https://mediawiki.middlebury.edu/MIDDMedia/api.php?action=feedcontributions&user=Derek+Long&feedformat=atomMedia Technology and Culture Change - User contributions [en]2024-03-29T09:45:54ZUser contributionsMediaWiki 1.35.14https://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Open_source_%26_free_software&diff=749Open source & free software2008-05-19T14:50:54Z<p>Derek Long: </p>
<hr />
<div>'''Open source software''' is software whose source code has been made available to the general public, often under a free license such as [[GNU]] or [[Apache]]. Free or open source software is an example of [[commons]]-based peer production. This software is produced via a shared effort on a non-proprietary model. This means that many people together on a project for a variety of reasons without the product being attributed to any one person or segment of the group. Each participant retains copyright on their contribution but grants license to anyone. Consequently, the software is fully within the [[public domain]], and (depending on the license) may be freely modified or redistributed so that everyone may benefit from the entire project but no one can claim exclusive rights to all of it.<br />
<br />
Open source software has greatly affected the reception of peer production as many businesses, like Google, use open source software not because it is free but rather because it is reliable and other businesses, like IBM, use free software because it improves the equipment and services they offer.<br />
<br />
The Firefox browser is another example of open source free software. Users have the ability to download add ons or plug ins to modify their browser to their own personal tastes. Beyond just changing the browser's skin, users can download add-ons that block pop-ups, download videos, translate pages, and a whole host of other abilities.<br />
== References ==<br />
<br />
[[Benkler]], Yochai. ''The Wealth of Networks''. New Haven: Yale University Press,2006</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Open_source_%26_free_software&diff=748Open source & free software2008-05-19T14:50:22Z<p>Derek Long: </p>
<hr />
<div>'''Open source software''' is software whose source code has been made available to the general public, often under a free license such as [[GNU]] or [[Apache]]. Free or open source software is an example of [[commons]]-based peer production. This software is produced via a shared effort on a non-proprietary model. This means that many people together on a project for a variety of reasons without the product being attributed to any one person or segment of the group. Each participant retains copyright on their contribution but grants license to anyone. Consequently, the software is fully within the [[public domain]], and (depending on the license) may be freely modified or redistributed so that everyone may benefit from the entire project but no one can claim exclusive rights to all of it.<br />
<br />
Open source software has greatly affected the reception of peer production as many businesses, like Google, use open source software not because it is free but rather because it is reliable and other businesses, like IBM, use free software because it improves the equipment and services they offer.<br />
<br />
The Firefox browser is another example of open source free software. Users have the ability to download add ons or plug ins to modify their browser to their own personal tastes. Beyond just changing the browser's skin, users can download add-ons that block pop-ups, download videos, translate pages, and a whole host of other abilities.<br />
== References ==<br />
<br />
Benkler, Yochai. ''The Wealth of Networks''. New Haven: Yale University Press,2006</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=The_Wealth_of_Networks&diff=745The Wealth of Networks2008-05-19T14:45:39Z<p>Derek Long: Redirecting to The Wealth of Networks: How Social Production Transforms Markets and Freedom</p>
<hr />
<div>#REDIRECT [[The Wealth of Networks: How Social Production Transforms Markets and Freedom]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Network_information_economy&diff=743Network information economy2008-05-19T14:44:02Z<p>Derek Long: Redirecting to Network economy</p>
<hr />
<div>#REDIRECT [[Network economy]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Information_economy&diff=742Information economy2008-05-19T14:42:46Z<p>Derek Long: </p>
<hr />
<div>In the most generic sense, an '''information economy''' is any economy where information, which notionally has no capital value, becomes a commodity. Under this kind of economy, entire industries are based on the retrieval, exchange, or production of information. Modern-day corporate powers such as [[Google]], [[Yahoo]], [[Facebook]], [[YouTube]], and in general all internet-based companies rely on the ease of information exchange and retrieval made possible by the physical infrastructure of the worldwide computer network. For example, Google's basic "service" is as an information compiler. Consumers go to Google to find the nearest Chinese restaurant or the name of the third track on Pink Floyd's ''Dark Side of the Moon'', and in exchange for user attention advertisers pay Google to advertise on the site or set aside "preferred" search results. In some sense this model is similar to the television model of advertising, except that it can be tailored toward the information needs of individual users.<br />
<br />
[[Yochai Benkler]] sketches out a comprehensive model of the information economy in ''[[The Wealth of Networks]]''. He argues that in addition to the above-described industrial models of production, there exists a [[network information economy]] defined by the rise of nonmarket information production and distribution as well as the rise of [[peer production]] models of information production. In many ways, these new models for the information economy have arrived concurrently with the rise of [[Web 2.0]].<br />
<br />
==Some information economy quotes==<br />
<br />
"Advances in computers and data networks inspire visions of a future ``information economy'' in which everyone will have access to gigabytes of all kinds of information anywhere and anytime. But information has always been a notoriously difficult commodity to deal with, and, in some ways, computers and high-speed networks make the problems of buying, selling, and distributing information goods worse rather than better." <br />
<br />
"The shared nature of information technology makes it critical to address issues of standardization and interoperability sooner rather than later. Each consumer's willingness to use a particular piece of technology---such as the Internet---depends strongly on the number of other users. New communication tools, such as fax machines, VCRs and the Internet itself, have typically started out with long periods of relatively low use followed by exponential growth; this means that changes are much cheaper and easier to make in the early stages. Furthermore, once a particular technology has penetrated a significant portion of the market, it may be very difficult to dislodge. Fortunes in the computer industry have been made and lost from the recognition that people do not want to switch to a new piece of hardware or software---even if it is demonstrably superior---because they will lose both the time they have invested in old ways and the ability to share data easily with others. If buyers, sellers and distributors of information goods make the wrong choices now, repairing the damage later could be very costly"<br />
(http://people.ischool.berkeley.edu/~hal/pages/sciam.html).</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Participatory_culture&diff=705Participatory culture2008-05-18T19:55:16Z<p>Derek Long: </p>
<hr />
<div>'''Participatory Culture''' is the idea that various peoples, societies, and cultures to [[interactivity|interact]] with new [[media]] in a way that allows them both to add and take away information from this medium. The digital age allows the auteur to add content using use [[meta-media object]] whose mediums include (hyper)text, images, video and audio in their interaction. The [[Web 2.0]] is based off the concepts of Participatory culture and the sharing of information through [[wikis]], [[RSS]] feeds, and [[blogs]].<br />
<br />
Television programming, advertisements, and film influence cultural content. Furthermore they are owned by multi-billion dollar companies whose objective is to sell a product. Money being the driving force of the flow of culture leads to a restricted creative process. They also monopolize the content of the [[public domain]]. With the dawn of the internet in public hands has come the opening-up of proprietorship since it allows consumers to exchange material fluidly within seconds. <br />
<br />
