Thursday, May 5, 2011

The Next New Thing

When thinking of a new media that doesn't exist yet, I had trouble coming up with anything since basically, there is a lot of media forms out there. Eventually, I thought up with a media that allows individuals to stream video games to mobile devices. For example, you are at home playing a video game like call of duty, then you have to go to school, some may want to have the availability to stream their home console video games to their mobile devices.

This new media would enhance integration of the ever growing video game industry. Most home console video games are far too big and hardware demanding to be able to work on mobile devices. Through a purported, ever present existence of a wireless network, theoretically these extremely demanding games could be streamed from the home device to the mobile device. This technology would not produce strain on the hardware of the mobile device, it would simply work through having a home base device that is running the game and streaming it through a wireless network.

Thursday, April 28, 2011

Our Class Wiki - So Far

My role in the class wiki is a contributor to the "New Media & Economics" section. As of yet, i have not posted information to wiki directly, but i have researched some current events that need to be noted. Events such as how the economy's development ins constantly updated, discussed and argued through new media sites such as yahoo and through networking sites like Twitter. Also, more importantly how the crisis that started in 2007 was projected and globalized through the internet. Undoubtedly, the fact that this crisis was spread vastly through new media had a deeper psychological effect on how people viewed the current economy's state and that affected their expectations on how the economy will do because the negative news was a lot more accessible and viewed more on a daily basis.

P2P File Sharing

File sharing is when an individual distributes digital information through many means such as the internet, servers, storage and many more. What makes P2P or "Peer to Peer" file sharing different is that digitally stored information is acquired directly from a peer by another peer and not from the internet or a server. Individuals connected to a network"upload" files from their computers and other individuals connected to the network as well "download" the files onto their computer. This network effect links many people who may be uploading and downloading the same information, which makes that information almost impossible for it to disappear from the network.


An example of P2P file sharing is illustrated in Jamie King's "Content producers should take advantage of P2P, not fear it" In the article she describes how the film titled "Steal This Film" was digitally distributed through various means, but mainly through BitTorrent sites like The Pirate Bay, which are a form of P2P.The article is making the point that P2P is extremely effective at getting information distributed. King states that the movie was downloaded over 2 million times and viewed by 3 million people in the span of 18 months. Those are impressive numbers. Ultimately P2P has negative connotations attached to it like "illegal" and "piracy," but beyond that misconception, there are those like King who recognized that P2P is a very efficient and effective way to spread information around and that is a tool that cannot be neglected.


Thursday, April 14, 2011

Privacy & Confidentiality

   Along with the benefits of new media, there are also negatives such as the issue of privacy and confidentiality. Since new media is vastly integrated in the internet, it is extremely difficult to control something after its uploaded to the web. For example, if one uploads a picture to Facebook and later on decides that its not an appropriate one, they may delete it of their profile, but that picture is already stored in Facebook's database and there's nothing that person can do about it to truly remove it from the internet. With the right tools, another person could be able to retrieve this picture and use it for purposes the uploaded never intended to.

   When somebody creates a profile in a social networking site, they fill in a lot of personal information that may seem harmless while they are doing it. The fact is that by displaying one's real name, age, e-mail, phone number, and location,one has given extremely powerful information to the right user, like spammers and and hackers, looking out to steal one's identity to benefit themselves.

   The truth is that new media platforms like social networking sites bring about great issues pertaining to privacy and confidentiality, once such info is uploaded to the internet, its there for good. Others with ill intentions come along and use that information for others detriment. So before uploading anything on Facebook, Myspace or Twitter, think of it from a perspective of somebody looking to inflict harm on you and if they can use such information. If you have a reasonable doubts, DO NOT upload it, avoid the time and trouble of having to deal with it later. 

Advice to Baruch College

   If i were to be contracted by Baruch College to use new media in order to improve the collegiate experience, i would advice Baruch to adopt a social networking community. A sort of community that enhances the student's level of education and overall college experience. Such a community would integrate many of the already existing services that Baruch provides. Like, integrating Blackboard, Degree Works, e-sims and many others into a condensed page that is more easily accessible without having to log in individually every time one wants to use one of the services. On top of that i would advice that Baruch establish a social network community that enables students to communicate with others who may aspire the same degree, are taking the same courses at the present time or may have taken the course previously. This community would have features that would allow students to converge and discuss similar ideals since they are already linked in the social network by their scholastic aspirations and experiences.

