Friday, December 11, 2009

New Communications final essay

In what ways are virtual worlds and the real world merging, and what potential advantages can virtual worlds provide?

Various fictional movies have focused on human beings’ fascination with cyber space and virtual worlds. In the twenty first century this fascination has evolved into what can be described as an attempt to breathe life into the fictitious “digital realm” of movies such as The Matrix, through the automated sphere (Chin, 2006/7:1303). The introduction of social networking and virtual worlds has seen an explosion in online socializing, that is, the simultaneous interaction which takes place in real time between users in simulated spaces (Gorini, Gaggioli, Vigna & Riva, 2008). These virtual worlds however, have become such an integrated part of people’s lives that aspects of the virtual world and the real world are merging. This merge is complex, and although associated with negative implications there is also a great scope for positive uses of virtual worlds by health professionals. This essay will explore the ways in which virtual worlds and the real world are merging, focusing on the virtual community of Second Life; and discuss potential advantages virtual worlds can provide for industries such as medicine, health and education.

The introduction of Web 2.0 in 2004 gave rise to a new era in virtual technology. Users could maximize the potential of the Web, allowing creativity and content sharing among multiple computers in different locations. Web 2.0 supports and sustains social networking, and promotes participation and cooperation among users. One of the most successful Web 2.0 applications is symbolized by three-dimensional virtual spaces or virtual worlds. Virtual worlds can be defined as “online immersive ‘game-like’ environments where participants engage in socialization, entertainment, education, and commerce”, and as a genre; “classified as massively multiplayer online (i.e., MMO) virtual environments” (Mennecke et. al, 2007:2). Such virtual worlds include Second Life and World of Warcraft, whereby users interact with eachother via avatars in a simulated environment online through the computer. These avatars simultaneously interact with eachother and occupy the same artificial space. Three dimensional Cyber Space’s can be considered as 3-D social networks, where besides encountering others and interacting with established phenomenon, people can work together to construct, develop and refine projects (Gorini et. al, 2008).

Virtual worlds are similar to the real world in many ways and evidence of the two merging is appreciable. Firstly, Cyber worlds are generally modeled on the real world and follow many of the same rules such as gravity, communication and real time actions. Analogous to real life, in virtual worlds such as Second Life people are able to develop relationships and social skills, and interact with eachother via avatars. Each users’ avatar is a custom designed, realistic 3D character. These avatars can participate in many activities such as; attending and partaking in lectures, conferences and other live events, holidaying and exploring new places, constructing societies and communities such as support groups and learning institutions, and visiting 3D virtual libraries to peruse document collections (Gorini et. al, 2008). As Chin (1996/7) suggests, every aspect of Second Life from the grass, mountains, rivers, seas, sun, wind, islands and countries to the paved streets and buildings is designed to produce the perception of living in the real world, as if users truly exist in this virtual reality. The effect is one of ‘feeling’ and total immersion, which “significantly provide(s) a means of embodiment for the user” (Taylor, 2002:40). Aided by the laws of physics and real life topography, Second Life introduces the closest perception of a parallel universe currently available (Chin, 1996/7).

Rather than differentiated from the real world, many virtual worlds are now seen as an expansion and continuation of reality, defying their once strict categorization as games. With over twelve million subscribers, Second Life is the largest online cyber community, with players investing great deals of time and energy on their ‘virtual self’ (State of Play 2 Conference, 2004). As Taylor (2002) asserts, a users’ avatar provides a means of establishing and creating a social identity and enabling engagement in the virtual world. Through avatars users are able to completely inhabit the cyber world, existing not just as “mind”, but instead using avatars to “construct their identities” (40). This embodiment in the virtual environment ceases to be of pure entertainment value and becomes an extension of real life, where cyber phenomenon becomes authentic.

One of the major ways that virtual worlds and the real world are merging is noticeable through business ventures. The once strictly ‘real world’ activities of business are becoming increasingly absorbed into the cyber sphere. Many virtual spaces are continuing to grow into sites of real world commerce (Balkin, 2004). In Second Life for example, a user can make a real-world living through pursuits conducted by their online avatar. An avatar can buy, sell or rent virtual real estate, build and lease stores, or provide “work for hire” labor including advertising, scripting and architecture (Mennecke et. al, 2007). Avatars can even create and produce their own clothing brand, concert or sports event. Another example comes from the online game Project Entropia, whereby one player bought a virtual space station for $100,000 in real money, hoping to earn dollars by charging other users rent and tax (Hof, 2006).

