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.

Week 7: Catch up…

Due to the cancellation of Thursday tutorials because of ANZAC DAY, the focus of this week is continuing work on our essays, catching up on missed blog entries and/or revising the previous lectures.

Judging by the date this blog was actually posted (it’s been saved on my computer for awhile!), I went with the essay option.

I’ve found some fantastic information relating to my chosen topic of Second Life and whether it allows us to live more, however I am beginning to think that this particular theme is too broad. While there are many areas of Second Life I am fascinated by and would love to discuss them all, perhaps I need to focus on one area so that I can make the most of the tiny 1000word limit. After some careful consideration I’ve narrowed my choices down to two potential essay hypotheses:
  1. Virtual Worlds and Business

  2. Virtual Worlds and Education
There is a vast amount of information available on the connection between Virtual Worlds, such as Second Life, and Education. Actually there’s probably a little too much information available since I am getting the impression that the topic has been over-explored already. After watching the screening of Four Corners in class about Second Life users making real money from virtual businesses I am partial towards the business related theme. Plus I like the challenge of having to dig around more thoroughly for information to form an essay on a reasonably untouched topic.

So my final hypothesis shall be something along the lines of:
“Is business conducted via Virtual Reality Programs more efficient and/or effective than the real world methods?”

Monday, April 21, 2008

Week 6: Wikipedia Evaluation

It’s been kind of nuts over the past 2 weeks, hence the very random dates on which blog posts are added. I’m up-to-date for now so hopefully I can maintain some consistency from here on =)

This week we are exploring why Wikipedia cannot be relied on as an academic resource. To cite directly from the wikipedia research page:

"It is in the nature of an ever-changing work like Wikipedia that, while some articles are of the highest quality of scholarship, others are admittedly complete rubbish". (http://en.wikipedia.org/wiki/Wikipedia:10_things_you_did_not_know_about_Wikipedia)

We also viewed some background information relating to Wikipedia and their guidelines for useful articles;

Background Information:
http://en.wikipedia.org/wiki/Wikipedia:Researching_with_Wikipedia
http://en.wikipedia.org/wiki/Wikipedia:Why_Wikipedia_is_not_so_great
http://en.wikipedia.org/wiki/Wikipedia:Help
http://en.wikipedia.org/wiki/Wikipedia:Sandbox

Guidelines for Useful Articles:
http://en.wikipedia.org/wiki/Wikipedia:About#Wikipedia_content_criteria
Wikipedia content is intended to be factual, notable, verifiable with external sources, and neutrally presented, with external sources cited.
The appropriate policies and guidelines for these are found at:
Wikipedia:What Wikipedia is not summarizes what Wikipedia is, and what it is not.
Wikipedia:Neutral point of view Wikipedia's core approach, neutral unbiased article writing.
Wikipedia:No original research what is, and is not, valid information.
Wikipedia:Verifiability what counts as a verifiable source and how a source can be verified.
Wikipedia:Citing sources sources should be cited, and the manner of doing so.
Wikipedia:Manual of Style articles should follow this style guide

Once completing these tasks we selected two topics in fields we are knowledgable and examine the accuracy and construction of the related Wikipedia articles;


Jeans
http://en.wikipedia.org/wiki/Jeans

* Is this an accurate article?
The article is accurate enough in mentioning Levi Strauss and the key role of the Levis Company in the evolution of jeans as we know them today. Unfortunately I don’t have as much knowledge on the history of jeans as I would like, however I do know a great deal about the different fits and styles. Wikipedia is a global resource, however, and the various names given to styles may differ slightly depending on whereabouts in the world the article originated. I was impressed that they mentioned the rise of the jeans towards the end of the article, noting that jeans can sit at various heights on the waist; ranging from high-waited to super low-rise.


* Does it cover all the basic facts that you'd need to understand this topic?
The majority of the links in relation to the range of jean fits either do not exist or lead the user to an unrelated page, which leave a big hole in the information presented on this potentially useful page. While I was hoping to see many diagrams, images and clear explanations of each unique style and how they vary to similar fits, I was grateful when the few functional links actually led to the correct page!

Links to non-existent pages:
- Ankle jeans
- Boycut (or Boyfriend) jeans for women
- Loose Jeans
- Relaxed fit
- Slinkies (never heard of them…?)

