Monday, 7 January 2008

Moral panics and concerns with online technology

There are major panics and concerns that come with the development of online technology. You are now able to publish your own details online through websites such as Bebo and MySpace. On these websites you can publish personal details as well as post pictures and videos of yourself. You can either set your profile to be publicly viewed or privately viewed, where you select who your friends are on the website. This is all ok however anyone can create a website and pretend to be another person, and if your profile is set to be publicly viewed anyone can view it which is a major concern.
Second Life is a virtual world where you can create your own character (an avatar) and be whatever you like. This is a major development in technology as people are even setting up businesses on Second Life and making it part of their lives. There have been major problems in Second Life with censorship. There are no Police in this virtual world so you are literally able to do anything you want so this is causing a major concern over who should be able to create an Avatar and what should be in this world. Also as there are no rules in the virtual world there is no way of controlling what happens as you are free to do what you like. All this online technology is however only available to people who can afford it. People who are in the less economically developed parts of the world may be left behind as the technology develops companies may put more into the virtual world as it becomes bigger and as the less economically developed countries will be unable to access this economy.

Sunday, 6 January 2008

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 and co-founder of MySpace and he believes that the future of social networking is to become more personal and portable. He expects that social activity will become more fluid based on the online population that want content where they want it, when they want it, and how they want it. He believes that social activity should be portable and the industry will carry on moving into that direction. Finally he says that the future of the social web will harness the savvy of the masses to produce more relevant and meaningful social experiences, ultimately pushing the larger industry to be more innovative and progressive.

2. Who is Chad Hurley and what does he say is his company's goal? Is he a positive or negative technological determinist?

Chad Hurler is the CEO and co-founder of YouTube and his company's goal is that in five years, video broadcasting will be the most ubiquitous and accessible form of communication. Personal media devices will be universal and interconnected. So in five years the world will be a smaller place

3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?

Maurice Levy believes that virtualy all media will be digital in five years and digital will enable almost all kinds of advertising. Online advertising will depend more than ever on the one element which has been at the heart of impactful advertising, both analogue and digital. Linear media is fast giving way to liquid media, this is because liquid media enables you to move seamlessly in and out of different settings as people are no longer willing to put up with interruptions for a commercial break during their entertainment experience

4. What parallels does Norvig draw between Edison inventing electricity and the development of online technology in terms of searching for information? (tricky question - read this section carefully)

Edison invented electricity and now today we assume that electricity will be on demand in almost every room of every building we visit. Edison may have found this useful however he would have not been able to foresee the range of appliances this would enable. This draws a parrellel with the development of online technology as it is increasing and computers are becoming more fluid so they can attend to each persons specific needs.

5. What are the issues for the developing world? How is this evidence of a 'digital divide'? (socio-economic divide due to access to technology)

The internet and other information-age tools, such as digital archiving, will help us understand the world more deeply, broadly and creatively. The new digital media helps us understand what is happening in the world and the divides between the economically developed countries and the less economically developed countries. The less developed countries will have limited access to the latest forms of new digital media which the economically developed countries will have which will keep the less economically developed countries behind with technology and information.

The key issues for audiences and institutions

From the podcast there were six main key terms that were thoroughly covered and three other areas which were looked at.
The first key term is Digitality, this is a way of encoding information in a series of zero's and one's using binary. This is how a computer works, electrical pulse on or electrical pulse off and any programming is based on binary, information can be dealt with in the code.
The second key term is Interactivity, which is a way of streaming information so it can go through the air via a satellite system, ISDN cable (broadband), telephone cable and cable satellite. The way its compressed means more width so multiple strands of information can be sent via one feed. Interactive means that you can interact with other people, say yes and no to it, it is a feed that goes both ways rather than one way.
The third key term is Hypertextuality. The organisation in texts is no longer in linea so you can jump any way you like where you like in a text. You can jump from one text to another, so the producers of the texts must ensure that you can jump around their text and that you can leave their text and go to another one. An example of this is the way that websites are linked and how TV programmes are being broken down into short segments to allow for adverts to try and keep your interest and to make you think about the small bites of information.
The fourth key term is Dispersal, which is how information is shared and communicated to do with the market share and size of the market as well as the take up, so who is using it. Dispersal coupled with digitality increases the market and makes a huge market for producers.
The fifth key term is Virtuality. Ideas that link with real representation, some of the virtual worlds are representational. Mimicking and re-presenting the world.
The final key term is Convergence. New technologies converging into one e.g. MP3 players that show pictures. The debate is where it will go next and whether people will use it. It is related to size as the gadgets are getting bigger they are able to fit more small data packets in them.
The three other topics mentioned were, Audience, Regulation and Control and Ownership.