As Second Life has recently assigned their creators the intellectual property rights for everything they produce, virtual objects can be exchanged or sold within the virtual environment. The Second life currency avatars generate from their sales is called Linden Dollars- money which has a conversion rate and can be exchanged for real money in the real world. Although everything bought, sold or traded in Second Life’s virtual environment is synthetic, players are spending an average of $130 million real dollars a year on these ‘virtual’ material objects (Avasthi, 2006). This highlights the fact that virtual worlds are not only merging with the real world on an emotional and intellectual level, but also in a business and monetary sense. Players are paying good money to fancily cloth and house their avatars in the virtual environment, and spending increasingly more time masked as these avatars interacting in the virtual world.

Although the merging of the virtual and real worlds may seem alarming, this union has provided unexpected assistance and enhancement for people in the real world. As Avasthi (2006) suggests, perhaps the virtual world’s most considerable contribution to the real world is its use as a learning tool. Industries such as health, medicine and education are taking advantage of the opportunities this new and growing environment can provide. Mennecke et. al (2007) asserts that virtual worlds have “emerged as a rich complex platform for research” (2), expanding significantly from the video game image. Cyber worlds can now be thought of as laboratories for exploring various social science research issues. They are able to do this by offering a space where people’s behavior is almost identical to their behavior in the real world. From a research perspective, online virtual environments can be constructed, manipulated and controlled in ways unable to be pursued by other research avenues.

Virtual worlds are becoming extremely useful for health professionals. For example, a computer simulated environment may help with surgical education such as preoperative organization and practice, whereby information gathered could possibly be utilized and delivered with aid from robotics (Krummel, 1998). As Gorini et. al (2008) explain, virtual worlds such as Second Life “currently feature(s) a number of medical and health education projects” (2). Examples of educational projects associated with Second Life can be found in the form of Medical and Consumer Health Libraries such as “healthinfo island”, and VNEC, which is Second Life’s Virtual Neurological Education Centre developed at the university of Plymouth in the United Kingdom (Maged, Boulos, Hetherington & Wheeler, 2007). Other Health education uses include Second Life’s Virtual Hallucinations lab, whereby users can step inside the mind of a person suffering from schizophrenia. This aims to educated people about the nature of schizophrenic hallucinations (Gorini et. al, 2008).

Overall, the virtual world and the real world are merging in many ways. Through avatars people are able to construct and operate an identity, build relationships with others and engage in many real world activities. Not only are virtual worlds moulded on the real world, they are designed and created to ‘feel’ as close to a parallel universe as humanly possible. Cyber worlds are becoming simply an extension and continuation of the real world. With the introduction of business to virtual spaces and spending of real world money, virtual worlds and the real world are blending like never before. Although this concept may seem unnerving, there are also many positive uses for virtual worlds such as Second Life in the health, education and medical field. Such uses include virtual simulations for preoperative surgery and use as a laboratory for social science research.

References

Avasthi, A. (2006). "Second Life," Other Virtual Worlds Reshaping Human Interaction, National Geographic News. Visit: http://news.nationalgeographic.com/news/2006/10/061017-second-life_2.html


Balkin, J. M. (2004). Virtual Liberty: Freedom to Design and Freedom to Play in Virtual Worlds, Virginia Law Review, Vol. 90, No. 8, p. 2043, 2004
Yale Law School, Public Law Working Paper No. 74


Betsy Book. (2004). Moving Beyond the Game: Social Virtual Worlds, State of Play 2 Conference, October, Contact: http://www.virtualworldsreview.com/info/contact.shtml


Chin, B. (2006-2007). Regulating Your Second Life - Defamation in Virtual Worlds, 72 Brook. L. Rev. 1303.


Gorini, A., Gaggiolo, A., Cinzia, V., Giuseppe, R.(2008). A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology, J Med Internet Res. 2008 Jul–Sep; 10(3): e21.


