The Information Era and The Human Society: Math, Science and Technology Living in The IT Era by Pasquito, LN
The Information Era and The Human Society: Math, Science and Technology Living in The IT Era by Pasquito, LN
Chapter 2
The Information Era
and the Human Society
Introduction
Information technology (IT) is the application of computers to store, study, retrieve, transmit, and
manipulate information. The term information technology first appeared in a 1958 article
published in the Harvard Business Review authored by Harold J. Leavitt and Thomas L. Whisler
where they commented that "the new technology does not yet have a single established name.
We shall call it information technology (IT)." The term is commonly used as a synonym for
computers and computer networks. Information technology has been around for a long, long time.
Basically, as long as people have been around, information technology has been around because
there were always ways of communicating through technology available at that point in time.
There are four (4) main ages that divide up the history of information technology:
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4. Electronic Age (1940–present). The electronic age is what we currently live in. This age is
characterized by the development of the ENIAC, the first high-speed, digital computer which
can be reprogrammed to solve a full range of computing problems supposedly designed for the
U.S. Army for artillery firing tables. Computer developed during this age can be classified into
four generations:
a. First Generation Computers. These computers use vacuum tubes and punch cards like
the ENIAC and Mark 1. Rotating magnetic drums were used for internal storage.
b. Second Generation Computers. These computers replaced vacuum tubes with
transistors, punch cards were replaced with magnetic tape, and rotating magnetic
drums were replaced by magnetic cores for internal storage. Also during this time
high-level programming languages were created such as FORTRAN and COBOL.
c. Third Generation Computers. These computers replaced transistors with integrated
circuits, magnetic tape was used throughout all computers, and magnetic core turned
into metal oxide semiconductors. An actual operating system showed up around this
time along with the advanced programming language BASIC.
d. Fourth Generation Computers. This is the latest generation of computers which uses
CPUs (central processing units) that has memory,
logic, and control circuits all on a single chip.
Also, the first personal computer called Apple II
was developed and the graphical user interface
(GUI).
e. Fifth Generation Computers. These computers
are still in development today. There are some
applications that are proposed such as voice
recognition, one that could respond to natural
language, a computer capable of learning and
self-organization and a computer that have the
power of human intelligence.
The following were the innovations, advances and inventions under the information Era:
1. Introduction of New Types of Materials. The Information Era introduced the following
new types of materials:
a. Memory Metals. These are metals which can assume different shapes and forms
when applied with thermal or electrical energy.
b. Amorphous Glass-like Metals. These are metals which are used to enhance
construction techniques for specially vehicles. Example is plasteel which is a
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The Information Era brought dramatic technological changes in the 1990s. From the beginning of
the decade until the end, new forms of entertainment, commerce, research, work, and
communication became commonplace in the United States. The driving force behind much of this
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change was an innovation popularly known as the Internet. In the Information Era, humans have
created a society with the following characteristics:
be used to buy physical goods and services or used for on-line game or social network. It is
an asset represented in digital form and having some monetary characteristics
denominated to a sovereign currency and issued by the issuer responsible to redeem
digital money for cash. In that case, digital currency represents electronic money (e-
money). Origins of digital currencies date back to the 1990s Dot-com bubble. One of the
first was E-gold, founded in 1996 and backed by gold. Another known digital currency
service was Liberty Reserve, founded in 2006 which it let users convert dollars or euros to
Liberty Reserve Dollars or Euros, and exchange them freely with one another at a 1% fee.
Another example of digital currency is the Q coins or QQ coins used as a type of
commodity-based digital currency on Tencent QQ's messaging platform in early 2005. IT
was so effective in China that they were said to have had a destabilizing effect on the
Chinese Yuan currency due to speculation. Then, in 1983, a research paper by David
Chaum introduced the idea of digital cash and founded DigiCash in 1990, an electronic cash
company, in Amsterdam to commercialize the ideas in his research. The company became
bankrupt in 1998. In 1999, Chaum left the company. In 1997, Coca-Cola offered buying
from vending machines using mobile payments. After that PayPal emerged in 1998. Other
system such as e-gold followed in 2005. And in 2008, bitcoin was introduced, which
marked the start of Digital currencies. Examples of digital currency or digital cash include
the following:
a. Virtual currency. A virtual currency is a type of unregulated, digital money, issued
and controlled by its developers. It is used and accepted among the members of a
specific virtual community. This type of digital cash is not legal tender because it is
not issued by a central bank, credit institution or e-money institution.
