"PRODUSAGE"
Coined by Dr Axel Bruns
The idea of an interactive creation, between creators and users.
Producing/ Usage
It is the turning point of web 20, opening up the internet to interactive capabilities reshaping a web experience.
Screen based media is taking advantage of the term produsage, with short film festivals being won by solely camera phone recorded content, apps and websites based entirely around users creating content and shaping the site/experience.
'The democratization of production'
"Remix Reuse & Recycle" are the key ways this is occuring
Wednesday 16 October 2013
Thursday 10 October 2013
Thursday 26 September 2013
Week 10 Tutorial
XLS/ELS = Extreme Long Shot = Object very far away, only takes up 1/10th of the horizontal focus
VLS = Very Long Shot = Object Half way closer to camera as ELS, takes up 1/5th of the horizontal focus
LS = Long Shot/ Wide = Full body shot of the object
MLS = Medium Long Shot = Half body shot but object still distant
MS = Meduim Shot = Hip to head of the object
MCU = Medium Close Up = Below shoulders to just above head of object
CU = Close Up = Above shoulders of object only visible - head shot
BCU = Big Close Up = Face shot of the object only visible
ECU/XCU = Extreme Close Up = Eyes width only visible
Headroom = Ample space around head but space for others
Talking Room = an above shoulder shot with enough room next to the subject for a mirrored object
High Angle shot = camera positioned diagonally above object
Low Angle Shot = camera positioned diagonally below object
We put together a 15 second film incorporating the different types of shots and frames and looked at all the different angles to create different scenarios.
VLS = Very Long Shot = Object Half way closer to camera as ELS, takes up 1/5th of the horizontal focus
LS = Long Shot/ Wide = Full body shot of the object
MLS = Medium Long Shot = Half body shot but object still distant
MS = Meduim Shot = Hip to head of the object
MCU = Medium Close Up = Below shoulders to just above head of object
CU = Close Up = Above shoulders of object only visible - head shot
BCU = Big Close Up = Face shot of the object only visible
ECU/XCU = Extreme Close Up = Eyes width only visible
Headroom = Ample space around head but space for others
Talking Room = an above shoulder shot with enough room next to the subject for a mirrored object
High Angle shot = camera positioned diagonally above object
Low Angle Shot = camera positioned diagonally below object
We put together a 15 second film incorporating the different types of shots and frames and looked at all the different angles to create different scenarios.
Friday 20 September 2013
EXistenZ vs Existence
1501HUM New Communication Technologies
Assessment 2 - Online Essay
Kelly Campbell
Tutor - Mr Chris Mamouzelos
eXistenZ vs Existence
EXistenZ vs Existence
A comparative essay on the relationship between a futuristic gamer based society and our contemporary gaming experience.
Introduction
David Cronenberg's 1999 cyberpunk film ExistenZ is a world based around the playing of a virtual reality game, which has layer upon game-in-game layer ultimately confusing players between the real worlds with the advanced virtual world, that the futuristic part flesh part software gaming systems, run through and powered by the players' nervous systems, provide. From this entertainment technology, offsprings a number of societal trends all based around the reliance on this virtual reality. Economical reliance or general disregard in the games society is apparent as well as societies seeming unquestionable acceptance of the alternate reality being the most important element of their day to day.
The nature of the game is essentially adventure styled roleplaying but through an interactive bioelectronic technology. Although there are arguably extreme differences in the type of gaming in the film compared to that of the current real world, the film displays relatively alike economic and social themes when compared to our contemporary reality.
The gaming focused lifecycle becomes socially accepted as being ‘mainstream’ and the out of game social patterns become reflective of repressed violence, aggression and antisocial behaviour. The methods of entering the games virtual world in the film are part-electronic, part-biological and seem extremely far fetched in comparison with even the most advanced technologies present today. Although it would seem fair to say that if the future of our world strived in this direction, the electronic side is mostly there. It’s clear to see the few dots that need to be joined to then cater for the engagement of every sense and ultimate ‘out of body experience’, such as weight comprehension, sense of smell or touch.
