Digital Sociology
Ye a r I I , S e m e s t e r I
Introduction to Digital
Sociology
To p i c 0 1
Introduction
• Course outline
• Evaluation
• Requirements
2024
4
• Have you used the language subtitle option in PowerPoint?
• Do you know about the designer option in PowerPoint?
• Can you propose an alternative software tool to MS PowerPoint?
6
1.1, 1.2 Technology
Environment and How
to use technology for
day-to-day activities
The Future
9
The Future
10
The Future
Computers in music industry
In gaming (Gesture Detection)
360 Videos & Videos Multi D Videos
and Audios with VR
Global Positioning Systems
• Direct Auto Driving
• Integrated into Cell Phone
• Keep Up With Children
• Keep Up With Spouse
• Disney Phones Available Now
Wearable
• Wearable computers and their
interfaces are designed to be
worn on the body, such as a
wrist-mounted screen or headmounted display, to enable
mobility and hands-free/eyesfree activities.
• Fitbit
• Smartwatch
The Future
17
1.2 Virtual World
Virtual Worlds
• Simulated environment designed for users to interact via avatars
• Avatar
• 2-D or 3-D graphical representation of a person in the virtual world
• Used in chat rooms and online games
Virtual
Worlds
• With avatars, users can:
• Manipulate objects
• Experience a limited
telepresence
• Communicate using
text, graphical icons,
and sound
Virtual Worlds
• Widely used virtual worlds:
• Active Worlds
• Club Penguin
• EGO
• Entropia Universe
• Habbo
• RuneScape
• Second Life
Virtual Worlds in Action
• Second Life
• Several million members from all over the world
• Some companies use Second Life to establish or enhance their image, generate sales leads, and
increase sales
• Some experts believe that groups work together better in virtual worlds than in
face-to-face meetings and teleconferences
1.4 Internet of Things
(IoT)
IoT
IoT
IoT
Ameca vs. Sophia
1760s
1870s
1950s
Now
Associat
ion of
Accounti
ng
Technici
ans of
4th Industrial Revolution
• The Fourth Industrial Revolution (4IR or Industry 4.0) is the ongoing automation of
traditional manufacturing and industrial practices, using modern smart technology.
Large-scale machine-to-machine communication (M2M) and the internet of things
(IoT) are integrated for increased automation, improved communication and selfmonitoring, and production of smart machines that can analyze and diagnose issues
without the need for human intervention.
4th Industrial Revolution
Collaborative
• As more people use smartphones and wearables, it will be simpler than ever to
share data with each other for mutual benefit. Some of this sharing can be done
passively, such as reporting your location in order to update traffic statistics. Other
data can be reported actively, such as adding your rating of a restaurant to a review
site.
Crowdsourcing
• The practice of obtaining information or input into a task or project by enlisting the
services of a large number of people, either paid or unpaid, typically via the internet
FinTech
• Fintech refers to the integration of technology into offerings by financial services
companies in order to improve their use and delivery to consumers.
FinTech Development
Transatlantic Telegraph
Cable, SWIFT, ATMs
FinTech
1.0
Data Technologies
FinTech
2.0
Internet, Internet of Things
FinTech
3.0
Crowdfunding
Crowdfunding uses an innovative
approach for organizations,
entrepreneurs and startups to raise
money from multiple individual donors
or investors. It is a collective effort of
individuals who pool their resources to
support initiatives promoted by other
people or organizations
Printable
• 3-D printing
• Buildings, Musical Instruments, Medical Models, Clothing etc. can be easily print
with3D printers.
Thank you.
Shantha Puhulwella (BSc, MSc)
+94 777 171 855, +94 714 011 855
Shantha@sjp.ac.lk
https://mgt.sjp.ac.lk/