Wednesday, November 27, 2019
Next New
Implanted microchip, as an evolving technology that has been already introduced and might be common among pets that can be identified or track them down trough that ship. There is a huge potential for this technology as the use extended to include humans. For instance, as a microchipped student, we can access the college facilities without having to swipe or scan a card. Individuals and employees, too, can use this technology to access their apartments, workplace, pass through a security gate, and ID themselves if requested. An implanted microchip could be the next big thing in terms of security and safety, and as technology advanced, we will see other uses. I will support this technology as long as this ship is easy to implant and remove and does not have any health implications.
Wednesday, November 20, 2019
Wiki so far
So far, I have edited many pages such as new media in social networking, p2p, open-source software, and copyright, fixing some mistyped words, fixing grammar, punctuation. I also added a few sentences. Now I’m working a research concerned crowdfunding tax implications, how the IRS approach different types of crowdfunding. Meanwhile, I will continue to edit as much as I can.
Tuesday, November 19, 2019
P2P
File sharing is defined as the transmission of a file from a device such as a computer, tablet, or smartphone to another device via a network. P2P is sharing a file between two or more personal computers or other devices, using a p2p filesharing program allows users to download content such as music, games, movies, and tv programs. Some examples of P2P filesharing would be, Bearshare platform known as a free music downloader, LimeWire, and BitTorrent.
Most music and video files are protected by copyright, which raises some serious problems associated with p2p. When it comes to copyright, there are always questions about the legality of file sharing, piracy, and infringement. In his article, “Should Online Scofflaws Be Denied Web Access?” Pfanner emphasizes the issue of piracy within P2P platforms, saying that it becomes common for these platforms to share copyrighted materials in the US as well as Europe. He also refers to flows into the ruling system and how do the lawmakers address the issue of sharing copyrighted material, which seems complicated in a digital world. in the same context, some p2p may make the user’s computer vulnerable by downloading suspicious stuff that may expose a computer to viruses and other malicious software that affect the computer.
Works Cited
Most music and video files are protected by copyright, which raises some serious problems associated with p2p. When it comes to copyright, there are always questions about the legality of file sharing, piracy, and infringement. In his article, “Should Online Scofflaws Be Denied Web Access?” Pfanner emphasizes the issue of piracy within P2P platforms, saying that it becomes common for these platforms to share copyrighted materials in the US as well as Europe. He also refers to flows into the ruling system and how do the lawmakers address the issue of sharing copyrighted material, which seems complicated in a digital world. in the same context, some p2p may make the user’s computer vulnerable by downloading suspicious stuff that may expose a computer to viruses and other malicious software that affect the computer.
Works Cited
Should Online Scofflaws Be Denied Web Access?" by ERIC
PFANNER, The New York Times, April 13, 2009, p. B4. Available athttp://www.nytimes.com/2009/04/13/technology/internet/13iht-piracy13.html
Tuesday, November 12, 2019
Privacy
Nowadays, new media become an inevitable part of our lives. When it comes to the use of new media, privacy is a concern. Many people are not aware of the amount and the extent of information they share, for example, on social media or other programs such as phone apps. The issue is that we share this information, giving up our privacy, willingly believing that they’re in safe hands. Well, we are not, now there is an emerging market that is designed for information trading, and it seemed to be profitable. In the same context, in his article "The wild West of Privacy", Nocera talked about how the big internet companies make profit putting our data in the service of advertisers, data selling business. Nocera also talked about huge data breaches which also become common nowadays, we may all hear about Target, Facebook, and Uber data breaches. We usually give these programs permission to access our location, access to device files; at this point, our privacy becomes vulnerable. Let say while I’m in Paris for vacation, I might be targeted by ads about restaurants and other businesses in that area; basically, we are being followed and stalked in a way or the other. Another issue is that we usually do not bother reading ‘’terms and conditions” while creating an account on social media or downloading an app, giving people in the other end, a huge amount of flexibility in terms of dealing with our information.
Works Cited
Works Cited
Advice
liked that Baruch College using social media platforms such as Facebook and Instagram, post things about events, college news, maintenance, and class cancelation. It is an effective way to communicate with students, especially that few students check the college website or student email regularly. There is always a higher chance that students see announcements on social media than on a website. Besides its presence on social media platforms, I would suggest that the college create an app that has features that may respond to all students' concerns. For example, I need to visit the finance department, bursar office, or financial aid office, and I have no idea which building and floor are these offices. Regardless of the college website, the college app may be a very convenient place to start.
