1. The document summarizes discussions from a university course about technology and media, with students reflecting on how technology impacts their lives.
2. Students discussed feeling lost in the many directions of technology but also the need for balance in their technology use.
3. The discussions touched on both benefits and harms of technology, with ideas around using technology to improve lives but also concerns about overreliance.
4. By the end, students were discussing crafting a unified message and strategic design that could juxtapose different views and lead audiences to further understanding.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
This document discusses how virtual worlds like Second Life can be viewed as technologies of the self that allow users to construct alternate identities. It describes research where participants spent over 20 hours per week in Second Life, viewing it as a way to express aspects of themselves not available in real life. The document also examines the work of Michael Wesch, who uses digital tools to study how media impacts human interaction and identity formation.
Should We? Could We? Would We? Films in the Age of Cross-Media ProductionChristy Dena
Keynote presentation at Power to the Pixel, London Film Festival, October 2008. This presentation won't make much sense without the accompanying video, which is now at Blip.tv here: http://powertothepixel.blip.tv/file/1410667/. NTB have also put up audio files of all the talks: http://notthisbody.wordpress.com/2008/10/28/ntb-pttp/
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
Paragraph: Ancient Egypt – Above (History) | The Australian Curriculum .... Ancient Egyptian society - Free Essay Example | PapersOwl.com. Old kingdom of ancient egypt essay paper. Ancient Egypt Pyramids Essay. Ancient Egypt Essay Questions. ESSAY | Ancient Egypt. Egyptian Civilization Essay |Facts About Egyptian Civilization |Rise .... Papyrus in Ancient Egypt | Essay | Heilbrunn Timeline of Art History .... Top 20 Ancient Egypt Facts - History, Culture, Gods & More | Facts.net. The Ancient Egyptians. - GCSE English - Marked by Teachers.com. Egypt Essays on Ancient Kemet - Walmart.com - Walmart.com. Pyramids of ancient egypt essay. historian egypt. Paragraph: Ancient Egypt - AT | The Australian Curriculum (Version 8.4). A life in an Ancient Egypt - Free Essay Example | PapersOwl.com. Business paper: Ancient egypt essays. Essay About Ancient Egypt. essay: Ancient Egypt Essays. History of Egyptian Civilization Essay Example | Topics and Well .... Ancient Egypt - Lecture notes 2 - Ancient Egypt, an introduction Egypt .... Ancient egypt. Ancient Egypt Essay. Ancient Egyptians - PHDessay.com. About An Ancient Egypt - Free Essay Example | PapersOwl.com. How Did The Nile River Shape Ancient Egypt Essay. Sample essay on importance of the nile river to the egyptian civiliza…. ⚡ Egyptian art essay. Egyptian Art. 2022-11-08. Amazing work...: Year 4 - Ancient Egypt. Introduction to ANCIENT EGYPT - COMPLETE LESSON WITH STUDENT NOTE ... Ancient Egypt Essay Ancient Egypt Essay
The document discusses emergent technologies and singularitarianism. It provides definitions of emergent technology from websites and dictionaries, and compares this to the definition of evolution. It discusses how technologies evolve in a similar way to natural evolution. It then defines singularitarianism as the belief that superintelligence will be created through technological advancement, and may lead to technology evolving without human guidance. It provides opinions on what may occur at the technological singularity, including drastic changes and technology accelerating its own progress.
This document summarizes a presentation about open scholarship and connected learning. It discusses how knowledge is acquired and shared, from human thought to various coding languages. It also examines shifts towards more open and collaborative models of learning, including the rise of open content online and network literacies. Key barriers like power and control are addressed. The importance of collaboration, critical thinking, and questioning established ideas are emphasized in developing 21st century learning networks.
A short presentation for EastSide Virtual Reality Meet-up Group, to relay the importance of Empathy in our daily lives, relationships and, work/family and what is currently being used in the XR space and what does the future hold?
This document discusses how virtual worlds like Second Life can be viewed as technologies of the self that allow users to construct alternate identities. It describes research where participants spent over 20 hours per week in Second Life, viewing it as a way to express aspects of themselves not available in real life. The document also examines the work of Michael Wesch, who uses digital tools to study how media impacts human interaction and identity formation.
