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ROLE OF MEDIA IN

COMMUNICATION

Which media play what type of role?


MEDIA:
 The means of communication
 One of the means or channels of general communication in
society
COMMUNICATION

 from Latin commūnicāre, meaning "to share”


 the act of conveying intended meanings from
one entity or group to another through the use of mutually
understood signs and semiotic rules
WHY DO WE COMMUNICATE??

 Its our basic need like sleeping ,Eating and many more.
 We communicate to persuade others.
 To give or receive Information.
HISTORY OF COMMUNICATION
MEDIA:

 From primary stone age through to our current age,


there have been a number of major communication
advancements media tools and technology that have
risen.

Can you imagine your life without modern means of


communication. ?
1.SMOKE SIGNAL
 The smoke signal is one of the oldest forms of long-
distance communication. It is a form of visual
communication used over long distance. In general smoke
signals are used to transmit news, signal danger, or gather
people to a common area.
2.PIGEON POST

 Pigeon post is the use of homing pigeons to carry


messages. Pigeons were effective as messengers due to
their natural homing abilities. The pigeons were transported
to a destination in cages, where they would be attached
with messages, then naturally the pigeon would fly back to
its home where the owner could read his mail.
3.PONY EXPRESS
Pony Express was a mail service delivering messages,
 The
newspapers, and mail.
4.FLAG SEMAPHORE
 Flag semaphore , (meanings altogether the
sign-bearer) is the telegraphy system
conveying information at a distance by means
of visual signals with hand-held flags.
Information is encoded by the position of the
flags; it is read when the flag is in a fixed
position.
A or 1

B or 2

Error/ Attention
5.TELEGRAPHY
 Telegraphy is the long-distance transmission
of textual or symbolic messages without the
physical exchange of an object bearing the
message. Thus semaphore is a method of
telegraphy.
ELECTRONIC MEDIA

Ghulam Abbas
TOPICS TO BE COVERED HERE!
• What is Electronic media?
• Brief History?
• Uses of Electronic media?
• Role In bussiness envoirnment?
• Disadvantages.
• Conclusion
ELECTRONIC MEDIA
Broadcast or storage media that take advantage of
electronic technology.
Examples:
They may include television, radio, Internet
HISTORY OF ELECTRONIC MEDIA

• Telegraph in 1795.
• The telephone came in 1849,
• The radio in 1897
• And the Internet in 1963.
USES OF ELECTRONIC MEDIA
Electronic media has many uses including
journalism, news, marketing, education,
engineering and entertainment etc.
ROLE IN BUSINESS

Electronic media has contributed a lot in business


environment. They made business meetings through
video and communicating messages between employees
like notices etc,
TELEVISION
Nowadays Television has become the most popular media of
human kind. by sitting ideally at home ,watching TV we can get
a whole look all over the world.
Many events and competitions can be watched live on t.v and
now we can able to watch any kind of sports such as football,
cricket,hockey and tennis etc
DISADVANTEGES:
 Tomuch use of electronic media may also expose the users to
dangerous radiations which is fatally harmful to human body.
 Turning the volume too high on your radio or t.v can lead to noise
pollution.
 Exposure to drug use (seeing or hearing about it)
 Cyber Crimes
CONCLUSION?
CYBER MEDIA

Presented by : Hamza Jawed


ORIGIN OF CYBER MEDIA

 The Word Cyber is borrowed from the Greek word ‘Cyber’


which is related to the idea of government or governing.

 The word ‘Cyber’ is an abbreviation of ‘Cybernetics’.

 Cybernetics is the term popularized by the mathematician


named Norbert Wiener.
WHAT IS CYBER MEDIA ???

The Communication take place through the


internet and the World Wide Web through the
various websites.
CHARACTERISTICS OF A CYBER MEDIA
 Hypertext: In the cyber world, any bit of information can have several other bits of
information linked to it via hyperlinks. This is called hypertextuality.

 Interactivity: Cyber media is an interactive media. That is any of the cyber reader
and writer can interact with each other and get the replies. There is a steady flow of
information between the sender and the receiver.

 Multimedia: Use of multimedia is another important feature of online media. Web


content can be supplemented by pictures, graphics, audio streams and video footage.
No space/time limitations: Web or cyber media is accessible 24 hours a day.
A web page on a publicly available web server can be accessed by anyone through the Internet
anytime.

