Despite the title, this is a class blog for Introduction to New Media/Participatory Media held during the Summer of 2011 at Fordham University, Rose Hill Campus, in the Bronx. But we all agree that pizza with olives is quite tasty indeed!
Thursday, July 28, 2011
online education documentary
Risks of the Internet
According to Paul Slovic; risk is broken down into two factors: how unknown the risk is, and how dreaded the risk may be. Both of these factors go hand in hand. Internet risks are unknown to many people because for one thing many common users of the Internet are still learning new things about it everyday. The technologies and advancements we have been achieving are moving faster than we are able to keep up with. For that reason, some parents believe it is too dreadful for their child to go on the Internet. The dreadful concept comes from the fact that as parents they are responsible for keeping their children safe. For the same reason a parent may not allow their child to visit a friends house before they meet their parents, is the same reason they feel uncomfortable letting them surf the web; they have a sense of fear for the unknown. If they themselves are still learning new things about the internet, it is unlikely that they will let their own child discover these things on their own.
Others see the Internet as an escape for children from other technologies they are consumed in, they find the internet to become a good balance amongst everything. Also, they find the internet a good source for education and school work. It's not unlikely for these children to have more experience with the internet and use it to their advantage, not to spoil their minds. The Internet is still very much unknown and we as the users are vulnerable to the media. It is not only important to learn about the new technologies emerging all around us, but it is also important to understand the risks involved so we are able to gain the best possible experience from our medium.
cyber-social creatures
online education
During the year 2000 there was a leap of 201 million to 3003 million internet users in the span of two months. This seems like a large number but in fact it is only a small fraction of the worlds population. One statistic said that in early 2000 there were still about 96% of the worlds population offline. In the span of 11 years I am sure that number has changed quite a bit, but my guess is that it is still a minority percentage.
In a 1999 white paper from the US Department of Commerce, it was suggested that in the time since the 1997 preceding 1997 white paper the “access digital divide” had become more evident (National Telecommunications). In the document it shows that the people who have been using computers for some time are getting far more advanced than the population without access to computers. In the paragraph below you will see the gap broken down in five different ways.
Income: Email usage had increased over the time period of this study as well as the income level. Of the people in upper level incomes about 44% used email in 1998. In the lowest level only about 6.2% used email during that same year.
Race/Origin: All groups growth increased by about 3.5 times or more. Whites led the way with Hispanics and Blacks following behind. Whites led all areas of the country whether it be urban or rural.
Age: Senior citizens used email the least amount but over the span of 4 years the usaged quadrupled.
Education: There was a huge correlation between email and the level of education. The digital gap between elementary school-educated and college-educated households grew from 8.7% in 1994 to 37.5% in 1998.
Household type: All household types increased except male householders with children. Usage by households with married couples and children led all categories throughout the period by a substantial margin and equalled 25.9% in 1998. During the 4 year span, rural area usage trailed other areas of household types except for the female householder with children category.
Anti-Social Networks
As I was reading the first chapter in “Communications and Cyberspace,” particularly page 35, I started to think about the effect that new media, including social networks, have on our social lives. In one particular passage Gumpert and Drucker talk about the way social life used to be, and how they “played and watched others play,” and “conversed with strangers we might not meet again…” This passage really made me think about how much the average human social life has changed due to new technology. Nowadays a good amount of social interactions happen online, whereas in former generations there was no such think as online interactions. It appears as though we are becoming more antisocial, sitting in front of a computer screen talking to people via web rather than going out and actually seeing that person or doing some sort of activity with them. Many people’s social lives seem to have been consumed by facebook, even though facebook is supposed to be a way to enhance our social lives, not hinder it. In addition to social networking sites causing a decrease in face-to-face interactions, another media that does the same thing is video games. It looks as if many kids are now spending a lot of time indoors playing video games rather than going outside and participating in sports or other activities with other people. New media does have many tools that make it easier to interact with other, but we have to be careful to make sure we don’t use it as the only way of interaction.
Wednesday, July 27, 2011
cybertime
now generation
While reading Professor Strate’s chapter about time and cyberspace I thought it was very clever how he made the comparison between the clock and the computer. The clock gives the information of time in a fast and accurate way, the same way a computer gives information of other subjects in a fast and accurate way. Also I agree with both Professor Strate and Michael Raganella when they talk about the part of the chapter when Strate says "When sitting at a computer terminal, delays of a few seconds seem interminable and five minutes an eternity." This delay does not only affect life through a computer but also real life as well. I believe it has turned and fueled our generation to what is known as the "now" generation. This means that we need instant gratification. Right here right now, but is this a good or bad thing?
