Showing posts with label IFI7101. Show all posts
Showing posts with label IFI7101. Show all posts

Monday, October 31, 2011

IFI7101: Final Essay

What are new standards for writing narratives with new media?

New media – how we show what we know in the digital age.
Jason Ohler

Modern literacy has always meant being able to both read and write narrative in the media forms of the day, whatever they may be. Just being able to read is not sufficient. According to Jason Ohler, author of several publications on new media and digital storytelling, being able to read and write multiple forms of media and integrate them into a meaningful whole is the new hallmark of literacy.

Explaining narrative and new media

For a better understanding of writing narratives with new media, some explication on both concepts, „narrative“ and „new media“, is essential. A simplistic definition describes narrative as a story or account of events, experiences, or the like, whether true or fictitious; or a book, literary work, etc, containing such a story. Narrative can also be seen as the art, technique, or process of narrating. /8/ Marie-Laure Ryan (2004, p. 337) gives a more sophisticated definition characterizing a narrative text as „one that brings a world to the mind (setting) and populates it with intelligent agents (characters). These agents participate in actions and happenings (events, plot), which cause global changes in the narrative world. Narrative is thus a mental representation of causally connected states and events that captures a segment in the history of a world and of its members.“ In media terms, narrative is the coherence or organisation given to a series of facts. The human mind needs narrative to make sense of things – we connect events and make interpretations based on those connections. In everything we seek a beginning, a middle and an end. We understand and construct meaning using our experience of reality and of previous texts. /9/ Therefore, narratives play an essential role in our lives.

New media, the second fundamental concept, is a rather broad term that emerged in the later part of the 20th century to encompass the amalgamation of traditional media, such as film, images, music, spoken and written word, with the interactive power of computer and communications technology, computer-enabled consumer devices and most importantly the Internet. /10/ The initially expensive and difficult world of new media has quickly become so inexpensive and easy to use that anyone with an average computer and a small budget is able to actively create rather than just passively consume media. The rise of new media has increased communication between people all over the world and the Internet. It has allowed people to express themselves through blogs, websites, pictures, and other user-generated media. We live in the Digital Age. What does it mean? Quoting Ohler, on a technical level: we are bathed in bits; on an emotional, humanistic level: we are immersed in stories. In other words, the Digital Age has unleashed the Storytelling Age. /13/ We all get to tell our stories in our own way on the great stage of the Internet. This is our time; quite literally as Time Magazine named „us” as the person of the year on the cover of the December 25, 2006 issue. /17/

Do new media produce new narratives?

Knowing the definitions, we can go on to pose a question whether new (digital) media also produce new narratives. Ryan (2004, p. 337) starts Chapter 12 in her book Narratives across Media: the Languages of Storytelling with the following question: „Who should we follow: George Landow, who claims that hypertext will reconfigure the narrative experience by turning readers into coauthors; Janet Murray, who regards digital media as a new stage on which old narratives will be replayed in new dimensions (as the title of her book Hamlet on the Holodeck suggests); Espen Aarseth, who thinks that the future of cybertexts lies not in storytelling but in computer games; or Katherine Hayles, who equates digital meaning with complexity, fragmentation, fluidity, resistance to totalization, aporia, paradox, emergence, or self-organizing capabilities – features more likely to bring in a post-narrative, post-human literature than to transform the basic conditions of narrativity?“

When we think of traditional narratives, we usually rely on a sequence of events. Most old media objects such as print fiction, newspapers, television shows, and cinema, normally tell stories, which have a beginning and an end. But how is it with the sequence in new media? Lev Manovich (2001, p. 194-195) argues that „after the death of God (Nietzsche), the end of grand Narratives of Enlightenment (Lyotard), and the arrival of the Web (Tim Berners-Lee), the world appears to us as an endless and unstructured collection of images, text, and other data records.“ According to Manovich, the fundamental forms of new media are therefore the database and the algorithm, a sequence of simple operations a computer can execute to perform a given task. In computer function, the algorithm plays process „yang“ to the database’s content „yin“; they are both necessary to the working computer. Video games present an example of the use of algorithm in new media. In pursuing the goal associated with winning a game, the player usually follows a simple implied instruction set, an algorithm. The pursuit of this goal through the algorithmic set of instructions is what gives the player the experience of a narrative.