Hof, R. D. (2006). My Virtual Life. Bloomberg L.P Visit: http://www.businessweek.com/magazine/content/06_18/b3982001.htm


Taylor, T. L. (2002). Chapter 3 Living Digitally: Embodiment in Virtual Worlds, From R. Schroeder (Ed.) The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer-Verlag, 2002.


Krummel, T. M., (1998). Surgical Simulation and Virtual Reality: The Coming Revolution, Annals of Surgery, Vol. 228, No. 5, 635-637, Lippincott Williams & Wilkns


Maged, N., Boulos, K., Hetherington, L. & Wheeler, S. (2007). Second Life: an overview of the potential of 3-D virtual worlds in medical and health education, Health Libraries Group


Mennecke, B. E., Roche, E. M., Bray, D. A., Konsynski, B., Lester, J., Rowe, M., & Townsend, A. M. (2007). Second Life and other Virtual Worlds: A Roadmap for Research, International Conference on Information Systems, Twenty Eighth International Conference on Information Systems, Montreal.




Sunday, December 6, 2009

Final Post- Course evaluation

Overall, I enjoyed this summer semester course. The intensive mode really helped me to stay focused on the content being taught in the lectures and it was easier to contemplate the ideas when other subjects werent interfering with my thinking. I thought the lectures were well presented and Adam really knew what he was talking about. He was able to answer any questions thoroughly. The tutes were helpful in extending the ideas taught in the lectures, however there never seemed to be enough time to finish the tasks in class, which in summer course can let you fall behind quite easily. I suggest making the tutes 2 hours, with an option of staying for the second hour. This course has helped me think about new communication technologies in a different light, and brought up some interesting questions that I can discuss with others.

Thursday, December 3, 2009

Tutorial 10 task

I want you to create 2 Media Tetrads per group...

For your first media tetrad I want you to create one for an old medium of communication. Radio, Television, Newspapers, etc.

For the second tetrad I want you to choose one contemporary medium of communication. Instead of choosing "the internet", be more specific - a particular form of social media, the mobile phone, and so on.

Media Tetrad

1. Old medium of communication: Television

Enhances:
Not just sound technology like Radio, also introduced visual technology. Television was more descriptive (less imagination was needed)

Retrieves:
Television is similar to radio (in retrieving information) as it is a form of entertainment e.g. – it entertains audiences with soap operas, dramas and news, similar to radio.

Reverses:
When pushed to the extreme, television becomes reality television. Television then starts to become a mirror of society instead of a means of entertainment (when pushed to the extreme, shows on television could become “just like” reality e.g. - shows which showed surveillance camera footage).

Obsolesces:
It does not make radio obsolete; however it makes other domains of radio obsolete (“video killed the radio star”).

2. New medium of communication: The Iphone

Enhances:
It enhances the older phones by combining different technologies into one (e.g.-computer and phone). The phone is not just a means of communication; it is a form of entertainment.

Retrieves:
It is still used for communication (such as calling and texting others) however, other content (being retrieved from technologies such as computers) has also been added, such as email, GPS, access to social networking sites and internet surfing.

Reverses:
When pushed to the extreme, Iphones can become a form of control of everyday devices and technologies (e.g.-controlling home appliances from your Iphone or controlling military machines). It becomes a basic devise of control, like a remote.

Obsolesces:
The Iphone can make the computer and older phones obsolete. It does this by allowing access of both technologies, in one devise- therefore cutting down time spent on these older technologies.

Lecture 10 summary

"the invisible environment"

major themes: media/technology- ecology/environment

in the lecture today we reviewed previous lectures of 'the media' and 'media'