Links to unrelated or incorrect pages:
- Baggy Jeans: Directs users back to the original Jeans page
(In other words it refreshes the page, taking users back to the top)
- Bootcut: Leads to the correct page, however the information is simply copied and pasted from the article on “Bell-Bottoms” and is therefore inaccurate. A brief section at the bottom of both pages describes flares AND bootcut but there is nothing in related to bootcut as a unique style.
- “Mom” Jeans: Links to an article about the television show Saturday Night Live…huh?
- Original Jeans: Leads to an article on “originality”
- Saggy Jeans: Link to “sagging” (as a fashion)

Links that WORK!

- Bell-Bottoms / Flares
- Carpenter Jeans (only small explanation with no images)
- Hip Huggers
- Low-Rise Jeans
- Overall
- Phat Pants
- Skinny Jeans
- Wide Leg Jeans
- Jorts (or as ordinary people would call them… Denim Shorts)


* Does this article follow the Wikipedia guidelines for useful articles?
Wikipedia content is intended to be factual, notable, verifiable with external sources, and neutrally presented with external sources cited.

I do feel that more facts need to be included on how the jeans fit and how each style varies… after all, is that not the main information people would be seeking? You do not need to know how the jeans were made when buying a pair or simply learning the terminology; it’s what the jeans are today that is important.

I get the impression that several of the linked pages discussing the jean fits are only a personal description provided by a user with no professional knowledge in the field or the use of external references. The articles on Low-rise Jeans, Hip-Huggers, and Bell-Bottoms (flares) are constructed in a professional manner with links (both within and outside of Wikipedia). Whereas with pages such as the Carpenter Jean, which I have never heard of but it sounds like a good idea, there are minimal links and no images or diagrams to reference; only a brief and basic description.

In conclusion, the article has a neutral nature on its side, however I feel its supposed facts are questionable and more external links are required to regain credibility.


* Is this article fair and balanced, or is it biased towards a particular side or argument?
There isn’t really an argument present in this topic for any bias to form around; however there may be discrepancies in the history of jeans which I’m not currently aware of.

This is where problems arise with Wikipedia; a lot of the time information could be incorrect, but how do we know any different? We use Wikipedia in search of knowledge, if we already knew the truth then we would not need to reference it. Although I work in the area of jeans, I don’t have the knowledge of jean history to criticise anything said in the related articles. Further research could be conducted to confirm the information put forward but due to time restrictions this activity will have to be saved until later.


2007 Rugby World Cup
http://en.wikipedia.org/wiki/2007_Rugby_World_Cup

* Is this an accurate article?
I was at the 2007 World cup finals in Paris; Bronze Final and Grand Final matches so I got to experience the matches described in this article first-hand. Based on my knowledge of this field the article is accurate and also very informative.

* Does it cover all the basic facts that you'd need to understand this topic?
Not only did the accuracy impress me but there is exceptional detail in describing the teams, individual matches and final ladder positions.

* Does this article follow the Wikipedia guidelines for useful articles?
Wikipedia content is intended to be factual, notable, verifiable with external sources, and neutrally presented with external sources cited.
There are plentiful links to other Wikipedia articles and also external web resources – enhancing the credibility of the article itself. As previously concluded, the information presented is factual and thorough. Therefore the article does follow Wikipedia’s guidelines for useful articles.

* Is this article fair and balanced, or is it biased towards a particular side or argument?

No bias towards any particular World Cup team is present within the article.

Week 5: [Mechanical Reproduction][Mechanical Reproduction][Mechanical Reproduction][Mechanical Reproduction][Mechanical Reproduction]

This week we were given several topics to discuss regarding Walter Benjamin’s “Art in the Age of Mechanical Reproduction”


How do the ideas from Walter Benjamin's "Art in the Age of Mechanical Reproduction" apply to contemporary digital media?
In Walter Benjamin’s ‘The Work of Art in the Age of Mechanical Reproduction’, the role of modern digital media is considered as he discusses the rise of more advanced technologies and how they impacted the evolution of art historically. Art, as described by Walter Benjamin, lost its manual creation to a more technological process. This can be seen through the invention of the camera - which challenges the role of portrait and landscape artists in our society. This “frees” the hand of its artistic functions and is replaces by the eye viewing the world through a lens.

