About Me

My photo
Gold Coast, QLD, Australia

Work:
I work as a casual sales assistant at Just Jeans

Education:
Completed Secondary Education at A.B. Paterson College

Study:
In the process of achieving Bachelor of Business / Bachelor of Arts at Griffith University, currently hoping to major in Marketing and Public Relations

Hobbies:
• Snowboarding... my newest hobby
• Working at Just Jeans (yes, i enjoy working... sadly!)
• Going out with mates every chance I get

Most awesome experiences that I can mention on a public website:
• EUROTRIP and China for 3 weeks... including the Rugby World Cup Finals in Paris and Oktoberfest!
• Having a 70people-strong 18th Birthday Party
• Snowboarding at Thredbo
• Schoolies ‘06

I am looking forward to...
• More Travelling (Kuala Lumpur and Singapore hopefully)
• Big Day Out '09

Wednesday, June 4, 2008

Week 13: Final Curtain Call

Wow, I guess time flies when you’re having fun! Week 13 already… time for my final blog entry.


What did I learn?
During this semester through my participation in this course, New Communication Technologies, I learnt how technology was initially introduced into society, the crucial role it plays today and predictions of its significance in the future. This was done through many mediums; class discussions, literature, film, internet exploration and documentaries- just to name a few.

What did I like?
I enjoyed the Virtual Reality component of this course above all others. The idea of living an enhanced yet unrealistic lifestyle online and being able to interact with users on an international scale has such great potential for the future. Education, business and lifestyles in general could all one day be significantly impacted by the virtual realm; that is why my essay focussed on the potential of virtual worlds for real-world businesses. As in the film eXistenZ, perhaps technology and medical experts can unite to free virtual reality from the confines of computer screens, discovering how it can be accessed directly through our bodies to provide a more realistic experience.


What did I dislike?
I am sorry to say it, but I wasn't fond of the readings for this course. Although very informative, several were not directly relevant to today's technological environment because the theories put forward were constructed so long ago. Additionally, they were all quite lengthy. This meant there was a greater amount of important content within each; however I feel the points made directly within the readings could have been condensed to leave a greater amount of time for analysis of each and relating them back to our key topic of New Communication Technologies.

I also believe that each of our readings/weekly topics needs to be related back to our course more specifically and frequently. With other courses I find that the information we’re given is built upon each week and is all focussed around a central topic, whereas I felt the topics covered in this course were all vastly different. It was difficult to grasp the direction the course was taking and what our overall learning goal was =S


What was easy?
I found the weekly tutorial tasks to be quite easy. This was not necessarily a bad thing, however. I had previously encountered many of the programs and topics explored in tutorials so I had a foundation of prior knowledge to build upon. These activities not only gave me a chance to familiarise myself with the skills and wisdom which I had previously forgotten, but also pick up a few extra abilities along the way.


What was difficult/confusing?
I found the ideas put forward by Walter Benjamin in his “Work of Art in the Age of Mechanical Reproduction” to be quite confusion, and required a great deal of time for me to get my head around. The concept of the ‘aura’ was not too difficult to understand. I feel I have even experienced this during my visit to Europe, when I was able to see the Mona Lisa at the Louvre. Although it was a bit smaller than I had previously imagined, it did have an essence of some sort. I had unconsciously acknowledged the history that painting had experienced and endured to survive until today, but I’d never really considered it as an aspect of ‘aura’.

Considering whether digital artworks could still have an aura kept me puzzled all semester! After some detailed thought I concluded that by today’s standards digital art can have an aura, because it still represents an element of human creativity just as physical artworks do.

The photoshopping element to art and imagery also left me dumbfounded. But once an image is photoshopped it is no authentic in comparison to the original because it is an entirely new creation. Therefore, by the definition of art found in Week 5, it also has the capability to develop an aura.


What new abilities did I gain?
I gained many new abilities throughout the semester from participating in this course. I have a greater understanding of the internet and the role technology in general plays in present and future society. I also understand that technology can be both our friend and foe. If humans and technology are able to co-exist peacefully we could live in a near Utopian environment, whereas if humanity loses control and technology dominates our culture will fall into Dystopia.

I would like to thank our lecturer Stephen Stockwell and my tutor Adam Muir. I have learnt a great deal this semester and this knowledge will not only help me during university but in the workforce and beyond.


