online presence
DESCRIPTION
CIS110JD Online Presence PowerPoint ProjectTRANSCRIPT
Ryan SchultenLauren McGlinchey
Aman GillJared Bonamico
What is it?
Who are the social networks?
Why have a presence?
Your online presence should be taken very seriously in today’s world.
Social networks like Facebook, MySpace, Twitter, and LinkedIn provide
an opportunity to self market and network to millions of people. They
should be used responsibly. As much as 50% of college admissions
officers and company employment recruiters use these same social
networks to find out our personal information. They’re searching
concerns about alcohol and drug-use, violence, and other character
problems.
Facebook.com - is a free-access social networking website that is
operated and privately owned by Facebook, Inc. The website's name
refers to the paper face books depicting members of a campus
community that some US colleges and preparatory schools give to
incoming students, faculty, and staff as a way to get to know other
people on campus. Mark Zuckerberg founded Facebook while he was a
student at Harvard University. Facebook is one of the Internet’s most
popular websites, for consumers and businesses alike. The website
currently has more than 200 million active users worldwide. Using
Facebook to position yourself or your brand and establish your web
presence is relatively painless, and can do a lot for your marketing.
MySpace.com -is a social networking website with an interactive, user-
submitted network of friends, personal
profiles, blogs, groups, photos, music, and videos for teenagers and
adults internationally. MySpace was founded by Chris Dewolfe and Tom
Anderson in 2003. MySpace was purchased in 2005 for $580 million by
Rupert Murdoch creator of a media empire that includes 20th Century
Fox and the Fox television stations. MySpace has more than 40 billion
page views a month. Google paid $900 million to be MySpace's search
provider.
Twitter.com - is a free social networking and micro-blogging service
that enables its users to send and read other users' updates known as
tweets. Tweets are text-based posts of up to 140 characters in length
which are displayed on the user's profile page and delivered to other
users who have subscribed to them (known as followers). Since its
creation in 2006 by Jack Dorsey, Twitter has gained extensive notability
and popularity worldwide. Estimates of the number of daily users vary as
the company does not release the number of active accounts.
LinkedIn.com - is a business-oriented social networking site founded in
December 2002 and launched in May 2003 mainly used for professional
networking. As of February 2009, it had more than 35 million registered
users, spanning 170 industries. LinkedIn's was founded by its CEO, Reid
Hoffman. The purpose of the site is to allow registered users to maintain
a list of contact details of people they know and trust in business. The
people in the list are called Connections. Users can invite anyone
(whether a site user or not) to become a connection.
Because employers and college admissions officers are increasingly
using the Internet to research potential employees and students, it is
important to create a professionally acceptable online presence. Social
networking sites usually have privacy settings. The user should ensure
that profiles, photographs and wall postings are set to be seen only by
accepted friends. It is important to keep in mind, however, that the
user’s profile, including the profile picture, is still public and many
networking sites actually own the material posted on them, so the
material can be sold or shared elsewhere. In addition to using privacy
setting, users should:
Choose an appropriate profile picture that presents them in a positive, professional manner
Monitor comments and pictures posted by friends
Spell check and proofread material
Avoid any inappropriate remarks on blogs, social networking sites, and even emails, especially regarding past or present employers
Avoid references to drinking, drugs, and anything else that may be damaging to their reputation
In addition to maintaining a professionally acceptable online presence, it
is also important for users to protect their online presence and to avoid
putting themselves at risk for identity theft, stalking, harassment, and
other problems. Guidelines for protecting one’s online presence include:
Don’t post addresses or phone numbers in your profile. Home or work
addresses and phone numbers can be looked up in reverse search
engines.
Use strong security settings for your profiles. Make sure you adjust your
settings so only people who you know and authorize are allowed to view
your full profile.
Only accept friend requests from people you know. If someone you
know sends you a friend request on a social networking site, send them
an email to verify that it really was them that sent the request. If you
receive a request from someone you do not really know, send them a
message through the website asking them to remind you where you
know them from before accepting the friend request.
Be careful what you reveal about your daily schedule. Some social
networking sites allow you to update your “status” so that everyone who
views your profile knows where you are or what you are doing.
Advertising that you are on vacation or out of the house presents an
ideal opportunity for a thief to come and scope out your house or go
through your mail.
Use one-shot credit cards. Some credit card companies offer an option
to create one-shot credit card numbers. When you make a purchase
online using these cards, the number will be valid for just that
transaction.
Create strong passwords. Strong passwords contain both letters and
numbers, making them more difficult for identity thieves to guess. The
strongest passwords include a combination of upper and lowercase
letters. Passwords should also be at least eight characters long.
Admissions officers and employers say that they do like to see creative
layouts and photos, information about what activities applicants
enjoy, skills they possess, and stories about their experiences, such as
travelling or competitions.
What is it?What are it’s uses?
What does the future hold?
Is a technology which allows a user to interact with a computer-simulated environment, whether that environment is a simulation of the real world or an imaginary world.
There are two types of virtual reality: Desktopand Immersive. Desktop virtual reality simply requires a computer monitor to display the 3D world. Immersive virtual reality requires the use of special display devices to make the user feel more involved in the virtual environment. These special display devices can either be projection screen systems or head-mounted displays.
This gentlemen is viewing a 3D virtual reality world though a head-mounted display
Immersive Virtual Reality
The Sims is an example of desktop virtual reality. First released in March of 2000, the Sims is the best selling PC game in the history with more then 7
million copies sold.
Desktop Virtual Reality
Immersive and Desktop Virtual Reality
Virtual reality arguably provides the most natural means of communicating with a computer because it allows us to use our inherent 3D spatial skills that have evolved over thousands of years such as walking, gesturing, looking, grabbing etc. There is a vast range of potential applications for virtual reality, such as:
Architectural Design: Architects can now use virtual reality technology to help with the designing and walking through a building or room.
Education: Systems have been designed to help disabled children allow the visualization of mathematical concepts, perform virtual lectures & conferences.
Medicine: There is a lot of interest in the possibility of virtual surgery and the provision of other aids for the surgeon like in the fields of ultrasonic imaging, MRI, and drug design.
It is difficult to predict the future of virtual reality. Within existing technological limits, sight and sound are the two senses which best lend themselves to high quality simulation. There is however attempts being currently made to simulate smell. Although it is often seen in the context of entertainment by popular culture, the future of virtual reality is very much tied into therapeutic, training, and engineering demands.