New media fosters creativity and
virtual worlds, such as Second Life, are one of many examples of such
technologies. In Second Life, users are given the opportunity to play as
avatars and explore new experiences in a virtual representation of reality. Users
are able to live a new life through their avatars as they are able to explore
the different settings, socialize and trade with other users, customize their
avatars, and participate in group activities. In order to gain a better
understanding of virtual worlds, I created an avatar for myself within Second
Life. Immediately after logging in, users are offered several, different
presets for their avatar's appearance. After choosing an avatar, you are
immediately placed into the virtual world and you can see many other new users
exploring the area around you. As you progress further into the virtual world,
you are able to change your appearance as you'd like and access the marketplace
to trade and obtain new customization to modify the avatar as you desire.
Tuesday, March 28, 2017
Sunday, March 26, 2017
Creativity
It is undeniable that digitalization
and the existence of the many forms of new media contributes to and fosters the
creativity of users. With the many different types of new media that exists
today, users are provided with the means of expressing their unique ideas, or
even creating their own works, with the medium that is the internet. In
addition, there are millions of internet users with different opinions, and
perspectives, so when users place their ideas and works, whether it be a webpage,
a blog post, a video, a drawing, or even a comment, their ideas are given
visibility and they may receive helpful feedback, including valuable criticism,
by others. For example, Twitter has become one of the most popular social
networking websites today but this is also due to the fact that the founders
had accepted and used the ideas given to them by their users when Twitter had
only began as a startup company. In the article, "Twitter Serves Up Ideas
From Its Followers," the writer states, "But it was a learning
process for the company. The founders did not like several user-generated
Twitter features at first, but accepted them once they saw that others were
adopting them, Mr. Williams said. When people started referring to Twitter
posts as 'tweets,' Twitter resisted until a few months ago, when it applied for
a trademark on the term." It can be said that the founders of Twitter had acknowledged
and utilized the feedback of users in order to create the successful website
that it is today. By recognizing that the internet is a hub for creativity
generated by the endless number of users, we may see that new media promotes creative
expression by providing users with a tool to work with and feedback for growth.
Citation:
Miller, Claire Cain. "Twitter
Serves Up Ideas From Its Followers." The New York Times. The New
York Times, 25 Oct. 2009. Web. 27 Mar. 2017.
Monday, March 20, 2017
Modeling Reality with Virtual Worlds
Virtual worlds, or virtual reality,
is the technology that allows humans to experience a simulation, or
representation, of reality. This technology is relatively new and it is used for all types of purposes
including entertainment and profession training. In terms of entertainment,
many virtual reality technologies are being used for the development of video
games. Video game players are allowed to explore different interactive settings
and experiences that are not bound to the rules and limits of reality. For
example, in the article, "No Budget, No Boundaries: It's the Real
You," a psychologist states that, "It's the newest manifestation of
how people live vicariously: if I can't afford a Bentley, my avatar can." For
the purpose of profession training, virtual reality technologies are also being
implemented into many different fields of work, including military professions,
medical professions, and many other specialized fields, and these technologies
allow for individuals to be trained in a safe, secure environment. In addition,
training through the use of virtual reality technologies is considered to be
inexpensive compared to the cost of real-life training. For example, the
article, "Avatar II: The Hospital", states that, "Medical
schools traditionally have run such exercises using computerized mannequins,
which can be programmed to exhibit certain symptoms. But each mannequin costs
about $65,000, so there may be just one for every 50 or 100 students. In second
life, though, every student can take on a nurse or doctor avatar and practice
interviewing virtual patients, filling in medical charts and making
diagnoses." As with all technology, the use of virtual worlds also has its
pros and cons. The main advantages of virtual worlds includes its potential for
aiding in the training of all types of specialized fields, its promising
capabilities in improving all forms of entertainments, and its ability to remove
the restrictions of reality to provide uncommon experiences. The disadvantages
of virtual worlds includes a sense of anonymity which results in possible
illegal activity, lag time as a result of poor hardware that some are limited
to, and lack of acuity by some individuals that wish to partake in the use of
these technologies.
Virtual worlds foster creativity by
mainly removing the restrictions, and circumstances, that inhibits us within
reality. By creating simulations, or representations, of reality through
virtual worlds, users appeal to the fact that real-world risks are removed and
users may want to experiment. Without restriction, it is up to the user to question
themselves and to decide what they want to attempt and experience. I believe virtual
reality technologies will continue to grow over the next few years and that the
use of virtual worlds for profession training will become more common in the
future as businesses, relating to even more fields of occupation, consider the
lower costs of training through virtual reality technologies compared to conventional
methods.
Citation:
Citation:
Ferla, Ruth La. "No Budget, No
Boundaries: It’s the Real You." The New York Times. The New York Times, 21 Oct. 2009. Web. 20 Mar. 2017.
Simon, Stephanie. "Avatar II: The
Hospital." The Wall Street Journal. Dow Jones & Company, 13 Apr. 2010. Web. 20 Mar. 2017.
Tuesday, March 14, 2017
Blog about Twitter
Twitter discussions, BlackBoard discussions and in-class discussions are three means of communication that allows for modern day students to connect with their peers. These three methods of discussion similarly allows the average student to share ideas and thoughts with ease but they may also be compared to show their unique differences. Twitter discussions differ from BlackBoard discussions in mainly formality and audience. The discussions on Twitter consists of many small, public conversations, also called "tweets," and contains informal language and slang as users mainly speak with comfort. In contrast, BlackBoard discussions tends to be written with more formal, academic language and the discussions are usually directed towards a single academic group of students to invoke course-related ideas and thoughts. In addition, in-class discussions greatly differs from both, Twitter discussions and BlackBoard discussions. In-class discussions occur in person within the classroom rather than through the use of the internet. Within in-class discussions, only one individual speaks at a single time and there tends to be more focused attention on the verbal thoughts that are communicated compared to discussions through the internet. Each of the three forms of discussions have its own exclusive appeal and it is up to the user to decide which is best for the type of discussions that they plan to engage in.
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