Media Seminar
Media Seminar
Mobile phones are amazing device which brings most of the works in a single hand. In
the world one quarter of the earth’s population using a mobile phone. Therefore another
mobile phones are Smartphone’s which are great phones and it’s a phenomenal
.Smartphone’s are rich mobile personal gateways into the digital universe and its
growing and expanding all over the digital world. In the digital worlds its combines
content, commerce, computing, and community.
Early smartphones were marketed primarily towards the enterprise market, attempting
to bridge the functionality of standalone personal digital assistant(PDA) devices with
support for cellular telephony, but were limited by their battery life, bulky form, and the
immaturity of wireless data services. In the
2000s, BlackBerry, Nokia's Symbian platform, and Windows Mobile began to gain
market traction, with models often featuring QWERTY keyboards or resistive
touchscreen input, and emphasizing access to push email and wireless internet. Since
the unveiling of the iPhone in 2007, the majority of smart phones have featured thin,
slate-like form factors, with large, capacitive screens with support for multi-
touch gestures rather than physical keyboards, and offer the ability for users to
download or purchase additional applications from a centralized store, and use cloud
storage and synchronization, virtual assistants, as well as mobile payment services.
Improved hardware and faster wireless communication (due to standards such as LTE)
have bolstered the growth of the smartphone industry. In the third quarter of 2012, one
billion smartphones were in use worldwide.Global Smartphone sales surpassed the
sales figures for feature phones in early 2013.
History
Beginning in the mid-late 1990s, many people who had mobile phones carried a
separate dedicated PDA device, running early versions of operating systems such
as Palm OS, Newton OS, Symbian or Windows CE/Pocket PC. These operating
systems would later evolve into early mobile operating systems. Most of the
"smartphones" in this era were hybrid devices that combined these existing familiar
PDA OSes with basic phone hardware. The results were devices that were bulkier than
either dedicated mobile phones or PDAs, but allowed a limited amount of cellular
Internet access. The trend at the time, however, that manufacturers competed on in
both mobile phones and PDAs was to make devices smaller and slimmer. The bulk of
these smartphones combined with their high cost and expensive data plans, plus other
drawbacks such as expansion limitations and decreased battery life compared to
separate standalone devices, generally limited their popularity to "early adopters" and
business users who needed portable connectivity.
Early smartphones
Smartphones were still rare outside Japan until the introduction of the Danger Hiptop in
2002, which saw moderate success among U.S. consumers as the T-MobileSidekick.
Later, in the mid-2000s, business users in the U.S. started to adopt devices based on
Microsoft's Windows Mobile, and then BlackBerry smartphones from Research In
Motion. American users popularized the term "CrackBerry" in 2006 due to the
BlackBerry's addictive nature.
Outside the U.S. and Japan, Nokia was seeing success with its smartphones based
on Symbian, originally developed by Psion for their personal organisers, and it was the
most popular smartphone OS in Europe during the middle to late 2000s. Initially, Nokia's
Symbian smartphones were focused on business with the Eseries, similar to Windows
Mobile and BlackBerry devices at the time. From 2006 onwards, Nokia started
producing consumer-focused smartphones, popularized by the entertainment-
focused Nseries. Until 2010, Symbian was the world's most widely used smartphone
operating system.
The original Apple iPhone; its introduction contributed to the steady rise of smartphones
that feature large touchscreen interfaces without physical keypads.
The iPhone was at first "not a smartphone by conventional terms, being a platform
device that allows software to be installed", A year later, it followed platforms like
PalmOS, Symbian and Windows Mobile in allowing apps to be installed. It did so
through Apple's App Store, an online distribution platform which was present on the
phone and controlled and monetized by Apple. This became a common means for
smartphone software distribution and installation. The first iPhone also faced criticism
for not supporting the latest 3G wireless network standards, but was praised for its
hardware and software design, and its June 2007 release was met with heavy demand,
with customers waiting in lines outside Apple Store locations to be among the first to
purchase it.
The IPhone X
In the early 2010s, larger smartphones with screen sizes of at least 5.5 inches diagonal,
dubbed "phablets" , began to achieve popularity, with Samsung's Galaxy Note
series gaining notably wide adoption.Phablets have become the industry standard, with
many companies abandoning smaller, 4-inch displays, except in their cheapest models.