b. Cryptocurrency. A cryptocurrency is a type of digital token that relies on
cryptography for chaining together digital signatures of token transfers, peer-to-
peer networking and decentralization. Cryptography is an act of storing and
transmitting data in a particular form (scrambling ordinary into ciphertext then
back again) so that only those for whom it is intended can read and process it. This
allows electronic money systems to be decentralized. These systems include:
1. Bitcoin. The bitcoin is the first cryptocurrency, a peer-to-peer electronic
monetary system based on cryptography. The following are its subclass:
a. Bitcoin Cash. This is a 2017 fork of bitcoin larger than bitcoin and
has a high degree of difficulty adjustment algorithm.
b. Litecoin. This is a modified bitcoin intended to improve its alleged
inefficiencies. It has faster block times and different mining
algorithm compared to bitcoin.
c. Dash Coin. This is originally based on the bitcoin protocol and
offers the option of instant and private transactions.
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The following is the timeline of development of Information Technology during the Digital
Revolution.
1947–1969 Transistor was invented, leading the way to more advanced digital computers
for the military, governments and other organizations.
1969- 1971 Intel developed the Intel 4004, an early microprocessor that laid the
foundations for the microcomputer revolution that began in the 1970s.
The public was first introduced to the concepts of the Internet when a
message was sent over the ARPANET in 1969. The ARPANET led to the
development of protocols for internetworking.
1970s The home computer was introduced, time-sharing computers, the video
game console, the first coin-op video games, and the golden age of arcade
video games began with Space Invaders.
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At this period there was a switch from analog to digital record keeping which
became the new standard in business. The main job of the clerk in the
company was to convert analog data such as customer records into digital
data.
1980s The computers were first used in schools, homes, business, and industry.
Automated teller machines (ATM), industrial robots, digital films and
television, electronic music, bulletin board systems, and video games were
used in industries.
The Motorola DynaTac, the first mobile phone, was created by Motorola in
1983.
The first true digital camera was created in 1988, and the first were marketed
in December 1989 in Japan and in 1990 in the United States.
Digital ink was also invented in the late 1980s. It was first used in 1989's The
Little Mermaid, the 1990's The Rescuers Down Under and 2004's Home On
The Range.
Tim Berners-Lee, English engineer and computer scientist, invented the
World Wide Web (www) in 1989.
1990s The first public digital HDTV was used to broadcast the 1990 World Cup and
was played in ten (10) theaters in Spain and Italy.
The digital cell phones were sold commercially when the 2G network opened
in Finland.
In 1991, the World Wide Web (www) became publicly accessible, which had
been available only to government and universities.
In 1993, Marc Andreessen and Eric Bina introduced Mosaic, the first web
browser capable of displaying inline images and later become the basis for
later browsers such as Netscape Navigator and Internet Explorer.
In 1996, the Internet expanded quickly and many businesses use websites to
promote advertisements.
By 1999, almost every country had a connection with the internet.
2000s Cell phones became a trend. This made movie theaters operators show ads
telling people to silence their phones.
Text messaging became a cultural phenomenon.
In 2005, the population of the Internet reached 1 billion, and 3 billion people
worldwide used cell phones by the end of the decade.
In 2009, the HDTV became the standard television broadcasting format in
many countries.
2010s BY 2010, Cloud computing was introduced by NASA's OpenNebula and
Amazon. Cloud computing is the delivery of computing services over the
Internet or “cloud”.
By 2012, over 2 billion people used the Internet.
By 2015, tablet computers and smartphones were used instead of personal
computers.
In 2016, half of the world's population is connected.
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A. Positive Effect
B. Negative Effects
2. Internet predators. This refers to individuals who commit child sexual abuse through the
Internet. Online predators target their victims on websites, chat rooms, email and texting.
