COMN12-302 Study Guide - Final Guide: Hypertext Transfer Protocol, Participatory Media, Collective Intelligence

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12 Jun 2018
Department
Professor
Connections matter why E
NOT Tapscotts four prin. A
Jaron Laher VR lead to post modern comm. F
Chap 5 particip. Comm/alt. media
characterised D
NOT license categ. CC A
Macmillan + Chavis not req. for membership D
Balance of tech + cultural practice A
DOI is T.D. F
Creative Industries acc 10% T
MIT says digital tech will D
T.D. weak and soft trajectory of tech
predetermined and uncontrollable, tech has
necessary and determinate impacts upon
work, ec. life and society therefore tech
produces social and organisational change
(Williams & Edge). I.e. violence in video
games. Partial truth once tech adopted, lock
in that shapes society in wider sense.
McLuhan medium is the message cultural
content embedded in spef. tech), how
societies communicate through media
technologies shapes both society + individuals
(electric light)
Socio culturalism tech is a social
product/mirror of society. Developments
const. by social norms. Social, institutional,
economic, cultural factors shapes tech. i.e. the
acceptance of QWERTY (Arthur) keyboards
over more functional keyboard. Capitalism as
a catalyst for technological development,
industrial capitalist class + sub of human for
machines stim. development of tech.
Williams case study of the TV shaped by
cultural patterns, Pfaffenberger social tech.
Voluntarists individuals choose use of tech
Chandler
Technoculture The communication of cultural
material in technological context…. That
allows for the comm. of culture across space
and time. Technologies that facilitate and
mediate the communication through which
culture is constructed. Relationship between
technology + culture, exp. of that relationship
in patterns of social life, econ., pop cult.,
politics, art Shaw. 5.% of world online
2016
“Cmpu
DOI Rogers S curve early tech may have signif. faults/relationship between tech & application
unclear. Rapid improvements, product characteristics and consumer pref. take stable form,
hits crit. mass (early majority), tech matures till users find sufficient, developers move onto
other innov. Bell Curve social trajectory of innov. acceptance. early adopters (16%) early
majority + late majority (68%) laggards (16%) Innovators dilemma (s curve mapped
against bell curve) providing a product that underperforms for early adopters/providing a
product/service that exceeds needs of late adopters. Distance between trajectory of
improvement and expectations of users. Diffusion innovation is comm. through channels over
time among the members of social system. Special bc of newness of idea in message content.
Elements innovation, communicated through certain channels over time among members of a
social system. Uncertainties about innov. combatted by innovation-evaluation information
process of passing on of knowledge, persuasion, decision, implementation, confirmation
through either mass media/interpersonal comm. three main types of innovation-decisions:
optional innovation-decisions individual decisions made independently of collective collective
innovation-decisions choices made by consensus among the members of a system authority
innovation-decisions choices made by relatively few individuals in a system who possess
power, status, or technical expertise Contingent innovation-decisions sequential combination
of two or more of these types, adoption/rejection after previous three decisions. Time in the
innovation-decision process, innovativeness, and rate of adoption crit mass Markus
Convergence Flow of content across multiple media platforms, the cooperation between
multiple media industries, and the migratory behaviour of media audiences who will go almost
anywhere in search of the kinds of entertainment experiences they want/cultural shift, as
consumers are encouraged to seek out new info + make connections among dispersed media
content (Jenkins) operates across four dimensions (Meikle and Young) technological,
comb. Of computing, comm., content around networked plat. industrial, engagement of est.
media in digital space. Rise of dig. based comp. as sign. Media content providers or enablers of
UGC, social, rise of social media that promotes content sharing, peer on peer comm. Large
scale dist. of UGC, textual, re use/remixing of media into transmedia models, where stories
and media content are dispersed across multiple media platforms. UGC convergence between
professional media content creators and media audiences are becoming increasing blurred.