The television industry has responded to these consumer Executive Vice President for research and planning at MTV networks describes as "media-actives" — a term which refers to a group of people born since the mid-70s with a "what I want when I want it view attitude towards media - by creating more interactive programming. Hence the surge in popularity of such call-in voting competitions like ''American Idol'' and make-your-own advertisement competitions amongst consumers. <br />
<br />
Another way mass-media attempts to create a sense of inclusion and control among viewers is through the promotion of fan culture. Through transmedia storytelling such as [[Remix culture]] and fanfiction. <br />
As [[Henry Jenkins]] outlines in his book, ''Convergence Culture'', the multi-million dollar industry of ''Star Wars'', capitalizes on this audience desire for participation. For example, "to ensure that fans bought into his version of the ''Star Wars'' universe, Koster essentially treated the fan community as his client team, posting regular reports about many different elements of the game's design on the Web, creating an online forum where potential players could response and make suggestions, ensuring that his staff regularly monitored the online discussion and posted back their own reactions to the community's recommendations" [1]. <br />
<br />
And while some corporations are sympathetic and encourage fan feedback and creation, other media moguls see fan participation as a threat to their livelihood and creative control, spurring countless [[Copyright]] debates and lawsuits concerning [[Fair use]] and personal ownership versus the public domain. <br />
<br />
The need to control and interact in one's media environment is going to further extremes with the birth of [[Second Life]] As media scholar, Cory Ondrejka, examines in her article ''Education Unleashed: Participatory Culture, Education, and Innovation in Second Life,''these online universes such as [[Second Life]] and ''World of Warcraft'' manifest themselves as extreme extensions of participatory culture's power to connect and create.<br />
<br />
<br />
== Sources ==<br />
[1]Jenkins, Henry. ''Convergence Culture''. New York: New York University Press, 2006.<br />
<br />
<br />
== External Links ==<br />
[http://www.participatoryculture.org Participatory Culture.org]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Web_2.0&diff=704Web 2.02008-05-18T19:49:27Z<p>Derek Long: </p>
<hr />
<div>'''Web 2.0''' is a term coined at a series of conferences by O'Reilly Media in 2004. The phrase suggests that a second generation of web communities has formed since the inception of the World Wide Web (or "Web 1.0"). Although Web 2.0 utilizes the same basic technology as the World Wide Web, the mode in which programmers and users alike view and interact with that technology has changed. <br />
<br />
The key idea behind this change is that Web 2.0, unlike Web 1.0, emphasizes sharing within an online community through end user-driven content production, editing, and active participation. Whereas content in the days of Web 1.0 was produced under a top-down model of distribution (for example, a coder "hard-wiring" information via HTML onto a website for mass consumption), the vast majority of Web 2.0 content is user-generated and not (necessarily) strictly sanctioned by any distributing authority. [[Wikis]] (for example, Wikipedia), [[YouTube]], [[blogs]], and social networking sites (for example, [[Facebook]] and [[MySpace]]) are cornerstones of Web 2.0's new community-based ideal, in that they allow users to create or edit content quite easily; this encourages participation and intra-community communication. <br />
<br />
Additionally, one of the core principles of this community-based ideal is that even if the majority of user-generated content is uninspired or even offensive, the ease of participation that Web 2.0 allows for permits a much greater volume of creativity. In summary, Web 2.0 could be described as a "social phenomenon embracing an approach to generating and distributing Web content itself, characterized by open communication, decentralization of authority, and the freedom to share and re-use" [1].<br />
<br />
One important technological factor that has allowed Web 2.0 to flourish is the widespread adoption of easy-to-use editing, content-generation, and open source platforms that shatter the "knowledge divide" of Web 1.0. Users must no longer be familiar with a coding language like Java or a formatting language like HTML in order to edit or generate content; intuitive platforms allow for ease of participation. For example, many blogs are written using the WordPress platform. Under this platform, users need not know HTML to contribute to the blog, and even more complicated functionalities (such as hyperlinking or special formatting) are possible through an intuitive graphical user interface (GUI). In terms of technical usability, Web 2.0 is an improvement over Web 1.0 in the same way that Windows or Mac OS was an improvement over the command-line computer interfaces of the 1970s and early 1980s.<br />
<br />
----<br />
<br />
===References===<br />
*[1] http://en.wikipedia.org/wiki/Web_2.0 Accessed 2007-5-14.<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
* http://wikipedia.org<br />
* http://www.facebook.com</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Web_2.0&diff=703Web 2.02008-05-18T19:46:43Z<p>Derek Long: </p>
<hr />
<div>'''Web 2.0''' is a term which was coined at a series of conferences by O'Reilly Media in 2004. The phrase suggests that a second-generation of web communities have formed since the inception of the World Wide Web (or "Web 1.0"). Although Web 2.0 utilizes the same technology as the World Wide Web, the mode in which programmers and users alike view the platform has changed. <br />
<br />
The key idea behind this change is that Web 2.0, unlike Web 1.0, emphasizes sharing within an online community through end user-driven content production, editing, and active participation. Whereas content in the days of Web 1.0 was produced under a top-down model of distribution (for example, a coder "hard-wiring" information via HTML onto a website for mass consumption), the vast majority of Web 2.0 content is user-generated and not (necessarily) strictly sanctioned by any distributing authority. [[Wikis]] (for example, Wikipedia), [[YouTube]], [[blogs]], and social networking sites (for example, [[Facebook]] and [[MySpace]]) are cornerstones of Web 2.0's new community-based ideal, in that they allow users to create or edit content quite easily; this encourages participation and intra-community communication. <br />
<br />
Additionally, one of the core principles of this community-based ideal is that even if the majority of user-generated content is uninspired or even offensive, the ease of participation that Web 2.0 allows for permits a much greater volume of creativity. In summary, Web 2.0 could be described as a "social phenomenon embracing an approach to generating and distributing Web content itself, characterized by open communication, decentralization of authority, and the freedom to share and re-use" [1].<br />
<br />
One important technological factor that has allowed Web 2.0 to flourish is the widespread adoption of easy-to-use editing, content-generation, and open source platforms that shatter the "knowledge divide" of Web 1.0. Users must no longer be familiar with a coding language like Java or a formatting language like HTML in order to edit or generate content; intuitive platforms allow for ease of participation. For example, many blogs are written using the WordPress platform. Under this platform, users need not know HTML to contribute to the blog, and even more complicated functionalities (such as hyperlinking or special formatting) are possible through an intuitive graphical user interface (GUI). In terms of technical usability, Web 2.0 is an improvement over Web 1.0 in the same way that Windows or Mac OS was an improvement over the command-line computer interfaces of the 1970s and early 1980s.<br />
<br />
----<br />
<br />
===References===<br />
*[1] http://en.wikipedia.org/wiki/Web_2.0 Accessed 2007-5-14.<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
* http://wikipedia.org<br />
* http://www.facebook.com</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikis&diff=702Wikis2008-05-18T19:24:37Z<p>Derek Long: </p>
<hr />
<div>A '''wiki''' is a community based website which promotes the editing of or addition/removal of the site's content. The first wiki was made in the mid 1990s and was called, "WikiWikiWeb." A wiki's biggest function is to organize and pool information in a user friendly manner. The best known wiki, [[Wikipedia]], is an example of how information can be collected in an easily navigable way, complete with links between pages, searching, and categories. <br />
<br />