Their techniques may vary from giving illicit media such as photography, audio, or video to
children below the age of consent, engaging a minor in sexually-explicit chat and arranging
to meet with a minor with the intent of performing an illegal, unlawful, and unethical
sexual act. Here are the different types of online predators:
a. The Gatherer. They gather media that contains photography or video pornography
as a hobby and can become dangerous and make more risks as the obsession
grows.
b. The Producer. They distributes child pornography to pedophiles by using children
as “actors” for their pornographic movies.
c. The Talker. They enter chat rooms and take their time earning the child’s trust to
engage in sexual talk and sometimes use web cams. This is the most common type
of online predators that parents fear.
d. The Voyager. They build a relationship with their victim and seek out to meet in
person. Oftentimes, blackmail is used to keep the relationship going.
3. Forms of social isolation. This is a state of complete or near-complete lack of contact
between an individual and society because of obsession to social media or to a computer
games and activities.
4. Digital Divide. This refers to the gap between
population who have ready access to computers and
the Internet, and those who do not. A digital divide is a
state of economic and social inequality between
population, or countries with regard to access to, use
of, of information technologies.
5. Emergence of fake news. Fake news refers to false information or propaganda published
under the guise of being authentic news spread on the internet or using other media,
usually to influence political views, to condition the mind of the public or just for
amusement purposes. The Internet is said to be hurting journalism more than it is helping
by allowing anyone no matter how amateur and unskilled to become a journalist. This
causes information to be muddier giving to culture of twisted or fake news. Reliability of
data became an issue as information could easily be replicated, but not easily verified.
6. Reduction of company productivity. In some cases, company employees' pervasive use of
portable digital devices and work-related computers for personal use such as email, instant
messaging, and computer games, were often found to reduce those companies'
productivity.
7. Privacy invasion and Freedom of expression issues. Personal computing led to privacy
invasion when predators use keystroke recording devices and spywares. Anybody, given
the large amounts of diverse information in the internet, can track individual personal
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details. The digital revolution helped usher in a new age of mass surveillance, generating a
range of new civil and human rights abuses.
8. Proliferation of pornography and other cybercrimes. Because of information
technologies, pornography becomes being more readily available to minors because
usually almost each child has a cellphone unit. Other cybercrimes such as building bombs,
committing acts of terrorism, and other violent activities also proliferated.
9. Copyright and trademark issues. Copyright and trademark issues also found new life in the
digital revolution. The widespread ability of consumers to produce and distribute exact
reproductions of protected works dramatically changed the intellectual property
landscape, especially in the music, film, and television industries.
10. History Issues. From the perspective of the historian, a large part of human history is
known through physical objects from the past that have been found or preserved,
particularly in written documents. Unlike physical records, digital records are easy to
create but are also easy to delete and modify.
Marc Prensky defines the term "digital native" and applies it to a new group of students enrolling
in educational establishments referring to the young generation as "native speakers" of the digital
language of computers, videos, video games, social media and other sites on the internet.
One preference to this problem is to invent computer games to teach digital natives the lessons
they need to learn, no matter how serious. For example, piloting an unmanned aerial vehicle (UAV)
in the army consists of someone sitting in front of a computer screen issuing commands to the UAV
via a hand-held controller which resembles, in detail, the model of controllers that are used to play
games on an Xbox 360 game console. Gamification as a teaching tool has sparked interest in
education, and these games have special properties that books cannot offer for digital natives. For
instance, gamification provides an interactive environment for students to engage and practice
21st century skills such as collaboration, critical thinking, problem solving, and digital literacy.
There are four (4) reasons why gamification provides a distinct way of learning to promote 21st
century skills.
Digital Omnivore
1. Information Technology
2. Digital Revolution
3. Digital Native
4. Digital Immigrants
5. Digital Omnivore
Second Generation
Computers
Third Generation
Computers
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1. Pre-mechanical Age
2. Mechanical Age
3. Electromechanical Age
4. Electronic Age
D. COMIC STRIPS. On the space below, draw or paste five (5) comic strips showing conflicts
between digital native (children today) and digital immigrants (parents) that were not
mentioned in the book.