In 2013, Fairphone launched its first "socially ethical" smartphone at the London Design
Festival to address concerns regarding the sourcing of materials in the
manufacturing followed by Shiftphone in 2015.In late 2013, QSAlpha commenced
production of a smartphone designed entirely around security, encryption and identity
protection. Some companies began to release smartphones incorporating flexible
displays to create curved form factors, such as the Samsung Galaxy Round and LG G
Flex.
The first smartphone with a fingerprint reader was the Motorola Atrix 4G in 2011. In
September 2013, the iPhone 5S was unveiled as the first smartphone on a major U.S.
carrier since the Atrix to feature this technology.
Display
Screen sizes are measured in diagonal inches. Phones with screens larger than 5.2
inches are often called "phablets". Smartphones with screens over 4.5 inches in size
are commonly difficult to use with only a single hand, since most thumbs cannot reach
the entire screen surface; they may need to be shifted around in the hand, held in one
hand and manipulated by the other, or used in place with both hands. Due to design
advances, some modern smartphones with large screen sizes and "edge-to-edge"
designs have compact builds that improve their ergonomics, while the shift to taller
aspect ratios have resulted in phones that have larger screen sizes whilst maintaining
the ergonomics associated with smaller 16:9 displays.
Liquid-crystal displays are the most common; others are IPS, LED, OLED,
and AMOLED displays. Some displays are integrated with pressure-sensitive digitizers,
such as those developed by Wacom and Samsung, and Apple's Force Touch system.
Sound
Some audio quality enhancing features, such as Voice over LTE and HD Voice have
appeared and are often available on newer smartphones. Sound quality can remain a
problem due to the design of the phone, the quality of the cellular network and
compression algorithms used in long distance calls. Audio quality can be improved
using a VoIP application over WiFi. Cellphones have small speakers so that the user
can use a speakerphone feature and talk to a person on the phone without holding it to
their ear. The small speakers can also be used to listen to digital audio files of music or
speech or watch videos with an audio component, without holding the phone close to
the ear.
Battery
By the end of 2017, smartphone battery life has become generally adequate; however,
earlier smartphone battery life was poor due to the weak batteries that could not handle
the significant power requirements of the smartphones' computer systems and color
screens.
Smartphone users purchase additional chargers for use outside the home, at work, and
in cars and by buying portable external "battery packs". External battery packs include
generic models which are connected to the smartphone with a cable, and custom-made
models that "piggyback" onto a smartphone's case. In 2016, Samsung had to recall
millions of the Galaxy Note 7 smartphones due to an explosive battery issue.\ For
consumer convenience, wireless charging stations have been introduced in some
hotels, bars, and other public spaces.
Softwares
Mobile devices with mobile communications abilities (e.g., smartphones) contain two
mobile operating systems – the main user-facing software platform is supplemented by
a second low-level proprietary real-time operating system which operates the radio and
other hardware. Research has shown that these low-level systems may contain a range
of security vulnerabilities permitting malicious base stationsto gain high levels of control
over the mobile device.
Mobile app
Application stores
The introduction of Apple's App Store for the iPhone and iPod Touch in July 2008
popularized manufacturer-hosted online distribution for third-party applications
(software and computer programs) focused on a single platform. There are a huge
variety of apps, including video games, music products and business tools. Up until that
point, smartphone application distribution depended on third-party sourcesproviding
applications for multiple platforms, such as GetJar, Handango, Handmark,
and PocketGear. Following the success of the App Store, other smartphone
manufacturers launched application stores, such as Google's Android Market (later
renamed to the Google Play Store) and RIM's BlackBerry App World and Android-
related app stores like F-Droid. In February 2014, 93% of mobile developers were
targeting smartphones first for mobile app development.
San Mateo, CA, April 13, 2010 – Ring Central, which is a cloud computing based
business phone system provider, their new survey find out that customers on the
changing nature of business communications. The survey included Ring Central’s small
to medium-sized business customers around the U.S. reveals that the Smartphone has
going to an integral part of their daily life and a dramatic impact on personal life. Survey
results provide that intimate relations and Smartphone’s tied as the number one thing
survey respondents cannot live without. Another proof is that an increasingly mobile
workforce would rather give up their morning cup of coffee than their Smartphone’s.