The fastest growing sectors of the economy are those interested in innovative technologies, so there is absolutely room in society for something like the eXistenZ gaming systems. However participation culture is a far cry from that of today, concerning fully engaging gaming. It would seem that there would have to be a substantial catalyst to introduce advanced virtual reality gaming to a wider circle.
Social Constructs
The film presents some far fetched ideas about society becoming reliant on an alternative (virtual) reality through the advanced sensory-engaging technologies ExistenZ offers. The social construct that to crave being in a virtual reality is acceptable becomes predominantly a norm. The problem with this is that with prolonged use, especially of games with multiple layers, users may begin to confuse the real world with the virtual one. This presents a subtle level of potential madness in society, seemingly controlled by fear, a fear of losing access to their game world like the addictive quality of a drug.
In the film’s world it is a common denominator that connects every member of society, which one would assume brings about a higher sense of community, where in reality it actually doesn’t appear to. This arises the issue held in our world about youths amplified engagement with technology causing unsociability, where in Cronenberg’s world people are connected on a subconscious level but only within the game, rather than in real life discussing the game.
Violence within the game is a theme as well, but in an odd, almost disturbingly unnoticed way and post game (in the films real world) the audience can see glimpses of this wearing off. Anderson & Dill (2000) speak about the proven links from realistically violent games and real life outbursts, which raises the question of whether the overall idea of the film, confusing virtual with reality, could come about in the form of violence. The film, in short, concerns itself with “The extent to which representation can or cannot be separated from what people in a given context consider reality as well as the potentially violent reactions people can have when they feel they have license to kill”, Hotchkiss (2003).
Economic & The Gaming Industry
The technology to aid this type of gaming revolution is not yet present but the reception from society is. Virtual reality gaming technologies are evolving at a pace so rapid it seems unavoidable to comment. The Oculus Rift is a 360 degree, interactive headset, once put on all a gamer can see is within the virtual world and it seems difficult to define it from the actual. This type of immersive gaming technology, as well as standing boundaryless walking pads and motion sensing gloves are pushing the boundaries of a previously clear line between game and real life. Podobnik J. & Munih M. (2005) discuss the ability for an in virtual world hand grasp in relation to the kinetic, mass and slip factors, to assess the likelihood of the implementation of 4d weight sensing technological advances. Once these are considered it is clear to see the potential dots that need to be joined to move into a gaming experience much like eXistenZ. There is no doubt that if a game such as this came about with such an alternate nature, such as hyper-realistic dimensions with a storyline of real life like situations and characters playing out their lives, it would make a mark as a definitive new product.
Values seem to be rearranged in the films world, so that level of advancement in the game is one’s social rank in society. This as well as that within the game as well as their world, there is no monetary system. seemingly points toward all that matters is the game and playing the game. The only economic advances society seems concerned with fulfilling are those associated with the game technologies.
Distance of eXistenZ from our real world
While the base values of society seem a far cry from that of the real world, there are still evident the definitions of right and wrong. Motives in life seem to have changed from the ‘existence’ of the game. Most of society seems addicted to being in the alternate reality and show no real motivation to follow through with traditional life passages such as starting a family, making a solid income and being fit and healthy.
As for the technological advancements, their implementations into the everyday life of civilians outside of gaming seem absolutely limited. One would consider the potential market for simplifying of everyday tasks through an out of body or mind control system. If these gaming world advancements were indeed made it would be nearly impossible for large technology corporations, currently such as Apple, to cash in and adapt them to new products in some way. Which is not evident in the film at all. As although gaming in our real world is often at the forefront of technological advances, communication devices, cars and other everyday essentials seem to have the step ahead.
Conclusion
Most factors point toward the conclusion that the gaming trend and social acceptance is a nearer reality than initially thought, aided by advancements in digital technology and rapidly growing space for new technology developments in the economy. However there are clear exceptions to the move, such as the part digital part living organism game pods. Creepy to say the least and far from even today's industry safety standards. Extensive testing and precautions would be implemented if such things were trialed in the current setting.
