New Media - What Is It?

Blogs, Twitter, Virtual Reality - we are constantly surrounded by new media. How is it changing our lives?

How Transparent Is Our Society?

Binary code may just be 0's & 1's, but what else does it represent?

Friday

Generation Dumb

Posted by Jeannette at 1:02:00 AM 11 comments
Summary
“Generation M” starts off by saying how children and adolescents have always had a major effect on new media and how people have always given attention to the role of media in children, ranging from the how the Brothers Grimm edited their fairy tales to social scientists actively studying children and media. It gives statistics on how much media has changed from the mid 20th century to the beginning of the 21st century and provides statistics on a wide range of new media objects present in American homes such as the number of televisions in each household, the number of computers, and the amount of video games children and adolescents possess. It concludes by stating that the average young person spends six and a half hours a day using media and that over a quarter of the time a person is using media they are using two or more forms of media simultaneously. The study found that in homes where parents control the amount of time their children are exposed to media the more they read and the less they watch television, play video games and use the computer. One conclusion was a fairly obvious one, which states that a child with some form of media in their room will also use other forms of media more.

The video states that multi-tasking is not effective and argues that this generation of students is far below the level of previous generations. It supports its claim by showing a student who says he has not read a book in years and that he simply uses a website such as SparkNotes, where he can learn the content an entire novel in five minutes. It also goes on to say that professors are no longer able to assign books that are longer than two hundred pages because they know that students are simply not going to read the book, rather they will find other ways to learn the material.


Inquiry

I was surprised by the conclusions of the study but, unfortunately, it was not a huge shock. It is evident that new media is being overused and can be seen by something as basic as someone telling their children dinner is ready by calling their cell phone instead of telling them in person and watching television while eating dinner, something that was previously strictly a time for family with no other distractions. The study was done six years ago, and the use of media has only increased dramatically since then. There has been no attempt to stop the overuse of media and media use shows no signs of declining. As for being the dumbest generation, with such a large quantity of resources available online providing anything from a simple summary to a character analysis to an in-depth discussion about the plot of a story, it is easy to see how students would gravitate towards the less time-consuming route and simply use a readily available source, such as SparkNotes. In previous years, technology was not as advanced and information was not as readily available, meaning students were forced to complete their assignments in order to pass the class. Now, with a multitude of distractions such as social networking sites and other forms of new media, most students prefer to spend less time on homework and more time using new media so the depth of the completion of assignments depends on how accurate the quick information found online was.


1. Do you believe that this generation of students really is “dumber” than previous generations?

2. Do you feel that the growth of new media is what is to blame for what is now known as the dumbest generation and what do you feel needs to change in order for this generation to get rid of that title?

3. Do you agree with the reading and how do you feel the use of media has changed since it was written?
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Monday

"Toward a New Epistemology of Wikipedia - Fallis

Posted by Alyssa at 2:31:00 PM 4 comments
SUMMARY --
Don Fallis, from the School of Information Resources and Library Science at the University of Arizona, explores the many facets of Wikipedia and why it should studied by epistemologists in his paper entitled "Toward a New Epistemology of Wikipedia." He defines epistemology as "the study of what knowledge is and how people can acquire it," (2) and believes that Wikipedia should be studied by others in his field because of the way it draws users to its database of knowledge.  "Why are people turning to popular online informational sources instead of traditional, academic sources such as libraries, and how will this impact the future of informational science?" is a question that Fallis and many other epistemologists are faced with now that we have entered the digital age.  Some of the pros that Fallis outlines about Wikipedia include it acts as an online community for millions of users to come to one common place for information; information is now accessible in many languages other than English allowing for an international community to be created; due to open source the amount of articles written by anonymous users was created in a timely matter that would've taken years to create if done by hand.  The cons that Fallis sees includethe accuracy of information posted, as previously in the past only those who were academically accredited were able to write encyclopedia entries; the lack of control mechanisms that Wikipedia has in order to compensate for its open source authorship; the belief that those who utilize Wikipedia will acquire false beliefs instead of actual knowledge upon consulting Wikipedia.  However Fallis concludes that while Wikipedia may have its faults, it is still a fairly reliable source as its power, speed, and functionality surpass any other open source informational database.

INQUIRY--
This article identifies two other open source platforms that have been made in the midst of the Wikipedia craze, that hope to offer alternative options to Wikipedia. They include Citizendium.org which has greater control mechanisms than Wikipedia as posts must be approved and experts are encouraged to submit entries; and Veropedia.com which hosts reliable, stable entries from Wikipedia that have been approved by experts. I had never heard of either of these sites until reading this article, and part of me wonders if they will actually succeed in their mission.  Fallis argues that in order for Wikipedia to progress, it must evolve to incorporate more stringent posting parameters.  However it is up to the users and readers of Wikipedia to initiate this change, for no matter how hard academics argue to change Wikipedia due to ethics and academic standards, the online community rarely accepts academic integrity reasons as a reason to initiate change. We value our independence and this notion of open source allowing anyone to publish on a database that is accessed by millions of people fuels our love for online anonymity.  If more rules are created to guide the validity of online posts, how will this affect how we see Wikipedia?

QUESTIONS --
We have seen in the past how fast information can spread, especially when something goes viral.  Due to the open source nature of Wikipedia, do you believe that it could potentially be utilized as a source for propaganda and change?