Jenny Vogel, an artist whose work explores the world as viewed through new media technology using web cameras, blogs and Google searches as source material, introduced her 2010 exhibition in New York, The Narrative Arc: Methods of Storytelling in Visual Art, saying that „narratives are based on a sequence of events, no matter how improbable, as long as it sets off an emotional tick, to which subsequent episode can provide an answering tock.“ /20/ According to Vogel, the moving image, the graphic novel, or digital art might be the most obvious media where both text and image collide, providing a bridge between the two disciplines. The two distinct examples of new media narratives, video games and visual art, indicate the existence of a variety of different ways in which a story can be unfolded in new media environments, yet they still rely on some form of sequence and relationship, connecting the „yin“ with its „yang“ or the „tick“ with its „tock“.

But let us come back to the more ubiquitous meaning of storytelling and narratives. In everyday situations, we usually do not think in terms of algorithms, and not all of us are gifted to convery images into meaningul stories, yet we all create narratives and we all leave an imprint. Storytelling has been with us for thousands of years, but during the age of new media it has taken on new expression and new meaning. It is with the variety of digital tools that ordinary people can finally tell their own real-life stories. Within half of a century, we have shifted from the consumption based storytelling culture (the traditional mass media) to a culture that listens and tells stories. According to Ohler, the lag time between new media evolving from read-only to write-possible is shrinking dramatically. He describes the current era as the beginning of Web 3.0 – an intelligent, semantic ecosystem that inevitably we will all „write“ by virtue of how we create content. It is a read-write web within everyone’s grasp and it promises to change anything we do that is web-based – in other words, absolutely everything. /11/

Today, with just a little training, the least technical among us can create a basic weblog in minutes. With a little experience, we can turn our blogs into media-rich information sources thanks to YouTube, SlideShare and other services that make it easy for the non-technicians to produce their own media. The new media diaries substitute the traditional paper diaries. Books still exsist, but they are often read on digital devices such as Kindle or most recently the iPad, which means they must also be produced for these new formats. A recently posted YouTube video, A Magazine Is An iPad That Does Not Work, shows how magazines are now useless and impossible to understand, for digital natives. It shows real life clip of a 1-year old, growing among touch screens and print. And how the latter becomes irrelevant. /19/ Writing letters in ink can no longer compete with e-mails. School work is not scribbled in sketchbooks, instead it is posted on blogs. Essays are no longer plain text, instead students are encouraged to create digital stories integrating multiple forms of media. The idea of merging traditional storytelling with today’s digital tools is spreading worldwide and across different fields, most commonly in education.



What are new standards for writing narratives with new media?

Ryan (2004, p. 338) singles out five properties of digital media as the most fundamental that affect narrativity: reactive and interactive nature, multiple sensory and semiotic channels (multimedia capabilities), networking capabilities, volatile signs, and modularity.

These properties are used to create new media narratives, such as distributed narratives, spread across time, space and the network; sequential fragmented narratives, segmented and ordered into small chapters or tweets and made available to a broad audience; aggregated narratives, which use algorithm or search to draw the narrative together; spatial narratives, embedded into real geographical locations with itineraries for exploring the novels parallel in real and virtual world. New media offer a wide range of new ways to present stories as well as new modes of user involvement: exchanging stories in real time, impersonating a character, and participating in the collective creation of a story. Narrating in new media environments is liberating and demanding at the same time. „We increasingly have affordable and ubiquitous tools to help us communicate and enrich engaging narratives. We now need a new generation of leaders to put these tools to good use,” says John Hagel, co-chairman at Center for the Edge. /4/

A lot of discussion on new media narratives has been around its non-linearity. Various authors have questioned whether some of the new media narratives can be called narratives at all. I had a great chance to listen to Pedro Monteiro, a Portuguese graphic designer, on the INMA European Conference 2011 in Lisbon. Discussing narratives for digital distribution, he confronts these critics by bringing examples of traditional (print) narratives that are non-linear, because of physical space constraints that pages impose and the way graphic design copes with it. Pictures, text, captions, etc, all relate to the story being told, but the way the bits of the story are laid out reinforces its non-linearity. Monteiro does not focus on the timeline, but on interruptions of the narrative itself. He explains how we can prevent it on digital publishing. In a good storytelling experience, a linear one, each item that exists to aid the main story is placed in an exact location. In a digital narrative, storytellers are not obligated to choose text over audio, or pictures over video. They must choose the best way to communicate each bit, each episode. The choice should flow from the content itself. Added material for a story must be presented in a way that can either be fully explored by a reader, or moved forward, without loss for the narrative experience. The final linear narrative will be a flow of content, presented using every digital tool available. Monteiro believes that with the advent of digital devices and rich new ways of shaping content, it is time to rethink how we produce and present our stories. /7/

An interesting form of new media storytelling is transmedia storytelling, also known as multiplatform storytelling. It is the technique of telling stories across multiple platforms and formats using current digital technologies. From a production standpoint, it involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content over multiple channels. Importantly, these pieces of content are not only linked together, but are in narrative sync with each other. /18/ As of 2011, both traditional and dedicated transmedia entertainment studios are beginning to embrace transmedia storytelling techniques in search of a new storytelling form. Developing technologies have enabled projects to now begin to include single-player experiences in addition to real-time multiplayer experiences such as alternate reality games.