The desire to experience nature in real life and be fit and healthy within one’s body will never be fully replaced, not for all of society anyway. It has been commented that ‘geography will never end and that humans fascination with virtual reality only broadens the scope of his philosophical appreciation of actual reality’, International Journal of Peace and Development Studies (2011) noting that while society may appreciate and explore technologies, it will only ever remain an entertainment form, second to real life.
References
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive
thoughts, feelings, and behavior in the laboratory and in life.
Journal of Personality and Social Psychology, pages 772 – 790.
Podobnik J. & Munih M. Robot-assisted evaluation of coordination between grasp and load forces in a power grasp in humans (2005) University of Ljubljana
EXistenZ, 1999 (Film) David Cronenberg, Canada, Miramax
Note:Most references link to source
Thursday 19 September 2013
Assessment 3 Movie
Idea: animation , film, stop motion, cuting footage from vide hosters, vimeo, youtubeTopic: must be related to new communication technologies
Tools: Goanimate.com for film editing
Can download video footage from a third party youtube/etc downloader.
Storyline, to plan out usage of tools and media to be included.
Export it as an mP$
And re upload to you tube and send tutor link.
Content should depict the message and stay meaningful.
Combine text to video with other methods to obtain best results.
PRESENTATION ideas, http://www.youtube.com/watch?v=6evFC5GMUEw
Cartoon, drawn style.
TOPIC ideas,
Tools: Goanimate.com for film editing
Can download video footage from a third party youtube/etc downloader.
Storyline, to plan out usage of tools and media to be included.
Export it as an mP$
And re upload to you tube and send tutor link.
Content should depict the message and stay meaningful.
Combine text to video with other methods to obtain best results.
PRESENTATION ideas, http://www.youtube.com/watch?v=6evFC5GMUEw
Cartoon, drawn style.
TOPIC ideas,
Thursday 12 September 2013
Essay beginning
200 words to break down and define topic and aim
of essay.
7.
Choose a cyberpunk story or movie. Compare the economic and social
world it conjures with the real world today. How close is this imagined world
to our world and are we moving towards the imagined world or away from it?
Introducing Topic
The cyberpunk, futuristic film ExistenZ takes
the viewer to an alternate, gamer focused world. Although there are arguably extreme differences in the type of gaming in the film compared to that of the real world. The film displays both alike
and contrasting economic and social themes when compared to our contemporary
world. The film presented some farfetched ideas about society becoming reliant
on an alternative (virtual) reality; however with the aid of developing gaming
technologies, these ideas could be described as what our world is heading for.
Thesis Statement (What essay is about)
ExistenZ is a world based around the playing of
a virtual reality game, which has layer upon game-in-game layer ultimately
confusing players between the real worlds with the advanced virtual world, that
the futuristic part flesh part software gaming systems provide. From this
entertainment technology, off springs a number of societal trends all based
around the reliance on this virtual reality. Economical reliance or general
disregard in the games society is apparent as well as societies seeming
unquestionable acceptance of the alternate reality being the most important
element of their day to day.
How I Am Going To Approach
With the aid of academic journals and film
analysis, the essay will aim to compare values in the world of the film to our
world to distinguish factors likely to steer out world toward the films. By
looking at emerging gaming technologies and stats of gamer usage and articles
on potential virtual world reliance, actual technological possibilities will be
assessed.
Sources will be collected and analyzed using Delicious.
Idea 1 Social
ExistenZ offers the social construct that to
crave being in a virtual reality is acceptable or even a norm. It is a common
denominator that connects every member of society.
The problem with this is that with prolonged
use, especially of games with multiple layers, users may begin to confuse the
real world with the virtual one. This presents a subtle level of potential
madness in society, seemingly controlled by fear.
Idea 2 Economic/gaming industry
'optical rift'? sensory technologies walking pad, all these technologies while currently relatively new and under development and advancement are seemingly new and harmless to humans, simply a fad a new entertainment form. However future implementation of these technologies into every day life seem very different to the minimal use limited only to gaming as we see in the film.