Who is in charge of determining whether or not something is "accurate"? Do they potentially have the power to create censorship in regards to what information is published, and what is not?
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Why You Can't Cite Wikipedia In My Class - Waters

Posted by Alyssa at 1:28:00 PM 6 comments
SUMMARY --
In an opinion piece, Middlebury College history professor Neil Waters argues why Wikipedia is not a valid source of information for any of his classes.  While he values Wikipedia as a starting point for any research endeavor, the fact that the encyclopedia is an open-source platform that is capable of being edited by anyone, anywhere regardles of academic qualifications is an issue that should be brought to the forefront of higher education.  Waters compares Wikipedia to the popular TV show "Family Feud," in that it doesn't matter what you think the right answer is to a question, but rather what you think the general public thinks the right answer is.  Thus while Wikipedia is checked for accuracy, it is only pages that receive greater hits that are policed more frequently than perhaps abstract topics of art or history.  Therefore, Waters argues that in order to keep Wikipedia entries valid, there must be a revolution from within the open source world that allows for greater accuracy of information. Until this happens, he will continue to ban the use of Wikipedia in his class as a valid academic source of information.

INQUIRY--
So many times in high school I was told "Wikipedia is not an academic source, do not even think of citing it in your paper," and so I never bothered to use Wikipedia as my go to source for infomation.  However upon coming to college, so many people are quick to use this online encyclopedia as their "book of knowledge,"  not even stopping to question whether or not the information being read is actually accurate or valid.  Have a homework question you can't answer? Wikipedia it, the answer is usually there.  We now live in a society where we hate waiting for answers to questions.  The notion of actually going to the library, finding a book, and looking up the answer to a question that we have is laughable - no one wants to take the time to do that. Instead we simply type our inquiry into google, and majority of the time the top site brought forth is from Wikipedia.  This sense of exigence, or urgency that comes with having immediate answers literally at our fingertips, comes at a price - accuracy of information or speed at which said information can be received?

An interactive graphic regarding the science and technology activity on wikipedia


QUESTIONS --
  • Do you use Wikipedia? If so, what do you use it for?
  • Do you think Wikpedia should be "policed" or monitored for information accuracy? Should their be academic qualifications for those who author or edit posts?
  • Currently, Google pulls up Wikpedia as a top search result due to popularity and alogrithims. How does this affect an online user's inclination to use Wikipedia?
  • With the advent of digital information, will the print encyclopedia and library become osbolete?
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Tuesday

A Thousand Plateaus-Gille Deleuze and FĂ©lis Fuatarri

Posted by Katrina at 2:43:00 AM 5 comments

SUMMARY-

In the introduction to A Thousand Plateaus, Gille Deleuze and FĂ©lis Fuatarri use pseudonyms in describing the way human knowledge is spread through literature. They describe a book as a machine and literature as an assemblage, but not ideology (407). They say there is no difference in how a book is made and what it talks about. Writing is measured by units, which define writing as “the measure of something else” (408). They compare books to trees and their root systems, and also to the reproduction of roots. The way in which the books/roots multiple is compared with binary logic and biunivocal relationships. Starting with the first book as a classical book or the root-book or taproot and all other books stemming from here. With the classical book as the foundation, all of literature comes from here and is somehow a reflection of the book prior. They state, “the world has become chaos, but the book remains the image of the world” (409). This relates to how the book is made (time) and how it is reflected in the work. They end the article with this kind of system being compared to a rhizome. They say that a rhizome can be good, but also bad; and also, that it is not composed of units but rather of dimensions (“directions in motions”) that relate to change such as a metamorphosis. They continure to describe a rhizome as not only an antigenealogy, but also an antimemory.

INQUIRY-

The way in which Duleuse and Fruatarri use the rhizome metaphor at the end of the introduction helps show the development process in which humans communicate knowledge through literature. They start out by comparing literature (in the form of books) to the root system on a tree (408). The main root (taproot) is the first literature—classical writing. From there, books were written in response to books previously published. A system was created, but is continually growing. This corresponds to the non-stop publication of books and how after they are published they become outdated since there is no communication between the text and the reader. Finally, they use the rhizome to address the Internet. It cannot be measured by units since units are constant, but rather has to undergo a metamorphosis because the Internet allows for the media to be changed—this is why it is an antimemory. The functions the Internet has such as hypertext or social interaction can also be compared to a rhizome. These forms of new media allow not only for change, but also have very few limitations. When analyzed with books (roots), there is no comparison in the amount of options that the Internet (rhizomes) gives.

1. Do you agree with the way they present books, in which “a book exists only through the outside and on the outside” and “a book has neither object nor subject, but that it is made of variously formed matters, and very different dates and speeds” (407).

2. Why do you think that they used the tree/root system and rhizome to compare literature? Can you think of a better/different example that would communicate the same ideas?

3. Through their arguments on the development of literature, what can you conclude about their thoughts on future forms of new media in relation to literature?

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Autistic Culture Online-Joyce Davidson

Posted by Katrina at 2:02:00 AM 5 comments

SUMMARY-

Autistic Culture Online by Joyce Davidson gives non-autistic people a better idea of how people on the Autistic Spectrum (AS) communicate and how the Internet has benefited its members. She uses autobiographies as examples to help the reader understand the life of an AS person. Davidson uses these examples to defend her idea that being autistic is a way of life that can be compared to any other minority group, rather than a disability (795). Like any other minority group, AS people often receive discrimination as a result of being commonly misunderstood (799). However, the AS has great diversity because it is composed of a wide spectrum of culture (800). AS people live with social norms and unwritten rules, as any other culture has. Davidson stresses how the Internet has changed the relationships amongst the people in the AS. One of the main characteristics of autistic people is a difficulty with communicating face-to-face. The Internet has given members of the AS not only a way to communicate naturally, but also a way in which they can meet new people, and function on “a level playing field with almost everyone else” (801). Because “autistic culture today is largely where deaf culture was a century ago,” it will take time before people on the AS are culturally accepted and new media is used on a larger scale in order to aid the AS.

INQUIRY-

I have never thought about the AS or what it would be like to live being autistic. I found this article to be very interesting and insightful on how our society views AS people. I agree with Davidson that the people in the AS do not have a disability, but are rather a part of a minority group. This article helped me better understand the AS community and the challenges that autistic people face; also, how they overcome these challenges. This article shows how new media is being used to help improve AS people’s lives. The Internet has given the world a fast way to communicate with others without direct contact. I believe that this new medium has not only benefited its users, but it has also created a new world for AS people in which the can communicate better; this has improve their lifestyle and have given them confidence to identify with being autistic.