Some notable examples of transmedia storytelling include: Cathy's Book, a transmedia novel by Sean Stewart; Slide, a native transmedia experience for Fox8 TV in Australia; ReGenesis, a Canadian television series with a real-time transmedia (alternate reality game) extension that took place in sync with the episodes as they aired. To further explain this, let us take Slide. The Australian teen drama series follows the lives and exploits of five teenagers making their way into adulthood in the city of Brisbane, Queensland. The series is multi-platform and encourages the viewer to view extra content online via apps and social networking such as Facebook and Twitter. Webisodes of events that take place before and after episodes are also available on YouTube. /16/

Another form of writing narratives with new media is microblogging. I consider it quite an opposite practice. While transmedia storytelling uses multiple forms and platforms to permeate our daily lives, microblogs consist of small elements of content such as short sentences, individual images, or video links. /6/ For example, the 140 Novel, a Twitter-based novel by three people writing a single sentence each time in a single account. That is where the name 140 comes from, the character limit on Twitter. /1/ Similarly, Facebook Timeline will soon offer the social network users to tell their life story in a short but telling way, with a new kind of profile composed of the most memorable posts, images, and a new class of social apps that let the users express who they are through the things they do. /3/



These are only a few possibilities offered by new media to produce creative alternatives to a narrative experience. And it remains the storyteller’s choice to decide on the best technique to communicate the story.

Why do we need narratives so bad?

Hagel discusses narratives and their place in this post-modern era. According to Hagel, narratives provide stability and continuity in our lives. When confronted with a growing barrage of demands on our attention, they help us to filter, select and prioritize what should receive our attention. By inviting people to take initiative, narratives encourage people to lead. They also help participants construct meaning, purpose and identity for themselves, to situate participants in a broader context and to build relationships across participants. At their most profound level, narratives help to ignite and nurture passion within us. /4/

Ohler adds from the educational perspective, that being able to actively create rather than just passively consume new media is important for the obvious reason that it teaches literacy and job skills that are highly valued in a digital society. Hands-on media creation plays an important role in the development of media literacy – the ability to recognize, evaluate, and apply the techniques of media persuasion. Writing media compels reflection about reading media, which is crucial in an era in which professional media makers view young people largely in terms of market share. Thus, a new dimension of literacy is now in play – namely, the ability to adapt to new media forms and fit them into the overall media collage quickly and effectively. „Committing a bad story to digital media is like giving a bad guitar player a bigger amplifier,“ he says. /12/

Center for Digital Storytelling, an international nonprofit training, project development, and research organization, assists youth and adults around the world in using digital media tools to craft and record meaningful stories from their lives and share these stories in ways that enable learning, build community, and inspire justice. /2/ At the core of their work is a commitment to narrative, an enduring respect for the power of individual voices and a deep set of values and principles that recognize how sharing and bearing witness to stories can lead to learning, action, and positive change. Storytelling has a history rich in timeless skills, perspective and sense of audience. Good teaching is often a matter of good storytelling.

In conlusion

To conclude, I would say that new media do produce new narratives. To me the biggest and perhaps the most important difference that comes with this change is that now everyone is able to tell stories, rather than only read or listen. This fact by itself creates a variety of different narrative forms.

What does not change is the reason why we produce narratives. That is to make sense of things around us, to understand and construct meaning. Therefore, I also agree with Ryan (2004, p. 354) when she says that „digital media have no more impact on the cognitive model through which we filter texts and make sense of human action than the experiments of postmodern fiction. The texts supported by digital media may satisfy to various degrees the universal cognitive model, or they may produce creative alternatives to a narrative experience, but they do not and cannot change the basic conditions of narrativity.” No matter how high tech we become, telling stories to each other orally will endure as one of our primary and most powerful forms of communication. It will always be an important skill to have in the workplace, in our communities and in our schools. „Bottom line: No matter how sophisticated our technology becomes, the future of digital storytelling will involve writing and conventional forms of literacy,“ says Ohler. /12/ A short YouTube video, Change Your Words, Change Your World, beautifully empasizes this powerful role of words. /15/



However, digital media affect narratives. They offer new modes of user involvement and new things to do with narrative: exchange stories in real time, impersonate a character, and participate in the collective creation of a story. They also produce new ways to present stories, which necessitate new interpretive strategies on the part of users. However, the impact of digitality on narrative is not a matter of developing a new logic but, rather, a matter of finding the right fit between the medium and the form and substance of the narrative content. Technological innovations liberate new narrative energies and exploit new possibilities, but „the survival of narrative does not depend on its ability to adapt itself to new media. Rather, it is the future of new media as a form of entertainment that depends on their ability to develop their new forms of narrativity,” concludes Ryan (2004, p. 356).

