Tuesday, November 26, 2019

Blog: Next New

A type of New Media that currently does not exist could be something that allows for Jury Duty to be done through Technology rather than having to go in person. Something like this could really benefit almost everyone because:
1. Jury Duty forces the person to take off work to serve as a potential Juror for the courts
2. There is not enough compensation for the grueling experience people go through for serving
3. There is a possibility that the courts may not even need any jurors on that day
How would this work? I suggest that an E-Mail sent from a registered court employee would provide all the details to the current court case and both the claims of the plaintiff and the defendant. The individual would have roughly a week upon receipt of the E-Mail to respond "Guilty" or "Not Guilty" based on the information they have received. The court would then make a judgment based on the results received.
From my perspective, this would not only help us as people no longer have to take a day off from work to spend 9 hours waiting for their names to be called, but also save the court money. The court will no longer have to compensate us for our time and this may ultimately speed up the court process.
The downside to this however, is that the courts may not have all the information readily available at the time the E-Mail is sent or that the actual "response rate" to these E-Mails may be very low.

Wednesday, November 20, 2019

Blog: Wiki So Far

1. What have you been doing to contribute to the class Wiki?
I have not yet contributed anything meaningful to the class Wiki.
2. What pages have you created and/or edited?
I have not yet created or edited any pages on the class Wiki so far.
3. Describe in general terms the content you added.
I have not yet added anything.
4. If you have not added any content yet, then at least describe the research you have done and what you are working on towards this goal.

Although I have not contributed anything meaningful to the class Wiki yet, I have been doing research on what I would be contributing. The topics that pique my interest the most are Education and MMORPGS.

Within the Education Wiki, I would want to contribute the impacts of New Media on classrooms and learning and compare either standardized testing results with classrooms that do not permit the usage of technology and other educational platforms. This is important because it allows us to see the direct effects that allowing students to use their laptops or cellular phones in class has on a student's educational development and if there is a positive or negative correlation.
The research I am currently doing to contribute to this topic is to look at surveys and research on how allowing technology into a traditional classroom setting will impact a student's behavior and educational development through standardized testing results.

Within the MMORPG Wiki, I would want to contribute another game called Black Desert Online. This is a game released by Pearl Abyss that invites its players to interact in an open-world sandbox game with thousands of other people to do various things such as go on quest, have guild battles, and even interact with medieval life skills such as bartering, fishing, lumbering, and much more.
The game not only allows for open-world exploration, but allows for people to characterize their characters in any way possible, from choosing their hair styles and hair color to choosing the physical size of their characters.
The research I am currently doing to contribute to this topic is through First Hand experience of playing the game and through other player's opinions and perspectives of the game's current state (whether people are happy with how the game is running, company decisions, etc). I am also explaining the various options that Black Desert Online provides its players and the freedom that the game gives which may make people intimidated because there is no direct instruction on what todo. 

Blog: P2P

1. File sharing is defined as distributing files to a third party.
2. P2P File Sharing is defined as a Peer to Peer distribution. Individuals share and distribute files with one another
3. Some examples of P2P File Sharing include Limewire, uTorrent, Pirate Bay, etc. Generally, many of these P2P applications are illegal due to not legally obtaining the license/right to distribute the content.

The New York Time reports that as we move onto a more digital age, it becomes easier for people to view and download content that people need to pay for. Corporations and the Media considers this "digital theft" because no one is paying money for the right to view this content. Several examples of computer applications that allow for this to happen is BitTorrent, TorrentFreak.com, and many more.
In a place like China, it becomes difficult for companies to monitor how much content is being shared illegally due to the lack of piracy enforcement. But many industry experts are going under the assumption that younger people believe that everything that is available that is desirable to themselves should be made available without paying a price.
Personally, I am for P2P sharing. It allows us "young people", or anyone who opts to use P2P sharing to save a good amount of money. For example, it does not make sense for anyone to buy a textbook for $100.00 when they can get it for free. It also does not make sense for music to be restricted from people because they did not pay a third party application to gain the rights to listen to the music.
One could argue that this hurts profits of the company/corporation. One thing that I feel that isn't considered is how ridiculous some of these prices and restrictions are. Why are textbooks $100? The hefty price itself dissuades people from buying a original copy of it and actually motivates people to look for an online copy to save $100. How can one also stop people from listening to music because we did not pay for it?

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDo2YWNkYzNlN2NlNjI5N2Qy
Digital Pirates Winning Battles With Studios, New York Times

Wednesday, October 30, 2019

Creativity and New Media

Back when I was a small child, I was introduced into the internet from my dad. From there, it was all about exploring what was on the internet from the 2003 and onward. From Massive Multiplayer Online (MMO) games to Single Player worlds, there was a variety of options that I could choose to entertain myself. One MMO that really stuck with me, even till this day, is the game Runescape.

Runescape is a Fantasy Massive Multiplayer Online game that was released in 2001 and although you had to be over 18 to play, I got to play anyways through super secretive methods. Published by Jagex, Runescape takes place in a world called Gielinor, a world that is divided into different kingdoms, cities, and regions. Characters you create are able to travel by foot, through magical spells, and even on boats. To me, Runescape was really the pinnacle of fostering creativity through New Media and even through a game that allowed people from throughout the world to connect with one another. 