'optical rift'? sensory technologies walking pad, all these technologies while currently relatively new and under development and advancement are seemingly new and harmless to humans, simply a fad a new entertainment form. However future implementation of these technologies into every day life seem very different to the minimal use limited only to gaming as we see in the film.
Values are rearranged so that level of
advancement in the game is ones social rank in society. As well as that within
the game as well as their world, there is no monetary system. Seemingly all
that matters is the game and playing the game. The only economic advances
society seems concerned with fulfilling are those associated with the game
technologies, including any accidental transformation of species that occur
along the way.
Idea 3 How close to world
While the base values of society seem a far cry
from that of the real world, there are still evident the definitions of right
and wrong. Motives in life seem to have changed from the ‘existence’ of the
game. Most of society seems addicted to being in the alternate reality and show
no real motivation to follow through with traditional life passages such as
starting a family, making a solid income and being fit and healthy.
As for the technological advancements clearly very advanced,their implementations into the everyday life of civilians out side of gaming seem absolutely limited. One would consider the potential market for simplifying of every day tasks through an out of body or mind control system. If these gaming world advancements were indeed made it would be nearly impossible for large technology corporations, currently such as Apple, to cash in and adapt them to new products in some way. Which is not evident in the film at all. As although gaming in our real world is often at the forefront of technological advances, communication devices, cars and other everyday essentials seem to have the step ahead.
Idea 4 Moving toward or away
Our real world seems much less interested in the
gaming fad. Individuals who prioritize being in an alternate reality over the
real world are frowned upon rather than isolated as the minority. Although
amazingly rapid advancements in gaming technology would point toward the fact
that we are moving closer to this world. Technology is definitely the
cornerstone of our real worlds future so it may just be legible that this is
where we will end up.
Conclusion
Most factors point toward the conclusion that the gaming trend and social acceptance is a nearer reality then initially thought, aided by advancements in digital technology. However there are clear exceptions to the move, such as the part digital part living organism game pods. Creepy to say the least and far from even today's industry safety standards. Extensive testing and precautions would be implemented if such things were trialed in the current setting. The desire to experience nature in real life and be fit and healthy within ones body will never be fully replaced, not for all of society anyway.
THIRD PERSON
Conclusion
Most factors point toward the conclusion that the gaming trend and social acceptance is a nearer reality then initially thought, aided by advancements in digital technology. However there are clear exceptions to the move, such as the part digital part living organism game pods. Creepy to say the least and far from even today's industry safety standards. Extensive testing and precautions would be implemented if such things were trialed in the current setting. The desire to experience nature in real life and be fit and healthy within ones body will never be fully replaced, not for all of society anyway.
THIRD PERSON
Week 8 Copyright and Creative Commons
Week 8 looked at defining the boundaries of copyrighting capabilities and discussing the threats, limitations and advantages of copyright. Creative commons were also discussed as an alternative to copyrighted materials and why creators may choose to share substance this way (copyright free) over ensuring their profits and authorship through copyrighting.
For me personally, I've always known the basis of what copyright is however didn't fully understand where, or how the borderlines of what can be protected, were established. I found it interesting that you can copyright every piece of material a human can produce, but not an idea. I also found it a little controversial that there are a list of exceptions to the copyrights, such as 'parody's' and material used to report news or current events. I wonder why parodies would be excepted as it opens up creators to immediately be reproduces in a humorous and often sarcastic manner with out reprimand.
TUTORIAL
I have been using Firefox after downloading it freely about a month ago and have found it as a web browsing program extremely easy to navigate and well worth looking for an alternative to the already installed standard browser Internet Explorer which came installed on my new laptop.
It was a good experience and a nice alternative to illegal downloads. After 'trialing it' I am happy with the program and if it were not already free, would even consider purchasing it properly.
For me personally, I've always known the basis of what copyright is however didn't fully understand where, or how the borderlines of what can be protected, were established. I found it interesting that you can copyright every piece of material a human can produce, but not an idea. I also found it a little controversial that there are a list of exceptions to the copyrights, such as 'parody's' and material used to report news or current events. I wonder why parodies would be excepted as it opens up creators to immediately be reproduces in a humorous and often sarcastic manner with out reprimand.