  • 'medium of communication'
  • technology: the study of mechanical arts or technology
  • when technology is used it becomes a medium.
  • media ecology: asks us to consider the total 'media environment'
  • School of thought that considers how communication technologies become part of our society, and in doing so become media of communication.
  • the impact of these media on thought and language as part of our everyday culture is a primary focus, explored in areas such as morality, literacy and education.
  • looking at the way the media impacts on us as people.
  • Neil Postman is influential in this area.
  • returned to Marshal Mcluhan: who said "media are all the human means of expression and conveying meaning".
  • extension of man... media is an extension of our sensations.
  • when a new medium comes through, it enhances on the previous medium, eg- youtube extends or enhances the old medium of television. eg- may make television obsolete.
  • retrieves old form of monologue or poetry
  • reverse or flip when pushed to its extremes.
  • Neil Postman: founder of media ecology association in mid 90's
  • introduced that technology used socially becomes a medium.
  • he treats technology critically
  • introduces ethical component eg- technology has negative impacts.
  • particulary in the use of technology for educational purposes.
  • Postman wrote book "teaching as a subversive activity"
  • we are in a society which is ruled by technology.
  • an example of this is the invention of the printing press in europe.
  • Medium: a medium is a technology within which a culture grows , it gives form to a cultures politics, social organisation and habitual ways of thinking.
  • contemporary media ecologist lance Strate: study of media environments.
  • Robert Logan: interested in the history of the alphabet and languages, and their influence on culture.
  • Invisible environment: anti-environmental event: something which makes you draw attention to it, outside of the usual environment.
  • "the present is always invisible because it is environmental"
  • the environment has saturated our filed of attention so that we cannot possibly perceive it all.
  • an example is a fish in a water bowl, which you then take out of its environment.
  • New Communication technologies: the point is to ask questions so that the invisible environment (social media etc) becomes visible to us.

Wednesday, December 2, 2009

Lectire 9 summary

Today's lecture was presented by guest lecturer Jason Nelson about the creative uses of the Internet.
  • we are starting to rethink the way we think about content eg- the natural disaster map of the world
  • people don't think about how far the connection has to go when they go to website.
  • google is predominately an advertising company, and searches depend on who has paid the most money for the 'top spot'
  • "sketch cast" is a website which allows you to make your own animations. This would never have been possible a few years ago.
  • there are 'generator' sites which are like apps.
  • anyone can create an app, which looks at similarities.
  • 'portable apps.com' contains all free or open source software which you can upload onto your memory stick and have with you to use on any computer.
  • this is supposed to be the future of the Internet so that you don't actually need a computer, just the applications on the memory stick.
  • 'key logger' can be installed in any computer and anything that you type is recorded. then someone can either take the text off the computer or they can have the information emailed to them.
  • freeware genius: is a website which reviews all the free software available on the Internet and recommends the best ones to use.
  • 'technorati' is like google, however it gives you more specific blogs about what your looking for.
  • 'google wave' is the new thing in email, which combines email, chat and real-time file sharing and combines all of these together and saves everything that you've done.
  • Jason spoke about his work and gave some insight into they came about for example his games are not intended to have specific structures, and is not supposed to all make sense, just the sense that the individual gets from it.
  • 'net-art' is artwork created with net technologies.
  • Artists play around with data visualisation.

Tuesday, December 1, 2009

day 8 Tutorial Task

net.artTake a look at: digital poet Jason Nelson's SecretTechnology.comYou should explore AT LEAST THREE of his creations and write about your response to the works that you are viewing.

Think about the way you interact with the works: How does it make you feel?What does it makes you think about?What are the other media forms that it uses, or is similar to?If we accept that Jason's works are poetry - How do you "read" digital poetry like that?

The first one I went to was an interactive puzzle game where clues were hidden in the screen. It was interesting and different and made me feel like I wanted to know more. Although it was a little difficult to control the mouse to where it needed to be I found it frustrating yet still a little fun. It makes me think about how the things in the screen were related and what that relation could be. It uses words from what could be books etc, and is similar to an interactive book where the author allows you to choose the path that the book takes. I guess you "read" digital poetry in the same way that you explore a website, taking from it what you will.

The second one I went to was the poetry cube, where you as the viewer control how the poetry moves from side to side, up and down etc and changes as the viewer wishes. It made me slightly confused as there didn't seem to be any specific structure of the poetry, however I was also intrigued. It makes me think about interactive poetry and the future in which this new kind of poetry could take. It is similar to a poetry book, however the viewer can change the poem to their liking at any time. You read this kind of poetry with an open mind and have to be aware that it may not form any structure, or the structure may become clear.

The third one I went to was called 'evil hypnotising mascots'. It made me feel a little uneasy with the combination of strange sounds and visuals and words such as "death". It made me feel confused and I wanted it to make more sense and have more structure. It used other media forms of animal characters, music and was very interactive. To read the poetry in this you must overcome the confusion of it all, but as the veiwer is in control you are able to make sense of it if you try.

