What technology will look like in 2024 (2)

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What Technology will look like in 2024 By: Zeke Pike The Future of Communication Technology

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Transcript of What technology will look like in 2024 (2)

Page 1: What technology will look like in 2024 (2)

What Technology will look like in 2024

By: Zeke Pike

The Future ofCommunication Technology

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Education is Everything• Our future depends on the

education of young people in the world today

• Education is a way to challenge the minds of young people to become creative and great innovators of the future

• The way people are educated now will determine the way communication technology is enhanced in the next 10 years

• Students of all ages across the world will be able to enjoy the growth and change in technology over the next decade

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Enhancing Early Education• Studies have shown the 85% of

kids between the age of 10-16 have either cell phones, tablets or both

• Within the next 10 years education will completely be taught through the use of technology

• In the next 10 years the use of textbooks will be gone and replaced with tablets

• With the knowledge of technology our younger generation has, the use of tablets will be a simple transition

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Enhancing Higher Level Education• Students attending Colleges and

Universities will see an even larger growth in technology

• There will be little to no paper trail or use of text books

• Assignments and readings will be done and completed by computer or tablet

• Online classes will be more sophisticated with the use of live video streaming and video calls

• You will be able to ask questions via Skype/FaceTime instead of meeting a teacher on campus or at specific office hours

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Roger’s Diffusion of Innovations• This is a theory that seeks to explain how, why

and at what rate new ideas and technological advances can be spread.

• 5 main factors that influence adoptions of innovation– 1. Relative advantage– 2. Compatibility– 3. Complexity– 4. Triability– 5. Observability

• 5 established adopter categories– 1. Innovators- The risk takers, the ones who

want to be the first to try it out. – 2. Early Adopters- The leaders, the ones

who embrace new ideas– 3. Early Majority- rarely leaders, but willing

to accept new ideas if they work– 4. Late Majority- Skeptical to change, but

willing to adopt new ideas when proven they work

– 5. Laggards- The tradional and conservative people, the statistics will be needed to bring this group on board.

The diffusion of innovations according to Rogers. With successive groups of consumers adopting the new technology (shown in blue), its market share (yellow) will eventually reach the saturation level.

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Moore’s Innovation Adaption Rate

• This theory further explored Diffusion of Innovations

• This theory explains that early innovations go through a gradual change of being accepted by the five adopter categories– Innovators – Early adopters– Early majority– Late majority– Laggards

• Adoption can be slow and take time it also is often shown through a diffusion curve

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The Future of Television

• As we have seen the improvement in picture quality over the last decade with HD, be prepared to see the improvement continue to grow

• In the future every television will have 3D capability

• You will be able to watch every channel, movie, and program in 3D

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T.V’s and PC’s• In the next 10 years you will

see the growth in the combination of Televisions and Computers

• You will be able to sit in the comfort of your living room at home and watch television while you can accomplish work tasks

• You will see all TV’s and PC’s combined into one to make work more enjoyable and comfortable

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Uses and Gratification Theory• The theory that people use media for

their need and gratification to satisfy their personal needs.

• This theory emerged in 1974 by Katz and Blumer

• This is important for future innovations because people always want media to meet and satisfy their wants and needs

• There are several needs and gratifications that are categorized into five categories– 1. Cognitive needs– 2. Affective needs– 3. Personal Integrative needs– 4. Social Integrative needs– 5. Tension free needs

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The Future of Video Games• Gaming systems have come a very

long way since the earliest systems were invented

• In just the past few years we have seen game systems create motion censored technology so you are able to actively play video games rather than sitting in a chair

• In the future we will see game systems fully controlled through biometrics

• Game systems will be able to tap into the feelings and emotions of the one who is playing the game

• These new innovations will allow one to be up and moving around while playing the game

• The future stereotype of video games will be transformed into a positive and aerobic activity to benefit the gamer

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Social Learning/Cognitive Theory

• This theory proves that people learn by watching other people

• Imitating specific behaviors allows one to learn by doing

• Self-regulation is a very important factor so others truly believe they can perform a specific behavior

• This is the adoption of new technologies

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Sources• BBC - Future - Future Education. (n.d.). BBC Future. Retrieved April 16, 2014, from http://www.bbc.com/future/tags/futureeducation• Carter, J. (0203, March 5). The future of TV: water, lasers and voice control. TechRadar. Retrieved April 15, 2014, from http://www.techradar.com/us/news/television/the-future-of-tv-water- lasers-and-voice- control-1134768• Denler, H., Wolters, C., & Benzon, M. (n.d.). Social Cognitive Theory . education.com. Retrieved April 15, 2014, from http://www.education.com/reference/article/social-cognitive-theory/• Diffusion of Innovation Theory. (n.d.). Diffusion of Innovation Theory. Retrieved April 15, 2014, from http://sphweb.bumc.bu.edu/otlt/MPH-Modules/SB/SB721- Models/SB721-Models4.html• Uses and Gratification theory. (n.d.). Communication Theory RSS. Retrieved April 15, 2014, from http://communicationtheory.org/uses-and-gratification-theory/