and Father’s name, Sibling’s Name, Address, Home
Add, Phone Number, Birthday, Email Address and Cellphone Number
Some Tips to Stay Safe Online:
1. Be mindful on what you share online.
2. Do not just accept terms and conditions, read it.
3. Do not share your password with anyone.
4. Do not talk to strangers whether online or face-to- face.
5. Never post anything about a future vacation.
6. Add friends you know in real life.
7. Avoid visiting untrusted websites.
8. If you have WiFi at home, make it private by adding a password.
9. Install and update an antivirus software on your computer, viz:, BitDefender, ESET NOD32, F-
Secure, Kaspersky, Norton, AVAST and SMADAV1

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Reference Guide on Empowerment Technologies
10. Avoid downloading anything from untrusted websites.
11. Buy the software, do not use pirated ones.
12. Do not reply or click links from suspicious emails.
INTERNET THREATS
1. Malware – stands for malicious software
a. Virus – is a malicious program designed to replicate itself and transfer from one computer to
another (internet, local networks, FDs, CDs, etc.)
b. Worm – is a malicious program that transfers from one computer to another by any types of
means. Ex. ILOVEYOU Worm
c. Trojan – is a malicious program that disguises as a useful program but once downloaded or
installed, leaves your PC unprotected and allows hackers to get your information.
d. Spyware – is a program that runs in the background without you knowing it (thus called “spy”). It
has the ability to monitor what you are currently doing and typing through keylogging.
e. Adware – is a program designed to send you advertisements, mostly as pop-ups.
2. Spam – is an unwanted email mostly from bots or advertisers. It can be used to send malware.
3. Phishing – is an unwanted acquisition of sensitive personal information like passwords and credit
card details.
4. Botnet – is a group of compromised computer connected to a network ("zombie")
5. Denial of Service Attack - disrupts computer access to internet services
UNCLASSIFIED INTERNET THREATS:
6. Distributed denial-of-service (DDoS) attack: or DDoS attack: It is when a malicious user gets a
network of zombie computers to sabotage a specific website or server.
7.Hacking: It is a term used to describe actions taken by someone to gain unauthorized access to a
computer.
8.Ransomware: It is a type of malware that restricts access to your computer or your files and
displays a message that demands payment in order for the restriction to be removed.
9.Spoofing: This technique is often used in conjunction with phishing in an attempt to steal your
information. 
10. WPA2 Handshake Vulnerabilities: The Key reinstallation attack (or Krack) vulnerability allows a
malicious actor to read encrypted network traffic on a Wi-Fi Protected Access II (WPA2) router and
send traffic back to the network.
PROTECTING REPUTATIONS ONLINE
Here are some actions you can take right now to protect your online reputation in 2017:
1. Clean up your current situation;
2. Registering your name as a domain;
3. Secure your name across all social platforms;
4. Publish regular content;
5. Get active on social media;
6. Claim and verify your Google listing;
7. Manage online reviews.

