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The Landscape of 2021 A.D.

         FINAL PROJECT
         COMM 303-50
         BILL BRANTLEY
INTRODUCTION TO
COMMUNICATION TECHNOLOGIES

                 By:
          Svetlana Dimitrova
             Carissa Boice
              Ricky Price
           Kristy Wilkerson
           Ashley Williams
             Holly Thomas
          Asia Mesnae Taylor
WHAT WILL THE COMMUNICATION TECHNOLOGY
      LANDSCAPE LOOK LIKE IN 2021 A.D?

Communication technology has grown so much
over the past 10 years and it will continue to
grow. By 2021 A.D. there will be a lot more
things that will be changed. Perhaps everyone
will be online all the time, and will know what a
computer is and how to use it. There will be no
more boxed software, 3-D TV will become normal
for everyone. There will be no more filing
cabinets, because everything will be
computerized. Tablets may become more popular
than computers and laptops…
The communication landscape will become more portable and
everything will be connected to the internet. The development of
smart phones and tablets has allowed individuals to take their
computers wherever they go. They provide numerous degrees of
entertainment and social networking. If an individual wants to read a
book, they can use their portable device. If they want to watch a
YouTube video, they can use their portable device. If they want to
update their Twitter, they can use their portable device.
Wi-Fi and cellular internet have made accessing the entertainment
more available. There are few places in the United States where an
individual does not have access to the internet or cell phone service.
By 2021 A.D. most media technologies will begin to look the same.
They will all have the feel of the internet, no matter where we use
them. They will be more interactive and just about every piece of
technology will have a way to access the internet.
Schools will get rid of text books all together
and perhaps E-books will be the only means
of reading… these have become more and
more popular. Instead of carrying a book for
each class, students could carry a Nook or e-
reader and have a whole library at their
fingertips
The Umbrella Perspective
“The use of an “umbrella” to illustrate these five factors is
 the result of the manner in which they were drawn on a
chalkboard during a lecture in 1988. The arrangement of
 the five attributes resembled an umbrella and the name
                 stuck” (Grant & Meadows)
 In order to understand technology first you will need to
      understand the competing and complementary
   technologies and the larger social environment and
               within these technology exists.
  The umbrella perspective main focus is to describe the
 adaption of new technologies into society. The umbrella
 perspective will also help us understand communication
                         technology.
The following levels must be examined to understand a communication
                               technology:
        •Hardware-which is the communication technology itself
•Software-is the messages or content of the communication technology
      •Organizational Infrastructure-this is the involvement in the
                         production/distribution
       •Social System-the political, economic and media systems
            •Individual Users-consists of actual and potential

    And then there are factors that need to be considered within the
                          umbrella perspective:
 •Enabling-makes an application of communication technology possible
           •Limiting-limits an application or creates a barrier
•Motivating-reasons or incentives for adopting (business and user needs)
    •Inhibiting-disincentives for adopting (business and user needs)

 These factors can be identified in all of the above levels except for the
  hardware. Hardware can only be identified within the limiting and
 enabling factors and by itself hardware does not provide motivation.
 Motivation has to come from the software or any of the other levels.
Rogers Diffusion of Innovation

Developed in in mid 1900's by
Everett M.Rogers, the theory
describes diffusion as the
process by which an
innovation is communicated
through certain channels over
time among the members of a
social system.
Four Elements of Influence

Rogers, a professor of rural
                                  1. The Innovation
sociology, published a book
titled Diffusion of Innovations
in 1962.                          2. Communication
                                    Channels
The book included four main
elements that influence the       3. Time
spread of a new idea.

                                  4. Social System
Decision Innovation Process

Individuals progress through five
stages as members of a social
system.

1. Knowledge
2. Persuasion
3. Decision (Can either
Reject or Accept It)
4. Implementation
5. Confirmation

By this, if the information is
adopted, it spreads through
various communication
channels.
Moore's Innovation Adoption Rates
The rate of adoption is defined as the relative speed with which members
 of a social system adopt an innovation. The rates are determined by an
                   individual's adopter category such as:
                                  1st to adopt innovation, willing to take
Innovators                        risks, youngest in age, have great
                                  financial lucidity.

Early Adopters                    2nd fastest to adopt, high degree of
                                  opinion leadership, high social status,
                                  advance education
Early Majority
                                  Adopt after varying degree of time.