References

  1. 140 Novel. twitter.com/140novel. Retrieved October 20, 2011.
  2. Center for Digital Storytelling. www.storycenter.org. Retrieved October 20, 2011.
  3. Facebook Timeline. www.facebook.com/about/timeline. Retrieved October 20, 2011.
  4. Hagel, John. The Pull of Narrative – In Search of Persistent Context edgeperspectives.typepad.com/edge_perspectives/2011/05/the-pull-of-narrative-in-search-of-persistent-context.html. Retrieved October 20, 2011.
  5. Manovich, Lev. The Language of New Media. The MIT Press, 2001. 354 pages.
  6. Microblogging. Wikipedia.org. en.wikipedia.org/wiki/Microblogging. Retrieved October 20, 2011.
  7. Monteiro, Pedro. Narratives for Digital Distribution. digital-distribution.org/2011/07/03/narratives-for-digital-distribution. Retrieved October 21, 2011.
  8. Narrative. Dictionary.com. dictionary.reference.com/browse/narrative. Retrieved September 30, 2011.
  9. Narrative. Mediaknowall.com. www.mediaknowall.com/as_alevel/alevkeyconcepts/alevelkeycon.php?pageID=narrative. Retrieved September 30, 2011.
  10. New media. Wikipedia.org. en.wikipedia.org/wiki/New_media. Retrieved September 30, 2011.
  11. Ohler, Jason. Beyond Words: New Media Literacy, Fluency and Assessment in Education. www.jasonohler.com/storytelling/beyondwords.cfm. Retrieved October 20, 2011.
  12. Ohler, Jason. Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning and Creativity. Part I – Storytelling, Literacy and Learning. www.jasonohler.com/storytelling/storyeducation.cfm. Retrieved October 20, 2011.
  13. Ohler, Jason. Digital Storytelling in the Classroom: New Media Pathways to Literacy, Learning and Creativity. Part II – The Art of Storytelling. www.jasonohler.com/storytelling/storymaking.cfm. Retrieved October 20, 2011.
  14. Ryan, Marie-Laure. Narrative across Media: The Languages of Storytelling. University of Nebraska Press, 2004. 422 pages.
  15. Sethagardner. The Power of Words. YouTube. youtu.be/Wgi0t2ap-us. Retrieved October 20, 2011.
  16. Slide. www.fox8.tv/shows/slide. Retrieved October 20, 2011.
  17. Time Magazine. Cover of the December 25, 2006 issue.
  18. Transmedia storytelling. Wikipedia.org. en.wikipedia.org/wiki/Transmedia_storytelling. Retrieved October 20, 2011.
  19. UserExperiencesWorks. A Magazine Is An iPad That Does Not Work. YouTube. youtu.be/aXV-yaFmQNk. Retrieved October 20, 2011.
  20. Vogel, Jenny. The Narrative Arc: Methods of Storytelling in Visual Art. untonthesquare.unt.edu/narrative-arc-methods-storytelling-visual-art. Retrieved October 1, 2011.

Monday, October 3, 2011

IFI7101: Final CMAP

NEW MEDIA

How we show what we know in the digital age.

Final concept map:

Sunday, September 18, 2011

IFI7101: Session 13

[14.9] Session 13 – Design issues and processes

Lecture and seminar by David Lamas

Driving question:

How is New Media designed and deployed?
Is it art or engineering?

The walls between art and engineering exist only in our minds

Maybe the question that needs to be asked is how far apart art and engineering actually are. In general it seems that people put them at opposite sides of the spectrum with art being all about creativity and engineering all logical and scientific.

For me the art of engineering is so much more than just creativity – it is something that goes to the core of function, aesthetics, and problem solving. I believe that we as engineers need to create solutions that actually enhance people's lives. The point where all of this comes together is the point were we as engineers can start to be artists.

It is more than function and more than beauty – true engineering art should take your breath away and change the way you see the world. That is the kind of art that I want to create.