Should We? Could We? Would We? Films in the Age of Cross-Media ProductionChristy Dena
Keynote presentation at Power to the Pixel, London Film Festival, October 2008. This presentation won't make much sense without the accompanying video, which is now at Blip.tv here: http://powertothepixel.blip.tv/file/1410667/. NTB have also put up audio files of all the talks: http://notthisbody.wordpress.com/2008/10/28/ntb-pttp/
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
Paragraph: Ancient Egypt – Above (History) | The Australian Curriculum .... Ancient Egyptian society - Free Essay Example | PapersOwl.com. Old kingdom of ancient egypt essay paper. Ancient Egypt Pyramids Essay. Ancient Egypt Essay Questions. ESSAY | Ancient Egypt. Egyptian Civilization Essay |Facts About Egyptian Civilization |Rise .... Papyrus in Ancient Egypt | Essay | Heilbrunn Timeline of Art History .... Top 20 Ancient Egypt Facts - History, Culture, Gods & More | Facts.net. The Ancient Egyptians. - GCSE English - Marked by Teachers.com. Egypt Essays on Ancient Kemet - Walmart.com - Walmart.com. Pyramids of ancient egypt essay. historian egypt. Paragraph: Ancient Egypt - AT | The Australian Curriculum (Version 8.4). A life in an Ancient Egypt - Free Essay Example | PapersOwl.com. Business paper: Ancient egypt essays. Essay About Ancient Egypt. essay: Ancient Egypt Essays. History of Egyptian Civilization Essay Example | Topics and Well .... Ancient Egypt - Lecture notes 2 - Ancient Egypt, an introduction Egypt .... Ancient egypt. Ancient Egypt Essay. Ancient Egyptians - PHDessay.com. About An Ancient Egypt - Free Essay Example | PapersOwl.com. How Did The Nile River Shape Ancient Egypt Essay. Sample essay on importance of the nile river to the egyptian civiliza…. ⚡ Egyptian art essay. Egyptian Art. 2022-11-08. Amazing work...: Year 4 - Ancient Egypt. Introduction to ANCIENT EGYPT - COMPLETE LESSON WITH STUDENT NOTE ... Ancient Egypt Essay Ancient Egypt Essay
The document discusses emergent technologies and singularitarianism. It provides definitions of emergent technology from websites and dictionaries, and compares this to the definition of evolution. It discusses how technologies evolve in a similar way to natural evolution. It then defines singularitarianism as the belief that superintelligence will be created through technological advancement, and may lead to technology evolving without human guidance. It provides opinions on what may occur at the technological singularity, including drastic changes and technology accelerating its own progress.
This document summarizes a presentation about open scholarship and connected learning. It discusses how knowledge is acquired and shared, from human thought to various coding languages. It also examines shifts towards more open and collaborative models of learning, including the rise of open content online and network literacies. Key barriers like power and control are addressed. The importance of collaboration, critical thinking, and questioning established ideas are emphasized in developing 21st century learning networks.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
The document discusses the shift from designing objects based primarily on their function to designing them to communicate and develop relationships with users. It notes that children now expect all objects to have some means of communication, even if they have no obvious controls or interfaces. Interaction design focuses on an object's behavior and how people interact with and relate to it over time. Designers determine how objects initially communicate but users can then improvise and develop ongoing dialogues.
Nicholas Carr argues that Google and constant internet use may be negatively impacting our ability to focus and think deeply. He notes that the internet provides immense access to information but that our consumption of online data may be hindering concentration. Carr also suggests that hyperlinks on the internet encourage quick jumps between topics rather than sustained, thoughtful reading. While technology has increased information availability, Carr poses the question of whether this is eroding our capacity for reflection and complex cognition.
This document discusses the evolution of terms used to describe digital scholarship in the humanities, from "new media" to "digital humanities." It explores debates around how digital tools are changing scholarly practices and the nature of texts. While some argue digital methods only update traditional humanities work, others see a more significant cultural shift through new forms of interactivity, reference, and authorship enabled by digital technologies. The document also references debates around establishing game studies as a discipline and defining appropriate methodologies for analyzing digital games.
