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COMM 303: Final Project : Emily Smith
   In 1876 Alexander
    Graham Bell invented
    the telephone. No one
    could have imagined
    such an invention,
    There is no way they
    could have imagined
    what our phones are
    like now. Now we in
    are time can only
    imagine what
    telephones are going to
    be like in the future.
We have phones now where we can see the individual
we are speaking with. Also, we check our emails, surf the
internet, pay bills, and have a personal camera. Anything
we need is on our phones and at our finger tips. That is
very different from cranking our phones in order to
make a call.
In the future are phones will be unbelievable. We will be
able to access every part of our lives by our phones, even
more then we can now. I think they will expand on blue
tooth. Possible have a voice activated ear piece that is
practically invisible , which does everything or you and
then projects any images you need in front of you. The
sky is the limit.
Diffusion of Innovations is a theory that seeks to explain how, why, and at what rate new ideas
and technology spread through cultures. Individuals face their own innovation-decision that
follows a 5-step process.

 1)    Knowledge – person becomes aware of an innovation and has some idea of how it
functions,
 2)    Persuasion – person forms a favorable or unfavorable attitude toward the innovation,
3)    Decision – person engages in activities that lead to a choice to adopt or reject the
innovation,
4)    Implementation – person puts an innovation into use,
5)    Confirmation – person evaluates the results of an innovation-decision already made.
Computers
From the first computer made in 1939 they were huge pieces of
equipment. That didn’t have must more then the basics on it. Now look
at our computers. We carry them in our pockets, have laptop that are
touch screens and can store hundreds and hundreds of files on them.

What we use computers for the most is the internet for surfing the web,
to our emails, to projects and presentations. Now we can carry our
computers on our phones and in our hands. Now we have attachments
to our screens that create a keypad any where we go. We went from a
large PC (which you can still get) to the iPad. The technology within
the iPad is unbelievable and is only going to advance.

By the time the year 2022 gets here we will be controlling the screen
with our eyes or by voice commands. Here is a timeline for the
advancements of Apple alone on their computer systems.
COMM 303: Final Project : Emily Smith
   The theory ties together
    the interrelations of
    broad social systems,
    mass media, and the
    individual into a
    comprehensive
    explanation of media
    effects. the basic
    dependency hypothesis
    states that the more a
    person depends on media
    to meet needs, the more
    important media will be
    in a person's life, and
    therefore the more effects
    media will have on a
    person.
Gaming Past and
          Present
Gaming has advanced leaps and b
from the first. I remember when I
was a kid and receiving my first
Nintendo. I was ecstatic. The
graphics were awesome. I could
play those games all day.

Now those old graphics are still fun
because they are from our past but
they are no where close to what we
have now. We play the games with
our bodies, like with Wii and X-box
Connect.

With Call of Duty you can play
with your friends and talk with
them through your headpiece. You
can see who is playing the game in
what part of the world. It truly is
amazing.
Gaming
         Future
The future of gaming will be like
gaming in the Gamer. Indiviuals will
control the game with their voice
commands, movements of their
body, their eyes, and their thoughts.
It will be on large screens and
possible with live players.
In this movie there is a game that
people can pay to play where they
control their very own player but the
player is real. They use different
commands to control the game piece
(human), they even speak for them.

The game itself is displayed on large   The image above shows the screen on which the
screens within a game room for the      game is played and the boy is the gamer who is
                                        controlling his game piece.
players themselves to see. This movie
portrays what the future of gaming
will be.
The theory of the Long Tail is that
our culture and economy is
increasingly shifting away from a
focus on a relatively small number of
"hits" (mainstream products and
markets) at the head of the demand
curve and toward a huge number of
niches in the tail. As the costs of
production and distribution fall,
especially online, there is now less
need to lump products and
consumers into one-size-fits-all
containers. In an era without the
constraints of physical shelf space
and other bottlenecks of distribution,
narrowly-targeted goods and
services can be as economically
attractive as mainstream fare.
   http://www.stanford.edu/class/symbsys205/Diffusion%20of%20Innov
    ations.htm
   http://fi.edu/franklin/inventor/bell.html
   en.wikipedia.org/wiki/Diffusion_of_innovations
   http://phdadventure.webs.com/diffusionofinnovation.htm
   http://www.time.com/time/magazine/article/0,9171,990596,00.html
   http://www.computerhistory.org/timeline/?category=cmptr
   http://www.thelongtail.com/about.html
   All images were found on google.com/images

