Tuesday, December 1, 2009

Term Paper Abstract

Whether you are a gamer or not, it is evident that video games have undoubtedly been a new force in today's media. Games over the years have evolved rapidly, with many new features being implemented over time. In particular, I plan to discuss the communication aspect that gaming now offers the masses, and how it actually may promote social interaction (both virtual and actual), contradicting the common notion that many gamers lack social skills or are socially inept. Years ago, games were only meant to played by one or two people, sitting in the same room. Now hundreds upon thousands of people can log into an account and play the game together all over the world. Headsets now are considered standard for the Xbox 360 and PS3, and the use of such tools promotes players to interact with one another on a field only possible when people were sitting in the same room. Some multiplayer games nowadays are much easier when cooperating and communicating with other people, such as in titles like Left 4 Dead, which encourage players to stick together lest they want to be beaten by a horde of zombies. The Nintendo Wii and titles like Mario Party lend themselves to group sessions between people. Games such as Rock Band and Guitar Hero actually have messages during loading screens that encourage players to have their friends pick up instrument peripherals and rock out to music. And even more recently, Microsoft has released an update for the Xbox whereby users may hop onto their Twitter and Facebook accounts with full functionality.

I plan to also touch upon the subject and theories of the cyborg, and the notion that players may have these "alternate" lives or realities on the screen.

Possible sources:
Facebook and Twitter on Xbox:
http://www.xbox.com/en-US/support/systemupdates/default.htm

Sherry Turkle's Life on the Screen

Nintendo Wii General Info:
http://www.ninentdo.com/wii/what

Brian Panebianco-Abstract

In my paper i will talk about with Locative Media and how Youtube can be used in a Locative Media Project. It can get points across and provide a video of information about a certain place or thing to help the Locative media project take shape to make more sense and overall be more user friendly for the participants.  The point of a locative media project is to follow instructions from a Global Positioning Device either accessed directly from a cell phone or through the Internet from an iphone or laptop to guide participants through a place and for them to hit spots where information or a task will be provided   In this paper I will be talking more about locative media projects, I will talk about the growth and importance of Youtube, and I will talk about the possitive effect Youtube has on a Locative Media Project when it is incorporated.

Term Paper Abstract -- Jesse Papineau

Many statistics are widely disputed or potentially skewed, however there is little debate about the amount of American homes that have at least one television set in them – nearly 100%. A 2008 survey (taken by Internetworldstats.com) reported that 80.6% of American homes have access to a PC. While this means that 1 in 5 television watchers do not have a computer, this does not stop the ever-growing trend of moving “television” programs to the new one-stop hub that is a computer (and that is Web 2.0). Hulu, one of the most popular websites that offer streaming TV content, was created by effectively merging most of the content from NBC Universal and News Corp. (Fox's parent company) onto this one site. According to NBC Universal CEO Jeff Zucker, “If we didn't do this, we knew someone else would.”

So what does this all mean for the future of television as we know it? While there are plenty of people who do most of their television viewing on their computers now, the majority of Americans will continue to own TV sets for years to come. While streaming websites can provide high quality sound and picture, they cannot come close to matching the highest resolution that can be found on many new high definition (HD) televisions. Experts in this field predict that in about a decade, 'Ultra HDTVs” will be able to deliver four to 16 times the resolution of current HDTV sets which will certainly give many consumers a reason to not solely use their computers to watch television.

However, Hulu (and other websites that provide streaming television) is not the only way for Americans to watch TV programs when not around an actual television set. Websites such as Amazon.com and iTunes' media store allow consumers to buy episodes of their favorite shows for a small fee (usually $1 - $5) right after they air so that they can watch them on-the-go (on a digital media player) or at home at their leisure. Just ten years ago, nobody would have dreamed that many Americans would actually prefer to watch television shows on a three inch screen, however that is the new reality that we're living in. My term paper will examine all the ways that Americans can watch television without actually watching television -- because why would you want to do that?