The reproduction of art has always been possible. Replicas of man-made artifacts were made by pupils practicing their skill, by masters distributing their works and by external third parties to benefit themselves. The mechanical aspect of reproducing art is a new element. The Greeks were aware of two methods of reproducing art; stamping and founding. Man-made items such as terra cottas, bronzes and coins could be produced in mass quantities, however all others could not be mechanically reproduced and remained unique.


There was a time when "Art" was made by artists who were skilled professionals. Now that anyone with a computer can create things digitally (music, images, videos, etc), what does that mean for "art"?
Art can broadly be defined as “the products of human creativity” (http://wordnet.princeton.edu/perl/webwn?s=art).

Under this definition, the human aspect of creating art is not necessary the traditional methods of manually painting, writing or sculpting an artwork; it is the creativity behind each creation. This means that those who prefer to display their creativity through a mechanical technology, such as a computer, can still consider their creations to be art because it is branded by unique human imagination.

My Paradox: If a computer were to be programmed to randomly generate coloured pixels on a screen, and the result was something similar to that of human-inspired art, could this too be considered an artwork? Directly no, because it lacks the element of human creativity. Indirectly however, a person was creative in developing the idea of this art-generating computer, and would have designed the program which the computer uses. So would either the program the computer uses, the art itself, or both indirectly be ‘art’ by definition?


Is a photoshopped image "authentic"?
Technically… no. By duplicating the image before any photo-shopping commences it becomes a replica. The aura and authenticity of the image would be lost at this stage.

Once the image is photoshopped, however, it becomes a completely new image. The authenticity of an artwork is the essence of all that is transmissible from its beginning. While it is no longer authentic in relation to the original image, it is authentic in having been granted a new beginning. This new illustration may also develop its own aura.


Do digital "things" have an "aura" (in Benjamin's terms)?
Walter Benjamin described an aura as a sense of awe and reverence experienced when in the presence of great works of art. This aura is not limited to the object itself, but rather its external attributes which greatly vary to those of digital “things”.

The aura of an artwork is influenced by its known line of ownership, however the ownership of digital creations cannot be passed from one person to the next and often it is difficult to find the original creator or owner of online artworks. Additionally, it is very easy for someone to steal the creations of others and claim them as their own, further taking away from its aura.

Restricted exhibition also increases a work of art’s aura. Digital designs are no way restricted; if anything they are available on the internet to increase the number of people who can easily view them. It is possible to restrict traffic to websites by creating a password system, but it is uncommon for users to place items on the internet if they didn’t want the world to see them.

The authenticity of a “thing” is the essence of all that is transmissible from its beginning, ranging from its substantive duration to its testimony to the history which it has experienced. Publicizing authenticity upholds the aura of a work of art.

Cultural Value is too a determent of aura according to Walter Benjamin. With early recognised artworks, such as paintings and sculptures, a great influence of the culture and time can be seen. The online community which influences digital “things” is a merger of internet users worldwide and has its own culture. Although the culture of the person responsible for the construction of the digital item may be present, other users of the internet would most likely value the online culture which influences digital artworks.

Original works of art were dependant on ritual, meaning there was an association with location, influential sources of power and religious ritual. This originality is eliminated with the development of new types of artwork such as digital creations and therefore the aura is shattered. Bejamin wrote "For the first time in world history, mechanical reproduction emancipates the work of art from its parasitical dependence on ritual."

Although Walter Benjamin suggests that digital forms of artwork do not consist of an aura, in rebuttal digital representations of artwork or unique digital creations still maintain an evolved cultural value; however the known line of leadership, reach of its exhibition and authenticity dilute this aura. In general, the overall impact, or aura, is lessened but still exists. For example, when we watch the news on television we regularly see shocking scenes, and even though we are not experiencing these events for ourselves in real life the video of them still stirs similar yet lessened emotions within us. As with art, even if we view the piece via a digital source we still experience the same feelings towards it but the aura is weakened. With the technologies available to us today, it is understandable that the way in which we view and react to art has evolved.

Sunday, April 6, 2008

Week 4: Search Engine Scavenger Hunt

This week we are required to answer a few basic questions without the assistance of Google or Wikipedia.

