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capabilities of pc outside of education EDUCATIONAL TECHNOLOGY

2 1. DISCUSS THE CAPABILITIES OF THE PC OUTSIDE OF EDUCATION


NAMELY:
A)ELECTRONIC OR E-COMMERCE Electronic commerce, commonly known as ecommerce, consists of the buying and selling of products or services over electronic
systems such as the Internet and other computer networks. The World Trade
Organization defines e-commerce as, "e-commerce is the production, distribution,
marketing, sales or delivery of goods and services by electronic means." The
Organization for Economic Co-operation and Development (OECD) defines ecommerce as commercial transactions, involving both organizations and individuals,
that are based upon the processing and transmission of digitized data, including
text, sound and visuals images and that are carried out over open networks (like,
the Internet) or closed networks (like, AOL or Mintel) that have gateway onto an
open network. E-commerce may thus be defined as those commercial transactions
carried out using electronic means, in which goods or services are delivered either
electronically or in their intangible or tangible form.
Kinds of E-commerce E-commerce is basically of two kinds:
Indirect e-commerce (electronic ordering of goods both intangible and tangible);
and
Direct e-commerce (exchange of goods online or using electronic means)
Indirect e-commerce involves ordering of goods. Delivery of such goods cannot
be done online. EFFECTS OF E-COMMERCE ON BUSINESS Electronic commerce is
progressively and irreversibly changing the face of many businesses because of
three dominant phenomena:
(1) Disintermediation, whereby intermediaries in the transaction are eliminated
(e.g., on-line trading);
(2) Re-intermediation, whereby a new electronic intermediary comes between the
seller and the buyer (e.g., electronic booksellers that take orders and farm them out
to providers that have the book in stock); and
(3) Cannibalization, whereby businesses progressively give up their traditional
ventures system for the superior electronic model (e.g., traditional pharmacies
opening on-line drug stores). All serious business and service providers now need to
have an E-identity, an E-address and an E-communication channel to communicate.
Receiving post (snail mail) for businesses has become a rarity.

B)E-FINANCE Business professionals use personal computers to create


spreadsheets. For example, a finance manager may create a personal computer
spreadsheet to keep track of his company's budget. A spreadsheet is a software
application that is divided into many different columns and rows. Each individual
section of a spreadsheet is called a cell. The finance manager may enter
department names in the rows and types of expenses various departments incur
across columns of the spreadsheet. Personal computer spreadsheets are extremely
useful for making calculations, as business professionals can create formulas for
specific cells. Subsequently, totals will automatically be calculated each time a
manager enters additional numbers to the spreadsheet.
CREATING DATABASES Companies use personal computers to create databases,
which are massive lists of names or numbers. The most important consideration
when creating a database is deciding what data will be used, according to Inc.
magazine. Marketing managers may use personal computer databases to keep
track of customers who order products. For example, the marketing manager may
enter the date a customer ordered a product and how much they spent. Periodically,
the marketing manager may send out brochures or coupons to customers
announcing new products or sales. Entrepreneurs may use a personal computer
database to track the results of an advertising campaign. That way the advertising
manager can determine which ads are profitable.
C)ENTERTAINMENT Personal computers have been a source of entertainment in
people's homes, since they were first introduced. The idea of this Entertainment
Center Computer is to build upon this and design a computer specifically for
integration into a multimedia entertainment center. Computers aimed at this niche
are sometimes referred to as Home Theatre PCs (HTPC). What does a computer
bring to a multimedia entertainment? For one thing, it brings the capacity for large
amounts of digital storage, which can be quickly accessed. I'm referring to a
computer's hard drives. We are approaching the point where it is conceivable for
home computers to store up to a Terabyte (1000 Gigabytes) of data. (250 GB hard
drives are readily available and, relatively speaking, not much more expensive than
the smaller capacity drives, i.e., they cost less than a dollar per gigabyte of
capacity. With most new motherboards supporting four EIDE drives and two SATA
drives, setting up a system with four 250 GB hard drives would not require anything
special.) Computers also have the computing power for changing multimedia
content from one format to another. They can take an analog data stream and
capture it in a digital format; they can also can convert this digital media from one
digital format to another. Plus, since computers can be connected to the internet,
they can access more multimedia content this way (either by downloading files or
"streaming" the content for playback while it is being downloaded). Access to the
internet also makes available all sorts of information that could be relevant to a
user's entertainment interests, such as television schedules, movie reviews, music
catalogs, etc.. Given these abilities, what are some of the specific things that people

