Thursday, May 5, 2011

The Next New Thing

I'm not sure if my idea exists yet or not but I have a good feeling that someone else may be thinking about it.  I would like to see new media and technology used to improve healthcare.
I'm thinking about an implant of sorts that can be used to monitor mood changes in individuals with emotional disorders.  The implant will track real-time changes in hormone levels and deliver said data to a remote monitoring center.  Medical professionals at the monitoring center can then trigger nanobots that counteract the hormonal imbalance bringing the affected individual to homeostasis.  This can prevent an individual from acting out any of many ill thoughts like hurting themselves or others. 
This implant, which enables the remote monitoring of patients can create a better quality of life for these unfortunate members of society. 
Imagine taking it one step further and having these implants placed in patients that suffer from other chronic diseases.  Let's take patients that are suffering from different forms of cancers.  These implants along with nano-technology can be used to control a metastasizing cancer and help prevent any further spreading of the disease, adding time to the lives of people with terminal illnesses.
Providing remote healthcare is only the beginning.  As the technology advances, it can be used to heal injuries rapidly and diagnose diseases at very early stages.
This use of technology and our ever connected interwebs, does not seem too far fetched.  Slightly fantastical, but very possible nonetheless.

Thursday, April 28, 2011

Our Class Wiki - So Far

For our class wiki I will be contributing to two pages, New Media and Social Change and New Media in Music.  I chose these two pages because I find them each particularly interesting.  I have been exploring different ideas for both pages but have not yet settled on anything in particular.  At this time its all brainstorming and collecting information.  I will also be making sure that any existing content is accurate. 
I expect to have all of my material finalized and submitted by the end of next week.  Fingers-crossed that is; with my professional, academic, and family workload I often find myself racing against deadlines.

P2P File Sharing

File sharing is the distribution of digital media, be it over a network or using the various forms of storage media.  Examples of media that are shared may be video, music, software, or e-books.  They may be shared over the internet, on portable hard drives and flash drives, or optical disks.

P2P file sharing in particular is of special interest.  In this model, the distribution and sharing of digital media is performed over a peer-to-peer network in which connected users can access files being shared by other connect peers.  Examples of P2P networks include, but are not limited to, E-Donkey, Shareazza, Rapid Share, Limewire, the very popular Bittorrent, and Usenet newsgroups.  P2P filesharing has been heavily targeted by the MPAA and RIAA due to the adverse effect it has taken on their industry's revenues.  In 2009, the MPAA claimed that "illegal downloads and streams were responsible for about 40% of the revenue the industry loses annually to piracy" (Stelter and Stone, 2009).

The Bittorent model facilitates the distribution of large files like full length movies and software by breaking the file down into small parts that one downloads from multiple "seeders" and "leeches", simultaneously.  All of the information related to a "torrent" is stored at a "tracker".  The speed with which a user can download a torrent is quite impressive especially with the increased availability of broadband internet access. 

It has been somewhat of a challenge to establish any form of effective legislation against P2P filesharing and the illicit distribution of intellectual property.  This is especially challenging because much of the distribution is centralized in foreign markets where there are no regulations present.  Additionally, athough "file sharing on P2P networks appears to have leveled off, sites that offered alternatives to downloads, like streaming of pirated movies, have seen rapid growth" (Pfanner, 2009).

Thursday, April 14, 2011

Privacy and Confidentiality

Privacy and confidentiality are especially sensitive matters when it comes to new media.
Unfortunately, most people are not knowledgeable about the risks they take when using social networking sites. 

When joining sites like Facebook many people are very trusting with the information they share.  They reveal a wealth of information about themselves on these sites without realizing how they may be compromising their privacy.  Users need to know how to use the tools provided to enforce that not all of their information is shared with just anyone.  Privacy allows us to maintain control of our relationships, both personal and professional.  People do not share the same details about themselves with their colleagues and their close friends or partners.  It is by protecting this privacy that we can maintain the differences in our relations. 

All of the information that people share on Facebook, Twitter, blogs, etc., can be used by anyone, with the right skill set, to build a profile of an individual.  This is how we Facebook can deliver ads that target certain demographics. 

