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By: Andrew Galvagni
University of Louisville
COMM 303
 Diffusion
 Moore's Law
 Critical Mass
 Uses & Gratification
 Long Tail
 A traditional demand curve has most use at the
head of the curve and not much at the tail
 This is caused because only a few major networks
select to broadcast only programs that appeal to a
majority of viewers
 New technology is giving users access to niche
content
 Access to content through the Internet give
opportunity to more niche content through the tail
 In 2023, web cams will be
embedded into many devices
 It will bring people together
across distances so they can
participate in social events
together
 See what each other are doing
 Feels like being in the same
room
 Share holidays together
 Watch entertainment together
 Families and social
relationships are much closer
 Most business meetings are
now done through video
conferencing
 Critical mass was key to adoption because enough
people started using this to make it attractive and
better than phone calls
 Diffusion theory –
 Ease of use was made possible because manufacturers put the
technology in their devices so people could try it out
 People were used to using Skype and Face Time so this new
technology was compatible and a natural extension
 It met a social need of bringing people closer (especially
family and friends who live far away) demonstrating
use & gratification theory
 It met a business need by saving money for travel and
making conference calls more dynamic
 The technology is
highly popular because
people can choose when
to use it
 It fulfills a need when
seeing someone is
important, but meets a
need for privacy
because it can be turned
off (uses and
gratification theory)
 It has not totally
eliminated regular
phone calls
“”No Mom, I
didn’t cut class”
 In 2023, everyone gets their
entertainment live streaming
from the Internet
 People watch their favorite
programs on demand whenever
they want on many devices --
TVs, laptops, phones
 People store their favorite movies
in their personal clouds so they
can access them anytime
 People can always find
something to watch - there are
hundreds of special programs to
meet different interests
 Screens are
everywhere - they are
paper thin, large and
can be moved around
easily
 TVs have webcams so
people can watch TV
together from remote
areas
 People use
gestures and their
voices to control
their TV - remotes
are gone
 Long Tail - Because people are getting streaming
content, they don't have to depend on network
programs
 Niche programming has exploded, resulting in hundreds of
new programs that appeal to unique interests
 Diffusion – Using gestures is easier than having
remotes. Users can try it before throwing out their
remotes. No more lost remotes is a major benefit
 Uses and Gratification – The ability to download a
wide variety of programming and the improvements in
T.V. screens were adopted because they met peoples’
needs for entertainment
 In 2023, everything is
wireless and computers
are powerful and cheap
 Computers are small
and lightweight because
components are
miniature
 There are virtual
keyboards and mice,
and screens are
everywhere - every
surface can be a screen
 In 2023, everyone
has a smart phone
because they are so
cheap
 They are small, thin
and even flexible
 Most people use
their phone as their
PC, and it can be
worn as a watch
 The smart phone is an
all-in-one device with so
many features
 It is a sophisticated
computer
 People just swipe their
phone
 It has their ID
 It pays for things because
the phone has bank
account information and
all of a person's credit
cards
 The smart phone is the
hub that other devices in
the home talk to
 There are tiny processors
and sensors in everyday
objects and clothing
• These objects talk to each
other over the Internet
and send us messages
through our smart phones
• This will create smart
environments because the
devices will anticipate our
needs and take actions to
help us (Ambient
Intelligence)
• Objects in our home know
our routine and help us out
 Turns lights out when we
leave
 Turns down thermostat
 It knows our routines, so it
starts our car for us
 Our refrigerator knows what
food we need –
 tell it what we want to cook
 sends us a grocery list,
 emails the grocery store for us to
pick up on our way home from
work
 Knows our personal calendar
and recommends what to wear
and tells us if clothes are dirty
 In 2023, the use of the Internet will have grown
exponentially
 The Internet of Things will result in more than 100 billion
Internet connected objects that will communicate
through embedded sensors to create smart environments
 Clouds will hold information, eliminating the need for
devices to have hard drives
 This will allow people to use small portable computers
 People will get everything they need by downloading it – no one
has PCs and with hard drives and wires
 People will shop more on the Internet because there is
more selection than what is in stores, and so there will be
less stores - more warehouses for Internet purchases
 People like clouds -they
don't have to worry about
losing documents or
pictures
 They store everything and
people stream whatever
content they want through
all types of devices
wherever they are
 People use multiple clouds
 Personal ones - personal health
records, movies, banking
information
 Others --Work and school
 Moore's Law
 These changes have occurred due to the continued
exponential increase in computer speed, memory,
reduction in size, and cost
 Microprocessors allowed computers to be embedded
in objects for smart environments
 Critical Mass
• Merchants and banks had to set up systems to enable people to
use smart phones to conduct financial transactions to speed
adoption of expanded smart phone use
 Diffusion
 People were able to try use of phones for payment, but it was a
natural expansion of using debit cards instead of checks
 Clouds have advantages over hard drives because content is
not lost, it is more mobile, and people were already
comfortable with downloading and could try using clouds
before switching everything
 Smart environments started when major manufacturers of
home appliances, TVs, and phones put many computers in
their products and partnered with home builders to show case
them
 As people started to buy and use these products, their popularity grew
leading to more objects with embedded computers and an expansion of
smart homes
 Uses and Gratification
 Using one device – the smart phone – for a PC and
for financial transactions was more convenient and
met a need
 Smart Environments were seen as beneficial because
they made life easier, helped people save money,
and gave people more leisure time
Dunagan, J., & Liebhold, M. (2009). The Future of Real-Time Video Communication. Palo Alto, CA: Institute for the
Future. Retrieved from https://www.iftf.org
 