1. Do you think that the communication acquired through the Internet for AS people would help them gain social skills/confidence to succeed or hinder their ability to communicate face-to-face as they rely to heavily on the Internet for communication?

2. Davidson states that “autistic culture today is largely where deaf culture was a century ago” (801) With this in mind, where do you think online autistic communities/new media will lead to in the future to improve the lives’ of AS people?

3. What was your response to this article? Did you have a bias against AS people and how did this article change (or not change) that? If you know someone that is autistic, what is it like communicating with him or her; and do you believe that the Internet is a better form of communication for an autistic person?

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Thursday

"The Search Party: Google squares off with its Capitol Hill critics" - Ken Auletta

Posted by Kyle Stephens at 7:51:00 AM 4 comments
Summary: "The Search Party: Google squares off with its Capitol Hill critics" is an article by Ken Auletta, published in early 2008 in The New Yorker. In this article, Auletta discusses Google's new presence in the political arena to an audience curious about Google's growing influence. Although Google was a multi-billion dollar company for several years in the early 21st century, Google was never very politically active. It was not until Google's founders realized the potential harm that could be done to their company by not having political influence that they decided to establish a substantial Washington, D.C. office. Google's stated mission as a company is "to organize the world’s information and make it universally accessible and useful” (1). The main problem with making "information" your company's main "product," is that other companies own most, if not all of that information, creating conflict. With Google's extension of their company beyond Search, they have caused alarm within several different industries. Many of these companies have called for an anti-trust case to be brought against Google, but no case has been substantiated thus far. Closely tied with Google's Search is their advertising: AdWords and AdSense. These extremely successful advertising efforts have allowed Google to nearly surpass the combined advertising revenues of the major television boradcast networks (NBC, ABC, CBS, & Fox). When Google wanted to acquire DoubleClick, an online advertising giant, anti-trust flags were waved, but eventually put down after Google successfully acquired this company in mid 2008 (a few months after this article was published) [Source]. Google CEO, Eric Schmidt, claims "the more Google knows about a user the better the search results" (4). Critics of Google worry that there is danger in a company that depends on advertising to collect so much data on consumers through their searches. In other words, many people worry about privacy issues with Google, but Google has taken steps to lessen the worry. Searches are stored on Google servers for 18 months (lessened from 24 months previously). The article claims that Google will need to manage itself as a company, deciding whether it will continue to get "you to what you want as fast as you can and getting out of the way ... or will it become 'a source of content, a platform, a destination?'” (5). Recently, Google has expressed interest in the cell phone market, but has yet to lead in this industry. Schmidt, in response to critics, argues that what "kills a company is not competition but arrogance. We control our fate” (7). Inquiry: Google is a company that is trying to take over the world, and they seem to be succeeding. It is hard to name a new media industry or market that Google does not influence. It is interesting comparing Google's image to other companies such as Microsoft. Microsoft, a technology company, states that its mission " is to enable people and businesses throughout the world to realize their full potential" [Source]. This mission does not sound much different from Google's mission, but yet Google is nearly revered as a company while Microsoft is just trying not to be hated. I would argue that Google is looked at differently by consumers because their products are generally viewed as free. From my personal experience, many people cite the high cost of software as a reason for their dislike of Microsoft. When you have a company like Google that is giving equivalent resources that are perceived as free, "free" will always win (in a popularity contest at least). Consumers would prefer to "pay" for software by the searches they perform and ads they see instead of a direct monetary transaction. Google's value lies most in what it is able to discern about its users. As the recent Google Super Bowl commercial displayed, our searches tell a story: Many consumers worry that this knowledge could be used in negative ways, but others point to Google's motto of "Don't be Evil," and trust that Google will not misuse this information. This trust is vital for Google's success as a company. Without consumer trust, Google will have nothing. This information that they gather is very valuable when speaking about advertising. As an example, Facebook has been valued at nearly $11 billion dollars, not because of its great success at turning a profit, but because investors know that information Facebook users put on their profiles is an advertiser's dream come true. Facebook, as well as Google, are able to use information about users to create targeted ads, making them more valuable to potential advertisers. Questions:
  • Google is thriving in this new media world without an end in sight. Do you foresee a point in the future when Google will reach a "breaking point" because of their involvement in such a wide variety of industries? Or, does this scattered involvement ensure their success as a financially stable company for the future?
  • Many consumers worry about the information that Google collects. Do you believe this worry is validated?
  • Google is currently an 11 year old company, but yet their earnings rival the GDP of small nations. What do you believe made Google such a successful company in such a short amount of time?
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Monday

The Hacker Manifesto

Posted by hoffy at 8:16:00 PM 2 comments
Summary The Hacker Manifesto is a piece written by Adam L. Beberg, who's information can be found by clicking on the small icon at the bottom of the manifesto. an example of our old topic of hypertext. This piece attempts to explain what a hacker really is by providing definitions of a hacker through hypertext (the word 'hacker'). Beberg enlightens the world, so to speak, on the mindset of a hacker, and how society has come to look down upon such people. Beberg seems to think that the world is quite misguieded about hackers, and attempts to straighten out people's view of them through his manifesto, and through hypertext links to his personal career in academia and professional life. Inquiry This work is by far one of my favorites of the year. It was fun to read, and very interesting. I, myself, have a view of hackers as the "scum" of the internet out there, out there to steal information and gain an edge illegally. Beberg seems to have set me a little straighter. Dictionary.com even defines a hacker as "a computer enthusiast" (dictionary.reference.com/browse/hacker). By viewing hackers in this way, I think we can better understand a social circle that exists, often right under our noses, in the world today. People like Richard Stallman could be considered hackers, as defined by Beberg and by dictionary.com. It seems that there is an entire world of hackers out there who consider themselves the elite of programming and computer knowledge. I find this fascinating, and would love to do more research on this topic. I think that the links Beberg has in his manifesto to his own personal information, including his resume, add to the credibility of this article, giving a so called face to the name type of effect. I think it's important more hackers attempt to convey to the world their true nature so that we may better understand their point of view, and what they seem to truly be about. I commend Beberg for his work, and again would love to see more like this. 1) What was your view of "hackers" before you read this manifesto? 2) Can hackers make a better name for themselves by creating more works such as Beberg has done? 3) Do hackers have a place in society, or will they forever be viewed as criminals by those that don't understand them?
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Sunday