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SOCIAL MEDIA PLATFORMS
A social platform also known as social media platforms is a web-based technology that enables
the development, deployment and management of social media solutions and services. It provides
the ability to create social media websites and services with complete social media network
functionality.
I. Social Network
a social network is a website that brings people together to talk, share ideas and interests, or make
new friends. This type of collaboration and sharing is known as social media. Unlike traditional media
that is typically created by no more than ten people, social media sites contain content created by
hundreds or even millions of different people. Below is a small list of some of the biggest social
networks used today.
Examples of social networks
1. Facebook ( https://www.facebook.com/ ) - The most popular social networking websites on the
Internet. Facebook is a popular destination for users to set up personal space and connect with
friends, share pictures, share movies, talk about what you're doing, etc.
2. Google+ (https://plus.google.com/) - The latest social networking service from Google.
3. LinkedIn ( https://www.linkedin.com/ ) - One of the best if not the best locations to connect with
current and past co-workers and potentially future employers.
4. MySpace ( https://myspace.com/ ) - Once one of the most popular social networks and viewed
website on the Internet. See the MySpace definition for further information about this service.
5. StumbleUpon ( http://www.stumbleupon.com/ ) - Another very popular community of Internet
users who vote for web pages they like and dislike. StumbleUpon also allows users to create
their own personal pages of interesting sites they come across. See the StumbleUpon definition
for additional information about this service.
6. Yik Yak - Smartphone social network that connects users who are in close to each other.
II. Bookmarking: Social bookmarking websites are centralized online services which allow users to
store and share Internet bookmarks. Such sites typically offer a blend of social and organizational
tools, such as annotation, categorization, folksonomy-based tagging, social cataloging, commenting,
and interface with other kinds of services like citation management software and social networking
sites.
1. BibSonomy is a system for sharing bookmarks and lists of literature.
2. CiteULike is a web service which allows users to save and share citations to academic
papers.
3. Digg is a news aggregator with an editorially driven front page
4. Diigo is designed to bookmark web pages and highlight key points for reference. Free.
5. Google Bookmarks: Bookmarking service by Google
6. Pearltrees: Collaborative bookmark exploration and curation tool organized and presented like
a mind map.
7. Pinboard can automatically import your links and tweets from a number of outside services.
The archive feature saves a local copy of everything you bookmark in case the original page

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goes offline, and offers full-text search. Currently 11 USD annual fee, with an optional 25 USD
fee for archiving.
8. Pinterest is a web and mobile application company that offers a visual discovery, collection,
sharing, and storage tool.
9. Pocket: Bookmarking articles and links.
10. SiteBar is free online bookmarking manager open source software, mainly runs with help of
authors donations.
11. StumbleUpon is a discovery engine that finds and recommends web content to its users.
12. We Heart : It is an image-based social network for inspiring images
13. Plurk is a free social networking and micro-blogging service that allows users to send updates
(otherwise known as plurks) through short messages or links, which can be up to 210 text
characters in length (previously
III. Social News
A social news website is an Internet website that features user-posted stories. Such stories are
ranked based on popularity, as voted on by other users of the site or by website administrators. Users
typically comment online on the news posts and these comments may also be ranked in popularity.
Since their emergence with the birth of Web 2.0, social news sites have been used to link many types
of information, including news, humor, support, and discussion.
1. Fark, which started in 1997, features news on any topic. On Fark, users can submit articles to
the administrators of the site. Each day, these administrators pick out 50 articles to display on
the front page.
2. Slashdot, started in 1997, was one of the first social news websites. It focuses mainly on
science and technology-related news. Users can submit stories and the editors pick out the best
stories each day for the front page. Users can then post comments on the stories.
3. Digg, started in December 2004, introduced the voting system. This system allows users to
"digg" or "bury" articles. "Digging" is the equivalent of voting positively, so that popular articles
are displayed first. "Burying" does not lower an article's score.
4. Newsvine, started in March 2006, is a social news website mostly focused on politics, both
international and domestic. The Newsvine home page allows users to customize "seeds" and
story feeds.
5. Voat, launched in April 2014, is also a social news website and is very similar to  Reddit visually
and functionally.
6. Lumn.io, which started in 2017, is a social news website where users can submit stories.
Lumn.io incorporates a social networking facet where users can create an account, then when
they share stories, they can then be given Lumn (upvoting), which is attributed to the users
account.
7. Reddit: Users submit content in the form of either a link or a text ("self") post. Links and
content can be voted on.
IV. Media Sharing/Video Sharing

