Professional Documents
Culture Documents
L.I.T.E. Chapter 5 I.T. Culture and The Society
L.I.T.E. Chapter 5 I.T. Culture and The Society
L.I.T.E. Chapter 5 I.T. Culture and The Society
Tony Fadell founds Nest, maker Oxford Dictionary adds the term
2010 2013
of the smart thermostat “internet of things”
2020
—EVGENY MOROZOV
02
MOBILE COMPUTING AND
APPLICATIONS
MOBILE COMPUTING
• is the technology used for
transmitting voice and data
through small, portable devices
using wireless enabled networks.
TYPES OF MOBILE COMPUTING
PORTABLE MOBILITY
COMPUTING COMPUTING
• Wireless
• Need wired
communication
connection
system
• Users have freedom
• Produces better
to move the devices
environment
but requires access
• Users can send any
to make connection
type of data from
with a network line.
one location to
another without
physical
connections.
EXAMPLES OF MOBILE COMPUTING
PERSONAL
NOTEBOOK
DIGITAL
COMPUTERS
ASSISTANT
SOCIAL MEDIA MOBILE UTILITY MOBILE APPS
APPS • Type of mobile apps that use often
• Common platform where people with without thinking about them as apps
common interests meet and converse • Many of them come pre-installed on
your device and serve as a single
function
facebook twitter
calculator flashlight
• A self-service checkout
SELF-SERVICE counter at a supermarket
that performs functions
historically performed by a
cashier such as accepting
payment.
EMERGING TRENDS IN
INFORMATION
TECHNOLOGY
INTRODUCTION
• 21st century has been defined by
application of and advancement in
information technology.
Information technology has
become an integral part of our
daily life.
SMART
SELF-DRIVING VIRTUAL TRAVEL
BOOKING AGENT ASSISTANT
CARS
• TESLA
• WAYMO • GOOGLE ASSISTANT
• AIRBNB
• VOYAGE • CORTANA
• EXPEDIA
• VOLVO • SIRI
• TRIPADVISOR
• GOOGLE NOW
• TRAVELOCITY
02
VIRTUAL REALITY
VR
WHAT IS VIRTUAL REALITY?
● Virtual Reality (VR) is the use of
computer technology to create a
simulated environment. Unlike
traditional user interfaces, VR
places the user inside an
experience.
● The definition of virtual reality
comes, naturally, from the
definitions for both ‘virtual’ and
‘reality’. The definition of ‘virtual’
is near and reality is what we
experience as human beings. So
the term ‘virtual reality’ basically
means ‘near-reality’. This could,
of course, mean anything but it
usually refers to a specific type of
reality emulation.
HOW IS VIRTUAL REALITY ACHIEVED?
• Virtual reality is usually
implemented using
computer technology. There
OUR SENSES AND are a range of systems that
PERCEPTION are used for this purpose,
such as headsets, omni-
• Our entire experience of reality is simply a directional treadmills and
combination of sensory information and our brains special gloves. These are
sense-making mechanisms for that information. used to actually stimulate
You would be presented with a version of reality our senses together in order
that isn’t really there, but from your perspective it to create the illusion of
would be perceived as real. Something we would reality.
refer to as a virtual reality.
FEATURES OF VIRTUAL REALITY SYSTEM
• It has the ability to allow • A virtual environment should
the person to view three- provide the appropriate
dimensional images. These responses – in real time- as
images appear life-sized to the person explores their
the person. surroundings.
Increased mobile network capacity and low latency from 5G will make new
applications possible, from 5G-enabled smart factories and cities to
constantly connected medical devices.
Analyzing how I.T.
influences culture and
social behaviour
I.T. and Culture
I guess the growth rate of technology
has put itself on a must have necessity
in our daily lives. A change on our
routine or how we live certainly does
change some part of the culture along
the way even our jobs, there’s no more
traditional way of finding jobs on a
news ad and even technology
dominates the industry.