The majority of people in the city they are using Smartphone’s as compared to home
phone or office phone. On the other hand Smartphone’s are using more than computers
for business and also encroaching on computers as well, more than 25% of surveyed
showed that using the Smartphone more than the computer for business. In fact, nearly
8% don’t even take their laptop when they travel for business if they carry their
Smartphone. We can say that Smartphone’s are the new resolution in every single day
in our personnel life and business.
Consumer
The phone is an integral part of a person’s daily life – e.g. private phone-calls, social
networking, messaging, navigation, gaming, online banking, on-the-go entertainment,
location based services, Internet browsing, micro-blogging, email, photography, video
recording, e-health, etc.
Employee
High Official
Some Smartphone’s ship with convenient backup and recovery functions to address the
risk to data availability of failure, loss, or theft. Smartphone’s are often well integrated
with local or remote backup and recovery services. For example, some platforms
automatically back up contacts, calendar or emails to a remote service. Smartphone
applications, furthermore, often rely on network-based storage and backup. Overall this
can make recovery of data in the event of a device failure, theft or loss quicker and
more convenient and increase overall service availability.
In some cases, Smartphone’s can even be located remotely via the network, allowing
the user to recover a lost device more easily. Additionally, some Smartphone’s can be
disabled and wiped remotely (and data may be easily recovered by the owner). This
combined with above-mentioned backup and recovery services can be used to mitigate
the risks associated to theft and loss.
The SIM card used in Smartphone’s is a smartcard (50) and, with the appropriate
software, licences and certificates in place can be used for PKI-based authentication
and digital signatures (51). Although unavailability of smartcards and readers is not the
only impediment to the uptake of PKI, this
feature of Smartphone’s could be one factor in encouraging the use of PKI and digital
signatures for the authentication of users and transactions.
Smartphone’s may also take advantage of the shared secret between the SIM card and
the HLR (Home Location Register) using the 3GPP standard Generic Bootstrapping
Architecture (GBA).
Smartphone’s may also be used to create one-time-password codes without using SMS
or network connections.
Smartphone’s allow users to use end-to-end encryption for phone calls and SMS more
easily. Smartphone’s come with more processing power and third-party encryption
applications are easily available to end-users. For call confidentiality, traditional handset
users rely on encryption offered by the mobile network operator.
Crypto-modules for additional protection are expensive and are typically only used by
top-officials. However several third-party applications are now offering encryption for
Smartphone’s voice calls, on top of the standard encryption provided by mobile network
operators.
It’s impossible to discuss the history of mobile apps without first looking at the mobile
phone. The first hand-held mobile phone was demonstrated by John F. Mitchell and Dr.
Martin Cooper of Motorola in 1973, using a handset weighing around 4.4 pounds (2 kg).
In 1983, the DynaTAC 8000x was the first commercially sold mobile phone and would of
set you back a cool $3,995 ($9460 in present-day money), yikes!
Since then, technology has moved at an astonishing rate including features on phones
we would never have thought possible like controlling the temperature of house while
you’re out or monitoring your heart rate and blood pressure, all through mobile apps of
course!
Fast-forward a few years to when phones weren’t the size of a large cavity block...
We would like to introduce one of the first “apps” created to entertain (or waste time
whichever you prefer), the game snake, introduced in 1998 as a standard pre-loaded
game on Nokia phones, this became a global sensation.
Snake was a game where you controlled a line of dots that, with imagination, looked like
a snake. As you turned the snake left or right in a small square screen you tried to eat
little squares. These squares would then make you longer with the goal being to not let
your front end touch anywhere else on your body.
Jump forward even more, to today’s smart phones and snake seems archaic in
comparison. For example just last year some of the most popular apps were:
Candycrush (time wasting games are still going strong apparently), Twitter, Snapchat,
YouTube, Minecraft, Pandora, Netflix, and Facebook. Vastly different in all ways to
Snake!
But it was in 2007 that saw the real birth of today’s more recognisable mobile apps
when the launch of the first iPhone appeared. The iPhone changed everything and
became an instant hit all over the world. Now we had a new way to access our phones,
through touch screen use which apps dominated.
