Computer Sciences Technology: Influencing Policy Letter

I would like to bring to your attention the fact that the Electronic Privacy Act of 1986 (ECPA) is outdated and needs to be revised. The Act contains good policies, but it has been twenty-four years since it was enacted, and since then, there have been major developments in communication technology. The ECPA does not protect all forms of communications and consumer records. Due to the provisions of this act, service providers are compelled to surrender consumer data from their servers to government agencies on demand. The government agency demanding the consumer data only requires certification in writing that the information is for an investigation of foreign counterintelligence. The certification does not need any judicial review to be effective, which exposes the provision to abuse by agencies.

The types of crime on which surveillance can be used are therefore increased. Although it may be argued that this provision is aimed at protecting the wider population, it leaves the privacy of the consumers in danger of being tampered with by anyone who can get a written statement certifying that the information is relevant. This provision can also be abused by employers. For example, once an employer has a suspicion that an employee is not acting in the companys interest, he/she can gain access to communications at the workplace, even though workplace communications are theoretically protected. Although it may be argued that the employer has a right to protect the interest of the organization, this leaves the employees privacy unprotected, since it is easy for an employer to get permission to monitor communications within the company.

The Electronic Privacy Act also does not protect email in temporary storage. Virtually all electronic mail is stored temporarily in transit at least once. This means that there is no privacy enacted at all for electronic mail. Although online email services make communication with loved ones easy, emails disclose a lot of information about a persons interests, habits, beliefs, and concerns. Every citizen who uses email is therefore exposed and can have their privacy invaded. Under the current electronic privacy law, if anybody leaves a message in their webmail account for more than a hundred and eighty days, the government can demand access to such a message without a search warrant. The contents of such a message would have been accessed by third parties for whom the message was not meant, mainly the government officials charged with the duty of carrying out such access. It may be argued that any private email that is useful would not remain unopened for such a long time, but this does not preserve any kind of privacy for people.

It is clear that the Electronic Communication Act is outdated and should be revised to account for the recent developments in technology. Upon revision, the ECPA will keep up with the current developments, such as protecting electronic mail that is in temporary storage. The regulation should also ensure that employees privacy is well guarded and employers should not infringe their privacy without the permission of the employee. The permission to conduct surveillance should only be given to specific individuals of legitimate authority, and not just to anyone who can get a letter stating that they have permission; this way, it will reduce the number of crimes committed by people who can access others information with the pretext that they have permission. If all these precautions are enacted, there will be more consumer privacy and hence a heightened and healthier use of technology by American citizens.

Sincerely,

In Young, Song.

Concerned citizen.

Growing Use of 3D Technology in Theatres and at Home

Introduction

One of the major beneficiaries of technological advances that have been made by man over the cause of the last century has been the entertainment industry which as grown exponentially through the years. The trend exhibited by the industry has been a constant state of evolution with each innovation moving towards giving a more natural and life-like visual experience for the viewer. One technology which proposes to bring the entertainment industry closer to its ultimate goal of a life-like visual experience is 3 dimension (3D) technologies.

While 3D is not a new technology, there has been resurgence in the interest of 3D with old techniques being radically improved and new ones developed. This has resulted in a marked increase in the use of 3D technology in theatres and at home. With the widespread acceptance of 3D in theatres, there has been a move towards making consumer-based 3D products. 3D television broadcasting is believed to be the next logical step in developing a more enhanced visual home entertainment experience and many huge such as LG Electronics and Mitsubishi Electric have come up with products that are meant for the home use following the recognition of the strong market possibilities for 3D home entertainment.

Considering the overwhelming success of 3D at the box office, it can be reasonably assumed that 3D technology in the entertainment industry is here to stay and its use can only be expected to grow. This paper shall therefore set out to analyze the growing use of 3D in theatres and at home. To achieve this, a historical overview of 3D shall be given followed by a concise yet informative discussion of the prevalent 3D technologies in use. The impact that 3D is having in film and consumer electronics will also be accessed and the various safety concerns articulated. The reasons that have continued to hamper the successful introduction of 3D TV so far will also be discussed and the technological innovations that proposed to offset this highlighted.

Historical Overview of 3D

Contrary to popular believe that 3D is a new in the market, the technology has been around for over 60 years. The first major 3D wave in the movie industry occurred in 1950s when Hollywood turned to 3D productions as the next big thing in the film industry. The major attraction of 3D for theater owners back then was that it did not require any major refits to the theater since existing cameras and lenses could be used to display the 3D content. In terms of generating the 3D content by producers, all that the technology required was the usage of two cameras per scene (to give illusion of depth). The viewers were required to wear the trademark cyan and red glasses that (Gerrold, 2010).

Fehn (2005) notes that the motivation for this early 3D explosion was mostly monetary since the 3D craze attracted crowds of viewers resulting in a boom in the film industry. 3D was said to increase the movie sensation therefore increasing the pleasure of movie watching. While the viewing experience may not have been as good as advertized, 3D led to a rejuvenation of the movie industry which was on a steady decline due to the introduction of TV. Gerrold (2010) hails the 1952 movie Bwana Devil produced by Arch Oboler as being the first major success story for 3D in the big screen.

However, the 3D cinema explosion of the 1950s failed to live up to the great expectation it had created among viewers. In the end, badly operated projection systems in the movie theatres led to 3D films having a badly reputation and their almost complete ejection from the industry. Gerrold (2009) notes that while making movies in 3D originally began as a ruse to bring in more people to the theatres, it ended up being abused by film makes with many substandard movies being produced in 3D within an the first year. This led to a backlash against the technology by audiences and in subsequent years, the film industry relapsed to the traditional 2D filming.

3D Technology Choices

A 3D system is designed to deliver a high quality movie experience to the viewer that is otherwise impossible to achieve in a 2D system. In operation, the 3D system contains a 3D enabled server which accepts stereo movie content from the stereo digital cinema and sends it to the projector as separate left and right streams (Cowan, 2007). The need for glasses to watch 3D content comes from the exploitation of stereoscopy which is the technique which enables 3D technology to work. Stereoscopy works by providing different images to each eye which combine to create the illusion of depth (Nation Multimedia, 2010). This is the basic functioning of all 3D enabled projectors as well as LCD and 3D televisions.

Anaglyph Projection

Anaglyph is the most prevalent 3D technology in use by 3D projectors. In anaglyph encoding, two images are superimposed; one for each eye and the color differences are used to separate the two therefore creating the illusion of depth for the viewer. The viewer wears coloured glasses which are typically red for one eye and cyan for the other. This colour variation makes it possible for the eye to differentiate the two images being shown on the screen.

As a result of each eye observing the same image at a different plane, an impression of great depth is created. Livolsi (2010) notes that anaglyph is primarily used for theatrical movies due to its ease of use as well as its inexpensive nature.

The most appealing feature of anaglyphs is that they are cheap to implement and the technology is universal since anybody with normal vision can be able to perceive 3D in an anaglyph (Wattie, 2008). The coloured glasses that are required for the viewer to see the 3D in anaglyph are very cheap as compared to the polarized and active shutter glasses used in the other 3D technologies making anaglyph the cheapest 3D technology. As has been observed, anaglyphs involve the superimposition of two images on the screen. While some 3D technologies require the use of two projectors which are expensive to make this happen, anaglyphs only require a singe projector which projects the image on a screen which can be viewed by a large audience.

The major limitation of anaglyphic encoding is that it cannot reproduce the whole colour spectrum resulting in overall poor color. This setback results in 3D images having a poor colour quality as compared to normal 2D. In addition to this, anaglyphic systems have a low separation power which leads to a significant leakage from one eye to another. Livolsi (2010) states that anaglyph 3D more than any other systems are susceptible to this condition known as ghosting which results from the design of the glasses used. This condition is greatly distracting to the viewer and therefore not desirable for an enhanced user experience.

Anaglyph also results in significantly higher levels of eyestrain as compared to other 3D technologies since the red and cyan filters utilized in the view glasses change the wavelength of light hitting the viewers eye. The cheap glasses which make anaglyph 3D so cost effective lack the ability to correct the eyestrain problem. In addition to these problems, anaglyphs also led to retinal rivalry which is a condition whereby the brightness of the images for both eyes differs therefore leading to an unpleasant sensation for the viewer (Wattie, 2008). Retinal rivalry results in the less bright side feeling dull which makes people not enjoy the viewing experience.

Passive Glasses Systems

Passive glasses systems like anaglyph systems also have two images superimposed on the same screen but at slightly offset angles. Passive systems involve the placement of a polarizing shutter to the display device or using a screen that automatically produced polarized light. The system polarizes the left and right eye images in linear or circular directions and the viewers are equipped with passive polarized glasses which are polarized in the same orthogonal directions (McAllister, 2009).

McAllister 2000 states that the polarizing lens of the glasses combine with the polarized light emitted by the display device acting as blocking shutters for each eye. As such, when the screen displays the image meant for the left eye, the light is polarized along an axis parallel to the axis of the left eye and hence the left eye can see this image (McAllister, 2009). The right eye cannot see the same image since the light is not polarized along an axis parallel to the axis of the right eye. This results to the image being blocked to the right eye. Wisegeek (2010) asserts that by having this separation of image by wavelength each eye receives a slightly different image just like in anaglyph systems therefore leading to a perception of depth by the viewer.