My first reaction to this task was something along the lines of “There are hundreds of other search engines on the internet; I’ll just use one of them instead!” In doing so, I will still be expanding my knowledge of internet content and improve my ability to locate information.


1. Who was the creator of the infamous "lovebug" computer virus?
ANSWER: Onel de Guzman, 24, a computer school student in the Phillipines, was the creator of the “lovebug” virus and he admitted to writing the password-stealing program as a school project.

Search Engine: HotBot (http://www.hotbot.com/)
Search Criteria: lovebug AND virus AND creator

Source: CNN
http://archives.cnn.com/2000/TECH/computing/06/29/philippines.lovebug.02/index.html

Is the source reliable?
CNN is a worldwide provider of news and has a name and reputation to uphold. The article referring the lovebug virus contains no bias or opinion, and therefore it can be assumed the source is genuine.


2. Who invented the paper clip?
ANSWER: Johan Vaaler, a Norwegian, has been identified as the inventor of the paper clip

Search Engine: Yahoo
Search Criteria: paper clip inventor

Source: About.com
http://inventors.about.com/library/inventors/blpaperclip.htm

Is the source reliable?
About.com is a neighbourhood of experts sharing their knowledge online. Unlike Wikipedia, not everyone can contribute to the website and therefore the information displayed is restricted to the wisdom of those with expertise in the field. This collection of information is not only useful but most likely truthful.


3. How did the Ebola virus get its name?
ANSWER: The Ebola Virus, found in Africa and the Western Pacific, was named after the region of Congo (Kinshasa) where it was first identified in 1976.

Search Engine: Answers (www.answers.com)
Search Criteria: dictionary: ebola virus

Source: Answers (excerpt from the Colombian Encyclopedia)
http://www.answers.com/topic/ebola?cat=health

Is the source reliable?
“Answers” is a renowned search engine but the use of excerpts from various encyclopedias, including the Columbian encyclopedia, ensures its reliability as a source.


4. What country had the largest recorded earthquake?
ANSWER: The only earthquake in the 20th Century to reach or exceed 9 on the Richter Scale was the May 1960 earthquake in Chile, which registered 9.5. The greatest loss of life, however, came from the 8.2 quake which struck China in July 1976, killing nearly 250,000 people.

Search Engine: Open Directory (http://dmoz.org/)
Search Criteria: earthquakes

Source: TLC - Dicovery
http://tlc.discovery.com/convergence/quakes/articles/tremortech_08.html

Is the source reliable?
This website represents the Discovery channel – available on pay TV. Although the site itself has no credibility in the field of seismic activity, it presents information from documentaries compiled by known experts in the field.


5. In computer memory/storage terms, how many kilobytes in a terabyte?
ANSWER: 1 Terabyte is equal to 1073741824 kilobytes

Search Engine: A9 (http://www.a9.com/)
Search Criteria: kilobyte AND terabyte

Source: Byte Converter - File Size Calculator
http://www.t1shopper.com/tools/calculate/byteconverter.shtml

Is the source reliable?
T1 shopper is an internet service provider so they have experience in the field of computers and technology. Their “Byte Convertor” is based on mathematics and therefore is most likely more accurate than any estimates which can be offered by an actual person.


6. Who is the creator of email?
ANSWER: Ray Tomlinson

Search Engine: Yahoo
Search Criteria: “creator of email”

Source: TechDirt
http://www.techdirt.com/articles/20011206/0140215.shtml

Is the source reliable?
Techdirt employs a team of analysts with a broad range of experience and their mission statement is to “get the right information to the right people at the right time.” From this we can assume the information they provide is accurate and correct.


7. What is the storm worm, and how many computers are infected by it?
ANSWER: Storm Worm is a Trojan which infects computers through a seemingly innocent email and initiates large amounts of spam email to be sent from these systems. The infected computers form a network and communicate with each other, with the email addresses stored on each station being harvested. As of January 22 2007, five days after its initial appearance, the storm worm accounted for 8% of all infections worldwide. Storm is estimated to comprise of 1 – 10 million PCs worldwide.