Definition by Duncan Drennan

Concept map:

Saturday, September 10, 2011

IFI7101: Session 8


Lecture and seminar by David Lamas

Driving questions:

1) What is privacy and how is if affected by this era of Google and Facebook? Don't we care about privacy any longer?

2) And what about security? What are the current issues and how does this concept relate to the softer privacy concepts?

There's more on privacy and security matters under my previous posts:


The Internet has brought new concerns about privacy in an age where computers can permanently store records of everything: where every online photo, status update, Twitter post and blog entry by and about us can be stored forever.

Internet privacy involves the desire or mandate of personal privacy concerning transactions or transmission of data via the Internet. It also involves the exercise of control over the type and amount of information revealed about a person on the Internet and who may access said information.

People with only a casual concern for Internet privacy need not achieve total anonymity. Internet users may achieve an adequate level of privacy through controlled disclosure of personal information. The revelation of IP addresses, non-personally-identifiable profiling, and similar information might become acceptable trade-offs for the convenience that users could otherwise lose using the workarounds needed to suppress such details rigorously. On the other hand, some people desire much stronger privacy. In that case, they may try to achieve Internet anonymity to ensure privacy – use of the Internet without giving any third parties the ability to link the Internet activities to personally-identifiable information (P.I.I.) of the Internet user. In order to keep your information private, people need to be careful on what they submit and look at online. When filling out forms and buying merchandise, that becomes tracked and because your information was not private, companies are now sending you spam and advertising on similar products.

In today's technological world, millions of individuals are subject to privacy threats. Companies are hired not only to watch what you visit online, but to infiltrate the information and send advertising based on your browsing history. People set up accounts for Facebook; enter bank and credit card information to various websites.

With the creation of Facebook and the continued popularity of MySpace many people are giving their personal information out on the internet. These social networks keep track of all interactions used on their sites and save them for later use. Most users are not aware that they can modify the privacy settings and unless they modify them, their information is open to the public.

Another privacy issue with social networks is the privacy agreement. The privacy agreement states that the social network owns all of the content that users upload. This includes pictures, videos, and messages are all stored in the social networks database even if the user decides to terminate his or her account. Additionally, the advent of the Web 2.0, which is the system that facilitates participatory information sharing and collaboration on the World Wide Web, allows for Facebook and other social networking media websites filter through the advertisements, assigning specific ones to specific age groups, gender groups, and even ethnicities. Web 2.0 has caused social profiling and is a growing concern for Internet privacy.

Social networking has redefined the role of Internet privacy. Since users are willingly disclosing personal information online, the role of privacy and security is somewhat blurry. Sites such as Facebook, Myspace, and Twitter have grown popular by broadcasting status updates featuring personal information such as location. Facebook Places, in particular, is a Facebook service which publicizes user location information to the networking community. Users are allowed to "check-in" at various locations including retail stores, convenience stores, and restaurants. Also, users are able to create their own place, disclosing personal information onto the Internet.

In one way or another, it is the user's prerogative to apply privacy settings when providing personal information on the internet and it should be done smartly.

Concept map:

Thursday, September 8, 2011

IFI7101: Session 7


Lecture and seminar by David Lamas

Driving question:

How do we go about pushing interactive media closer to the Semantic Web and the Internet of Things concepts?

Metadata

The term metadata is an ambiguous term which is used for two fundamentally different concepts (types). Although the expression "data about data" is often used, it does not apply to both in the same way. Structural metadata, the design and specification of data structures, cannot be about data, because at design time the application contains no data. In this case the correct description would be "data about the containers of data". Descriptive metadata, on the other hand, is about individual instances of application data, the data content. In this case, a useful description would be "data about data contents" or "content about content" thus metacontent.

Metadata (metacontent) is traditionally found in the card catalogs of libraries. As information has become increasingly digital, metadata is also used to describe digital data using metadata standards specific to a particular discipline. By describing the contents and context of data files, the quality of the original data/files is greatly increased.

For example:
  1. A webpage may include metadata specifying what language it's written in, what tools were used to create it, and where to go for more on the subject, allowing browsers to automatically improve the experience of users.
  2. A digital image may include metadata that describes how large the picture is, the color depth, the image resolution, when the image was created, and other data. Metadata may be written into a digital photo file that will identify who owns it, copyright and contact information, what camera created the file, along with exposure information and descriptive information such as keywords about the photo, making the file searchable on the computer and/or the Internet. Some metadata is written by the camera and some is input by the photographer and/or software after downloading to a computer.
Metadata on the Internet

The HTML format used to define web pages allows for the inclusion of a variety of types of metadata, from basic descriptive text, dates and keywords to further advanced metadata schemes such as the Dublin Core, e-GMS, and AGLS standards. Pages can also be geotagged with coordinates. Metadata may be included in the page's header or in a separate file. Microformats allow metadata to be added to on-page data in a way that users do not see, but computers can readily access.