The major criticism of open-source wikis, like Wikipedia, is that they are unreliable due to the massive number of contributors. However, "Proponents rely on their community of users who can catch malicious content and correct it. Wikis in general make a basic assumption of the goodness of people.[1]"<br />
<br />
Wikis are a hallmark technology of [[Web 2.0]], in that they are based on the collective knowledge and contributions of their users. Thorough repositories of knowledge can easily be created in wikis, even if these individual contributions are relatively small. Wikis also serve as open forums for debate regarding whatever knowledge users are dealing with, and features such as "talk" and "history" pages allow for a meta-examination of how individual wiki articles have changed over time.<br />
<br />
<br />
----<br />
<br />
===Links===<br />
<br />
#http://wikipedia.org Wikipedia - an Online Encyclopedia<br />
<br />
----<br />
<br />
===References===<br />
[1] a b c d e f g "wiki", Encyclopædia Britannica, 2007. Viewed on http://en.wikipedia.org/wiki/Wikis. 2007-5-14.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikis&diff=701Wikis2008-05-18T19:24:21Z<p>Derek Long: </p>
<hr />
<div>A '''wiki''' is a community based website which promotes the editing of or addition/removal of the site's content. The first wiki was made in the mid 1990s and was called, "WikiWikiWeb." A wiki's biggest function is to organize and pool information in a user friendly manner. The best known wiki, [[wikipedia]], is an example of how information can be collected in an easily navigable way, complete with links between pages, searching, and categories. <br />
<br />
The major criticism of open-source wikis, like Wikipedia, is that they are unreliable due to the massive number of contributors. However, "Proponents rely on their community of users who can catch malicious content and correct it. Wikis in general make a basic assumption of the goodness of people.[1]"<br />
<br />
Wikis are a hallmark technology of [[Web 2.0]], in that they are based on the collective knowledge and contributions of their users. Thorough repositories of knowledge can easily be created in wikis, even if these individual contributions are relatively small. Wikis also serve as open forums for debate regarding whatever knowledge users are dealing with, and features such as "talk" and "history" pages allow for a meta-examination of how individual wiki articles have changed over time.<br />
<br />
<br />
----<br />
<br />
===Links===<br />
<br />
#http://wikipedia.org Wikipedia - an Online Encyclopedia<br />
<br />
----<br />
<br />
===References===<br />
[1] a b c d e f g "wiki", Encyclopædia Britannica, 2007. Viewed on http://en.wikipedia.org/wiki/Wikis. 2007-5-14.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikis&diff=700Wikis2008-05-18T19:20:44Z<p>Derek Long: </p>
<hr />
<div>A '''wiki''' is a community based website which promotes the editing of or addition/removal of the site's content. The first wiki was made in the mid 1990s and was called, "WikiWikiWeb." A wiki's biggest function is to organize and pool information in a user friendly manner. The best known wiki, [[wikipedia]], is an example of how information can be collected in an easily navigable way, complete with links between pages, searching, and categories. <br />
<br />
The major criticism of open-source wikis, like Wikipedia, is that they are unreliable due to the massive number of contributors. However, "Proponents rely on their community of users who can catch malicious content and correct it. Wikis in general make a basic assumption of the goodness of people.[1]"<br />
<br />
Wikis are a hallmark technology of [[Web 2.0]], in that they are based on the collective knowledge and contributions of their users. Thorough repositories of knowledge can easily be created in wikis, even if these individual contributions are relatively small. Wikis also serve as open forums for debate regarding whatever knowledge users are dealing with, and features such as discussion and history pages allow for a meta-examination of how individual wiki articles have changed over time.<br />
<br />
<br />
----<br />
<br />
===Links===<br />
<br />
#http://wikipedia.org Wikipedia - an Online Encyclopedia<br />
<br />
----<br />
<br />
===References===<br />
[1] a b c d e f g "wiki", Encyclopædia Britannica, 2007. Viewed on http://en.wikipedia.org/wiki/Wikis. 2007-5-14.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikis&diff=699Wikis2008-05-18T19:20:29Z<p>Derek Long: </p>
<hr />
<div>A '''wiki''' is a community based website which promotes the editing of or addition/removal of the site's content. The first wiki was made in the mid 1990s and was called, "WikiWikiWeb." A wiki's biggest function is to organize and pool information in a user friendly manner. The best known wiki, [[wikipedia]] is an example of how information can be collected in an easily navigable way, complete with links between pages, searching, and categories. <br />
<br />
The major criticism of open-source wikis, like Wikipedia, is that they are unreliable due to the massive number of contributors. However, "Proponents rely on their community of users who can catch malicious content and correct it. Wikis in general make a basic assumption of the goodness of people.[1]"<br />
<br />
Wikis are a hallmark technology of [[Web 2.0]], in that they are based on the collective knowledge and contributions of their users. Thorough repositories of knowledge can easily be created in wikis, even if these individual contributions are relatively small. Wikis also serve as open forums for debate regarding whatever knowledge users are dealing with, and features such as discussion and history pages allow for a meta-examination of how individual wiki articles have changed over time.<br />
<br />
<br />
----<br />
<br />
===Links===<br />
<br />
#http://wikipedia.org Wikipedia - an Online Encyclopedia<br />
<br />
----<br />
<br />
===References===<br />
[1] a b c d e f g "wiki", Encyclopædia Britannica, 2007. Viewed on http://en.wikipedia.org/wiki/Wikis. 2007-5-14.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikis&diff=698Wikis2008-05-18T19:20:20Z<p>Derek Long: </p>
<hr />
<div>A '''wiki''' is a community based website which promotes the editing of or addition/removal of the site's content. The first wiki was made in the mid 1990s and was called, "WikiWikiWeb." A wiki's biggest function is to organize and pool information in a user friendly manner. The best known wiki, [[wikipedia]] is an example of how information can be collected in an easily navigable way, complete with links between pages, searching, and categories. <br />
<br />
The major criticism of open-source wikis, like Wikipedia, is that they are unreliable due to the massive number of contributors. However, "Proponents rely on their community of users who can catch malicious content and correct it. Wikis in general make a basic assumption of the goodness of people.[1]"<br />
<br />
<br />
Wikis are a hallmark technology of [[Web 2.0]], in that they are based on the collective knowledge and contributions of their users. Thorough repositories of knowledge can easily be created in wikis, even if these individual contributions are relatively small. Wikis also serve as open forums for debate regarding whatever knowledge users are dealing with, and features such as discussion and history pages allow for a meta-examination of how individual wiki articles have changed over time.<br />
<br />
<br />
----<br />
<br />
===Links===<br />
<br />
#http://wikipedia.org Wikipedia - an Online Encyclopedia<br />
<br />
----<br />
<br />
===References===<br />
[1] a b c d e f g "wiki", Encyclopædia Britannica, 2007. Viewed on http://en.wikipedia.org/wiki/Wikis. 2007-5-14.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Yochai_Benkler&diff=697Yochai Benkler2008-05-18T19:14:53Z<p>Derek Long: </p>
<hr />
<div>Yochai Benkler is a professor at Harvard Law School and the author of ''[[The Wealth of Networks]]''. His research focuses on issues of [[commons]] and [[peer production]] via networks, both of which he argues are part of a system he terms the [[networked information economy]].</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Collective_intelligence&diff=696Collective intelligence2008-05-18T19:07:18Z<p>Derek Long: </p>
<hr />
<div>In his book, ''[[Convergence Culture]]'', [[Henry Jenkins]] writes that, "None of us can know everything; each of us knows something; and we we can put the pieces together if we pool our resouces and combine our skills." (Jenkins 4) By pooling together knowledge from several different sources we achieve so-called [[collective intelligence]]. [[Wikipedia]], as well as our own MiddMediawiki, are examples of products of collective intelligence. Collective intelligence occurs in our [[Convergence Culture]] where information is transferred between multiple media forms, between different people and across multiple industries. Collective intelligence often entails an [[interactivity|interactive]], [[participatory culture|participatory ]] rather than a passive media culture, where users and engaging actively with each other and the material. <br />