For passive systems to work, the display device must produce a polarized image. This is achievable in two ways; one is that the projector mechanism can have polarizing lenses or alternatively, the display must have a polarizing plate attached to or hanging in front of the screen (McAllister, 2009). As such, a screen coated with a material such as aluminum vapor which does not depolarize the light should be used. This is the silver screen that is present in theatres that show 3D content.

An obvious advantage for passive polarized systems is that they allow many viewers to view from one display device since no synchronization is required. The field of view is also large allowing for this technology to be exploited in theatres. Since passive glass systems filter light by wavelength and not by colour, the viewer is able to view the whole colour spectrum therefore giving a richer viewing experience. While the initial cost of installing passive systems is high, the cost of adding views if very cheap (Drawbaugh, 2010c). This is because the glasses for passive systems are significantly low priced making this technology very feasible for theatres. For this reasons, polarized glass systems are the new process for 3D in theatres that has overtaken the traditional anaglyph.

McAllister (2009) asserts that one of the disadvantages of passive systems that are noticeable to the viewer is the dark images that are as result of light loss from projector to screen and from screen to the viewer. This is as a result of poor transmission which leads to the intensity of the light being reduced considerably. Passive systems also result in additional costs for movie theatres since the movies will have to be fitted with the special silver screen to allow for polarized light to be reflected back to the viewer.

Active Glasses Systems

With active glass systems, the screen is used as the blocking lens. An electronic pulse which is generated within the viewers eye gear causes the lens to open admitting light from the display device. This electronic pulse is generated by batteries which power the glasses or through a cable attached to the glasses. The electronic pulses produced are alternated for each eye while simultaneously, the display device alternates the image produced therefore bringing about the 3D effect (Lozzio, 2010). The active glasses must be synchronized with the display device via infrared signals or a physical connection between the display device and the glasses (Drawbaugh, 2009).

One of the most advanced active glasses implementation is the DLP link which is defined as the unique connection that enables DLP projectors to transmit 3D data seamlessly (DLP Projectors, 2010). While to the viewer the image on the screen appears seamless and amazing, there is a lot of interaction that occurs both between the projector and the screen and the screen and the glasses that the viewer wears. DLP Projectors (2010) reveal that a special synchronization system which is one of the components of the DLP projector makes it possible for the glasses to link to the projector in the seamless manner without the need for special emitters.

DLP Projectors (2010) reveals that super fast imaging chips with the capability of projecting two images on the screen simultaneously therefore creating the 3D image are utilized. In addition to this capability, the chips also send additional data to the glasses which enables the projector to communicate with the glasses therefore negating the need for emitters. Active glasses do not require polarized displays since light does not have to be polarized before reaching the viewers glasses. This is the feature that makes active glasses usable for home settings since no polarized screen is required.

The major setback for active glass systems is the synchronization equipments inherent in the systems. This results in the glasses being significantly more expensive than the glasses used for passive systems. In a theatre setting, the need for synchronization implies that multiple emitters would have to be mounted all over the venue so as to enable each viewer to receive the signal. The glasses used also may be required to have their own power source (batteries) in order to produce the electronic pulses making the technology unattractive to most consumers who do not want to incur additional costs so as to watch TV (Reardon, 2010).

Alioscopy

A promising 3D technology for home use is auto-stereoscopy technology which makes use of alioscopy displays to bring about the 3D experience to the viewer without necessitating the use of eyewear which is seen as a major hindrance to the wide scale acceptance of 3D systems in the home setting. Alioscopy displays produce the same sensation of depth as in the other 3D technologies (anaglyph, passive and active glasses). In operation, alioscopy displays are multiplex 8 offsets of a screen and since both eyes are physically at different locations, they both see two unique points of view hence creating the 3D illusion (Alioscopy, 2010).

The most outstanding benefit of this technology is its writing off of eyewear which is traditionally compulsory for the enjoyment of 3D content. In addition to this, the 8 points of view that the technology offers means that the screen content can be viewed by multiple viewers who can move at while still enjoying the 3D. Currently, one of the problems facing 3D systems is the lack of material since most media is in 2D. For this reason, it is essential that 3D technology be backward compatible meaning that it can be used with content that is in 2D as well (Reisinger, 2010). Auto-stereoscopy technology is capable of showing 2D content losslessly, granting backward compatibility with all existing sources (Alioscopy, 2010).

3D TV

Fehn (2005) asserts that while the basic technical principles that 3D TV could operation on where invented and successfully demonstrated as far back as 1920, the successful introduction of 3D TV was not possible until recent years. Technological advances in the area of image analysis and image-based-rendering algorithms have resulted in the feasibility of digital image compression and transmission via the 2D infrastructure that is already in place.

As such, it can be assumed that 3D TV will become a reality in the near future since television companies have already began demo broadcasting in 3D. A leading production house, DirectTV broadcasted 3D content to a panel of journalist demonstrating the feasibility of the technology. Moreover, the production house asserted that the 3D signal did not cause strain on the bandwidth since 3D content required roughly the same amount of bandwidth to transmit as the traditional 2D requires.

One of the factors that have made 3DTV harder to implement compared to 3D films is the time restrictions. While both 3DTV and 3D films for movie theatres may both use the same technology to achieve the desirable 3D effect, the two are differ significantly since 3dTV constraints are more complex since shooting of live events is restricted both time and camera locations wise (Coll, Ishtiaq & OConnell, 2009). Television content is not as controlled as it is in cinema environment which makes 3DTV even harder to implement.

Another major setback for 3DTV is that 3D display technology necessitates the wearing of glasses (passive polarized or active shutter glasses) by the viewer. Coll, Ishtiaq & OConnell (2009) lament that the use of glasses to watch 3DTV at home is not ideal the widespread acceptance of 3D with glasses by the home viewers will be a major determinant of the success of 3DTV. The authors continue to propose that if the viewing experience that 3D offers to the viewer is compelling enough, the eyewear hurdle may be overcome and 3DTV growth assured. While auto-stereoscopy technology proposes to overcome this hurdle, the technology is not yet mature and it take years before its fully in use.

3D Transmission

3D technologies also exhibit some marked difference in the way they store and transmit the 3D content. Drawbaugh (2010) reckons that there are a number of ways in which the storage and transmission of data happens in 3D but that the most widely used of this are the sequential and side by side modes. While a signal can be transmitted in either sequential or side by side format, it will be displayed differently on the TV screen.

With side by side systems, the two images (one for the left and one for the right eye) are held in a single frame and sent out at a rate of 24frames per second. When this signal is received by the television, it is split into its constituent two frames and then played out sequentially. While quality wise side by side systems are inferior to sequential transmission, they utilize significantly less bandwidth. It is this attribute that makes 3DTV mostly utilizes side by side transmission since is less bandwidth usage desirable for satellite transmission where a lower throughput is desirable (Drawbaugh, 2010b).

A Case against 3D

For all the praise that 3D technology in theatres has received, there is still a significant among of criticism directed at the technologys use in theatre. Most of the criticism generated against 3D has been in reaction to the media hype that 3D has attracted and the monetary emphasis that underlines the adoption of this technology.

Economic Criticism

The famous film critic, Roger Ebert, is one of the more vocal critics of 3D usage in films branding the use of 3D films as a gimmick that the film industry turns to when they need to generate more revenue (Ebert, 2010). Historically this assertion holds some truth since as Fern (2005) reveals, the first time that Hollywood turned to 3D was in a bid to counteract the dropping box office receipts that were facing the industry in the 1950s.

The fact that theaters all over the world are slapping a surcharge on the viewers for 3D movies highlights the economic motivation of 3D. Woods (2009) reveals that 3D stands for dollars and to demonstrate this, he compares the revenue of the movie The Polar Express which was released in 2003 both in 2D and 3D. The 3D print is said to have made 14 times more money than its 2D counterpart.

The argument that the major motivation for 3-D technology is monetary can be reinforced by the huge investments and payoffs that the technology affords the key players in the industry. The company RealD, which is acclaimed as the leading provider of 3-D systems in theaters is said to have invested more than 100 million dollars on 3-D technology. Verrier (2009) comments that the 3-D hype may be a ploy by theater operators to attract people who are content to watch the predominant form of home entertainment, big screen high-definition TV, into the theatres.

Superfluity

The strongest argument that is made against 3D is that it is a waste of dimension since as it is, the human mind is already able to perceive 2D movies in 3D without the need for the extra dimension being created by artificial means. The novelty of watching a movie in 3D therefore quickly wears off since human beings see accustomed to seeing everything in the real world in 3D. Ebert (2010) points out to the superfluity of 3D by stating that for most people, the greatest movie-going experience did not need any 3D to make it great. 3D is also distracting to the viewer therefore resulting in divided attention while watching the movie.

By operation, 3D primarily consists of separating the different visual planes such that some objects are placed above others. However, things still remain in 2D and the viewer notices such things therefore making 3D distracting.