This is not just a problem with new media but the Internet as a whole.  New media is a product of the information age.  The threats to privacy and confidentiality are exponentially greater as a result of how we share and consume information on the web.

Advice

Following are some suggestions I would give Baruch on using new media to improve the college:

Baruch should implement a weekly podcast that would serve to inform the student body on current news and upcoming events.  Students and staff would be able to download said podcasts to their portable media players and listen to these at their convenience.  With much of the Baruch population commuting to and from school by public transportation, this would be a good way for them to stay current with regards to student life at Baruch.

Baruch should also explore the possibility of using Twitter to deliver breaking news as well.  The short format of tweets would serve as a headline and hyperlink to a Baruch blog that is updated frequently.  Students and staff could just follow Baruch and receive time sensitive updates.  This can also be tied in to Facebook.  I believe most of the Baruch population is currently on Facebook and are using it regularly. 

The idea is to keep students and staff informed.  Information is power and by using new media to empowering the people of Baruch, the administration increases the appeal of attending school here.

 

Thursday, April 7, 2011

About My Term Paper

For my research paper I chose to focus on the video game industry, its social and economic effects.
The subject matter is somewhat personal to me because before returning to school, I often spent most of my free time on Xbox Live.  At this point in time, I cannot begin to fathom the number of hours I exhausted on Call of Duty and Gears of War.  

I chose to conduct my research primarily using Google Scholar and the EBSCOhost online research databases.  I found a wealth of recent information regarding the economic impact of the entertainment software industry.  Individual title development budgets run in the tens of millions of dollars.  Who would have guessed that 70% of Gen Xers now own a next gen game console!

More surprisingly, I came to discover that many serious issues have also arisen from this booming industry of online gaming entertainment.  Of the issues that I came to learn about, online gaming dependency I found particularly disturbing.  Some of the unfortunate consequences are discussed further in my paper.

As a form of new media, video games have evolved into highly immersive and complex realities.  We now have the virtual worlds of Second Life, the Massive Multiplayer Online Role Playing Game World of Warcaft, and the First Person Shooter realms of Call of Duty, were we once had Pong, Pac Man, Donkey Kong, and Dungeons and Dragons!   Having witnessed each of these in their full glory, I felt it necessary to explore the the topic further.

Thursday, March 31, 2011

Creativity

In my opinion, creativity is defined as the ability to produce new and unique ideas to solve problems or challenges that arise in our dynamic existence.  New media fosters creativity by providing a fresh set of tools that are more easily accessible to the masses as a result of the advances made in technology.  The always on availability of information on the Internet and our own curious nature are a natural recipe for new creative outlets.

Before YouTube, only people with the means and the budget could produce a film which they could have screened.  Now, thanks to sites like YouTube, all one needs is a camera and a computer on which to edit and upload their creation. In May 2010, the YouTube team announced that YouTube surpassed two billion video views daily and that there were then more that 24 hours worth of video uploaded every minute.  With it's past gowth rate, one would have to surmise those numbers have furthered increased in the past year.  This goes to show that people are exploring and sharing their creations in a way that did not exist before 2005!

Virtual worlds like Second Life promote creativity as well.  Here users are free to discover their creativity by creating all new alter egos for themselves and creating new environments.  Without the restrictions of the physical world, users can freely explore new ideas and views that they would not be able to otherwise.

The increased availability of technology and information that is driving new media has led to creative new ways of making or remixing music.  This has led to a whole new genre of 'mash-ups' which highlight a whole new outlet for creativity.  This mixing of songs, video, and images is only possible thanks to the nature of the Internet and the information age.  Spawning from this new age we now live in is a greater opportunity to share one's creations without having to "sell-out" or compromise one's vision.  This is stated best by Mark Vidler, as quoted in Sasha Frere-Jones article 1+1+1+1=1 The new math of mashups: "You don't need a distributor, because your distribution is the Internet.  You don't need a record label, because it's your bedroom, and you don't need a recording studio, because that's your computer, You do it all yourself."

Creativity and New Media

Being that I don't fancy myself much of a creative type, for this assignment I followed Prof. Adler's suggestion and created a Second Life Avatar.