Grant, A., & Meadows, J. (2012). Communication Technology Update and Fundamentals. Waltham, MA: Focal Press. 25-
33
 
Goldman, D. (2011, February 17). Life in 2020: Your smartphone will do your laundry. CNN Money. Retrieved from
http://money.cnn.com/2011/02.17/technology/connected_everything_mwc/index.htm
 
Hachman, M. (2011). The Future of TV: No Networks, Remotes...or TVs? pcmag.com. Retrieved from
http://cpf.cleanprint.net/cpf/cpt?action=print&type=filePrint&key=pcmag&url+http%3A%
 
Rocker, C. (2010) Why Traditional Technology Acceptance Models Won't Work for Future Information Technologies?
World Academy of Science, Engineering and Technology, 65, 237-243.
 
Savitz, E. (2012, December 7). Technologies of the Future: 5 Trends to Watch for 2013. Forbes. Retrieved from
http://www.forbes.com/sites/ericsavitz/2012/12/07/technologies-ofthe-future-5-trends-to-watch.
 
Silberglitt, R., Anton, P., Howell D., & Wong, A. (2006). The Global Technology Revolution 2020, In-Depth Analyses.
Santa Monica, CA: RAND Corporation. Retrieved from
https://www.rand.org/content/dam/rand/pubs/technical_reports/2006
 
Smith, A., Anderson, J., & Rainie, L. (2012). The future of money: Smartphone swiping in the mobile age. Washington DC:
Pew Research Center. Retrieved from http://www.pewinternet.org.
 
Upton, A., & Steel, V., (2006) The Current State of Technology and Future Trends in Wireless Communications and
Applications. Microwave Journal. 22-38.

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Comm%20 tech%20final%20project