Wednesday, October 30, 2019
Creativity and New Media
In doing this assignment, I tried to take a look at a virtual world platform. It's my first time living this experience; I created a free account in this app called Avakin Life. The app tools enable me to create and navigate a world of mine. I was able to create an avatar and customize it. Bought a house that I can't afford in my real life, hang out in a café place, made some friends, and what I liked about this app is that users can choose the language of the communication. I used French, and I was able to connect with people that also chat using the same vocabulary. There are also many other options such as traveling, create a business, etc. but these options require the user to pay a premium to gain access. It was a great experience, and I may probably go premium, I think it worth it.
Monday, October 28, 2019
HW Creativity
People use technology to create social media platforms, which initiates another form of creativity among users by extending the original idea into many. These social platforms that were originally designed for users to share photos, videos, and thoughts. Creativity gives room to people to see the massive potential of these platforms and come up with new ideas. So social media now are used by businesses to promote their business, posting ads, used by politicians to reach out to their audiences, used by recruiters to find candidates, and candidates to find jobs. This was just one example of how new media or technology in general foster creativity. Bell, Isaac. In his study “Creators, Audiences, and New Media: Creativity in an Interactive Environment,” states that “We already know that an accelerator for creative efforts is the capacity to locate, study, review, and revise existing projects and performances, such as open-source software modules. Web page source code, architectural drawings, or music scores. The Web has done much to make existing projects and performances accessible and search engines like Google have helped innovators to quickly find what they want.” In other words, Bell believes that the Internet/technology enables creativity. Besides, it provides people with tools that make them release their imagination and think outside the box.
Works Cited
Works Cited
Creators, Audiences, and New Media: Creativity in an
Interactive Environment by Bell, Isaac.
Wednesday, October 23, 2019
Modeling Reality with Virtual Worlds
In a virtual world, people connected as an avatar in a computer-based community. Moreover, they can pick characters that look like them or something else and do activities. Virtual world technologies are widely used in the gaming realm. Now it may become common for businesses using this technology. Furthermore, schools also can use this technology, such as holding an online class through a virtual world.
In the article “Vitual World May Impact Real-World Behaviour “, Yoon states that: “virtual environments afford people the opportunity to take on identities and experience circumstances that they otherwise can’t in real life.” After leaving the virtual world, people might take on some of the game behavior into their real life, and that’s what the study in the article revealed. And this one dark side of the virtual world, that it might affect users psychologically. Also, users might develop an obsession that could lead to addiction. The virtual world enables users to connect with others on the same platforms. I think it is an excellent tool for socially isolated people. Using these platforms, users live great experiences as they could be anywhere and be anyone they want. Even Businesses start adopting these technologies into their organizations, for instance, holding meetings through virtual worlds. In the article “Going to the Virtual Office in Second Life” Tutton emphasizes how useful and cost-saving a virtual world in holding a meeting. Tutton says, “As travel budgets are squeezed and slashed in the recession, companies are increasingly seeking innovative ways of bringing employees together for conferences and meetings remotely.”
In a virtual world, there are fewer boundaries, so users do not pay much attention to the consequences of there actions. So I think fear jeopardizes creativity. In a virtual world, there is no fear, and it is a place where users can explore and be creative as much as they want as long as they consider the society’s principals and ethical codes of the virtual world.
Works Cited
In the article “Vitual World May Impact Real-World Behaviour “, Yoon states that: “virtual environments afford people the opportunity to take on identities and experience circumstances that they otherwise can’t in real life.” After leaving the virtual world, people might take on some of the game behavior into their real life, and that’s what the study in the article revealed. And this one dark side of the virtual world, that it might affect users psychologically. Also, users might develop an obsession that could lead to addiction. The virtual world enables users to connect with others on the same platforms. I think it is an excellent tool for socially isolated people. Using these platforms, users live great experiences as they could be anywhere and be anyone they want. Even Businesses start adopting these technologies into their organizations, for instance, holding meetings through virtual worlds. In the article “Going to the Virtual Office in Second Life” Tutton emphasizes how useful and cost-saving a virtual world in holding a meeting. Tutton says, “As travel budgets are squeezed and slashed in the recession, companies are increasingly seeking innovative ways of bringing employees together for conferences and meetings remotely.”
In a virtual world, there are fewer boundaries, so users do not pay much attention to the consequences of there actions. So I think fear jeopardizes creativity. In a virtual world, there is no fear, and it is a place where users can explore and be creative as much as they want as long as they consider the society’s principals and ethical codes of the virtual world.
Works Cited
Going to the Virtual Office in Second Life, CNN.com: Nov 5,
2009http://www.cnn.com/2009/BUSINESS/11/05/second.life.virtual.collaboration/index.html or
below.
http://www.health24.com/Mental-Health/News/Virtual-world-may-impact-real-world-behaviour-20140210
or below.
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