Wednesday, May 4, 2011

The Next New Thing


If I were to suggest a new type of new media it would be an audio translator application for smart phones and VoIP programs like Skype and Ventrilo. The application would be similar to current text translators however it would instantly translate anything the user speaks into another language of their choice. This would allow users who speak different languages to communicate flawlessly with one another. The application would remove the need for a user to learn another language and almost create a universal language because all one would need to understand someone who speaks a different language is the application. Language is probably the most common barrier between people of different nationalities and regions of the world. If we can remove that barrier it would be easier for people of different nations to collaborate and further develop technologies.

Wednesday, April 27, 2011

Our Class Wiki - So Far


For my class wiki I have decided to be a page editor for the Peer to Peer page on our wiki. I chose this because it was in line with my research topic and I figured my research would supply me with adequate knowledge on the subject.  I have not begun any editing as of yet but I intend to add additional information to the page regarding the benefits of P2P technology. Currently the page does not list separately the benefits of P2P technology however it lists two negative issues with the technology. I believe this adds a biased view against P2P technology and thus a benefits section should be added to fairly evaluate the technology. The section “Napster to Present” on the Peer to Peer wiki page is also lacking information and thus I will be updating the content of this section with relevant information. Because there is already “Copyright Violation” sections I may also have to re-organize the section to include specific litigate Napster faced. Lastly I will look to update any outdated or incorrect information. Statistics involving P2P usage and various other information is constantly being updated and thus I will try to include the most up to date information with regard to this information.

P2P File Sharing


File sharing is uploading or providing different types of digitally stored data such as documents, music, video games, or eBooks through the use of a computer network. Older forms of file sharing required a central server that users had to upload to first before another user could access the shared file. A new form of file sharing is P2P file sharing.  P2P file sharing is when you share a file using a peer to peer network; files can be directly shared through users without the need for a central server. Through a p2p network a user can share any file they have on their computer without the need to formally upload it to a server first. This can pose some security risks for a user if they are unaware of which folders they are sharing however overall P2P file sharing is more reliable and quicker than traditional centralized file sharing.

Currently one of the most popular P2P file sharing example is BitTorrent. According to the article “File sharing joins the mainstream” by Chris Nuttall, BitTorrent accounts for 40-50% of all internet traffic. BitTorrent is P2P program that breaks up files into smaller pieces. This allows for files to be downloaded quicker because it spreads the resources between multiple users on a file sharing network. Similar to other forms of P2P file sharing BitTorrent is also being used to download copyrighted content illegally but companies are also seeing the potential in harnessing the technology for their own use. BitTorrent’s technology of Delivery Network Accelerator (DNA) can be used in conjunction with existing content delivery networks (CDNs) of a company. As demand on a company’s website increases they usually have to increase their infrastructure however with the use of P2P technology users can replace the extra infrastructure because they are providing the network with more ways to download a favorite episode or other content.  With the advance of P2P technology it only seems logical that companies find ways to benefit from the technology. In 2007 BitTorrent alternative Azureus already had a content partnership with BBC and Showtime to upload high definition videos on their website Vuze using P2P technology.

Wednesday, April 13, 2011

Privacy & Confidentiality

New media has changed the way people can access and share information. Social Networking sites for example allow you to lookup your friends, while the internet and P2P file sharing make it simple to track down almost any file you desire. The ease of use involved in new media technologies makes it very convenient to find information, however if someone is not careful about the information they share their privacy can be put at risk.

Because of new media more information is available than ever before and it is hard to restrict who has access to the information. Through social networking sites users post information such as their date of birth, full name, occupation, and who their friends are. The problem with this is that almost anyone can look-up this information. Even though there are security and privacy settings in place for these websites there are ways people can get around these settings and view your information; other times users do not setup their privacy settings correctly or either forget to do it entirely. Companies may wish to view your profiles information before they hire you by using a contact that is your friend or a friend’s friend. The security measures cannot guarantee your confidential information will be protected once it is added to the website. Even basic Google cache searches can get around security that was recently added by a user.

While I did my research for P2P file sharing I found that users can leak their confidential information by simply not understanding how a P2P program uploads files. Many P2P file sharing programs default options are to share a designated folder such as “My Documents” unless the user specifically blocks the program from sharing. Many users are also unaware that if they choose to share their music folder that the program will upload any and all files found within that folder, not just music files. By leaving a personal documents or picture in a folder designated a public by the P2P program a person’s privacy will be put at risk. Through my research a study revealed that by simply using keywords like “passport”, “id”, “driver’s license”, “FAFSA” a search could turn up legitimate documents of persons who did not properly protect their files. Once these files make it on the internet or a P2P network it is very hard to remove them.