might want to use their Entertainment Center PC for? One popular use is to record
and playback of television content. Unlike with a VCR, a computer can both record
and playback this content at the same time, making possible "time shifting" of
television programming. This means, for example, that you can start watching your
favorite program 20 minutes after it has started, and you can pause it anytime,
picking up right where you left off, whenever you are ready. (This technology has
been made available in stand alone Digital Video Recorders, such as those offered
by TiVo.) You also can download, store, and playback digital music and video. This
content can easily be transferred to various media for storage and portability, such
as to CDs, DVDs, and flash memory (such as that used in portable MP3 players). You
can also transfer video and music from one source to another, for example,
transferring music from vinyl LPs to digital CDs or transferring video from VHS tapes
to video CDs or DVDs. Since all this audio and video content stored on your
computer is now digitalized, it is readily available for editing. And finally, of course,
you can play computer games. When it comes to actually putting an Entertainment
Center Computer together, here are some hardware considerations to keep in mind.
The box, or case itself, should fit with other entertainment components on a shelf or
stand. It should have lots of fast hard drive space. It should have a TV tuner and be
capable of video capture. It should be capable of delivering surround sound, ideally
digital surround, such as Dolby Digital. This can either be decoded by the computer
for direct output to amplified speakers or passed along, by way of an optical
connection, to an external decoder. Ideally, the video card will be optimized for DVD
decoding. The processor should be powerful enough to handle easily the decoding
and encoding of multimedia content on the fly, and there should be plenty of
system memory for buffering these operations. A DVD-ROM drive is a must, and
either a CD burner or a CD/DVD recorder will be highly desirable, too. If you are
interested in playing any computer games through this system, a 3 D capable video
card is also necessary. Finally, this system should have wireless controls for
convenient input.
D) ADVERTISING Traditional models of consumer choice assume consumers are
aware of all products for sale.This assumption is questionable, especially when
applied to markets characterized by a high degree of change, such as the personal
computer (PC) industry. I present an empirical discrete-choice model of limited
information on the part of consumers, where advertising influences the set of
products from which consumers choose to purchase.
E) PROPAGANDA OR DEVELOPMENT COMMUNICATION Propaganda is the
technique of spreading information about an individual or group with the intention
of doing damage to their reputation. Students are confronted with propaganda
constantly through the Internet, television and radio. Propaganda appears in the
form of information, ideas or rumors. Teaching students how to identify propaganda
helps teach them how to make choices based on their own beliefs. Portfolios have
long been used in education to represent a student's or educator's best work. But

today, accordion folders are being replaced by "e-portfolios" -- engaging electronic