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Media sharing sites allow you to upload your photos, videos and audio to a website that can be
accessed from anywhere in the world. You can then share that media with the world or just a select
group of friends. Youtube is a popular example of Media Sharing.
V. Microblogging is a combination of blogging and instant messaging that allows users to create
short messages to be posted and shared with an audience online. Social platforms like Twitter have
become extremely popular forms of this new type of blogging, especially on the mobile web.
1. Twitter is one of the oldest and most well-known social platforms to be put under the
"microblogging" category. While the 280-character limit still exists today, you can now also share
videos, articles links, photos, GIFs, sound clips, and more through Twitter Cards in addition to
regular text.
2. Tumblr takes inspiration from Twitter but has fewer limitations and more features. You can
certainly post a lengthy blog post if you want, but most users enjoy posting lots and lots of
individual posts of visual content like photosets and GIFs. 
3. Instagram is like a photo journal for wherever you go. Rather than uploading multiple photos to
an album the way we used to do via the desktop web on Facebook or Flickr, Instagram lets you
post one photo at a time to show where you are and what you're doing.
VI. Blogs and Forums
1. Forums are like social mixers, where everyone is at equal level, milling about and discussing
with others. These many to many communication tools allow anyone to start a topic and
anyone to respond to one. Members are often at equal level, and content is usually segmented
by topic. (rather than by people). Blogs are like a keynote speech where the speaker
(blogger) is in control of the discussion, but allows questions and comments from the
audience. Blogs are journals often authored by one individual, and sometimes teams. Popular
example of this social media platform is Blogger and WordPress
VII. Photo Sharing: Publishing a user's digital photos, enabling the user to share photos with others
either publicly or privately. Examples are Examples: Instagram, Flickr, Snapchat and Pinterest

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MOST COMMON PRESENTATION PLATFORMS

1. Canva makes design easy even for marketers and salespeople who feel like they're design-
challenged. The platform gives you a bunch of presentation templates to use right away.
2. PowToon can help you do that in your presentations. PowToon’s animation software lets you easily
create animations with props, characters, and more which can help you differentiate your company
when talking with prospects.
3. For years, PowerPoint has been the standard in presentation software, but it hasn’t remained static.
PowerPoint is full of features to make sales and marketing presentations dynamic and engaging. 
4. Oomfo helps sales and marketing pros create those oh-so-important interactive charts for
presentations.
5. Keynote allows users to work between their Mac and iOS devices, as well as with people who use
Microsoft PowerPoint.
6. Slide Bureau. With templates tailored to various professions, a template boutique with ample designs,
and the ability to create on your iPad and then present in any browser or on any device,
7. Haiku Deck has become a favorite of sales and marketing pros. With Haiku Deck, professionals can
quickly create presentations that can be "easily projected, shared, posted, embedded on a website or
blog, or viewed on any web-enabled device
8. Projeqt promotes “dynamic presentations for a real-time world,” because it lets you pull in feeds and
create shortcuts to your favorite services, link and connect presentations.
9. Emaze because it makes creating amazing presentations quick and easy. The options abound with
emaze: Choose a professionally designed template and then create a slideshow, video presentation,
or 3D presentation.
10. TechSmith’s Camtasia is an amazing tool that helps you create professional videos. You can record
screen movements, import HD video from another source, customize and edit the video, and then
share the completed video presentation on practically any device. 
11. SlideShare is a popular choice for sales and marketing professionals looking for a way to share their
content publicly.
12. SlideDog: sales and marketing professionals need to be able to move between presentation tools, but
it’s not always possible because of their technical limitations. SlideDog is the solution, as it enables
users to switch between PowerPoint, Prezi, PDF, web pages and others.
13. Presentation Assistant lives up to its name: It assists professionals by enabling them to annotate,
zoom, and more during a presentation.
14. authorSTREAM:Sales and marketing pros choose authorSTREAM to make their presentations
dynamic and engaging.
15. Zentation: salespeople and marketers combine video and slides into a simulated live experience.
Presentations created with Zentation become webinars, webcasts, and virtual events for prospects
and customers.
16. Prezi: sales and marketing professionals love Prezi because it is cloud-based.
17. Brainshark: a cloud-based presentation tool, because it allows them to create and deliver
presentations live or on-demand (even using their iPad or iPhone).
18. Vcasmo is a unique presentation tool. It’s a multimedia solution that enables users to synchronize a
video and slideshow, side by side.
19. ViewletBuilder is a different presentation tool; it captures critical screen updates and cursor position
changes so sales and marketing pros can create presentations detailing how their product or sites
work
20. Zoho Show is a top pick for sales and marketing pros because it lives online, making it possible to
create, access, present, and more from anywhere, any time.
21. Visme is a cloud-based presentation tool that allows you to create highly visual presentations to
engage viewers and communicate your ideas.
22. Pitcherific is not only a presentation solution, but also a platform for building and practicing your
presentation
23. SlideCamp provide slide templates for creating company presentations. You can adjust color
schemes, add company logos, import charts and data, build infographics, and organize presentations
into sections with SlideCamp.
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Reference Guide on Empowerment Technologies
24. VideoScribe is a whiteboard video presentation platform that allows small businesses to customize
their presentations to fit their needs.