   The students could help each other or give advice to each other pertaining to the courses they may be taking. For example, a student that is going to take a chemistry course the following semester could inquire another student he/she is linked to because that student already took chemistry. This community would give Baruch a more traditional experience of student engagement while in college because as of now, Baruch is seen as a fast paced school with barely any focus out of the everyday schedule of coming into school, taking classes and leaving. Through a social network community, students could engage on-the-go on matters other then scholastic ones, like fraternities and sororities, and sports at Baruch. The big picture is that through new media as the one illustrated above, Baruch could enhance the collegiate experience for its students by providing a deeper level of engagement and integration in a fast paced environment.

Thursday, March 31, 2011

Creativity

New media fosters creativity because they are a open platform when they are released. Since new media is mostly software without any real hardware, people can be creative and enhance the platform. By comparison, old media, such as a newspaper is already a predetermined product. It was established that it is in paper form and with a certain format chosen by the producer.

However, new media is based on the Internet, and like Claire Cain Miller's "Twitter Serves Up Ideas From It's Users" states, a lot of new companies based of the Internet are sitting it out and allowing for their users to innovate their bare-bone companies. Like twitter, it was released with little features, basically only with the feature to micro blog up to 140 characters. Users started to develop other features like using "@" to refer to somebody because they believed the site needed it. Once the owners of twitter saw that most users wanted the feature, they made it an integral part of the site.

Ultimately, new media fosters creativity because of it's nature, it is released in software, ergo it can be updated, meaning that it is not completely defined in it's inception. New media is always developing, always a work in progress, awaiting the next creative individual who makes it better.

Thursday, March 24, 2011

Modeling Reality with Virtual Worlds

Virtual worlds are a hopeful attempt to simulate real life. These virtual worlds can be used in many ways. One use is to simulate something that can't be done in real life by certain individuals, like paraplegics. These people are bound home for most of their lives because of their physical incapabilities, so some of them become anti social. Through virtual worlds these people can communicate and converge with others who may or may not be in the same situation, regardless the point is that they communicate.

Another obvious way virtual worlds can be used is simply for entertainment, World of Warcraft is a n MMORPG, which is basically a virtual world in a video game form. The point of the game is that it never ends, you start off as weak and lonely, you can advance your stats by beating others and collecting items, you can build relationships with others.

Virtual worlds have many positive ways in which they can be used. One pro of virtual worlds is that they genuinely do help some people do things that others can in real life, but they are incapable of, like paraplegics. They can go out at night and have fun with others through this virtual reality. Another pro of virtual worlds is how they take social networking to the next level. Like Dave Itzkoff's "I've been to that club, just not in real life" states, the future of social networking is not in 2D planes like Facebook or Twitter, it's in 3D virtual worlds, where one can navigate in and converge with others. Yet another pro of virtual worlds is illustrated in Mark Tutton's "Going to the virtual office in Second Life," Mark states how virtual worlds can reduce overhead for multinational companies. Employees don't have to book flights to meet in person to develop ideas, through virtual worlds, employees from around the globe can meet up and discuss ideas through a fresh new platform. Employees can brainstorm while walking around in the park or have a beer at the bar, it is definitely a new approach to business interaction, which is a lot more engaging that video conferences, which definitely inspires creativity.

The big con of virtual worlds is that some may become too involved in them and detach themselves from the real world. The idea of being all you can be is a lot easier to implement in a virtual world than in the real world, because there are a lot less obstacles. Thus some may prefer to constantly "live" in the virtual world rather than in the real world, which may lead so serious psychological problems.

In virtual worlds there are no physical boundaries, anybody can be or do anything, there is a certain incentive to be creative with that. The lack of regulations and governmental laws give a new approach to how people view things, which in my opinion, fosters creativity.

In the future, through technological advancements, virtual worlds will look a lot better. With a lot less lag and more realistic graphics, people will become even more engaged. Virtual worlds are definitely one of the future medias that will take social networking to the next level.