Information Technologies offer a wide range of possibilities for the renewal and improvement of patient-physician relationships, physician-physician relationships, etc. The object is to improve treatment processes, monitoring and communication mechanisms, and streamlining of bureaucratic procedures.
Education as an Information Technology Service
Training is a key aspect in the process of incorporating new tehnologies into everyday activities, as determined by the advance of the Information Society. E-learning is a kind of education characterized by a physical separation between teacher and student, using the internet as a distribution channel for knowledge, and as a means of communication. The content of e-learning is focused on the technical areas.
This also introduces the problem of the low capacity of schools to absorb new technologies. In this regard, another concept of new technologies is the NTAE (New Technologies Applied to Education). The use of these technologies is understood as a resource for education and a means for learning, as a medium for communication and expression, and as a reflection of potential capabilities.
Access to education and culture are among the most obvious benefits that media contribute to society, while technological advances and other benefits of the communication age we live in enhance the odds for an exceptionally positive forecast. However, some experts have stressed that there must be a relationship between the information being supplied and the ability of people to assimilate it. Therefore, education can be made sufficiently convenient by use of these powerful tools.
Applying this to education means revisiting and evaluating its objectives, goals, and teaching methods. The same technological forces that make increased learning so necessary, are also making it easier and more practical. Currently, schools and other institutions are reinventing themselves around the opportunities being opened up by Information Technology. Virtual educational networks may represent the new basic units of the renewed education system, which also includes the design and construction of new educational settings, the help of electronic educational tools, and the training of teachers specialized at teaching in new social spaces.
Gaming as an Information Technology Service
The entertainment industry has been changed. The traditional stage once headed by music and film has changed, and the video game now dominates, especially the console, used mainly for offline games. There is a tendency to use the personal computer less as a games platform. The increase in sales of games and consoles has continued despite the economic crisis. The games selling the most worldwide in 2009 were World of Warcraft and Second Life. The future of gaming continues the trend of convergence with other applications. For in example, in the United States, there has been a tendency to package films together with video games as part of the merchandising.
Mobile as an Information Technology Service
The mobile phone is one of the busiest sections providing Information Technology services. In addition to making voice calls, SMS text messages are cheaper, faster and more efficient as a system of communication than previously. Multimedia messaging is gaining popularity slowly.
The mobile has become a device strongly associated with the individual and therefore supports a strong tendency toward customization; downloading of logos, images, and tunes are highly demanded services.
Education as an Information Technology Service
Training is a key aspect in the process of incorporating new tehnologies into everyday activities, as determined by the advance of the Information Society. E-learning is a kind of education characterized by a physical separation between teacher and student, using the internet as a distribution channel for knowledge, and as a means of communication. The content of e-learning is focused on the technical areas.
This also introduces the problem of the low capacity of schools to absorb new technologies. In this regard, another concept of new technologies is the NTAE (New Technologies Applied to Education). The use of these technologies is understood as a resource for education and a means for learning, as a medium for communication and expression, and as a reflection of potential capabilities.
Access to education and culture are among the most obvious benefits that media contribute to society, while technological advances and other benefits of the communication age we live in enhance the odds for an exceptionally positive forecast. However, some experts have stressed that there must be a relationship between the information being supplied and the ability of people to assimilate it. Therefore, education can be made sufficiently convenient by use of these powerful tools.
Applying this to education means revisiting and evaluating its objectives, goals, and teaching methods. The same technological forces that make increased learning so necessary, are also making it easier and more practical. Currently, schools and other institutions are reinventing themselves around the opportunities being opened up by Information Technology. Virtual educational networks may represent the new basic units of the renewed education system, which also includes the design and construction of new educational settings, the help of electronic educational tools, and the training of teachers specialized at teaching in new social spaces.
Gaming as an Information Technology Service
The entertainment industry has been changed. The traditional stage once headed by music and film has changed, and the video game now dominates, especially the console, used mainly for offline games. There is a tendency to use the personal computer less as a games platform. The increase in sales of games and consoles has continued despite the economic crisis. The games selling the most worldwide in 2009 were World of Warcraft and Second Life. The future of gaming continues the trend of convergence with other applications. For in example, in the United States, there has been a tendency to package films together with video games as part of the merchandising.
Mobile as an Information Technology Service
The mobile phone is one of the busiest sections providing Information Technology services. In addition to making voice calls, SMS text messages are cheaper, faster and more efficient as a system of communication than previously. Multimedia messaging is gaining popularity slowly.
The mobile has become a device strongly associated with the individual and therefore supports a strong tendency toward customization; downloading of logos, images, and tunes are highly demanded services.