<br />
One example of collective intelligence is the ''Survivor'' spoiler [http://en.wikipedia.org/wiki/Spoiler_%28media%29] sites that fans developed around the popular television show. Together, they collaberated by drawing from each individual contributor's expertise until they were ultimately able to gather an astonishing amount of top-secret information about the show. As Jenkins notes, spoiler communities "are held together through the mutual production and reciprocal exchange of knowledge." (Jenkins 27) <br />
<br />
Pierre Lévy is a prominent scholar who discusses the notion of collective intelligence as exercised through the Internet. Lévy calls on-line communities using collective intelligence "knowledge communities" and he argues that the big business fear that such communities will interfere with commerce are failing to see the long-term positive effects of this development, arguing that as we begin to share more and more information we will also inevitably share ideas of what commodities to circulate/purchase etc (Jenkins 27).<br />
<br />
== Collective Intelligence Beyond Entertainment ==<br />
<br />
<br />
It is possible to understand collective intelligence as the closest that our society is getting to democracy. People are able to have a voice as individuals while forming part of a broader community that challenges established systems. But if this is the most revolutionary phenomena happening around our political system, why does collective intelligence tend to work in the service of TV shows, games and movies and less around politics, wars, and topics of such sort? <br />
<br />
<br />
The internet is changing the relationship between the individual and media from one of passivity to one of [[interactivity]]. Through the internet, consumers have acquired a medium to actively voice their concerns, which can potentially affect the way entertainment and laws are made. It is a vehicle for the citizens and the consumers to express themselves and affect the policies of the makers, whether they are politicians or entertainment industries.<br />
<br />
The drawback of collective intelligence is that it is a model being used more actively to criticize and have a say in the entertainment industry than in politics. Politicians continue to play the role they always have and we can’t say yet that citizens play an active role in the way politics are made. Politics have always been greatly influenced by media. Thus, it is through media that the individuals can express their voice and have an active role within their governments.<br />
<br />
Jenkins talks about how advertisers and industries care about what their committed consumers have to say about their products. Will politicians care about what citizens have to say about their decisions? They care about news on them, but what about when people will use collective intelligence to unfold the truth behind laws being passed in the senate? Will politicians listen or shuttered?<br />
<br />
An individual alone can’t do much in the internet or standing with a sign in the street. But the internet helps the individual connect with people who share similar points of views and interests, it is easier for people to communicate and gather through the Internet. Now, we have to encourage the use of collective intelligence for ends beyond entertainment which affect our society and the way we live.<br />
<br />
<br />
===References===<br />
*Jenkins, Henry, Convergence Culture, New York University Press: New York, 2006.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Blogs&diff=695Blogs2008-05-18T18:57:42Z<p>Derek Long: </p>
<hr />
<div>The word '''blog''' is a combination of the words "Web" and "Log." The word "blog" has also evolved into a verb, referring to the act of adding or creating content for web logs.<br />
<br />
Blogs are as diverse as the internet-using population itself, often providing commentary or analysis of subjects ranging from politics to personal experiences. The interface of a typical blog allows for the addition of text and images, as well as of links to other blogs or web sites related to the subject. This facilitates rich (or at least comprehensive) presentation and exploration of the blogger's particular subject with only a few clicks of the mouse. For example, a commentary on a recent political speech may provide an embedded link to a video of the speech on [[YouTube]], or link to an article about the speech in the [[New York Times]]. Blogs also act as online diaries, where bloggers feel comfortable spouting opinions, funny stories, or personal problems; in essence, a blog serves as one facet of a person's online identity.<br />
<br />
Another important use of blogs that has become more popular in recent years is when underground stores and small businesses feel obligated to use a blog to give information and receive feedback from customers and post links to other stores. Reasons for this are because they either cannot pay for a full website and for its updates, or would rather be closer to the community and connect with the customers. Additionally, since most blogs are easily editable (both by moderators and users) via a dedicated interface (WordPress, for example), no HTML or other coding need be done, as was the case pre-[[Web 2.0]]. <br />
<br />
Readers of most blogs are given permission to comment in an interactive computer [[interface]] format which is then visible by all subsequent readers. This lends a sense of community to many blogs and promotes the concept of [[web 2.0]].<br />
<br />
<br />
"In May 2007, blog search engine Technorati was tracking more than 71 million blogs."[1]<br />
<br />
----<br />
===Links===<br />
*http://justtv.wordpress.com/ Professor Jason Mittell's Blog, "Just TV"<br />
<br />
===References===<br />
<br />
* [1] http://technorati.com/ "Blogosphere sees healthy growth" (2006-11-08). Retrieved on 2007-5-13. Linked through http://en.wikipedia.org/wiki/Blogs</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Avatar&diff=694Avatar2008-05-18T18:50:46Z<p>Derek Long: </p>
<hr />
<div>The word '''Avatar''' is derived from the Sanskrit word ''[http://en.wikipedia.org/wiki/Avatar avatāra]'', meaning descent; in Hindu mythology an avatar is a human manifestation of a Celestial or Supreme being. The word refers to descending from the celestial realm to Earth but its usage in the gaming world is similarly different.<br />
<br />
In the world of personal computers and digital connectivity, an 'avatar' refers to any digital representation of a single user. In the case of many users of online discussion forums and some blogs, avatars usually take the form of two dimensional digital pictures. Most online message boards allow for users to use an avatar of their choice, to represent them when they make a post. Much of the time, the avatar is limited to a 100x100 pixel still image of the user's choosing. In some cases, avatars on message boards are taken to the next level. A key example of this is ''Gaia Online'', a thriving community in which users can alter their avatars as they see fit by buying clothes, accessories, and weapons. The environment is that of a message board, but the avatar is still an important focal point of the community. In the world of social networking, it could be argued that a user's 'picture' (as in a Facebook or MySpace picture) is also an avatar.<br />
<br />
The most standard understanding of the term 'avatar,' however, comes from the gaming world. An avatar in the gaming world is the digital representation of a player of a video game. Just like a god was said to change his or her form to descend and interact in the mortal realm, 'controllers' are able to transcend their physical form using an avatar to explore digitally created worlds. A player interacts with these digital worlds by controlling the actions of his or her avatar.<br />
<br />
Controllers' avatars do not necessarily represent the self or a human being in a digital world. The appearance of an avatar depends heavily on the technology that powers the world. The controller develops a bond with the avatar after investing time exploring the world and by collecting items which adds character to the avatar. In an objective driven world, such as ''Enter The Matrix'' or ''World Of Warcraft'', these items increase the success rate of the objective. The commodification of these items adds to the complexity of interaction between the player and controller, through the maturation of the avatar.<br />
<br />
