CURRENT AND FUTURE MEDIA TRENDS (1) Flashcards

1
Q

people use their imaginations and creative juices to build new items

A

TREND

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2
Q

it empowers citizens to understand the functions of media and other information providers

A

Freedom of expression and information

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3
Q

it recognizes the primary role of information and media in our everyday lives

A

Media and Information Literacy

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4
Q

it is an online course with open access and interactive participants using the Web.

A

MASSIVE OPEN ONLINE COURSE (MOOC)

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5
Q

anyone with an internet connection can access high-quality educational resources without financial constraints.

A

No Tuition Fes

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6
Q

it ensures that educational resources are available to anyone with an internet connection.

A

Open Acess

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7
Q

host a wide variety of courses on diverse subjects, ranging from science and technology to humanities and arts.

A

Open Course

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8
Q

beneficial for all ages as they provide accessible and flexible learning opportunities, fostering continuos education and skill development.

A

For all ages

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9
Q

example of MOOC

A

*Duolingo
*Google Primer

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10
Q

it is the pioneer and worldwide leading innovation and market development platform for technologies worn close to body, on the or even in the body

A

WEARABLE TECHNOLOGY

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11
Q

categories of wearable technology

A
  • Sport & fitness
    *Security and prevention
    *health & wellness
  • gaming & lifestyle wearable gadgets
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12
Q

helps the athletes get qualified input about vital data during workout

A

SPORT & FITNESS

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13
Q

it helps patients to keep track of their health while avoiding unnecessary visits to the doctor and save cost and time

A

HEALTHCRAE & WELLNESS

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14
Q

they are essential in countless industries to ensure the highest, up-to-date safety security standards

A

Wearable technology/ security and prevention

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15
Q

the world of gaming has been undergoing some massive changes and the tools that are used are as unobtrusive as ever imagined before.

A

Gaming and lifestyle wearable gadgets

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16
Q

it is a fabric sensor that is the perfectly field-ready solution for naturally measuring movements

A

STRETCH SENSE

17
Q

it is a device attached to the person’s back and the smart sensors are able to store data

A

VALEDO BACK THERAPY

18
Q

are the world’s most technologically advanced electronic airbag system for motorcycles riders and the first fully self-contained active protection technology to be completely independent of the motorcycle

A

ALPINESTARS TECH-AIR

19
Q

it is a virtual reality (VR) system with a complete body experience approach

A

VIRTUIX OMNI

20
Q

often is referred to as virtual reality or interactive 3D and have a figurative appearance.

A

3D Interactive environment

21
Q

tis type of world allows interaction with other beings as well as manipulation of objects

A

OUR TOWN WORLD

22
Q

it is a process of making three dimensional solid objects from a digital file

A

3D printing or additive manufacturing

23
Q

it is a motion picture that enhances the illusions of depth perception, hence adding a third dimension

A

Three-dimensional stereoscopic film/ 3D film

24
Q

is a type of interactive, reality-based display environment that takes the capabilities of computer-generated display, sound text, and effects to enhance the user’s real-world experience

A

AUGMENTED REALITY (AR)

25
Q

it is an image created by a photogenic projection of a recording of a light field

A

HOLOGRAM

26
Q

process of creating moving images in a three-dimensional environment

A

3D ANIMATION

27
Q

it gives an illusion that these digital objects are moving through a 3D space

A

3D ANIMATION

28
Q

defined as am everyday learning environment that is supported by mobile and embedded computers and wireless networks in our everyday lives

A

UBIQUITOUS LEARNING

29
Q

it aimed to provide learners with content and interaction anytime and anywhere

A

UBIQUITOUS LEARNING

30
Q

universal and convenient content access

A

ACCESSIBILITY

31
Q

enduring digital learning resources

A

PERMANENCY

32
Q

engaging, participatory educational interaction

A

INTERACTIVITY

33
Q

contextualized instructional activities placement

A

Situating of instructional activities

34
Q

real-time, instant learning experiences

A

IMMEDIACY

35
Q

flexible, responsive learning environment

A

ADAPTABILITY

36
Q

can be defined as a ‘society in which communication and record keeping with the use of paper is replaced by electronic communication and storage.

A

PAPERLESS SOCIETY

37
Q

this paperless society was originated by

A

FEDERICK LANCASTER ON 1978