I never tried Second Life before this.  Joining was straight forward.  After downloading and installing the Second Life Viewer I was faced with the options of a basic or advanced view.  At first I tried the basic view but quickly discovered that my customization options were quite limited, only allowing me to pick one of the pre-programmed avatars.  I then chose to give the advanced view a try and found that the options are almost endless. The options include the ability to customize every single article of clothing and almost every physical attribute of the avatar. 
During what felt like a short period of time, but in fact was a few hours, I went through many changes before settling on my final (at least for now) avatar. 

After a stressful day at work, I found the process almost therapeutic.

Now, I think I'm going to start exploring this world of Second Life.

Thursday, March 24, 2011

Modeling Reality with Virtual Worlds

When thinking about virtual worlds, the first two things that come to my mind are Second Life and World of Warcraft.  Though curious at first, I never found myself attracted to either for very long.  Second Life just seemed like a waste of time.  Due to the many nights I spent playing D&D many years ago, World of Warcraft poses the threat of me losing myself to it altogether.  Unfortunately, I have more than one friend that has either lost a job or a spouse due to time lost on WOW. 

Some people become absorbed with their virtual existence.  Recently,  I read an article about a Korean couple that allowed their three-month-old daughter to starve to death while they raised a virtual child.  They would leave the innocent victim unattended while they spent countless hours at internet cafes participating in their virtual lives.  This complete loss of any concept of reality is the one con that I continue to see, repeatedly, when it comes to these role-playing virtual realities. 

Before reading the assigned lecture notes and readings, I never really thought about the positive applications of virtual worlds like Second Life.  I was especially moved by the YouTube clip, A Second Life on Second Life. Here we see Second Life offering individuals with serious disabilities an opportunity to escape the confines of their personal situations and participate in a community without these 'boundaries.'  It's amazing what a place like the Heron Sanctuary offers those not as fortunate as most of us.  Saki Knafo, in the article In Room 100, It's Sid and Nancy All Over Again attempts to define Second Life in one sentence, "Second Life is a multiuser virtual environment, a computer program that lets online users construct settings, and hang out in them, using video-game-like characters called avatars."  It is in being these avatars and coexisting in this virtual environment that these people find the happiness of being able to participate in a much needed social setting.

I would never have guessed, before reading Stephanie Simon's article Avatar II: The Hospital, that "Dozens of hospitals, medical schools, and health foundations have staked out space in Second Life, where participants can build their own virtual clinics and stage any training drill they can imagine."  It's amazing to think that what must have started out as a recreational tool has evolved into so much more.  The fact that these virtual worlds are being used as venues for professional training and collaboration further supports the case for the existence of places like Second Life in a context other that escapist entertainment. 

Virtual worlds provide an opportunity for creativity to flourish and for individuals to showcase their talent.  Stephanie Simon mentions how one person, Dr. Ramloll, "charges up to $150,000 to build a full scale hospital... (and).. a replica of a smaller clinic, with 20 rooms, costs about $10,000."  The opportunity for financial reward further fosters creativity.

I expect that with the current pace of technological advancement, the virtual worlds of the future will further mirror the real world as we see it.  No longer will avatars by pixelated.  Instead they will be indistinguishable from the real thing.  The experience will be further enhanced by adding sensory stimulation.  You will not only see and hear the world around you; you will be able to feel, smell, and taste the virtual life as if it were the real thing.  Just think The Matrix, but hopefully without the evil robots and farms of human batteries. 

Thursday, March 17, 2011

Twitter

As you can gather by now, I am not sold on Twitter.  Discussions seem somewhat disconnected and require too much effort to decipher.  Additionally, being that messages are limited to 140 characters makes it challenging to completely communicate what one intends to.  Using hash tags to keep a discussion somewhat easier to track further exacerbates the character limit challenge.  One positive though, is that twitter discussions can be very dynamic and spontaneous.  If being followed on a mobile device, this rapid exchange of 'tweets' can actually feel more like a conversation that is unfolding in real-time.

In contrast, Blackboard discussions are well organized into threads that are relatively simple to navigate.  This allows for a richer and more connected discussion that can referred to later without much confusion.  Being that there is no character limit per post on blackboard, it is easier and more practical for academic application.

Overall, I feel that in-class discussions are the best forum for intellectual exchange.  I guess I'm still somewhat old-school at heart.  There is an intimacy in the face-to-face sharing of thoughts that is lacking on-line.  In some small way, a Twitter discussion may feel like a classroom discussion, but it seems too disconnected in my opinion.   