Different games offer wide varieties of options to customize the appearance of an avatar. Some, like ''[[Second Life]]'', allow the user a humanoid base with a wide range of customizations: from hairdo to shoes, from length of arms and legs, to nose and torso. Other games like ''World of Warcraft'' have different variations of characters from fantasy, myth and fiction. Avatars in some games are restricted to specific characters of the story, within that world. The advantage of this variety is that it allows users to interact on a higher level with the game world because they become more personally attached to their avatars.<br />
<br />
The controllers inadvertently, or purposefully, customize their avatars with fantastic elaborations of human characteristics; these may or may not be reflective of themselves. Controllers become even more attached to the digital object because of this ability. The controllers may also design their avatars to be in virtual world experiments in relation to their real world experiences, such as social interaction.<br />
<br />
References<br />
<br />
* gnovis.georgetown.edu/includes/ac.cfm?documentNum=50<br />
* www.gaiaonline.com/</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Avatar&diff=693Avatar2008-05-18T18:46:54Z<p>Derek Long: </p>
<hr />
<div>The word '''Avatar''' is derived from the Sanskrit word ''[http://en.wikipedia.org/wiki/Avatar avatāra]'', meaning descent; in Hindu mythology an avatar is a human manifestation of a Celestial or Supreme being. The word refers to descending from the celestial realm to Earth but its usage in the gaming world is similarly different.<br />
<br />
In the world of personal computers and digital connectivity, an 'avatar' refers to any digital representation of a single user. In the case of many users of online discussion forums and some blogs, avatars usually take the form of two dimensional digital pictures. In the world of social networking, it could be argued that a user's 'picture' (as in a Facebook or MySpace picture) is also an avatar.<br />
<br />
The most standard understanding of the term 'avatar,' however, comes from the gaming world. An avatar in the gaming world is the digital representation of a player of a video game. Just like a god was said to change his or her form to descend and interact in the mortal realm, 'controllers' are able to transcend their physical form using an avatar to explore digitally created worlds. A player interacts with these digital worlds by controlling the actions of his or her avatar.<br />
<br />
Controllers' avatars do not necessarily represent the self or a human being in a digital world. The appearance of an avatar depends heavily on the technology that powers the world. The controller develops a bond with the avatar after investing time exploring the world and by collecting items which adds character to the avatar. In an objective driven world, such as Enter The Matrix or World Of Warcraft, these items increase the success rate of the objective. The commodification of these items add to the complexity of interaction between the player and controller, through the maturation of the avatar.<br />
<br />
Different games offer wide varieties of options to customize the appearance of an avatar. Some, like ''[[Second Life]]'', allow the user a humanoid base with a wide range of customizations: from hairdo to shoes, from length of arms and legs, to nose and torso. Other games like World of Warcraft have different variations of characters from fantasy, myth and fiction. Avatars in some games are restricted to specific characters of the story, within that world. The advantage of this variety is that it allows users to interact on a higher level with the game world because they become more personally attached to their avatars.<br />
<br />
The controllers inadvertently, or purposefully, customize their avatars with fantastic elaborations of human characteristics; these may or may not be reflective of themselves. Controllers become even more attached to the digital object because of this ability. The controllers may also design their avatars to be in virtual world experiments in relation to their real world experiences, such as social interaction.<br />
<br />
Avatars however, are not limited only to game worlds. Most online message boards allow for users to use an avatar of their choice, to represent them when they make a post. Much of the time, the avatar is limited to a 100x100 still image of the users choosing. In some cases, avatars on message boards are taken to the next level. A key example of this is Gaia Online, a thriving community in which users can alter their avatars as they see fit by buying clothes, accessories, and weapons. The environment is that of a message board, but the avatar is still an important focal point of the community.<br />
<br />
References<br />
<br />
* gnovis.georgetown.edu/includes/ac.cfm?documentNum=50<br />
* www.gaiaonline.com/</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikipedia&diff=692Wikipedia2008-05-18T18:37:33Z<p>Derek Long: </p>
<hr />
<div>Wikipedia is the combination of “wiki” and “encyclopedia.”<br />
<br />
Wikipedia is a free web based encyclopedia that is written collaboratively by its users in [[wikis]] format. Most of the articles can be edited and subject to change by anyone with internet access. Since its creation on January 15th, 2001 in Tampa Bay, Florida, the site has garnered approximately 7.2 million articles in 251 languages and is currently in the top fifteen most-visited websites. In 2003, wikipedia launched the wikibooks[http://en.wikibooks.org/wiki/Main_Page] project for free content textbooks and has not achieved the same success.<br />
<br />
Due to the fact that anyone can edit the encyclopedia, people have criticized Wikipedia for being unreliable and inaccurate. However, studies have shown that Wikipedia rivals other encyclopedias for accuracy. There are 3 key characteristics that can explain this: ability to self-police, instantaneous editing, and modularity.<br />
<br />
It should be noted that Wikipedia is a regulated commons, both in terms of user convention and administrative controls. As Benkler puts it, Wikipedia requires "a particular style of writing and describing concepts that is far from intuitive or natural. It requires self-discipline" (Benkler 74). Many of today's media scholars such as Lessig, Benkler, and Boyle advocate finding a middle road between "open" and "closed," and arguably Wikipedia achieves something close to this. What makes Wikipedia such a unique form of peer production is that while there are regulatory measures built into the architecture of the software, administrators rarely block particular users or lock an article. The true wiki spirit is to allow the community itself to discuss and determine what is credible and to add a viewpoint to a subjective article in order to make it objective. The ability to "talk" to specific editors as well as the discussion page are two important tools that facilitate self-policing. Only after the community itself fails to come to a resolution and users get in a sort of editing "battle" will the administrators put a hold on the site until tensions cool down. <br />
<br />
Another important technical property of the medium itself is the speed with which edits can be made. Unlike any print source, Wikipedia at least in theory is always up to date...the architecture is there to support timeliness as long as the community embraces it. Furthermore, this property is one reason why it rivals other encyclopedias in terms of accuracy. Benkler sites the example of an incident in which the entire article on abortion was deleted. But the community was so quick to respond, the vandalism was corrected within minutes and the article remains unharmed in the long run (Benkler 74).<br />
<br />
Finally, Benkler talks about "modularity" as "the extent to which it [a project] can be broken down into smaller components, or modules, that can be independently produced before they can be assembled into a whole" (Benkler 101). The fact that each article can be broken down into smaller parts (sections, sentences, or even words) is what prevents a single author from writing an entire article and inserting his subjective viewpoint. Wikipedia achieves objectivity not through singularity, but through including multiple viewpoints. However, it should be noted that modularity is not always taken advantage of. There are plenty of articles that have only one author or have someone who rigorously edits all additions to a page that he does not agree with (i.e. Ted King on the Facebook page). The history tab can be a useful indicator of how objective an article is by indicating the number of different users who have contributed. <br />
<br />
The question still stands whether Wikipedia belongs in the academic world or should be merely reference for popular culture, a debate which has emerged here at the college and elsewhere as particular professors/departments ban citing Wikipedia in formal essays. <br />
<br />
===Links===<br />
http://www.wikipedia.org<br />