In conclusion, thanks for all your help and support.


Cheers!

Thursday, May 29, 2008

ESSAY: Assessment Item 3

The Economics of a Virtual World
“Business conducted via virtual reality programs is more efficient and effective than the real world methods”

Technological changes are causing the lines that divide local, national, and even international consumers to blur. These changes are forcing businesses to reappraise the role and potential of the Internet, and in particular direct their focus towards the benefits of using virtual worlds as a means on conducting business. To determine whether business conducted via virtual reality programs is more efficient and effective, the viability of the economics of virtual worlds and the efficiency of conducting business through them will be assessed. The ways in which business is conducted within virtual worlds and the advantages will be explored. The effectiveness of marketing within the realm of Second Life will then be discussed. Finally, the impact Second Life has on the real-world will be analysed.

The adults-only world of Second Life, created by Linden Lab (Linden Lab, N/A), is a 3-Dimensional virtual environment where participants can interact with other avatars across the world (Harris & Ritzema, 2008). A wide spectrum of users have been captured by virtual environments such as Second Life. As of July 9, 2007 the residents of Second Life totaled 7,922,884 identities, including abandoned accounts and those which are rarely used, and 1,746,040 avatars had logged in during the 60 days following that date (Cheal, 2007). Second Life’s unique economy operates using their own currency, Linden dollars (Barnes & Guo, 2007); which can be purchased using and converted back into real dollars. According to Grassian and Trueman (2007), Second Life is “a virtual world with many users participating simultaneously in creating their surroundings and objects within it.” In doing so, users also become consumers who develop the need to manufacture or purchase these items to enhance their existence in the virtual world (Peattie, 1997). Virtual worlds such as Second Life are an example of the next virtual step beyond the Web (Grassian & Trueman, 2007), and those corportations who do not exploit its potential will soon be competitively disadvantaged.

Technological changes are stimuating virtual worlds, and both the ‘virtual company’ and the ‘virtual economy’ are fast becoming a reality. An economy can be defined as “the management of the money, property and goods of a country, community or household” (Heinemann, 1995). Virtual worlds, such as Second Life, have grown into virtual communities with economic potential. According to DFC Intelligence (2005; Barnes & Guo, 2007), the revenue from trading virtual assets in virtual gaming communities will reach $1.8 billion by 2009. In such communities, real money is used in transactions betweens users for virtual items by means of virtual currency (Cheal, 2007). A market has also emerged for ‘virtual assets’. Barnes and Guo (2007) state that virtual assets are “intangible valuables that exist solely in the computer systems known as virtual worlds—elements that may have a significant role in improving the overall competence or appearance of the characters owned by a player, such as items (e.g., weapons or clothing), virtual property or virtual currencies.” The ability to possess, sell and exchange these virtual assets will transform the way in which business is conducted and redefine the key elements which indicate business success (Kippenberger, 2000).

It isn’t enough to simply do a job better; a new technology such as virtual reality needs to provide distinctive benefits. There are two major benefits to using virtual reality programs such as Second Life. First, it gives us a new way to explore reality. Comparable to a microscope or telescope, it extends our senses so we can learn to do something with reality that we couldn’t do before (Pimental, 1995). Virtual reality technologies present consumers with the ability to sample goods and services before they are developed in the real world. Genuine consumer feedback is gained during this process as users are able to trial the layout of potential buildings, such as supermarkets and hotels, to ensure the most efficient layout and design is achieved during real-world construction (Peattie, 1997). The second benefit we gain from using virtual reality is that it allows us to perceive abstract ideas and processes for which there are no physical models or representations (Pimental, 1995). A virtual world can be likened to a model of our own in magnifying and reflecting the important issues present in the real world (Cheal, 2007).

The information revolution is providing organisations with an opportunity to move their business from the physical to the virtual world. A business is a “moneymaking organisation or institution engaged in commerce, manufacturing, or providing a service” (Heinemann, 1995). Czerniawska and Potter (1998; as cited in Kippenberger, 2000) stated that “traditionally, it has been a company’s physical assets which determined its success. In the future, it will be virtual assets.” The businesses and organisations operating solely within the Second Life community are likely to manufacture virtual assets; intangible valuables that exist solely within a virtual world such as Second Life, ranging from clothes and appendages to houses (Barnes & Guo, 2007). A combination of Linden Lab granting Second Life residents the right to legal trading of the virtual currency Linden Dollars and the copyright over their content (Linden Lab, N/A) has encouraged the formation of solely in-world businesses, the creation of legally registered real-world companies which previously existed only in the virtual world, and the participation of previously unrelated companies and organisations (Noam, 2007).

