User:VincentH81/NMAC 4460 Journal

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New Media What I've learned before August 25 2019

New Media to me means a lot of different things. Media is so broad that it has many different meanings one being digital use of media like the internet. Another definition that I can think of is like the communication of new media is like a 2 way street of communicating using some sort of digital device cell phone or computer, I think.



New Media What I've learned after. August 25, 2019

New Media is a broad terminology that is very big in todays and previous times. New Media can be described in 2 ways according to https://grlucas.net/grl/New_Media the digital devices that network our lives, and the study of the change in scale, pace, or pattern of human affairs brought about by these gadgets.[1] In my original entry post I feel as though I was somewhat on track. It’s the communication between another using digital devices or media like internet. It relies on the participation of others, basically what we put in fuels what comes out.

An interesting idea I ran across in this article was that new media decentralize media control and production. I would definitely have to agree it moved from central government to local government. New Media has given people easier access to certain things which I feel is a good and a bad thing. Also the comparison to the people reach in new media and old media is interesting. In old media everything wasn’t as easy to access. “The implications of this switch on economic and political systems are far-reaching and still in question.” From this article I learned a lot, one of the last things I thought was interesting was how social media plays a huge part in new media and I learned that New media is straying away from stereotypical ways of presenting things all things must evolve and New Media is always something NEW.

@VincentH81: Part of the assignment here was to read and reference sources. You stuck a quotation in your second paragraph without citing it; only calling it "this article." Be sure to proofread, too. —Grlucas (talk) 06:34, 9 September 2019 (EDT)

September, 8 2019 Thinkers

In the early years and brainstorming stages they were so many things that could’ve been thought about. In the earliest form I believe that Charles Babage's was one of the first to put this idea in the universe. According to the article Charles was A mathematician, philosopher, inventor and mechanical engineer and was the original creator of a programmable computer. His importance to media and computers today will forever be remembered. Only thing is his idea never came to light because of a few hiccups, but ultimately he was the blueprint for computers. The memex was created by Vannevar Bush he was an American engineer who is responsible for The Memex, he set it up to where the Memex was a tool to keep educational and other resources. It definitely reminds me of google where you have access to tons of information right at your disposal. Bush emphasized the importance of scientific research to national security and economic well-being. The memex and Bush's 1945 essay "As We May Think" influenced generations of computer scientists, who drew inspiration from his vision of the future.[2] J. C. R. or "Lick", was an American psychologist and computer scientist who is considered one of the most important figures in computer science and general computing history [3] He was one of the first to see and predict how the computers would work and interactive computing. What he saw is so important for us today, he basically made it easier for us today. He gave us access to the global world wide web. He wanted to make it easier for human beings to use computers and work together like people have been working together for years.

McLuhan September 8, 2019

Marshall McLuhan was a Canadian philosopher who is a pioneer in media theory.He coined the phrase The medium is the message.[4] McLuhan uses the term 'message' to signify content and character according to the Medium is the message article. The content of the medium is a message that can be easily grasped. And the character of the medium is another message which can be easily overlooked. Not only that he predicted the world web nearly 30 years before it actually came to light. McLuhan is a precious gem and i'm glad i got to discover him and his creations for the human population, we owe him everything for pioneering a way for us and others. He is the blueprint and was truly a man before his time.

@VincentH81: After reading about Charles, I have to agree that his aspirations were well put together before our time. Because of him, the use of media and computers leaves an important aspect to the way we use them today. I also thought of how the Memex was a good comparison to how Google works as well. It is crazy how back in his time the Memex is what we could consider the Google of our time. Jameiladudley (talk) 00:00, 9 September 2019 (EDT)Jameiladudley

@VincentH81: You must cite correctly. Please follow the links in the lesson and fix these. Thanks. (Your posts should really be more thoughtful and analytical. Your post about McLuhan doesn't contribute much or explain much beyond a very cursory look at the Wikipedia entry.) —Grlucas (talk) 06:37, 9 September 2019 (EDT)

September 13, 2019 Negroponte

A greek American architect was born in December 1, 1943 and raised in New York City better known as Nicholas Negroponte.[5] He was the brains behind the famous book Being Digital . Originally published in 1995 by Alfred A. Knopf . The book talks about what the future holds for technology pertaining to human social life and other game changing aspects that would shape the future. I feel like his main purpose was to foresee the new and improved future for technology.

In Negroponte's Ted Talk [1] he talks about the predictions for the future one of them being Touchscreen . Touch sensitivity and using our fingers. It's interesting to see him talk about that because everything is pretty much touch sensitive. Our cell phones have updated from being strictly just using the keypad to getting rid of keypads and we just have a large screen thats touch sensitive. Apple watches and even some laptops and computers are touch sensitive. His predictions we're spot on and truly a gem.

