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Welcome to Little Ben's amazing blog of Media Studies school work...

Thursday, 27 March 2008

Definition Questions

1. What is "endism"?

Endism is the theory that sees new technologies as replacing older ones. eg. When CD-Rom arrived, people predicted the demise of the printed book.
TV (end of) Radio and Movies.
TV News (end of) Newspapers

2. What is a "media ecosystem"?

Where organisms such as broadcast and narrowcast tv, movies, radio etc. interact with one another make up the media ecosystem.

3. What is "narrowcast TV"?

Specialist content is aimed at subscription-based audiences and distributed via digital channels so that it specialises in one specific content to appeal to a particular type of audience, eg. a channel dedicated to sport (Sky Sports 1)

4. Differences between the internet and the web...

The web and interent aren't synonomous. The web is enormous but it is only one kind of traffic that runs on the internet's tracks and signalling. Alreaidy it's being overtaken by other traffic, eg. peer-to-peer networking traffic.

5a. What is "push medium"?

A select band of producers (broadcasters) decide what content is to be created, create it and then push it down analogue or digital channels at audiences which are assumed to consist of essentially passive recipients, eg. Broadcast TV.

5b. What is "pull medium"?

Nothing comes to you, choose it and click on it to pull it down on to your computer. You are in complete control and in charge, eg. the Web.

6. Positive aspects of blogging...

New blogs are being created at a rate of about one per second. Blogging allows people to let their point of view and creativity be known to the world and share experiences or feelings with others. It allows people to make judgments about any topic and is a way in which people can take thier creativity and inject it into something worthwhile.

Gaming Outline

My chosen "new media technology" area of reasearch is Gaming. I aim to cover the fallowing aspects of Gaming...

- to establish the best consoles on the market today
- development in gaming technology including the recent end of HD and rise of Blu-Ray
- company differences in profits and sale figures and their different marketing techniques
- the effect it has had on peoples' lives and why

Tuesday, 26 February 2008

giggity giggity! ; )
x

Thursday, 21 February 2008

Feedback #1

Well done Ben, you have an effective right approach to research - you reference webpages visited and summarise in your own words. However - you haven't completed the task - exhibition?

Go back and amend the post below.
B/2

Monday, 11 February 2008

1.Production
The huge development in digital technology means that film directors now have the option of creating realism and verismilitude within the effects created using this new found knowledge. Not only does it enhance the realism in the shot, it creates a much more pleasurable experience for the consumer because of the drama and action created through digital technology such as CGI and digital manipulation. Films can now be modified in specific ways post production in order to add to the visceral pleasure and verismilitude of the shot. Digital manipulation allows directors to change parts of the shot, like the colours, lighting, etc. in order to add emotions or representations to the shot.

http://www.hero.ac.uk/uk/business/archives/2006/the_re_invention_of_cinema.cfm

I found the above article particularly interesting because it talks of the digital revolution that is occuring in the present and the sheer development and change that has occured in the film industry; not only in recent times but in the future. Digital technology has meant that cost of production is a lot cheaper from sometimes being millions to produce, to hundreds of thousands.


2. Distribution
How us today gain access to films because of the rise in digital technology, has caused huge impacts on cinema's and their revenue. Cinema profits have seriously decreased in recent years because of the number of ways in which people can obtain films, whether it be downloading illegally off the internet or purchasing pirate copies of films. Although the film quality isn't as good as the legal DVD or cinema-quality; its cheap and easy to get. This creates a kind of cycle..

consumers not being able to afford the high prices..
consumers getting pirate copies and downloads..
a decrease in profit for cinemas..
forcing cinemas to increase prices..
back to consumers not being able to afford tickets..
and so on..


I personally don't believe there is any way of this cycle ending because of the amount of methods becoming available to consumers to get so i believe its likely to spiral further and further until the amount of cinema's around begin to decrease even more than they already are. Personally, like many, I am sometimes tempted to wait until its out on DVD to buy the film because its usually cheaper to buy a DVD which you can watch multiple times than go to the cinema and pay more, to watch it once.

Monday, 7 January 2008

Tell Me The Future Article

http://www.guardian.co.uk/media/2007/dec/03/mondaymediasection.internet

1. Who is Chris De Wolfe and what does he say is the future for social networking? What impact will portable hardware have on this area of technology?
Chris De Wolfe is the CEP and co-founder of MySpace and believes that social networking, like his MySpace, is eclipsing online; and offline worlds and is strongly affecting industries like music, politics and advertising. He states that social networking is a lot more personalised to the consumer themself and will only grow in popularity and worldwide use.

2. Who is Chad Hurley and what does he say is his company's goal? Is he a positive or negative technological determinist?
Chad Hurley is the CEO and co-founder of YouTube. He says that their goal, as a company, is to allow every person on the planet to participate by making the upload process as simple as placing a phone call. He is definately a positive technological determinist as he strongly believes that the technology will only grow further and further until, in five years time, users will be at the centre of their video experience, you will have more access to more information, and the world will be a smaller place.