Policy convergence laws must be rethought as media environment changing. Social
arrangements (institutions, organisations, laws/polices/economics) influence artefacts
(infrastructures, devices, services, platforms) influence practices (activities, uses, comm.,
info/knowledge) COLLECTIVE INTELLIGENCE + PARTICIPATORY CULTURE
Digital Capitalism globally networked capitalism. Schiller Strengthening of corporate control
of information due to simultaneous privatisation of information online to maximise profits and
reduction of government funding to public sector info sources. Fuchs increased productivity
bc of tech, concentration of ownership in media, comm, and cultural industries,
production/sales of immaterial goods (knowledge, info, entertainment), enhanced efficiency of
comm due to use of ICTs in organisations, global expansion of capitalism by ICT, accelerating
speed of transm. +circ of info in all forms, online advertising, reduced transportation costs
(MP3s, e-books), globalisation of trade services COMMODIFICATION OF INFORMATION
Knowledge Economy hierarchy of networks, driven by the acceleration of the rate of change
and the rate of learning, where the opportunity and capability to get access to and join
knowledge-intensive and learning-intensive relations determines the socio-economic position
of individuals and firms. Rooted in ubiquitous NM & globally networked ICTs, globalisation ,
ideas/intangible assets central sources of wealth. Knowledge has OWNERSHIP, info doesnt.
Explicit knowledge can be codified, taught, learn. Tacit experience Castells/Aoyoma
handling of info grew by 80% 1920-1990
Creative Industries the conceptual and practical convergence of the creative arts (individual
talent) with cultural industries (mass scale), in the context of new media technologies ... within
a new knowledge economy, for the use of newly interactive citizen-consumers. Hartley Blair
Gov. linking of ICTs, media + creative arts
UGC prod-user Burns citizen journalism on platforms like YT. Assoc. w/ convergence
(convergent social media) + reduced barriers of Web 2.0 + partip. culture. User led innov. thru
networks + knowledge ec. championing of collective intelligence to create collab. innov.
Hippel
Collective Intelligence Levy & Kerckhove
networked info + ICTs exponentially
enhancing collective pool of social knowledge
by sim. exp. extent of human interactions
enabled by comm. networks, providing
capacity to generate, codify, store & retrieve
knowledge through collective access to
databases
Participatory Culture conversational implies turn taking, mutual productivity, context-specific
uses + where the consumer disappears entirely meaningfulness, social networks +
relationships surface as crucial components of the process
Creative Commons attribution others dist., remix, tweak + build
upon your work (even commercially) as long as you are given
credit attribution/non derivative dist., commercial and non
commercial, as long as you are given credit and original content
remains the same attribution/non commercial remix, tweak,
build non commercially as long as they credit and licence under
same terms attribution/share alike remix, tweak and build upon
work for commercial purposes, as long as credit is given and
license creations on the same terms attribution/non commercial
remix, tweak, build upon work, with cred but no profit. Do not
have to licences derivative work on same terms attribution/non
commercial/no derivatives most restrictive, only allows others
to download + share as long as credit is given. No change to
original content, no profit.
Hacking activities related to software design and computer
programming 1, hacking as sharing + modifying comp.
programs in order to explore how they work + potentially
improve them 2. Hacking as the entry into a computer security
system (legal or illegal) for benign or malicious purposes (DDoS,
distributed denial of services)
Virtuality phenomenon of comm. among people w/o physical
presence in space, time, or real world representation, form of
CMC
Gamification the use of game mechanics and game design
techniques in non game contexts Narralogists narrative key to
org. games, games evaluated for their narrative complexity
Murray, Bolter, Grusin Ludologists engagement from player as
performer, game evaluates their performance, emotional
attachment to goals Aarseth, Juul
Globalisation expanding scale, growing magnitude, speeding up
and deepening impact of transcontinental flows and patterns of
social interaction outlines the gathering of collective
intelligence, participatory culture, interactivity, and
convergence to spread ideas transnationally (Held/McGrew)
Economic rise of multi nat. corp., international trade + financial
systems, global prod. networks political growth of inter. org.
(IGOs), int. laws + treaties, int. social movements cultural
multicultural societies, dispersed communities media
proliferation of tech + platforms + services that enable cross
border comm. (internet, cable, satellite television) Cairncross
death of distance not historically new Hirst, Thompson,
Bromley, fundamental shift Flew, McElhinney
Digital Divide gap between populations that have easy
access to ICTs and those who remain underserved by
these tech. Arises from comb. of socio economic +
physical/geographical factors Rice + Haythornwaite
inclusive of inequalities in digital literacy which block
users from enhanced partcip. and networks of social
influence
Cyberbole (Wooglar) hype around new media (related to
modernist belief tech is inherently socially progressive).