September 13, 2019 THE Hackers

When I hear the hackers my mind normally takes me to a bad place. A Security Hacker is defined as someone who explores methods for breaching defenses and exploiting weaknesses in a computer system. When reading and listening to Ted Talk [2] it's not all about trying to scheme and get into someone else's information it's much more. What i've learned from the Ted Talk with Catherine B is that hacking has equal power for good and bad. The Hacker's Manifesto pretty much confirms what Catherine was speaking about in the ted talk. Hackers are looking for more answers, it's kind of like researching for education purposes, which I don't think is wrong. According to Hackers vs Crackers [6] there are 2 categories people can be in hackers ( known for good ) and crackers ( known for bad ). Hackers typically break into networks to look for discrepancies and crackers are known for breaking into the networks for malicious intent and to harm. The correlation to Being Digital and hackers is that I honestly feel like they both are working and providing a better future for digital platforms. They both work for the betterment of our future and today's time.

September 22, 2019 Open Source v. Proprietary software

Revolution OS was an amazing eye opener when talking about proprietary software vs. open-source . open-source Is pretty much self explanatory it’s open it gives you the option to share software with multiple people under a contract and the original owner gets to give permission and rights to whoever they want for any reason. Open source requires that no one can discriminate against a group in not sharing the edited code or hinder others from editing their already-edited work.

proprietary software Is pretty much the complete opposite of open software. Richard Stallman stated in the Revolution video is that people like stuff that is easy to access with no problems, with open source it's more of your playground the ball is in your court. Which is true for example free trials for streaming service people love that leeway that you could get what you want at your hands with no hassle at all. New media has definitely moved towards the open source option of sharing software because everything is so easy to access. Proprietary is also called non-free software, Proprietary software remains the property of its owner and is used by organizations under limited conditions.

What have I learned? September 22, 2019

Copyleft and go hand and hand they both allow users to distribute and edit versions of software that already exist hassle free. I’ve learned that open source is actually apart of my day to day routine which I had never thought about until doing this lesson.

A quick example is a browser that I use Firefox OS . Proprietary software is a little more reserved and harder to access that does not mean its impossible because Microsoft and open source is easily accessible although it’s easy to use it still has a lot of restrictions. I’ve learned that in the proprietary industry the future is looking shaky because of all of the free software that’s available, but honestly I don’t think that’s true. They both have their advantages and disadvantages and I think they’ll both be around for years and years to come.

@VincentH81: All posts must use secondary sources for support. You need to work on your sourcing. Please see my feedback that I will be updating through the day on 9/24/19. —Grlucas (talk) 15:44, 24 September 2019 (EDT)

What does Lessig mean by “remix” and why is it “an essential act of RW creativity”? September 29, 2019

According to Lawrence Lessig , remix culture is not piracy. Piracy is people taking others content and distributing it without permission.[7] Remix is taking and recreating using others people content using digital technology to say things different. Remix culture is also not something new because film producers and editors have been using it for YEARS in the film industry. It’s super important because the technique has to be democratized. Lessig stated The tools of creativity have become tools of speech. It’s how the kids of our culture speak, think and what the kids are as they increasingly understand digital technology and the relationship with themselves. From The tedtalk also stated that RW culture is essential because they need the businesses to embrace opportunities and enable it so that free content can grow on a neutral platform where they both exist together so more free can compete with less free and the opportunity to develop creativity can teach one the lessons of the other.

September 29, 2019: What did i learn about Participatory and Remix culture??

An interesting fact I learned about Participatory culture back in the day 58 percent of the youth were participants in their culture, today 65 percent of young people are participants in their society and producing media he said it was a communicative shift that young people are becoming participants in society.Also in 1850’s young people were using toy printing. Presses to publish zines . Teens developed these codes and initials like LOL because they had to hand set the type in printing out publications and many of the terms we used now are traced back to that period of time I thought that was pretty Interesting.

remix culture is nothing different from what has been going on, it's just old content reused and recycle but much better Remix and Participatory culture both are user friendly and both allow people to reuse and recycle content without the creators to feel like it's being copyrighted or stolen. I feel like they both go hand and hand are both are for the betterment of DigitalMedia .