3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?
Maurice Levy says that it will grow increasingly more challenging from an advertisers point of view because people do not want to sit through commercial breaks that have interrupted their film or other television entertainment. This means that them, as the advertisers, have to come up with incredibly creative solutions in order to successfully interact with people in adverts and engage them whilst being genuine and honest. Linear media is fast giving way to liquid media, where you can move seamlessly in and out of different settings.

4. What parallels does Norvig draw between Edison inventing electricity and the development of online technology in terms of searching for information? (tricky question - read this section carefully)
Norvig explains that when Edison invented electricity he couldn't even dream of powering appliances by electricity that we do today. And like Edison couldn't see the rapid development of technology with electricity, we cannot begin to imagine what is in store in the future. He describes how the technology we currently have enables us to progress further and further at a high rate to build more advanced appliances.

5. What are the issues for the developing world? How is this evidence of a 'digital divide'? (socio-economic divide due to access to technology)
Technology has had a major impact on the economy, its been known that under-developed countries are being provided with less power, cables, and other equipment to perform more advanced technological tasks; e.g. the internet. If this continues at such a rate, then it is extremely likely that there will be an economical divide between developed and under-developed countries as one will have regular, good access to the internet under a high-power, while the other will not.

Sunday, 6 January 2008

Podcast.

Digitality- this is effectively the binery code which every software and programme, on your computer, are run on. The codes are needed to run things off your computer like a digital camera or an mp3 player.

Interactivity- new way to stream information like Broadband, satellites etc. Better than other sources of streaming as it is much quicker.

Hypertextuality- you can pick and choose where in, for example, a dvd you start watching or stop. It is now out of the control of the company that produces the film of what order you watch the film.


Dispersal- this is how types of information is shared.

Virtuality- its like iconography because its about how real things are and the reality of situations.

Convergance- theory that new media technologies are using a combination of two or more old technologies to create one single small device that is capable of perfoming both old technologies functions. E.g.phones with pictures and camera's on.


Other topics to consider...

Audience- how do people use technology? why? has it changed over time?

Regulations & Control- who's doing the controlling? should there be any control. wht do they do about copyright issues? what are the implications? is it realistically possible to control?

Ownership- who actually owns the technology itself? does this matter? any impact of who owns it? competing within technologies?

Wednesday, 14 November 2007

Second Life

- 1/2 billion pounds a year in virtual world business
- meant to grow even larger
- you create an account, avatar, etc. great detail in an attempt to show personality
- it works by the creation of an online account in a social networking virtual world
- people give up real jobs for jobs in second life
- they earn real money through the virtual world

- use "Linden Dollars" in the game, but can be exchanged to real money
- http://en.wikipedia.org/wiki/Linden_Dollars
- growth of 15 to 20% a month
- Big brands going into second life, eg Reebok
- Brands being used same in virtual world as real world, eg fashion

- http://en.wikipedia.org/wiki/Second_life
- World of Warcraft- 8.5m users
- 40-50milion pounds to make these virtual worlds



Anshe Chung
Anshe Chung, real name Ailin Graef, is famous within the virtual world of SecondLife and is widely known in real life business world. Having become the first to become a "virtual millionairre" she featured in a variety of top business magazines such as "Business Week" and "Fortune". However, although she is surrounded by controversy, she does seem to be working for a respectful aim, she claims that she has a goal to support an orphaned boy using virtual wealth. Personally, although I respect her for trying to use the virtual world for good and help others, I do not believe that it is right that you can earn real money on an online computer game when there are other people around the world that have to work incredibly hard to earn anywhere near as much money. Therefore, my opinion is that people like Ailin Graef are effectively cheating everyone else in earning money on a made-up world. Although this is my personal opinion many others believe that it isn't necessarily wrong and just shows the large growth and incredible level that technology has risen to.



http://en.wikipedia.org/wiki/Anshe_Chung



Tuesday, 13 November 2007

Feedback 1 CF

Ben
You are missing posts on second life and the Web 2.0 isn't complete. You must complete homework tasks.
CF

Monday, 12 November 2007

Web 2.0

Web 2.0 is an interactive method of bringing people together and gives us, the audience, the ability to interact with different people around the world. It allows creativity through sharing and access to information worldwide. It is also an example of global village as it is an example of how new media has spread round the world. However, controlling the information can be difficult as you cannot control billions of people who place information on the internet that could be dangerous to other people. Problems such as paedofiles, child abuse and indecent exposure, are all over the internet because of Web 2.0. Also, there are some questions on the health and social side of Web 2.0. This is because many believe that it is increasing anti-social behaviour and replacing normal interaction and basic exercise outside of your home. People are beginning to interact through Web 2.0 instead of going out and meeting people face to face.

http://en.wikipedia.org/wiki/Web_2.0 this link is useful because it gives a lot of information on Web 2.0, it gives an understanding of Web 2.0 highlighting problems and how it has grown around the world at a rapid rate.