Computers = Clocks
In the reading I would have to completely agree to the fact that the internet sped up the way people live and also affects the way people live. As technology sped up so did our way of life. We become so involved with our cyber lives that it transfers over into our real life. Since the internet is fast, we expect that aspects of our real life should be fast. Cyber life can have an enormous impact on the way people live; in fact it may even take over some people real lives. For example, the people that are addicted to video games have sometimes completely abandoned their real life just to focus on their gaming and cyber life. Another example would be of people so into their computers that they never leave their house because they have lost all forms of social interaction. The only communication that they have with other people would be only through cyber space. Now that video games are becoming more complex people are able to customize and almost create people in their own images making it easier to relate to the game. They are even some social networks that allow people to create avatars. Unfortunately, this might also make is easier for people to lose grip on their real lives and become completely indulged in their cyber ones.
Philosophies of 'Cybertime'
The reality of time, or at least an arguably much more healthy way it can be perceived, is that it's seamlessly flowing, "...Rather than hiccuping periodically." In contrast to this, 'cybertime' is based on a series of individual, separate "...and distinct electronic pulses; just as is the case with the microworld's absolute time...they are what passes for time in cyberspace."
In my opinion, 'cybertime' has some very disturbing implications and repercussions; especially in regards to the offsetting of our human circadian rhythms, as well as the generic distortion of the way we all interpret the entity that is time.
Lost in Time
In cybertime, distinctions between past, present, and future start to fade and our sense of time becomes distorted. For example time flies by when engaged in computing and gaming. This is particularly evident in video gamers who are capable of blocking out their sense of time in order to enter only the world of the game. Now whether this underlining feature is positive or negative is up for further debate. I personally find that with the advancements we are making with video gaming, falling into a virtual reality while playing is a natural tendency. The ability to differentiate the two is for the gamer to decipher. Often times long-term computer users jolt back and forth between the two worlds of game time and reality time. This is called, “temporal schizophrenia,” which is when a user is caught between two distinctly temporal orientations.
As said by G.S. Kirk author of The Nature of Greek Myths, “cybertime is in someways a form of sacred time, a mythic time or dream time.” I found his observation directly on point. If you have ever engaged in gaming, even if it was something as simple as Atari, you will notice that when playing that game you are unable to accomplish something else successful. This was because you had entered an alternate reality. When engaged in the game, you became the figure on the screen that you were controlling with your hands. No other medium provides the same sense of active personal presence like the computer; no other medium allows us to construct and encounter other versions of ourselves. Computer mediated communication has also led to the discovery of multiple roles, personalities and identities. Through VR technology we can see our dream selves or fantasy selves. Our cyber-selves are digital creatures made of data and information and are unaffected by time.
cybertime and impatience
Is the computer our second self?
Tuesday, July 26, 2011
Virtual Technology and Reality
Currently developments in virtual reality focus on entertainment in gaming. To me I find this stuff to be really interesting. Being the youngest of three brothers I have seen a lot of military application type games over the years. In the new VR technology it appears on the screen like we are actually playing it ourselves or in the game.
The human factors of VR refer to human performance, behavior, and desire that must be applied when designing an information system. When making these new VR’s , we know from experimentation in psychology, sensation, perception, and experience are some of the related issues. Some of the normative factors include cultural variation in communication expectation, performance or norms, and ethical considerations. Among other factors listed are expressive, instrumental and cognitive interfaces.
eeeemial.
Judith Lee discusses how email has changed the way we communicate and has made it easier to write and send letters. She also goes on to say how email has also changed the level of formality of the way we communicate when it comes to letters. She discusses how we have evolved to writing the way we would talk to each other. This could be looked at as both positive and negative. She says that the “memo” has become the new formal letter when communication with in organizations. Within a memo includes the to, the from, and the subject line, along with the body or the note part. This way it is to the point and quicker, the reason email was created in the first place.
online classes
mcluhan and virtual reality
Online Education
Geography: If we could fly anyplace in the country in less than 20 minutes that would be great, but unfortunately we can't. With online courses I am able to take a class at the prestigious school Stanford while living in breathing in the New York City air at the same time.
Timely manner: Timing is everything to life. But what if timing was a restriction on something that needed to be done. With online courses students and teachers can grade and learn in a leisurely manner. In a school setting if the teacher had to cancel class that would leave all the students feeling as if they had just wasted time out of their day. This is not the case online classes, you have no excuse not to finish the course.
Note Taking: Being a slower student myself taking notes in class sometimes can be a pain in the butt. With an online course I am able to go at my own pace and retain everything within the scripts of the material.
Price: People need to make a living and making. Making a living can be tiring on top of going to class for three hours a night. Online education can fix these problems. If a student works better in the morning then they have the option to work on the assignment or read the chapter before work.