Search Engine: AltaVista
Search Criteria: “storm worm”

Source: About.com – Antivirus Software
http://antivirus.about.com/od/virusdescriptions/a/stormworm.htm

Is the source reliable?
About.com is a neighbourhood of experts sharing their knowledge online. Unlike Wikipedia, not everyone can contribute to the website and therefore the information displayed is restricted to the wisdom of those with expertise in the field. This collection of information is not only useful but most likely truthful.


8. If you wanted to contact the prime minister of Australia directly, what is the most efficient way?
ANSWER: There are many various methods of contacting PM Kevin Rudd displayed on the official Labour Party website. Some include:
- Parliament House:
o Tel (02) 6277 7700
o Fax (02) 6273 4100
- Griffith Electorate House:
o Tel (07) 3899 4031
o (07) 3899 5755
- Postal Address: PO Box 476A, Morningside, QLD, 4170

Search Engine: Yahoo (www.yahoo.com)
Search Criteria: contact Kevin Rudd

Source: Official Website of the Australian Labour Party
http://www.alp.org.au/people/qld/rudd_kevin.php

Is the source reliable?
This is the official page for PM Kevin Rudd on the Labour Party’s website so wee can therefore assume this information is genuine.


9. Which Brisbane-based punk band is Stephen Stockwell (Head of the School of Arts) a member of?
ANSWER: the Black Assassins

Search Engine: Yahoo
Search Criteria: Stephen Stockwell Band

Source: Dr Stephen Stockwell
http://live-wirez.gu.edu.au/Staff/Stephen/default.html

Is the source reliable?
This page is created by / dedicated to Stephen Stockwell… it doesn’t get much more accurate than that!


10. What does the term "Web 2.0" mean in your own words?
ANSWER: Web 2.0 is the term given to a second generation of the World Wide Web which advances on HTML code to improve user-focused applications and open sharing of information.

Search Engine: Yahoo
Search Criteria: define: web2.0

Source: Webopedia
http://www.webopedia.com/TERM/W/Web_2_point_0.html

Is the source reliable?
Webopedia is an online encyclopedia dedicated to computer technology. With its reputation based upon accuracy, the source is presumably reliable.



This exercise was beneficial to me because I feel I rely on Google and Wikipedia a great deal when locating information. Even if I need to confirm a definition or locate a city that was referred to I usually jump straight to Google of Wikipedia; simply because its quick and I have familiarised myself with these two sites. Wikipedia is not very reliable however, because the content can be altered by any user and therefore may not be accurate.

• How do search engines rank the stuff they find on the internet?
Firstly, web spiders form a list of words and/or phrases found on web pages so that search engines have a database to search. This process is known as web crawling.

The web pages found by search engines are then ranked by relevance. Not even search engines can get it right every time however, and non-relevant pages can potentially be displayed.
http://computer.howstuffworks.com/search-engine1.htm


• Who, or what, makes one page (that you might get in your search results) more useful than another one, so that it is put at the top of your search results?
Crawler-based search engines determine relevancy (or usefulness) based on a set of rules known as an algorithm. The main rule of a ranking algorithm is the location and frequency of keywords. Individual search engines vary their results to those of a rival search engine by indexing more or less web pages. Websites may be penalised if search engine spamming is detected. The web crawling process ensures that different search engines return unique results.
http://searchenginewatch.com/showPage.html?page=2167961


• What are some of your favourite search engines? Why do you like one more than others?
Personally, I prefer to use Google or Wikipedia simply because they are easy to use and return the most relevant results with minimal criteria. Although Wikipedia may not provide guaranteed accuracy, I find it is a great reference point to gain basic information on unfamiliar topics. Google is then used to confirm the claims made by Wikipedia with more reliable information. These two search engines excel above the others because (in my opinion) they are easier to use and more concise than their competitiors.


‘Guess the Google’
http://grant.robinson.name/projects/guess-the-google/

I really enjoyed this game. It reminds of a traditional “spot the differences”- type game… only the opposite by having to spot the similarities. ‘Guess the Google’ highlights how important it is to be specific when searching for text or images as any broad variety of (potentially unrelated) results could be returned.