The Use Of Labelling Of Different Products And Services...Roxy Roberts
The document discusses the evolution of branding from the "Institutional Era" to the current "Human Era". In the Institutional Era, products were branded based on their origin institution. Now, brands are cultural icons and social phenomena that aim to communicate information about themselves like human beings. The paper will analyze this shift from an institutional to human-centric approach to branding. It will also discuss marketing and operational tactics used by managers to shape a brand's future.
This document provides an overview and introduction to concepts related to cultural practice and new media cultures. It discusses key topics such as the differences between analog and digital media, definitions of culture and new media culture, theories of representation in media, and how to analyze images and representations of culture. Specific concepts covered include virtual reality, convergence, interactivity, and theories from scholars like Manovich and Hall regarding new media and representations.
How do we change the stories we tell ourselves about the future? In this keynote presentation, futurist and experience designer Trevor Haldenby explores how transmedia storytelling, pervasive gaming, and bottom-up cultures of creativity are transforming how we engage with the world of tomorrow.
Presented by Trevor Haldenby
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices. These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
Bringing Future Scenarios to Life - Trevor Haldenby at the 2014 World Future ...Trevor Haldenby, MDes
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices.
These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
See more at: http://wfs2014.shdlr.com/grid#sthash.bB8BajtP.dpuf
Bridging light and dark. The aspect of participation.
•Dialogue process
•Design process
•The problematic of the verbal language
•The phenomena of seeing
•To bridge experiences
•Some examples on how associative images can improve communication
•Perception and representation, some examples
The document discusses the changing role of experts in the digital age and the rise of social media and user-generated content. It notes that experts can no longer rely solely on their past accomplishments and must continuously prove their value. It also discusses how not participating in online conversations can lead to isolation, and how social media has transformed one-way broadcasts into two-way dialogues by allowing people to both consume and create content.
Technology is closely related to very popular and positive imaginaries (Progress, Modernity, Science). This is why we tend to consider technology a good thing or, at least, a neutral thing.
Nevertheless, there have been numerous critiques of technology in several fields.
As we can watch in BM 1.3, we use lots of technologies which invite us to measure others as the result of their own visible actions, without paying attention to the fact that they are happening now as impossible selves.
Any discourse that attempts to reduce us to a completely enlightened explanation (naturalism, nietzschean or moralist accounts) fails and reveals us as impossible selves.
The document discusses some lessons learned from projects at the British Library Labs. It notes that the names and labels given to collections can shape assumptions. It also discusses how initial requests from researchers for "all of collection X" often exceed what is practical. The document outlines how words like "collection," "access," and "crowdsourcing" can lead to misunderstandings between parties if their meanings are not carefully discussed. It emphasizes the value of experimentation and embracing failures as opportunities for learning.
Reality Is Relative - The practicalities of designing for anyone besides your...Lauren Serota
Fire engine red.
If you can picture this, you’ve been exposed, at some point in your life, to a fire engine. Now, imagine you hadn’t.
The shape of each person’s reality is determined by her individual experiences. This perspective determines what we do and don’t do, what is familiar or frightening, and how we engage with the world around us. Modern designers are expert in empathy; the danger of empathy alone is its dissolution of difference. Appropriately designed products, services, and policies come from acknowledging the unique and distinctive realities of others. Lauren will be sharing stories and frameworks on how she has reconciled these complexities of seeing in a variety of projects—from designing financial services for the rural poor in Myanmar to building strategies for corporate collaboration in Australia.
This document discusses design fiction and how design can shape the future through crafting compelling visions of possible worlds. It argues that design should be viewed as a form of storytelling that inserts designed objects into broader social contexts and futures. Well-designed objects can become important props that help tell stories about the future. The document also discusses how science fiction prototypes, or "diegetic prototypes", shown in films can influence public perception of technologies and help bring imagined futures into being.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Building Intelligence: How Data + Storytelling is the Ultimate Act of CreationGunther Sonnenfeld
Innovative methods and use cases for developing story-driven platforms that comprise various uses of data, content and media. Considerations for revenue opportunities and scale. Heavy emphasis on co-creation with audiences and stakeholders, and how we can enable people to participate in meaningful ways. Real tools, real methods, real examples!