Safety Concerns

One of the most damning blows to 3D TV came from a safety warning by one of the key players in the electronic industry, Samsung, which warned viewers that 3d TV could result in epileptic seizures and even strokes (Ligaya, 2010). This is a concern that is corroborated by another electronic giant, Nvidia which also issues warnings about effects of 3D. There have also been unsubstantiated claims that 3D may lead to undesirable effects in the eyesight of children, adolescents and the older population. While deeper research would have to be undertaken before these claims are quantified, the mere possibility of such effects has dissuaded many from embracing 3D.

Other concerns

Unlike 2D content which are viewable by all the people who can see, 3D is not as accommodating. By virtue of its principle of operation, mono-eyed people cannot see 3D since the technology involves independent images being produced for each eye (Wattie, 2008). Also, people who have significant differences between the perception of their right and left eye cannot see 3D. Owing to the fact that only a marginal percentage of people in the population suffer from such conditions, there has been little motivation for companies which are involved in the development and sale of 3D equipment to come up with solutions for this. This omission of a subset of the population from enjoying this technology is therefore one of the hindrances, though not a major one.

Impact of 3D on Films and Consumer Products

Renowned movie director James Cameron declares that 3D technology is going to become the new standard in movie making and he states that in 25 years, all movies will be made in 3D (London Evening Standard, 2010). He goes on to predict the spread of 3D to encompass the various forms of entertainment including mainstream television, computers and sports. In spite of this, skeptics regard this new renaissance of interest in 3D as a passing wave as was exhibited in the 1950s 3D movie boom.

However, taking into consideration the huge investments that companies such as Samsung Electronics and Panasonic have taken in the development and mass production of 3D equipment and TVs for sale to consumers, it may be reasonably assumed that this wave of interest in 3D will be more permanent. Advocates of 3D technology assert that the biggest hurdle towards universal embracing of 3D is not the technological shortcomings that faced the 1950s 3D high tide but rather the lack of material to watch since most movies were produced for 2D (London Evening Standard, 2010).

Problem Resolution: Future of 3D

Fehn (2005) blames the early failure of 3D in the poor footage produced as a result of lack of experience with the new technology as well as low quality 3D exploitation films. One of the improvements that have been made by movies through the years is the increase in the level of detail. Dicker (2003) contests that modern day movies are able to attain high levels of detail due to the amount of time and care put into each frame. With such stringent practice deeply embedded in movie production, it is highly unlikely that 3D will fall out of favour with the public due to poor quality was the case in the 1950s.

As has been articulated in this paper, the major issue with adoption of 3D for home use is the need for glasses which are either expensive, cumbersome to wear or even both (. A significant technology which has the promise of bringing universal acceptance for 3D to the masses is alioscopy. This is because this technology requires no eyewear which is traditionally compulsory for the enjoyment of 3D content. Making the 3D watching experience as natural as the 2D watching one will undoubtedly lead to an increase in the demand for this technology by home users.

While many production houses are in the process of coming up with 3D content so as to satisfy the huge demand created by the wide spread availability of 3D hardware, 3D material is still scarce. Furthermore, it is highly unlikely that 3D material will rival 2D material in the foreseeable future. A promising technological advancement that promises to increase the amount of 3D material available is software which makes it possible to transform 2D video into 3D video. Coll, Ishtiaq & OConnell (2009) reveals that this convertor works by generating a second point of view to the 2D image in a simple but labor-intensive manner. With such technology, it can be hoped that 3D can compete on an equal footing with 2D in terms of content.

Conclusion

This paper set out to analyze the growth of 3D technology use both at home and in theatres. To this end, the paper has given a concise history of 3D and gone on to articulate the technological implementation of 3D both for home use and theatre. From the discussion in this paper, it is clear that cost alone is not the most important consideration in 3D technology deployment especially if it hurts the quality of the 3D experience. For this reason, technologies such as anaglyph have been rendered obsolete in 3D entertainment replaced by passive and active glass technologies.

Implementation of 3DTV is the most exciting prospect of 3D. This paper has highlighted that significant investments have been made by key players to make 3DTV a reality in the near future. While it will result in a relatively minor transmission overhead the rich viewing experience that 3D transmission affords the viewer will make it a worthwhile price to pay in the move towards giving a more natural and life-like visual experience for the viewer.

Undoubtedly, 3D faces numerous challenges mostly as a result of the extra expense that producers have to undergo to make 3D movies as well as lack of enough material at the moment. However, from the discussions presented in this paper, it can be reasonably assumed that from the momentum that 3D has gained, it will make its way into mainstream cinema and TV in the same manner that colour and sound did. As such, we can expect in the next few decades for 3D to be the standard other than the exception in the entertainment industry.

References

Alioscopy. (2010). Alioscopy: An Overview. Web.

Coll, B. F., Ishtiaq, F. & OConnell, K. (2009). 3DTV at Home: Status, Challenges and Solutions for Delivering a High Quality Experience. Web.

Dicker, R. G. (2003). Web.

Drawbaugh, B. (2009). Ready of Not the Latest 3D Technology is Coming Home. Web.

Drawbaugh, B. (2010). HD 101: The Difference between Sequential and Side by Side 3D. Web.

Drawbaugh, B. (2010b). . Web.

Drawbaugh, B. (2010c). .. Web.

Ebert, R. (2010). (And You Should Too). Web.

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Fehn, C. (2005). 3D TV Broadcasting. Berlin: Fraunhofer Institute for Telecommunications.

Gerrold, D. (2010). Future Tense: A Brief History of 3D Film. Web.

Home Consortium (2010). 3D at CES: Experiencing the TV of the Future. Web.

Ligaya, A. (2010). Samsung Issues 3D TV Warning. The National. Web.

Livolsi, B. (2010). . Web.

Lozzio, C. (2010). How 3-D TV works. Web.

McAllister, D. (2009). . Web.

Mendiburu, B. (2009). 3D Movie Making: Stereoscopic Digital Cinema from Script to Screen. Elsevier, Inc.

Reardon, M. (2010). Comcast Demos Live 3D TV. News.Cnet. Web.

Reisinger, D. (2010). Survey: Most wont buy new TV just to get 3D. Cnet News. Web.

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Woods, A. (2009). 3-D Displays in the Home. Information Display Vol. 7.

Using Technology Tools and Media

Introduction

Today, in the 21st century, substantial empirical research has shown that the only way to improve student learning and training is to move away from teacher-centered, standardized paradigm predicated upon time-oriented student progress to the learner-oriented, customized standard predicated upon attainment-based student progress (Aslan & Reigeluth, 2013).

Research-based innovations, according to these authors, are critical enablers of this transformation by their capacity to allow students and teachers to communicate both synchronously and asynchronously with peers around the world. This paper reviews several pertinent issues related to using technology tools and media.

Research-Based Innovations in Educational Technology

In the recent past, breakthroughs in research-based innovations have been reported in the literature, particularly in the context of educational technology. For instance, the Electronic Learning Organizer is a cloud-based innovation that is changing the education landscape by assisting language instructors in developing and sharing digital learning objects and activities for learners across the world.

Although this research-based innovation is still under construction, available literature demonstrates that it is successfully used in South America to assist instructors to create the learning objects or assemble them from a pool of learning objects developed by other instructors (Aslan & Reigeluth, 2013).

Another research-based innovation is known as Lore, which uses a Face-book-oriented platform to provide an enabling environment through which instructors and learners can communicate, follow one another, and undertake class-related activities and lectures (Aslan & Reigeluth, 2013).

In addition to providing students and learners with social interaction capabilities, this innovation allows students not only to upload documents, share calendar and use a grade book option but also develop and fully operationalize a course website with assignments, syllabus and discussion tools.

The third-based innovation is the Chromebook, which employs the Google Chrome operating system (OS) to provide an enabling environment through which instructors and learners can learn, create, and collaborate right away. When used in learning environments, these laptops have distinct advantages over other applications, especially in terms of cost, functionality, control settings and restrictions, as well as maintenance (Aslan & Reigeluth, 2013).

Recommendations for the Application of Learning Theory

Learning theory may refer to a conceptual framework that describes the process of how humans absorb, process, and retains information using approaches such as cognitivism, behaviorism, humanism, constructivism, and connectivism. Constructivism, for instance, can be applied to assess how the technology in question is assisting learners to actively construct their knowledge and meaning from their interactions and experiences with the technological application.

In this context, constructivism can be applied to evaluate if the use of a particular technology is taking place in authentic and real-world environments and if content and skills are understood within the framework of the students previous knowledge (Attwell & Hughes, 2010).

Instructors can also apply the situated learning theory particularly within vocational education and work-based learning to assess if a particular technology has the capacity to generate knowledge or assist learners in acquiring or transforming such knowledge through the predominant social interactions within school-based learning environments or communities of practice (Attwell & Hughes, 2010).

Lastly, instructors can employ activity theory in evaluating and using technology as it contextualizes the interaction between humans and computers with the activity systems in which it takes place, recognizing the mediation of instruments and tools, rules and division of labor (Attwell & Hughes, 2010 p. 20).