Stallman, "The GNU Manifesto"

Posted by hoffy at 7:37:00 PM 0 comments
Summary In his article, "The GNU Manifesto", Richard Stallman makes the argument in favor of free software. By free software, he means software that doesn't need to be copyrighted or that people don't need "permission to use" (550). He explains that his intent by saying free software was not to be interpreted as "copies of GNU should always be distributed at little or no charge" (550). Later in the manifesto he explains ways to make a profit by providing the service of distribution, and that the important thing is that everyone who has a copy of the software be free to cooperate with other users of this software (550). Over the course of the article, Stallman intends to reach fellow prgrammers by discounting claims against, or questions discounting, the value of programming software for little monetary reward. By citing that programming of this sort will add to the knowledge base of society, the creativity of society, and will not block progression as a result, Stallman makes the argument for a revolution against copyrights and licensure, and for freedom to do as you wish with software. As the creator of a free software system, GNU, Stallman stakes his claim to be able to have the freedom to improve and share this software with other users. He desires to be able to change the software he's using to better fit his needs, and feels that other users and programmers should also have this freedom. Inquiry Stallman's claims are borderline ludicrous. The idea of programmers forgoing profit to better society makes no sense in the world we live in today. For example, in congress today there is the idea of levying energy taxes on large corporations for polluting our environment. While I support this tax, and while this tax would absolutely benefit society by reducing pollution, in no way shape or form are corporations going to agree willingly to pay more money for production than they have to. Stallman discounts the argument of monetary reward saying there can be rewards in other forms, such as creativity and even fame. For this I applaud him, as I quietly laugh at his ludicrous proposition to take money away from people who work for it. I see no value to anyone from taking away their right to have their work become lawfully owned by them through a copyright or licensure agreement. I don't see monopolistic corporations, such as Microsoft, ever be willing to implement "free" software in their realm of work, and finally I don't see how his idea of "free software" is even really free. Levying a tax on the software buyers to compensate for lost profits, charging for services to teach and assist with software, etc. These are all forms of a not very "free" environment. Futhermore, to address the issue of free as the ability to share with users: The best programmers work for the best companies, and DO use feedback to improve their products. Anyone can post comments on the internet on ways to improve the software, albeit in often cases they can run into legal issues. To me, Stallman just wants the ability to legally change things to better suit him, not necessarily to better suit society. The free market works to better society by giving those who create the best product, the best reward, and in today's world that reward is in the form of monetary compensation. I see no reason to change the way this operates, nor do I see this change ever happening. I believe that social gain can come from the system that is currently in use now by way of giving the best people the best reward for creating the best product, and I think it is necessary for them to work very hard to be the best. As our constitution states, the people have the right to property. That property includes that which is in their head, and not just where their residence is built, and to take away the right to this property is to take away a fundamental right and principal that this country was built on. 1) What do you think of Stallman's proposition of "free" software, and what does "free" mean to you? 2) Should copyright and license agreements on software be eliminated? 3) How would society as a whole benefit from the "free" software that Stallman describes?
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Friday

The Cave

Posted by Jeannette at 1:02:00 AM 4 comments
Summary The visit to the virtual reality lab was nothing like I what I had expected. I thought it would be more along the lines of the general 3D quality you find in theaters with the basic glasses and I did not realize that such a level of interactivity was possible. I was surprised by the amount of control the person with the joystick and head-tracking goggles had and it was amusing to see the predictable head jerks as objects got closer to everyone’s faces because the experience felt so real. The mapping world with the pottery was undoubtedly the most relevant to the class and I wish we had the time to create our map in the lab. It is unfortunate that the ceiling was not a part of it and that they did not have a back wall but hopefully that is something that can be developed in the future. Inquiry It will be interesting to see how the technology in the virtual reality lab will be applied in the future. To me it seems that it would be particularly useful with the military and schools because the military can train their soldiers without putting them in actual danger and making sure they are qualified and well-prepared, while schools, especially med schools, can recreate the human body or anything they need. I would love to see that technology applied to video games because as immersed as a player gets when they are playing even a simple game like Super Mario on the Nintendo, it would be amazing to play Halo or COD in 3D. The issue with relying so heavily on virtual reality would be that people could become disconnected with reality and there would be even less interactions between people. Nonetheless, it will be interesting to see how such technology is being used a few years from now. 1. How was your experience in The Cave and what was the most/least appealing thing to you? 2. Where do you see this technology being used a few years from now? 3. Do you think this technology will become even more mainstream in the future and if so, how long do you think it will take for this to happen? 4. What would be some issues with spreading the use of virtual reality?
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Thursday

Response Is The Medium

Posted by Jeannette at 10:26:00 PM 4 comments

Summary

Krueger argues against the belief that man-machine interaction is limited to a man poking at a machine and provides evidence that supports his claim that there are ways that are more interesting for men and machines to relate. He argues that there is such a thing as responsive environments which break away from the “seated man poking at a machine with his fingers or perhaps waving a wand over a data tablet” (379). He depicts the evolution from its beginnings in 1969 to his current project, VIDEOPLACE.