Informality: Good and the Bad
The bad things don't always steal the spotlight. As we discussed, informality can lead to questionable behavior/relationships in the workplace. Other issues can emerge in the workplace...like the 'bcc' option in email...which has tons of potential for malicious use. The informality in email and other similar mediums can lead people to misunderstand others. These are just some of the basic, fundamental 'bad aspects' of informality in email and other new mediums of communication. Its kind of corny to quote Spider-Man, but here it is anyway: "...With great power comes great responsibility." Email (and the other new communicative mediums) certainly give great power.
e-class
The New Medium Process
Education and VR
Edgar Allan Poe
Digital Classrooms
Pro: You don't have to show up to class anymore - you can access the material, discussions, and homework on any day and any time of day.
Con: For some of us procrastinators, this gives a lot of freedom to continue ignoring assignments and "skipping class."
Pro: Students get the most benefit from being taught by a forerunner in the specific field. But those industry leaders typically have a lot of work to do besides teaching and giving out homework. This education system allows the professor to continue making strides in his field without sacrificing the knowledge of the minds of tomorrow.
Pro: Researchers have found that these digital classrooms actually encourage class participation. In class you can always nod along or answer in as few words as possible, but online they found that students are more likely to type more about the subject than they would have said in class.
Con: Based on what we talked about yesterday, about how digital writing has become more and more relaxed, casual, and conversational, you have to wonder how much actual substance can be found in those longer paragraphs. Especially when you consider how many kids ramble in their essays just to fill the word count.
Pro: Sometimes students don't speak up in class for fear of the teacher or the other students judging their comment. With this new educational system, there will be no way to tell that because there will be no body language to interpret and no way to hear the snickers, so more shy students will feel comfortable sharing their opinions.
Con: Not having a physical face to talk to (no facial cues or tones of voice to go off of) does cause people to learn differently, and in some cases, less than they would have. It also opens the door to "flame wars" which we discussed yesterday - when things you wouldn't read into too much if they were said in person, when read online make you mad.
So, is it the way of the future? I actually think yes. It will definitely change things: classroom discussions will be more casual, we'll have more opportunity to follow career paths and go to school simultaneously, and there will more student participation. However, maybe we have to take a step back for a second. After all, we've already dismissed cursive from school curriculum, as found in USA Today, and added LOL and OMG to the Oxford Dictionary, as found in The Huffington Post. Kind of does make you wonder though, is all this change too much, what was really that bad about the old systems? Are we encouraging kids to go to school by sacrificing the standards of education?
Monday, July 25, 2011
e-mail formalities
The Medium is the Massage
"the medium itself is the message; the medium itself is the greater influencer of society - more than the messages it is carrying."
I am pretty sure that he is saying that the whatever gives you the message is greater than the message itself. For example, the computer is the medium and it gives us messages but the computer itself has became a greater fixture in our lifestyles than the message.
Understanding McLuhan
McLuhan
r/evolution.
The documentary we watched last class was at times confusing but also very informative. I found it interesting when they showed the young children in the class room learning the twenty six (in Charlie’s case the twenty four) letters of the alphabet. The narrator went on to say how the letters by themselves don’t mean anything until they are paired with other letters. Those paired letters make words which then make sentence which then communicate ideas. I also thought McLuhan’s idea that technology ultimately is an extension of our bodies is also very accurate and kind of reflects the idea of evolution. Many people who do not have access to technology do not live as long as some one who does.
Second Life - A New Place for Marketing?
What McLuhan would think today
McLuhan's central thesis "the medium is the message", was that the technologies through which we take in information - the media, broadly defined - become "extensions" of our bodies, exerting a profound influence over us. When an important new medium arrives, it can reshape who we are as individuals and as a society.
The electric media of television and computers would liberate us from our dependence on the printed word. Print was what he called a "hot" medium, one that absorbed all of our attention and left little room for participation. A "cool" medium is one that left plenty of space for participation.
The internet does seem to represent the fulfillment of McLuhan's vision, at least in some ways. As we've seen with the explosion of blogs, podcasts and homemade videos, the net encourages media participation on an unprecedented scale.
But it's hard to imagine that McLuhan would be self-assured about today's "electric media". In fact, he'd probably have a hard time even recognizing them. Television, which McLuhan saw as cool medium, is rapidly turning into a hot one, with enormous screens, high-definition images and surround sound. And computers, rather than freeing us from the printed word, have made text more widespread than ever. Whether surfing the web, typing messages on our phones or checking our BlackBerrys, we are wrapped in a world of text that would have boggled McLuhan's mind.
McLuhan understood that as media become more interactive, they also become a more potent tool for control. They not only transmit information to us but gather information about us.