Late Majority                     Adopt after avg. member of society,
                                  Very skeptical, Below average social
                                  status.
Laggards                          Last to adopt. No opinion leadership,
                                  lowest financial and social status.
Rogers Five Factors
Intrinsic Characteristics of Innovation that Influence an Individual's Decision to Adopt
                                 or Reject an Innovation

     FACTOR                                            DEFINITON

1. Relative advantage                          • How improved an innovation is
                                                 over the previous generation
                                               • The level of compatibility that
2. Compatibility                                 an innovation has to be
                                                 assimilated
3. Complexity or Simplicity                    • If its too difficult an indiv. will
                                                 not likely adopt it
4. Trialability                                • How easily an innov. may be
                                                 experimented with as it is being
                                                 adopted.
5. Observability                               • Extent that an innov. is visible
                                                 to others.
Social Systems
During communication, the idea is
rarely evaluated from a scientific
standpoint; rather, subjective
perceptions of the innovation
influence diffusion.
Finally, Social Systems determine
four things:
1. Norms of Diffusion
2. Roles of Opinion Leaders and
Change Agents
3. Types of Innovation Decisions
4. Innovation consequences
Critical Mass Theory
• The Critical Mass theory is the stage of the diffusion process that
  an interactive medium has to reach in order for the adoption to
  take off. Once it has reached the “tipping point” the product
  explodes. People get to know about it and hear the word of
  mouth and everyone wants to try it or get one.
• In the future, critical mass theory will become easier to adapt to,
  and once something new comes out people won’t have to wait -
  they will just go get it. In the future, the critical mass won’t take
  as long to reach the diffusion process, and more likely it will
  explode a lot faster than before.
• A good example of critical mass would be the IPAD. Now days it
  feels like everyone has one. It is kind of pointless and there really
  is no point in it or having one if you already have an IPhone
  and/or a computer. However once it reached the diffusion
  process everyone got one, but later on most people rarely even
  used it.
• In the future, critical mass theory will become more dominate and
  make new products more widespread, because of the way
  technology is growing.
Uses and Gratifications Theory
• This theory focuses on what users want out of their technology. It
  states that they will seek technologies that satisfy their needs. This
  theory deals with why people choose certain media technologies over
  others. The textbook Communication Technology Update and
  Fundamentals says that “people watch television for information,
  relaxation, to pass time, by habit, excitement, and for social utility
  (Rubin, 2002.)” This theory can also be used to compare different
  media technology based on why people use them.

• How does Uses and Gratifications Theory support this vision?

• Uses and Gratifications Theory states that people use certain
  technologies over others to fulfill their needs. Portable devices are
  able to fulfill nearly every need a person has in a communication
  technology. This is mostly due to the internet and the variety of
  content available online. Thus nearly every technology will have a
  way to connect to the internet in order to satisfy the ever growing
  desire of consumers to stay constantly connected to others.
Media System Dependency Theory
•   The Media System Dependency
    Theory is a theory that tries to
    explain the role of media in a
    society. Television is a media that is
    dependent on. We use television to
    obtain information from around,
    watch television shows, and movies.
    In 2021, television technology will
    be so realistic that you won’t know
    its television. We will continue to
    depend on television to keep us
    informed on new technologies.
    Commercials will continue to
    advertise new technology as it
    becomes available. Another
    dependency would be cell phones.
    People depend on cell phones to
    obtain information whether it is
    phone call, text, internet or news.
•http://mavaric.com/what-we-do-for-you/social-media/
•http://groups.drupal.org/node/23711
Social Learning Theory/Social
              Cognitive Theory
• People learn by watching others.
• Behavior is imitated.
• Reinforcement and punishment plays role.
• Self-regulation is an important factor – learners
  believe they can perform the behavior.
• Useful framework for examining effects and
  communication media.
• Functional and dysfunctional behavior.
• Adoption of new technologies.
•   http://motivation-project.wikispaces.com/Socio-cognitive+Theories+of+Motivation
The Theory of the Long Tail
• The Theory of the Long Tail is a theory that explains how our culture and
  society shifts from mass markets to narrow interests.

• People are now able to enjoy themselves based off their interests versus the
  interest of programming which is conducted by the thought of what they think
  the people like instead of what the people actually want.

• Infinite Shelf space effect is a new distribution mechanism for P2P networks,
  digital downloading, and streaming which have taken the place of retail and
  broadcast media.

• The long tail seems as if niches are fragments of mass media, which in turn
  will be co-categorized long tails of the masses.

• We have access to more media now that there are niches but we are paying
  less for the privilege versus having “hits” where consumptions were not all
  that accessible or easy to find or free.
• Long Tail is the driving force for expansion in media and multimedia so
  businesses have to catch up. = Yellow Curve = non-hits, or niches (new growth
  present & future)
• Vertical axis is sales and the horizontal axis is products.




