Empowerment Technologies Handouts - ICT

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Introduction to Information and Communication Technologies

TRIVIA / GLOSSARY OF TERMS


 Assistive Media - a component under Assistive technology (AT), which is a generic
term used to refer to a group of software or hardware devices by which people with
disabilities can access computers. Assistive Media is also a name of a company: “the
Internet's first audio solution for persons with print reading/access barriers. The audio
recordings of the literary works produced by Assistive Media are now easily accessible,
on-demand, to the ever growing number of persons with disabilities who now use the
Internet.”
 Collaborative platforms - “is a category of business software that adds broad social
networking capabilities to work processes.”
 Convergent Technologies - an extension of the term convergence, which means a
“coming together of two or more disparate disciplines or technologies. For example, the
so-called fax revolution was produced by a convergence of telecommunications
technology, optical scanning technology, and printing technology.” Convergent
Technologies also refers to an American computer company formed by a small group of
people who left Intel Corporation and Xerox PARC in 1979.
 Information and Communications Technology (ICT) - ICT is an umbrella term that
includes any communication device or application, encompassing: radio, television,
cellular phones, computer and network hardware and software, satellite systems and so
on, as well as the various services and applications associated with them, such as
videoconferencing and distance learning. ICTs are often spoken of in a particular
context, such as ICTs in education, health care, or libraries. The term is somewhat more
common outside of the United States. It may also be defined as, Information and
Communication Technologies (ICT or ICTs) are digital forms of communication including
tools available on the Internet, such as blogging and email, as well as computer
software, such as Microsoft PowerPoint and Word.
 Mobile Media - This refers to “media devices such as mobile phones and PDA’s were
the primary source of portable media from which we could obtain information and
communicate with one another. More recently, the smartphone (which has combined
many features of the cell phone with the PDA) has rendered the PDA next to obsolete.
The growth of new mobile media as a true force in society was marked by smartphone
sales outpacing personal computer sales in 2011.”
 Online systems - are online versions of information systems, which is “the process of
and tools for storing, managing, using, and gathering of data and communications in an
organization. An example of information systems are tools for sending out
communications and storing files in a business.”
 Social Media - “are computer-mediated tools that allow people or companies to create,
share, or exchange information, career interests, ideas, and pictures/videos in virtual
communities and networks.”
 Web 1.0 – “When the World Wide Web was invented, most web pages were static.
Static (also known as flat page or stationary page) in the sense that the page is “as is”
and cannot be manipulated by the user. The content is also the same for all users."
 Web 2.0 - “describes World Wide Web sites that emphasize user-generated content,
usability, and interoperability. The term was popularized by Tim O'Reilly and Dale
Dougherty at the O'Reilly Media Web 2.0 Conference in late 2004, though it was coined
by Darcy DiNucci in 1999.”
 Web 3.0 - “a phrase coined by John Markoff of the New York Times in 2006, refers to a
supposed third generation of Internet-based services that collectively comprise what
might be called ‘the intelligent Web’—such as those using semantic web, microformats,
natural language search, data-mining, machine learning, recommendation agents, and
artificial intelligence technologies—which emphasize machine-facilitated understanding
of information in order to provide a more productive and intuitive user experience.”

