Digital Media 231 (Module 2: Chapter 1 & 2: Introduction to New Media…
Digital Media 231
Module 2: Chapter 1 & 2: Introduction to New Media & Twenty Concepts in New Media
Convergence: The Synthesis of the two histories of . historical communication technologies
The Three C's of Computing:
Tim Berners- Lee is credited with developing the World Wide Web
Asia has the largest percentage of total Internet users
Collective Intelligence: is shared or group intelligence that emerges from the collaboration. collective efforts, and competition of many individuals and appears in consensus decision making
Wikipedia is a non profit organization founded in 2001 and it's known for "expanding the range of creative works available for other to legally build upon and share,"
Digital Divide: The gulf between those who have ready access to computers and the Internet, and those who do not.
Hypermediacy: "a way of thinking about the relationship that new media has to old media"
Module 3: Approaches to New Media
Technological Determinism: Reductionist theory that assumes that a society's technology determines the development of its social structure and cultural values
Social Shaping of Technology (SST): Argues the point that technological innovation is a "social product." Opposite view of Technological Determinism
Silicon Valley, California
Multimedia Super Corridor, Malaysia
Krazenberg's First Law: "Technology is neither good, nor bad, nor is it neutral."
Media Theorist MchLuhan: described media technologies as "extensions of man"
McLuhan and Williams held completely opposite views on how media technologies are developed and used
Module 4: Social Networking & Media
There are both positive and negative externalities that networks can have
Metcalfe's Law: [n x (n-1) = n2-n] it means that membership in a network has a value to the user but is more valuable to other users.
Modularity: a property of a project that determines the extent to which it can be broken down into smaller components.
SNS: Social Networking Sites
Social Networking can create "Public Sphericles" and fragments public issues
Module 5: Games, Technology, Industry, Culture
Gamification: The use of game mechanics in non-game contexts
The gaming industry's revenues have exceeded the movie and music industries in the US.
Virtual Reality: A computer generated system that allows you to experience different realities.
Game Publishers: Responsible for the finances and cost of the developments of games
MMOG: Massive Multiplayer Online Games
Module 6: New Media & the Transformation of Higher Ed
MOOC: Massively Open Online Course
Digital Media Technologies enable more flexible delivery of education/
MOOC Criticism: Devoid of local context
Digital Degree: People going to online classes to receive their degree instead of traditional university