@VincentH81: You should see me. —Grlucas (talk) 10:17, 3 October 2019 (EDT)

Journal 11, October 2, 2019

The assigned text Ted Nelson's Computer Lib/Dream Machines was a very interesting look and gave me a different look as to what being digital is while keeping the important aspects alive. [8] new media to me is the forms of media that have been created with the addition of advancing television broadcasting and the internet. Sugata Mitra fully supported my idea of what I believe new media is. The ted talk taught me to Look at learning If you allow education to self organize then learning emerges. [9] It’s not about making learning happen it’s about letting it happen. SOLE ( self organized learning environment ) definitely a great example of digital media. It supports what I believe it is is digital media . The sole action from the kids in England and Australia was mind blowing . The kids working together trying to figure out what’s next with no one telling them what to do is so far ahead of their time. Just providing them with the tools and letting them figure it out. Basically leaving the kids alone to figure out is a greater way of learning than telling someone do this do that and turn it in. When you explore and get to figure things out on your own that’s when you really learn. The future for learning is always evolving, kids tapping into innate sense of wonder and working together is the future and it teaches kids how to communicate effectively and help each other.

@VincentH81: Did you proofread? Please make a point of signing up for a face-to-face session. I'm requiring this for you. —Grlucas (talk) 11:34, 7 October 2019 (EDT)

Journal 12 , October 6, 2019

A Rape In Cyberspace, October 7, 2019

William Gibson coined the term cyberspace in 1982 and he is also known for brainstorming and writing about Virtual Reality before it really existed. [10] . Until the start of the internet Cyber was used in the formation of words relating to computers, computer network and virtual reality. The prefix cyber originated from Cybernetics which comes from the greek term Helmsman and is defined as the study of mechanical and electronic systems designed to replace human systems. Also after watching You Only Live Twice: Virtual Reality Meets Real World in Second Life also speaks on cyber and states that it's still prevalent in today's time on the internet.

A Rape in Cyberspace was an interesting read! [11] It talks about a cyberrape by an avatar character Mr. Bungle. He went against 2 other members in a virtual community. He basically had no permission to do anything to the characters and he did anyway, he was making these 2 other members perform violent sexual acts to themselves and they named this crime Voodoo Doll . They called the crime Voodoo Doll because Mr. Bungle had the ability to attribute actions to other characters that their users did not authorize. The message I received from this article written by Julian Dibbell from a new media standpoint is that it explores between what is real and what is virtual and things that happen in one can affect the other. The process of how to handle an event of this incident was kind of how it would be handled in real life. Also the sense of democracy and community available on the MUD is quite amazing considering none of the people have met in real life. I believe that in real life they wouldn't gotten away with that crime, but since it was in the virtual world it's a totally different ball game.

Closer Look Second Life, October 13th, 2019

According to Sherry Turkle “Role playing games are able to serve in this evocative capacity precisely because they are not simple escapes from the real to the unreal,but because they stand between both in and not in real life.[12]

Just getting started! Looking cute!

Second Life was an amazing experience! According to Patrick Flink SL has been used in both undergraduate, graduate, and even language-learning courses.[13] When I created my avatar I decided to dress him in the manner that I was dressed at the time, relaxed in a shirt and some casual shorts. At first it was very hard to get anyone to interact with me, I literally finished the training and walked around for about 30 minutes saying Hi to everyone and everyone was walking away from me and ignoring me. I'm not going to lie at first I was a bit agitated but finally I got around a few people and stated " Hi guys im a student and I would like to get to know one of you guys for a project im doing" and someone finally responded and said " sure lol ". He was dressed in some casual clothes I first asked was it okay if I used his name for the project he agreed. His name was "Elliot" he said he was 24 and he had just recently joined. He said that he was on second life because he wanted to meet new virtual friends and learn better english because his first language spanish. Overall the experience was really nice and I enjoyed the interview with Elliot he even wished me the best on me covering him. My final analysis of my avatar was very casual and laid back the outfit they gave us was pretty ridiculous it was like a striped shirt with some khaki's so I decided to just dress down for my experience.

Second Life and the readings definitely opened my eyes more about Being Digital. I feel like they definitely coincide because new media is creating opportunities and that's exactly what second life did create a virtual experience to do what I want, speak to who I want and not be affected in real life.

Ludology and Narratology October, 17 2019

Ludology can be defined as the study of video games. Video games are much more active than movies and television. They operate different because of their interactive ability. Narratology can be defined as the study of narrative and narrative structure and the ways that these affect our perception. What stuck out to me while watching Janet Murray " Dramatic Agency: The next Evolution of storytelling" was when she said Dramatic Agency is the pleasure we feel when we can actively engage with the fiction world and dramatic agency also gives us an emotion identification. I would have to agree the rush that goes through my body when creating a new player in the virtual world while also dressing and making it what I want it to be. Sometimes people look to the fiction world to escape the outside reality that they live in. We ( the users and players ) can create any narrative/story that we want inside this virtual worlds and that's another reason I believe that virtual reality has become so popular. Overall I do believe there is need for both Narratology and Ludology, ludologist typically focus on the gameplay itself and narratologists look at the narrative of the game.[14]