Because this learning theory assists in studying human activities as developmental processes, it can be employed to evaluate how a particular educational technology has succeeded to change learners toward the attainment of the desired educational outcomes.

Benefits and Drawbacks of Using Technology in ESL Learning Environments

Technology continues to play a substantial role in developing new and improved models of teaching and learning in ESL environments, with available literature demonstrating that it provides more advantages than disadvantages within these contexts (Yunus, Nordin, Salehi, Sun, & Embi, 2013).

Among the benefits, there exists compelling evidence demonstrating that technology attracts students attention due to the use of various applications, hence reinforcing the students motivation and will to learn and improve their reading abilities. This attentiveness is further enhanced by the fact that technology provides learners with the capacity to search more about the reading topics, with the view to fully understanding the text.

The second benefit of using technology is nested on the fact that it provides the capacity to enhance synchronous and asynchronous communication and learning among ESL students, with the view to assisting them in internalizing the use of language in real-life communication situations. The third benefit concerns the fact that technology helps students in ESL learning environments to enhance their vocabulary knowledge and promote meaningful learning (Yunis et al., 2013).

The drawbacks of using technology in ESL learning environments include

  1. difficulties in integrating the mass of materials offered by various technology tools and applications into a comprehensive second language curriculum,
  2. incapacity of teachers to exercise classroom control as students get too excited when technology is used in ESL environments, and
  3. lack of ICT knowledge among ESL students and insufficient technology tools (Yunis et al., 2013).

Proposals to Use Technology in Educating Students in ESL Learning Environments

There is no doubt that technology can be employed in the United States and elsewhere as a useful tool for teaching ESL students to develop language skills. For example, instructors can use computers to provide a language-rich environment which facilitates students interaction with each other and increases verbal exchange for learning through communication.

Owing to the fact that technology fosters language development by providing students with an opportunity for engaging in interactions, it is possible to use technological applications to promote verbal communication and the acquisition of English in ESL settings (Zha, Kelly, & Park, 2006).

Another proposal is for the instructors to use technology (e.g., computers and software, visual blackboards) to promote vocabulary development in ESL settings since such platforms not only allow students to become dynamic learners in a one-on-one environment but also incorporate various learning strategies including the use of visual clues.

Lastly, technology can be used to enhance the reading ability and comprehension of these students not only by using software applications with the capacity to increase their level of interest while keeping the text straightforward and effortless to read, but also adopting applications with inbuilt function to provide immediate feedback for reading instruction (Zha et al., 2006).

Conclusion

This discussion demonstrates the fundamental importance of technology in contributing to the paradigm shift that is required to enhance learning and teaching experiences in ESL environments. As more research-based innovations in educational technology find their way into the market, it should be the primary task of teachers to adopt and implement beneficial technologies to improve the learning and teaching experience in ESL contexts, and also encourage students to make use of these applications for their personal and educational development.

References

Aslan, S., & Reigeluth, C.M. (2013). Educational technologists: Leading change for a new paradigm in education. Tech News: Linking Research & Practice to Improve Learning, 57(5), 18-24.

Attwell, G., & Hughes, J. (2010). Pedagogic approaches for using technology for learning: Literature review. Lifelong Learning UK. Web.

Yunus, M.M., Nordin, N., Salehi, H., Sun, C.H., & Embi, M.A. (2013). Pros and cons of using ICT in teaching ESL reading and writing. International Educational Studies, 6(7), 119-130.

Zha, S., Kelly, P., & Park, M.K. (2006). An investigation of communicative competence of ESL students using electronic discussion boards. Journal of Research on Technology in Education, 38(3), 349-367.

Technology and Business: 3D Printer Impact

Introduction

3D printing is a unique form of modern day printing, originating from traditional ways of prototyping. It is a form of manufacturing technology with an additive element whereby a 3D object is generated by the process of multiple laying-down of material layers.

It has impacted greatly modern business transactions.

This paper outlines the technology used for a Form 1 3D printer (Kickstarter par. 4), as well as the impact this technology has had on business over the past ten years, the future of technology and business, the impact technology may have on business transactions in the next ten years.

The paper also assesses knowledge, skills, and abilities one may need to be a successful manager in the future.

Technology

The technology used

This printer employs Stereo Lithography (SL), the technology in which a laser sucks in a liquid plastic resin onto its surface; it is then hardened by exposing it to specified light frequencies/wavelengths.

One layer is sucked in and hardened by the laser; then another follows suit up to the last layer that completes the model. The printer requires connection to a computer that contains the blueprints of the object of interest.

The Impacts of technology on business in the past decade

The production process was slow as it involved traditional methods of handcrafting. The quality of business products was poor due to lack of high resolution by previous 3D printers.

The cost of production was higher as machines like CNC Mills were used for crafting employed X-ray technology, which was expensive. Since only a few countries could afford, crafting machines, such as the CNC Mill, a physical shipment of goods to consumers in remote areas was necessary.

The future of 3D printing technology and business

In future 3D printing, technology may be used to set up buildings since teams at Loughborough University are researching 3D concrete printing (T.T, S.A and S. 2012). Bio-printing, a technology of creating replacements for human beings, may become an area of investment for businesses.

Most businesses may acquire a 3D printer as its cost is foreseen to fall significantly; goods will be customer customized as this will only involve keying instructions in the software and direct printing.

Impact of technology on future business transactions

The 3D printer that uses the technology of Stereo Lithography will reduce business expenditure as it is fast and reduces cost by automating the design process, printing and binding separate parts of a model (Bomfunkman par. 4). Business transactions will be quick since 3D printing is a fast process.

There will be reduced a buyer-seller interaction as most homes may acquire the device. Businesses will stock blueprints of products rather than the tangible product itself.

Products will be manufactured close to their point of purchase and consumption; goods that previously relied on the productivity of large centralized companies will be manufactured locally (Richard A. DAveni 34).

There will be reduced international business transactions, involving the shipment of goods as the goods will be printed locally.

Qualities of a successful future manager

For success as a manager, one will need to be computer literate, have knowledge of CAD and be creative to produce unique products. One will need to embrace IT to be at par with changing technologies and be flexible to accommodate unique customer needs and also be well versed with the knowledge of their industry.

Conclusion

In conclusion, it must be highlighted that 3D printing technology has evolved gradually, it has also had numerous impacts on business, and its future looks green with impacts on businesses expected.

Works Cited

Bomfunkman. 3d printing. 2o13. Web.

Keppner, Kai. Inventory & Supply Chain Optimization Blog. 2013. Web.

Kickstarter. projects. 2012. Kickstarter, Inc. Web.

Richard A. DAveni. 3D Printing Will Change th World. Havard Business : vol. 91 Issue 2013: p.34.

T. T., Le, et al. Hardened properties of high-performance printing concrete. Cement and Concrete Research Journal, Vol. 42, Issue 3 (2012): p 558-566.

Social Networks and Online Communities

Introduction

Facebook, widely regarded as the most popular social networking sites among students, is created to connect users. It allows people to customize their profiles with personal information such as pictures, relationships and personal interests. Whats more, all Facebook users from a common region or users who list a certain movie or music as a favourite form a group.

Under user profiles, each of these portions of information constitutes a link. When a user clicks on one of these links, it shows information of other users in the network that incorporated that aspect in their profiles. Other links are further structured around user-created clusters that usually depict expressive labels such as name of a fraternity or feminism is fun (Educause Learning Initiative 2006, p. 1).

Concerns have emerged regarding the risks posed by Facebook. In some cases, the profiles posted in Facebook do not represent the people behind them. For instance, the urge to gain online popularity may entice some Facebook users to post awkward pictures or data that would otherwise be kept confidential in a different context.

Although many students know how to conceal private information from the public sphere, some lack the prudence to depict themselves properly online. In some cases, students may get in trouble regarding photos and comments they post about themselves. In addition, libel and copyright issues may surface when students make inappropriate comments about others or infringe on intellectual property rights of other people.

This problem is aggravated by internet caching whereby web content may be accessible even after it has been altered or eradicated from a web site. Addiction is also common among some users who spent many hours daily searching for friends or updating their profiles.

An apparently infinite web of links, nevertheless, creates a risk for endless roving, seeing who likes what, who knows who, and how it all integrate, without any precise objective in mind (Educause Learning Initiative 2006, p. 2).

Case Study Analysis

During the next semester, Angela plans to visit Hungary and study at a university in Budapest. She aspires to gain more information about Hungary before departing. Angela has a Facebook account but she has not updated her profile because she does not use Facebook regularly.

Since Angela attends a somewhat small college with limited resources for students who aspire to study overseas, she resolves to learn more about Hungary from other Facebook users. Angela begins by updating her Facebook profile with information about her major and the impending semester in Budapest. She links up with some Facebook groups related to international student exchange programs.

Angela uses these groups to locate students at her own college who have previously studied overseas. By communicating with members of these communities, Angela is able to gain immense information about various aspects of overseas studies that she would otherwise find hard to acquire using conventional means. Angela looks for Facebook users with Budapest in their profiles and discovers several students from that region.

