Tuesday, 29 April 2008
4. Xbox 360 failure rate at 16 percent?
Warranty seller SquareTrade, sampling from a pool of over 1,000 claims, says that it's seeing an Xbox 360 failure rate at around 16 percent. Most Xbox 360 owners -- at least the early adopters -- don't just fear the RRoD, they've come to expect it, and compared to projected failure rates of 3% for the Wii and PS3 (a stat Microsoft claimed initially), it's obvious that this continues to be a spendy problem for Microsoft and a headache for its customers. As 1UP points out, the 16% stat might be a little high, since the type of user that would seek out a separate warranty is probably more of a power user, and the majority of problems are heat-related, but whatever the true number is, it'll probably continue to rise in the immediate future as we all CoD4 our gen one 360s to death, and then eventually fall as the 65nm and eventually 45nm Xboxes fill the market.
3. Video gaming affecting children mentally.
In countless homes and classrooms we see children: with more impulsive behaviors, less willing and able to persevere through challenging mental tasks, hyperactive, reactive, with little or no impulse control. Research confirms that children who watch TV or play video games for more than two hours daily will most likely exhibit one or more of these characteristics.
2. Gaming is changing the world around it.
Video game addiction, also called video game overuse, is a proposed form of psychological addiction composed of a compulsive use of computer and video games. While game critics may praise a game as "addictive", this article shall focus only on the perceived negative consequences of the phenomenon.
Most notable are massively multiplayer online role-playing games (MMORPGs), and related to the also-debated Internet addiction disorder. Instances have been reported in which users play compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements rather than life events.
Most notable are massively multiplayer online role-playing games (MMORPGs), and related to the also-debated Internet addiction disorder. Instances have been reported in which users play compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements rather than life events.
1. Advancement in online gaming causing more expensive hardware
Alienware Gains Online Gaming Edge with the Killer NIC The Killer™ K1 gaming network card, from Bigfoot Networks, Inc., is now a recommended upgrade featured in all Alienware desktop gaming PCs, including the Area-51, Aurora, and ALX systems. A significant advancement in online gaming technology, Killer is the industry's first network interface card designed specifically for online gaming. Killer is designed to accelerate game data and reduce lag for a smoother, more responsive online gaming experience.
Wednesday, 2 April 2008
My NMT Area
My choice of area, after a lot of deep consideration and though, is going to be Gaming. I have chosen gaming, as I spend a lot of my free time gaming, at a very high level, and I have won several competitions playing compter games, so it is obviously of deep interest to me.
Technology- How consoles and computers have advanced over the last few years, for example improvements in graphics cards, and the transition from Xbox to Xbox 360, and Playstation 2 to Playstation 3.
Institutions- The different companies who specialise in gaming, for example Microsoft, Sony and Nintendo.
Audience- How portable gaming and online gaming has integrated and widened the audience.
Issues- The argument that children who play games to much are becoming unsociable.
Future- Motions sensors, virtual reality etc.
Technology- How consoles and computers have advanced over the last few years, for example improvements in graphics cards, and the transition from Xbox to Xbox 360, and Playstation 2 to Playstation 3.
Institutions- The different companies who specialise in gaming, for example Microsoft, Sony and Nintendo.
Audience- How portable gaming and online gaming has integrated and widened the audience.
Issues- The argument that children who play games to much are becoming unsociable.
Future- Motions sensors, virtual reality etc.
Friday, 28 March 2008
Digital Technology and the Film Industry
Production - Digital technology has seen huge advances to the film industry. Films can be shot straight onto a Hard Drive rather than using a reel of film which is first of all MUCH cheaper (An average length feature film print costs around £700), also HardDrivess are smaller so they cost less to transport, and can hold much more footage than rolls of film. This allows more creativity in shooting a film as the low cost enables experimentation. Digital tehnology has opened more opertunities in post production aswell. This means that colours, lighting etc can be edited. It also introduces the possibilty of CGI which enables imaginative scenes that would be impossible to shoot profilmically.
