Tag Archives: dtcv

Blog 10: Online info.

@kylemcgee77

The world has truly been blessed with the internet. The number one blessing that comes from the internet is the freedom of online information. Think back to the times before the internet. Where did people get all of their information from? They got them from books! But things definitely changed when essentially all the information in the world became available through a computer. The internet allows you to obtain infinite knowledge. But along with the freedom of online information, a stereotypical false claim started to arise. Claims such as, “I know I’m right. I read it on the internet” has become a way of justifying our answers. The obvious problem with this is that not everything you read on the internet is legit. Have you ever come across an advertisement or headline about health remedies or celebrity gossip? Things like this are read online daily and millions of people believe it! But shouldn’t they? The information came from the internet, right? We might be absorbing false information and not even knowing it. Another negative part of online information fake personal information. There are people that completely spill all their personal information to people via social networking. But sometimes, the person you think you are talking to really isn’t who they say they are. This can lead to many problems down the road (some being dangerous such as abduction). The freedom of online information in many cases really is “too good to be true.” Don’t believe everything you read on the internet.

#dtcv

week 10 post

@CailinJohnson

The gamer culture is very interesting and very complex. Stereotypes about gamers include, that they are antisocial, lazy, and couch potatoes to name a few. However, in a video describing how video gamers could change the world’s problems the previous stereotypes of gamers will no longer be valid. Just as “hackers program because programming challenges are of intrinsic interest to them” gamers game because it interests them.  (Hacker Work Ethic p. 150-151) Videos games provide a completely new world that has its own characters, communities, methods of communication and relationships. Gamers use this as an opportunity to escape from the world that is their reality however the problems that they are solving in their games can be used to solve current world problems. (Gamer video) Also described in the video is that gamers could fix all kinds of world problems such as the economy and war situations.  If gamers could take the skills that they use in their games and apply it to the real world the stereotype surrounding the gamer would change. They would no longer be considered couch potatoes, lazy and antisocial they would be considered intelligent, outgoing, and politically or economically active. However this will be challenging. Gamers are socially awkward and that is why they enjoy being in a game world hiding behind their avatars than out in the real world solving real world problems. They would need to change the way they operate socially to change their stereotypes but if they could they would change the way gamers are thought of entirely.

Blog 9:Media and people

@kylemcgee77

Media can drastically change how a person is viewed. It is said by Coleman that “Media use changes the user. With each shift in automation, simulation, and transmission, we discover not only new technologies but also new facets of ourselves.” (140)  Media devices and social networking have created barriers that users can hide behind and produce a completely different personality. Think about when you are texting someone. Do you always say things that you would normally say to a person face to face? The sad reality is most people would answer “no” to this question. You could come off as a completely different person through a text message than through face to face communication. Many don’t think before they send text messages. They feel there is no risk in sending a message because you can’t feel the recipient’s full emotion in response to your words. In many circumstances, this is the only way people feel comfortable communicating with one another and I feel this where we as a society are failing. We are living in a media dependent world and face to face communication is becoming scarce. Another example of how media can change the user is through sites like facebook. You can essentially be anyone you want to be on facebook. Your personal information and pictures you post may not even be yours yet people will still believe it because there is no physical communication. Without the use of media like facebook and texting, communication for many would be much more difficult. Media can truly change a person.

#dtcv

Week 9 post

@CailinJohnso

 

Media use changes the user in many ways especially with the use of Facebook and Twitter. On Facebook and Twitter people can make themselves look like anyone that they want to, making you think that they are someone that they are not. With Facebook especially you can take pictures and post statuses that are completely unlike who you are in person. Video games and virtual realities add another level to being able to be whatever you want to be with the creation of avatars. “.. a second life where they could look like and act like whatever they chose by using a digital avatar.” (Coleman p. 12) In video games you can create an avatar to look like whatever you chose which could be as far away from the real you as possible. Media such as Facebook and Twitter also change the user by giving them something to hide behind. Users will say things on Facebook and Twitter that they would never say face to face with someone. It gives them a feeling like they don’t have to be responsible for the things that they say or do. Facebook and Twitter also allow for “…real time interactions…” (Coleman p. 13) This makes people feel like the conversations that they are interacting in are reality when they are actually happening in a virtual world, or on a media such as Facebook. We can be anywhere and have a conversation with someone that it possibly thousands of miles away but do to instant interactions such as text we feel like it is as real as a face to face conversation.

n

 

Social Media and The User

@PerrinKyla

Coleman discusses that in the virtual world people “appeared to be cooler than in life” (pg.125). This can relate to how media changes the user because on social networks such as Facebook, Twitter, or Tumblr someone can create an account and post pictures that are not truly pictures of themselves but of someone more attractive in order to get attention from other people. Anyone can log onto these social networks and become someone that they are not. Media allows the person to think that they are able to get away with pretending to be someone else. These social networks also allow people to be more outgoing then they would be face to face. For example, on Facebook someone could talk about how much they hang out with their friends and about all the crazy things they go out and do but face to face this person is really shy and doesn’t hang out with anyone. Coleman also references Albert Bandura’s model of agency in which he states “people’s belief about their capabilities to exercise control over events that affect their lives” (pg.136). Being a psychologist, Bandura accounts for how people think of not only themselves but how others will perceive them. This falls into Coleman’s definition of agency that says agency is how we understand ourselves as actors in an environment as well as how the environment will react to us. In my opinion this plays a major role in the way that social networks are used and how their influence can change the user.