Companies selling virtual assets in virtual worlds are presented with greater efficiency in the field of manufacturing. The virtual assets generated for use on virtual worlds such as Second Life are stored as computer files (Barnes & Guo, 2007), and once uploaded to Second Life’s server they can be duplicated and sent to copious users. As a result, one unit of output can satisfy an entire market of consumers rather than having to manufacture one good per consumer. This allows Second Life-based companies to direct their resources to creating variations of same item or entirely new virtual products (Peattie, 1997) and therefore diversify the market.

The virtual world and its growth provides an optimal environment for marketing. The Gartner Group (2007; as cited in Noam, 2007) forecast that 80% of internet users would spend time in a virtual world by 2011. Innovative companies are already being introduced to the world of third age computing by taking advantage of new generation technologies such as Second Life to re-engineer their marketing strategy (Peattie, 1997).

Virtual worlds reunite producers and consumers on an international level. “Formal marketing exists to connect producers and consumers who became distanced and estranged by the process of industrialization and the emergence of mass production for mass markets” (Peattie, 1997). The establishment of virtual companies within Second Life not only acts as an innovative method of advertisement beyond basic websites (Peattie, 1997) for real world organisations and brands, but also extends the market reach of companies far beyond that of conventional methods (Grassian & Trueman, 2007). Communication networks are opened by Second Life since participants reside in many different countries, and yet simultaneously connect with each other in real time (Grassian & Trueman, 2007). Interactive Marketing, a by-product of virtual worlds, allows marketers to bypass the distance placed between consumers and producers by an overreliance on basic forms of marketing communication and long supply chains (Peattie, 1997). In the third age of computing, consumers will initiate contact by finding the information they desire electronically on products, services and companies; therefore driving the exchange process (Peattie, 1997).

The virtual environment of Second Life has had a significant impact on the real world business environment; further blurring the boudnaries between the real and virtual worlds. According to Kippenberger (2000), “The scale and accessibility of information now available means that those individuals and organisations who find new ways of applying it will gain competitive advantage over those who are slow to understand the implications.” While this advantage may be transient as competitors catch up (Kippenberger, 2000), companies that implement new and innovative means of communicating to consumers, such as Second Life, will be better off. Evidence suggests that this ‘first-mover-advantage’ has increasing effectiveness under the evolving market conditions (Kippenberger, 2000) and companies which exploit virtual worlds will gain a real-world advantage over their competitors. Many predominant figures and real-world companies in society today have already established their presence on Second Life. The Swedish Government has constructed a virtual embassy and Reuters has developed a news bureau on the site (Noam, 2007).

While some common attributes shared between reality and Second Life are advantages in not only enhancing the realism of the virtual world but even making it more efficient in some aspects (Peattie, 1997), the virtual world has also adopted some seemingly negative aspects from the real world. Copyright issues encountered on Second Life are being settled in official law-courts in an attempt to see real world consequences being inflicted (Cheal, 2007). Furthermore, in August 2007, the virtual investment bank Ginko Financial operating out of Second Life collapsed (Noam, 2007). Far from a calamity, however, this event confirmed the economic realism and reliability of the simulation by experiencing a real world economic event. On the other hand, some economic events which companies in the physical world encounter will have little effect on those operating on an informal virtual platform (Kippenberger, 2000). The impact of phenomenon such as economies of scale, product differentiation, control over product distribution and customer relationships will be minimised (Kippenberger, 2000).

In conclusion, technological changes are stimuating virtual worlds, and both the ‘virtual company’ and the ‘virtual economy’ are fast becoming a reality. It isn’t enough to simply do a job better; a new technology such as virtual reality needs to provide distinctive benefits. The information revolution is providing organisations with an opportunity to move their business from the physical to the virtual world. Companies selling virtual assets in virtual worlds are presented with greater efficiency in the field of manufacturing. The virtual world and its growth provides an optimal environment for marketing, as it reunites producers and consumers on an international level. The virtual environment of Second Life has had a significant impact on the real world business environment; further blurring the boudnaries between the real and virtual worlds. Therefore, business conducted via virtual reality programs is more efficient and effective than the real world methods.


