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Alex Portela

D#8 HW#4.3: Gaming and Social Media Analytics | Hadoop BI | Big Data - 0 views

    • Alex Portela
       
      Page 15-16 of the article suggest new media is also incorporated in gaming and artificial intelligence use. This site also suggests the direct correlation of collecting data based on game behavior from the users from new media based engines such is Facebook and Twitter.
  • It's all about the data in this group of industries as the nature of how users, subscribers, members and customers interact with these companies changes forever the notion of commercial transactions.
  • social media and online gaming has probably driven the requirement and use of Big Data more than any other industry. Big Data was born in companies like Google, Yahoo and Facebook and is now the standard data platform in hundreds of companies that have followed.
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  • "new media" segment have pushed the limits of traditional BI solutions to the breaking point.
  • New Media and Gaming
  • to understand the full sense of user and customer behavior.
  • the historical focus on transaction analysis drove development of these systems on common SQL based database engines designed to access and analyze structured data.
  • New Media companies in online gaming and online event management are already using the Datameer Analytics Solutions (DAS) for operations and customers analytics.
Michael Wheeler

New media - Wikipedia, the free encyclopedia - 0 views

  • New media is a broad term in media studies that emerged in the later part of the 20th century. For example, new media holds out a possibility of on-demand access to content any time, anywhere, on any digital device, as well as interactive user feedback, creative participation and community formation around the media content. Another important promise of New Media is the "democratization" of the creation, publishing, distribution and consumption of media content.
  • Most technologies described as "new media" are digital, often having characteristics of being manipulated, networkable, dense, compressible, and interactive.[1] Some examples may be the Internet, websites, computer multimedia, computer games, CD-ROMS, and DVDs.
  • Although there are several ways that New Media may be described, Lev Manovich, in an introduction to The New Media Reader, defines New Media by using eight simple and concise propositions:[4]
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  • New Media versus Cyberculture -
  • New Media as Computer Technology Used as a Distribution Platform
  • New Media as Digital Data Controlled by Software
  • New Media as the Mix Between Existing Cultural Conventions and the Conventions of Software
  • New Media as the Aesthetics that Accompanies the Early Stage of Every New Modern Media and Communication Technology
  • New Media as Faster Execution of Algorithms Previously Executed Manually or through Other Technologies
  • New Media as the Encoding of Modernist Avant-Garde; New Media as Metamedia
  • New Media as Parallel Articulation of Similar Ideas in Post-WWII Art and Modern Computing
  • he Zapatista Army of National Liberation of Chiapas, Mexico were the first major movement to make widely recognized and effective use of New Media for communiques and organizing in 1994
  • New Media has also found a use with less radical social movements such as the Free Hugs Campaign. Using websites, blogs, and online videos to demonstrate the effectiveness of the movement itself. Along with this example the use of high volume blogs has allowed numerous views and practices to be more widespread and gain more public attention
  • New Media has also recently become of interest to the global espionage community as it is easily accessible electronically in database format and can therefore be quickly retrieved and reverse engineered by national governments. Particularly of interest to the espionage community are Facebook and Twitter, two sites where individuals freely divulge personal information that can then be sifted through and archived for the automatic creation of dossiers on both people of interest and the average citizen.[
  • The new media industry shares an open association with many market segments in areas such as software/video game design, television, radio, and particularly movies, advertising and marketing, through which industry seeks to gain from the advantages of two-way dialogue with consumers primarily through the Internet.
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    wikipedia definition of new media, with a few examples of new media vs traditional media.
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    The wiki page has everything one would need to get a brief overview of what new media is. Within the site it gives all the different definitions of new media and how it affects people.
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    This webpage made me understand more about new media in terms that it talks about new media being interactive. I didn't get that from Manovich's artice.
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    I felt like this website gave a good simple explanation and it also provide examples of the history and the applications of new media.
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    This was the best website i found because I was honestly confused after reading the article so this breaks it down in less than 20 something pages and makes it easier to understand it explains everything there is to know about new media. 
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    Page full of information on new media (wikipedia) 1 History 2 Definition 3 Globalization and new media 4 As tool for social change 5 National security 6 Interactivity and new media 7 Industry 8 Youth and new media 9 See also 10 References 11 Further reading
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
Franz Ferguson