Interestingly, many search engines are cautious about using metadata in their ranking algorithms due to exploitation of metadata and the practice of search engine optimization, SEO, to improve rankings. See Meta element article for further discussion.

Ontology

In computer science and information science, an ontology formally represents knowledge as a set of concepts within a domain, and the relationships between those concepts. It can be used to reason about the entities within that domain, and may be used to describe the domain.

Ontologies are the structural frameworks for organizing information and are used in artificial intelligence, the Semantic Web, systems engineering, software engineering, biomedical informatics, library science, enterprise bookmarking, and information architecture as a form of knowledge representation about the world or some part of it.

Examples of applications using ontology engines

SAPPHIRE or Situational Awareness and Preparedness for Public Health Incidences and Reasoning Engines is a semantics-based health information system capable of tracking and evaluating situations and occurrences that may affect public health.

Folksonomy

A folksonomy is a system of classification derived from the practice and method of collaboratively creating and managing tags to annotate and categorize content; this practice is also known as collaborative tagging, social classification, social indexing, and social tagging.

Folksonomies became popular on the Web around 2004 as part of social software applications such as social bookmarking and photograph annotation. Tagging, which is one of the defining characteristics of Web 2.0 services, allows users to collectively classify and find information. Some websites include tag clouds as a way to visualize tags in a folksonomy.

A good example of a social website that utilizes folksonomy is 43 Things, a social networking website that is built on the principles of tagging, rather than creating explicit interpersonal links (as seen in Friendster and Orkut). Users create accounts and then list a number of goals or hopes; these goals are parsed by a lexer and connected to other people's goals that are constructed with similar words or ideas.

The Semantic Web

The Semantic Web is a "man-made woven web of data" that facilitates machines to understand the semantics, or meaning, of information on the World Wide Web. The concept of Semantic Web applies methods beyond linear presentation of information (Web 1.0) and multi-linear presentation of information (Web 2.0) to make use of hyper-structures leading to entities of hypertext.

It extends the network of hyperlinked human-readable web pages by inserting machine-readable metadata about pages and how they are related to each other, enabling automated agents to access the Web more intelligently and perform tasks on behalf of users. The term was coined by Tim Berners-Lee, the inventor of the World Wide Web and director of the World Wide Web Consortium ("W3C"), which oversees the development of proposed Semantic Web standards. He defines the Semantic Web as "a web of data that can be processed directly and indirectly by machines."

"Semantic Web" is sometimes used as a synonym for "Web 3.0", though each term's definition may vary depending on whom you ask. Many believe that Web 3.0 is the "next big thing"[citation needed] but there only lies speculation as to just what that might be. It will be an improvement in the respect that it will still contain Web 2.0 properties while continuing to add to its ever expanding lexicon and library of applications.





The Internet of Things

The Internet of Things refers to uniquely identifiable objects (Things) and their virtual representations in an Internet-like structure. The concept of the Internet of Things has become popular through the Auto-ID Center. Radio-frequency identification (RFID) is often seen as a prerequisite for the Internet of Things. If all objects of daily life were equipped with radio tags, they could be identified and inventoried by computers. However, unique identification of things may be achieved through other means such as barcodes or 2D-codes as well.

Although the idea is simple, its application is difficult. If all objects in the world were equipped with miniscule identifying devices, daily life on our planet could undergo a transformation. Such a system could greatly reduce the chances of a company running out of stock or wasting products, as all involved parties would know exactly which products are required and consumed. Mislaid items and physical theft would be affected by the fact that the location of an item would be known at all times.



Concept map:

IFI7101: Session 6

[7.9] Session 6 – Social interaction in new media communities

Lecture and seminar by Kai Pata

Question to answer:

How does a community serve as a "cultural interface" to mediate communication with computers?

Concept map:


Wednesday, September 7, 2011

IFI7101: Session 5


Lecture and seminar by Kai Pata

A lecture based on the history and trends in interpreting what is new media and how it influences the society, culture and economy.

Questions to answer:
  1. What characterizes new media?
  2. New media – a technology or culture?
Concept map:

Tuesday, September 6, 2011

IFI7101: Session 4


Lecture and seminar by David Lamas

Driving questions:
  1. Where do we draw the line between man and machine?
  2. Can we differentiate between an "enhanced" human (for instance, a person with an artificial hand or a heart pacer) and a cyborg?
  3. What, if any, are the legal, moral, ethical and political differences between humans and cyborgs?
  4. Will technology replace biology?
Cyborg

A cyborg is a being with both biological and artificial (e.g. electronic, mechanical or robotic) parts. Generally, the term "cyborg" is used to refer to a human with bionic, or robotic, implants.



