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What Technology will look like in
2024
By: Zeke Pike
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
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
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
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.
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
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
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
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
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
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
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/

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What technology will look like in 2024 (2)

  • 1. What Technology will look like in 2024 By: Zeke Pike
  • 2.
  • 3. 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
  • 4. 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
  • 5. 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
  • 6. 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.
  • 7. 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
  • 8. 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
  • 9. 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
  • 10. 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
  • 11. 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
  • 12. 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
  • 13. 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/