EXAMPLES OF PRESENTATION SOFTWARE

ELEMENTS OF EFFECTIVE PRESENTATION

Presentation can be defined as a formal event characterized by teamwork and use of audio-visual
aids. The main purpose of presentation is to give information, to persuade the audience to act and to
create goodwill. A good presentation should have a good subject matter, should match with the
objective, should best fit the audience, and should be well organized.
1. Preparation
2. Effective Slides
3. Graphics
4. Graphs, Diagrams, and Table
5. Arrangement
6. Templates
7. Colors Font Basics
Retrieved from:
https://web.ewu.edu/groups/technology/Claudio/ee490/Lectures/effectivePresentations-UCLA.pdf
https://blog.hubspot.com/marketing/presentation-tools
https://www.businessnewsdaily.com/6525-business-presentation-tools.html

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Reference Guide on Empowerment Technologies
A Digital citizen also known as Cyber citizen refers to a person utilizing information technology (IT) in order
to engage in society, politics and government. K. Mossberger, et al. defined digital citizens as "those who use
the Internet regularly and effectively".

The Nine elements of Digital/Cyber Citizenship

According to digitalcitizenship.net, the nine elements (or themes) of digital citizenship are, viz:

1. Digital access: This is perhaps one of the most fundamental blocks to being a digital citizen. However,
due to socioeconomic status, location, and other disabilities- some individuals may not have digital
access.
2. Digital commerce: This is the ability for users to recognize that much of the economy is regulated
online. It also deals with the understanding of the dangers and benefits of online buying, using credit
cards online, and so forth.
3. Digital communication: This element deals with understanding the variety of online communication
mediums such as email, instant messaging, Facebook messenger, the variety of apps, and so forth. There
is a standard of etiquette associated with each medium.
4. Digital literacy: This deals with the understanding of how to use various digital devices. For example,
how to properly search for something on a search engine versus a database.
5. Digital etiquette: As discussed in the third element, digital communication, this is the expectation that
various mediums require a variety of etiquette.
6. Digital law: This is where enforcement occurs for illegal downloads, plagiarizing, hacking, creating
viruses, sending spams, identity theft, cyberbullying, and so forth.
7. Digital rights and responsibilities: This is the set of rights digital citizens have such as privacy, speech,
and so forth.
8. Digital health: Digital citizens must be aware of the physical stress placed on their bodies by internet
usage. They must be aware to not become overly dependent on the internet causing eye strain,
headaches, stress problems, and so on.
9. Digital security: This simply means that citizens must take measures to be safe by practicing using
difficult passwords, virus protection, backing up data, and so forth.

Most Common Terminologies used Digital/Cyber Citizenship

1. Digital citizen refers citizens (of the physical space) using the Internet as a tool in order to engage in
society, politics, and government participation
2. Internaut refers to operators or technically highly capable users of the Internet[24][25]
3. Netiquette refers to social conventions for online communities
4. Cyberspace refers to the new societal territory that is inhabited by Netizens
5. Active citizenship refers to the concept that citizens have certain roles and responsibilities to society
and the environment and should actively participate
6. List of Internet pioneers refers to those who helped erect the theoretical and technological foundation
of the Internet (instead of improving its content, utility or political aspects)
7. Participatory culture refers to a culture in which the public does not act merely as consumers and
voters, but also as contributors, producers and active participants

The Overlapping Goals of Digital Citizenship Education

According to DigCit.us, the overlapping goals of digital citizenship education include:

1. Digital Footprint
2. Digital Literacy
3. Information Literacy
4. Copyright, Intellectual Property Respect, Attribution
5. Health and Wellness
6. Empowering Student Voice, Agency, Advocacy
7. Safety, Security and Privacy
8. Character Education and Ethics
9. Parenting

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Reference Guide on Empowerment Technologies
MULTIMEDIA is content that uses a combination of different content forms such as text, audio, images,
animations, video and interactive content. Multimedia contrasts with media that use only rudimentary computer
displays such as text-only or traditional forms of printed or hand-produced material. The term multimedia was coined
by singer and artist Bob Goldstein (later 'Bobb Goldsteinn') to promote the July 1966 opening of his "LightWorks at
L'Oursin" show at Southampton, Long Island.
A Multimedia system has four basic Characteristics:
1. Multimedia systems must be computer controlled ( computer-based);
2. Multimedia systems are integrated ( integrative)
3. The information they handle must be represented digitally (digital);
4. The interface to the final presentation of media is usually interactive ( interactive);
Categorization of Multimedia
1. Linear active content progresses often without any navigational control for the viewer such as a cinema
presentation;
2. Non-linear uses interactivity to control progress as with a video game or self-paced computer-based training.
3. A recorded presentation may allow interactivity via a navigation system;
4. A live multimedia presentation may allow interactivity via an interaction with the presenter or performer.
Elements of Multimedia
1. Text is the basis for word processing programs and is still the fundamental information used in many
multimedia programs.
2. Audio/Sound: The integration of audio sound into a multimedia application can provide the user with
information not possible through any other method of communication .
3. Static Graphics lmages: When you imagine graphics images you probably think of "still" images-that is,
images such as those in a photograph or drawing.
4. Animation: It refers to moving graphics images.
5. Full-motion video: It, such as the images portrayed in a television ,can add even more to a multimedia
application.
Current Multimedia Projects
1. Camera-based object tracking technology: tracking of the control objects provides user control of the
process;
2. 3D motion capture: used for multiple actor capture so that multiple real actors in a virtual studio can be
used to automatically produce realistic animated models with natural movement.
3. Multiple views: allowing photo-realistic (video-quality) synthesis of virtual actors from several cameras or
from a single camera under differing lighting.
4. 3D capture technology: allow synthesis of highly realistic facial animation from speech
5. Specific multimedia applications: aimed at handicapped persons with low vision capability and the elderly
— a rich field of endeavor.
6. Digital fashion: aims to develop smart clothing that can communicate with other such enhanced clothing
using wireless communication, so as to artificially enhance human interaction in a social setting.
7. Electronic House call system: an initiative for providing interactive health monitoring services to patients in
their homes
8. Augmented Interaction applications: used to develop interfaces between real and virtual humans for
tasks such as augmented storytelling.
Brief Description of Hypermedia
 Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that includes graphics,
audio, video, plain text and hyperlinks;
 It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted
Nelson;
 Hypermedia is a non-linear medium of information that combines the characteristics of both hypertext and
multimedia;
 Hypermedia represents the integration of books and other media such as graphics, audio and video in the
electronic domain;
 Hypermedia uses those media in which they are linked together in such a way that users can move from one
element to another and back again. Hypermedia programs are designed for constructivist learning
environment.
Components of Hypermedia program consist of: 1. A database of information 2. Multiple media (text, graphics,
audio, video) to present the information. 3. Multiple methods of moving from one piece to another (e.g.
hyperlinks, menus, buttons, maps, word search commands, indexes, etc).
Uses in Education: Hypermedia can be used as: 1. General reference (encyclopedias, dictionaries, thesauruses
and atlases). 2. Specific subject matter reference (catalog the knowledge of particular subject areas) 3. Case
study. 4. Edutainment ( references or case studies embedded in a scenario that is engaging for young children) 5.
Museum ( images, historical information and, in some cases, interactive exhibits, as popular in science and
children’s museums). 6. Archive: (text of many historical documents, such as speeches and newspaper articles
relevant to the topic).