<br />
===References===<br />
1) "Academia and Wikipedia." http://www.zephoria.org/thoughts/archives/2005/01/04/academia_and_wikipedia.html<br />
2) Yochai Benkler, The wealth of networks : how social production transforms markets and freedom (New Haven: Yale University Press, 2006</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wikipedia&diff=691Wikipedia2008-05-18T18:36:58Z<p>Derek Long: </p>
<hr />
<div>Wikipedia is the combination of “wiki” and “encyclopedia.”<br />
<br />
Wikipedia is a free web based encyclopedia that is written collaboratively by its users in [[wikis]] format. Most of the articles can be edited and subject to change by anyone with internet access. Since its creation on January 15th, 2001 in Tampa Bay, Florida, the site has garnered approximately 7.2 million articles in 251 languages and is currently in the top fifteen most-visited websites. In 2003, wikipedia launched the wikibooks[http://en.wikibooks.org/wiki/Main_Page] project for free content textbooks and has not achieved the same success.<br />
<br />
Due to the fact that anyone can edit the encyclopedia, people have criticized Wikipedia for being unreliable and inaccurate. However, studies have shown that Wikipedia rivals other encyclopedias for accuracy. There are 3 key characteristics that can explain this: ability to self-police, instantaneous editing, and modularity.<br />
<br />
It should be noted that Wikipedia is a regulated commons, both in terms of user convention and administrative controls. As Benkler puts it, Wikipedia requires "a particular style of writing and describing concepts that is far from intuitive or natural. It requires self-discipline" (Benkler 74). Many of today's media scholars such as Lessig, Benkler, and Boyle advocate finding a middle road between "open" and "closed," and arguably Wikipedia achieves something close to this. What makes wikipedia such a unique form of peer production is that while there are regulatory measures built into the architecture of the software, administrators rarely block particular users or lock an article. The true wiki spirit is to allow the community itself to discuss and determine what is credible and to add a viewpoint to a subjective article in order to make it objective. The ability to "talk" to specifc editors as well as the discussion page are two important tools that facilitate self-policing. Only after the community itself fails to come to a resolution and users get in a sort of editing "battle" will the administrators put a hold on the site until tensions cool down. <br />
<br />
Another important technical property of the medium itself is the speed with which edits can be made. Unlike any print source, Wikipedia at least in theory is always up to date...the architecture is there to support timeliness as long as the community embraces it. Furthermore, this property is one reason why it rivals other encyclopedias in terms of accuracy. Benkler sites the example of an incident in which the entire article on abortion was deleted. But the community was so quick to respond, the vandalism was corrected within minutes and the article remains unharmed in the long run (Benkler 74).<br />
<br />
Finally, Benkler talks about "modularity" as "the extent to which it [a project] can be broken down into smaller components, or modules, that can be independently produced before they can be assembled into a whole" (Benkler 101). The fact that each article can be broken down into smaller parts (sections, sentences, or even words) is what prevents a single author from writing an entire article and inserting his subjective viewpoint. Wikipedia achieves objectivity not through singularity, but through including multiple viewpoints. However, it should be noted that modularity is not always taken advantage of. There are plenty of articles that have only one author or have someone who rigorously edits all additions to a page that he does not agree with (i.e. Ted King on the Facebook page). The history tab can be a useful indicator of how objective an article is by indicating the number of different users who have contributed. <br />
<br />
The question still stands whether Wikipedia belongs in the academic world or should be merely reference for popular culture, a debate which has emerged here at the college and elsewhere as particular professors/departments ban citing Wikipedia in formal essays. <br />
<br />
===Links===<br />
http://www.wikipedia.org<br />
<br />
===References===<br />
1) "Academia and Wikipedia." http://www.zephoria.org/thoughts/archives/2005/01/04/academia_and_wikipedia.html<br />
2) Yochai Benkler, The wealth of networks : how social production transforms markets and freedom (New Haven: Yale University Press, 2006</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Interactivity&diff=690Interactivity2008-05-18T18:36:22Z<p>Derek Long: </p>
<hr />
<div>The noun '''Interactivity''' is a derivative of the word "interact." To "interact," by definition, is to participate in a give and take relationship with another human being or piece of technology. Interactivity, in particular with regard to technology, is often gauged by our engagement with the shared subject of interaction. A lecture, for example, is not an interactive experience until auditors pose questions or give information back to the lecturer in some form.<br />
<br />
== Interactivity and Technology ==<br />
<br />
Technology in our culture has begun to shift our understanding of interactivity more towards meaning a person's activity level in relation to the system they are using. Television, for example, requires a low level of interactivity by the user. However, as our concept of television expands beyond the medium into online forums and extensive [[fandom]], the opportunities for interactivity treble, though they are not within the original medium. Video games, specifically [[MMOs]], are extremely popular largely because they require high levels of interactivity with the technology. This level of interactivity relates to the phenomenon of [[immersion]] in a virtual world (see [[Second Life]] for an example). The [http://www.nintendo.com/wii Nintendo Wii] has gained popularity very recently because it accentuates the players input into the system through physical movements. The interactivity of users within the [[Web 2.0]] has popularized websites like [[Wikipedia]] and [[YouTube]].<br />
<br />
'''Interactivity''' as it relates to video games describes an environment that is both participatory and procedural. [[Ian Bogost]] notes that these rhetorics do not require a sophisticated interactivity, but they do benefit from them. [[Procedural rhetorics]] also relate to interactivity. Bogost states that the concept of ''Grand Theft Auto III'' as a fully interactive game is flawed, but in fact, the game is only interactive in that it requires us to fill in the gaps between the missing information from what we do and what we see. <br />
<br />
<br />
== References ==<br />
Bogost p40-44.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Open_source_%26_free_software&diff=681Open source & free software2008-05-18T16:56:53Z<p>Derek Long: </p>
<hr />
<div>'''Open source software''' is software whose source code has been made available to the general public, often under a free license such as [[GNU]] or [[Apache]]. Such software is fully within the [[public domain]], and (depending on the license) may be freely modified or redistributed.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Hot_versus_cool_media&diff=680Hot versus cool media2008-05-18T16:55:49Z<p>Derek Long: </p>
<hr />
<div>Media scholar [[Marshall McLuhan]] created two categories: hot vs. cool media. <br />
<br />
Hot media is that which engages one sense completely. It demands little [[interactivity|interaction]] from the user because it 'spoon-feeds' the content. Typically the content of hot media is restricted to what the source offers at that specific time. Examples of hot media include radio and film because they engage one sense of the user to an extent that although the user's attention is focused on the content, their participation is minimal.<br />
<br />
Cool media generally uses low-definition media that engages several senses less completely in that it demands a great deal of interaction on the part of the audience. Audiences then participate more because they are required to perceive the gaps in the content themselves. The user must be familiar with genre conventions in order to fully understand the medium. Examples: TV, phone conversations, [[Understanding Comics|comic books]].</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Benkler&diff=679Benkler2008-05-18T16:49:04Z<p>Derek Long: Redirecting to Yochai Benkler</p>
<hr />
<div>#REDIRECT [[Yochai Benkler]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Commons&diff=678Commons2008-05-18T16:48:49Z<p>Derek Long: </p>
<hr />