showcases of the user's best work put together with software and services that help
with the collection, collation and organization of work highlights. Knowing how to
use e-portfolio tools is important as education moves toward project-based learning,
the integration of 21st century technology skills and, for K-12, the rigors of the
Common Core State Standards. E-portfolios also are increasingly de rigueur for
professionals, especially those looking for a new position. E-portfolios are "dynamic,
developmental spaces representing your professional 'self' on the Web," says a
Penn State website that offers help and services to students, alumni and faculty
looking to build an e-portfolio. "They are becoming standard practice for academics,
students, and professionals and typically include examples of skills and
achievements, as well as a reflective blog element. Over the last two decades,
teacher education programs had been developing paper-based portfolios, storing
artifacts in cumbersome binders (Penny & Kinslow, 2006). With the recent
emergence of technology, electronic portfolios have made the distribution of
student work more convenient than traditional portfolios (Hung, 2012). EPortfolios,
have been developed as an extension to what is now referred to as e-learning
(Balaban, Mu & Divjak, 2013). Educational institutions, as well as potential
employers, may realize the full potential of ePortfolios, as information systems, to
enable students to become lifelong learners (Balaban et al., 2013). Individuals
create and capture representations of themselves and their professional identity
over time for documentation and presentation (Bolliger & Shepherd, 2010, p. 298).
As an ICT platform, ePortfolios may be utilized through Web 2.0 tools (weblogs,
wikis) and specialized software (commercial, open source, learning or content
management systems) (Christen & Hofmann, 2008). Pedagogically, ePortfolios
depend on student-centred learning, an approach that engages students and
motivates them to think meaningfully and strategically (Abrami, Wade, Pillay, Aslan,
Bures & Bentley, 2008). Evaluation in the constructivist approach to learning
necessitates an authentic assessment, such as a portfolio, that demonstrates
student competency in various domains of learning (Baturay and Daloglu, 2010,
p. 413). Intellectual Property Rights Defining the Issue The age of digital media has
dramatically changed intellectual property rights (IPR). The proliferation of
technologies that enable mass-market digital copying and analog/digital conversion,
combined with file-sharing software and peer-to-peer networks that are easily
accessible via high-speed Internet connections, have led to increased concerns
about distribution of unauthorized copies of copyrighted media. In particular, the
movie and music industries continue to search for technical and regulatory solutions
to combat digital piracy. Background The music and movie industries have long
been troubled by the growing trade in pirated media. High-speed digital copying
hardware and broadband Internet connections enable mass production of pirated
content with no degradation in quality from the original. A significant amount of
trafficking of unauthorized copyrighted material occurs via peer-to-peer networks
that enable large-scale file sharing among multiple users. A variety of technical
options for protecting digital content (known as digital rights managements

systems, or DRMs) are available, including copy control; file access control (limiting
the number or length of views); restrictions on altering, sharing, saving, or printing;
encrypting files for use only by authorized users; and electronic watermarking,
flagging, or tagging to signal to a device that the media is copy-protected. These
technologies may be imbedded within the media itself or contained in the operating
system, program software, or hardware of a device. In addition, the music and
movie industries are promoting the use of special piracy filters by Internet service
providers (ISPs) that enable them to screen their broadband traffic and identify and
contain pirated digital content. internet pornography Internet pornography is any
pornography that is accessible over the Internet, primarily via websites, peer-topeer file sharing, or Usenet newsgroups. The availability of widespread public
access to the World Wide Web in 1991 led to the growth of Internet pornography.
The Effects of Internet Pornography Written by Laurie Wang Relationship problems
Internet pornographys accessibility, affordability and anonymity have helped the
porn industry reach a whole new level. People no longer have to drive to an adult
store to get porn, for it is readily available at the click of a mouse. Porn has been
normalized to the point where most men are not hiding their liking of porn, but
embracing it. Some women have even become addicted to viewing porn on the
web. As pornography is more common because of the Internet, it has taken a larger
role in our lives. Some have been hurt by it, some have been able to entertain more
fantasies because of it and some have even made a fortune from it. Internet
pornography hurts marriages. Wives feel betrayed by their husbands need to go
online to be sexually satisfied. Nine months after her wedding, Donna found out her
husband never stopped viewing online porn as he had promised. She was stunned
and hurt. Describing her feelings about it she said, I blamed myselfI wasnt
attractive enough. Another woman described her feelings towards her husbands
online pornography habit this way, It makes me feel fat and ugly, like hed rather
masturbate to those images than have the real thing. Oftentimes the wife is hurt
when she discovers her husbands addiction to cyberporn because she feels she is
not enough to fulfill her husbands sexual fantasies. Some wives blame themselves
for not having a body sexy enough to satisfy their husbands. According to Ana
Bridges et al. in the article, Romance Partners Use of Pornography: Its Significance
for Women, In her eyes, his involvement [in internet pornography] implied that
she must be physically unattractive, sexually undesirable, worthless, [and]
inadequate as a wife. yramid schemes The most common form of the MLM scam is
a pyramid scheme, although all MLM's insist that their plan isn't a pyramid scheme.
You can not believe what they say! If a plan offers to pay commissions for recruiting
new distributors, watch out! Most states outlaw this practice, which is known as
"pyramiding." State laws against pyramiding say that a multilevel marketing plan
should only pay commissions for retail sales of goods or services, not for recruiting
new distributors. Pyramid schemes offer a return on a financial investment based on
the number of new recruits to the scheme. Investors are misled about the likely
returns. There are simply not enough people to support the scheme indefinitely.
Pyramid schemes and Ponzi schemes are illegal in the United States. Why is