Related Links:

Craig, K. (2006) “Making a Living in Second Life” Text: http://www.wired.com/gaming/virtualworlds/news/2006/02/70153
(Accessed May 5 2008)
Discusses the many various business opportunities available to entrepreneurs on Second Life

Four Corners (2007) “You only life Twice” Text: http://www.abc.net.au/4corners/special_eds/20070319/
(Accessed May 7 2008)
View online the Four Corners report on Second Life

Four Corners (2007) “Virtual Rules – Real Life Lawyers and Second Life Avatars” Text: http://www.abc.net.au/4corners/content/2007/s1876068.htm
(Accessed May 7 2008)
Examines the close correlation between the real and virtual worlds in terms of implementing real-world laws on a supposedly lawless virtual environment

Linden Lab: “Terms of Service” Text: http://secondlife.com/corporate/tos.php
(Accessed May 5 2008)
The terms of service which users must acknowledge and obey while participating in the virtual world of Second Life

Tiffany, L. (2007) “Starting a Second Life Business” Text:
http://www.entrepreneur.com/startingabusiness/businessideas/article172768.html
(Accessed May 8 2008)
Explains the methods, sacrifices and benefits of own and/or operating a virtual business and explores the various opportunities for entrepreneurs to take advantage of



REFERENCES

Barnes, S., and Guo, Y. (2007) “Why people buy Virtual Items in Virtual Worlds with Real Money”. ACM SIGMIS Database 38(4): 69-76.
Retrieved May 8 2008, from the Emerald database

Cheal, C. (2007) “Second Life: Hype or Hyperlearning?” On the Horizon 15(4): 204-210.
Retrieved May 5 2008, from the Emerald database

Grassian, E., and Trueman, R. (2007) “Librarian avatars in Second Life.” Reference Services Review 35(1): 84-89.
Retrieved May 6 2008, from the Emerald database

Harris, B., and Ritzema, T. (2008) “The use of second life in long distance education.” Journal of computing sciences in colleges 23(6): 110-116.
Retrieved May 9 2008, from the Emerald database

Heinemann, R. (1995) Heinemann Australian Student Dictionary. Reed International Books Australia Pty Ltd: Melbourne.

Kippenberger, T. (2000) “Welcome to a virtual world.” The Antidote 24(5): 6-9.
Retrieved May 5 2008, from the Emerald database

Linden Lab: “Second Life: Terms of Service”.
Text: http://secondlife.com/corporate/tos.php (Accessed May 5 2008)

Noam, E. (2007) “The Dismal Economics of Virtual Worlds.” ACM SIGMIS Database 38(4): 106-109
Retrieved May 6 2008, from the Emerald database

Peattie, K. (1997) “The Marketing Mix in the Third Age of Computing.” Marketing Intelligence & Planning 15(3): 142-150.
Retrieved May 12 2008, from the Emerald database

Pimental, K. (1995) Virtual Reality: Through the new looking glass. McGraw-Hill Inc.: United States of America.

Week 12: “Lights, Camera, Action!”

This week’s tutorial task involved making a movie and posting it on YouTube. Although this skill is not directly related to the course, the ability to place movies on the internet will benefit me for future subjects at university and also for personal and business-related purposes. Movies can be used as a medium for putting forward a message or expressing creativity.

There are two steps in this process:
  1. Making a motion picture
  2. Establishing a YouTube account and uploading the movie

Step 1: Making a Movie
Windows Movie Maker will be used to generate a movie of a minimum 30seconds in length. It can be downloaded from; http://www.microsoft.com/windowsxp/downloads/updates/moviemaker2.mspx
(however I struggled with this website and resorted to http://www.download.com/!)
  1. Open the program ‘ windows movie maker’, then choose ‘import pictures’ from the menu down the side. Then you can drag and drop the pictures into the storyboard below. If you do not have photoshop files available, you can import the files that windows provides as stock. There is a little tag ‘show timeline’ above the storyboard that lets you choose between a storyboard, and a timeline. Click on it and see the difference.