Ultimately the privacy is within the user. The best way to protect your privacy and confidentiality when using new media technologies is to make sure you fully understand how the technology works such as the P2P example, or to simply only post information that you would not mind being made publically available.

Tuesday, April 12, 2011

Advice to Baruch College


My suggestion for Baruch College is to continue to incorporate already popular new media tools into everyday use. Baruch College is taking a step in the right direction by having a twitter account and Facebook page but they do not spread awareness of these pages very well. Most students already use these social networking tools so it would not be so hard to ask (or even require) students to follow or friend the college. Baruch uses these tools for announcements but once again very few people are actually aware of this. Once they spread awareness of their social network accounts they can use twitter for most if not all announcements which can replace outdated slower methods like the CUNY Alert system which usually informs students way too late, or after they already found out about an event through another means. Other forms of new media such as Skype can be used in conjunction with online classes in order to create class discussions while still offering the convenience of an online class.  
Another suggestion I have for Baruch College is to completely revamp the Blackboard website or scrap it entirely. Blackboard has a clunky, outdated layout and is the victim of random crashes and downtime. While there have been many improvements to Blackboard’s stability its design still seems very out dated and cluttered. Most of the tabs on the Blackboard site aren’t used by a professor and are left completely empty the entire semester. Other professors add their own custom tabs with the already default tabs causing extra clutter. I suggest that the amount of tabs per class be limited to 3 or 4 to reduce clutter. All professors should be required to fill each tab with the appropriate information and should professors not find it necessary to use Blackboard it may need to be replaced or removed entirely. Lastly students should not have to modify the layout of the website on their own. It should already be in a clear and concise format. Displaying classes a student had 3 semesters ago isn’t helpful and once again adds unnecessary clutter; while a student can adjust this on their own they shouldn’t have to spend the time to figure out how to make Blackboard neat.

Tuesday, April 5, 2011

About My Term Research Paper

For my research project I decided to look into the New Media Technology of P2P file sharing. I felt as though P2P file sharing was receiving too much negative associations because of illegal file sharing programs like LimeWire and wanted to look into the technology to see what the legitimate uses of the technology were. Finally I would make a decision based on my findings as to whether or not this technology was helping or hurting society.

I used the Baruch databases to find scholarly articles and journals. I also found magazine articles through these data bases and from regular online searches. Through my research I found that there are many legitimate uses of P2P technology and some of the harmful implications may not be accurate. For example it is widely believed that the music industry is losing a lot of revenue because of illegal P2P file sharing; however, a study conducted in 2009 revealed that the amount of money reported at a loss is inaccurate and most aspiring artists benefit from the exposure on P2P networks. The loss the music industry suffers from P2P file sharing is often based on the assumption that everyone who downloaded music illegally would have bought the song otherwise; however, one download does not necessarily equal one lost sale. Likewise, the study revealed that people who download music are more incline to pay for concerts or memorabilia such as posters.

After my research paper I was able to conclude that P2P file sharing is far more beneficial than harmful to society. Even though one of the primary uses is illegal file sharing many legitimate uses exist. I believe that society can correct the problem of illegal downloads by either fighting for newer legislation or have companies change their business models. Current litigation against P2P file sharing providers is outdated and not an effect means to deter illegal activity. Ultimately I believe the best approach is for companies to change their business models to incorporate P2P file sharing. Technology is constantly evolving; instead of spending money on fighting technology with old legislation companies should spend that time developing methods for harnessing the technology for their own use.

Wednesday, March 30, 2011

Creativity and New Media

For this assignment I decided I finally had a good excuse to enter the virtual world of Minecraft. Minecraft is a java based video game that allows its users to enter a world where they can build anything they want including but not limited to virtual houses, farms, rollercoaster’s, castles, and giant replica’s of real world items.  Minecraft is similar to Second Life because of its building capabilities however it differs from Second Life because it is not massively multiplayer. This means that other users can interact with each other over Minecraft but they must specifically be invited or given an i.p. address to join another person’s world.  The graphics of Minecraft are also of lower quality than Second Life but in return the game can continuously generate landscape and terrain effectively creating a virtual world as large as Earth.

Because this was my first time playing Minecraft I set out on a simple task of building my first virtual home.  I was invited to join my friend’s world which only had 3 users, 4 including me.  Building in Minecraft is simple enough; you harvest materials (I used wood for my first house because it’s easy to find) and in return are given blocks which you can place on the ground and use to build objects. You can also build a work bend or furnace to build or smelt more complicated objects. For anyone unfamiliar with Minecraft a good comparison would be its like Lego building blocks.  The users on the server helped supply me with materials so that I could complete my house quicker and pointed me out to a landscape that was next to a house they had already built.