pyramiding prohibited? Because plans that pay commissions for recruiting new
distributors inevitably collapse when no new distributors can be recruited. And when
a plan collapses, most people -- except perhaps those at the very top of the pyramid
-- lose their money. The government (through the Federal Trade Commission) cannot
tell you whether a particular multilevel marketing plan is legal. Nor can it give you
advice about whether to join such a plan. You must make that decision yourself.
However, both CFR and the FTC suggest that you use common sense, and consider
these seven tips when you make your decision: Avoid any plan that includes
commissions for recruiting additional distributors. It may be an illegal pyramid.
Beware of plans that ask new distributors to purchase expensive inventory. These
plans can collapse quickly -- and also may be thinly-disguised pyramids. Be cautious
of plans that claim you will make money through continued growth of your
"downline" -- the commissions on sales made by new distributors you recruit -rather than through sales of products you make yourself. Beware of plans that claim
to sell miracle products or promise enormous earnings. Just because a promoter of a
plan makes a claim doesn't mean it's true! Ask the promoter of the plan to
substantiate claims with hard evidence. Beware of shills -- "decoy" references paid
by a plan's promoter to describe their fictional success in earning money through
the plan. Don't pay or sign any contracts in an "opportunity meeting" or any other
high-pressure situation. Insist on taking your time to think over a decision to join.
Talk it over with your spouse, a knowledgeable friend, an accountant or lawyer. Do
your homework! Check with your local Better Business Bureau and state Attorney
General about any plan you're considering -- especially when the claims about the
product or your potential earnings seem too good to be true. PYRAMID SCHEMES In
other cases, schemes are promoted through websites offering expensive electronic
gadgets as free gifts in return for spending about $25 on an inexpensive product,
such as a mobile phone signal booster. Consumers who buy the product then join a
waiting list to receive their free gift. The person at the top of the list receives his/her
gift only after a prescribed number of new members join up. dentity for Online
Gaming or Lottery Increase Player Acquisition. Decrease Fraud. The IDology solution
for the online gaming, gambling and lottery space was developed to help operators
drive revenue by increasing player acquisition and improving the on-boarding
process while also meeting the regulatory requirements regarding age restrictions.
IDology helps operators maximize revenue and minimize operating costs, all while
supporting a higher level of authentication for high-risk payment or administrative
transactions whether online or in a call center. Seven Lottery Balls IDology supports
the online gaming and lottery industry in not only confirming participant age, but
also in gaining additional insight into an identity along with potential fraud
indicators to drive revenue, decrease costs, prevent fraud and meet compliance
regulations. As this market continues to expand, only assessing if a participant is of
age will no longer be sufficient. The IDology platform allows operators to gain
deeper insight into an identity by combining the strength of robust identity solutions
to better prevent identity theft and reduce risk while also escalating play
acquisition.

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