He starts by describing the technology that was developed in the late 1960s and early 1970s. GLOWFLOW, created in 1969, was visually successful but obtained a hesitant response because the artist believed it was more important that the environment respond. METAPLAY, exhibited a year later, focused on the issues with GLOWFLOW and the interaction between the environment and the individual was emphasized. PSYCHIC SPACE was used for the musical expression as well as the interactive experience and Maze also focused on the interaction between the participant and the environment. All paved the way for the integration of humans into a responsive environment. His own project, VIDEOPLACE, is conceptual and unites people in different locations within a common visual experience.

One of Krueger’s main points is that the response is the medium. He claims that the “video medium has the potential of being more rich and variable in some ways, than reality itself” (384). He describes the importance of responsive environments and risks criticism from those who believe the response is not as important as the visual appeal. He argues that the “distinguishing aspect of medium is…the fact that it responds to the viewer in an interesting way” (385) so it must know what the participant is doing and has to be able to respond to the participant. He ends his argument by stating that the responsive environment is not limited to the arts. It can be applied in education, offering students an engaging environment where they will be more eager to learn, psychology to study human behavior, and psychotherapy because certain environments can evoke and expand behavior. His concluding statement is that the “design of such intimate technology is an aesthetic issue as much as an engineering one” (389) and we have to recognize this in order to understand what we have created.

Inquiry

After visiting the reality lab, I fully agree with Krueger’s argument. It took me a while to grasp onto the notion that the response was the medium but after reading the various applications he described I was able to understand and thus form a decision on whether or not I agreed with him. I believe fully responsive environments are the future and we are well on our way to creating such technology. The example that I could visualize the most was using it for psychotherapy. It could be used to enable people to get over their fears and it can create seemingly hostile environments without the dangers of real life. It seems that responsive environments are already making their way into people’s homes and in it probably won’t be long before every home has some sort of illustration of this.

An example of the response as the medium is the virtual reality lab. The participant controls their surroundings with the joystick that responds to movement much like the Wii remotes do. They are able to navigate around the platform and when wearing the lenses that control the movements they are able to walk into different areas of the virtual reality, such as looking through the parts of the heart and seeing the other areas. It is all about the environment responding to the movements of the individual and the individual being able to control what happens.

  1. Do you believe that someday we will be completely dependent on responsive environments and what are the dangers if that happens?
  2. Do you agree with Krueger that the response is the medium or do you believe that something else is the medium?
  3. How else can virtual reality be used? Do the pros of a responsive environment outweigh the cons?
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"Web-Based Memorializing After September 11" - Foot & Warnick

Posted by hoffy at 11:49:00 AM 3 comments
Summary Foot & Warnick's paper had a single purpose: "to fill gaps in current scholarship on Web-based memorializing by exploring the online modulation of public and private or vernacular modes of memorializing" (p.73). By developing a conceptual framework (set of constructs between ideas and evidence that can be used in future studies) Foot & Warnick hoped to study a small set of sites and comparitive analyze them and the way they utilized the concept of Web-based memorializing. Like Socolovsky's article, Foot & Warnick focus on the changeability and manipulation of the web medium. They argue that the allowance of the individual to interact, change, and co-create work online in the memorial make web memorials a way for an ndividual to gain a public voice. According to Foot & Warnick, "The Web offers a communication environment in which individuals and networks of individuals can quickly mount sites that are themselves " 'open documents' inviting an unspecified range of visitors (in fact: anybody) to add something of their own" (Geser,1998 section 3, par.7)" (p.77). This point attests to the fact, that unlike physical memorials such as gravesits and memorial services, Web-based memorials provide more opportunities to develop and be manipulated over time (p.78). This, again, enhances the ability for an individual to make their voice heard in ways that mass media does not allow, and in ways that physical memorials cannot. Finally, Foot & Warnick create their conceptual framework from which they are able to analyze the small group of sites they selected. The framework they developed focuses on 7 distinct ideas: 1) the object or focus of commemoration, 2) evidence of co-production, 3) univocal or multivocal based, 4) the speed of the memorial's online posting, 5) how dynamic the memorial is, 6) the memorial's intended audience, and 7) the victims positioning in reality (p. 88, 89, 90). Using this framework, Foot & Warnick were able to distinguish a patter between site developers and the content of the given site. They found that differences between sites created by individuals and sites created by institutions are not clear cut, but that there are suggestions that the sites vary by producer type (p.92). The authors suggest that individually produced sites are created more rapidly following the tragic event than those created by institutions, and that the individually created sites are more open to manipulation and co-production than those created by institutions. From this conclusion, it is obvious that Foot & Warnick intended to provide fellow researchers with evidence to aid them in their analysis of different memorials across the realm of the internet. Inquiry I would like to respond to the evidence provided by Foot & Warnick regarding interaction and co-production of Web-based memorials vs. that of "offline" memorials. Personally, I feel that all memorials in any form are just ways that people cope with their loss, and I find that memorials are a very different way than I would cope. Memorials to me are just that; memories of ones lossed. I now have a new outlook on memorials though, in light of this article and of Socolovksy's article. By changing my perception of memorials as strictly "offline" and based on the heroic or tragic events that occured involving mass amounts of people, I recognize that online memorials have enabled this type of remembrance for individuals as well. While I may not ever create my own online memorial, I think it is an excellent way for people to cope with their loss and to have a place where they can go and reflect on the lives of the deceased. As far as interaction, manipulation, and co production, however, I find this topic to be somewhat disrespectful. I feel that people's need to make themselves a part of another's life is selfish and has no place in the realm of death, grieving and loss. Take funerals for example: a funeral is not a way for the bereaved to popularize or change the life of the deceased, rather funerals are a way to celebrate the life lived by the deceased individual, or individuals. I feel that being able to change online content to better suit one's self disrespects the deceased in the sense that their lives can be defaces by political and social agendas posted online. Examples include hate speech toward terrorists on 9/11 memorial sites, and also gun control advocates on sites that are made to commemorate the lives of the slain students at Columbine High School. Memorials, whether online or off, should be a place to go and simply reflect on the life of a deceased individual, not places where we go and discuss issues related to their death in a socio-political context. Political arenas and forums are a better place for this discussion. I do think Web-based memorials are a good way for people to go and get their thoughts and feelings out, but keep in mind that anyone can access the Web and say anything that they want. For this reason, I feel that death has now been publicized negatively, in the sense that we are leaving ourselves, the bereaved, open to discussion that should not be a part of the celebration of a life once lived. Therfore, in conclusion, I feel that memorials should remain a fixed-content entity and should not be left open to be changed or manipulated by anyone, but rather should be created by the bereaved as an obituary is; to let people know someone has been lossed and if you know that person feel free to leave a comment regarding your reflection on their life and possibly offering condolences to family and friends. Respect the lives of those that have left this world, and don't deface their death by polluting memorials with political and social speech in favor of an ideal or agenda, rather take the example of their death and communicate those ideals or agendas in a different arena, but not in the space of the memorial itself. 1. Do you think that memorials and deaths should be used to gain traction in political fights such as the gun control movement resulting from Columbine or the anti-terrorism movement stemming from 9/11? 2. Do you agree that memorials, online or off, should be a reverant place and that discussion of issues should take place outside of the realm of the memorial, say in a blog or separate arena, yet should still allow evidence from a death to be presented or do you think that death should be kept private and not used at all to progress any agenda? 3. What are the consequences of using digital representations to remember lives of real people that existed in real places? 4. Finally, do you think that it is necessary to analyze memorials, of any form, or is it obvious that they are just ways to remember the deceased and to cope with the loss of them?
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Wednesday