Wednesday, March 26, 2008

Week 3: Alphaville, une étrange film


Tutorial

Now that I have a blog it’s time to join the blogosphere! This week’s tutorial revolved around creating a link list to be featured on my blog, in addition to getting my blog linked to by other users from the class. My “blogroll”, a link list element constructed in the overall page layout, can be found on the menu system to the right of my blog entries.

Now that I am connected to other users there will likely be interaction between myself and other bloggers. Blog etiquette suggests that when someone posts a comment for you, it's usually polite to comment on their blog as well. I hope to leave some comments on these blogs too, and hopefully people will return the favour as a form of blog etiquette. This is one of many ways to create a web-presence and expand my audience on the blogosphere.


BLOGGING TASK: WEEK 3

We were asked to consider our own interaction with new communication technologies to communicate with friends and family.

Do you have friends whom you only know from the internet and have never met in person?
Is this different to people that you know in person?
Describe the difference.

Personally, I am not a fan of using technology to communicate with people I have not yet met face-to-face. On occasion I will be introduced to friends of friends via the internet or telephone but I eventually met all of these people in person.

I feel it is too easy (and definitely tempting) for people to create an entirely new persona for themselves when physical appearance and certain personality traits can be eliminated. How do you know if you are talking to a genuine person or a fictional character they’ve constructed?

I can understand why this happens though… I used to love talking to people I had never met because it’s much easier to open yourself to them in comparison to the people I know in person (they have no direct impact on your daily life). But how risky is that?! Some choose to prey on people’s willingness to open up… a person who says they are a 18yr-old female online could easily be a 56yr-old man.

And if I happened to meet this person, genuine or not, the conversation won’t necessarily be the same as it was through the technological media. It may be fun to talk to them nonetheless, but I often find I don’t have much time to devote to the internet anyway so my #1 priority is my real life friends.

Generally I only use technologies such as the internet or phone to contact people I already know to arrange a face-to-face gathering; it’s much more personal =)
[My only exception to this is friends or family that live quite far away]


How long have you been using these communication technologies?
A looooooong time! Since I was about… 12 or 13 years old? So about 5-6yrs. That’s not as long as some of my friends though.


What influenced you to start using these particular technologies?
In a nutshell: peer pressure. I remember being forced by my friends to create a hotmail account in grade 8, but before then I honestly thought internet chatting was a waste of time. When I saw how many of my friends were talking online (without me!) however, it made it realise that I’ve been missing out on quality talk / gossip / bonding time so I continued using MSN Messenger and email to belong.


Is privacy an issue for you when using new technologies? (How do you deal with issues around privacy?)

Generally with online chat I only talk to people I already know… and most of those people probably know me better than I know myself! But I am quite cautious with websites like Myspace. I haven’t set my profile to private yet (what’s the point of having the darn thing if no one can see it?) but I am very careful with my telephone numbers, home address and email address to ensure they are never posted on the site.


Lecture:
Alphaville (1965), Jean-Luc Godard’s homage to both science-fiction and classic American detective stories, is relevant to our studies of New Communication Technologies because of the theory of a dictatorial computer (Alpha 60) being in complete control of a major metropolitan city. This central computer outlaws individualist concepts such as free thought, emotion, love and poetry in the city. Those who act illogically by expressing emotion are interrogated and executed. All words which are believed to provoke emotion are banned from the “bible”; dictionaries placed in each room which are constantly updated to exclude forbidden words. As a result of all this, Alphaville is an inhuman, alienated society of bar-coded drones.

Perhaps with the ever-increasing presence of technology in our everyday lives Alphaville has become a more pertinent glimpse into the future than ever before. Computers already have such a great stronghold over us because we have developed a need for them. Nowadays we find it difficult to even meet in person without an email, text message or telephone call arranging a time first. What if in the future our dependence on technology extended beyond communication? Internet banking has proven that bank branches may become useless, and with the ideals put forward in the Four Corners report on the virtual world Second Life we may even solely rely on technology (such as computers connected to the internet) to do our jobs and make money to sustain our lifestyles. If this is all possible, and we begin to live our lives through technology, then what use would emotion have? Face-to-face contact would be minimised so why express ourselves?