Social Networking Sites

I've been using Facebook for quite some time now and I only remain a user since it has facilitated my opportunity to remain current with the happenings in my friends and family's lives.  As far as I can recall, it has been the same basic blue design.  There have been several changes to the layout, but in essence it has always remained the same.  The focus of the homepage continues to be the news feed.  Out of all of the popular social networking sites, it remains the most polished.   Other than personal information and what one shares with others, here are no other personalization features.  Everyone's page is essentially the same.  I must admit that I don't go on Facebook as much as I once used to.  I think it has much to do with the fact that it seems like EVERYONE is on Facebook now and I don't know how I feel about so much personal information being so readily available to virtually anyone.

Before Facebook, I spent much of my time on Myspace.  It was a fun site to visit.  I would spend many hours daily on Myspace.  There were many ways individuals could personal their pages.  From backgrounds and page layout, to background music, we were allowed to personalize the entire look and feel of our pages.  After visiting my Myspace page for the first time in quite some time, it appears that the customization feature still remains.  Most of my friends appear to have abandoned Myspace for Facebook.  I'm not sure how I feel about what News Corp. has done to Myspace.  It appears way too busy for my taste.  It's just not what it once was.

Twitter I just don't seem to get.  I tried it in the past and I could never get into it.  I never felt a desire to 'tweet' random short messages.  Out of requirement for this class,  I am now giving it another shot.  I am finding the dialogue considerably more interesting now.  Again, like the other social networking sites, the central focus is the current news feed.

LinkedIn offers it's users the opportunity to network professionally.   It is not bombarded with the randomness of Myspace nor Twitter.  Nor is it full of the tagged photos of people in compromising situations.  The design clearly targets those that want to grow professionally.

Each has something to offer to their respective audience;  Myspace being the most casual, LinkedIn the most professional, Facebook somewhere in the middle, and Twitter, well, I hope to figure that one out by the end of this semester. 

Thursday, March 10, 2011

Social Networking


Social networking has evolved into not only a tool for individuals to maintain and form social ties but also into a platform where businesses compete for market share. Social Networking can be used to increase a company’s revenue by attracting consumers and keeping them informed.  The two-way dialogue offered by sites like Facebook, MySpace, and Twitter engage the consumer and encourage feedback.  This information can be used to better gauge how a company is performing as perceived by their client base.   From a marketing perspective, my company has made it a point to make a presence on Facebook.  We now have pages specifically for our various shows, each of which is building a steady following.  This is great marketing for a start-up like ours and it is relatively economical.  We can better understand what our audience expects to see on our broadcast TV network.
Interestingly, to quote Maureen Crawford-Hentz, as quoted by Frank Langfitt in his November 2006 article Social Networking Technology Boosts Job Recruiting, “Social networking technology is the best thing to happen to recruiting – ever.”  Potential employers often frequent these sites, where users may post random ramblings and share photos of compromising situations.  This is the nature of social networking sites.  It is now just over 4 years since Langfitt’s article was first published and the social networking landscape has grown exponentially with over 600 million active users on Facebook alone.  However, I personally find it more interesting to consider the 90 million professionals on LinkedIn.   Here, users can follow industries and receive updates tailored to there specific wants.  I have recently joined and am working on developing my profile in order to attract new opportunities for professional growth.
There exists a serious darkside to this world of online social networks.  A quote from the Knowledge@Wharton article Leaving ‘Friendprints’: How Online Social Networks Are Redefining Privacy and Personal Security rings something straight out of Orwell’s 1984:  “Few of these users realize that the information they post, when combined with new technologies for gathering and compiling data, can create a fingerprint-like pattern of behavior.”  This can be somewhat alarming when one thinks about the implications.  Without the proper use of privacy controls, user posts are made public to the entire world, including possible identity thieves. 
Online social networking has made the world a smaller place.  It has enabled users to reconnect with past friends and former acquaintances.   This in turn has created opportunities for people to further their careers, reunite with long lost family and friends, and get to know more about the people that are part of their lives.  Personally, I can thank Facebook for helping me to reunite with my half-brother after not being in touch for over twenty years.
Social networks will continue to evolve.  I foresee a future where sites like Facebook and LinkedIn will be the go-to sites for everything from our search engine needs to our daily news updates.  The machine is already rolling and it will continue to so long as people feel a need to be a part of something.  Last I checked, we all have that need.    