TUTORIAL
I have been using Firefox after downloading it freely about a month ago and have found it as a web browsing program extremely easy to navigate and well worth looking for an alternative to the already installed standard browser Internet Explorer which came installed on my new laptop.
It was a good experience and a nice alternative to illegal downloads. After 'trialing it' I am happy with the program and if it were not already free, would even consider purchasing it properly.
Assessment Plans : Week 8
I have created a mind map of ideas and concepts to explore in the essay, on the economic and social world contrasts to the contemporary world on bubbl. Also there is a collection of sources I have found relevant to my research, also stored online on my Delicious page.
Here are a snap shot of my mind maps mid process
From this I am extending the mind map down further to specifically define my essay points and examine the contrasting worlds easily.
Here is a snapshot of my delicious storage of resources
"The real is that which, when you stop believing in it, doesn't go
Here are a snap shot of my mind maps mid process
From this I am extending the mind map down further to specifically define my essay points and examine the contrasting worlds easily.
Here is a snapshot of my delicious storage of resources
"The real is that which, when you stop believing in it, doesn't go
away." -Philip K. Dick (2)
Monday 9 September 2013
Essay Topic : Week 7
CYBERPUNK MOVIE: ExistenZ (1999, Directed by David Cronenberg)
Topic: Compare the economic and social world it conjures with the real world today. How close is this imagined world to our world and are we moving towards the imagined world or away from it?
Topic: Compare the economic and social world it conjures with the real world today. How close is this imagined world to our world and are we moving towards the imagined world or away from it?
Friday 6 September 2013
Week 7
'ExsitenZ' is a 1999 David Cronenberg film we watched briefly in class, on a futuristic gaming system that takes players to an alternate world where they live the game, each action a move in the game. The film held a deep game inside a game, world inside another world theme, done in a dramatically frightening sort of way. The players get confused on whether they are still in the game and confuse a video game with their real world reality. The film takes many twists and even at the last moment your not sure what's real and what isn't.
The issue was reflected in the lecture along with discussion, about the potential of persistent exposure to alternate realities through virtualistic video games, to cause consumers confusion between real and virtual life.
Stephen made a comment relating to playing mario cart and post game getting the feeling you could bounce off the sides of the road while driving. It seems a humorous comment at first but after some thought a daunting possibility that no doubt most have experienced.
With technological advances discussed in the tutorial such as seemingly 360 degree viewing platforms and the inclusion of the body to interact with these games, it seems not such a far out concept to confuse these virtual realities with the real ones.
The issue was reflected in the lecture along with discussion, about the potential of persistent exposure to alternate realities through virtualistic video games, to cause consumers confusion between real and virtual life.
Stephen made a comment relating to playing mario cart and post game getting the feeling you could bounce off the sides of the road while driving. It seems a humorous comment at first but after some thought a daunting possibility that no doubt most have experienced.
With technological advances discussed in the tutorial such as seemingly 360 degree viewing platforms and the inclusion of the body to interact with these games, it seems not such a far out concept to confuse these virtual realities with the real ones.
Sunday 1 September 2013
Week 6 Politics Online
The ABC Vote compass sent me strongly toward my already favored party, the Greens.
Although it wasn't hard to know which answer would send you where with a basic knowledge of each parties policies.
I sign many e-petitions, weekly if not monthly. I'm a long term member if GetUp and have recently been a supporter of the anti CSG petition here and the marriage equality petition to legalize same sex marriage here.
Although it wasn't hard to know which answer would send you where with a basic knowledge of each parties policies.
I sign many e-petitions, weekly if not monthly. I'm a long term member if GetUp and have recently been a supporter of the anti CSG petition here and the marriage equality petition to legalize same sex marriage here.
Week 6 Politics & The Internet
Week 6
Politics & The Internet
There are two types of democracy when the internet is concerned the first of which is cyber politics; which are the politics of the internet that exist online. New media has revolutionized the political game, from voters to fully integrated online campaigns plans. Cyberpolitics are interpersonal, as they are public. Being digitally driven, political action does not always have to be conscious, yet can be an expression of belief expressed or published with no political motive. A note I have found while doing some research is the notion that Cyberpolitics render physical strength irrelevant, so one excuse for removing women is removed. In the world of the internet, any voice can be any human anonymously, so thoughts and anger are expressed more freely with decreased potential for negative backlash, such as in real life situations.