  The red part is the hits (market domination).
  Millions of niches from virtual stock is the Long Tail = infinite choices.
  Technology has made the long tail theory effective because consumers are able
  to easily find niche products.
  The standard demand curve can apply to all industries.
The Principle of Relative Constancy
The Principle of Relative Constancy theory is explained as a theory
that explains what happens to technologies as newer ones
become available. A good example is a VCR. All movies were on
VHS tapes and played in VCR’s. Over time, VHS’s turned into DVD’s
and DVD’s into Blue Ray. Now we continue on to Netflix. I can’t
imagine what else could become of videos. VHS’s have faded out,
DVD’s not so much. I do believe the technologies such as E-books
will fade textbooks out. There will not be a such thing as regular
cell phones. All cell phones will be smart phones with Internet,
text messaging, mobile television and satellite radio equipped.
Eventually cell phones will combine all of our accessories
together. We will no longer need portable DVD players, I-pods, or
laptops.
Communication
             Technologies
    The main three communication technologies are cell
   phones, Facebook, and computers. Cell phones are big
  part of communication people have their email on their
phones, you can text message or talk any time. Also on all
 the smart phones you can surf the web or play games, etc
  it is basically a computer in your pocket, however there
   used to be no cell phones, but today we all act like we
                  could not live without them.
     Facebook has become a really big social networking
  website that a lot of people communicate with through
inviting people places, or finding old friends, or just to chat
 and see how someone is doing. Overall Facebook is neat,
  but it is very over rated and some people spend way too
                        much time on it.
Computers are also a big part of our everyday lives, people
 use them for work/email or for school or to communicate
                 with people that are far away.
The Growing Technology
• Cars are yet to change in the
  future. There could be auto-
  adjust mirrors, seats and
  steering wheels based on who
  enters the car, memorize
  your seat and make your car
  the way you want to. Imagine
  a car with skin that fits your
  desire, that moves… a car that
  has motion! It switches
  automatically, a car that
  adapts to a specific user’s
  habits and behaviors. A car
  with it’s own attitude,
  thinking flexible, backing
  flexible…
The Changing World…
References
• http://motivation-project.wikispaces.com/Socio-
  cognitive+Theories+of+Motivation
• http://www.technobuffalo.com/technobuffalo/opin
  ion/the-future-of-technology/
• http://mavaric.com/what-we-do-for-you/social-
  media/
• http://groups.drupal.org/node/23711
• http://motivation-project.wikispaces.com/Socio-
  cognitive+Theories+of+Motivation
COMM 303-50
              Bill Brantley
              Final Project
• Svetlana Dimitrova
   • Carissa Boice
    • Ricky Price
 • Kristy Wilkerson
  • Ashley Williams
   • Holly Thomas
• Asia Mesnae Taylor