Readings:
Film and Screen Glossary
University of Waikato: Screen & Media Studies
http://www.waikato.ac.nz/film/handbook/glossary.html

General Information
Internet and Movie Database (IMDb)
http://www.imdb.com/title/tt0058898/

Film Review
Channel 4: Cinema Department
http://www.channel4.com/film/reviews/film.jsp?id=100360

Critical Review
Andrew Sarris
http://www.criterion.com/asp/release.asp?id=25&eid=44&section=essay

French New Wave Cinema
Craig Phillips
http://www.greencine.com/static/primers/fnwave1.jsp

Jean-Luc Godard
Strictly Film School
http://www.filmref.com/directors/dirpages/godard.html



Wow, so many readings this week and each of them helpful in an entirely different way!

I found Andrew Sarris’ critical essay to be the most useful in explaining and analysing Alphaville. A good supporting text for this essay is the film and screen glossary created by the University of Waikato. The definitions provided helped set the scene for discussions revolving around Alphaville and helped to decode some of the genre-specific language, as did Craig Phillip’s exploration of French new wave cinema. The film review prepared by Channel 4’s cinema department and Strictly Film School’s page dedicated to Jean-Luc Godard both provided a clear synopsis of the Alphaville plot.

The general information provided by the Internet Movie Database (IMDb) reminded me of a key quote from the film: “Time is like a circle which is endlessly described. The declining arc is the past. The inclining arc is the future” – Alpha 60. This resonated a new idea of how time philosophically functions, implying that time is simply a repeating force where our future becomes our past and the past repeats in the future.

Week2: Here at last!

I HAVE A BLOG YAY!

(to all those reading: Yes, I know that’s an obvious fact)


Tutorial:
Our tutorial covered various types of networks in our world today. We found that not all networks are necessarily based on technology, such as social networks. Through much brainstorming a list of common networks was constructed:
- Internet
- Instant Messaging/Chat/Skype
- Myspace/Facebook
- Mobile and Landline Telephones
- Online Games with interaction between two users (e.g. World of Warcraft)
- Advanced Console Games
- Limewire
- Blogs (e.g. Livejournal)
- Photosharing
- Virtual Worlds (Second Life)

After creating my blog (hooray!) I participated in the survey regarding our technology usage, so a collection of results from students taking this course could be gathered and analysed during the lecture.


Lecture:
Phishing; Sending out bulk emails in the hopes of receiving credit-card details in return.
This definition sparked a discussion on the countless amounts of scam emails we’ve all received. I used to receive roughly 20 spam emails a day, most trying to sell Viagra and male genitalia –enlargement products (what use an 18yr-old female has for them is beyond me!).


Related Story:
I saw a show on TV about spam emails just weeks before the lecture (if I remember the name I will surely post it). They conducted an experiment to see how much spam they could generate in 1 week. After creating a new email account on a brand new computer (to stop the risk of viruses) and turning off all the spam filters, they did the following to attract maximum spam:
- Clicked on pop-up links
- Entered online competitions with the new email address
- Replied to all or majority of spam received with “Thank-You. I am very interested, please send more.”

By the end of the test period these guys had roughly 6,000 spam emails sitting in their inbox!!

Survey
The collective results of last week’s survey from all New Communication Technologies students were analysed and compared to results of students in America who completed the same questionnaire.

Unfortunately I was unable to find the exact data set of American students from the Pew Internet and American Life Project (http://www.pewinternet.org/) from the broad homepage link provided on Learning@GU, so I don’t have much to comment on other than the fact the American results were similar in some aspects to our own responses. I believe the most crucial result of Griffith’s New Comm. Tech. students was that 0% said they never used email; clearly disproving the hypothesis of the lecture and showing that email is clearly not dead.


Reading: Walter Benjamin
“The Work of Art in the Age of Mechanical Reproduction”
Ok, I’ll be honest… I have a short attention span so although a read a few bits and pieces of the chapters I could only fully digest the preface and epilogue. From these two sections I still feel I have understood the philosophical ideas put forward by Walter Benjamin to be a logical examination of technological development.

Benjamin suggests that war is, in a sense, beneficial for technological advancement in terms of both development and functionality (mobility) because all resources are striving towards a shared goal. War also fulfils one of our mutual fantasies; “the metalisation of the human body”. With the use of technology our strength and endurance can excel way beyond the limitations of our own bodies. War gives us a reason to improve our offensive and defensive weaponry which some, such as Walter Benjamin, consider to be an advanced futuristic art form. Unnatural utilization of productive forces is the result of war and proves that although technological advancement may occur, our society is not mature enough to homogenize with this technology.