DIFFERENT TYPES OF CYBER MEDIA’S
PRO’S OF CYBER MEDIA

 In Advertisements:
The Advertising through Cyber Media is much
more preferred than print advertising.

ADVERTISEMENT
Newspaper
9%

Social Media
91%
PRO’S OF CYBER MEDIA
 2. Social Media:
Social Media can be used to
inform about emergency situations to a
lot of people who may get injured if they
reach the place of emergency. It can also
be used to voice our thoughts on some
particular issue and share them with the
rest of the world.
CYBER CRIME
Mobeen Arif
DEFINING CYBER CRIME
 Crime committed using a computer and the
internet to steal data or information.
WHY SHOULD WE KNOW ABOUT CYBER-
CRIME?

 In this technological world of 21st Century every one is


engaged with internet, through WhatsApp, twitter, Facebook,
net-banking & lots of other platforms are there.
 And some criminal minded persons commit crimes here, which
is included under cyber-crime.
 So we should be aware about crimes happening around in the
cyber-space.
HISTORY
The first recorded cyber crime took place
in the year 1820.
 The majority of cybercrimes are
centered on Phishing,
 India is the third-most targeted country
for Phishing attacks after the US and
the UK,
 Social networks as well as ecommerce
sites are major targets,
 India is the number 1 country in the
world for generating spam.
VARIOUS CATEGORIES OF CYBER-
CRIME.

 Virus Dissemination
 Computer Vandalism
 Cyber Terrorism
 Software Privacy
VIRUS DISSEMINATION
 Malicioussoftware that attaches itself to other
software. (virus, worms, Trojan Horse, web jacking,
e-mail bombing etc.)
COMPUTER VANDALISM

 Damaging or destroying data rather than stealing.


 Transmitting virus
CYBER TERRORISM
 Use of Internet based attacks
in terrorist activities.
 Inmodern technology terrorists are using
512-bit encryption, which is impossible to
decrypt.
SOFTWARE PIRACY
 Theftof software through the illegal copying of
genuine programs.
 Distribution of products intended to pass for
the original.
EXAMPLES OF CYBER-CRIME:
 Virus

 Hacker

 Malware

 Trojan horses
Viruses
 A Virus is a “program that is loaded onto your
computer without your knowledge and runs
against your wishes
Hackers
 In common a hacker is a person who breaks
into computers, usually by gaining access to
administrative controls.
Types of Hackers
 White Hat Hacker

 Grey Hat Hacker

 Black Hat Hacker


Malware
 The word "malware" comes from the term
"MALicious softWARE."
 Malware is any software that infects and damages a
computer system without the owner's knowledge or
permission.
Trojan Horses

Trojan horses are email


viruses that can:
 duplicate themselves
 steal information
 harm the computer
system.
These viruses are the
most serious threats to
computers
TYPES OF CYBER ATTACK BY PERCENTAGE

• Financial fraud: 11%


• Sabotage of data/networks: 17%
• Theft of proprietary information: 20%
• System penetration from the outside: 25%
• Denial of service: 27%
• Unauthorized access by insiders: 71%
• Employee abuse of internet privileges 79%
• Viruses 85%
Prevention of risks Associated
with cyber media

IBTSAM UR REHMAN
PREVENTION OF CYBER MEDIA RISKS

 Use of antivirus software


 Don`t expect don`t click
 Different sites different passwords
 Only shop online secure site
 To step Verification
 lock down your Facebook account
FUTURE PROSPECTS OF
COMMUNICATION MEDIA:

What are going to be the Future


Communication Media??
VIRTUAL REALITY
 VR has been defined as "a realistic and immersive simulation of
a three-dimensional 360-degree environment, created using
interactive software and hardware, and experienced or controlled by
movement of the body"[1][2] or as an "immersive, interactive
experience generated by a computer"
AUGMENTED REALITY
 Augmented reality is the integration of digital information with the
user's environment in real time. Unlike virtual reality, which creates a
totally artificial environment, augmented reality uses the existing
environment and overlays new information on top of it.
HUMAN CYBORG
 It applies to an organism that has restored function or
enhanced abilities due to the integration of some artificial
component or technology that relies on some sort
of feedback

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