From their viewpoints, she learns a lot about the past and present political climate of Hungary. Angela then uses this information to carry out Facebook searches focussing on European culture and politics in general (Educause Learning Initiative 2006, p. 1).

The Facebook profile of Angela becomes more and more detailed as the weeks progress. Angela then creates new online groups, one of which grows rapidly with over 200 members. Several frequent Facebook users communicate with Angela on a regular basis to update her with new information about Budapest.

By the time Angela travels to Hungary, she has a wealth of knowledge about the local weather, culture, restaurants as well as her expectation with respect to the study-abroad program.

Whats more, Angela has made online friendships with some students from other universities who will spend their next semester in Hungary. Angela makes plan to meet them for lunch in Budapest during the first week of her arrival (Educause Learning Initiative 2006, p. 1).

Several deductions can be made with respect to the scenario presented above. Facebook offers a refined profiling system that enables users to generate detailed data regarding themselves. Profiles usually entail sharing data such as personal interest, location, age, pictures and extra details under the About me section.

The moment a profile is generated, a user can then be considered as a member of the online community and has access to information shared within the group (Harrison & Thomas 2009, p. 111). Angela gained immense information about Budapest by establishing several online contacts with students with knowledge about Budapest.

Since she included information about her impending travel to Budapest in her profile, many of her online friends updated her with vital information about the country. In addition, she gained more information from the online communities she created by studying the perspectives of other students who had visited Hungary before.

Social networking is based on the concept that there exists a determinable structure that defines ways in which people relate with others (Churchill & Halverson 2005, p.14). A recent study involving participants from 16 developed countries reported that adults spend about 33% of their free time online, have subscribed to at least two social networking sites and keep regular contact with 16 online friends (Harrison & Thomas 2009, p. 109).

Whereas the popularity of online sites in the U.S. and most European nations is about 30%, this figure is surpassed by far by digital natives in Asia. For example, the fascination with social networking sites (SNSs) in Japan, Korea and China is 40% given that most Asian countries are culturally ensnared by virtual worlds, online gaming, SNSs and blogs.

The attractiveness of SNSs such as MySpace and Facebook reveals the addictive nature of online communities across cultures and generations, especially their attraction to students (Harrison & Thomas 2009, p. 109).

Tsu Ying and Yu Qing reside and study in the U.S as emigrants. Both girls were keen to learn English but encountered problems communicating with English speakers at the school.

Although Tsu Ying and Yu Qing wanted to learn how to speak English, they had limited prospects to network with their peers in English as a result of segregation at school. In addition, the girls felt marginalized by their English-speaking peers. Both girls began using internet during their leisure time. They soon discovered that they could use SNSs to learn and improve their English proficiency.

They opted to join the internet site (HK chart room) to make new friends as well as learn English because it offered them a safer environment to learn and practice English. Tsu Ying and Yu Qing opted to join the social networking site in order to make new online friends and learn more about English.

In addition, both girls used about three hours daily and most of the weekends communicating with friends in the HK chartroom (Lam 2004, p.50).

Tsu Ying and Yu Qing felt more secure learning English after they joined the HK chat room. This is because the girls had a rather easier time to start and sustain a chat without fretting about the grammatical errors they made. Although both girls were competent enough to communicate with their peers in English, they felt shy doing so, especially at school.

Nevertheless, Tsu Ying and Yu Qing would freely chat with their online friends using English since the chat room offered them the confidence to not only share their knowledge and limited experience of English with their online peers but also learn from others. Prior to joining the HK chat room, the girls felt embarrassed to speak English before their peers at school because their English grammar and articulation was very poor.

As a result of regular interaction with their English-speaking friends via the HK chat room, they were able to speak English fluently. In addition, they stated that the social networking site enabled them to improve their fluency in English language (Lam 2004, p. 51; Harrison & Thomas 2009, p. 111).

In light of the language learning experience of Tsu Ying and Yu Qing discussed above, it is important for teachers as well as students appreciate the apparent significant role played by social networking sites in enhancing the process of language acquisition among students. It appears that social networking sites can be used as effective educational tools in learning a foreign language.

As we take part in macro-investigation of the hegemonic and neo-colonial influence of English as a universal language to deconstruct the well-liked discussion about the spread of English as a politically and culturally nonaligned and eventually benevolent language, we must also lend credence to the ethnographic assessment on the manner in which English language is practised in various social networking sites.

When evaluated with respect to the supremacy of English in various national backdrops, the universal practice of English via social networking sites may provide alternatives ways for individuals to explore and learn the English language (Lam 2004, p.59).

The importance of SNSs in enhancing the process of Language Learning

It is important to note that social affiliations are undergoing a progressive transformation in the wake of globalization epoch. Social networking sites have facilitated close interactions between students from different countries who are able to share their learning experiences with online friends.

It goes without saying that this forms of online affiliations (that rise above geographical borders) are growing rapidly as more students opt to use social networking sites (i.e. Facebook and HK chat room) for exploring and learning new language.

As a result, a number of scholars in the educational sphere have lend credence to the importance of studying the forms of online affiliations college students develop in their quest to acquire knowledge about foreign cultures, particularly learning new language.

For instance, Lam (2004) asserts that the world is filled with a profound sense personal attachment and interest due to the high prevalence of social networking sites as well as cultural groups that transcend national frontiers (p. 45).

No one can dispute the apparent role of social networking sites in the contemporary era. To illustrate this point, Dwyer et al., (2007) states SNSs are a form of virtual community that has achieved incredible fame in the recent past (p. 2). MySpace, a social networking site, is ranked sixth in terms of overall web interchange with over 45 million distinctive US visitors every month.

On the other hand, Facebook, a social networking site commonly used by college students, has 15 million new US visitors every month. The SNSs are used by members for a variety of reasons.

The main impetus for many users of social networking sites is communication and sustaining relationships. However, as discussed above, some people join social networking sites to gain information about foreign cultures as well as learn new languages (Dwyer et al., 2007, p. 2).

Social constructivism offers a theoretical construction as well as the vital concepts required to comprehend the intricate layers of relationships that take place when people use social networking sites to learn language.

A number of learning psychologies have been developed in a logical outline of social constructivism to offer researchers and teachers a way of comprehending the process of learning and teaching via social networking sites (Harrison & Thomas 2009, p. 114).

Numerous studies have revealed that social networking sites such as Facebook and HK chat room can transform the language learning process by offering an atmosphere that permits novel avenues of active learning.

These social networking sites provides a captivating insight into some of these points of renegotiation and conflict, especially between the role of learners and teachers to mediate and direct the process of language learning in networked communities. As a result, the personal learning environments of social networking sites endow language teachers with an ability to study the contemporary theories of learning.

It also enables them to acquire precious knowledge about the manner in which language learning is taking place in the novel era of digital literacy as well as the deconstruction of conventional classrooms that it dictates (Harrison & Thomas 2009, p. 121).

References

Churchill, E & Halverson, C 2005, Social Networks and Social Networking, IEEE Internet Computing, pp. 14-19.

Dwyer, C, Hiltz, S, & Passerini, K 2007, Proceedings of the Thirteenth Americas Conference on Information Systems, August 9-12, 2007: Trust and Privacy Concerns within Social Networking Sites: A Comparison of Facebook and MySpace. Association for Information Systems., Colorado.

Educause Learning Initiative 2006, . Web.

Harrison, R & Thomas, M 2009, Identity in Online Communities: Social Networking Sites and Language Learning, International Journal of Emerging Technologies & Society, vol. 7 no. 2, pp. 109-124.

Lam, W 2004, Second Language Socialization in a Bilingual Chat Room: Global and Local Considerations, Language learning & Technology, vol. 8 no. 3, pp. 44-65.

The Impact of Modern Network Technologies on the Educational Technology

First Generation

Characterized by use of printed learning materials that were posted to and from the learning institution.

Second generation

Came with the introduction of television, radio and audio tapes as means of delivering instructions. Public telephone lines also formed an important component through which communication was achieved during this phase of distance learning development.

Third Generation

Marked by the emergence of an industrialized and globalized world with platforms such as satellites that allow analogue and digital communication from one station to other remote stations around the world.

Fourth Generation

These new technologies have introduced real time communication between the learner and the teacher through video-conferencing while at the same time utilizing enhanced computer network linkages through which the learning materials and appropriate feedback is sent (Moore and Kearsley, 1996).

Theoretical Framework

Wide Area Network (WAN) is gaining popularity among many institutions because it is more reliable and secure. Many companies are establishing Virtual Private Network (VPN) integrated within their core business lines to cater for the remote employees.

This technique has come in handy for learning institutions that are using it to reach remote learners that may not be able to access their campuses.

A well connected and operational VPN allows an institution to reach greater geographical area while at the same time improving system security through relatively low costs when compared to WAN.

Present and Emerging Technologies available for Distance Learning

Second life Computer Software

Second life is a fast emerging online virtual world that offers a 3-dimensional environment in which people can remotely interact and carry out functions that are simulated into real-life experiences through computer programmes (Bourke, 2009).

