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Victoria Burch

D#9, HW#3 -WordLingo New Media - 0 views

  • New media rely on digital technologies, allowing for previously separate media to converge. Media convergence is defined as a phenomenon of new media and this can be explained as a digital media.“
  • he most prominent example of media convergence is the Internet, whereby the technology for video and audio streaming is rapidly evolving. The term convergence is disputed, with critics such as Lev Manovich pointing out that the 'old' medium of film could be seen as the convergence of written text (titles and credits), photography, animation and audio recording
  • New Media has become a significant element in everyday life. It allows people to communicate, bank, shop and entertain. The global network of the Internet, for instance, connects people and information via computers.[3] In this way the Internet, as a communication medium of New Media, overcomes the gap between people from different countries, permitting them to exchange opinions and information. Diverse means for this exist even within the context of the Internet, including chat rooms, Instant Messaging applications, forums, email messaging, online video and audio streaming and downloads, and voice-over-internet telecommunications. New Media is defined not only as a communication tool, but also as a tool for the commercial exchange of goods and services.[
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  • transition to new media has seen a handful of powerful transnational telecommunications corporations who own the majority achieve a level of global influence which was hitherto unimaginable.
  • new media follows the logic of the postindustrial or globalised society whereby 'every citizen can construct her own custom lifestyle and select her idology from a large number of choices. Rather than pushing the same objects to a mass audience, marketing now tries to target each individual separately.'
  • "virtual communities" are being established online and transcend geographical boundaries, eliminating social restrictions. Rheingold (2000) describes these globalised societies as self-defined networks, which resemble what we do in real life. "People in vi
  • rtual communities use words on screens to exchange pleasantries and argue, engage in intellectual discourse, conduct commerce, make plans, brainstorm, gossip, feud, fall in love, create a little high art and a lot of idle talk"
  • New Media has been used extensively by social movements to educate, organize, share cultural products of movements, communicate, coalition build, and more.
  • New media can be defined not only as things you can see such as graphics, moving images, shapes, texts, and such. It is also things that cannot be seen, such as a Wi-Fi connection. Like radio or electricity, no one can see the Wi-Fi waves in the air floating through the air. But the Wi-Fi concept can be considered new media. So new media can be either concept-based, refer to a solid object, or both.
  • Any individual with the appropriate technology can now produce his or her online media and include images, text, and sound about whatever he or she chooses. [27] So the new media with technology convergence shifts the model of mass communication, and radically shapes the ways we interact and communicate with one another.
  • even some forms of digitized and converged media are not in fact interactive at all
  • "the global interactive games industry is large and growing, and is at the forefront of many of the most significant innovations in new media" (Flew 2005: 101). Interactivity is prominent in these online computer games such as World of Warcraft and The Sims. These games, developments of "new media", allow for users to establish relationships and experience a sense of belonging, despite temporal and spatial boundaries. These games can be used as an escape or to act out a desired life. Will Wright, creator of The Sims, "is fascinated by the way gamers have become so attached to his invention-with some even living their lives through it" [30]. New media have created virtual realities that are becoming mere extensions of the world we live in.
  • The advertising industry has capitalized on the proliferation of new media with large agencies running multi-million dollar interactive advertising subsidiaries. In a number of cases advertising agencies have also set up new divisions to study new media. Public relations firms are taking advantage of the opportunities in new media through interactive PR practices.
  • New media can be seen to be a convergence between the history of two separate technologies: media and computing.
  • new media can now be defined as "graphics, moving images, sounds, shapes, spaces, and texts that have become computable; that is, they comprise simply another set of computer data.
  • Flew (2002) stated that as a result of the evolution of new media technologies, globalisation occurs. Globalisation is generally stated as "more than expansion of activities beyond the boundaries of particular nation states".[6] Globalisation shortens the distance between people all over the world by the electronic communication (Carely 1992 in Flew 2002) and Cairncross (1998) expresses this great development as the "death of distance". New media "radically break the connection between physical place and social place, making physical location much less significant for our social relationships" (Croteau and Hoynes 2003: 311).
  • Old media
  • involve analog processes
  • as opposed to new media which sample media as a numerical representation in binary code.
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    This is the best article I've found for this topic. It discusses new media in relation to Manovich's article AND actually interrelates Flew's virtual communities article too! I thought that was pretty cool. It also gives examples of what new media is, and how it is affecting our communities through globalization and social change
James (Mitch) Thompson

(D#2, H#7) Virtual Worlds Link 3 - Blackboard Online Learning Platform - 1 views

shared by James (Mitch) Thompson on 22 Jan 11 - Cached
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    Though this may seem like a 'gimme,' this site provides the very platform by which this course has become possible. With a professor and students scattered far and wide in location and schedule, this site is convincing evidence of the power of the virtual worlds referred to by Flew. I am unlikely to meet any of my fellow students in person during this course, but I know in advance that I will make new friends and get to know them. Being able to obtain a higher education in a virtual online world is an amazing use of technology.
April Gallegos

Virtual Communities - M/Cyclopedia of New Media - 2 views

  • There are virtual communities representing everything from intense one-on-one encounters, people interested in gardening, political and environmental lobbyists to political prisoners (Rosenberg, 2004, p.612). The uses are diverse but all virtual communities on some level provide an interactive forum for communication between its users. The level of communication is often directly related to 1: the needs of the users and 2: the specific purpose of the particular virtual community. Most virtual communities have at least one of three main purposes: either to network and collaborate, provide emotional support or to improve quality of life (Joinson, 2003, p.169)
    • April Gallegos
       
      This is exactly what the article was saying about the different reasons people use virtual communities.
  • The term ‘virtual community’ was first cited as commonplace by Howard Rheingold, to define the online cultures of those engaging in computer-mediated communication (CMC), establishing “alternative planetary information networks�? (Rheingold quoted in Flew, 2005, p. 62). This was made possible due to the three interrelated components of CMC: the construction of social networks and social capital, the sharing of knowledge and information, and the facilitation of new forms of democratic participation in society (Flew, 2005, p. 62)
    • April Gallegos
       
      They talked about Rheingold and quoted him in the article as one of the first persons to study virtual communities, an activist entrpreneur
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