<div>On there most basic level, a ''commons'' refers to one way in which an institution determines the rights to a) access, b) use, and c) control its resources ([[Benkler]] 60). The obvious alternative form is the property based system. As Benkler puts it, the fundamental difference between the two is as follows: "No single person has exclusive control over the use and disposition of any particular resource in the commons" (Benkler 60). James Boyle of Duke University defines common-based in a more media specific context as, "a form of media that is not tightly controlled by property rights, by rules, by ownership, by direct technical controls."[https://segueuserfiles.middlebury.edu/fmmc0246a-s07/Boyle.mp3] But this does not necessarily mean that anyone who wants to can use/access/control said resource nor does it mean that he can do so as he sees fit without having to respect certain rules. Commons vary in terms of how heavily they regulate who can have access to a particular resource and how one can use/control it.<br />
<br />
On one end of the spectrum would be a totally "open-access" commons in which there is no higher authority to control who uses it (which in a property based system often means charging money for it) or how they use it. A completely "open" commons is hard to find. One explanation for this scarcity that Benkler touches on is this notion of "social-conventional" restrictions (Benkler 62). In less criptic terms, people often regulate themselves simply because that's how they were raise or because they don't want to be looked down upon by others. Take our dining halls, for example. There is no militant dishwasher holding a gun to our heads screaming "don't take plates to your room and not return them," but I usually bring them back because I know I personally hate it when I have to eat pasta with a spoon and I'm sure others do too. Most people aren't economists, but they still understand the concept of "rival"[http://en.wikipedia.org/wiki/Rivalry_%28economics%29] goods. The e-mails threatening to cancel midnite breakfasts if dishes aren't returned are constant reminders that "open-access" is a privilege and can be revoked if abused. But while there is a finite supply of plates in the dining halls, ideas cannot be "overfished" as James Boyle of Duke University puts it.[http://www.beyondbroadcast.net/blog/?p=87] This is one of the primary arguments in favor of commons-based media. <br />
<br />
On the other hand of the spectrum there is what Benkler calls "limited-access" commons (61). This MediaWiki that we are editing is a perfect example of such a system. For one thing, we can't even edit this without first entering our Middlebury user name and password. Access is further limited to members of our class (I think - correct me if i'm wrong). Secondly, certain pages are locked from editing...if I wanted to add another term to the list that I feel needs to be there, I am physically prevented from doing so by the "formal" restraint of the software itself. Not too mention there are a variety of conventions held amongst wiki editors in terms of things like tone and style that I personally find restricting. <br />
<br />
Despite the varying level constraint amongst commons-based system, the rules are the same for each and everyone of us. As Benkler points out, these restrictions are "symmetric" for every user (62). One final distinction that must be made is that while [[peer production]] is inherently a common based system, not everything that is commons based is an example of peer production. Refer to that article for clarification.<br />
<br />
<br />
== References ==<br />
Yochai Benkler, The wealth of networks : how social production transforms markets and freedom (New Haven: Yale University Press, 2006)[http://www.benkler.org/wealth_of_networks/index.php/Download_PDFs_of_the_book]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Commons&diff=677Commons2008-05-18T16:47:36Z<p>Derek Long: </p>
<hr />
<div>On there most basic level, a ''commons'' refers to one way in which an institution determines the rights to a) access, b) use, and c) control its resources (Benkler 60). The obvious alternative form is the property based system. As Benkler puts it, the fundamental difference between the two is as follows: "No single person has exclusive control over the use and disposition of any particular resource in the commons" (Benkler 60). James Boyle of Duke University defines common-based in a more media specific context as, "a form of media that is not tightly controlled by property rights, by rules, by ownership, by direct technical controls."[https://segueuserfiles.middlebury.edu/fmmc0246a-s07/Boyle.mp3] But this does not necessarily mean that anyone who wants to can use/access/control said resource nor does it mean that he can do so as he sees fit without having to respect certain rules. Commons vary in terms of how heavily they regulate who can have access to a particular resource and how one can use/control it.<br />
<br />
On one end of the spectrum would be a totally "open-access" commons in which there is no higher authority to control who uses it (which in a property based system often means charging money for it) or how they use it. A completely "open" commons is hard to find. One explanation for this scarcity that Benkler touches on is this notion of "social-conventional" restrictions (Benkler 62). In less criptic terms, people often regulate themselves simply because that's how they were raise or because they don't want to be looked down upon by others. Take our dining halls, for example. There is no militant dishwasher holding a gun to our heads screaming "don't take plates to your room and not return them," but I usually bring them back because I know I personally hate it when I have to eat pasta with a spoon and I'm sure others do too. Most people aren't economists, but they still understand the concept of "rival"[http://en.wikipedia.org/wiki/Rivalry_%28economics%29] goods. The e-mails threatening to cancel midnite breakfasts if dishes aren't returned are constant reminders that "open-access" is a privilege and can be revoked if abused. But while there is a finite supply of plates in the dining halls, ideas cannot be "overfished" as James Boyle of Duke University puts it.[http://www.beyondbroadcast.net/blog/?p=87] This is one of the primary arguments in favor of commons-based media. <br />
<br />
On the other hand of the spectrum there is what Benkler calls "limited-access" commons (61). This MediaWiki that we are editing is a perfect example of such a system. For one thing, we can't even edit this without first entering our Middlebury user name and password. Access is further limited to members of our class (I think - correct me if i'm wrong). Secondly, certain pages are locked from editing...if I wanted to add another term to the list that I feel needs to be there, I am physically prevented from doing so by the "formal" restraint of the software itself. Not too mention there are a variety of conventions held amongst wiki editors in terms of things like tone and style that I personally find restricting. <br />
<br />
Despite the varying level constraint amongst commons-based system, the rules are the same for each and everyone of us. As Benkler points out, these restrictions are "symmetric" for every user (62). One final distinction that must be made is that while [[peer production]] is inherently a common based system, not everything that is commons based is an example of peer production. Refer to that article for clarification.<br />
<br />
<br />
== References ==<br />
Yochai Benkler, The wealth of networks : how social production transforms markets and freedom (New Haven: Yale University Press, 2006)[http://www.benkler.org/wealth_of_networks/index.php/Download_PDFs_of_the_book]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=The_Medium_Is_the_Massage:_An_Inventory_of_Effects&diff=676The Medium Is the Massage: An Inventory of Effects2008-05-18T16:46:31Z<p>Derek Long: </p>
<hr />
<div>'''''The Medium is the Massage: An Inventory of Effects''''' (1967) was written by [[Marshall McLuhan]] with the help of graphic designer Quentin Fiore. ''The Medium is the Massage'' is considered a foundational text within the study of media theory, discussing the effects of various media on the human sensorium. McLuhan argued that media are "extensions" of human senses, bodies and mind.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=675Transmedia storytelling2008-05-18T16:43:27Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple media and go beyond the movie. A cohesive storyworld is developed and used over several media and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement across all of the different media. In his book, ''Convergence Culture'', [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story across media channels, comparing notes with each other via online discussion groups, and collaborating to ensure that everyone who invests time and effort will come away with a richer entertainment experience" (Jenkins, Henry, ''Convergence Culture'', New York University Press: New York, 2006, p. 21).<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot: These are games which let the player experience a plotline over again. Example: ''Lord of the Rings'' and ''Spider Man 2''.<br />