The second type of democracy is eDemocracy. The term is described as being internets role in real world politics, that exists predominatley off the internet.
Politics & The Internet
There are two types of democracy when the internet is concerned the first of which is cyber politics; which are the politics of the internet that exist online. New media has revolutionized the political game, from voters to fully integrated online campaigns plans. Cyberpolitics are interpersonal, as they are public. Being digitally driven, political action does not always have to be conscious, yet can be an expression of belief expressed or published with no political motive. A note I have found while doing some research is the notion that Cyberpolitics render physical strength irrelevant, so one excuse for removing women is removed. In the world of the internet, any voice can be any human anonymously, so thoughts and anger are expressed more freely with decreased potential for negative backlash, such as in real life situations.
The second type of democracy is eDemocracy. The term is described as being internets role in real world politics, that exists predominatley off the internet.
Thursday 22 August 2013
Week 5 Churn/Social Media
Churn; the rise of small business upon large established companies..
'Is social networking destroying society?'
-new diseases arising, which humans once had built up an immunity to due to the new 'sterile' landscape and lifestyle most prominent.
'What will web 3.0 look like?'
-web 1.0 primarily special interest writing, only able to be read. Non interactive. Very 'static'
-web 2.0 interaction arises, leaves room for response, interaction, instant communication
the term web 2.0 first used in 1999 by Darci DiNucci
Tim O'Reilly 2003 'what is web 2.0?' later motivates the tech community to consider the internet in new ways
-web 3.0 potential for full customization, in our internet experience, dramatic rise in speed and accessibility
The 2000 dot com crash (controversy)
Social Media
Brief uses of social media platforms:
-Facebook: connect with family/friends/peers from anywhere in the world, news, ads
-Instagram: instant photo sharing, allowing for comments, likes, followers, able to see inside celebrities personal life
-Snapchat: private sharing of video and imagery, limited viewing time
-Soundcloud: music sharing, downloads, artist profiles
-Tumblr: image sharing, downloads, artist profiles
-Twitter: though sharing, instant, able to see into high profile individuals' thoughts
-Blogspot: text sharing, images, reading, writer profiles
Each individuals output defines their online persona, potentially different from their physical real life self. -personality, interests, friend circles, authority.
Often employers research potential employees online profile.
A day of glass, looks at the potential technological and digital advances of glass uses in a futuristic (but not too distant) way.
Folksonomy - The people organising information just by their input.
'Participatory culture'
'Prosumers' producers and consumers of their own culture online
open API: sharing data openly via open application programming interface.
Social media landscapes:
Conversations:playing, publishing, sharing
Interactions:localization, buying, networking
making money from social media is an interesting point to look into
'Is social networking destroying society?'
-new diseases arising, which humans once had built up an immunity to due to the new 'sterile' landscape and lifestyle most prominent.
'What will web 3.0 look like?'
-web 1.0 primarily special interest writing, only able to be read. Non interactive. Very 'static'
-web 2.0 interaction arises, leaves room for response, interaction, instant communication
the term web 2.0 first used in 1999 by Darci DiNucci
Tim O'Reilly 2003 'what is web 2.0?' later motivates the tech community to consider the internet in new ways
-web 3.0 potential for full customization, in our internet experience, dramatic rise in speed and accessibility
The 2000 dot com crash (controversy)
Social Media
Brief uses of social media platforms:
-Facebook: connect with family/friends/peers from anywhere in the world, news, ads
-Instagram: instant photo sharing, allowing for comments, likes, followers, able to see inside celebrities personal life
-Snapchat: private sharing of video and imagery, limited viewing time
-Soundcloud: music sharing, downloads, artist profiles
-Tumblr: image sharing, downloads, artist profiles
-Twitter: though sharing, instant, able to see into high profile individuals' thoughts
-Blogspot: text sharing, images, reading, writer profiles
Each individuals output defines their online persona, potentially different from their physical real life self. -personality, interests, friend circles, authority.