The document discusses utopian and dystopian visions of technology and provides examples of narratives around different technologies throughout history. Utopian narratives see technology as able to better lives by increasing order and solving problems, while dystopian narratives view technology as facilitating a harsh social order where people have less freedom. The document also notes that technologies are socially constructed and do not determine society but rather reflect existing social and political factors.
PRIMER Speculative Futures Conference 2017George Wang
As the inaugural speculative design conference, PRIMER brought together some of the best minds in the field of speculative design. This is a recap of my own takeaways from the conference.
For more, or to simply connect, get in touch with me at
georgewang89@gmail.com
linkedin.com/in/georgewang89
twitter.com/georgewang89
The document discusses building culture in community interpreting and avoiding deception. It references a submission to a seminar on ethics and encountering others from April 2021. It also mentions a discussion on Academia.edu from January 2021 and an upcoming seminar on race, colonization, and distortions of thought with Sherri Mitchell and Darren Ranco. An article from 2000 on environmental racism and white privilege in urban development is also listed.
Presentation for the Digital Communication and Culture program of the University of Sydney, based on Henry Jenkins\' (http://www.henryjenkins.org/) work.
The document discusses the shift from designing objects based primarily on their function to designing them to communicate and develop relationships with users. It notes that children now expect all objects to have some means of communication, even if they have no obvious controls or interfaces. Interaction design focuses on an object's behavior and how people interact with and relate to it over time. Designers determine how objects initially communicate but users can then improvise and develop ongoing dialogues.
Nicholas Carr argues that Google and constant internet use may be negatively impacting our ability to focus and think deeply. He notes that the internet provides immense access to information but that our consumption of online data may be hindering concentration. Carr also suggests that hyperlinks on the internet encourage quick jumps between topics rather than sustained, thoughtful reading. While technology has increased information availability, Carr poses the question of whether this is eroding our capacity for reflection and complex cognition.
This document discusses the evolution of terms used to describe digital scholarship in the humanities, from "new media" to "digital humanities." It explores debates around how digital tools are changing scholarly practices and the nature of texts. While some argue digital methods only update traditional humanities work, others see a more significant cultural shift through new forms of interactivity, reference, and authorship enabled by digital technologies. The document also references debates around establishing game studies as a discipline and defining appropriate methodologies for analyzing digital games.
The Use Of Labelling Of Different Products And Services...Roxy Roberts
The document discusses the evolution of branding from the "Institutional Era" to the current "Human Era". In the Institutional Era, products were branded based on their origin institution. Now, brands are cultural icons and social phenomena that aim to communicate information about themselves like human beings. The paper will analyze this shift from an institutional to human-centric approach to branding. It will also discuss marketing and operational tactics used by managers to shape a brand's future.
This document provides an overview and introduction to concepts related to cultural practice and new media cultures. It discusses key topics such as the differences between analog and digital media, definitions of culture and new media culture, theories of representation in media, and how to analyze images and representations of culture. Specific concepts covered include virtual reality, convergence, interactivity, and theories from scholars like Manovich and Hall regarding new media and representations.
How do we change the stories we tell ourselves about the future? In this keynote presentation, futurist and experience designer Trevor Haldenby explores how transmedia storytelling, pervasive gaming, and bottom-up cultures of creativity are transforming how we engage with the world of tomorrow.
Presented by Trevor Haldenby
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices. These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
Bringing Future Scenarios to Life - Trevor Haldenby at the 2014 World Future ...Trevor Haldenby, MDes
Introducing emerging trends in transmedia storytelling and participatory entertainment, the session will explore how new approaches to building story worlds, spreading story content across media, and engaging customers and audiences as co-creators can bridge the gap between science-fiction storytelling, scenario planning, and open foresight practices.
These ideas will be explored using case studies of ByoLogyc, a transmedia future scenario, and DIY Days, a participatory design workshop series.
See more at: http://wfs2014.shdlr.com/grid#sthash.bB8BajtP.dpuf
Bridging light and dark. The aspect of participation.
•Dialogue process
•Design process
•The problematic of the verbal language
•The phenomena of seeing
•To bridge experiences
•Some examples on how associative images can improve communication
•Perception and representation, some examples
The document discusses the changing role of experts in the digital age and the rise of social media and user-generated content. It notes that experts can no longer rely solely on their past accomplishments and must continuously prove their value. It also discusses how not participating in online conversations can lead to isolation, and how social media has transformed one-way broadcasts into two-way dialogues by allowing people to both consume and create content.