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Final Project

  • 1. The Landscape of 2021 A.D. FINAL PROJECT COMM 303-50 BILL BRANTLEY
  • 2. INTRODUCTION TO COMMUNICATION TECHNOLOGIES By: Svetlana Dimitrova Carissa Boice Ricky Price Kristy Wilkerson Ashley Williams Holly Thomas Asia Mesnae Taylor
  • 3. WHAT WILL THE COMMUNICATION TECHNOLOGY LANDSCAPE LOOK LIKE IN 2021 A.D? Communication technology has grown so much over the past 10 years and it will continue to grow. By 2021 A.D. there will be a lot more things that will be changed. Perhaps everyone will be online all the time, and will know what a computer is and how to use it. There will be no more boxed software, 3-D TV will become normal for everyone. There will be no more filing cabinets, because everything will be computerized. Tablets may become more popular than computers and laptops…
  • 4. The communication landscape will become more portable and everything will be connected to the internet. The development of smart phones and tablets has allowed individuals to take their computers wherever they go. They provide numerous degrees of entertainment and social networking. If an individual wants to read a book, they can use their portable device. If they want to watch a YouTube video, they can use their portable device. If they want to update their Twitter, they can use their portable device. Wi-Fi and cellular internet have made accessing the entertainment more available. There are few places in the United States where an individual does not have access to the internet or cell phone service. By 2021 A.D. most media technologies will begin to look the same. They will all have the feel of the internet, no matter where we use them. They will be more interactive and just about every piece of technology will have a way to access the internet.
  • 5. Schools will get rid of text books all together and perhaps E-books will be the only means of reading… these have become more and more popular. Instead of carrying a book for each class, students could carry a Nook or e- reader and have a whole library at their fingertips
  • 6.
  • 7. The Umbrella Perspective “The use of an “umbrella” to illustrate these five factors is the result of the manner in which they were drawn on a chalkboard during a lecture in 1988. The arrangement of the five attributes resembled an umbrella and the name stuck” (Grant & Meadows) In order to understand technology first you will need to understand the competing and complementary technologies and the larger social environment and within these technology exists. The umbrella perspective main focus is to describe the adaption of new technologies into society. The umbrella perspective will also help us understand communication technology.
  • 8. The following levels must be examined to understand a communication technology: •Hardware-which is the communication technology itself •Software-is the messages or content of the communication technology •Organizational Infrastructure-this is the involvement in the production/distribution •Social System-the political, economic and media systems •Individual Users-consists of actual and potential And then there are factors that need to be considered within the umbrella perspective: •Enabling-makes an application of communication technology possible •Limiting-limits an application or creates a barrier •Motivating-reasons or incentives for adopting (business and user needs) •Inhibiting-disincentives for adopting (business and user needs) These factors can be identified in all of the above levels except for the hardware. Hardware can only be identified within the limiting and enabling factors and by itself hardware does not provide motivation. Motivation has to come from the software or any of the other levels.
  • 9. Rogers Diffusion of Innovation Developed in in mid 1900's by Everett M.Rogers, the theory describes diffusion as the process by which an innovation is communicated through certain channels over time among the members of a social system.
  • 10. Four Elements of Influence Rogers, a professor of rural 1. The Innovation sociology, published a book titled Diffusion of Innovations in 1962. 2. Communication Channels The book included four main elements that influence the 3. Time spread of a new idea. 4. Social System
  • 11. Decision Innovation Process Individuals progress through five stages as members of a social system. 1. Knowledge 2. Persuasion 3. Decision (Can either Reject or Accept It) 4. Implementation 5. Confirmation By this, if the information is adopted, it spreads through various communication channels.
  • 12. Moore's Innovation Adoption Rates The rate of adoption is defined as the relative speed with which members of a social system adopt an innovation. The rates are determined by an individual's adopter category such as: 1st to adopt innovation, willing to take Innovators risks, youngest in age, have great financial lucidity. Early Adopters 2nd fastest to adopt, high degree of opinion leadership, high social status, advance education Early Majority Adopt after varying degree of time. Late Majority Adopt after avg. member of society, Very skeptical, Below average social status. Laggards Last to adopt. No opinion leadership, lowest financial and social status.
  • 13. Rogers Five Factors Intrinsic Characteristics of Innovation that Influence an Individual's Decision to Adopt or Reject an Innovation FACTOR DEFINITON 1. Relative advantage • How improved an innovation is over the previous generation • The level of compatibility that 2. Compatibility an innovation has to be assimilated 3. Complexity or Simplicity • If its too difficult an indiv. will not likely adopt it 4. Trialability • How easily an innov. may be experimented with as it is being adopted. 5. Observability • Extent that an innov. is visible to others.
  • 14. Social Systems During communication, the idea is rarely evaluated from a scientific standpoint; rather, subjective perceptions of the innovation influence diffusion. Finally, Social Systems determine four things: 1. Norms of Diffusion 2. Roles of Opinion Leaders and Change Agents 3. Types of Innovation Decisions 4. Innovation consequences
  • 15. Critical Mass Theory • The Critical Mass theory is the stage of the diffusion process that an interactive medium has to reach in order for the adoption to take off. Once it has reached the “tipping point” the product explodes. People get to know about it and hear the word of mouth and everyone wants to try it or get one. • In the future, critical mass theory will become easier to adapt to, and once something new comes out people won’t have to wait - they will just go get it. In the future, the critical mass won’t take as long to reach the diffusion process, and more likely it will explode a lot faster than before. • A good example of critical mass would be the IPAD. Now days it feels like everyone has one. It is kind of pointless and there really is no point in it or having one if you already have an IPhone and/or a computer. However once it reached the diffusion process everyone got one, but later on most people rarely even used it. • In the future, critical mass theory will become more dominate and make new products more widespread, because of the way technology is growing.
