Tuesday, April 10, 2012

Trends



Keeping up with the SOPA and PIPA bills since they were voted down has given me a unique look at all angles regarding the bill. Since before the vote occurred, it seems the legislation wanted to slip these bills past the public. Minimal information about the bills were dispersed to the public, and when Google and Wikipedia got involved, the public awareness skyrocketed. So much to the fact that they (Google and Wikipedia) were the major proponents to squashing the bills.



Wikipedia and other anti-SOPA advocates felt that SOPA and PIPA infringed on man's online rights. They claimed that the first amendment was in jeopardy if these bills pass. The following and awareness raised by Wikipedia and Google is somewhat scary. Overnight, almost single-handedly, Wikipedia and Google were able to inform the public of their agenda, and the public followed.



Since the vote, articles and blurbs have emerged. These newer articles show that the music industry, the TV industry, and movie industry (the entertainment industry) are pro-PIPA and SOPA because they feel the bills protect their work. Sadly, for them, the bill was squashed and the public, I believe, will keep the bill down. Unless, of coarse, the United states turns into communist Russia. If that's the case, then...

Monday, March 19, 2012

Digital Television: High Definitions

Michele Hilmes work "Digital Television: High Definitions" in the book Digital Cultures: Understanding New Media touches on the shift from coaxial cable TV to digital TV.

This is a shift that my generation has been able to witness while growing up. HDTV is a fairly new technology which seems to be taken for granted now. Cable TV took off in the early 1980's in the United States, and digital cable made its move into the market in the late 1990's.


Hilmes article breaks the Digital Television era into production and distribution.

Digital production dates back to the 1980's with the Sony Digital Betcam.
Soon, Apple burst onto the market with its Quick Time software. Apple helped shift digital production from the big movie studios to the household computer.

Easy to use software like Final Cut Pro and Adobe Premier have made video editing and digital production possible for the average computer person.

Distribution of digital television has changed since the 1980's as well. Satellite TV in the United States, however, took off in the mid-1990's with DirectTV and Dish Network. These digital television providers have satellites rotating at the same speed as the earth over 2,000 miles above earth's surface transmitting news information as well as entertainment to the world.

Another form of distribution of Digital television is through cable. Again, digital cable took off just before the turn of the century and added on-demand and additional pay per view channels covering events like boxing matches and concerts.


The internet is the newest form of distribution for digital television. Major TV network's (like NBC and CBS) websites have embedded videos of episodes aired earlier that week. Hulu is another website that brings viewers all their favorite shows.

TV DVD's as well as Blu Ray's are another form of digital television distribution. These disks and players along with devices like TiVo and DVR have made VHS tapes prehistoric objects.





Tuesday, March 13, 2012

Wikinomics


Collaboration is key when working in a group setting. All ideas must be shared and brought to the forefront of the meeting. After the sharing of ideas is finished, the elimination process begins.

There are multiple ways to get to a certain destination or conclusion; it is up to the collaborating team to determine the most efficient and productive way. These collaborating teams do not even need to know each other. For example, the "Goldcorp Challenge" invited geologists as well as students, professors, and anyone else willing to contribute an idea on how to get the gold out of their land. The compilation of all the ideas helped Goldcorp determine the best possible way to extract gold from their mines.

According to Don Tapscott and Anthony D. Williams in their book Wikinomics: How Mass

Collaboration Changes the World
, Goldcorp, through mass collaboration, changed their image as well as their profits. They moved from a multi-million dollar company to a multi-billion dollar kingpin (Wikinomics).
Goldcorp is not the only entity that adopted the wikinomic approach. Common sites like Myspace, YouTube, and Wikipedia are mass collaboration wiki sites which use the same ideas as the Goldcorp brass had about their mass collaboration project.


Collaboration is not just limited to wikisites online. Medical practitioners, lawyers, and other professionals have their own collaboration methods. These methods could someday help cure cancer or solve an old murder case.

Wikinomics is more that just dollars and cents; it is about getting the best product or result through collaboration. Online collaboration is growing as fast as any collaboration community and will continue to grow as the technology advances and spreads.

