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."
Thursday, March 31, 2011
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.
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.
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
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.
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.
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.
Subscribe to:
Posts (Atom)