Technological singularity

Technological singularity refers to the hypothetical future emergence of greater-than human intelligence through technological means. Since the capabilities of such an intelligence would be difficult for an unaided human mind to comprehend, the occurrence of technological singularity is seen as an intellectual event horizon, beyond which the future becomes difficult to understand or predict. The term was coined by science fiction writer Vernor Vinge, who argues that artificial intelligence, human biological enhancement or brain-computer interfaces could be possible causes for the singularity.

Proponents of the singularity typically anticipate such an event to precede an "intelligence explosion", wherein superintelligences design successive generations of increasingly powerful minds. The concept is popularized by futurists like Ray Kurzweil and widely expected by proponents to occur in the early to mid twenty-first century.

Tecnological singularity by Vernor Vinge

Vinge argues that the creation of superhuman artificial intelligence will mark the point at which "the human era will be ended," such that no current models of reality are sufficient to predict beyond it.

"Within thirty years, we will have the technological means to create superhuman intelligence. Shortly after, the human era will be ended," he says.

So, is becoming cyborgs part of our collective future?

Here are some of my thoughts...

Listening to and watching the videos of Kevin Warwick and his human experiments, I have no question or doubt that these experiments to merge men and computers will only grow and become more common in the future. We are depending on the technology more than we want to or are ready to admit. There are already so many technical implants in human bodies that help to cope with the shortfall of health - problems that only biology cannot fix. It is after all our natural instinct to do whatever it takes to survive. We have already made computers portable and as small as possible for comfortable use. Implanting them inside us is only one step further. And there are many of us willing to experiment with whatever new techology has to offer.

Cyborgs are already part of us, whether we call them anyone who use technology to repair or overcome their physical and mental constraints (including artificial limbs and hands as well as a device for helping colour-blind people to "hear" in colour) or more strictly those who experiment with technology to increase or enhance normal capabilities. The question is when we arrive to the point at which they become a majority. And does that mark the end of human era? Or is it only natural that we extend the definitions of what is human and what is normal as we extend ourselves?

It's also quite evident that to overcome the tecnologigal singularity, or in other words the intellectual event horizon, we need to become something more than human in today's sense, we need to extend ourselves. Perhaps it works like the natural selection where only those with advanced capabilities and ability to adjust will survive. And I must admit, my mind is at the point beyond which this topic becomes difficult for me to understand or predict. It sounds logical that to overcome the barrier, we need to create successive generations of increasingly powerful minds, but where do we draw the line between man and machine?

British mathematician Irving John Good has said, already back in 1965: "Let an ultraintelligent machine be defined as a machine that can far surpass all the intellectual activities of any man however clever. Since the design of machines is one of these intellectual activities, an ultraintelligent machine could design even better machines; there would then unquestionably be an "intelligence explosion," and the intelligence of man would be left far behind. Thus the first ultraintelligent machine is the last invention that man need ever make."

Sounds a bit frightening to me... But who am I? A human with an unaided human mind.

... and the concept map to conclude it.

IFI7101: Session 3


Lecture and seminar by David Lamas


Driving questions:

1) How do you see the evolution of interacting with and through interactive media? Are natural user interfaces the future or part of the future? Are the previous interaction styles dead or condemned?

2) Should mobile user interfaces be regarded as a completely new interaction style? If so, what would their distinctive characteristics be?


Concept map:

Monday, September 5, 2011

IFI7101: Session 2


Lecture and seminar by David Lamas


Driving questions:

1) Is interactive media a subset of new media?

Interactivity can be considered a central concept in understanding new media, but different media forms possess different degrees of interactivity, and some forms of digitized and converged media are not in fact interactive at all. Tony Feldman considers digital satellite television as an example of a new media technology that uses digital compression to dramatically increase the number of television channels that can be delivered, and which changes the nature of what can be offered through the service, but does not transform the experience of television from the user's point of view, and thus lacks a more fully interactive dimension. It remains the case that interactivity is not an inherent characteristic of all new media technologies, unlike digitization and convergence.

2) Do we drive interactive media or does it drive us?

While some perspectives suggests that the technology drives – and therefore is a determining factor – in the process of globalization, arguments involving technological determinism are generally frowned upon by mainstream media studies. Instead academics focus on the multiplicity of processes by which technology is funded, researched and produced, forming a feedback loop when the technologies are used and often transformed by their users, which then feeds into the process of guiding their future development.