Tuesday, February 21, 2012

Video Games: Platforms, Programmes and Players



Vi
deo games have been around longer than most people realize. According to Gerard Kraus, the author of Chapter 5 in Digital Cultures: Understanding New Media, the earliest example of a 'video game' was in 1947, but games like tic-tac-toe and pong, or
Tennis for Two, did not hit the
markets until the mid and late 50's (p76). With the popularity of these games, the video game market and technologies continued to grow.


Twenty years or so after the earliest example of a video game was developed, Magnavox Odyssey launched video games to the forefront of the consumer mind. Atari soon came on the scene and
redeveloped the original Tennis for Two game into Pong.

Games like Space Invaders (1978) and Asteroids (1979) (modern version of Asteroids) became games for the arcade and the household consoles. Hundreds of thousands of quarters were dumped into arcade games like these over the years, and, because of the demand, the video game industry has propelled itself to the top of the selling charts.


After the arcade games became such a hit, household gaming consoles and computer games needed to be developed with the newest technology. Nintendo made its way onto the scene developing games like Donkey Kong (1981) and Super Mario Brothers (1986).
These characters are still used in Nintendo games in the modern day. Nintendo pushed Atari out of the picture, but did not do it with out competition.

SEGA Genesis and other consoles competed with Nintendo for a while, but then Playstation came onto the scene and vamped up the competition. Those two competed as the top two video gaming system creators for several years until Microsoft developed the XBox. This competition between Nintendo, Playstation, and Microsoft has become a heated rivalry in developing gaming systems that continues to this day.


The technologies in the gaming systems today make the gaming systems of the 50's and 60's look like dinosaurs. The old consoles were bulky and cumbersome, and now, the systems are small, sleek, and wireless. The new consoles have HD and 3D technology wile the older games started out 2D. The development of video games has, and will continue to be, an important part of the advances in technology.

Bioshock (2007) is a first person shooter which is set in a developed world. Gerard Kraus points out in his case study that, "The opening sequence and the cleverly disguised tutorial that is included therein. The game presents its world and mechanics in the first 10 minutes, a period in which the player gets introduced to the graphics, interface, interaction needs and algorithm of the game" (p88). This new world is not so foreign though, or at least to a reader.

Bioshock loosely uses ideas from famous science-fiction novels like Nineteen-Eighty Four (1948) by George Orwell and The Fountainhead (1943) by Ayn Rand. These themes are seen throughout the game. Kraus pulls a speech from the game Bioshock that opens, "I am Andrew Ryan..." and compares it to the author Ayn Rand and some of the themes she brings up in her novels.

Kraus's case study goes to show that the video game industry is not just for losers or slackers. He wants to show how far the gaming systems have come since basic pong and the original Super Mario Brothers.

The Nostalgia of the Young




People seem to have a way to revert to the past. And, one would thin
k, in this age at least, that ways of the past are just that, ways of the past. It is a new age. A technological age. An age that almost requires the young to grow up with these new technologies attached to their hands, and which requires adults to keep up with the changing times, so as not to be left behind in a technological wake. But, just because youth are growing up with these gadgets, does not mean that they depend on them solely.


Nostalgia is defined as "a yearning for the past" by Wikipedia. What could Sherry Turkle mean in the chapter "The Nostalgia of the Young" in her book Alone Together? I believe she is talking about some of the loneliness that
comes along with technology. We have become used to this technological age and youth are growing up in it. This is all that they know or understand, but when my generation was younger, technology was just breaking into society and had not wrapped its wires around the youth yet.

In previous Turkle chapters, and previous posts, the fact that technology has changed the way the youth think and act is evident. The title of her book, if given a brief background on the subject matter, is a perfect fit. In the present, youth are so dug in to technology that they may feel this is the only way. But, parents have been able to keep a hold of the non-technological days. They grew up with out it, and, although, technology has made the parents generation more attune to the changes and have
made life "easier" or more organized, they still remember when technology was just knocking on the doorstep of society.

While this youth generation is growing up, they are understanding that technology has not always been around. They are finding that there were things that occupied their parents time other than technology. The youth have become interested in the time before technology, and have begun asking their parents and the older generations what it was like. After learning and remembering that playing outside, talking on the phone, and getting dirty were all activities that could be fun without modern day technology, the youth generation has felt a yearning for this simplicity.