My first house came out pretty bad and my friend had a couple of laughs at my expense but I was happy with it. Because I was new to the game I wasn’t really able to tap into the full potential of the program. After seeing some videos on YouTube I was amazed at some of the complicated objects being build compared to what I made (YouTube search Minecraft mega buildings if you’re interested).
 

Sunday, March 27, 2011

Creativity

New media has changed the way people communicate with one another, access information, listen to music and watch their favorite shows, and it has also changed the way people can express themselves. New media allows for more user-generated content because the mediums offered by new media are easy to access and more user friendly than older forms of media.  New media fosters creativity by making it easier for users to express themselves.One of the main ways we can see how new media fosters creativity is through it's easy use is YouTube (along with other User Generated Content websites) and mash ups. 

YouTube has made it possible for virtually anyone to upload any kind of video. With the use of YouTube there are many different emerging types of shows such as personal vlogs, newscasts/radiocasts (podcasts), tutorials, and entertainment videos.  The presence of YouTube has allowed users to express themselves easily. Ten years ago if someone wanted to express their opinions in the form of a video very few people would actually get to see that video. Now thanks to new media User Generated Content can be easily posted and viewed by all.

With regard to mash ups other new media technologies such as the development of software like Acid Pro, and GarageBand have also fostered creativity through their ease of use. In the article “The New Math of Mashups”  Mark Vidler explained the benefits of these new media technologies; “You don’t need a distributor, because your distribution is the Internet. You don’t need a record label, because it’s your bedroom, and you don’t need a recording studio, because that’s your computer. You do it all yourself.” Before the use of new media the editing of music in the form of mash ups would not have been possible. People would not have access to the resources needed such as distributors, and recording studios. A talented musician may have thought of a particular mash up in his head but without new media he or she may not necessarily have access to the resources needed to create their mash up.

Tuesday, March 22, 2011

Modeling Reality with Virtual Worlds


Usually when one thinks of virtual worlds they may think of a video game however because of the growing use of this technology that might not always be the case. Not only do virtual worlds provide entertainment but they also change the way people interact with one another.  Programs like Second Life allow users to enter a virtual world where they can experience many different environments without leaving their home.  Some of the uses found for virtual worlds thus far are to replace a physical meeting, become a learning tool, and therapeutic means.

 In the article “Avatar 2: The Hospital” by Stephanie Simon various universities such as Stanford and Michigan have begun using programs like Second Life for medical training and education purposes.  Through the use of Second Life universities can train nurses in a virtual hospital. The training they receive on Second Life allows for a more immersive experience than a traditional tabletop run, or diorama of a hospital.  The training can even be so detailed that not only will they be tested on diagnosing virtual patients but they will also be tested on emergency exit routes within the virtual hospital.
Another use for virtual worlds can be found in the article “'Naughty Auties' battle autism with virtual interaction”, by Nicole Saidi. David Savill has created a virtual world to serve as a resource center for people with autism.  When people have difficulty leaving their house programs like Second Life can help people stay active. While there is no scientific evidence to show that virtual worlds help people with autism this article shows how the use of a virtual world can be used to help people cope with a particular problem and not let it get in the way of their social interaction.

Going back to the article “Avatar 2: The Hospital” we can see that one clear benefit of using virtual worlds is the cost. A traditional medical mannequin can cost up to $65,000 and often only one will be available to a whole class of med students while buying land in Second Life will only cost $1000. Of course a person will still have to spend the time building on the virtual land or hiring someone to build it for them but overall this saves costs and allows for more people to have better access to the material.  Also if companies choose to have a virtual meeting this saves costs associated with travel. Another benefit of virtual worlds is the opportunity it brings to people who do not have easy access to the real world such as those will autism. Because of virtual worlds these people will not have to miss out on social interaction. Some of the cons associated with virtual worlds are the fact that they can be addictive and even though it provides social interaction it lacks the same degree of interaction that the real world has. While it is rare that you will hear of someone being addicted to Second Life it is becoming more common that someone is addicted to a virtual world found in the form of a video game.  Just as with social networks some feel that virtual worlds do not possess the same quality of interaction that the real world does; just because someone knows how to type over the internet doesn’t necessarily mean they will possess good social skills in person and the same applies for someone who uses virtual worlds.
  
Virtual world’s foster creativity by allowing a person to use their imagination to create a new world, or a new persona for themselves found in their avatar. Many virtual worlds cater to the user’s imagination; if you can think it up and put the time into it you can more or less build anything in Second Life. From a technical stand point I imagine that future virtual worlds will have higher resolution graphics. Similar to video game developers updating their game’s graphics every year I believe the next generation of virtual worlds will have to do the same in order to attract users. We will probably see virtual worlds be incorporated into already popular new media technology such as social network sites and blogs or forums.  Many online websites try to form a sense of being part of a community and virtual worlds may be a good way of doing this.