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Information and Communication Technology (ICT) - Empowerment Technologies

Information and Communication Technology (ICT)

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Information and Communication Technology (ICT) - Empowerment Technologies

  1. 1. W E B N R I S T N T E _ _ _ _ _ _ _ _Answer
  2. 2. P E T M A L U C O R _ _ _ _ _ _ _ _Answer
  3. 3. W E R P A D A M I T _ _ _ _ _ (5) Answer
  4. 4. L O D I K W E A R N T _ _ _ _ _ _ _ (7) Answer
  7. 7. Information  facts provided or learned about something or someone (Source:
  8. 8. Communication  the imparting or exchanging of information or news (Source:
  9. 9. Technology  machinery and equipment developed from the application of scientific knowledge (Source:
  10. 10. SO WHAT IS ICT ?
  11. 11. ICT (Information and Communication Technology)  deals with the use of different communication technologies such as mobile phones, telephone, Internet, etc. to locate, save, send and edit information
  12. 12. How does ICT affected the Philippines in different aspects of living (e.g., economic, social, etc.)?
  14. 14. - Business Process Outsourcing Centers or Call center companies - 106.8 cellphones per 100 Filipinos (2012) - 19.3 % Employment share (2010) ICT in the Philippines
  15. 15. - Makati City – Selfie Capital of the World - 258 selfie-takers per 100,000 people (Time Magazine, 2014) - Cebu City – 9th placer - 99 selfie-takers per 100,000 people ICT in the Philippines
  16. 16. - As of January 2014, there were 37.6 million Internet users, of which 34 million were on Facebook. Thus, one in every three Filipinos were on Facebook. ICT in the Philippines
  17. 17. - 43.5% of Filipinos accessed the Internet (2016) - Internet penetration amongst consumers aged 15 to 19 was close to two-thirds (65%) and nearly half of those in their 20‟s were online (48%) ICT in the Philippines
  18. 18.  52% of Filipinos had a computer with high speed Internet connection at home  74% of 15–19 years identified Internet cafés as their main point of Internet access ICT in the Philippines
  19. 19.  Most followed Filipino Celebrity on Twitter is Vice Ganda (9.85 million) followed by Anne Curtis (9.80 million) and Angel Locsin (9.7 million) ICT in the Philippines
  20. 20.  Most followed Filipino Facebook Page is Marian Rivera (18.35 million) followed by ABS-CBN (16 million) and Angel Locsin (15.5 million) ICT in the Philippines
  21. 21.  Most followed Filipino Celebrity on Instagram is Anne Curtis (6.6 million) followed by Liza Soberano (4.9 million), Kathryn Bernardo (4.7 million), Vice Ganda (4.4 million), Pia Wurtzbach (3.9 million) ICT in the Philippines
  22. 22.  Ranked 74th out of 77 countries in terms of 4G speed  Download speed of just 8.24 Mbps (CNN Phils, Nov. 2017) ICT in the Philippines
  23. 23. STATE OF ICT
  24. 24. The World Wide Web (WWW)  is an information space where documents and other web resources are identified by Uniform Resource Locators (URLs), interlinked by hypertext links, and can be accessed via the Internet
  25. 25. Web 1.0 (early 90s)  when the World Wide Web was created by Tim Berners-Lee, most web pages were static. Static (stationary page) in the sense that the page is “as is” and cannot be manipulated by the user. The content is also the
  26. 26. Web 2.0 : Dynamic Web Pages (1999)  is the evolution of Web 1.0 by adding dynamic web pages - the user is able to see a website differently than others. Examples of Web 2.0 include social networking sites, blogs, wikis, video sharing sites, hosted services, and web applications
  27. 27. Web 2.0 : Dynamic Web Pages (1999)  Web 2.0 allows users to interact with the page: instead of just reading a page, the user may be able to comment or create a user account. Web 2.0 also allows users to use web browsers instead of just using their operating system. Browsers can now be used for their user interface, application software (or web applications), and even for file storage.
  28. 28. Most websites that we visit today are Web 2.0.
  29. 29. FEATURES OF WEB 2.0 : 1. 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
  30. 30. FEATURES OF WEB 2.0 : 2. 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.
  31. 31. FEATURES OF WEB 2.0 : 3. 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.
  32. 32. FEATURES OF WEB 2.0 : Long Tail 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.