Sunday, March 16, 2008

Week1: Blogless...?

As I sit at my desk, staring at this blank Microsoft Word document in which I will create the first of many blog entries, I’m wondering “How the heck am I going to create a website?” and most importantly: “I hope I can somehow transfer this blog entry from word to the web!”

Week 1 has proven to be very informative in terms of new knowledge I have gained. Although I am currently blogless and a little overwhelmed, everything I learn as time progresses will surely fall into place. Now onto my first challenge… figuring out how to report on the mass of information I’ve gained this week while keeping it short and sweet.


Tutorial:
Why, oh why did I schedule my tutorial to begin so *gosh-darn* early on a Monday morning?!

Today we met our tutor Adam and we spent a good solid 2hours exploring Learning@GU. I’m glad there’s so much information available to us online… my computer will surely get a workout when I start playing in the Free Software section!

The Week 1 blogging task took us through the Discussion Board feature of Learning@GU. This will prove to be really helpful, especially when encountering problems (which I will likely do on a regular basis!).


Lecture 1:
What is Technology? What is Communication?
We began our lecture by exploring some additional readings to set the scene of New Communication Technology.
  • Map of Online Communities
    http://acatalin.com/blog/wp-content/uploads/2007/05/online_communities.png
    This comedic interpretation of the internet and how its many predominant websites, groups and ideals interact allowed me to consider how everything has a space on the web; some spaces bigger than others. It also illustrates the rivalry for popularity. For example Classmates.com vs Reunion.com, and Myspace vs the invaders Facebook.


















  • Diagram
    www.cmc.gov.au/__data/assets/pdf_file/7817/Building_a_Creative_Innovation_Economy.pdfThis diagram shows the bandwidth requirements of a variety of online activities. Our technological advancement can also be observed on the diagram; each progression to the right shows a greater amount of bandwidth available to the average internet user and therefore more complex features accessible from home. Currently our position on this chart is somewhere around the top end of “video on demand”. YouTube supplies us with all our video needs at the push of a button; however we cannot yet receive multi-channel TV through our computers.





















  • Article
    [“Artists, not boffins, to drive digital age”]

    http://www.smh.com.au/news/technology/artists-not-boffins-to-drive-digital-age/2008/02/29/1204226991305.html
    This article explores how the cultural and creative arts will be a driving force of digital technology growth.

    Funding for the Arts has been increased as a result of this belief, which could potentially prove beneficial to the technological environment.

    THE internet may have been invented by American military engineers seeking an advantage in war, but future developments in digital technology will come from designers, sculptors and musicians, a meeting of cultural ministers has concluded.
    The Cultural Ministers Council, which brings arts ministers from Australian and New Zealand together to talk about the cultural state of play, met for the first time yesterday under the stewardship of the Arts Minister, Peter Garrett.
    The result was a wide-ranging list of policy statements, including the somewhat surprising conclusion that artists and not computer engineers or IT specialists will drive digital innovation.
    "Creativity, the cultural sector and the creative industries have a crucial role as drivers of growth in the economy," Mr Garrett said.
    "They will be the drivers of the online, mobile and broadcast digital environment."

  • Video: Second Life
    http://www.abc.net.au/4corners/special_eds/20070319/
    For the second half of the lecture we viewed an episode of ABC’s Four Corners discussing Second Life; an online virtual world created by Linden Labs. The average age of players is 32 and is mainly played by women. While inside the virtual world each player is assigned an “avatar” (virtual person) as an identity used to interact with the avatars of other users. The world has even adapted a currency (Lindens) and people are able to convert $USA to lindens to purchase virtual products, and then back from Lindens to $USA… resulting in the possibility of virtual businesses that are profitable in the real world.




Reading: Bloggers Handbook
The Handbook for Bloggers and Cyber-Dissidents inspired me to create a web presence through my own blog by finding an audience amongst the “blogosphere” (blogging community). Additionally, originality and establishing credibility as a reliable source help develop a good blog into a successful one; two key objectives I wish to uphold in my own blog.