Distribution - Delivery of film reels etc to cinemas has been a costly process in the past and the use of digital technology would irradicate this, enabling cinemas to download the encrypted film directly. Also, digital technology has introduced DVDs, a more appealing non-linear way of experiencing a film; there are often special features like deleted scenes, subtitles in several languages and interactive content. However, due to the publics increasing access to advanced technology, piracy is becoming more common, lowering cinema ticket sales because people are seeing the films before they are shown for example on illegal vidoe hosting sites on the internet. Hollywood claims piracy has cost it $6bn (£3.2bn), digitising films means that copies are easily made and distributed illegally which is a big threat to the industry.
Exhibition - A projection of a 35mm film roll picks up any imperfection in the frames like dust or scratches, impairing the visual experience whereas a projection of a film shot digitally gives a crystal clear picture, just as the director intended on any scale, from your ipod nano scrento a cinema. Advances in technology have introduced home cinema systems to the general public. This could be a threat to cinemas as one of the last deterrences of viewing DVDs or pirated films was the idea of the "cinema experience" beating any alternative, as this high definition, big screen, high sound quality is being brought into peoples front rooms, they are less likely to pay for it elsewhere. However, digital projectors in cinemas will bring a wide range of new oppertunities as they will be able to project anything with a digital input- from a youtube video to multiplayer gaming, possibly turning the cinema into a universal entertainment centre
Distribution - Delivery of film reels etc to cinemas has been a costly process in the past and the use of digital technology would irradicate this, enabling cinemas to download the encrypted film directly. Also, digital technology has introduced DVDs, a more appealing non-linear way of experiencing a film; there are often special features like deleted scenes, subtitles in several languages and interactive content. However, due to the publics increasing access to advanced technology, piracy is becoming more common, lowering cinema ticket sales because people are seeing the films before they are shown for example on illegal vidoe hosting sites on the internet. Hollywood claims piracy has cost it $6bn (£3.2bn), digitising films means that copies are easily made and distributed illegally which is a big threat to the industry.
Exhibition - A projection of a 35mm film roll picks up any imperfection in the frames like dust or scratches, impairing the visual experience whereas a projection of a film shot digitally gives a crystal clear picture, just as the director intended on any scale, from your ipod nano scrento a cinema. Advances in technology have introduced home cinema systems to the general public. This could be a threat to cinemas as one of the last deterrences of viewing DVDs or pirated films was the idea of the "cinema experience" beating any alternative, as this high definition, big screen, high sound quality is being brought into peoples front rooms, they are less likely to pay for it elsewhere. However, digital projectors in cinemas will bring a wide range of new oppertunities as they will be able to project anything with a digital input- from a youtube video to multiplayer gaming, possibly turning the cinema into a universal entertainment centre
Regulatory Bodies: The Press
About the PCC
The PCC (Press Complaints Commission) is an organisation that deals with complaints from members of the public about topics and issues that arise in the press particularly things like the editorial content of newspapers and magazines.
Their main aim is to resolve the complaints as quickly as they can. As well as dealing with complaints, the PCC deals with a substantial number of calls from members of the public about their service and the code.
History
During the 1980s, a small number of publications failed in the view of many to observe the basic ethics of journalism. This reinforced a belief among many members of Parliament that the press council was not a sufficiently effective body. Some of them believed that it would be preferable to enact a law of privacy and right of reply as well as to set up a statutory press council wielding enforceable legal sanctions.In June 1990 Calcutt's report was published. Rather than suggesting new statutory controls, it recommended the setting up of a new press complaints comission in place of the Press council. This new comission would have 18months to demonstrate“that non-statutory self-regulation can be made to work effectively. This is a stiff test for the press. If it fails, we recommend that a statutory system for handling complaints should be introduced.”In 1995 the Government recognised the achievements of the PCC in making effective press self- regulation in its white paper- "Privacy and Media Intrusion". And in 2003 a house of commons select committee concluded that “overall, standards of press behaviour, the Code and the performance of the Press Complaints Commission have improved over the last decade”. To date, the Commission has handled well over 30,000 complaints.
