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User:KendelA27/New Media

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CHANGES:

Links Fixed —————————————— Memes - Tool for Social Change: A meme, often seen on the internet, is an idea that has been replicated and passed along. Ryan Milner compared this concept to a possible tool for social change. The combination of pictures and texts represent pop polyvocality ("the people's version"). A meme can make more serious conversations less tense while still displaying the situation at sake (Milner, R.2013).[1]

National Identities - Tool for Social Change: Miller and Slater discuss online Trinidad culture on online networks through the use of ethnographic studies. The study argues that internet culture does exist and this version of new media cannot eliminate people's relations to their geographic area or national identity. The focus on Trini culture specifically demonstrated the importance of what Trini values and beliefs existed within the page while also representing their identities on the web (Miller, D & Slater, D. 2000).[2]

Music Industry: - INDUSTRY:

"One example of a media industry affect by new media technologies is the music industry. Technological change shapes the distribution of music, for example, the distribution of music from shellac to vinyl, vinyl to 8-tracks, and many more changes over the decades. Beginning in the early 1900s audio was released on a brittle material called "shellac." The quality of the sound was very distorted and the delicacy of the physical format resulted in the change to LPs (Long.Playing). The first LP was made by Colombia Records in 1948 and later on, RCA developed the EP (Extended.Play) which was only seven inches around and had a longer playing time in comparison to the original LP (Kendall, 2017: 2-4). The desire for portable music still persisted in this era which projected the launch of the compact cassette. The Cassette was released in 1963 and flourished after post-war where Cassette tapes were being converted into cars for entertainment when traveling. Not long after the development of the cassette did the music industry begin to see forms of piracy. Cassette tapes allowed people to make their own tapes without paying for rights to the music (Kendall, 2017: 4-6). This effect caused a major loss in the music industry but it also led to the evolution of mixtapes. As music technologies continued to develop from 8-tracks, floppy discs, CD's, to today's MP3, so did new media platforms as well. The discovery of MP3's in the 1990s has since changed the world we live in today. At first, MP3 tracks threated the industry with massive piracy file-to-file sharing networks such as Napster, until laws were established to prevent this (Kendall, 2017: 8-16). However, Consumption of music is higher than ever before due to streaming platforms like Apple Music, Spotify, Pandora, and many more!

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"Virtual Communities" - GLOBALIZATION: The evolution of virtual communities highlighted many aspects of the real world. Tom Boellstorff's studies of SecondLife discuss a term known as "griefing." In SecondLife griefing means to consciously upset another user during their experience of the game (Boellstroff, 2008: 187-189).[4] Other users also possed situations of their avatar being raped and sexually harassed. In the real world, these same types of actions are carried out. Virtual communities are a clear demonstration of new media through means of new technological developments. ———————————————

"GIFs & Cultural Meanings" - INTERACTIVITY: Interactive games and platforms such as YouTube and Facebook have led to many viral apps that devise a new way to be interacting with media. The development of GIFs, which dates back to the early stages of webpage development has evolved into a social media phenomenon (Miltner & Highfield, 2017: 3).[5] Miltner and Highfield refer to GIFs as being "polysemic." These small looping images represent a specific meaning in cultures and often can be used to display more than one meaning (Miltner & Highfield, 2017: 2-3).[5] Miltner & Highfield argue that GIFs are particularly useful in creating affective or emotional connections of meaning between people." Affect creates an emotional connection of meaning to the person and their culture (Miltner & Highfield, 2017: 7).[5]

Flew Statement- INTERACTIVITY: Flew (2002) states that as new technologies develop our world becomes more globalized. Globalization is more than the development of activities throughout the world, globalization allows the world to be connected no matter the distance from user to user (Carely 1992 in Flew 2002)[6] and Cairncross (1998) expresses this great development as the "death of distance". According to (Croteau and Hoynes 2003: 311)[7] new media has established the importance of making friendships through digital social places more prominent than in physical places.

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A.I- NATIONAL SECURITY: According to Bushnell, the development of artificial intelligence dates back to the early development of computers (Ethical Markets 6: Beyond Economics). A.I now, however, have evolved into a compelling amount of "machine capability" which sometimes poses as a threat to humanity. Bushnell discusses the current invention of an artificial human brain surgeon that is programmed do perform surgery step by step as directed by surgeons. A fine example of artificial intelligence is the development of Google, otherwise noted as the "global brain" (Ethical Markets 6: Beyond Economics).[8]

Artificial intelligence: What happens as machines take over? Ethical markets 6 [Video file]. (2015). Retrieved October 19, 2019, from https://fod.infobase.com/PortalPlaylists.aspx?wID=103640&xtid=95286 ————————————————————

  1. ^ Milner, Ryan (2013). "Pop Polyvocality: Internet Memes, Public Participation, and the Occupy Wall Street Movement". International Journal of Communication. 7: 2357-2390.
  2. ^ Miller, Slater, Daniel and Don (2000). The Internet: An ethnographic approach. New York: Berg. pp. Chapter 4 (Page 85-115).
  3. ^ Kendall, Jaclyn. "From Discs to Digital: The Odd History of Music Formats". Landr. Landr. Retrieved 10-19-19. {{cite web}}: Check date values in: |accessdate= (help)
  4. ^ Chaper 7 from Boellstorff, Tom. (2008).Coming of Age in Second Life. Princeton, NJ: Princeton University Press.
  5. ^ a b c Miltner, Kate M., and Highfield, Tim. (2017) Never gonna GIF you up: Analyzing the cultural significance of the animated GIF. Social Media and Society 3(3): 1-11.
  6. ^ Chapters 1 and 2 (skim 2, but focus on terms you are unfamiliar with) from Flew, Terry. (2014) New Media (4th Edition). Oxford: Oxford University Press.
  7. ^ Croteau, David; Hoynes, William (2003). Media/Society: Industries, Images, and Audiences. Pine Forge Press. ISBN 9780761987734.
  8. ^ Bushnell, Dennis Bushnell (2015). [ps://fod.infobase.com/PortalPlaylists.aspx?wID=103640&xtid=95286 "Artificial Intelligence: What Happens as Machines Take Over"]. Films Media Group. Retrieved 11-14-19. {{cite web}}: Check date values in: |access-date= (help)CS1 maint: url-status (link)