Blog Post #9

@DTC_AlexTDTran

Media use that changes the user can be seen throughout society just by the way people change over the medium in which they use. For example, on page 19 Coleman talks about the X-reality which is essentially a reality that mixes (and relies on) both the virtual and the physical world together. In my opinion, the X-reality is experienced but does not necessarily itself immerse the user but rather the user can still experience the difference between the physical and the virtual world. Personally, this medium (such as a computer) would change the way I interact between the people I know over the internet and the people I know in real life. I am usually unsocial and would not openly talk to people; however, during my time using said medium, I am much more social and open to talking to people. This is just an interpretation of the X-reality. Another interpretation would talk about how the use of media (or medium) would change the person in such a way that they would integrate the medium into their own daily life. This is very apparent in modern society as the many college courses are starting to rely heavily on the use of the internet, laptops as well as the growing need for communication using cell phones and other portable communication devices. The choice is intention; however, it requires participation. If no one participates then there would be no growth in the adoption of media use; thus, there would be little to no change in the people who do use it as the community that does use this media is relatively small and so the reliance on it is relatively small.

Redridinghood Analysis

@MyDtcAccount – Jonathan Crabtree

 

Donna Leishman’s work “Redridinghood” puts a twist on the familiar story of the sweet little girl who goes to Grandma’s, and encounters a wolf along the way. What I found intriguing was a thought that occured to me halfway through. In print literature, there is a set series of events and happenings. You don’t control what happens, nor do you control when it happens. But, when you read a print edition of a book, you’re mind is opened up to a plethora of possibilites in regards to visualization of the characters, creating a certain “voice” in your head of what the characters must sound like, and imagining the setting and all the colors of the environment. When viewing an electronic piece such as Redridinghood, however, it is backwards. Sure, you may have control over several factors like when the story progresses, choosing what the character does in a certain event, or anything else that comes from the increased interactivity that electronic media offers the user. But the author provides the visuals, provides the voices (though there were no words in this specific example), and provides the colors that make up the environment. Personally, I feel like this detracts from the overall sense of satisfaction that I get from reading a book.

 

One way that the affordances of having a story told in an electronic medium does enhance the work is the ability to play a set type of music for each situation in the story. Music evokes a certain mood, which changes our perception of the story and how we read it. McLuhan touched on this, saying that “media, by altering the environment, evoke in us unique ratios of sense perceptions. The extension of any one sense alters the way we think and act – the way we perceive the world” (41).

Oh what Big Bytes You Have

The artist for “Redridinghood” incorporated many forms of digital media to tell a classic tale that everyone is familiar with. The twist being set in a more modern time with her going from a city to the country and the ‘wolf’ being an imposing boy on a scooter makes it more relatable to the digital generations. Because of the level of technology assimilated into our society the artist takes advantage of the natural instinct of clicking on objects without prompts to see what happens. That was my first reaction, once the story started I found myself clicking on all the windows just to see what happens and make sure I did not miss out on anything. By letting the reader of the story pick what happens when she falls asleep keeps the reader engaged and interested to see what happens next, and yes I did click on all the flowers.

With all these different mediums being used the message of the artist is expressed very well. In the book “The Medium is the Massage” McLuhan states

“Information pours upon us, instantaneously and continuously. As soon as information is acquired, it is very rapidly replaced by still newer information”

With the interaction, music and having to figure out what was needed to keep the story going Leishman did exactly this by providing information instantaneously and continuously very rapidly by not letting any gaps happen in her rendition of the story. McLuhan sums this up when he states “all factors of the environment and of experience co-exist in a state of active interplay”

Audra Mann | @WSUVcollegeMom

Blog Post: Red Riding Hood.

@DTC_AlexTDTran

The affordances of the electronic medium in the story of Red Riding Hood presented by Donna Leishman, titled Redridinghood is a piece of electronic literature that must be viewed or read on a computer or another compatible device. This work is an interactive fiction piece that is very immersive as it requires the reader to engage within the work by using pictures, videos and interface connectivity (a term I use that basically means that a person must connect with the interface or the piece of art in order to continue on with the plot or to enjoy the piece as a whole). This interface connectivity allows the user to enjoy the story of Red Riding Hood not through just pictures and words like in a book but rather through the ability to choose what Red Riding Hood does; a common critique to reading books (the inability to choose what you want the character to do,  giving rise to the alternative works known as fan fiction). Tying the idea of fan fiction and the ability to choose, this is what McLuhan was talking about in this quote, “Countersituations made by the artists, provide means to direct attention and enable us to see and understand more clearly” (McLuhan 68). The countersituations that the artist provides to us through this specific medium allows us to clearly understand what awaits Red Riding Hood. The environment created through this new medium enhances the message of the work providing a more in-depth and new way to tell the story.

Week 8

@CailinJohnson

New media allows an old, well known story to be told in a completely different way. In the case of the original text Red Riding Hood you are reading words on a page and letting your imagination interpret the story. However by turning Red Riding Hood into an electronic literature piece it changes the way the story is interpreted. The electronic piece shows animation and sound with very little text showing a story instead of letting a reader read the story and interpret it themselves. Now instead of being able to imagine what the wolf or red riding hood looks like you are being shown. Also instead of being able to determine the mood of the story the music that is being played sets the mood for you. “Media, by altering the environment, evoke us in unique ratios of sense perceptions. The extension of any one sense alters the way we think and act-the way we perceive the world.” (McLuhan p. 41)  Media is changing the way we understand and interpret things such as Red Riding Hood. “The metaphoric associations put into play by the device’s physical form include traffic between machine and biological organism, companion animal and parent, printed marks and oral production, static book and dynamic text-to-speech generation, artificial intelligence and human cognition, reading text without understanding it and (for young children listening to the Reading Eye Dog), understanding what is said without being able to read it.” (Hayle’s p. 94) Old stories are being told in ways that they never would have been able to without the aid of electronic media.