Narratology vs Ludology further research October 17, 2019

I am not big on video games like I used to be back in my younger days. The video games I vividly remember playing had some type of story line. My favorite video game that I can recall playing is Grand Theft Auto. These games are very violent and rated R so I honestly have no clue why I was 7 years old playing it faithfully all day, everyday on my Playstation 2. I love playing games that has a story line behind it. Grand Theft Auto was that and more it let the users pick and decide what missions we want to participate in and also gave us the freedom to go about those missions the way we wanted. After reading the the assigned text I'm all on board with narratology, Henry Jenkins made a great point stating that to basically get a better understanding of the games we play we have to first understand the story and narrative the game is offering us.[15] With further research I also learned every game even chess is considered a narrative and everything a game resembles can be analyzed just like a novel.[16] In conclusion I honestly feel like the idea of ludology vs. narratology really shouldn't be a big of an argument as it is because in reality they are two forces that work together to create the world’s most famous games.

References

Notes

Citations

  1. Lucas 2013.
  2. Bush 1945.
  3. Licklider 1960.
  4. Mcluhan 2003, p. 203.
  5. Negroponte 1995, p. 25.
  6. "Hackers vs Crackers: Easy to Understand Exclusive Difference". EDUCBA. 16 July 2016. Retrieved 15 September 2019.
  7. Lessig 2008, p. 90.
  8. Nelson 1974, p. 303.
  9. Mitra 2013.
  10. Gibson 2019.
  11. A Rape in Cyberspace 2019.
  12. Turkle 1994.
  13. Flink & Spring 2019, p. 33.
  14. Kokonis 2014.
  15. Jenkins 2004.
  16. Narratology vs Ludology & Game Studies.

Bibliography



https://grlucas.net/grl/New_Media


2. J.C Licklider [1]

3. Vannaevar Bush [2]

4. Medium is the Message [3]

5. Marshall McLuhan [4]

6. Touchscreen

7. [5] Being Digital

8. Why good hackers make good citizens [6]


10.Open Software [7]

11. Proprietary Software [8]

12.

13.Copyleft "Copyleft". Wikipedia. 21 September 2019.</ref>

14. Firefox OS [9]

15.Open Source [10]

16. Lawrence Lessig

17. William Gibson [11]

18. Cyberspace [12]

19. Virtual Reality [13]

20. Cybernetics [14]

21. Rape in Cyberspace [15]

22. Julian Dibbell [16]

23. Sherry Turkle [17]

24. Second Life [18]

Bibliography

  • Lucas, Gerald (2019). "New Media". GRLucas.net. Retrieved 2019-08-28.
  • William Gibson

[19]

  • Virtual Reality [21]

A Rape in Cyberspace [23]

Julian Dibbell [24]

Citations

  1. Licklider, J.C (21 September 2019). "J. C. R. Licklider". Wikipedia.
  2. Vannevar, Bush (19 September 2019). "Vannevar Bush". Wikipedia.
  3. "The medium is the message". Wikipedia. 18 September 2019.
  4. "Marshall McLuhan". Wikipedia. 29 September 2019.
  5. "Being Digital". Wikipedia. 13 September 2019.
  6. Bracy, Catherine. "Why good hackers make good citizens".
  7. https://en.wikipedia.org/wiki/Open-source_software. Missing or empty |title= (help)
  8. "Proprietary software". Wikipedia. 1 October 2019.
  9. "Firefox OS". Wikipedia. 26 September 2019.
  10. "Microsoft and open source". Wikipedia. 2 October 2019.
  11. William, Gibson (8 October 2019). "William Gibson". Wikipedia.
  12. "Cyberspace". Wikipedia. 17 September 2019.
  13. https://en.wikipedia.org/wiki/Virtual_reality. Missing or empty |title= (help)
  14. https://en.wikipedia.org/wiki/Cybernetics. Missing or empty |title= (help)
  15. Julian, Dibbell (10 September 2019). "A Rape in Cyberspace". Wikipedia.
  16. "Julian Dibbell". Wikipedia. 24 September 2019.
  17. "Sherry Turkle". Wikipedia. 27 September 2019.
  18. https://en.wikipedia.org/wiki/Second_Life. Missing or empty |title= (help)
  19. William, Gibson (8 October 2019). "William Gibson". Wikipedia.
  20. "Cyberspace". Wikipedia. 17 September 2019.
  21. https://en.wikipedia.org/wiki/Virtual_reality. Missing or empty |title= (help)
  22. https://en.wikipedia.org/wiki/Cybernetics. Missing or empty |title= (help)
  23. Julian, Dibbell (10 September 2019). "A Rape in Cyberspace". Wikipedia.
  24. "Julian Dibbell". Wikipedia. 24 September 2019.