Features and techniques in hypermedia to facilitate learning strategies, viz:


1.cognitive mapping/coaching, 2. cueing printouts 3. cut and paste repeating/ reviewing calculators and
bookmarks 4. self-tests visualization 5. graphing conceptual models 6. multiple views 7. role-playing 8.
playing games 9. giving problems collaboration 10. electronic notebooks techniques.
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Reference Guide on Empowerment Technologies
ICT AS MEDIUM FOR ADVOCACY AND DEVELOPMENTAL COMMUNICATION

 ADVOCACY is a process of supporting and enabling people to, expressing views and concerns,
accessing information and services, defending and promoting rights and responsibilities.
 DEVELOPMENTAL COMMUNICATION through mass media has been practiced and researched for
years, its successes and failures documented in this and other journals. Yet hardly any effort has been
made to utilize traditional means of communication like puppetry, poetry, street drama or folk song for
development goals.
 INFORMATION AND COMMUNICATIONS TECHNOLOGY ( ICT) denotes about all technology
innovations that was centered to maximize the potential use of telecommunication systems with all its
various forms. Designates the union of numerous technological advantages through a cabling system that
transmits a diverse data and communication types, formats, & platforms.
ICT, HUMAN DEVELOPMENT & COUNTRY
 Suitable means of distributing and accessing learning resources which have great learning potential in
rural areas where resources such as books and libraries are scarce but ICT infrastructure is present.
 Offers new possibilities for improved health system, new ways of citizens’ empowerment and active
participation in their societies at both social and political levels.
 Internationally, the spread and appropriation of ICTs has been a key dimension of globalization, urging
societies to build communications systems, manage them well; develop infrastructure and capacity to use
it; and implement good policy and regulation.
 Critical enabler to sustainable socio-economic growth and also a vital ingredient for effective regional
coordination in the creation of larger markets.
 Efforts to build infrastructure in the developing world. It enhances learning and fills a large gap by
encouraging distant learning.
CHARACTERISTICS OF INFORMATION AGE
 It is a contemporary meta-narrative that guides many studies in all fields ( Meta-narrative);
 It suggests we are moving beyond the Industrial Age into an era where the sharing of knowledge and
ideas is the new driver of power and the world economy ( Transcendental);
 It defined as the new social morphology of our society ( Social Morphology);
 It enables the exchange, the redirection, and the reception of information, on a global scale, without
restraints of space or time ( Internet);
 Distance is rendered irrelevant, allowing direct, simultaneous, decentralized, and expanding relations of
collaboration, advocacy, trade, production, and innovation, generating new forms of power constellation
and distribution ( Decentralization);
 We can now experience timeless time‟-the capacity to function in real-time across the world without
delay and at our convenience ( Real-Time Access);
 ICTs enhance the empowerment of civil society by increasing their capacity to work as organized
networks both within and beyond borders ( Networking);
 ICTs can help improve empowerment and participation in policy debates by creating linkages to
government processes to maintain government transparency in turn developing of the citizens (
Transparency and Independence);
 ICT denotes about all technology innovations that was centered to maximize the potential use of
telecommunication systems with all its various forms ( Innovation);
 It designates the union of numerous technological advantages through a cabling system that transmits a
diverse data and communication types, formats, & platforms ( Communication);
 ICT can be a medium for advocacy and developmental communication in many ways by creating blogs
that relates to any issues in our country and any platforms to let other people know of the real possibility
that might happen in our society ( Social Media);
 The use of ICT tools and platforms is to know that when ICT is not that popular before so other people
only use letters or radio etc. to be update and to know the situation happenings ( Updates/News);
 ICT tools and platforms have changed the way people communicate because through ICT people can
communicate even if they are far from each other ( Transformative);
 People do not need to wait how many days to receive the letter/message that their relatives send, but
through ICT just a blink of an eye they can send a message directly ( Electronic Mails);
 Social change has been brought about by the use of ICT, because people nowadays are engage in ICT,
through the use of ICT people can make their work easier, students nowadays are prone in using ICT
tools and platforms in their study ( Online Learning Access);
 It makes their assignment, projects and activities easy ( Explosion and availability of Information).
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