  2. If you want to add music or a recorded voice over, choose ‘import music’. To include it in the program, it needs to be in ‘timeline’ view. Then you can drag drop and trim to suit. Again if you don’t have your own audio files, windows has a couple of stock songs.

  3. Use your creativity to make a program by adding text and effects, then it is time to export.

  4. To export, choose ‘save to computer’

  5. When saved, it is ready to send to youtube.

My movie is based on images which I created for another arts course; Writing for the Web. I had developed a website based on a character that collects Polaroid photographs of his phobias and fears in an attempt to overcome them. The website itself is quite dark, and that’s the reason behind the mysterious and scary nature of the images in my movie (so no, I am not a psychopath who can regularly be found with these types of photos!).

I am still stunned at the many variations of effects which can be added to the movie… Oh my gosh!! There’s everything from sepia and vintage-film scratches to using the colour hues to transform the image entirely. And the best bit: you can combine multiple effects YAY! Maintaining the spooky theme of the images, I stuck with the basic “Fade in, from black” and “Fade out, from black”. The effect involving colour hues is my favourite by far, but with all my images being in black & white it had no effect. Unfortunately I didn’t have any music files available, otherwise I could have imported some suspenseful tunes to really enhance my work.

Now onto step 2…


Step 2: Uploading the completed movie to YouTube
This was a pretty simple step. Once I created an account I just followed the prompts and uploaded my movie. …NOT!

Guess what? YouTube doesn’t like the file extension “.MSWMM”. Doh!

UPDATE: I solved it!!

I had difficulties figuring out how to change the file type but it all came good in the end =)
On the left menu, click "Save to my computer" and follow the prompts
[ don't i feel silly! ]

Anyways, here's the final product. Neat-O, yes?



Week 11: Where have all the blog tasks gone?

Another taskless week =S

Week 10: Tutorial Presentations

This week's tutorial was dedicated to presenting our essay ideas and resources verbally in class to ensure we are on the right track. My topic hasnt changed too significantly and i've made a significant dent in the writing process, but there is still much more information I need to find to support my theories.

I better get back to it!

Week 9: ...

Another public holiday this week...
Ho hum!

Week 8: Knowledge for the Future

PART 1

USING MICROSOFT WORD:
Microsoft word is not only imperative during the completion of my university degree but also when I enter my future career after university. Therefore, a thorough understanding of the application and its functions are essential; especially with technology becoming ever-more predominant in today’s society.

Were there any problems?
There were several tasks which I had previously used more complex solutions to complete or have not yet encountered at all.

Double Spacing: I was unaware that Microsoft word had the ability to manipulate double spacing and had previously done it manually.

Track Changes: This is a fantastic means of drafting work. Some of my teachers used this method in High School to express changes which should be made and I was never aware of how they implemented it. This will be useful to me in also drafting my own work; rather than crazily highlighting and using different coloured fonts as I previously did.

Mail Merge: If only I knew this technique 2 years ago whilst job hunting! This is such an easy solution to writing multiple copies of letters, such as resumes, for various recipients. The management of each copy is also simplified; rather than having to update several different copies of the same letter all the changes are made at once. In business this will be essential to ensure time efficiency when completing tasks, such as sending out the same letter to multiple recipients or addressing staff members directly when sending internal office mail – making the letters appear more profession and adding a ‘personal touch’.

What were your solutions?
To solve any problems I encountered, being the tasks I was unaware of how to complete, I turned to Microsoft word’s help section for insight. If this had failed to answer my query, however, I could also ring the Griffith University Help-Desk on 55555 or visit Microsoft Office on the web (there is a link to this under the Help menu in Word)

Did you find it too simple, or was it confusing?
Overall I found the task simple. I have had vast experience using Microsoft word in the past so I had previously explored many of the aspects which the exercise focused on. For those tasks which I had previously used more complex solutions to complete or have not yet encountered at all, the new techniques were not difficult or confusing. This is probably not because the tasks were not challenging but perhaps Microsoft Word is just a very simple program to use which can produce complex results.

Can you see how this software might be useful to you?
Yes, yes i can see how it would be useful to me.


...


...


Not enough? Okie dokie:

Comparing the files “JobLetterDraft1.doc” and “JobLetterMerged.doc”, it is obvious how the techniques explored in this task have enhanced the letter to not only make it appear more professional but also allow for easy sending to multiple persons. Beyond university, applications such as the mail merge and double spacing will make my resume appear more profession whilst job hunting and I will also be able to deliver it to more companies and increase my chances of finding a job. In the workforce I will be able to address other companies or employees with ease.