Technology is closely related to very popular and positive imaginaries (Progress, Modernity, Science). This is why we tend to consider technology a good thing or, at least, a neutral thing.
Nevertheless, there have been numerous critiques of technology in several fields.
As we can watch in BM 1.3, we use lots of technologies which invite us to measure others as the result of their own visible actions, without paying attention to the fact that they are happening now as impossible selves.
Any discourse that attempts to reduce us to a completely enlightened explanation (naturalism, nietzschean or moralist accounts) fails and reveals us as impossible selves.
The document discusses some lessons learned from projects at the British Library Labs. It notes that the names and labels given to collections can shape assumptions. It also discusses how initial requests from researchers for "all of collection X" often exceed what is practical. The document outlines how words like "collection," "access," and "crowdsourcing" can lead to misunderstandings between parties if their meanings are not carefully discussed. It emphasizes the value of experimentation and embracing failures as opportunities for learning.
Reality Is Relative - The practicalities of designing for anyone besides your...Lauren Serota
Fire engine red.
If you can picture this, you’ve been exposed, at some point in your life, to a fire engine. Now, imagine you hadn’t.
The shape of each person’s reality is determined by her individual experiences. This perspective determines what we do and don’t do, what is familiar or frightening, and how we engage with the world around us. Modern designers are expert in empathy; the danger of empathy alone is its dissolution of difference. Appropriately designed products, services, and policies come from acknowledging the unique and distinctive realities of others. Lauren will be sharing stories and frameworks on how she has reconciled these complexities of seeing in a variety of projects—from designing financial services for the rural poor in Myanmar to building strategies for corporate collaboration in Australia.
This document discusses design fiction and how design can shape the future through crafting compelling visions of possible worlds. It argues that design should be viewed as a form of storytelling that inserts designed objects into broader social contexts and futures. Well-designed objects can become important props that help tell stories about the future. The document also discusses how science fiction prototypes, or "diegetic prototypes", shown in films can influence public perception of technologies and help bring imagined futures into being.
Games as Serious Visualisation Tools For Digital Humanities, Cultural Heritage and Immersive Literacy
Are there social and cultural issues raised by virtual, mixed and augmented reality technologies of particular interest to Digital Humanities researchers? I will also discuss related emerging and merging themes in serious game research and a relatively new concept, immersive literacy.
Building Intelligence: How Data + Storytelling is the Ultimate Act of CreationGunther Sonnenfeld
Innovative methods and use cases for developing story-driven platforms that comprise various uses of data, content and media. Considerations for revenue opportunities and scale. Heavy emphasis on co-creation with audiences and stakeholders, and how we can enable people to participate in meaningful ways. Real tools, real methods, real examples!
The document discusses utopian and dystopian visions of technology and provides examples of narratives around different technologies throughout history. Utopian narratives see technology as able to better lives by increasing order and solving problems, while dystopian narratives view technology as facilitating a harsh social order where people have less freedom. The document also notes that technologies are socially constructed and do not determine society but rather reflect existing social and political factors.
PRIMER Speculative Futures Conference 2017George Wang
As the inaugural speculative design conference, PRIMER brought together some of the best minds in the field of speculative design. This is a recap of my own takeaways from the conference.
For more, or to simply connect, get in touch with me at
georgewang89@gmail.com
linkedin.com/in/georgewang89
twitter.com/georgewang89
The document discusses building culture in community interpreting and avoiding deception. It references a submission to a seminar on ethics and encountering others from April 2021. It also mentions a discussion on Academia.edu from January 2021 and an upcoming seminar on race, colonization, and distortions of thought with Sherri Mitchell and Darren Ranco. An article from 2000 on environmental racism and white privilege in urban development is also listed.