Example of a past Adjudication
- A married couple, FHM MagazineA married couple complained to the Press Complaints Commission through solicitors that a photograph of their daughter, featured in the April 2007 edition of FHM, had been published without consent and intruded into her privacy in breach of Clause 3 (Privacy) and Clause 6 (Children) of the Code of Practice.The complaint was upheld.A topless photograph of the complainants’ daughter had been published in a gallery of mobile phone snapshots provided by the magazine’s readers. The complainants’ solicitors said that the photograph was taken in 2005 when their daughter was 14. The publication of the photograph – which had been published without any form of consent – represented a serious intrusion into the girl’s privacy and had had a significant effect on her emotionally and at school.The magazine said that it received approximately 1,200 photographs for publication each week from or on behalf of women posing topless or in lingerie. It was extremely surprised to learn that the photograph was taken when the complainants’ daughter was 14 years old as she certainly appeared to be older. It had no reason to believe that the image was taken without her consent. The magazine had been informed that the complainants’ daughter was in a cohabiting relationship with the person who submitted the photograph and, in those circumstances, no further enquiries about the image were made. Nonetheless, the magazine – which had introduced new measures to ensure that the situation would not occur again – confirmed that the image would not be republished or syndicated and offered to write a private letter of apology to the complainant.
Decision: Upheld
Adjudication: The publication of a topless photograph of the complainants’ daughter without consent represented a serious intrusion into her private life. This would have been the case regardless of how old she was, but the Commission was particularly concerned about the impact on the girl in light of her youth. The magazine had clearly not taken any sort of adequate care to establish the provenance of the photograph and whether it was right to publish it. It should have been much quicker to recognise the damage that publication would have caused the girl, and offered to publish an apology or take other steps to remedy the situation to the satisfaction of the complainant. Failure to respond in a swift and proportionate manner aggravated what was a significant breach of the Code.
The PCC (Press Complaints Commission) is an organisation that deals with complaints from members of the public about topics and issues that arise in the press particularly things like the editorial content of newspapers and magazines.
Their main aim is to resolve the complaints as quickly as they can. As well as dealing with complaints, the PCC deals with a substantial number of calls from members of the public about their service and the code.
History
During the 1980s, a small number of publications failed in the view of many to observe the basic ethics of journalism. This reinforced a belief among many members of Parliament that the press council was not a sufficiently effective body. Some of them believed that it would be preferable to enact a law of privacy and right of reply as well as to set up a statutory press council wielding enforceable legal sanctions.In June 1990 Calcutt's report was published. Rather than suggesting new statutory controls, it recommended the setting up of a new press complaints comission in place of the Press council. This new comission would have 18months to demonstrate“that non-statutory self-regulation can be made to work effectively. This is a stiff test for the press. If it fails, we recommend that a statutory system for handling complaints should be introduced.”In 1995 the Government recognised the achievements of the PCC in making effective press self- regulation in its white paper- "Privacy and Media Intrusion". And in 2003 a house of commons select committee concluded that “overall, standards of press behaviour, the Code and the performance of the Press Complaints Commission have improved over the last decade”. To date, the Commission has handled well over 30,000 complaints.
Example of a past Adjudication
- A married couple, FHM MagazineA married couple complained to the Press Complaints Commission through solicitors that a photograph of their daughter, featured in the April 2007 edition of FHM, had been published without consent and intruded into her privacy in breach of Clause 3 (Privacy) and Clause 6 (Children) of the Code of Practice.The complaint was upheld.A topless photograph of the complainants’ daughter had been published in a gallery of mobile phone snapshots provided by the magazine’s readers. The complainants’ solicitors said that the photograph was taken in 2005 when their daughter was 14. The publication of the photograph – which had been published without any form of consent – represented a serious intrusion into the girl’s privacy and had had a significant effect on her emotionally and at school.The magazine said that it received approximately 1,200 photographs for publication each week from or on behalf of women posing topless or in lingerie. It was extremely surprised to learn that the photograph was taken when the complainants’ daughter was 14 years old as she certainly appeared to be older. It had no reason to believe that the image was taken without her consent. The magazine had been informed that the complainants’ daughter was in a cohabiting relationship with the person who submitted the photograph and, in those circumstances, no further enquiries about the image were made. Nonetheless, the magazine – which had introduced new measures to ensure that the situation would not occur again – confirmed that the image would not be republished or syndicated and offered to write a private letter of apology to the complainant.