"Cyber-Spaces of Grief" - Socolovsky

Posted by hoffy at 9:51:00 PM 1 comments
Summary In her article "Cyber-Spaces of Grief: Online Memorials and the Columbine High School Shootings", Maya Socolovsky talks about the effects of online memorials on society and our management of grief through these online memorials. Speaking to viewers of online memorials, and to anyone who's experienced loss/death, Socolovsky begins to analyze and explain the effects of online memorials. She quickly starts off by saying that the public desire to monumentalize suggests an anxiety about and an inability to deal with grief (p.468). Emphasizing a resurgence of community and the desire to be heard unanimously in one collective voice, Socolovsky explains throughout her article that online memorialsare places where people can go to accept death, to fill the void of loss, and to even gain "celebrity status" (p.477). These memorials also serve, according to Socolovsky, as archives or storage units of our memory, allowing us to turn over the responsibility of remembering to the "cult of computers"; our mnemonic idols (p.468). Socolovsky continues to touch on various questions she asks of the reader throughout the article, but circles back around in her conclusion by tying in the online memorials of the Columbine High School shooting victims to the ability of internet memorials to fill voids that physical and spatial monuments cannot. She argues that by transcending time and space, online memorials eliminate the silence and absence of death that is created by physicality by way of creating forums that exist for people to discuss collectively about loss (misery loves company) and to share their story with the world, creating a sense of immortality for the deceased, and giving the bereaved a sense of closure and satisfaction knowing that their loved one will be forever marked in history. Inquiry Socolovsky's claim that online memorials fill emptiness or voids created by death or loss is a controversial one indeed. The fact is, no matter what we do on a given day to remember someone we no longer have with us, we cannot wake up the following morning and speak to this person directly, get a response from them, or even physically touch them. As far as Socolovsky is concerned, online memorials are places where one can go and interact with the deceased. Many online memorials through the home site of www.virtualmemorials.com have posts that speak directly to the deceased. While many cope differently, and this is obviously one of many coping mechanisms, in no way shape or form is it possible for the people they are "directly communicating with" to respond. This still leaves us with the absence, or void, of personal interaction. As far as physcially interacting with the deceased; it's not possible. Interactive websites with photos and other simulacra, to also use a term from Socolovsky regarding digital images (p.469) may serve a great purpose as far as remembrance, but don't enable us to interact with the deceased individuals. Though a void may be filled by being able to see an image of the deceased, the fact is that they are still deceased and we cannot truly see them, not in the real. Thus, we are again left with a void of being able to personally interact. Though Socolovsky is correct in saying that online memorials fill some void, they do not fill any void different that that filled by physical memorials, photographs, personal memories, or stories told by other family members or friends. Online memorials are not a place to escape ghosts or absence of an individual as Socolovsky suggests, rather they are simply just another way to cope with the loss of someone near and dear to the bereaved. For this reason, online memorials will continue to pop up, espeically as those around the world continue to grow more and more connected through the medium of the internet, and for this reason new ideas will be generated through this medium to help those who have suffered a loss better cope with it. Questions How do online memorials affect the ways that we understand and cope with loss and grief? Do you think that the ability of the internet to transcend time and space, in the sense that we can view any deceased person whenever and wherever so long as they have a memorial online, has an effect on how we cope with loss? Does this lack of time and space serve as a symbol of disrespect to the deceased; would they be "upset" if they knew that we could simply "close" their memory with the touch of a button? Do internet memorials lack a place for ghosts to reside, as Socolovsky claims physical memorials enable, or are they another place that one can go and get that haunted feeling?
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Tuesday

Semiotic Domains: Is Playing Video Games a "Waste of Time?"

Posted by Katrina at 12:18:00 AM 2 comments

Game Experience Summary

For my “game,” I decided to use JacksonPollock.org. Even though this is not your typical game, it can become a game with yourself to create the artwork that you desire. When you enter the website, a blank screen appears. However, whenever you move your mouse paint splatters and creates different lines and shapes based on how quickly the mouse is moved. Whenever you click the mouse, the line color changes, ranging throughout the entire color spectrum. This is more of a form of art than gaming, but the interaction that you have with the screen can classify it as a game.