Often employers research potential employees online profile.
A day of glass, looks at the potential technological and digital advances of glass uses in a futuristic (but not too distant) way.
Folksonomy - The people organising information just by their input.
'Participatory culture'
'Prosumers' producers and consumers of their own culture online
open API: sharing data openly via open application programming interface.
Social media landscapes:
Conversations:playing, publishing, sharing
Interactions:localization, buying, networking
making money from social media is an interesting point to look into
Week 5 Social Media Survey
Social Media Survey
Above is the survey I shared on Facebook and encouraged my friends and peer to complete to assist me in understanding further the role social media plays in their every day lives.
I only had it up for three days until I got ten responses.
My findings were that the most easily accessible sites were used most frequently, aka able to be easily checked on a mobile phone while away from home,
None of my participants admitted to feeling anxious after having not checked their platforms for a set perioud of time, which I was supprised about,
In the free written response, there was a reocurring them around liking being able to silently 'stalk' or 'creep' other users without their knowledge,
The highest percentage of users responded that they are on their most valuable platforms every 30 minutes to an hour (not including sleep time)!,
100% of participants said they were happy with thier social media presence..
My conclusions were that:
Facebook and Instagram were the most popular platforms unsuprising, due to their ease of access and sharing capabilities, the lack of anxiety when normal check ins aren't done may suggest that social media is only valuable because it is available, and is not vital to an individuals exsistence, the 'stalking' abilities of these platforms rather than frighten users, is actually one of their favourite abilities, more frequent check ins (30 mins to an hour) are more prevalent than an hour long chat session or profile update & all users who participated in my survery said they were happy with theit social media presence, signalling my social media friend demographic are seemingly more mindful of their profiles than the stereotypical 'party animal' profile presence discussed (who would seem questionable to potential employers) so frequently.
Above is the survey I shared on Facebook and encouraged my friends and peer to complete to assist me in understanding further the role social media plays in their every day lives.
I only had it up for three days until I got ten responses.
My findings were that the most easily accessible sites were used most frequently, aka able to be easily checked on a mobile phone while away from home,
None of my participants admitted to feeling anxious after having not checked their platforms for a set perioud of time, which I was supprised about,
In the free written response, there was a reocurring them around liking being able to silently 'stalk' or 'creep' other users without their knowledge,
The highest percentage of users responded that they are on their most valuable platforms every 30 minutes to an hour (not including sleep time)!,
100% of participants said they were happy with thier social media presence..
My conclusions were that:
Facebook and Instagram were the most popular platforms unsuprising, due to their ease of access and sharing capabilities, the lack of anxiety when normal check ins aren't done may suggest that social media is only valuable because it is available, and is not vital to an individuals exsistence, the 'stalking' abilities of these platforms rather than frighten users, is actually one of their favourite abilities, more frequent check ins (30 mins to an hour) are more prevalent than an hour long chat session or profile update & all users who participated in my survery said they were happy with theit social media presence, signalling my social media friend demographic are seemingly more mindful of their profiles than the stereotypical 'party animal' profile presence discussed (who would seem questionable to potential employers) so frequently.
Week 2 the 'substance' of communication
The 'substance' of communication was covered in week 2.
All that the work encompasses; broadly the sharing of information & ideas of an individual or group in the most appropriate form.
New communication technologies push the boundaries, in that it presents the opportunity to communicate, involving the entire planet at once.
Related terms: community, communism, commonwealth, common, comune (com-une=many-one).
The definition of communication: To transfer, transmit or make information known widely.
-Aristotles theory: The speaker produces a message for the listener.
However this does not recognize the noise in which the message is transmitted.
-Shannon Weavers theory: The information source produces a message, to the transmitter, to the channel (the noise source), to the receiver to the destination.
However this does not leave room for the receiver to respond.
Noise-intertextuality: the context of the medium affects the message.