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COMM 303: Final Project : Emily Smith

  • 2. In 1876 Alexander Graham Bell invented the telephone. No one could have imagined such an invention, There is no way they could have imagined what our phones are like now. Now we in are time can only imagine what telephones are going to be like in the future.
  • 3. We have phones now where we can see the individual we are speaking with. Also, we check our emails, surf the internet, pay bills, and have a personal camera. Anything we need is on our phones and at our finger tips. That is very different from cranking our phones in order to make a call. In the future are phones will be unbelievable. We will be able to access every part of our lives by our phones, even more then we can now. I think they will expand on blue tooth. Possible have a voice activated ear piece that is practically invisible , which does everything or you and then projects any images you need in front of you. The sky is the limit.
  • 4. Diffusion of Innovations is a theory that seeks to explain how, why, and at what rate new ideas and technology spread through cultures. Individuals face their own innovation-decision that follows a 5-step process. 1) Knowledge – person becomes aware of an innovation and has some idea of how it functions, 2) Persuasion – person forms a favorable or unfavorable attitude toward the innovation, 3) Decision – person engages in activities that lead to a choice to adopt or reject the innovation, 4) Implementation – person puts an innovation into use, 5) Confirmation – person evaluates the results of an innovation-decision already made.
  • 5. Computers From the first computer made in 1939 they were huge pieces of equipment. That didn’t have must more then the basics on it. Now look at our computers. We carry them in our pockets, have laptop that are touch screens and can store hundreds and hundreds of files on them. What we use computers for the most is the internet for surfing the web, to our emails, to projects and presentations. Now we can carry our computers on our phones and in our hands. Now we have attachments to our screens that create a keypad any where we go. We went from a large PC (which you can still get) to the iPad. The technology within the iPad is unbelievable and is only going to advance. By the time the year 2022 gets here we will be controlling the screen with our eyes or by voice commands. Here is a timeline for the advancements of Apple alone on their computer systems.
  • 7. The theory ties together the interrelations of broad social systems, mass media, and the individual into a comprehensive explanation of media effects. the basic dependency hypothesis states that the more a person depends on media to meet needs, the more important media will be in a person's life, and therefore the more effects media will have on a person.
  • 8. Gaming Past and Present Gaming has advanced leaps and b from the first. I remember when I was a kid and receiving my first Nintendo. I was ecstatic. The graphics were awesome. I could play those games all day. Now those old graphics are still fun because they are from our past but they are no where close to what we have now. We play the games with our bodies, like with Wii and X-box Connect. With Call of Duty you can play with your friends and talk with them through your headpiece. You can see who is playing the game in what part of the world. It truly is amazing.
  • 9. Gaming Future The future of gaming will be like gaming in the Gamer. Indiviuals will control the game with their voice commands, movements of their body, their eyes, and their thoughts. It will be on large screens and possible with live players. In this movie there is a game that people can pay to play where they control their very own player but the player is real. They use different commands to control the game piece (human), they even speak for them. The game itself is displayed on large The image above shows the screen on which the screens within a game room for the game is played and the boy is the gamer who is controlling his game piece. players themselves to see. This movie portrays what the future of gaming will be.
  • 10. The theory of the Long Tail is that our culture and economy is increasingly shifting away from a focus on a relatively small number of "hits" (mainstream products and markets) at the head of the demand curve and toward a huge number of niches in the tail. As the costs of production and distribution fall, especially online, there is now less need to lump products and consumers into one-size-fits-all containers. In an era without the constraints of physical shelf space and other bottlenecks of distribution, narrowly-targeted goods and services can be as economically attractive as mainstream fare.
  • 11. http://www.stanford.edu/class/symbsys205/Diffusion%20of%20Innov ations.htm  http://fi.edu/franklin/inventor/bell.html  en.wikipedia.org/wiki/Diffusion_of_innovations  http://phdadventure.webs.com/diffusionofinnovation.htm  http://www.time.com/time/magazine/article/0,9171,990596,00.html  http://www.computerhistory.org/timeline/?category=cmptr  http://www.thelongtail.com/about.html  All images were found on google.com/images