I.T. and Social
Behaviour
Technology is a neutral thing; it can be
good or bad. A scientific review shows
that majority of the population spend
over 24 hours a week on their phones,
tablets and laptops.
Rules of Netiquette
Rule # 1
Remember the
human
When communicating electronically, whether through
email, instant message, discussion post, text, or some
other method, practice the Golden Rule: Do unto
others as you would have others do unto you.
Rule # 2
Adhere to the same
standards of behavior
online that you follow in
real life
While it can be argued that standards of
behavior may be different in the virtual world,
they certainly should not be lower.
Rule # 3
Know where you are in
cyberspace
Know where you are in cyberspace “Netiquette
varies from domain to domain.” (Shea, 1994)
Rule # 4
Respect other people’s
time and bandwidth
Electronic communication takes time: time to
read and time in which to respond. Most
people today lead busy lives, just like you do,
and don’t have time to read or respond to
frivolous emails or discussion posts.
Rule # 5
Make yourself look good
online
One of the best things about the virtual world
is the lack of judgment associated with your
physical appearance, sound of your voice, or
the clothes you wear (unless you post a video
of yourself singing Karaoke in a clown outfit.)
Rule # 6
Share expert knowledge
The internet offers its users many benefits; one
is the ease in which information can be shared
or accessed and in fact, this “information
sharing” capability is one of the reasons the
Internet was founded.
Rule # 7
Help keep flame wars
under control
What is meant by “flaming” and “flame wars?”
“Flaming is what people do when they express a
strongly held opinion without holding back any
emotion.” (Shea, 1994). As an example, think of the
kinds of passionate comments you might read on a
sports blog. While “flaming” is not necessarily
forbidden in virtual communication, “flame wars,”
when two or three people exchange angry posts
between one another, must be controlled or the
camaraderie of the group could be compromised.
Rule # 8
Respect other people’s
privacy
Depending on what you are reading in the
virtual world, be it an online class discussion
forum, Facebook page, or an email, you may be
exposed to some private or personal
information that needs to be handled with care.
Rule # 9
Don’t abuse your power
Just like in face-to-face situations, there are
people in cyberspace who have more “power”
than others. They have more expertise in
technology or they have years of experience in
a particular skill or subject matter.
Rule # 10
Be forgiving of other
people’s mistakes
Not everyone has the same amount of
experience working in the virtual world. And
not everyone knows the rules of netiquette. At
some point, you will see a stupid question, read
an unnecessarily long response, or encounter
misspelled words; when this happens, practice
kindness and forgiveness as you would hope
someone would do if you had committed the
same offense.
Prohibited learner conduct
includes,
but is not limited to the
following:
Illegal Activities:
• Learners may not post,
transmit, promote, or
distribute content that they
know is illegal or could
reasonably be expected to
know is illegal.
Theft:
• Learners may not post
transmit, promote, or
hedistribute content that
violates copyright or other
protected intellectual
property rights.
Disrespect:
• (This is the basis of
Netiquette!)Learners may not harass,
threaten, or embarrass others.
Learners may not post, transmit,
promote, or distribute content that is
racially, religiously, or ethnically
offensive or is harmful, abusive,
vulgar, sexually explicit, or otherwise
potentially offensive.
Dishonesty:
• Learners may not intentionally
provide false information, forge,
alter, or falsify documents. Learners
may not represent the academic
work of others as their own
Cyberbullying
- The use of electronic
communication to bully a person,
typically by sending messages of an
intimidating or threatening nature.
9 Ways to prevent
Cyberbullying
1.) Establish a climate of
communication with your child.
Every psychologist will tell you that one of the best
ways to help your child or student is by establishing a
‘climate’ of trust and communication.
Chapter 5:
CREDITS: This presentation template was
created by Slidesgo, including icons by Flaticon,
IT, Culture and the
infographics & images by Freepik Society
THANK YOU FOR ATTENDING
THE CLASS…