Communication beyond humans eg. human to animal to plant to cell to particle etc
The electromagnetic scale: shows that only a very limited section is what humans see & hear; uv, gamma, telegraph, telephone, radio, x-ray, cinema (mediums)
All that the work encompasses; broadly the sharing of information & ideas of an individual or group in the most appropriate form.
New communication technologies push the boundaries, in that it presents the opportunity to communicate, involving the entire planet at once.
Related terms: community, communism, commonwealth, common, comune (com-une=many-one).
The definition of communication: To transfer, transmit or make information known widely.
-Aristotles theory: The speaker produces a message for the listener.
However this does not recognize the noise in which the message is transmitted.
-Shannon Weavers theory: The information source produces a message, to the transmitter, to the channel (the noise source), to the receiver to the destination.
However this does not leave room for the receiver to respond.
Noise-intertextuality: the context of the medium affects the message.
Communication beyond humans eg. human to animal to plant to cell to particle etc
The electromagnetic scale: shows that only a very limited section is what humans see & hear; uv, gamma, telegraph, telephone, radio, x-ray, cinema (mediums)
Thursday 15 August 2013
Week 3 Cyberpunk
Cyberpunk; the connection of cybernetics and the world of virtual reality and an anti-establishment/ rebellious attitude, to create a genre across all media. An extension on from science fiction interested in new developments of science. Formed in the 1980's and exhibited ideally in the 1982 picture Blade Runner.
Cyberpunk is concerned with the relationship between machines and humans, as well as the closing proximity between the differences of each. Cyberpunk in often concerned with apocalyptic circumstances as apposed to films where the disastrous scenario is the end of the film; cyberpunk is often begun at this point. This genre often too, challenges the emotions available for computers and machines and the way interaction between humans and machines are transforming, as well as the risk this poses to society and humanity.
William Burroughs is credited as being the father of cyberpunk. His writing was concerned with paranoia inside a large, dysfunctional machine/science fiction.
Cyberpunk is concerned with the relationship between machines and humans, as well as the closing proximity between the differences of each. Cyberpunk in often concerned with apocalyptic circumstances as apposed to films where the disastrous scenario is the end of the film; cyberpunk is often begun at this point. This genre often too, challenges the emotions available for computers and machines and the way interaction between humans and machines are transforming, as well as the risk this poses to society and humanity.
William Burroughs is credited as being the father of cyberpunk. His writing was concerned with paranoia inside a large, dysfunctional machine/science fiction.
Week 3 New Communication Technologies
Week Three covered a broad range of topics, the two which gained my interest most were the history of computers; from their military focused conception and code breaking beginnings, of which I previously did not know, to the rise (and war)of Apple and Windows, and Alphaville; a movie on the space age future where computers are the source of all information currently unknown and emotions have been outlawed as the computer is master of whom does not posses emotions. Alphaville held a laborious story line but left a lingering concept of the future of computing and Cyberspace. I feel the two topics complimented each other in a way that looked at the past, present and future.
The reading by Sue Halphen, 'Mind Control and the Internet', complimented well the theme evident. Personalizing any element of a machines functions seems to run along the lines of both extraordinary and humanizing. The piece made me realize how personalized my experience of cyberspace really is and why this occurs.
Thursday 1 August 2013
Week 1 Introduction Post
Hello fellow New Communication Technology students,
here's my forcibly written introduction post.
I've just started my first semester at Griffith as a Communication student majoring in Journalism and doing a minor in cultural theory and practice.
Originally from the tiny surf town of just 6000, Yamba was where I grew up. When I finished school I had no clue what I wanted from the world, the only thing I was sure of was that I wanted to experience life from a different angle so I moved to the biggest possible city, right in the heart of Sydney on Oxford street.
For the past six months I've been studying a diploma in Fashion down in Surry Hills. My course required students undertake ongoing internships, of which my first was at a public relations firm. After three months there I got wind of my favourite publication RUSSH Magazine doing call ins for interns. After two rounds of interviews I had my second internship. During the internship I discovered my passion lay in writing rather than fashion so I packed up my bags and moved back up to the sunny north coast and here I am.
Too da loo
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