Decision: Upheld
Adjudication: The publication of a topless photograph of the complainants’ daughter without consent represented a serious intrusion into her private life. This would have been the case regardless of how old she was, but the Commission was particularly concerned about the impact on the girl in light of her youth. The magazine had clearly not taken any sort of adequate care to establish the provenance of the photograph and whether it was right to publish it. It should have been much quicker to recognise the damage that publication would have caused the girl, and offered to publish an apology or take other steps to remedy the situation to the satisfaction of the complainant. Failure to respond in a swift and proportionate manner aggravated what was a significant breach of the Code.
Key Terms from podcast and NMT Booklet
Digitality-The way in which software and programs are now formatted,using a serious of on/off electrical pulses and binary style code,with a make up of '0's and '1's. it is used in programming electrical appliances and computer formatting.
Interactivity-The way in which information is now compressed into smaller and fuller amounts of information so it can be transported and transfered more easily. Used in such electrical functions as television,cable television and sky,as well as ISDN modems for internet,with smaller compressed chunks it allows for information in a smaller bandwidth,more information in one feed.
Hypertextuality-This is the idea of having information and programs formatted in the linear form. the information isn't on one continuous long loop,its small snippets of information that can be seen and perceived in any order,such as chapters on a dvd,you can choose as and when where as on a standard VHS you hav to watch as a whole. this also applies for web linking,skipping chunks of information to access new ideas.
Dispersal-How the market is larger by using technology for both communication and purchasing/selling of goods.
Virtuality-This is the concept of how new technologies allow whole new worlds and groups of people to expand ideas using new sources of media.
Convergents-This is the idea of how new media technologies are merging and converging their ideas. for example how phones are now able to access the internet,work as mp3 players and have a camera. Another example of a piece of hardware that combines multiple technologies are games consoles, which now can include blu-ray dvd players, large hard drives, internet access, cameras and CD/Audio playign and recording.
Audience-this is who and how the new media technologies are being bought and advertised. It is said that you can reach world wide using the internet and share with all,but people form 3rd world countries wont have a computer or the internet so its not truly worldwide. Who actually has access,its not everybody,the media makes out everyone has it.
Regulation and Control-is there control over the new technologies such as copyright such as downloading illegal music and using proxy sites to avoid computer restrictions. by copying and sharing music the price of cds are allot cheaper to compete with the market.
Ownership-Does this make a difference is Microsoft or sony own the media technology,such as apple dominating the mp3 market. with the 3 new consoles on the market from 3 mainstream companies it means competition arises.Personalisation a characteristic of many NMTs is their ability to offer users a personalised experience. For example, Sky+ allows users to personalise their viewing schedule including the ability to pause live TV and automatically record their favourite programmes. Ipods and the Itunes store allow music to be more personalised than ever, with users enjoying the ability to buy just the tracks they want from an album and then listen to them anywhere.
Linear/ Non-Linear Linear experiences are those that move in a straight line from start to finish. Watching a film at the cinema is a very linear experience in that you start watching at the beginning of the film and and finish watching it when it ends. Interactive TV allows the audience to experience programmes in a number of ways by offering features such as an alternative voiceover, extra video footage or explanatory text. When used, each individual will have a unique experience of the programme depending on when he or she presses the red button. the viewing experience therefore can be described as non-linear.
Interactivity-The way in which information is now compressed into smaller and fuller amounts of information so it can be transported and transfered more easily. Used in such electrical functions as television,cable television and sky,as well as ISDN modems for internet,with smaller compressed chunks it allows for information in a smaller bandwidth,more information in one feed.