Summary

“Semiotic Domains: Is Playing Video Games a Waste of Time?” is the second chapter in a book released to justify video games and their benefits to society. Gee uses the term “literacy” and argues that it goes beyond its traditional meaning of “the ability to read and write” (17). In order to be literate in society today, one needs to be able to go beyond decoding and be able to link outside information to understand a concept on a deeper level and produce results in this context, this can be seen in multimodal texts. This gives rise to semiotic domains. Gee explains these to be different forms of signs in different realms of communication (19). For each semiotic domain, there are two ways for it to be viewed—internally and externally. Internally meaning the type of content the domain addresses and externally “in terms of people engages in a set of social practices (27). Gee’s main points go beyond his application to video games. They can be applied to learning in any semiotic domain (41). His arguments are based off of five learning principles: active, critical learning, design, semiotic, semiotic domains, and metalevel thinking about semiotic domains.

He concludes that video games are not a waste of time because they teach the player how to become literate in another domain than what is natural. He gives an example of how the grandfather of a six-year old boy misunderstands video games as a problem on content (22). In reality, “the game encourages him to think of himself as an active problem solver, one who persists in trying to solve problems even after making mistakes, on who, in fact, does not see mistakes as errors but as opportunities for reflection and learning” (36). Even though the content of the video game many be a “waste” to some, the skills learned can be applied to other semiotic domains, making you better off than non-players.

Inquiry

Prior to this reading, I would have agreed with many others that playing video games are a waste of time. However, Gee makes many compelling arguments that have made me agree with him (for the most part). I do think that critical learning can take place when playing video games, although in some not as much as others. Growing up without a gaming system, I think what held me back the most from playing video games was that I was not “in” the affinity group. With every semiotic domain, comes a different content that needs to be understood in order to produce in the domain. Since I did not know the gaming language, I did not succeed or have fun playing games. This held me back from experiencing the learning that Gee says comes with video games.

Although learning can take place when gaming, there are times when it becomes a negative asset opposed to a positive one. An example of this is when the player spends more time in his game world rather than learning in the actual world. Even though with technology improvements communication to other humans occurs when gaming, in each semiotic domain a different kind of learning takes place. In order to succeed in society, one needs more than to just be fluent in gaming. Therefore, even though it is a type of learning process, other types of learning process take precedence.

One of Gee’s main arguments is that in order to be well off in the world today, one needs to be literate in more than just reading and writing of a language. It can be semiotic domains that do not even include words, or it can simply be knowledge needed to understand a written document. Since text messaging has become popular, a new type of language has emerged—text shorthand. If you ask any teenager what “btw,” “brb,” “lol,” etc. mean, many will be able to answer without hesitation. Nowadays, in order to understand an email, text, etc. one would have to be able to decipher this language. Even though a message may be in a familiar language, one would need to be able to decode more than just words.

Questions

1. As a result of New Media, what other types of literacy are needed to understand commonly faced phenomenon?

2. After playing the online video games, do you agree with Gee's thoughts on critical thinking within this semiotic domain?

3. Do you think that the literacy gained from playing video games is useful in society today? Will this change in the future?

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Thursday

"The Lessons of Lucasfilm's Habitat" - Chip Morningstar and F. Randall Farmer

Posted by Kyle Stephens at 8:35:00 AM 3 comments

Summary:

"The Lessons of Lucasfilm's Habitat" is a case study that looks at one of the first online, multiplayer games, Habitat, from the perspective of the developers themselves. Morningstar and Farmer use this article primarily to describe their experiences and give advice for future application of online, multiplayer technology, addressing future developers of the technology they pioneered. The authors argue that "cyberspace is defined more by the interactions among the actors within it than by the technology with which it is implemented" (664). Cyberspace is characterized by "the sharedness of the virtual environment, and not the display technology used to transport users into that environment" (676). Even though the developers of Habitat were using the primitive Commodore 64 as their platform for the game, they believe that the distribution method is not important as long as the user's experience is positive. Expectations of graphics ability will increase with the increase in technology development.

Within the article, the authors make several arguments about future use of this technology. Although some lessons are technical in nature, such as bandwidth concerns and the necessity of object-oriented data representation, many of their lessons focus on the interaction between themselves (the developers) and the players within their game. They state that there are two levels of "virtuality" within a game's structure: the infrastructure level, "where the laws that govern 'reality' have their genesis," and the experiential level, "which is what users see and interact with" (672). A strong case is made against mixing these two levels in any capacity. They also argue that online multiplayer games are very different from developing standard games because while a normal game programmer can shape every hour of gameplay, an online environment is more open-ended, allowing each individual user to shape his or her own experience. The authors make the claim that in order for online multiplayer games to truly expand into games with millions of users, cheating must be prevented, and user configuration of content should be expected. It is clear that the authors are trying to help the further development of this form of technology by clearly stating what they believe they did right and wrong in their experience, even self-criticizing themselves in some instances.

Inquiry:

The argument that "cyberspace is defined more by the interactions among the actors within it than by the technology with which it is implemented" is one that contradicts certain ideas that we have studied before (664). Marshall McLuhan strongly believes that "the medium is the message," yet Habitat's medium (Commodore 64) is argued by the developers as being unimportant to the overall function of the game. The message is not the medium, but rather the interactions among the users within the medium. I will have to disagree with the game developers here, assuming that it is understood that the console is the medium. I believe that Habitat being played on the Commodore 64 shapes the gaming experience in a way that affects the communication that occurs. For example, if the Commodore 64 was able to relay voice chat instead of strictly text, the communication experience would be completely different, meaning that the medium is having a sizable effect on the message. If it is assumed that cyberspace itself is the medium, then the authors are in agreement with McLuhan. Cyberspace as a medium is directly enabling the mass communication to occur.