USING MICROSOFT EXCEL:
Microsoft Excel is a key application for data management for both individuals and companies of all sizes. It allows users to not only store vast quantities of figures but also easily perform calculations, enter formula and visually graph the data to enhance the analysis of information. While many businesses rely of Microsoft Excel for management purposes and it is likely that I will encounter this program in the workforce, Excel can also be beneficial to me personally in terms of tracking personal finances.

Were there any problems?
I had never used borders on cells or tables in Excel before, but while this was new to me it did not cause any difficulties.

The macro task was also very new to me, however the instructions were clear and I managed to complete the task. I am unsure of how to rename the new taskbar icon, however, and they all still state “Custom Menu Item”. I did consult the Excel help menu and Google with my query but I was unable to find a solution. So for the record;
Button 1 = Gains
Button 2 = Losses
Button 3 = Gains & Losses

What were your solutions?
I found the instruction of saving, closing and re-opening my work after each step to be a bit pointless, so instead I simply used “Save As” to save a second copy of my work under a different file name. I did use Google and the help section when I encountered problems and I was only unable to find a solution on one occasion.

Did you find it too simple, or was it confusing?
I had encountered font formatting while using both Microsoft Word and Excel previously, so I found this component to be quite simple. Entering formulas and dragging the corner of the cell to fill the subsequent cells was also a feature I had used previously, but being a key use of Microsoft Excel I found the chance to refresh my memory to be useful. I did encounter difficulties with the Macro task but I persevered and only a minor error remains with the button names.

Can you see how this software might be useful to you?
Now that I am aware that the task bar is customisable, my thoughts on Microsoft Excel have extended beyond that of simply data management, calculations and graphs. A whole new programming component has now been opened up. If the macros can be used for equations and data sorting then a business could rely on particular buttons to act as a program within a program and complete tasks. This knowledge will be extremely beneficial beyond university in a workplace environment.



PART 2
Presuming that you are a user of MSN, or other IM programs (or have used it before, or at least know about it)...

Besides the obvious differences (such as ActiveWorlds is 3D and MSN isn't, etc) what are the qualitative differences between the regular IM program and a 3D environment?
The 3D environment makes the interaction between users a lot more personal; you can see them, but is only a characterised interpretation of them that is not always accurate. Also the use of motions and actions while socialising within 3D environments allows moods to be portrayed in a much more realistic way in comparison to MSN’s image “emoticon” equivalent. The potential for deeper bonding and connections between users is present in virtual worlds because they are able to explore and share experiences together in a similar way to the real world. Whereas on chat programs like MSN users’ relationships are founded on text.

What is different about the kinds of socialising that happens in these spaces?
Rather than just words on a screen, a greater interaction takes place between users on these virtual spaces. They can use facial expressions and actions to portray emotion and express themselves. Characters can form deeper connections through sharing experiences within the virtual world.

Does the 3D aspect make much difference? In other words, are there things that are possible in one space that are not possible in the other?

The 3D aspect makes the virtual world and the user’s interaction with it seem more realistic. Any similarities between our own world and the virtual world in increase its realism. As the old saying goes: “A picture is worth a thousand words”. Chat programs such as MSN and text in general can be used to describe our emotions and actions but it cannot compare to viewing them in a virtual world as we would in reality. It may be possible, but not practical, to use vast amounts of text to explain a feeling or mood but a simple image (provided by a 3D environment) can provide sufficient detail.

As previously mentioned, users of MSN are limited to a white screen and text. Participants in virtual worlds can explore are share experiences together, thus forming connections and bonds to other users the same way we do in the real world.

Could you think of where this sort of application might lead us?
I think that eventually virtual reality applications could be used to connect those who are currently separated by distance in the real world. Basically a virtual reality that mimics our own world could be used to enhance our existence in real life. Education can take place in virtual classrooms, business can be performed within the virtual reality, potential layouts of buildings and other various structures can be trialled in a virtual form before construction commences in real life, and many other possibilities exist. As the internet is to us today, I believe that virtual worlds could become an essential part of our day-to-day lives, and other renowned applications such as the internet could be remodelled based upon a virtual reality platform.