Dense Wavelength Division Multiplexing (DWDM) Technology

DWDM is a form of communication that is based on optics that allows the already established fibre optic system to expand in bandwidth and therefore supporting transmission of information of different wavelengths on a common optical medium (Littman, 2002).

Tele-Presence Technology

This kind of technology allows distant learning programmes to use more real teaching methods through video-conferences that create more interactive sessions where the remote learners get an enhanced feel for the lecturer. Tele-presence solutions have made it possible to overcome geographical barriers by integrating the existing internet technology.

Wireless Technologies

These devices makes use of IEEE 802.11 wireless protocol to offer services for mobile students who use wireless networks to carry out their lessons with no interruptions during their travels (Moore, 2007).

Benefits of Modern Technologies on Education Delivery

Researches shows that about 40% of the total expenses in traditional learning was taken up by factors that were not directly related to learning process itself, for example travelling costs (Syed, 2001)

Limitations of Modern Technologies on Education Delivery

Some learners may not be comfortable reading text materials on a screen and also the service may not be available to those who are visually handicapped (Carsell, 1998).

Due to large number of students and long distances involved in distance learning the interaction between learners and teachers is limited even in synchronous techniques.

References

Bourke, P. (2009). Evaluating Second Life for the collaborative exploration of 3D fractals. Computers & Graphics, 33(1), 113-117.

Carswell L. (1998). The Virtual University: Toward an Internet paradigm? In: Proceedings of 6th Annual Conference on the Teaching of Computing/3rd Annual Conference on Integrating Technology into Computer Science Education on Changing the Delivery of Computer Science Education.

Littman, M.K. (2006). Building Broadband Networks. Boca Raton, FL: CRC Press.

Moore, M. (2007). Web 2.0: Does it Really Matter? American Journal of Distance Education, 21 (4), 177  183.

Moore, M. G., & Kearsley, G. (1996). Distance education: a systems view. Belmont, CA: Wadsworth.

Syed, M. (2001). Diminishing the distance in distance education. IEEE Multimedia:1821.

Vicarious Programming and Its Artificial Technology

Vicarious concentrates on developing an integrated algorithmic architecture that would result in human-level intelligence in areas related to language, vision and motor control. Today, the company concentrates on developing visual object recognition and segmentation with the aim of creating common products that work effectively in various sensory areas and perform various roles.

Vicarious has adopted inductive strategy borrowed from neuroscience approaches. This model has reduced the order of magnitudes and offered less data training relative to traditional machine learning approaches. The company relies on modern software engineering technologies and aims to promote favorable work culture and codebase.

Vicarious has adopted a different approach to research, which differs significantly from mainstream deep learning and computer vision research. Generally, mainstream research has focused on various standard benchmarks, which allow researchers to enhance their methodologies and conduct comparative studies on results.

On the other hand, Vicarious has developed a range of questions and themes to guide its research. In addition, it has introduced data sets that specifically focus on those questions. However, when the company tests on standard benchmarks, it strives to cautiously note and classify any potential errors and their sources rather than aim to challenge the existing model of the algorithm.

The major shortcoming of the companys approach is that it might not challenge many established standards within a short period. However, the company believes that effective implementation of its approach will enhance understanding and improve the performance of the system on a long-term basis.

Some of the themes that Vicarious has identified include generalization based on a limited number of training examples; unsupervised learning; generative models; shape model in vision; belief-propagation based inference; and the neocortex as a source of inductive biases and constraints.

The companys research team leverages on achievements in machine learning and computer vision networks to develop its artificial intelligence systems.

Current Applications of Artificial Technology from Vicarious

Currently, Vicarious has used its technology to crack CAPTCHA used in differentiating between humans and computers in Web browsing. The technology relies on the human brain to solve text-oriented CAPTCHA tests. Users must type CAPTCHA on Web sites to prove they are indeed humans. Vicarious has claimed that its technology can solve CAPTCHA tests and perceive images.

Vicarious adopted Recursive Cortical Network software to crack CAPTCHA tests. This acted as an improvement in thinking machines and it would not serve nefarious roles. Therefore, if the advanced technology can solve a complex problem in machine vision by replicating human vision, then it is an important development in artificial intelligence. Vicarious has asserted this claim by emphasizing that the algorithm acts in a similar manner just like the human brain.

It is imperative to note that the breakthrough in cracking CAPTCHA could transform computer science and machine learning. The major challenge in artificial intelligence has been developing a system that can see and perceive images in the same manner as humans do. Therefore, the ability to crack CAPTCHA is a tremendous milestone in enhancing artificial intelligence.

Finally, Vicarious research can open new applications of artificial intelligence in other areas like medical image analysis, robotics, online Web browsing, and higher education, among others. Vicarious researchers claim that their algorithms have attained levels of robustness relative to actual human brains.

On this note, the company believes that it would integrate neuroscience and machine learning to develop a visual perception system based on the neocortex. This could imply that the technology may replicate human capabilities, such as hearing, seeing, moving, and speaking, among other functions.

Information Technology Administrator Occupation

This paper is a critical analysis of the Information Technology Administrator occupation, its involvement and relations to other careers in the work settings.

Duties and tasks

The information technology manager or administrator oversees the day-to-day operation of the systems, and its effective and smooth running. The tasks this person is involved with entails, discussing matters about information needs, the flow of information in the organization and definition of the system with the management/administration and the technical personnel.

He/she is the general coordinator of the operations protocols especially when there is a multi-user networked system that supports the exchange of data, voice, and text via the connections. There must be assured security and system access to optimize performance and enhance system recovery mechanisms if the failure arises.

Some of the regular home-keeping duties the administrator has to ensure may include backing-up of data, managing the distribution procedures of data across the network in which case he/she has the power to retain on diverse storage devices or bar transfers. Another crucial task involves preserving the data dictionaries, coordinating system updates, and replacing any old versions in the entire system.

On the daily activities, administrators advise users on terminologies and structures of data and assist or guide in the implementation of new equipment or systems, and preparing of the technical reports concerning the operation of the systems. Debatably, the administrator is supposed to be responsible for the support personnel in the IT department and enhance their training in the usage of the system as well as access.

Working conditions

All these varied duties of the administrator call for both indoors and outdoors activities, working alone or as part of a group and the critical risk involves network attacks to access private data, loss of data or information or collapse of the entire system.

The challenges involve the ability to maintain the highest data integrity standards and updates to maintain a competitive edge among the opponent groups. Computer systems require twenty-four-hour monitoring, and therefore it is advisable to have shift groups working through the systems.

Required skills and abilities

This person ought to be well equipped with good technical abilities, communication skills, and quick analytical skills to be in a position of understanding complex problems quickly and coming with effective solutions within the required period. IT is a dynamic field, and the administrator ought to be well equipped with the latest knowledge for troubleshooting. The advanced IT content helps to update and guide others as their leader.

Typical interests in the occupation

According to the U.S Bureau of Labour and statistics, the IT professionals are in high demands worldwide due to the automation of firms, and there is an estimate of about 16% increase on demand by 2016.

The requirements are almost similar, and therefore the administrators can work through the entire wide world network. The experience is also an important requirement during the hiring procedures since computerization calls for practical involvement in solving the problems.

Preparation needs

Although the requirement for any Informational System Manager is a basic bachelors degree in the field such as Bachelor of Science in Information Technology or Computer Science, good background of management is important.

They work and interact with everyone in the field, and therefore communication, management, and public relation skills are crucial. A Masters of Science in Management Information Systems may come in handy for the various responsibilities.

Idaho States University (ISU) offers computer science studies, have classes in computer Information sciences and IT Technologies. Currently, there are various professional careers offered at Idaho State University for the graduates especially the graphics art department such as graphic designers, prepress technician/desktop specialist, and press operators. In line with Idaho, the employment of visual arts students occurs in various fields.

These include, Magazine, newspaper, and book publishing, Advertising, Design agencies, Signage companies, Printing, Bindery, Paper sales, Photo editing, and Screen Printing with the median income of between $30,730 for print jobs to $38,390 for Graphic Designing jobs and approximately 2,010 printing press operators and graphic designers work in this occupation in Idaho

Typical employers, salary ranges and hiring practices

In line with U.S Bureau of Labour and statistics analysis of 2006, the salary scale of the technology managers who have kept up-to-date with technology and have ethical public relations values at a median of approximately $101,580 annually and expectations are a continuous high rise.

Advancement potentiality

IT administrators have a high probability of advancing, given the dynamism involved in the industry. The more one advances, the higher the probability of gaining career levels and the more the earnings. This calls for one to keep an eye on the ever-changing fields to meet challenges and the firms requirements. According to Career crafter, this occupation fits the interests and values of the MBTY type personality since these are people with high motivation and commitment, love problem-solving procedures, and relating to others with ease.

The related jobs in the IT industry include Computer Engineering; IT Support Technology, Policy and Planning Management, System Designing, System Auditing, Web Designing and Developing and web sites administration.

Works cited:

Career crafter, Myers Briggs Type Indicator career report. Web.

Idaho State University, Graphic Arts Communication Industry. Web.