Hypertextuality-This is the idea of having information and programs formatted in the linear form. the information isn't on one continuous long loop,its small snippets of information that can be seen and perceived in any order,such as chapters on a dvd,you can choose as and when where as on a standard VHS you hav to watch as a whole. this also applies for web linking,skipping chunks of information to access new ideas.
Dispersal-How the market is larger by using technology for both communication and purchasing/selling of goods.
Virtuality-This is the concept of how new technologies allow whole new worlds and groups of people to expand ideas using new sources of media.
Convergents-This is the idea of how new media technologies are merging and converging their ideas. for example how phones are now able to access the internet,work as mp3 players and have a camera. Another example of a piece of hardware that combines multiple technologies are games consoles, which now can include blu-ray dvd players, large hard drives, internet access, cameras and CD/Audio playign and recording.
Audience-this is who and how the new media technologies are being bought and advertised. It is said that you can reach world wide using the internet and share with all,but people form 3rd world countries wont have a computer or the internet so its not truly worldwide. Who actually has access,its not everybody,the media makes out everyone has it.
Regulation and Control-is there control over the new technologies such as copyright such as downloading illegal music and using proxy sites to avoid computer restrictions. by copying and sharing music the price of cds are allot cheaper to compete with the market.
Ownership-Does this make a difference is Microsoft or sony own the media technology,such as apple dominating the mp3 market. with the 3 new consoles on the market from 3 mainstream companies it means competition arises.Personalisation a characteristic of many NMTs is their ability to offer users a personalised experience. For example, Sky+ allows users to personalise their viewing schedule including the ability to pause live TV and automatically record their favourite programmes. Ipods and the Itunes store allow music to be more personalised than ever, with users enjoying the ability to buy just the tracks they want from an album and then listen to them anywhere.
Linear/ Non-Linear Linear experiences are those that move in a straight line from start to finish. Watching a film at the cinema is a very linear experience in that you start watching at the beginning of the film and and finish watching it when it ends. Interactive TV allows the audience to experience programmes in a number of ways by offering features such as an alternative voiceover, extra video footage or explanatory text. When used, each individual will have a unique experience of the programme depending on when he or she presses the red button. the viewing experience therefore can be described as non-linear.
Friday, 1 February 2008
Apple iPhone
The apple iPhone has been long awaited in England. It was eventually released on the 10th November 2007 which caused havoc in oxford Street where people waited for up to 36 hours for this phenomenon.
Analysts speculated that O2 were prepared to give away 20 to 30 per cent of voice and data revenues in return for clinching an exclusive, "multi-year" contract to sell iPhones, which combine Apple's popular iPod music player, a video player and Web browser in a slick, touch-screen device.
Apple have stated that they will be aiming to sell 730,000 units for the quarter however, analyst Benjamin Reitzes has stated that by the way sales are going, they should be looking to seel more than 800,000.
All the cool features in the world won't do you any good unless you can figure out how to use said features, and feel smart and attractive while doing it. Demographers of geekdom might be interested to learn that on an unscientific count, only 7% of the queue were female. "They should have made it white and a bit smaller to make it appeal to a female audience," said Yulia Titovets.
Downsides: The thing is hard to type on. It's too slow. It's too big. It doesn't have instant messaging. It's too expensive.
The grey market (or gray market) usually refers to the flow of new goods through distribution channels other than those authorized or intended by the manufacturer or producer. The grey market may also refer to the 50-and-over age group (a.k.a the silver streakers) in marketing terms. Grey market goods are not generally illegal. Instead, they are being sold outside of normal distribution channels by companies which may have no relationship with the producer of the goods. Frequently this form of parallel import occurs when the price of an item is significantly higher in one country than another. This situation commonly occurs with cigarettes and electronic equipment such as cameras. Entrepreneurs buy the product where it is available cheaply, often at retail but sometimes at wholesale, import it legally to the target market and sell it at a price which provides a profit but which is below the normal market price there. This practice is also known as arbitrage.