D#2HW#2-Games for Xbox 360, PS3, Wii, DS, 3DS, PS2, PSP, Used & PC + Consoles | GameStop - 1 views

shared by Franz Ferguson on 01 Sep 11 - Cached
    • Franz Ferguson
       
      Gamestop is one of my favorite examples of emphasis the amount on this website is ridiculous. Whether it be on their slideshow that contains photos with type in all different sorts of fonts and colors. Or just the clean white layout that seems to make the titles of the games just pop off the page. 
Rebecca Jordan

DD#8 HW#3- Monovich bookmarks - 1 views

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    New Media: Organizes & structures from experience. What are they: Web sites, computer games, digital videos, digital cinema, computer animation and multimedia. To sum: the 5 principals are used to describe the types of media. I thought this site summarized what Manovich is speaking of very nicely. It is in plain language that I understand and comprehend better.
Hector Garcia

D#11HW#3: Remediation Revisited: Replies to Gaut, Matravers, and Tavinor - 1 views

    • Hector Garcia
       
      Remediation is a great advance and is opening the door to those who do not work with traditional means such as the world of art.  The computer allows for a new branch of art although it does revolutionize the way art is made and how it is critiqued.  
  • “media” – suitable vehicles of art, and he proposed that a solution to this “bricoleur problem” will be largely determined by “analogies and disanalogies that we can construct between the existing arts and the art in question” (1980: 43).
  • Every work of computer art has an interface or display made up of text, images, or sound; and perhaps these provide a basis for constructing the comparisons needed to solve the bricoleur problem. Remediation to the rescue after all? Not so fast.
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  • Some readers will have noticed a sneaky reformulation of the bricoleur problem as concerning what is a suitable medium for appreciation instead of art.
  • They say that any medium is in principle a suitable vehicle for art.
  • One appreciates The Sims for how its little dramas are realized through interaction: the interaction is what it is only given the representational elements and the representation is what it is only given the interaction. So, in trying to understand why video games are suitable vehicles for appreciation, why not draw analogies between drama-realized-interactively and drama-realized-by-actors-following-a-script?
  • Perhaps the analogies we need to solve computer art’s acute case of the bricoleur problem are not to be found by comparing interactivity to media like acting, narrative, depiction, and tone-meter-timbre structures, but rather by comparing the formal, expressive, and cognitive achievements of interactivity alongside those of acting, narrative, depiction, and tone-meter-timbre structures.
  • . To the extent that the problem pushes
  • Second, the “normally” requires a word of explanation. It is possible to appreciate a K as a K* (Lopes 2008). For example, it is possible to appreciate a building as a sculpture, though buildings are not sculptures, and it is also possible to appreciate a building as an antelope, though it would probably not come off very well (it depends on the building!).
Merlyn Reyna

D#7 HW#6 Respecting Copyright - 0 views

  • Briefly review subjects covered in last lesson: plagiarism, proper citation and paraphrasing, honesty and trustworthiness in school research and writing.
  • “Who owns copyrighted materials such as movies, music, and web pages?” Tell students that the copyright owner is the person who created the work, e.g. author, musician, artist, computer program/game creator, scientist-inventor, business person, etc.
  • Next ask the class if they are familiar with the Happy Birthday song. Inform them that this song is protected by copyright
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  • Copyright is a form of legal protection given to the authors of books, music, movies, etc. Users of the books may not make copies without permission from the authors except in limited occurrences for school and personal use where there is no profit involved. This limited use is known as Fair Use which we will talk about shortly.
  • The digital aspect of the web allows for wonderful innovations such as MP3 players but ethical personal use must be employed to avoid legal punishment.
  • The RIAA, the professional organization which represents the recording companies, (Recording Industry Association of America), has reacted with copyright infringement legal actions against schools and college students. Have you noticed the warnings posted on music CDs or movie DVDs?
  • Now there are more legal ways for music customers to purchase their music online with services such as iTunes, Rhapsody, amazon.com, etc. There are even some legitimate free music download examples. For example, some unknown bands may provide free previews online. While other more popular bands or singers may post a sample tune for fans to hear for free.
  • Copyright and Fair Use, inform the students that the expert speaker is an attorney that helps students and professors at a university to learn about the ethics and Fair Use guidelines of copying digital information such as music, movies, or web content for school.
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    This is a good example of how copyright is explained.  The comic shown in this article is very cute and original, gives us an idea of how we can copyright without knowing. 
Taylor Rowand

D#2 HW #2 - 1 views

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    Emphasis throughout this site is divided into different size thumbnails representing different games. This can be seen in the featured items and spotlight as well as the new releases tab.
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