Technologies wires have wrapped themselves around society, especially the younger generations.

Wednesday, February 8, 2012

True Confessions

Confessing and venting online is a modern phenomenon which is picking up speed. There are websites like PostSecret where users can confess secrets. Users can post anonymously or can post with their usernames. PostSecret is a compilation of secrets which were submitted by users all over the world. It is used as a confessional site for those who do not feel comfortable confessing with a friend or family member.

These secrets can be vague or very specific, intimate or topical, real or exaggerated. Sherry Turkle's Alone Together points out the fact if the confessions are exaggerated, they becomefiction. I feel like these fictional confessions could potentially be dangerous. Users could see these exaggerated stories and eventually realize they are not %100 true. This could lead to even further isolation for some users because they may feel they are being lied to when they are confessing truthfully.
Venting is similar to confessionals, but has its own twist. When users vent, they are including emotions into their posts or message, while confessing is just getting the information off their chest. Blogs, facebook, and twitter have become venting outlets apart from those sites designed specifically for venting.

Some of these online communities allow "comment" boxes for the confessions or secrets. This gives users another level of intimacy. When complete strangers are able to comment, some users sift through the comments looking for encouragement, while others seek out the negative information. Both of these types of responses can be helpful for the user to hear other angles and to hear motivation.
Many of the users of these sites are looking for the same thing. A friendly ear, a place to get the feelings and emotions out, and community outside of their hectic, sometimes unfulfilled lives. Because of the advancements in technology (also mentioned in No Need to Call), personal face-to-face relationships are disappearing. We walk alone in crowded rooms, but online users feel free to share their most intimate secrets and feelings in the online community.




No Need to Call

Is the telephone, which was, not too long ago, a new technology, becoming obsolete? Land lines have become a technology of the past. Mobile phones stormed in and has recently begun to dominate the market. What will be next?

The telephone, in the past, was used frequently and for long periods of time. A phone conversation, when the technology was new, could last hours. It was something new that connected people at great distances. But now, with mobile phones, smart phones, and tablets, our conversations are becoming shorter. With the ability to text what is on your mind to find out exactly what you need to know without the cloudiness of phone conversations, people have begun to interact less on the phone.


Author of the book Alone Together, Sherry Turkle writes about the fact that teenagers avoid phone calls most of the time. The ability to choose whether to answer or not has given mobile phone users the power to reject calls. People, according to Turkle, only use the phone to keep up with our closest circles, but even that is becoming a habit of the past with texting and social media outlets.

People also complain that a phone call has become to personal. They become apprehensive to say too much or too little, that they might find out something they did not want to know or they themselves may divulge a secret they wanted to keep, but because of the pressures of a live (non text) conversation, significant amounts of information may be shared by accident.

People, teenagers especially, feel that since there are so many ways to express themselves online, there is no need to have long phone conversations. With this social media comes a new identity crisis. The posts and feelings shared through social media sites are only what the user wants to share; very topical. These different identities, or what Pete and Sherry Turkle call the "life mix".

This life mix separates our personal (real) lives from the online (fake) lives. Online lives are easier to manage because you, the user, control the content and decisions which are shared. Our personal lives are much more intimate. Feelings and emotions can be read non verbally in person, and on the phone, voice inflections can be heard. These emotions can not be accurately expressed on the internet.

The pressures on the internet are not nearly as high as in person or on the phone. When IM'ing or texting, it is okay not to respond right away. The user is able to edit his/her posts or responses, but, in person, the pressure is high and the response time is almost immediate. According to Turkle, "A text message might give the impression of spontaneity to its recipient, but teenagers admit they might spend ten minutes editing its opening line to get it just right" (AT 200). This shows that the pressure to respond is high, but there is time to edit your text message or IM.


Monday, January 23, 2012

Always On

Our generation and the younger generations are always on. Meaning they are always on the internet; connecting in some way. We carry around cell phones and laptop cases because they are available to us. On the same note, the internet is available to us (in the United States) almost anywhere. Our coffee shops turn into hot spots, hospitals have community wifi, even some McDonald's are "always on" (connected).