Sources:
http://www.fastcompany.com/magazine/140/the-unlikely-mogul.html
http://www.davidhauser.com/MINDdrift/2009/11/can-hulu-apple-and-netflix-cha.html
http://www.tvpredictions.com/ultrahd112309.htm
http://www.articlesbase.com/internet-marketing-articles/over-57-percent-of-american-homes-have-access-to-highspeed-internet-service-852410.html

Term Paper Abstract

I want to reiterate the importance and significance of McLuhan’s theory of the tetrad of new technologies in Laws of Media: The New Science. By examining technological developments long after his time, I will confirm McLuhan’s theory still correct, and call attention to its paramount significance. I will explore the pros and cons of the tetrad on cellular phone text messaging and internet social networking sites. I will reveal what each form of media enhances, obsolesces, retrieves, and reverses. The results should be eye opening, and encourage people to rethink the way we approach our future technological advancements with McLuhan's tetrad in mind.


Boyd, Danah M. "Taken Out of Context: American Teen Sociality in Networked Publics."
Diss. Brown University, 2001. Print.

Campbell, Richard, Christopher Martin, and Bettina Fabos. Media & Culture: An Intodruction to
Mass Communication. 7th ed. Boston: Bedford/St. Martin's, 2009. Print.

Kay, Roger. "The Drawbacks of Federated Identity: A Potential Nightmare in the Guise of
Convenience." Technology Pundits. Endpoint Technologies Associates Inc., 29 Sept.
2008. Web. 01 Dec. 2009.
.

Marshall, McLuhan,, and Eric McLuhan. Laws of Media The New Science. New York: University of Toronto, 1992. Print.

McLuhan, Marshall. "The Playboy Interview: Marshall McLuhan." Interview by Eric Norden.
Playboy Mar. 1969. Print.

Monday, November 30, 2009

Idea Summary

Anthony Prentice
Paper Topic Idea

My paper will explore the different aspects for the lack of technology infusion in the United States. It will look at the rising of the Iphone, the uprising of newer technology in Japan, and then it will focus on what this media means for the future of technology.
I’m interested in looking into what has made the Iphone such a great phone and the idea behind Iphone, the smart phone technology and where the technology could go from here, given the opportunity, and the infusion of Asian influence
Looking at places like Japan and different parts of Asia, you see an influx of newer technologies being unlocked and available for users. This technology is newer and makes greater use of smart phone capabilities over what we in the United States have yet. I want to pose the question as to why that is , and go over possibilities.
Places that have this upgraded technology have better access and better user equipment. I want to explore what would happen if this technology was released earlier in the United States and how that would of effected users and user interfaces of technology in production.

Michael Hearn - Term Paper Abstract

The Internet is possibly the most expansive and interesting case of technology changing and shaping the concepts of communication and networking in modern society, since with its freedom of expression, various forms of creative contribution, and multiple social connective outlets, has influenced the way people interact with each other in this day and age. Most especially young adults and teenagers, and generations outside of that target group are involved in the many ways people become a social figure on the Internet.

Obviously since this medium is entirely dependent on users and their input, customization, creativity, and networking with others, these facets of communication are very audience interactive and defined by their desires and needs, not so much a third-party invented format for people to interact within. Much like Kaprow’s Happenings, sometimes these methods of communication aren’t necessarily based on a greater mean outside of the ability to communicate. In some cases, a site can exist just to offer the ability to communicate with someone else. Citing multiple forms of communication and networking available on the Internet, and the chronological buildup of how these websites and services formed and grew, there are a variety of ways to show how interaction with other people has changed, with multiple artistic and kinesthetic implications that previous artistic movements and theories can support and explain.

Other links:

http://www.collegian.psu.edu/archive/2008/08/06/study_facebook_improves_commun.aspx

http://www.insidefacebook.com/2009/06/08/will-facebook-and-twitter-become-communication-tools-or-identity-platforms/

http://www.nytimes.com/2009/04/27/technology/internet/27omegle.html?_r=1

http://www.ubu.com/historical/kaprow/index.html

Abstract-Bern Tierney

For the final paper I would like to look at the effects youtube has had on our generations.Explanation of the Internet and how it works will also be summarized. The history and the upbringing of the site will also be explored. I will explore the ease and communication aspects of the site and the accessibility of it. I think the sites popularity and it's ability to connect people. I would also like to explore the connection between the cell phone and youtube and discuss how these technologies become intertwined.
I think the issues of youtube are also interesting; as peoples information is boardcast to everyone, as well as copyright infringments that occur in this web cite
sources:
http://www.businessinsider.com/is-youtube-doomed-2009-4http://mashable.com/2009/04/23/susan-boyle-video-profits/
<http://adage.com/mediaworks/article?article_id=136388>
http://www.danah.org/papers/FacebookAndPrivacy.html