  • 16. Uses and Gratifications Theory • This theory focuses on what users want out of their technology. It states that they will seek technologies that satisfy their needs. This theory deals with why people choose certain media technologies over others. The textbook Communication Technology Update and Fundamentals says that “people watch television for information, relaxation, to pass time, by habit, excitement, and for social utility (Rubin, 2002.)” This theory can also be used to compare different media technology based on why people use them. • How does Uses and Gratifications Theory support this vision? • Uses and Gratifications Theory states that people use certain technologies over others to fulfill their needs. Portable devices are able to fulfill nearly every need a person has in a communication technology. This is mostly due to the internet and the variety of content available online. Thus nearly every technology will have a way to connect to the internet in order to satisfy the ever growing desire of consumers to stay constantly connected to others.
  • 17. Media System Dependency Theory • The Media System Dependency Theory is a theory that tries to explain the role of media in a society. Television is a media that is dependent on. We use television to obtain information from around, watch television shows, and movies. In 2021, television technology will be so realistic that you won’t know its television. We will continue to depend on television to keep us informed on new technologies. Commercials will continue to advertise new technology as it becomes available. Another dependency would be cell phones. People depend on cell phones to obtain information whether it is phone call, text, internet or news.
  • 19. Social Learning Theory/Social Cognitive Theory • People learn by watching others. • Behavior is imitated. • Reinforcement and punishment plays role. • Self-regulation is an important factor – learners believe they can perform the behavior. • Useful framework for examining effects and communication media. • Functional and dysfunctional behavior. • Adoption of new technologies.
  • 20. http://motivation-project.wikispaces.com/Socio-cognitive+Theories+of+Motivation
  • 21. The Theory of the Long Tail • The Theory of the Long Tail is a theory that explains how our culture and society shifts from mass markets to narrow interests. • People are now able to enjoy themselves based off their interests versus the interest of programming which is conducted by the thought of what they think the people like instead of what the people actually want. • Infinite Shelf space effect is a new distribution mechanism for P2P networks, digital downloading, and streaming which have taken the place of retail and broadcast media. • The long tail seems as if niches are fragments of mass media, which in turn will be co-categorized long tails of the masses. • We have access to more media now that there are niches but we are paying less for the privilege versus having “hits” where consumptions were not all that accessible or easy to find or free.
  • 22. • Long Tail is the driving force for expansion in media and multimedia so businesses have to catch up. = Yellow Curve = non-hits, or niches (new growth present & future) • Vertical axis is sales and the horizontal axis is products. The red part is the hits (market domination). Millions of niches from virtual stock is the Long Tail = infinite choices. Technology has made the long tail theory effective because consumers are able to easily find niche products. The standard demand curve can apply to all industries.
  • 23. The Principle of Relative Constancy The Principle of Relative Constancy theory is explained as a theory that explains what happens to technologies as newer ones become available. A good example is a VCR. All movies were on VHS tapes and played in VCR’s. Over time, VHS’s turned into DVD’s and DVD’s into Blue Ray. Now we continue on to Netflix. I can’t imagine what else could become of videos. VHS’s have faded out, DVD’s not so much. I do believe the technologies such as E-books will fade textbooks out. There will not be a such thing as regular cell phones. All cell phones will be smart phones with Internet, text messaging, mobile television and satellite radio equipped. Eventually cell phones will combine all of our accessories together. We will no longer need portable DVD players, I-pods, or laptops.
  • 24. Communication Technologies The main three communication technologies are cell phones, Facebook, and computers. Cell phones are big part of communication people have their email on their phones, you can text message or talk any time. Also on all the smart phones you can surf the web or play games, etc it is basically a computer in your pocket, however there used to be no cell phones, but today we all act like we could not live without them. Facebook has become a really big social networking website that a lot of people communicate with through inviting people places, or finding old friends, or just to chat and see how someone is doing. Overall Facebook is neat, but it is very over rated and some people spend way too much time on it. Computers are also a big part of our everyday lives, people use them for work/email or for school or to communicate with people that are far away.
  • 25.
  • 26. The Growing Technology • Cars are yet to change in the future. There could be auto- adjust mirrors, seats and steering wheels based on who enters the car, memorize your seat and make your car the way you want to. Imagine a car with skin that fits your desire, that moves… a car that has motion! It switches automatically, a car that adapts to a specific user’s habits and behaviors. A car with it’s own attitude, thinking flexible, backing flexible…
  • 27.
  • 29. References • http://motivation-project.wikispaces.com/Socio- cognitive+Theories+of+Motivation • http://www.technobuffalo.com/technobuffalo/opin ion/the-future-of-technology/ • http://mavaric.com/what-we-do-for-you/social- media/ • http://groups.drupal.org/node/23711 • http://motivation-project.wikispaces.com/Socio- cognitive+Theories+of+Motivation
  • 30. COMM 303-50 Bill Brantley Final Project • Svetlana Dimitrova • Carissa Boice • Ricky Price • Kristy Wilkerson • Ashley Williams • Holly Thomas • Asia Mesnae Taylor