It assumes that audience members are not passive consumers of media. Rather, the
audience has power over their media consumption and assumes an active role in
interpreting and integrating media into their own lives. Unlike other theoretical
perspectives, UGT holds that audiences are responsible for choosing media to meet
their desires and needs to achieve gratification. This theory would then imply that the
media compete against other information sources for viewers' gratification .
Mobile phones, a comparatively new technology, have many uses and gratifications
attached to them. Due to their nature of mobility, constant access, and options to both
add and access content, this field is expanding with new research on the motivations
behind using mobile phones.
In general, people use mobile phones for the following uses and gratifications
Affection/sociability
Entertainment
Instrumentality
Psychological reassurance
Fashion/status
Mobility
Immediate access
Uses and gratifications do, however, differ based on location and audience:
Using mobile phones on buses, cars, and trains is related to the UG of mobility
and immediate access
Talking to business partners is related to the UG of instrumentality
Talking to family members is related to the UG of mobility and affection
The specific function of text messaging has been studied ] to find its uses and
gratifications and explore any potential gender differences. The researchers proposed
seven uses and gratifications; they are listed below, from highest to lowest ranked
according to the study's results:
Accessibility/mobility
Relaxation
Escape
Entertainment
Information seeking
Coordination for business
Socialization/affection seeking
Status seeking
The results also displayed gender differences (in an undergraduate population): women
scored the UG of accessibility/mobility, relaxation and escape, and coordination higher
than the men did. These results may imply social and societal expectations for females
around independence but connected to family and friends and/or a tendency for women
to rely more on detailed conversation in text messaging than men.
Since many now use their mobile phones as devices to connect to the internet and both
contribute and retrieve content, researchers have investigated the UG of smart devices
which engage multiple media. The uses and gratifications for contributing mobile
content differ from those for retrieving mobile content.
Contribution: Leisure, entertainment, easy access, and passing time are all
motivations for adding material.
Retrieval: Efficient access of information resources/services and the need for
high quality information are uses and gratifications for accessing content.
Internet usage[
The Internet provides a new and deep field for exploring UGT. It was found to have
three main categories of gratifications: content gratification, process gratification, and
social gratification.
Content: Uses for the Internet include the need for researching or finding specific
information or material, which are gratified with content.
Process: Users gain gratification from the experience of purposeful navigating or
random browsing of the Internet in its functional process.
Social: Uses encompass a wide range of forming and deepening social ties.
Scholars like LaRose et al. utilize UGT to understand Internet usage via a socio-
cognitive framework to reduce uncertainties that arise from homogenizing an Internet
audience and explaining media usage in terms of only positive outcomes (gratifications).
LaRose et al. created measures for self-efficacy and self-disparagement and related
UGT to negative outcomes of online behavior (like Internet addiction) as well.
Recent research has looked at social networking services, personal and subject-
based blogs, and internet forums put together to study the U&G in posting social
content, the relationship between gratifications and narcissism, and the effects of age
on this relationship and these gratifications. Users have motivations of the following
overall:
Forums were found to be the main media for venting negative feelings, potentially due
to the fact that comparatively, forums are more of a one-way street. Use of social media
cures loneliness and satisfies a compulsion for addictive behaviors. Similar to the
variables of gender, location, and audience as previous research has found, the U&G
differed by category of narcissism. The researchers found four multi-dimensional
narcissistic personality types: feeling authoritative or superior, exhibitionistic,
exploitative, and often hungry for vanity. The U&G differed depending on the specific
type of narcissism a given user had. For instance, those who were exhibitionistic tended
to focus on the social media U&G of showing affection, expressing negative feelings,
and being recognized. Those who viewed themselves as superior had higher uses and
gratifications by cognitive motivations than by recognition. The vain narcissists were
most gratified by recognition and attention, and they did not vent negative feelings.
Exhibitionists were motivated by all gratifications of social media. No generational
differences were found in the narcissistic tendencies.
Friend-networking sites
Basic research finds that socialization motivates use of friend-networking sites such as
MySpace and Facebook. Particulars under socialization might be finding old friends,
making new friends, learning about events, creating social functions, and feeling
connected. Some further exploration has demonstrated that although emotional,
cognitive, social, and habitual uses are motivational to use social media, not all uses are
consistently gratified. In research examining Facebook groups' users' gratifications in
relation to their civic participation offline, 1,715 college students were asked "to rate
their level of agreement with specific reasons for using Facebook groups, including
information acquisition about campus/community, entertainment/recreation, social
interaction with friends and family, and peer pressure/self satisfaction." The study
ultimately yielded results through principal components factor analysis with varimax
rotation. The results showed that there were four needs for using Facebook groups,
"socializing, entertainment, self-status seeking, and information."