Research Paper Proposal Revision


After further exploration, I have determined that the original topic for my research project was too broad.  This has led me to revising my plan and focusing on online console and computer gaming and MMORPGs.

Title:  Online Video Gaming Platforms: Social, Cultural, and Economic Effects.

By investigating trends in the growth of online gaming platforms, I will analyze both the positive and negative impacts from both social and economic standpoints.  I will also research the impacts on the emotional and intellectual development of today's youth.

The video game industry has seen a surge in growth over the past ten years.  MMORPGs like World of Warcraft and FPSs like Call of Duty have led to huge economic gains in this constantly evolving industry.  Through analysis of the social pros and cons of online gaming, and the overall economic impact I will explore both the gains and losses to society.

Thursday, March 3, 2011

Blogs vs. Wikis


Blogs and wikis, both products of what many refer to as “Web 2.0”, provide users a means with which to generate content and collaborate freely.  As stated by Mellissa Gerry from her article Celebrity Blogs: The Impact on New Media, “Blogs are having an effect on where and how people are receiving information.  Through blogs, people are able to write about topics that interest them and comment freely on what is going on in the world around them”, this free state of information exchange is the driving force behind wikis and blogs.  People are free to share the experiences, their knowledge, and their curiosity with a community of like-minded people.   These are both perfect examples of the convergence of information, technology, and society.  
Not only are blogs and wikis changing how we share and collaborate personally, they are now changing the competitive landscape of the corporate world.  Companies are using private wikis to build internal databases of their operations to facilitate access to information throughout their organizations.   In some cases, projects along with operation manuals and employee guidelines are now being managed and distributed using wikis.  It is interesting to see how even in their guarded world, the US military is using blogs to help maintain a positive public image.  James Dao in his article Pentagon Keeps Wary Watch as Troops Blog states, “At the highest echelons of the Pentagon, civilian officials and four-star generals are newly hailing the power of social networking to make members of the American military more empathetic, entice recruits, and shape public opinion on the war.”  Blogs and wikis, along with social networking have become a central focus on how businesses compete.  Companies are using these methods to market and attempt to differentiate themselves by being able to rapidly reach an exponentially broader audience while opening a channel for omnidirectional dialogue
Wiki’s and blogs do have their differences.  A single author typically maintains a blog, whereas a wiki may have many contributors.  Business blogs have become increasingly popular.  They are a good way to share information with employees as well current and potential customers.  With many contributors, one can assume that a wiki will have a more diverse knowledge base of information.   Wikis as intended, feel like a repository of information where contributors continuously keep related information current and fresh. For this reason, a wiki may have more of an evergreen feel than a blog.  Blogs on the other hand are more of an outlet for an individual to express his or her sole opinion while sharing information and collaborating with a social community that may have the same interests.
At this time I can’t really think of a use for a wiki that isn’t already in existence.  Wikis are incredibly flexible collaboration tools that are being used as repositories for everything from medical research to parenting. 
Through the use of wikis and blogs we are now using the Internet to shape the world we live in. One line in the readings seems to sum it all up.  In opening his CNN.com article Wikipedia: No longer the Wild West, John D. Sutter states “ Today’s internet is governed by the idea that crowds of people can create the news, share information and collaborate on online projects.”   When used ethically, these are powerful outlets of communication, which can provide entertainment, educate and empower the masses, and progress social change.  

Thursday, February 17, 2011

Research Paper Proposal

Title:  Online Gaming Platforms and Social Networking: A Socio-economic Study

By exploring trends in the growth of social networking apps and online gaming platforms, I will analyze both the positive and negative impacts from a technological and economic standpoint.  I will also explore the impacts, if any, on the social and educational development of today's youth.

Both the video game and social networking industries have seen a surge in growth over the past ten years.  This has led to huge economic gains in both of these industries.  I would like to further explore what price, as a society, are we paying while continuing to facilitate and drive the continued maturation of these industries.