U.S Bureau of Labour and Statistics. Information technology career summary. Web.

Technology Issues: Fingerprint Scanner

Introduction

The business environment is characterized by numerous opportunities. However, such opportunities can only be exploited if entrepreneurs conduct a comprehensive environmental scan in order to identify the prevailing opportunities. New business ideas may be generated from internal and external sources. Examples of external sources include customers, suppliers, market trends and competitors.

On the other hand, internal sources include employees and institutions operational processes. The environmental scanning process may lead to the identification of numerous business ideas. However, only viable ideas should be considered for exploitation (Pride & Ferrell, 2006).

This project entails developing a new product, which has not been in existence in the market. The product will target firms in the banking industry such as commercial banks and SACCOs. This paper outlines the various aspects that will be taken into account in order to ensure that the product is developed and introduced in the market effectively.

Idea generation

The banking industry across the world is characterized by intense competition arising from the adoption of diverse competitive strategies such as market expansion and adoption of new technologies. The degree of rivalry is further enhanced by an increment in the number of new entrants such as Islamic banks.

Technological advancements such as the invention of ATMs have increased the rate of market penetration. However, the effectiveness of ATMs in promoting banks competitiveness is threatened by the high rate of ATM fraud, which is threatening the banks quest to integrate electronic payment system (Mohammed, 2011).

One of the main causes of ATM fraud is personal identification number theft, for example through PIN cracking, ATM hacking, and phishing attacks. ATMs have become ubiquitous in the application by consumer banking transactions. Subsequently, they are being used in transmitting sensitive information. However, the breach in ATM security technology presents an opportunity to come up with a new product that will eliminate PIN theft.

Theft of ATM and loss of PIN details can lead to loss of consumer confidence. This aspect might limit the banks ability to attract and sustain a large number of customers. This project outlines the process of developing and marketing the new product (Mohammed, 2011).

This project entails developing an authentication technique by integrating a new feature in ATMs in order to enhance the security of the customers bank accounts. This goal will be achieved by designing a fingerprint scanner, which will be capable of obtaining the customers biometric information.

The scanner will convert the customers fingerprints into electronic information, which will be stored in the ATMs database and the reading device. A customer will only be required to place his or her finger on the scanner in order to authenticate his or her account and then key in the PIN.

Idea screening

It is expected that the new product will successfully penetrate the market. However, this goal is only achievable the identified idea is developed effectively. Subsequently, the idea will be screened in order to determine its feasibility.

The idea of the screening process will entail assessing whether the target customers will benefit from the new product. A comprehensive evaluation of the prevailing market trends was conducted to determine the probability of future market growth. One of the aspects, which were evaluated, entailed the security needs of electronic payment systems.

During the idea generation process, it was revealed that ATM fraud would continue to be a major challenge for many firms in the banking industry. The idea screening process also entailed evaluating the probability of growth in the biometric authentication market.

The market identification process also covered the evaluation of the extent of market competition. The idea generation process revealed that there is a high probability of the intended new product penetrating the market successfully.

Concept development and testing

In order to determine the probability of market acceptance and market penetration, comprehensive market research was conducted. The research focused on diverse consumer needs. Some of the issues, which were assessed during the market research, entailed the expected product benefits, the most important product features to be implemented, and the cost of production.

The concept development process also entailed evaluating the customers reaction to the new product. Furthermore, the concept development and the testing process entailed seeking the opinion of security experts on electronic payment systems. The process also entailed developing a prototype of the fingerprint scanner. Furthermore, research on the suitability of the model in fighting ATM fraud was conducted.

The respondents were enquired on the uniqueness and liking of the new product. The research findings were compared with predetermined benchmarks. The concept testing and development process played a critical role in assessing the likelihood of the new product addressing the target market needs. The concept testing and development stage showed that there is a high potential of the new product gaining market acceptance.

Marketing strategy development

During this stage, a comprehensive analysis of the business environment was conducted. The analysis entailed assessing a number of market variables such as competitors and consumers. Evaluation of the two variables played a critical role in determining the most effective marketing strategy.

Competitor market research played a significant role in determining the most effective marketing strategy to adopt in order to increase the competitive advantage of the new product. Information gathered from the market research played a critical role in determining the most effective pricing strategy to adopt in order to breakeven.

Segmentation, Target market, and positioning

Undifferentiated targeting strategy will be used in the process of introducing a Biometric Fingerprint Scanner in the market. Pride and Ferrell (2010) define undifferentiated strategy as a strategy used to market a particular product into an entire market. The presumption is that all the target customers have similar needs, and thus they will require a particular product.

Upon identifying the target market, it is important for marketers to undertake effective market segmentation. The new product will be developed specifically to address the security needs of firms that provide banking services. Subsequently, the type of organization will be used as the core market-segmentation variable.

Pride and Ferrell (2004) argue, Different types of organizations require diverse product features (p. 219). The new product will target various banking institutions such as SACCOs and conventional banks. These institutions have integrated ATM technologies in their quest to enhance their competitive edge. However, their success is threatened by the high rate of fraud in the industry.

Optimal product positioning is critical in the organizations efforts to penetrate the market. Additionally, positioning aids in enhancing a firms competitive advantage by improving the image of its products. Cohn and Hough (2008) assert that positioning can be based on different variables such as product usage, product benefits, and the products specific features.

Cohn and Hough (2008) further argue that positioning aids in organizations efforts to differentiate their operations. An effective positioning strategy will be adopted in the course of introducing the fingerprint scanner. The following positioning statement will be used in marketing the new product, for financial institutions that need to eliminate ATM fraud, Biometric Fingerprint Scanner is the solution.

Developing and managing the product and commercialization

The new product will be designed effectively in order to meet the target market needs. The biometric authentication technology will not only be aimed at improving the customers security of banking information but will also enhance the customers level convenience. First, using the customers biometric information protects their banking information, which can be stolen or lost.

Credit and debit cards may be stolen, thus exposing the customers banking information. Fraudsters may use the information without detection by the relevant authorities. Therefore, the new technology will eliminate the need for banks to issue debit and credit cards to their customers, which will improve the level of convenience with which customers interact with their banks.

The new technology will be designed in such a way that customers can easily utilize technology. This aspect will increase the rate of usability amongst customers in accessing their bank accounts.

The new product will be known as the Biometric Fingerprint Scanner [hereafter referred to as BFS]. The products name was derived from the fact that it will aid in the generation of the customers fingerprint biometric information. The product will aid in developing a database, which will aid in the identification of the customers biometric information. It was ensured that the name is short in order to make it easy to pronounce.

Adequate product support will be ensured in order to ascertain that customers are conversant with the new technology. This goal will be attained by establishing a team of experts on biometric authentication systems.

The team will be charged with the responsibility of training the target customers on how the new technology works. The team will develop a manual on not only how to operate the fingerprint scanner, but also how to undertake occasional maintenance in order to ensure that it operates seamlessly.

Commercialization

This stage entails structuring and managing a particular venture in order to achieve the profit maximization objective. Furthermore, commercialization also entails adopting various value addition processes in order to penetrate a market and attain substantial market competitiveness of new or existing services, products, processes, and technologies.

A number of activities will be undertaken in order to ensure that the new ATM technology is commercialized successfully. An example of such activities includes integrating a comprehensive marketing mix. The marketing mix development process will integrate diverse variables, which include launching the product, formulation of the pricing strategy, promotion, and distribution strategies.

Product strategy

Expectedly, the new product will be launched successfully. Subsequently, sufficient tests on the new technology will be tested prior to introducing the product into the market. Testing will aid in identifying and adjusting the prevailing gaps in the new technology. Product launching will be undertaken by organizing a launching event in which stakeholders in the target market will be invited.

Additionally, experts on public relations will be contracted to provide advice on the most effective issues that should be considered during the product-launching phase. The phrase endless possibilities with BFS will be used as the slogan. This catchword will aid in enhancing the relevance of the new technology amongst the target customers.

Pricing

The price of the new technology will have a significant influence on the extent to which the target customers integrate the product in their ATMs. Subsequently, optimal pricing is critical. Biometric authentication technology has been in existence for the past few years. Subsequently, there are a number of competitors already established in the market. However, the market is not concentrated.

Despite this aspect, it is important for a comprehensive competitor market research to be conducted in order to understand the competitors pricing strategy. This move will give insight on how to counter the competition based on price. Furthermore, market research will aid in determining the degree of price sensitivity amongst the target customers.

Considering the view that BFS is a new ATM security technology, the penetration pricing strategy will be adopted. The decision to adopt this pricing strategy is further informed by the high market demand for secure electronic transactions through ATMs. The products price point will be set at a point relatively lower than the competitors product price.

The decision to adopt the penetration-pricing strategy is informed by the need to ensure that the product attracts a large number of customers. This aspect will increase the likelihood of the product gaining a high rate of market penetration. Furthermore, the penetration-pricing strategy is also adopted by taking into account the customers price sensitivity. The price of implementing the BFS technology in one ATM will be set at $ 400,000.