Features of Web 2.0


 Folksonomy. It 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 the pound sign (#). This is also
referred to as hashtag.
 Rich User Experience. 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.
 Long Tail. Services are offered on demand rather than on a one-time purchase. In
certain cases, time-based pricing is better than file-size-based pricing or vice versa. This
is synonymous to subscribing to a data plan that charges you for the amount of time you
spent in the Internet, or a data plan that charges you for the amount of bandwidth you
used.
 User Participation. The owner of the website is not the only one who is able to put
content. Others are able to place a content of their own by means of comment, reviews,
and evaluation. Some websites allow readers to comment on an article, participate in a
poll, or review a specific product (e.g., Amazon.com, online stores).
 Software as a Service. Users will subscribe to a software only when needed rather than
purchasing them. This is a cheaper option if you do not always need to use a software.
For instance, Google Docs is a free web-based application that allows the user to create
and edit word processing and spreadsheet documents online. When you need a
software, like a Word Processor, you can purchase it for a one-time huge amount and
install it in your computer and it is yours forever. Software as a service allows you to
“rent” a software for a minimal fee.
 Mass Participation. It is a diverse information sharing through universal web access.
Since most users can use the Internet, Web 2.0’s content is based on people from
various cultures.
Web 3.0 and the Semantic Web
The Semantic Web is a movement led by the World Wide Web Consortium (W3C). The
W3C standard encourages web developers to include semantic content in their web pages.

According to the W3C, “The Semantic Web provides a common framework that allows
data to be shared and reused across application, enterprise, and community boundaries.”

The aim of Web 3.0 is to have machines (or servers) understand the user’s preferences
to be able to deliver web content specifically targeting the user.

1. Compatibility. HTML files and current web browsers could not support Web 3.0.
2. Security. The user’s security is also in question since the machine is saving his or her
preferences.
3. Vastness. The World Wide Web already contains billions of web pages.
4. Vagueness. Certain words are imprecise. The words “old” and “small” would depend on
the user.
5. 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.
6. Mass Participation. It is a diverse information sharing through universal web access.
Since most users can use the Internet, Web 2.0’s content is based on people from
various cultures.

Trends in ICT
1. Convergence. Technological convergence is the synergy of technological
advancements to work on a similar goal or task.
2. Social Media. Social media is a website, application, or online channels that enable web
users to create, co-create, discuss, modify, and exchange user-generated content.

Six Types of Social Media:


 Social Networks. These are sites that allow you to connect with other people with the
same interests or background.
 Bookmarking Sites. These are sites that allow you to store and manage links to various
websites and resources.
 Social News. These are sites that allow users to post their own news items or links to
other news sources.
 Media Sharing. These are sites that allow you to upload and share media content like
images, music, and video.
 Microblogging. These are sites that focus on short updates from the user.
 Blogs and Forums. These websites allow users to post their content.

3. Mobile Technologies. The popularity of smartphones and tablets has taken a major rise
over the years. This is largely because of the devices’ capability to do tasks that were
originally found in personal computers.
Kinds of operating systems:
 iOS  Symbian
 Android  Web OS
 Blackberry OS  Windows Mobile
 Windows Phone OS

4. Assistive Media. Assistive media is a nonprofit service designed to help people who
have visual and reading impairments. A database of audio recordings is used to read to
the user.

Rules of Netiquette

Online Safety and Security

The Internet, truly, is a powerful tool. It can be used to promote your business, gain new
friends, and stay in touch with the old ones. It is also a source of entertainment. But like most
things in this world, there is always “another side of the coin.” The Internet is one of the most
dangerous places, especially if you do not know what you are doing.
Internet Threats:
1. Malware – stands for malicious software Types: Virus, Worm, Trojan, Spyware, Adware
2. Spam – unwanted email mostly from bots or advertisers. It can be used to send
malware.
3. Phishing – Its goal is to acquire sensitive personal information like passwords and credit
card details.

Think Before You Click


1. Before you post something on the web, ask these questions to yourself: Would you want
your parents or grandparents to see it? Would you want your future boss to see it? Once
you post something on the web, you have no control of who sees your posts.
2. Your friends depend on you to protect their reputation online. Talk to your friends about
this serious responsibility.
3. Set your post to “private.” In this way, search engines will not be able to scan that post.
4. Avoid using names. Names are easy for search engines to scan.
5. If you feel that a post can affect you or other’s reputation, ask the one who posted it to
pull it down or report it as inappropriate.

Copyright Infringement
If you create something — an idea, an invention, a form of literary work, or a research,
you have the right of how it should be used by others. This is called intellectual property.

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