I agree with the argument made that the "infrastructure level" and "experiential level" should be kept separate. Individuals play games like Habitat for the simulated experience generated by the experiential level of a game. If the infrastructure level interferes, that simulation is lost, and the real world comes to the forefront, negating the positive effect of the game on the user. In online games today, developers typically stay out of the experiential level, aside from interfering with situations of cheating or harassment. Having played a (now defunct) online game myself, having the ability to shape your own path though the game instead of being forced to follow a standard path is one of the greatest appeals in online gaming. The Habitat developers learned this fact early on, realizing that the true value of an online game is in the connections established and communication that occurs, not necessarily like the strict format of a traditional offline game.

Questions:

  • In the article, the authors make the claim that they "do not possess the ability to produce an automation that approaches the complexity of a real human being," so they did not even attempt to make characters like this in the game (666-667). Do you believe that our technology has come far enough to create true, simulated humans within video games? What are some examples?
  • In this article, many problems were listed with Habitat as an early online multiplayer game. Do you see any of these same problems still present in mass multiplayer games today?
  • The authors pose the following question: "Is an Avatar an extension of a human being (thus entitled to be treated as you would treat a real person) or a Pac-Man-like critter destined to die a thousand deaths or something else entirely" (672)? Given the prevalence of "Avatars" across many forms of media (social networking, video games, etc), do you believe this question has been answered? What is your opinion on the matter?
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"Video Games and Computer Holding Power" - Sherry Turkle

Posted by Kyle Stephens at 8:02:00 AM 3 comments

Note about the author: Sherry Turkle is the current Director of the MIT Initiative on Technology and Self Program in Science, Technology, and Society, studying "the evolving connections between people and artifacts." [Source]

Summary:

Video games and Computer Holding Power is an excerpt from Sherry Turkle's book entitled The Second Self: Computers and the Human Spirit, published in 1984. In this excerpt, Turkle discusses the introduction of video games into mainstream culture, comparing the technologies involved to specific predecessors, as well as looking at individual examples through personal stories. She begins the excerpt discussing the wide-spread use of the computer in 1980s society. Turkle makes the claim early on in the excerpt that "the computer culture [is] a culture of rules and simulation," using video games as the primary example (501). Video games are often thought of as being a form of mindless entertainment; however, Turkle argues that the strategy and logic necessary to successfully play most video games goes beyond the stereotypical understanding of games as simple hand-eye coordination. She argues that the danger of video games "is not the danger of mindless play, but of the infatuation with the challenge of simulated worlds" (508). Video games are able to create identical, simulated experiences that cause certain individuals to strive for perfection within the "rule-governed" nature of the game itself.

The transition from pinball to video games is a thorough example Turkle uses to make the claim that video games have transcended the mechanical limitations of pinball, instead, creating a simulated situation where "a representation of a ball, unlike a real one, never need obey the laws of gravity unless the programmer wants it to" (502). It is clear that Turkle's excerpt is targeted toward an audience skeptical of the idea that video games have a role in society. For example, Turkle's primary argument is that although video games, when taken to obsessive extremes, can be harmful, the simulated challenge they create and "total concentration [they require] is a form of relaxation" (509). In this argument, Turkle is acknowledging that the simulation created by video games can be negatively seductive to some, but beneficial to others.

Inquiry:

In Turkle's excerpt from her book, is it difficult to respond strongly to some of her claims because she clearly presents both sides of the story. Several specific examples from individuals she interviews demonstrate the fact that video games can have a positive, calming effect on the players. In opposition to the view, an argument is also made that video games can be seductive in nature with the promise of a "perfect response" (512).

The idea that "the computer culture [is] a culture of rules and simulation" is an argument I agree with completely. The whole premise of a video game is one of simulation. In the present day, we have consoles like the Wii where you can play simulated bowling, simulated baseball, simulated boxing, simulated tennis, and simulated golf (and that's just Wii Sports!). Even when looking at older games Turkle mentions like Pong and Pac-Man, it is clear that these games are trying to simulate an aspect of the real world. In the case of Pac-Man, the simulated experience does not exist in the real world, but the idea of needing to accomplish certain goals before an enemy stops you is a real world idea manifested by the ghosts, food, and the maze. All video games attempt to simulate some aspect of society, either directly or indirectly, because this simulated experience is what people want to momentarily take their concerns out of the real world.

It was always clear that people became easily obsessed with games that seemed simplistic in nature more so than extremely complicated games. Although there are those who are considered "hardcore gamers," only opting to play the complicated games created today, I would argue that the majority of the general public enjoys simple games. For example, Bejeweled is an online game that is simple - change the order of colored gems in an effort to group them together and eliminate them. As of 2008, it has been downloaded well over 150 million times. It is clear that people like the simple nature of this game because it has a set of clearly defined rules; yet, it is interesting to note that people still try to exploit these simple rules in the spirit of competition. For example, if you type "Bejeweled" into YouTube, the first few results are discussing ways to cheat at this simple game. People enjoy these simple games, as Turkle mentions, because they are fixed, allowing the opportunity for individuals to seek perfection (even through cheating).

Questions:

  • Turkle argues that children learning to use computers "seems to threaten a new kind of generation gap" (500). Do you believe that current video games continue to create a generation gap among individuals, or are current video games more accessible to all generations? How does this compare with video games in the 1980s?
  • Turkle asks the following question: "Will the player of the games of the future be in a more complex world than is offered by today's games, but still in a world that is created by someone else? Or will the player be the designer of his or her own game" (506)? In the 26 years that have passed since this excerpt was published, can you give examples of games in which the players design their own gaming experience?
  • What is it about "simple" or "fixed" games that makes them so appealing to such a wide range of individuals? What entertainment value do they hold that resonates with people?
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