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Bibliography

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  • Rutten, Kris, and Geert Vandermeersche. "Introduction to literacy and society, culture, media and education." CLCWeb: Comparative Literature and Culture 15.3 (2013). Academic OneFile. Web. 9 Mar. 2016.
  • Franklin, Seb. “Control.” MIT Press, 3 Sept. 2015, mitpress.mit.edu/books/control.
  • Swanstrom, Lisa. “External Memory Drives: Deletion and Digitality in Agrippa (A Book of The Dead).” Science Fiction Studies, vol. 43, no. 1, 2016, p. 14., doi:10.5621/sciefictstud.43.1.0014.
  • Scott MacKenzie, author, et al. "Action, Avatar, Ecology, and Empire: Databases, Digitality, Death, and Gaming in Werner Herzog's Arctic." Moving Image: The Journal of the Association of Moving Image Archivists, no. 2, 2016, p. 45. EBSCOhost, doi:10.5749/movingimage.16.2.0045.
  • LANDSBERG, ALISON. "Virtual Memory: Time-Based Art and the Dream of Digitality." Critical Inquiry, vol. 43, no. 1, Oct. 2016, pp. 215-216. EBSCOhost, ezproxy.mga.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=lfh&AN=118124358&site=eds-live&scope=site.

Overview and Development adding needed citations

Overview[edit]

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Aspects of digitality include near continuous contact with other people through cell phones, near instantaneous access to information through the World Wide Web, third wave information storage (where any fragment in a text can be searched and used for categorization, such as through search engine Google), and communicating through weblogs and email. Some of the negative aspects of digitality include computer viruses and spam.

With the rapidly growing technology, children at increasingly younger ages are learning to speak through the cyber world rather than in face-to-face conversation. They are becoming more digitally literate and creating a new culture in which they communicate more efficiently online than they do in person.

Development[edit]

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In the 1990s, scholarship of the effects of interactivity with information began to be written and published, particularly focused on the immediacy and ubiquity of digital communications, the interactivity and participatory nature of digital media, and the role of "shallow" information searches. While in the tradition of Postmodernism in that they presume a decisive role for media in the formation of personality, culture and social order, they differ fundamentally from the analog critical theory, in that the audience has the ability to do more than create a personal idiolectic text, but instead is able to create new texts which reinforce the behavior of other participants. This made it possible to individuals to express themselves through interactivity of digital media.

Although the computer was originally created to complete large scale computations, it ultimately progressed into a processing machine that could retrieve and interpret information very quickly. The first personal computer was first introduced by Ed Roberts in 1975 and this sparked the introduction of other "personal computers". As technology continued to advance, more and more intelligent computers were coming to light with stronger processing power and wider range of utilities. This new age of technology lead to the invention of the World Wide Web by Tim Berners-Lee in 1990 which revolutionized the modern world. With the introduction of this World Wide Web people were able to more commonly access a data pool online with a trove of information. This information is now easily accessible from a Smartphone which can connect people from anywhere at any time.