Runescape allowed people like myself to customize what we looked like right from the start, from being a bald man with a variety of colors for their clothes to someone who we imagine to look like a wizard, with long hair and a beard. 

Image result for old school runescape character customization

For me, what really fosters and draws out the creativity in the MMO is the fact that it is an MMO. There are no directions to tell you what you should and shouldn't be doing. No one is telling you where to go and where you should be headed. Instead, its up to the player to decide what they want to do. Activities can vary from going on quests to help people and explore the land of Gielinor to hunting monsters to casting various magic spells to living a second life in Runescape by joining in a community of people from all over the world. Runescape has allowed people to be creative because you are allowed to live a second life in a fantasy world where there are no rules and restrictions on what you do.
Image result for runescape g.e

HW Creativity

When we think about New Media, we think about the future; how New Media will continue to be a growing factor in our lives, how New Media will continue to change and adapt over time, and how Old Media could be incorporated into New Media in the near future. We don't however, think about how New Media can foster creativity in people and can inspire people to branch our their creativity with New Media. Brookes Barnes writes that through Youtube and through the song "Crank That (Soulja Boy)", mash-ups and edits of characters from different companies are being created to make it seem like those characters are imitating the song.
Who could've thought of this? I know I wouldn't have. To me, it seems like a waste of time to individually cut out frames and pictures of characters to make an animated video that imitates a song. However, these videos have not been taken down and have instead, grown to millions of views and this idea has spread out to other videos as well. A Nickelodeon spokesperson even said that whoever made the Spongebob edit of "Crank That (Soulja Boy)" did a very good job at it, which may further encourage people to use New Media websites like Youtube to foster their creativity and imagination.

https://www.nytimes.com/2007/09/24/business/media/24crank.html

Wednesday, October 23, 2019

Modeling Reality with Virtual Worlds

By definition, a "Virtual World" is a computer-based simulated environment that can be populated by people throughout the world at any given time. People are allowed to personalize their avatar to represent themselves in these worlds that allow them to participate in activities in these worlds and to communicate with other people. Diane Mehta names a primary example of a "Virtual World", which is Minecraft. Minecraft is a "Virtual World" game that has been out for several years that allow users who purchase the game, to explore a world that is independent of reality and to live in that world as if it were their own. Primarily, it is a "space for kids to exercise their imagination and to connect with others to create build things together".
What makes Minecraft and it being a Virtual World special is that it allows children, primarily those of ages 5 - 15, to use this Virtual World as a medium for communication, social entertainment, social connections, and most importantly, learn in an isolated environment. It provides the sense of being away from reality and being away from what they have to worry about.

Because Virtual Worlds have been relatively new up until the last 10 years or so, it has now been ingrained into almost everyone's everyday lives. Previously, people have refused to adapt to new technology such as this. "The Advantages and Disadvantages of the Virtual Classroom and the Role of the Teacher" write that nearly 80% of teachers in the year 2000 have been reluctant to learn and adapt to this new concept of a "Virtual World" or even a "Virtual Classroom". Several of these reasons include the feeling that the Virtual Classroom method is inefficient, that new technology can be confusing to many people, and that students may not remain responsible enough to stay focused on the class.
The advantages of introducing a Virtual Classroom include easier organization of classroom documents, the creation of a "Virtual Notebook" that allows students and teacher to locate notes easier, and the ease of accessibility to lessons if they are not present.

The future looks very promising at the rate that we are progressing at as a society. Because the Internet has become a necessity in our lives rather than a luxury, many of us are shifting towards a technologically based environment rather than the "old fashioned" in-person and physical environments. Virtual Worlds have their pros; they allow an individual to be isolated and to be themselves through an avatar in which a community can be fostered and relationships can be created. The cons however, are that people would lose themselves in reality as they invest more in their virtual life than their physical life.

https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDozYmQxM2I2M2Y0YmQ3MmE0
https://docs.google.com/viewer?a=v&pid=sites&srcid=ZGVmYXVsdGRvbWFpbnxiYXJ1Y2huZXdtZWRpYXxneDo2ZTg5MGFiMmRkMzA4NjZm

Wednesday, October 16, 2019

Blog About Twitter

Twitter discussions differ from Blackboard discussions in many ways. I think that the primary reason for this is the anonymity that Twitter provides compared to a Blackboard discussion. In Blackboard, you know exact who the person posting this post or response is while on Twitter, not everyone knows who you are. You are free from the restriction of being professional in your responses and free from having to cater your answer in a way that would please others. Another contributing factor I believe is the lack of updates Blackboard provides. When someone posts something or replies to a thread you are following, there is no notification. For me personally, it can be a hassle to constantly hit the refresh button to have a discussion going. Twitter on the other hand, provides you updates and notifications that tell you when someone has replied, liked your response, or even shared your response with other people. Although Blackboard discussions are more professional, Twitter discussions are more interactive and may draw out more responses that don't feel like they were forced.
Even when compared to an in-class discussion, I believe Twitter has the upper hand. Twitter still provides that anonymity that people may need to express their opinions. An In-Class discussion may make people uncomfortable to share their opinions because of their social nature (introverted/shy) or they cannot think of any answer at the moment to contribute to the discussion.