By way of comparison, Instagram could boast 1 billion monthly active users at this point,
with Instagram Stories registering 400 million daily users. These are also the latest
available statistics.
According to data provided to CNBC by marketing intelligence firm Sensor Tower,
TikTok was downloaded 104 million times on the Apple App Store over the first half of
2018. This makes it the most downloaded app on the platform over this period.
Going as far as the end of the second quarter of 2018, we can see a huge surge in
downloads of TikTok (and the eventually absorbed Musical.ly). A slight slowdown
occurs between Q1 and Q2 2018; though with over 50 million downloads in the latter,
it’s not the most catastrophic of declines.
We must note that these figures occur before TikTok registered its top rank in terms of
US iOS downloads in October 2018, and the Musical.ly merger, so the growth curve is
likely to have robustly recovered after this blip.
Let’s talk about some advantages of tik tok also. So it is mostly used by people for fun.
They are making short videos and share it with their followers for getting comments and
like and they want to famous by this tik tok app. It seems very enjoyable and amazing if
you use it when you are free. Therefore, there will be a variety of background music and
the people will act only. So it has a lot of advantages I shared with you which I have
seen and observe them.
I have told you the advantages of tik tok. So, it is time to tell you about the
disadvantages of tik tok app. People are wasting their time for making such a useless
video and they think that they will be famous no you are wasting valuable time. I think it
is very shameless for those who are making the video in order to be an actor. And it
does not have any good because they are hitting the book, education, jobs away. I
request to don’t let your child use delete it from there because in order to read the
books to get information so that they will be open minded. So it was all my experience
which I shared with you guys.
Features:
This is indeed an unique feature of this application. With TikTok, you can upload your
recorded videos directly to your account. You can then edit those and add type of
effects as per your wish. This helps in saving your time and energy as you will be able
to engage your followers in a situation where video recording is not convenient.
Duet Videos
Are you interested in collaborating with your friend for making videos? You may hesitate
in this as your friend is staying in a far off place. But again with TikTok things are pretty
simple. You can produce good quality duet videos using this app even if your friend
stays in a different country. Standard effects can be added in those videos. This feature
can add variety to your feed which will further help you in acquiring more followers.
Slideshow Maker
If you are an active user of social media, you should be familiar with popular slideshow
videos. Through such videos, you can create a unique collection by embedding several
memories of yours in the form of videos. Fort other similar types of apps creation of
slideshow videos is a bit difficult as you need to download external apps. But with
TikTok it is easy and also you can share those in your feed seamlessly.
Making of lip sync videos are a bit difficult as you need to maintain the right time along
with focusing on the video. Creating such videos consumes a lot of time, but using
TikTok you can do it in few minutes. The timer feature will enable you in concentrating
on the video content. You just have to choose the timer option and then wait to make
the record happen automatically.
Superior Video Editor
This is another distinctive feature of this app. This feature will help you in editing videos
so that the lip sync can be made perfect even if the recording does not happen properly.
This possibility is not available in other apps of similar types.
This UAE based Pakistani is all about laughs! She makes videos with funny Urdu
dialogues, and her videos based on songs also have a fun element to them. She has
done duos with her friends and other TikTok users which are equally great. Her videos
will surely put you in a good mood.
6. Hazeera (@hazeera_k)
Hazeera was among the most famous users on Musical.ly and she has continued her
tradition on TikTok too. Her profile has videos ranging from funny dialogues to
emotional songs, all based on her mood. She is famous for just the right expressions for
every kind of content.
9. Ibrahim (@ibrahimm007)
He has got the greatest mixture of looks, wardrobe, skills, and talent. He creates
versatile content comprising of fast music, monologues, duologues, dialogues and with
as perfect timing as his, the videos are just impossible to ignore.
10. Anum Asad (@anumasad)
Anum owes her fame to her slaying looks and stunning hair. Her great dialogue choice
and ideal acting skills are sure to leave you impressed. She makes videos with famous
dialogues and songs which highlight her talent very well.