  33. 33. FEATURES OF WEB 2.0 : 4. 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.
  34. 34. FEATURES OF WEB 2.0 : 5. 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.
  35. 35. FEATURES OF WEB 2.0 : 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.
  36. 36. WEB 3.0 : 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.
  37. 37. According to the W3C, “The Semantic Web provides a common framework that allows data to be shared and reused across application, WEB 3.0 : Semantic Web
  38. 38. 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 WEB 3.0 : Semantic Web
  39. 39. Problems of Web 3.0 1. Compatibility HTML files and current web browsers could not support Web 3.0.
  40. 40. Problems of Web 3.0 2. Security The user’s security is also in question since the machine is saving his or her preferences.
  41. 41. Problems of Web 3.0 3. Vastness The World Wide Web already contains billions of web pages.
  42. 42. Problems of Web 3.0 4. Vagueness Certain words are imprecise. The words “old” and “small” would depend on the user.
  43. 43. Problems of Web 3.0 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.
  44. 44. 1. Convergence Technological convergence is the synergy of technological advancements to work on a similar goal or task.
  45. 45. 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.
  46. 46. a. Social Networks. These are sites that allow you to connect with other people with the same interests or background. b. Bookmarking Sites. These are sites that allow you to store and manage links to various websites and resources. c. Social News. These are sites that allow users to post their own news items or links to other news sources.
  47. 47. d. Media Sharing. These are sites that allow you to upload and share media content like images, music, and video. e. Microblogging. These are sites that focus on short updates from the user. f. Blogs and Forums. These
  48. 48. 3. 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.
  49. 49. 4. 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
  50. 50. a. iOS b. Android c. Blackberry OS d. Windows Phone OS e. Symbian f. WebOS g. Windows Mobile
  51. 51. iOS – iPhone Operating System
  52. 52. iOS – iPhone Operating System - is a mobile operating system created and developed by Apple Inc. exclusively for its hardware. It is the operating system that presently powers many of the company's mobile devices, including the iPhone, iPad, and iPod Touch (Latest Version: iOS
  53. 53. Android OS
  54. 54. Android OS - is a mobile operating system developed by Google and designed primarily for touchscreen mobile devices such as smartphones and tablets (Latest Version: Android
  55. 55. Blackberry OS
  56. 56. Blackberry OS - is a proprietary mobile operating system developed by BlackBerry Limited for its BlackBerry line of smartphone handheld devices (Latest Version: 10.3)
  57. 57. Windows Phone OS
  58. 58. Windows Phone OS - was a family of mobile operating systems developed by Microsoft for smartphones as the replacement successor to Windows Mobile and Zune. Windows Phone features a new user interface derived from
  59. 59. Symbian
  60. 60. Symbian - was a mobile operating system and computing platform designed for smartphones. Symbian was originally developed as a closed-source OS for PDAs in 1998 by Symbian Ltd. It is the
  61. 61. WebOS
  62. 62. WebOS - as Open WebOS or LG WebOS, is a multitasking operating system for smart devices such as Smart TVs and it has been used as a mobile operating system
  63. 63. Windows Mobile
  64. 64. Windows Mobile - is a family of mobile operating systems developed by Microsoft for smartphones and Pocket PCs
  66. 66. ONLINE SYSTEMS  is a system that is connected to the Internet. An offline system would be a system that is disconnected from the Internet.
  67. 67. ONLINE FUNCTIONS  include email notifications from the server, the updating of web blacklists (lists of undesirable websites), updating of the list of file-sharing programs, and remote access to Child
  68. 68. ONLINE PLATFORMS  an online marketplace that places one party in touch with another, such as buyers and sellers.
  69. 69. Online Platform Categories:  Social Media  Search Engines  Communications Services  Payment Systems  Advertising Platforms  Creative Content Outlets
  70. 70. EN D

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