Lecture 8 summary

Today's lecture focussed on "internet Censorship", "politics" and "Content File Sharing"

  • Politics: refers to the power relationships between people, "lower case p" politics
  • politics matters to us on a level other than the government.
  • hackers are people who explore what is possible
  • what our personal rights and responsiblities are, towards other people and institutions.
  • politica can be race, gender, age, social economic status, and money.
  • politics is who is going to use power over you.
  • citizen hacker: what are our rigths in the internet age?
  • In europe you get '3 strikes and your out' polocy in regard to downloading 'illegal' material, where after these 3 strikes the government will shut off your internet.
  • what are our rights as citizens in regard to new communication technologies.
  • Sweden/ Uk has strong internet censorship
  • However, you as the citizen have the choice as to whether to turn this on or not. "opt-in system"
  • Australia in 2007 the government wanted to introduce mandatory internet filter.
  • this came from interests outside of Australia
  • Liberal government wanted to introduce a mandatory internet filter.
  • this was a technical solution to a social problem
  • however, issues with poilicing the list (from being linked), and giving someone a blacklist of all the censored information.
  • issues with more expensive broadband
  • moral issues: criminals using dodgy websites which are organised and underground, censorship will not work as the site names can be easily changed etc.
  • Filesharing: the law lags behind expecially with the internet.
  • Content industry offer services on behalf of the creators.
  • the internet's main purpose is to copy.
  • Content Oublisher->$->creator->creative commons (cutting out the middle man)->PD
  • the problem comes down to revenue
  • Film we watched: at the foundation of existence is communication and the spreading and copying of knowledge.
  • Early in history copying and print was seen as the work of the devil, however copying of information is inevitable and had become more and more widespread.
  • advances in technology lead to the invention of networking computers and the INTERNET.
  • the Internets primary function was the reproduction and distribution of knowledge.

Lecture 7 summary

today's lecture focused on the relationship between Politics and new Media;


  • politics and new communication technologies interact together
  • Cyber politics: means the politics of the Internet that exists predominately on the Internet
  • Edemocracy: the Internet's intervention in and contribution to real world politics that exists predominately off the Internet. Eg, political campaigning on the Internet and the governments use of the Internet to raise awareness and debate on issues to the people's use of new communication technologies to criticize the government and reveal their mistakes. In Edemocracy people use the Internet to intervene in standard politics. People can write a letter to their local members and their local members can respond. An example of this can be seen in the political sphere in regard to climate change, and the party changing their vote on the emissions trading scheme due to mass internet (emails) from people who oppose it.
  • Example of this relationship is the Facebook "friends" connection and "Secondlife"which are examples of political structure in person to person relationships.
  • the use of the Internet in politics was first used in the Obama campaign.
  • As voting is not compulsory in the USA, new communication technologies is used to get the message out and get people to vote.
  • an example of this is a CNN program that supposedly lists the person as the single defining vote that led Obama to not be in power and for Gorge Bush to remain for another 4 years. This is portrayed as being the case because that person did not vote.
  • An example of this can be seen in the Kevin'07 and John Howard campaigns where Kevin Rudd used Facebook etc and stayed in touch with new communications technologies, whereas Howard put a video up on Youtube which looked outdated.
  • Example of contemporary use of new communication technologies in politics is "Obama girl" video
  • video's made on YouTube attacking the opposition with satire can become embraced by that attacked party as a funny joke, defeating the purpose.
  • participatory or direct democracy: based on the ancient Greek model where all citizens have a right and a duty to be involved in all decisions made.
  • the Internet could provide a return to the participatory approach where everyone can be involved in political processes.
  • there is an issue with people not having the technology to do this.
  • eg can be seen where politicians are "twittering" from inside the party meetings, which is a change from previously where mobiles were banned from use in the party meetings.
  • introduced "transparency" into the party room, whereas before this sort of information would have been kept secret to stop the opposition from briefing the media on their take on the party's minutes.
  • the Internet will show a new form of politics emerging , it is the future of politics.
  • new technology allows people to work later, at home and at night if needed and wanted.
  • "cyberpunk" is a form of science fiction based genre based on the possibilities inherent in computers, genetics, body modifications and corporate developments in the near future.
  • Cyberpunk developed as a reaction against the safe spaces of movies such as Starwars.