Sunday, July 24, 2011
Algorithms
Thursday, July 21, 2011
Where are we headed?
The Internet, Capitalism, and One Front of the Fight for Digital Freedom
http://www.huffingtonpost.com/2011/07/20/arrests-unlikely-to-slow-anonymous_n_904747.html
If you are interested in anonymous or groups similar, I suggest doing some more reading; many credible people/institutions are even doing in depth studies on them.
The Future of Robotics is Changing Thanks to 'Kinect Hackers'
The pros and cons of the internet
The Virtual Reality
clocks.
Is it important for children to learn the skill of reading an analogical clock? I believe the answer is yes. Though these types of clocks are slowly becoming extinct, it is still important for young people to learn how to read them. Children need to learn this simple skill not only to be able to read a clock but to warm up their brain for others things as well. The same argument could be made about children learning simple math. Why learn it if you can simply use a calculator? What if something was to happen to the technology we rely on every day? Again, we cannot just stop teaching ourselves and our youth because we rely on technology.
The link above is an advertisement for Prodigy Services in 1995. Prodigy was the pre-internet service that didn't live up its expectations, similar to many child prodigies that don't succeed when they get older. Back in 1995 people who wanted to go online had limited choices. you either had to use a local BBS or pay a service for nationwide access. Prodigy was a big hit at the time because of its premium service. It was the pre-web service that succeeded in spite of weak long-distance usage. Prodigy had millions of users because it was most people first online experience. people were thrilled because the server offered news, weather, references and sports reports, including emails and advertising.
Prodigy was designed to succeed up until the management decided to censor its content. This began as a good idea to probably reduce traffic, but Prodigy began to start banning negative content such as the word "bitch" as well as take negative comments about advertisers. This eventually got so bad that Prodigy eventually started charging members $.05 per email and flat rate went up to $14.95. Eventually competitors such as AOL took over and was free for users to use.
I see this as a success and failure for Prodigy. Ultimately they failed because they couldn't stay competitive with the newer tech companies, but what they did do was open the eyes to millions of people about online services and to the Internet.
Wednesday, July 20, 2011
rules of the MMO world
VR
killa.
I thought it was an interesting when we started to discuss if murder was a morally wrong though it is in “just a game”. I believe that in some sense it is. I find it disturbing that some one would get joy out of killing someone even though it is through a game. Also as time goes on games start getting more violent and graphic. With this being said I understand what Chelsea was saying about how no one wants to play a game where you volunteer and make donations. However I believe there is still fun in games where killing is not the main objection.
Losing whats most important
Tuesday, July 19, 2011
The Cyberspace Age. Healthy?
CyberCulture Take Over
But in case that was way too much like a sci-fi script for you, I found some more funny Machinima Videos :)
space
The Internet and Our Thought Process
Remediation
According to Jay David Bolter and Richard Grusin this understanding of new media is called remediation. Remediation is the incorporation or representation of one medium in another medium. According to their book Remediation: Understanding New Media, remediation is a defining characteristic of new digital media because digital media is constantly remediating its predecessors such as radio, television and other forms of old media. Bolter and Grusin are continually commenting on, reproducing, and replacing each other with newer media. When a new medium is produced, many people will produce upon the negatives of the preceding medium and will deliver meaning almost immediately. This in fact is not true. Yes, they are improving, but it takes time. Look at our newest media Google+, a social network attempting to replace Facebook. Google+ is at its preliminary stages, and as it appears they are in no way ready to take over such a powerful company and always improving group such as Facebook. In fact, Facebook was in Google+’s shoes seven years ago when they were competing with MySpace. By improving upon a predecessor, new media justifies itself. The rhetoric of remediation favors immediacy and transparency, even though as the medium matures, it offers new opportunities for hypermediacy.
Still in Aw over Machinima
So what exactly is Machinima? Machinima is filmmaking with a real-time, 3D virtual environment, often using 3D video game technologies. It is the convergence of filmmaking, animation, and game development. Starting in the 1980's software crackers added custom introductions to programs whose copy protection had been removed. As a result of these hackers new ideas were prompted for gaming companies to make 3-D demos in real time with little amount of software code. However, during this time period there was little disk storage was available which created a lag in the graphics.
The term Machinima was coined in 2000 by a man named Hugh Hancock, founder of Strange Company. A misspelled contraction of machine cinema(Machinima)was intended to define the actions of in-game filming from a specific engine.
What blows my mind so much about this whole idea of Machinima is how quickly people are able to create these videos within a video game. This stuff just blows my mind that people are able to move characters, such as the ones in Halo Red vs Blue, in a game that is already created. This stuff seems like it would take years to create if possible to at all. I'm in aw every time I watch this kind of stuff.