1. WHY
1.1. FUN & INTERACTIVE
1.2. LEARN & PLAY
1.2.1. GAMES
1.2.2. ANDROID
1.3. SOCIALISING
1.3.1. FACEBOOK
1.3.2. TWITTER
1.3.3. BLOG
1.3.4. INSTAGRAM
1.4. VISUAL PRESENTATION
1.5. COMERCIALIZATION
1.5.1. PUBLICITY
1.5.2. MARKETING
1.6. INFORMATION
1.6.1. PUBLIC
1.6.2. FREDOM
1.6.3. SHARING
2. FUTURE
2.1. MERGING OF TECHNOLOGY
2.1.1. COMBINED CAPABILITIES
2.2. WIRELESS CONECTIVITY
2.2.1. FREEDOM TO PLAN & IMPLEMENT ACTIVITIES
2.3. DEVELOPMENT OF PORTABLE DEVICES
2.3.1. SMARTHONE
2.3.2. IPAD
2.4. AVAILABILITY OF HIGH SPEED COMMUNICATION
2.4.1. SUPORT DISTANCE LEARNING
2.4.2. TELECONFERENCING
2.5. VISUAL IMMERSION SYSTEMS
2.5.1. VR
2.5.2. 3D IMAGING - HELP DISABLED PEOPLE
2.6. INTELLIGENT APPLICATION
2.6.1. INTELLIGENT TUTORING SYSTEMS
3. DEFINITION FOR EACH USERS
3.1. PC VENDOR
3.1.1. SOUND
3.1.2. INTERACTIVITY CAPABILITY
3.2. CONSUMER
3.2.1. INTERACTIVE CABLE TV
3.2.1.1. HD
3.2.1.2. 3D
3.2.1.3. HIGH SPEED INTERNET
3.3. COMPUTER SCIENCE
3.3.1. APPLICATION ORIENTED
3.3.1.1. MULTIPLE USAGE OF MEDIA
3.3.1.2. INTERACTIVITY
3.4. EDUCATOR/ / STUDENT
3.4.1. MULTIPLE MEDIA ELEMENT
3.4.1.1. TEACHING & LEARNING ENVIRONMENT
4. DISADVANTAGES
4.1. HIGH
4.1.1. COST
4.1.2. TIME CONSUMING DEVELOPING APPLICATION
4.2. CHEATING
4.2.1. COPYRIGHT
4.2.2. PATENT ISSUES