Tuesday, 13 November 2007

Feedback 1 CF

Well done Will -this is exactly the right approach. Keep it up.

Second Life

Second Life is a virtual world created by Linden Lab. In second life real money can be made in cyber space. There are no rules as you create yourself known as an Avatar in this virtual world. With the Avatar you can create your own online personality and socialise with other people, you can go to Pub's and go to concert's. Second life began in 2002 with only four members, five years later, there are now 9.8 million users of Second Life. Linden Lab build the Second Life, they sell land and even islands to people who then rent them out to other people to make profit. The money in Second Life is called Linden Dollars, however it does have a real exchange rate with the Pound, and that is 500 Linden Dollars to 1 Pound. Linden Lab is in San Fransisco, the founder of Second Life, Philip Rosedale quotes that Second Life is a "Wild West" culture, showing that it is routed to American culture, about capitalism and making money. Anshe Chung was the first reported person to make one million dollars in Second Life by making and trading exclusive goods. Companies now have a fond interest in Second Life and have their own shops in the virtual world, companies like Sony, Reebok, Calvin Klein all have shops there. The brands are used the same way as they are in real life and the goods improve the Avatar. There are virtual world creation companies that design offices and shops for these well known brands, one British company being Rivers Run Red.
The video link below from 'YouTube' gives an introduction into Second Life.


There are however negatives to the Second Life. As you can create your own character and you have the freedom to do anything, many things can be created and this allows illegal presences to be shown in the virtual world. Even though Second Life is a place where socialising can happen etc. This can not always be a good thing as you do not know who you are meeting. There has been a recent news report on sky news about the amount of underage sex that is published in Second Life.
This is the report from 'YouTube':

Advantages and Disadvantages of Web 2.0

There are many advantages and disadvantages to Web 2.0.
Advantages; Social networking, Web 2.0 allows you be able to talk and communicate with other people for free (just paying Internet fees) it can also be seen as increasing your social life as you can make new friends as well as catch up with old friends. You can view things for free, such as hearing music on 'MySpace', and watching videos on 'YouTube'.
Disadvantages; Web 2.0 and social networking can be seen as fragmenting your social life, this is because you are not actually seeing the people you are just talking to them so you are not getting out and meeting the person.
Web 2.0 is a global village as the Internet is bringing everyone together through social networking and other ways.
Democratisation is a major is a major issue as Web 2.0 and social networking allows people to publish their own news stories and pictures that wouldn't have been able to be accessed before. Personalisation which allows you to be able to present yourself online through a web page. Second life allows you to create your own character (an avatar) which gives you a sense of personalisation. Interactivity is being able to response to messages and people over the Internet so there is an increased amount of this.
Web 2.0 and Social networking also gives platforms for people to promote themselves, two major websites for this are, 'MySpace' and 'YouTube'.

Monday, 12 November 2007

Web 2.0

Web 2.0 is a perceived second generation of web based communities. Web 2.0 provides technologies such as; weblogs (e.g. Bebo, Facebook etc.), social bookmarking, podcasts and many more. Web 2.0 also provides online web services such as ebay and Gmail which provide enhancements over read-only websites.
Tim O'Rielly has provided examples of companies or products in his four levels of heirachy of Web 2.0. The levels range from 3 to 0 with level 3 being the most Web 2.0 orientated.