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Aspectual Evaluation of Information Systems - Essay Example

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The author of this paper "Aspectual Evaluation of Information Systems" discusses the main aspects that the multimedia system reflects in the interests of efficiency, through continuity and change, through technological determinism, and the factors of time, the place, and the amount…
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Aspectual Evaluation of Information Systems
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Aspectual evaluation of IS Location The friends can use the developed flash animations for diverse purposes and interests. Flash animation can be a tool to clearly communicate a thought in visual ways. First, the friends can use animated characters create learning tools about safety, operating different equipments and other day to day experiences. Secondly, they can use animated ads to advertise a business or a website, as flash animation offer amusing movements and sounds. They also catch an idea that may be communicated in uncommon ways in advertisement. Thirdly, created games may be used for pastime and entertainment and further develop animation related to their hobby. Such entertaining scenes can be created and recreated. The social aspect of multimedia system reflects in various ways. First, education develops and improves through the use and of applications, simulations or courseware. People are increasingly resorting to e-learning and quick information searching as the best suited mode of education. Entertainment has immensely been central through multimedia system through use and applications, educational and leisure games, movies and online videos on demand. Home–based activities are promoted such as through use and applications of television, the satellite TV and SMS services including chats, reality TV and voting. It can also be core in public places use and applications of information desk, help and support, security and use of smart cards (Lian, Kanellopoulos & Ruffo 2009). As Rao, Bojkovic & Milovanovic (2008) observes, multimedia system has psychic or sensitive aspect that develops through it. Imagination and the user variously combine various media technologies to organize and develop large number of assets such as scenes, characters, movements and props. The creations derive imaginary thoughts of inexistent worlds, people and ideas. Highly imaginative genre can eventually be developed with the digital age technologies. Most historical work can be adopted to make them more appealing through the efforts of producers interested in imaginations. Since imagination is a rare event in most cases, the multimedia system makes it a possibility. Interacting with such multimedia system increases creativity as remediation brings about criticality. Special features can be developed through sparked imagination. Watching films such as magical contents provides fantastic imaginary creations. People develop capacity to view the world and then act in various perspectives. Magical thinking which depicts supernatural events and alternative world are entertaining. Multimedia system related to the formative aspect through technological determinism. People depend on technology development to shape their interactions in different contexts. Technological designs for current markets changes the way of work, communication and interactions. They will then adopt it as important determinant and for prediction of their lives. Overdependence on multimedia system will allow them to be open and receptive to every new development. Dependency is a core factor that stimulates more developments which anyone can visualize and develop. With the open thinking about the prospect of development any thought human activity immensely relies on the advances of multimedia system (Lian, Kanellopoulos & Ruffo 2009). The use of multimedia system reflects a kinematic aspect. Dynamism is core as it serves diverse purposes and can be changed to embody use of different symbols to develop into complete distinct products and experiences. It also has a dialect, where one group may prefer the use of conservative and conventional styles while others may reveal idiosyncratic styles. Remediation has been central and the new media in this novel period take after, adapt and incorporate the previous existing media. The role played by the previous media is transferred and improved with the new ones. Thus those early genres are currently improved to reveal existing theatrical conventions and serve the interest of the current. Most of developments have a historical feature involved and its articulation depend on identification of past relevant modes which people variously improve. Spatial aspect is revealed through continuity and change which is central in this century. The multimedia system has played an important factor in this trend of change and continuity. They will focus on ongoing representations and critical techniques to adopt them and move on with technological developments. Instantaneous learning develops through provided technology that creates participatory culture which mostly involves young people with high interests in learning. Multimedia system opens up the possibilities for participation. After exploring some ranges of digital media program extensions, the participants are able to catch-up with viewing, feedback and debriefings and commentary sites. Available links to the social education and organizations provide material to consider some political, social and cultural reasons for contents making. Universal community and audiences engage with the changing forms of media in specific contexts (Shelly, et al 2009). Multimedia system reflects in the interests of efficiency a lingual aspect. The current communication modes with the digital technologies have been a phenomenon which creates new register communication. The platform, products and services developed are given new terms. Majorly, an individual can develop new terms, texts messages which imitate available, conventional, vocal and sound systems with a formed group. Such languages and terms are understood between the sender and receiver. Such a language does not fully dissociate from the standard existing language and terms. This makes it possible to be adopted by other who value and use anything developed in line with their interest. New terms are promoted by the social phenomenon to serve the social aspects involved with the formed and the new community using it. Such social factors such as the age, gender and social class are exhibited and influence more development. New registers and texting vernaculars can be used to promote exclusion of a group of people. One general agreement in language change is economical on words due to charges set and speed required to reply the texts. A social rule dictates the communication principles in multimedia systems such as Twitter, Facebook and Pinterest and is then standardized amongst the users. The quantitative aspect in multimedia system has included the factors of time, the place and the amount. Different adoption will reflect differences in usage and the processes which can be delivered successfully. The quantities aspect accounts for time, resources and other statistical information involved in carrying out multimedia system. The people can use the software to exploit underlying hardware capabilities which is taken as of paramount importance. Through optimal hardware configuration, associated costs and model features can variously be improved. Diverse ways through suggestion provide opportunities for exploring various questions that arises. Most products of development can become operational and have the ability