Even before the launch however, sellers on eBay purported to be offering "unlocked" iPhones, usable on any network, though unlocking the phone comes at the cost of invalidating its warranty and surrendering the right to future upgrades.
Analysts speculated that O2 were prepared to give away 20 to 30 per cent of voice and data revenues in return for clinching an exclusive, "multi-year" contract to sell iPhones, which combine Apple's popular iPod music player, a video player and Web browser in a slick, touch-screen device.
Apple have stated that they will be aiming to sell 730,000 units for the quarter however, analyst Benjamin Reitzes has stated that by the way sales are going, they should be looking to seel more than 800,000.
All the cool features in the world won't do you any good unless you can figure out how to use said features, and feel smart and attractive while doing it. Demographers of geekdom might be interested to learn that on an unscientific count, only 7% of the queue were female. "They should have made it white and a bit smaller to make it appeal to a female audience," said Yulia Titovets.
Downsides: The thing is hard to type on. It's too slow. It's too big. It doesn't have instant messaging. It's too expensive.
The grey market (or gray market) usually refers to the flow of new goods through distribution channels other than those authorized or intended by the manufacturer or producer. The grey market may also refer to the 50-and-over age group (a.k.a the silver streakers) in marketing terms. Grey market goods are not generally illegal. Instead, they are being sold outside of normal distribution channels by companies which may have no relationship with the producer of the goods. Frequently this form of parallel import occurs when the price of an item is significantly higher in one country than another. This situation commonly occurs with cigarettes and electronic equipment such as cameras. Entrepreneurs buy the product where it is available cheaply, often at retail but sometimes at wholesale, import it legally to the target market and sell it at a price which provides a profit but which is below the normal market price there. This practice is also known as arbitrage.
Even before the launch however, sellers on eBay purported to be offering "unlocked" iPhones, usable on any network, though unlocking the phone comes at the cost of invalidating its warranty and surrendering the right to future upgrades.
Moral Panic - Second Life
Some of the moral concerns with the continually developing digital world are things such as what is classed as real, and what is classed as not. For example, in the MMORPG Second Life there are areas where you can engage in inappropriate activities such as having sex with children. The problem is that Second Life isnt real, so should this be treated as a crime, or just a game? If it is treated as inappropriate there is the further question of how far you have to go for the police to get involved. I believe that these issues will be solved as this technology progresses and gets more complex.
What Is The Future For Online technology?
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 CEO & co-founder of MySpace
He expects “aspects of all socially-based sites to become increasingly portable”. He also says that social networking is becoming “infinitely more personal, more portable, and more collaborative”.
“Half of our future traffic will come from non-PC users”.
Applications and features will become more fluid
The future of the social web will “harness the savvy of the masses” to produce more relevant and meaningful social experiences
Lowering the barrier to entry for a new generation of developers will lead to a more collaborative and dynamic web and directly affect the tools and feature sets available on socially-based sites
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 & co-founder of YouTube
In five years, video broadcasting will be the most ubiquitous and accessible form of communication.
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.
“Our goal is to allow every person on the planet to participate by making the upload process as simple as placing a phone call”
3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?
“Online advertising will depend more than ever on the one element which has always been at the heart of impactful advertising, both analogue and digital creativity”.
People are no longer willing to put up with interruptions for a commercial break during their entertainment experience.
Linear media (Prescribed time) is fast giving way to liquid media (multitasking time), 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?
Norvig suggests that in the same way electricity has evolved from a light bulb to becoming a staple of our modern lives, that online information searching will also evolve to the point that our computers will “proactively” provide us with additional information to what we need.
5. What are the issues for the developing world? How is this evidence of a 'digital divide'?
“Penetration to rural communities will continue to be limited due to the lack of infrastructure, and the cost of a personal computer is typically more than what the average person in a village can afford” – the developing countries are still a distance away from wide spread access to technology; hinders development.
Chris De Wolfe is the CEO & co-founder of MySpace
He expects “aspects of all socially-based sites to become increasingly portable”. He also says that social networking is becoming “infinitely more personal, more portable, and more collaborative”.
“Half of our future traffic will come from non-PC users”.