Promotion strategy

Creating sufficient market awareness is essential in an organizations effort to introduce a new product in the market. This goal can be attained by developing an effective marketing communication strategy. Integrated Marketing Communication (IMC) will be adopted in the process of creating awareness on the existence of new biometric authentication technology in the market.

The strategy will entail adopting different marketing communication methods such as public relations, advertising, personal selling, and sales promotion. Public relations will be undertaken by hosting a conference dubbed ATM security, an obligation of financial institutions.

The conference is expected to attract a large number of institutional customers. One of the issues, which will be emphasized during the conference, entails creating influence on the significance of banks investing in fingerprint scanner technology in order to promote optimal security.

In a bid to develop a strong relationship with the target institutional customers, personal selling or direct marketing will be adopted. This goal will be achieved by contracting representatives to market the idea of implementing the BFS in their ATM network.

Direct marketing will also be conducted by sending newsletters to target customers. Other direct marketing methods that will be integrated include telemarketing and direct mailing. These methods will present the vendor with an opportunity to interact directly with clients.

With regard to sales promotion, the vendor will integrate a quantity discount as a technique to attract a large number of customers. The rationale for integrating quantity discount is to entice the target customers to purchase a substantial number of fingerprint scanners that they will integrate into their ATMs.

Considering the high cost of implementing the technology in one ATM and that banks and SACCOs have an expansive network of ATMs located in different regions of their market, it is expected that quantity discount will influence customers to integrate the technology.

The vendor will also integrate after-sale services in promoting the new technology. One of the after-sale services, which will be integrated, entails providing the banks and SACCOs with free maintenance and product updating services. This move will aid in nurturing a high degree of customer loyalty. Subsequently, the target customers will continue utilizing the new technology.

The probability of some stakeholders in the banking industry failing to attend the conference cannot be ignored. Subsequently, marketing communication will also be created through advertising by integrating diverse marketing communication mediums. Some of these mediums include television, print media, and outdoor advertising.

The intended message will be designed effectively in order to effectively communicate the intended message to the target customers. Outdoor advertising will be undertaken by contracting outdoor advertising companies. This aspect will aid in ensuring that the intended message is located strategically to the target customers. Print mediums such as newspapers and magazines on economic issues will be used in creating awareness.

Furthermore, emerging marketing communication technologies will also be integrated in the marketing communication. Various web-based technologies will also be adopted. First, the new technology will be advertised through an official website, which will be created. Information regarding the new technology will be posted on the website. Advertising will also be conducted on different search engines such as Yahoo, MSN, and Google.

These search engines will aid in creating awareness to different customers. Furthermore, different social networking mediums such as YouTube, Facebook, and Twitter will also be integrated. YouTube will provide an opportunity to demonstrate to the customers how the new technology works. Other social networking tools, which will be adopted in the integrated marketing communication process, include Wikis and Blogs.

These social networking technologies will create an opportunity for the target customers to interact with BFS vendors. For example, they will be in a position to conduct a further inquiry on the effectiveness and operation of the new technology.

Furthermore, adopting Internet marketing will play a critical role in creating awareness of a large number of customers in the global banking industry. Subsequently, there is a high probability of new technology penetrating the international market.

Distribution strategy

Product accessibility is essential in a firms effort to increase the rate of product penetration in the market (Pride & Ferrell, 2010). The direct method of distribution will be integrated in distributing the product into the market. The rationale for adopting this distribution strategy is that it will protect the new technology from compromise. Adopting an indirect distribution method may cause the new technology to be less effective considering its sensitive nature.

Furthermore, product distribution in the international market will also be conducted by contracting renowned and reputable dealers on electronic payment systems. The dealers will be required to ensure that the effectiveness of the new biometric authentication technology is not compromised.

Using dealers will improve the effectiveness with which the new technology penetrates the international market. This aspect will arise from the view that the dealers are conversant with the electronic payment system market in the international market. Subsequently, the likelihood of achieving the set sales objective will be improved.

Conclusion

Banks and other deposit-taking institutions such as SACCOs are committed to developing their competitive advantage. Growth is one of the strategies that such institutions have integrated into their quest to enhance their competitive edge. The emergence of new electronic payment systems such as Automated Teller Machines have provided banks and other financial institutions with an opportunity to achieve their desired level of growth.

Subsequently, banks are increasingly adopting ATMs as a strategy to gain market penetration. However, this research paper shows that the banking industry is experiencing a challenge in its quest to attain market growth by expanding its ATM network. The challenge arises from the increase in the rate of fraud through various methods such as ATM hacking, cracking, and phishing.

This phenomenon is identified as a potential source of business opportunity in an effort to resolve the problem faced. The idea generated relates to the development of a new biometric authentication technology -a fingerprint scanner known as Biometric Fingerprint Scanner [BFS]. However, the extent to which the new product penetrates the market is dependent on the effectiveness with which the entrepreneur implements the new product development process.

This paper has illustrated that there is a high market potential for the new technology considering the high rate of ATM fraud. By adhering to the above new product development process, the new technology may penetrate the global banking industry. Integrating a comprehensive commercialization strategy will increase the likelihood of the new product succeeding.

Commercialization will increase the extent to which customers are influenced to integrate the technology. The vendor will undertake the continuous improvement of the new technology. The improvement process will be informed by findings of the market research, which the vendor will undertake.

For example, the research will focus on identifying operational gaps in the new technology, which will aid in enhancing the effectiveness of the technology in dealing with emerging security challenges. Subsequently, the new technology will be in a position to attain future success.

Reference List

Cohn, K., & Hough, D. (2008). The business of healthcare. Westport, CT.: Praeger.

Mohammed, L. (2011). Use of biometrics to tackle ATM fraud. International Conference on Business and Economics Research, 1(3), 331-337.

Pride, W., & Ferrell, O. (2004). Marketing; concepts and strategies. Boston, MA: Houghton Mifflin.

Pride, W., & Ferrell, O. (2006). Foundations of marketing. Boston, MA: Houghton Mifflin.

Pride, W., & Ferrel, O. (2010). Marketing. Sydney, Australia: Cengage Learning.

3D Printer Elements and Features

Introduction

The modern technology has allowed for possibilities that were not imagined and expected some mere 10 or even 5 years ago. The computer and out flowing devices have become the much needed and used part of the current society which allows to better human lives. A 3-D printer is one of the inventions that make life efficient and productive in many ways. The ability to produce something out of nothing in a short amount of time has really changed evolution and use of technology.

Size and weight

The weight of a 3-D printer should not exceed ten kilograms because this device must be easily transportable. Second, the build speed should be approximately 150 millimeters per minute while its build volume should be at least 64 cubic inches. However, it is not necessary to search for a 3-D printer with increased build speed.

In particular, it should not exceed 200 millimeters per minute. Furthermore, the diameter of its nozzle should be at least 0,4 millimeters. Additionally, the size of this device should be approximately 9x9x9 inches. The objects that can be created with this printer should be at least 5x5x5 inches. These are the main parameters that should be taken into account by the vendor when selecting a product.

Materials that can be processed by the printer

This device should process acrylonitrile butadiene styrene (ABS) and polylactic acid (PLA) because these are widely used materials (Evans, 2012, p. 17). Therefore, the build platform should reach a temperature of 106 C, as it is necessary for the processing of ABS (Evans, 2012, p. 17). It is not a must to consider products that can process only ABS or PLA. This is a requirement that should be kept in mind.

Quality of Prints and Cooling

Additionally, the vertical resolution of this printer should be at least 124 microns. This product must also have a cooling fan that can freeze the 3-D shape within 15 minutes at most. In addition to that, this product should have injection molded gears that increase the precision of movements (Evans, 2012, p. 17). Yet, this criterion is not obligatory. These are some of the details that should be considered by the seller.

Compatible software and hardware

Its input format should be G-code since it is one of the most widespread formats used today. Furthermore, this 3-D printer should be compatible with various free and open-source applications that are used to create three-dimensional models. For instance, one can mention Freeplane because many models are created with the help of this software.

This is significant, as I would like this device to be compatible with a wide range of software applications used by designers. Overall, the software which runs this device should run on Mac OS, Windows, and Linux. Each of these operating systems can be used. Moreover, this 3-D printer has to be compatible with USB devices because it should be integrated with various data storage devices (Evans, 2012).

This is one of the aspects that are essential to the product. Additionally, a memory card should be included, and its volume has to be at least 10 gigabits. Yet, this memory card should not exceed 15 gigabits since the cost of this device cannot be too excessive.

Possible alterations in the specifications

Overall, it is necessary to find a product that can combine increased speed and high-quality prints. Thus, the vendor should recommend the models that correspond to these specifications. However, one should focus on the following characteristics: 1) the materials that the printer can process, 2) the size of objects that can be created; 3) resolution; and 4) build speed. They cannot be changed under any circumstances. Other parameters of this device can be altered if there are no products that can match the aforementioned requirements

Reference List

Alred, G., Brusaw, C., & Oliu, W. (2010). Handbook of Technical Writing (9th Edition).

Boston, MA: Bedford-St. Martins. Evans, B. (2012). Practical 3D Printers: The Science and Art of 3D Printing. New York, NY: Apress.

(2012).