Pos. hype peak inflated exp. Next exp. not met lead to
negative hype trough of disillusionment
Internet Governance Lessig spontaneous ordering:
regulation of conduct according to shared norms and
values among user communities transnational inst. + int.
governance int. non government organisations regulating
core aspects of infrastructure code + internet
architechture design attr. of internet, hard/software
themselves regulate how internet is used (net neutrality)
national + gov law market regulation + economics
Internet techn. infrastructure of computers and other digital
devices permanently connected through high speed
telecommunications networks, and to the forms of content,
comm., data and information that flow through these networks.
Emphasis on openness and non-proprietary knowledge. 3 major
developments: 1960s packet switching (messaging, overcame
limitations of telephone, decentralised network). 1972 Common
set of networking protocols to tie local area networks (LAN) into
wide area network (WAN). 1990s ability to use Web browsers
to access online content through WWW Based on hyperlinking,
development of Hypertext Transfer Protocol (HTTP). Easy way
of coding for WWW meaning more people could become
producers as well as consumers. 26.8% Internet English 2012,
24.2% Chinese. Innis + McLuhan decentralised, many to many,
interaction and mass participation
Communication information in context which creates
meaning broadly, all by which one mind can affect
another, source centred, receiver centred, bilateral
(transactional), shared meaning
Disruption innov. that affects market in
unexpected ways, usually at low end of
market, flawed but outshines in one way
market values, concept of radical change MP3
Digitisation Barlow unbottling of content, once content
explodes difficult to control intellectual property
Techno economic paradigm Freeman a cluster of
interrelated tech, organisational, and managerial
innovations with lowering costs and universal availability
AI any device that perceives and adapts to make decisions
intelligently according to its own environment
Automation tech process/procedure performed w/o
humans
Wikinomics - Tapscott & Williams four principles of the
open world
Openness corp. transparency, open attitude toward
new ideas
Peering prom. of collaboration through open, horizontal
networks, not closed, hierarchal project teams (access to
diverse collective intelligence)
Sharing less proprietary (ownership) approaches
toward intell. prop., computing power, network
bandwidth, knowledge
Acting Globally
Technopoly (T.D) glorification of tech, culture defined by
tech, satisfaction/validation in tech
Technocracy (socio culturalism) theory/movement that
advocates for the control of industrial resources and
reorganisation of the social system based on the findings
of technologists and engineers.
Information any recog. pattern, collection of symbols
when comb. may comm. message
Digital info in a binary electronic form Manipuable,
networkable (dist. across enorm. geog. sim.), dense,
compressible impartial
Computer Mediated Communication (CMC)
features computer hardware, software and
telecommunications networks but adds the
functionality of many-to-many
communications. Comm tech transcends
space, time, reality (?)
Social Capital Putnam features of social life: networks, norms
and trust, that enable participants to act together more
effectively to pursue shared interests. Bonding social capital
strong social bonds bridging social capital weaker, less dense,
but more cross cutting ties (i.e. ties in ethnic groups) linking
social capital linking of people w/ diff socio-economic positions.
Innovation idea, practice, object perceived as new (uncertainty about conseq. solved by info
characteristics: relative advantage, compatibility, complexity, trialability, observability.
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Document Summary

Jaron laher vr lead to post modern comm. Macmillan + chavis not req. for membership d. T. d. weak and soft trajectory of tech predetermined and uncontrollable, tech has necessary and determinate impacts upon work, ec. life and society therefore tech produces social and organisational change (williams & edge). Mcluhan (cid:494)medium is the message(cid:495) (cid:523)cultural content embedded in spef. tech), how societies communicate through media technologies shapes both society + individuals (electric light) in that shapes society in wider sense. Socio culturalism tech is a social product/mirror of society. Social, institutional, economic, cultural factors shapes tech. i. e. the acceptance of qwerty (arthur) keyboards over more functional keyboard. Capitalism as a catalyst for technological development, industrial capitalist class + sub of human for machines stim. development of tech. Williams case study of the tv shaped by cultural patterns, pfaffenberger social tech. Technoculture the communication of cultural allows for the comm. of culture across space and time.

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