Applications and features will become more fluid
The future of the social web will “harness the savvy of the masses” to produce more relevant and meaningful social experiences
Lowering the barrier to entry for a new generation of developers will lead to a more collaborative and dynamic web and directly affect the tools and feature sets available on socially-based sites
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 & co-founder of YouTube
In five years, video broadcasting will be the most ubiquitous and accessible form of communication.
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.
“Our goal is to allow every person on the planet to participate by making the upload process as simple as placing a phone call”
3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?
“Online advertising will depend more than ever on the one element which has always been at the heart of impactful advertising, both analogue and digital creativity”.
People are no longer willing to put up with interruptions for a commercial break during their entertainment experience.
Linear media (Prescribed time) is fast giving way to liquid media (multitasking time), 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?
Norvig suggests that in the same way electricity has evolved from a light bulb to becoming a staple of our modern lives, that online information searching will also evolve to the point that our computers will “proactively” provide us with additional information to what we need.
5. What are the issues for the developing world? How is this evidence of a 'digital divide'?
“Penetration to rural communities will continue to be limited due to the lack of infrastructure, and the cost of a personal computer is typically more than what the average person in a village can afford” – the developing countries are still a distance away from wide spread access to technology; hinders development.
The Key Issues For Audiences and Institutions
Key Terms
digitality - binary computer code, encoding information in the form of 0/1’s, all programmes/software. Run by a system of “On/Off electrical pulses”.
interactivity – All the ways of streaming information, (ISDN cables, Satellite TV etc.) More (band) width given (multiple strands of information). There is a two way feed, changes the way text can work - you can choose. Compressing of the digital information.
hypertextuality – organisation, no longer linear, allows the ability to access any where you like, (video vs. DVD). You can jump from one part to another, e.g. tv shows in short segments for advertisements, but also to keep consumer attention.
dispersal – how information can be shared/communicated, market share/size (take up) Who’s using (+ what?), How do the producers target those users to maximise/increase markets?
virtuality – leading/linking - how real something is, e.g. online digital worlds (second life etc.) blurring the boundaries - what is real?
convergence – new technologies merging into one, e.g. i-Pods that show photos, Sky +. How things converge – also related to size (e.g. of gadgets) Where will it go next?
Audience – how does the audience use technology? Did they use before and is it new? Has it stemmed from demand or have we been made to think we need it? Who has access? Who are “disenfranchised”/not getting access it?
Regulation/control – The main issue is of Copyright - Impact on producers, e.g. file sharing musicIs there any control of use? Who controls, and what? Should there be any control? Is it possible to control?What of Government role in controlling information?
Ownership – who owns the technology? E.g. which companies? (Microsoft/Sony)Games console manufacturing (Ps3 vs Xbox 360)Does it affect the way they sell/you buy?If so why?
digitality - binary computer code, encoding information in the form of 0/1’s, all programmes/software. Run by a system of “On/Off electrical pulses”.
interactivity – All the ways of streaming information, (ISDN cables, Satellite TV etc.) More (band) width given (multiple strands of information). There is a two way feed, changes the way text can work - you can choose. Compressing of the digital information.
hypertextuality – organisation, no longer linear, allows the ability to access any where you like, (video vs. DVD). You can jump from one part to another, e.g. tv shows in short segments for advertisements, but also to keep consumer attention.
dispersal – how information can be shared/communicated, market share/size (take up) Who’s using (+ what?), How do the producers target those users to maximise/increase markets?
virtuality – leading/linking - how real something is, e.g. online digital worlds (second life etc.) blurring the boundaries - what is real?
convergence – new technologies merging into one, e.g. i-Pods that show photos, Sky +. How things converge – also related to size (e.g. of gadgets) Where will it go next?
Audience – how does the audience use technology? Did they use before and is it new? Has it stemmed from demand or have we been made to think we need it? Who has access? Who are “disenfranchised”/not getting access it?
Regulation/control – The main issue is of Copyright - Impact on producers, e.g. file sharing musicIs there any control of use? Who controls, and what? Should there be any control? Is it possible to control?What of Government role in controlling information?