  • 1. By: Andrew Galvagni University of Louisville COMM 303
  • 2.  Diffusion  Moore's Law  Critical Mass  Uses & Gratification  Long Tail
  • 3.
  • 4.
  • 5.  A traditional demand curve has most use at the head of the curve and not much at the tail  This is caused because only a few major networks select to broadcast only programs that appeal to a majority of viewers  New technology is giving users access to niche content  Access to content through the Internet give opportunity to more niche content through the tail
  • 6.  In 2023, web cams will be embedded into many devices  It will bring people together across distances so they can participate in social events together  See what each other are doing  Feels like being in the same room  Share holidays together  Watch entertainment together  Families and social relationships are much closer  Most business meetings are now done through video conferencing
  • 7.  Critical mass was key to adoption because enough people started using this to make it attractive and better than phone calls  Diffusion theory –  Ease of use was made possible because manufacturers put the technology in their devices so people could try it out  People were used to using Skype and Face Time so this new technology was compatible and a natural extension  It met a social need of bringing people closer (especially family and friends who live far away) demonstrating use & gratification theory  It met a business need by saving money for travel and making conference calls more dynamic
  • 8.  The technology is highly popular because people can choose when to use it  It fulfills a need when seeing someone is important, but meets a need for privacy because it can be turned off (uses and gratification theory)  It has not totally eliminated regular phone calls “”No Mom, I didn’t cut class”
  • 9.  In 2023, everyone gets their entertainment live streaming from the Internet  People watch their favorite programs on demand whenever they want on many devices -- TVs, laptops, phones  People store their favorite movies in their personal clouds so they can access them anytime  People can always find something to watch - there are hundreds of special programs to meet different interests
  • 10.  Screens are everywhere - they are paper thin, large and can be moved around easily  TVs have webcams so people can watch TV together from remote areas
  • 11.  People use gestures and their voices to control their TV - remotes are gone
  • 12.  Long Tail - Because people are getting streaming content, they don't have to depend on network programs  Niche programming has exploded, resulting in hundreds of new programs that appeal to unique interests  Diffusion – Using gestures is easier than having remotes. Users can try it before throwing out their remotes. No more lost remotes is a major benefit  Uses and Gratification – The ability to download a wide variety of programming and the improvements in T.V. screens were adopted because they met peoples’ needs for entertainment
  • 13.  In 2023, everything is wireless and computers are powerful and cheap  Computers are small and lightweight because components are miniature  There are virtual keyboards and mice, and screens are everywhere - every surface can be a screen
  • 14.  In 2023, everyone has a smart phone because they are so cheap  They are small, thin and even flexible  Most people use their phone as their PC, and it can be worn as a watch
  • 15.  The smart phone is an all-in-one device with so many features  It is a sophisticated computer  People just swipe their phone  It has their ID  It pays for things because the phone has bank account information and all of a person's credit cards
  • 16.  The smart phone is the hub that other devices in the home talk to  There are tiny processors and sensors in everyday objects and clothing • These objects talk to each other over the Internet and send us messages through our smart phones • This will create smart environments because the devices will anticipate our needs and take actions to help us (Ambient Intelligence)
  • 17. • Objects in our home know our routine and help us out  Turns lights out when we leave  Turns down thermostat  It knows our routines, so it starts our car for us  Our refrigerator knows what food we need –  tell it what we want to cook  sends us a grocery list,  emails the grocery store for us to pick up on our way home from work  Knows our personal calendar and recommends what to wear and tells us if clothes are dirty
  • 18.  In 2023, the use of the Internet will have grown exponentially  The Internet of Things will result in more than 100 billion Internet connected objects that will communicate through embedded sensors to create smart environments  Clouds will hold information, eliminating the need for devices to have hard drives  This will allow people to use small portable computers  People will get everything they need by downloading it – no one has PCs and with hard drives and wires  People will shop more on the Internet because there is more selection than what is in stores, and so there will be less stores - more warehouses for Internet purchases
  • 19.  People like clouds -they don't have to worry about losing documents or pictures  They store everything and people stream whatever content they want through all types of devices wherever they are  People use multiple clouds  Personal ones - personal health records, movies, banking information  Others --Work and school
  • 20.  Moore's Law  These changes have occurred due to the continued exponential increase in computer speed, memory, reduction in size, and cost  Microprocessors allowed computers to be embedded in objects for smart environments  Critical Mass • Merchants and banks had to set up systems to enable people to use smart phones to conduct financial transactions to speed adoption of expanded smart phone use
  • 21.  Diffusion  People were able to try use of phones for payment, but it was a natural expansion of using debit cards instead of checks  Clouds have advantages over hard drives because content is not lost, it is more mobile, and people were already comfortable with downloading and could try using clouds before switching everything  Smart environments started when major manufacturers of home appliances, TVs, and phones put many computers in their products and partnered with home builders to show case them  As people started to buy and use these products, their popularity grew leading to more objects with embedded computers and an expansion of smart homes
  • 22.  Uses and Gratification  Using one device – the smart phone – for a PC and for financial transactions was more convenient and met a need  Smart Environments were seen as beneficial because they made life easier, helped people save money, and gave people more leisure time
  • 23.
  • 24. Dunagan, J., & Liebhold, M. (2009). The Future of Real-Time Video Communication. Palo Alto, CA: Institute for the Future. Retrieved from https://www.iftf.org   Grant, A., & Meadows, J. (2012). Communication Technology Update and Fundamentals. Waltham, MA: Focal Press. 25- 33   Goldman, D. (2011, February 17). Life in 2020: Your smartphone will do your laundry. CNN Money. Retrieved from http://money.cnn.com/2011/02.17/technology/connected_everything_mwc/index.htm   Hachman, M. (2011). The Future of TV: No Networks, Remotes...or TVs? pcmag.com. Retrieved from http://cpf.cleanprint.net/cpf/cpt?action=print&type=filePrint&key=pcmag&url+http%3A%   Rocker, C. (2010) Why Traditional Technology Acceptance Models Won't Work for Future Information Technologies? World Academy of Science, Engineering and Technology, 65, 237-243.   Savitz, E. (2012, December 7). Technologies of the Future: 5 Trends to Watch for 2013. Forbes. Retrieved from http://www.forbes.com/sites/ericsavitz/2012/12/07/technologies-ofthe-future-5-trends-to-watch.   Silberglitt, R., Anton, P., Howell D., & Wong, A. (2006). The Global Technology Revolution 2020, In-Depth Analyses. Santa Monica, CA: RAND Corporation. Retrieved from https://www.rand.org/content/dam/rand/pubs/technical_reports/2006   Smith, A., Anderson, J., & Rainie, L. (2012). The future of money: Smartphone swiping in the mobile age. Washington DC: Pew Research Center. Retrieved from http://www.pewinternet.org.   Upton, A., & Steel, V., (2006) The Current State of Technology and Future Trends in Wireless Communications and Applications. Microwave Journal. 22-38.