Created by undergraduate Communication Majors at the University of Massachusetts Amherst for an introductory level course in the subfield of Language and Social Interaction. For more info:
http://www.umasswiki.com/wiki/Class:COM118_-_Interpersonal_Communication_%28RAP/TAP%29_-_Fall_2010#Intercultural_and_Multimodal_IPC
1. How to Catch A Unicorn Patterns in Millennials’ talk about technology during a course on “Media & Culture” Communication Department UMass Amherst, Spring 2011
2. Lost? “I find myself constantly lost in the direction…maybe that’s just it - there isn’t a lack of direction but many directions…a war zone almost. We all have so much to contribute and say that we are always moving in different directions….” (ktrychon) “’getting lost’ and ‘let[ing] technology take over’ (Becca)…stuck out to me the most” (ddavies) “Stephthen goes on to discuss that ‘the opposite of being lost is knowing where you are’” (ddavies)
3. Lost? “we can stay lost in technology, or expand out” (ckmetz) “how our society gets lost because we use selective attention, or that our society expands to the outside world and has a balance” (ckmetz) “You don’t want to get lost in technology but find a ‘medium’ with it” (Hdanfort)
4. Lost In Technology “Is all this technology actually going to be this catastrophic?” (ddavies) “need… to be liberated from technology” (BrittR00) “what kind of impact technology really has on us…” (Carl Danoff) “our reliance on technology … show how this technology is driving our world and changing it for the good and bad…how consumed we are…” (Kimdelehanty)
5.
6.
7. LostIn Technology LOST “two sides of technology; an optimistic attitude, and a fearful, pessimistic attitude” (ckmetz) “we still use a lot of technology even when we try not to” (Hdanfort) “what we see in media and technology is becoming more of a culture” (Jamer574) “the options we have of working with or against technology … .options….or… limits…” (hbcohen91) FINDING OURSELVES WITHIN TECHNOLOGY
8. Lost In Technology “technology … used throughout…need to find a happy medium” (Kalf917) “Seth Gore discussed with us the role of technology in his everyday life, as well as how he maneuvers through our “acoustical world” as a deaf human being. When telling his story, he used ASL, which was then interpreted into spoken English. This connects to the Origami Unicorn because he is using a different medium to tell his story…see our worlds collide…” (AlPal13) FINDING OURSELVES WITHIN TECHNOLOGY
9. Benefits of technology? “to help us become the best that we can be in life and improve the world” (ddavies) “why is there variation” (BrittR00) “we all experience different things and combining them would maximize what we see” (Kimdelehanty)
10. Benefits of technology? “we have to give people what they want to see and make it interesting and entertaining, As well as putting our ideas and messages out there. We want the audience to see and understand the same way we do.” (Jamar574) “The scene in Demi’s video where her phone is her alarm clock can show a potential benefit of technology” (Kimdelehanty)
11. Harms of technology? “keep going on the next and the next. I find myself going and going and not understanding what it all means, I’m not making connections” (ktrychon) “the scene in Brandon’s video where all of his friends are using multiple types of technology may be used as a negative example” (Kimdelehanty) “Kimdelehanty’s…statistics…GPA’s being lower for those who take notes on the computer.” (ddavies)
12. Harms of technology? “a war zone almost” (ktrychon) “facing a situation that is already there, positive and negative attitudes keep fighting” (sichenchina) Crap!We have to manage ________ Realities! DIGITAL Patterns in Millennials’ talk about technology Digital Realities & Analog Living
13. Creating balance “Becca’s suggestion of ‘balance’ reminds me of what journalists seek to maintain. They want to be neutral and only report what are accepted by the general public. However, it is ideology of the power[ful] that shapes our understanding of be[ing] ‘normal’ (C&H)…” (Csi) “’Middleness’ - although this is not a real word - I find it is the best way to describe what it is we are all looking for. The middle.. .The direction we are supposed to go in” (ktrychon)
14. Creating balance “using all these different mediums, and all these different worlds, and making them coexist into one final product. It is kind of like a Venn Diagram” (Nate) “things in common because we are all students living here on this campus, but our videos are also very different” (ktrychon) “see visible differences in the small things” (sgershlak) “Each one of us is building a different part and we need to find out how these parts fit to have a good balance” (Jwegrzyn)