Ownership – who owns the technology? E.g. which companies? (Microsoft/Sony)Games console manufacturing (Ps3 vs Xbox 360)Does it affect the way they sell/you buy?If so why?
Monday, 28 January 2008
2nd bit
Owners of digital music players will be acting lawfully when they transfer music from their computer to a digital player or copy a CD for their own use, under proposed amendments to bring copyright law into the digital age. Consumers who have been technically breaking the Copyright, Designs and Patents Act 1988 by copying tracks from CDs to their PC or digital player, or making an extra copy to play in the car, will now be able to do so for private use.
"All this online sharing has to stop"
The International Federation of Phonographic Industries published its digital music report for 2008 on Thursday and stated that the spread of illegal downloads is seriously affecting the revenue of all the main publishers, record companies and investments in artists. The IFPI's solution? Sort it out at the internet service provider level. "ISP cooperation, via systematic disconnection of infringers and the use of filtering technologies, is the most effective way copyright theft can be controlled.
Friday, 25 January 2008
Digital technology
A digital system uses discrete (that is, discontinuous) values to represent information for input, processing, transmission, storage, etc. By contrast, non-digital (or analog) systems use a continuous range of values to represent information. Although digital representations are discrete, the information represented can be either discrete, such as numbers, letters or icons, or continuous, such as sounds, images, and other measurements of continuous systems.
The word digital comes from the same source as the word digit and digitus (the Latin word for finger), as fingers are used for discrete counting.
The word digital is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography. Such data-carrying signals carry electronic or optical pulses, the amplitude of each of which represents a logical 1 (pulse present and/or high) or a logical 0 (pulse absent and/or low).
The word digital comes from the same source as the word digit and digitus (the Latin word for finger), as fingers are used for discrete counting.
The word digital is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography. Such data-carrying signals carry electronic or optical pulses, the amplitude of each of which represents a logical 1 (pulse present and/or high) or a logical 0 (pulse absent and/or low).
Friday, 4 January 2008
Web 2.0.
In studying and/or promoting web-technology, the phrase Web 2.0 can refer to a perceived second generation of web-based communities and hosted services — such as social-networking sites, wikis, and folksonomies — which aim to facilitate creativity, collaboration, and sharing between users. The term gained currency following the first O'Reilly Media Web 2.0 conference in 2004. Although the term suggests a new version of the World Wide Web, it does not refer to an update to any technical specifications, but to changes in the ways software developers and end-users use webs. According to Tim O'Reilly,
"Web 2.0 is the business revolution in the computer industry caused by the move to the Internet as platform, and an attempt to understand the rules for success on that new platform."
Some technology experts, notably Tim Berners-Lee, have questioned whether one can use the term in a meaningful way, since many of the technology components of "Web 2.0" have existed since the early days of the Web.
"Web 2.0 is the business revolution in the computer industry caused by the move to the Internet as platform, and an attempt to understand the rules for success on that new platform."
Some technology experts, notably Tim Berners-Lee, have questioned whether one can use the term in a meaningful way, since many of the technology components of "Web 2.0" have existed since the early days of the Web.
Second Life - An introduction
Second Life (abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007.[4][5] A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other Residents, socialize, participate in individual and group activities, create and trade items (virtual property) and services from one another.
Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world in which people can interact, play, do business, and otherwise communicate.[6] Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for real world currencies in a marketplace consisting of residents and Linden Lab.[citation needed]
While Second Life is sometimes referred to as a game, this description does not fit the standard definition. It does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games, though it can be thought of as a game on a more basic level because it is "played for fun".
Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world in which people can interact, play, do business, and otherwise communicate.[6] Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for real world currencies in a marketplace consisting of residents and Linden Lab.[citation needed]
While Second Life is sometimes referred to as a game, this description does not fit the standard definition. It does not have points, scores, winners or losers, levels, an end-strategy, or most of the other characteristics of games, though it can be thought of as a game on a more basic level because it is "played for fun".
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