IT at Home and Leisure

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IT at Home and Leisure by Mind Map: IT at Home and Leisure

1. iii) Digital Entertainment

1.1. 1) Input devices: game controllers

1.2. 2) Online games: virtual environments

1.3. 3) Concerns about games

1.3.1. a. Concerns about the health effects of long term game playing:

1.3.2. b. Concerns about content of computer games

1.4. 4) Augmented Reality

2. iv) Published and broadcast information

2.1. 1) Social media and news

2.2. 2) Online News

2.3. 3) Citizen journalism

2.4. 4) Digital television and radio

2.5. 5) E-books

3. V- Digital Preservation

3.1. 1) What is digital preservation?

3.2. 2) Benefits of digitisation

3.3. 3) Drawbacks of digitisation

3.4. 4) Common Multimedia File Format

3.5. 5) Preservations and restoration techniques

4. Stakeholders

4.1. 1) Customer

4.2. 2) Companies related to Home and Leisure

4.3. 3) Gaming Companies

5. i) Smart Homes

5.1. 1) Automation Technology

5.2. 2) RFID in Smart Homes

6. ii) Digital Policing

6.1. 1) Copyright and Intellectual Property

6.2. 2) P2P network and P2P sharing tools

6.3. 3) Solutions to copyright infringement

6.4. 4) Ethical argument about copyright