Commentators such as Castells espouse a "soft determinism" whereby they contend that "Technology does not determine society. Nor does society script the course of technological change, since many factors, including individual inventiveness and entrpreneurialism, intervene in the process of scientific discovery, technical innovation and social applications, so the final outcome depends on a complex pattern of interaction. Indeed the dilemma of technological determinism is probably a false problem, since technology is society and society cannot be understood without its technological tools." This, however, is still distinct from stating that societal changes are instigated by technological development, which recalls the theses of Marshall McLuhan.

Manovich and Castells have argued that whereas mass media "corresponded to the logic of industrial mass society, which values conformity over individuality," new media follows the logic of the postindustrial or globalized society whereby "every citizen can construct her own custom lifestyle and select her ideology from a large number of choices. Rather than pushing the same objects to a mass audience, marketing now tries to target each individual separately."

Media determinism, a subset of technological determinism, is a philosophical and sociological position which posits the power of the media to impact society. As a theory of change, it is seen as a cause and effect relationship. New media technologies bring about change in society. Much like the "magic bullet" theories of mass communication, media determinism provides a somewhat simplistic explanation for very complicated scenarios. Cause and effect relationships are reduced to their most basic premise, and explained as such. Techno-centrist theories make everything explainable in light of the media's relation to technological developments. Two leading media determinists are the Canadian scholars Harold Innis and Marshall McLuhan.

3) How is interactive media facilitated and what does it facilitate?

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.

Wikipedia, an online encyclopedia, is an example, combining Internet accessible digital text, images and video with web-links, creative participation of contributors, interactive feedback of users and formation of a participant community of editors and donors for the benefit of non-community readers. Facebook is an example on the social media model, in which most users are also participants.

The rise of new media has increased communication between people all over the world and the Internet. It has allowed people to express themselves through blogs, websites, pictures, and other user-generated media.

Concept map:

Wednesday, September 29, 2010

New Media: Concept map 2

Session 6 [7.9]: Social interaction in new media communities

Key topics
  1. What is communication and the discourse. Medium, message, meaning. Activity theory and mediators.
  2. Social interaction with computers. Intersubjectivity. Interaction modes and models. Automatic tutoring systems.
  3. Networking and communities. Social networking and awareness. Connectivism.
  4. Communities of practice. Identity. Situated cognition. Socially constructed knowledge.
  5. Interactions based on swarming. 
Questions to answer
  1. How does a community serve as a "cultural interface" to mediate communication with computers?
  2. Think of the terms related with social interaction with new media. Draw a concept map of social interaction.

Thursday, September 16, 2010

IFI7101: Essay topics

These are presented in relation to each lecture.
  1. What characterizes new media?
  2. New media – a technology or culture?
  3. Is interactive media a subset of new media?
  4. Do we drive interactive media or does it drive us?
  5. How is interactive media facilitated and what does it facilitate?
  6. How does a community serve as a "cultural interface" to mediate communication with computers?
  7. Does new media narrative change our identity? (Will new media lead us back to the global tribe?)
  8. What are new standards for writing narratives with new media?
  9. Mixed media perception – how we may perceive one new media application? For this essay choose one new media application that is largely based on mixed media information. How can you explain the effect of new media on people, using this new media application as an example?
  10. Learning at hybrid places: applications of the triplet Content-User-Tag (geotag). In this empirical essay you should investigate and explain interaction, knowledge building and learning possibilities in hybrid environments (combined from real locations and new media).
  11. Digital ecosystem – a fertile metaphor or the new type of ecosystem that uses ecological principles? In this empirical essay you should describe how you conceptualize digital ecosystem concept using the examples from new media environments.

Wednesday, September 15, 2010

IFI7101: Compulsory literature

  1. Moggridge, Bill (2007). Designing Interactions. The MIT Press
  2. Nissenbaum, Helen (2009). Privacy in Context: Technology, Policy, and the Integrity of Social Life. Stanford Law Books
  3. Norman, Donald (2002). The Design of Everyday Things. Basic Books
  4. Lev Manovitch (2008). Software Takes Command
  5. Lievrouw, L. A. and Livingstone, S. (2004). The Handbook of New Media. Chapter 10. Exploring Models of Interactivity from Multiple Research Traditions: Users, Documents, Systems (pp.163-182). Sage Publications
  6. Oostendorp van H. (2003). Cognition in a digital world. Working memory constraints in integration and comprehension of information in a multimedia context (pp. 3-25); Social considerations in online communities: usability, sociability and success factors (pp. 127-151). Lawrence Ehrlbaum Publishers