15. vision “we need to collaboratively come up with one powerful message…that will connect with the audience, springing up multiple conversations amongst whoever watches the video; possibly even springing up ideas displayed in our own individual videos and they can take our own individual idea further and make something of their own, something much more in depth than what we had originally made.” (Carl Danoff) “open-ended, where the audience can form their own interpretations” (BrittR00)
16. vision “the line between reality and illusion is constantly blurred”(NatashaKapadia) “time telling it’s own…no beginning and no end. To make this video symbolic in what mediums we want to tell our story and what stories we want to tell” (Jwegrzyn)
17. Strategic design “show people our ‘selective attention’ or lack thereof” (AlPal13) “take it a step farther and address questions like, ‘What does that mean for us? What does it matter?’” (BrittR00) “work carefully through these videos again, looking for things we are agree with and disagree with” (Csi)
18. Strategic design “present all the facts but then take them a step farther and push viewers to think about it a different way” (BrittR00) “Instead of Ali narrating herself, she used the song lyrics as what she is trying to express” (ckmetz) “show our initial confusion with the wiki, so we could show our final wikis and how complex they are…our progress” (AlPal13)
19. Strategic design “lead the audience down different possible paths in the quest for understanding and articulation” (BrittR00) “clips that flow one into another telling one story, but at the same time telling it’s own” (Jwegrzyn) “To make this project an origami unicorn it would need to be that each small video could be self-contained but together works the way we want” (NatashaKapadia)
20. Our Message: ( How to ride a unicorn? ) “sit down and digest… the information…” (ktrychon) “the bigger picture and consider… what the implications are” (BrittR00) “it’s not over and that there is no final answer” (BrittR00) “critique the commonsense assumptions…the way we live is not the only way to live…” (Kimdelehanty)
21. Our Message: ( How to ride a unicorn? ) “Media structures our society. We create our own culture of media based off what we want and how we react to certain sources of media.” (Jamar574)
22. Our Message: ( How to ride a unicorn? ) “this media that surrounds us everywhere and at anytime will be used to tell a story” (jameshoffman) “involve the distinction between time and space and how our society moves within the day” (ckmetz) “show both sides of the tension … what [is] the middle” (csilv17)
23. craftinga Digitized Life Patterns in Millennials’ talk about technology Representing a Millennial Ideology
24. Selective intelligence “function as a cultural attractor and a cultural activator” (NatashaKapadia) “We are an example, like the Matrix, of an origami unicorns” (ckmetz) “Currently, we are in a computer lab, with so many different mediums around us…” (ddavies) “The audience might not understand or be able to put all the pieces together until the end, when they start to fall into place and form a cohesive point” (BrittR00)
25. Juxtapositions Selective Intelligence In Action “in Jamar’s video when the Kid Cudi song is playing” (ddavies) “The juxtaposition of many doors and hallways [Nate’s] can relate to the options we have of working with or against technology…in some videos you never see past the door…in others…moving down a hallway and into the outside world.” (hbcohen) “different angles…took place in a car and showed the roads and the things that were passed while driving” (Kalf917)
26. Juxtapositions Selective Intelligence In Action “the library was used to show that the books are part of the past and that when your at the library you are using your computer and other technology” (wallybeckler) “compare the two daily lifestyles of deaf people and hearing people” (sgershlak) “compare the millennial time period, to [Ruth Moore’s] time period” s(gershlak)
27. Juxtapositions Selective Intelligence In Action “maneuver[ing] through our ‘acoustical world’ as a deaf human being” (AlPal13) “juxtapose Ruth’s ideas about technology over Seth’s and how they have a common ground that can say something about our class” (ckmetz)
28. in search ofselective intelligence An extension of Michael Wesch’s digital ethnography project: “Visions of Students Today”
29. Credits Students in “Media and Culture” – a Communication course at the University of Massachusetts Amherst, Spring 2011 David Croteau and William Hoynes(2003). Media Society: Industries, Images, and Audiences (3rd Edition). Henry Jenkins (2006). “Searching for the Origami Unicorn: The Matrix and Transmedia Storytelling” in Convergence Culture: Where Old and New Media Collide. Pierre Levy (1994). Collective Intelligence: Mankind’s Emerging World in Cyberspace. Glenn Yeffeth, Ed (2003).Taking the Red Pill: Science, Philosophy and Religion in The Matrix. With thanks to Seth Gore, author of The Buzz Buzz Boom, and Ruth Moore, for their guest appearances in our class. Funding and Sponsorship provided by the Communication Department, Umass Amherst and the ASL Program at Hampshire College.