Because of being on all the time, everyday public spaces become places for solitude. People want to be on their phones or laptops instead of interacting with other people face to face. Sherry Turkle writes, "a train station (like an airport, a cafe, or a park) is no longer a communal space but a place of social collection: people come together but do not speak to each other" (AT 155). We are glued to the instant access of knowledge and the interconnectivity of social networks, so much that we sometimes isolate ourselves in public, communal spaces.
This is not a new phenomenon, just a rapidly increasing one. At the beginning of the internet era, people began to see how a new identity could be created on the internet. Now, there are games like The Sims and Second Life, where people can create an alternate identity.

Turkle writes about the identities some people create in online communities: "Online, the plain represented themselves as glamorous, the old as young, the young as older. Those of modest means wore elaborate virtual jewelry. In virtual space, the crippled walked without crutches, and the shy improved their chances as seducers" (AT 158). Some people enjoy being on these types of games more-so than their actual lives.
Because of the increase in technology, people have become more efficient multitaskers. Turkle makes the point that grade school youth today are juggling a monstrous amount of technology compared to the children that grew up in the 80's (AT 162). Most of us, growing up in the 80's or 90's can relate to her comparison. Gameboy and homework or homework and music almost always went hand in hand growing up, but today kids have, as Turkle points out as well, calls, videos, texts, facebook, twitter, blogger, and many other distractions to juggle while working.
A lot of us are guilty of always being on, I know I am. I looked up 2 youtube videos, sent 2 text messages and one email, and checked my Twitter all while writing this blog in a room with two other people. Although accompanied by actual human beings, I chose to "be on" over striking up a conversation. Just keeping up with the times, I suppose.

Monday, January 16, 2012

COM 409 Intro and CH1


Well hello, we are back again. My name is Greg Aitken and I am a senior here at Reinhardt. I have family mainly in Florida, Alabama, and Georgia, but other parts of the US as well.

I can not say that I am an early adopter as far as technology comes. I do not enjoy being on the computer, but I will admit that, once I got a smart-phone, my life was changed. Having that much information at my fingertips was truly an amazing experience for the first time. I feel like the next generation should be brainiacks. They are getting smart-phones at young ages, but I am not sure if they are being used to their

maximum potential.


I avoided Facebook and Twitter for as long as I could, but as soon as I bought a smart-phone, I was forced to give in. The inter-connectivity online is a remarkable aspect of the internet. Although I am not active on Facebook and am minimally active on Twitter, I find their services quite useful. I have been able to find friends from different places that I have lived and have been able to follow comedians and athletes on Twitter (@GregoryMcBeth).

Reading through the first online reading, I learned a lot about online cybercultures and what a cyberculture is. I interact in cyberculture all the time, but did not really know what it was. I am a member of xbox live, which is an online gaming cyberculture. You are able to create avatars which can represent you in the online world.
When I think of cyberculture I almost immediately think of the movie "The Matrix" and the concept behind that movie. In the movie, the fact that you can have a mental projection of yourself to plug into the matrix, the same goes with xbox live avatars. You can create an avatar to resemble yourself all the way down to its clothes.


Another topic and stat that interested me is that of the digital divide. The stats on population and internet usage and their correlation is fascinating because they do not go hand in hand. The countries with higher internet usage are not the most populated, in fact, the opposite is true in some cases.

Because there is internet usage, although not as prevalent in some countries and nations, there must be some kind of monitoring system to regulate cyberspace. There is a governing term which is used to describe the set of rules known as protocol.

A new term, cyberfeminists, stuck out to me as well. Cyberfeminists "seek to feminize cyberspace by ensuring that the technology is appropriated for their use" (CC 18). One website that is particularly geared towards women is Pinterest. This site seems like a cyberfeminists definition of technology appropriated for female use.

Cybercultures are popping up all over the internet. The interconnectivity of the internet and the ability to communicate over so many different mediums makes cybercultures more of a world culture than an internet culture. Although the internet is a global culture, it seems so much smaller and more connected than the actual world does.