to deliver much required services through the supporting hardware. The current software developments can account for eventual scalability without an increase in hardware (Boronat, Lloret & García 2009). Multimedia system has been adopted by individual and groups for economic aspect and purposes such as doing business. The group can use the technologies and apply it in sales and marketing through presentation of services and products. The system allows the core features of products to be promoted to its destined customers and to further influence more buyers. The work becomes easier as by use of laptops most products can be seen in three dimensions. Efficiently, it is possible to reach more customers through fewer efforts for those who work in firms or desire to market new developed products. Multimedia system is paramount in trade show production. In most cases, less but important information is required in such contexts and occasion. Critical aspects of services or products can be conveniently be communicated and provided to potential buyers, client or customers. The application can also be used for staff training and running business activities. Various development of multimedia system has been facilitated by responses to physical aspect. One such case is reduction of the amount of hardware for storage, processing and facilitating activities. This has been reflected in people creating a need to reduce quantities for the ease of portability and to turn the computer facilities more users friendlier (Lian, Kanellopoulos & Ruffo 2009). Biotic organic aspect in multimedia system relates to sustainability issues where the most natural ways are accepted as the best in operation, consumption and factors related to multimedia. Health factors are a consideration in use of hardware and gadgets. Personal safety, health and risk management features in multimedia system. Resource shortages and limitation is taken into account and the role of efficient multimedia system thus become of essence and of consideration. The analytic aspects of multimedia system are developed through application of logic. Engaging in critical thoughts, ideas, interactions, products and consumables permeate analysis. It is possible then to categorize different materials and issues according to their core features. Multimedia system promotes aesthetic aspect of communication and interactions. Through information technology texts can be joined with background photos to make them more appealing. The platform provides development of poems, nature issues which are created and recreated to make it poetic, musical and communicative. A thought may be variously adapted to suit different purpose and make it unique in the way it is drawn. The use of multimedia system is critical in developing the juridical aspect in people. Through critical thinking, it is possible to engage probing of issues by ensuring that one ask permissible questions, develop evidence sources and apply criteria in issues analysis. Critical thinking is important in multimedia information helping to determine the way the information has been acquired and interpreted before one reaches a favorable conclusion. Juridical aspect enables the application of critical thinking principles and concepts when interacting with the information. In particular, universal principles of critical thinking allow reflective contextualization more so in multimedia system (Boronat, Lloret & García 2009). Multimedia system can develop the ethical aspect of people. In most cases where different people from diverse communities are brought together, there are set regulations which are created for the protection of the interactions that ensue. People who are currently using social, learning and business sites are governed by ethics of respect, objective ideas and value for diversity. By use of multimedia system, one develops professionalism, objectivity and neutrality. Multimedia system has been at focal point to promote and sustain to beliefs and faith aspect. It provides an overarching point of access, relating and communication about spiritual convictions. Religious, cultural and spiritual materials are widely posted and accessible to vast audience who also interact quickly in different regions, racial backgrounds and inclinations. The closeness of common denominations and faiths facilitate assurance of the deity and strengthens practices. The aspectual impacts of flash animation can indirectly affect immediate and general public. For instance the teachers, institutions and parents may find them necessary to use out of demand for practical learning and developing of skills. They can therefore variously adopt them to use at home, social events, schools, driving schools and talent developing learning. Through them, the public may find it efficient as what people see, they rarely forget unlike the overly day-to-day class theory which is easily forget and to an extent boring. Such learning may include electricity and daily products use and precautions (Benford & Malartre 2008). According to Franklin & Patton (2000), for advertising purposes, the field is ever growing and demanding and flash animation is a novel way to create eye-catching and easily remembered adverts. Most companies may adopt it as a cheap way for advertisement, unlike the use of people which is a bit expensive. Flash animations are also neutral as they can be suited in a way that they will not incline or reveal racial, religious of fashions inclination which is an effective way to communicate in multicultural communities and new markets for companies’ products. Entertaining field mostly serves the hobby of individual or a group, game and music fans, gym trainers can successfully use it. As Monke (2009) argues, in the course Human Living with Computers it is indisputable that computers have an elaborate role in human day-to-day life. This can be proofed by their presence at our surroundings. There are pervasive uses of computers which prove their involvement and significance. The dynamic uses of computers continue to encompass the areas of shopping, traveling, stocking, banking, literature, public sector, entertainment, private sector and almost everywhere are computers being used for efficiency. As computers are designated amongst the most creative innovations involved with human beings, the future trends of computers will be more pervasive because technology is getting advanced so often. The various aspects served by computers promote this development in the process of meeting different needs. Technological modifications and convergence of different usages primarily promote the current development trends of computers. References Franklin, D & Patton, B 2000, ‘Flash 4! creative web animation,’ Macromedia Press. Lian, S, Kanellopoulos, D & Ruffo, G 2009, ‘Recent advances in multimedia information system security,’ Informatica, 33(1), 3-24. Boronat, F, Lloret, J & García, M 2009, ‘Multimedia group and inter-stream synchronization techniques: A comparative study,’ Information Systems, 34(1), 108-131. Rao, K R, Bojkovic, Z S & Milovanovic, D A 2008 ‘Wireless multimedia communications: convergence, DSP, QOS, and security,’ CRC Press, Inc.. Benford, G & Malartre, E 2008, ‘Beyond human: Living with robots and cyborgs,’ Forge Books. Shelly, G B, et al 2009, ‘Discovering computers 2010: Living in a digital world, complete. Course Technology Ptr. Monke, L W 2009, ‘The overdominance of computers. Kaleidoscope: Contemporary and Classic Readings in Education,’ 296. Pinter, R Radosav, D & Maravic Cisar, S 2010 May, ‘Interactive animation in developing e-learning contents,’ In MIPRO, 2010 Proceedings of the 33rd International Convention (pp. 1007-1010). IEEE. Read More
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