<br />
2.) 'New Episode' Model: In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving: Games that help you understand the films. Examples: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations: Games that alter a story in radical ways. Examples: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=674Transmedia storytelling2008-05-18T16:43:11Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple media and go beyond the movie. A cohesive storyworld is developed and used over several media and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement across all of the different media. In his book, ''Convergence Culture'', [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story across media channels, comparing notes with each other via online discussion groups, and collaborating to ensure that everyone who invests time and effort will come away with a richer entertainment experience." (Jenkins, Henry, ''Convergence Culture'', New York University Press: New York, 2006, p. 21)<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot: These are games which let the player experience a plotline over again. Example: ''Lord of the Rings'' and ''Spider Man 2''.<br />
<br />
2.) 'New Episode' Model: In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving: Games that help you understand the films. Examples: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations: Games that alter a story in radical ways. Examples: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=673Transmedia storytelling2008-05-18T16:41:48Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple mediums and go beyond the movie.A cohesive storyworld is developed and used over several mediums and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement accross all of the different mediums. In his book, ''Convergence Culture'', [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story accross media channels, comparing notes with each other via online dicussion groups, and collaberating to ensure that everyone who invests time and effort will come away with a richer entertainment experience." (Jenkins, Henry, ''Convergence Culture'', New York University Press: New York, 2006, p. 21)<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot: These are games which let the player experience a plotline over again. Example: ''Lord of the Rings'' and ''Spider Man 2''.<br />
<br />
2.) 'New Episode' Model: In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving: Games that help you understand the films. Examples: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations: Games that alter a story in radical ways. Examples: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=672Transmedia storytelling2008-05-18T16:41:32Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple mediums and go beyond the movie.A cohesive storyworld is developed and used over several mediums and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement accross all of the different mediums. In his book, ''Convergence Culture'', [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story accross media channels, comparing notes with each other via online dicussion groups, and collaberating to ensure that everyone who invests time and effort will come away with a richer entertainment experience." (Jenkins, Henry, ''Convergence Culture'', New York University Press: New York, 2006, p. 21)<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot: These are games which let the player experience a plotline over again. Example: ''Lord of the Rings'' and ''Spider Man 2''.<br />
<br />
2.)'New Episode' Model: In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving: Games that help you understand the films. Examples: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations: Games that alter a story in radical ways. Examples: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=671Transmedia storytelling2008-05-18T16:41:08Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple mediums and go beyond the movie.A cohesive storyworld is developed and used over several mediums and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement accross all of the different mediums. In his book, ''Convergence Culture'', [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story accross media channels, comparing notes with each other via online dicussion groups, and collaberating to ensure that everyone who invests time and effort will come away with a richer entertainment experience." (Jenkins, Henry, ''Convergence Culture'', New York University Press: New York, 2006, p. 21)<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot. These are games which let the player experience a plotline over again. Example: ''Lord of the Rings'' and ''Spider Man 2''.<br />
<br />
2.)'New Episode' Model. In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving. Games that help you understand the films. Examples: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations. Games that alter a story in radical ways. Examples: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=670Transmedia storytelling2008-05-18T16:40:46Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple mediums and go beyond the movie.A cohesive storyworld is developed and used over several mediums and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement accross all of the different mediums. In his book, ''Convergence Culture'', [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story accross media channels, comparing notes with each other via online dicussion groups, and collaberating to ensure that everyone who invests time and effort will come away with a richer entertainment experience." (Jenkins, Henry, ''Convergence Culture'', New York University Press: New York, 2006, p. 21)<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot. These are games which let the player experience a plotline over again. Example: ''Lord of the Rings'' and ''Spider Man 2''.<br />
<br />
2.)'New Episode' Model. In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving. Games that help you understand the films. Example: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations. Games that alter a story in radical ways. Example: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Transmedia_storytelling&diff=669Transmedia storytelling2008-05-18T16:39:53Z<p>Derek Long: </p>
<hr />
<div>Transmedia storytelling is the telling of a narrative over several different media platforms. An example of transmedia storytelling is ''The Matrix'' franchise because in order to get the whole story you need to participate in multiple mediums and go beyond the movie.A cohesive storyworld is developed and used over several mediums and new information is gathered from the contribution of each platform in order to further a complete understanding of the whole. This is an all-encompassing approach to marketing a product by making it a franchise. It demands more of the consumer; encouraging involvement accross all of the different mediums. In his book, "Convergence Culture," [[Henry Jenkins]] defines transmedia storytelling as follows, "Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story accross media channels, comparing notes with each other via online dicussion groups, and collaberating to ensure that everyone who invests time and effort will come away with a richer entertainment experience." (Jenkins, Henry, Convergence Culture, New York University Press: New York, 2006, p. 21)<br />
<br />
According to Jason Mittell, there are 5 different categories for stories in transmedia, specifically videogames.<br />
<br />
1.) Retelling the Plot. These are games which let the player experience a plotline over again. Example: Lord of the Rings and Spider Man 2.<br />
<br />
2.)'New Episode' Model. In these games, the player is not sure whether the content transfers to the show or if it stands alone. But it deals with similar characters and situations. Examples: ''Buffy'', ''Alias''<br />
<br />
3.) Diegetic Exploration: Games with different worlds to discover and explore. Examples: ''Star Wars Galaxies'' and ''The Simpsons Road Rage''<br />
<br />
4.) Gap Filling / Interweaving. Games that help you understand the films. Example: ''Enter the Matrix'', ''Star Wars: Knights of the Old Republic''.<br />
<br />
5.) Radical Reinterpretations. Games that alter a story in radical ways. Example: ''American McGee's Alice''<br />
<br />
<br />
<br />
<br />
----<br />
<br />
===External Links===<br />
*http://www.enterthematrixgame.com/index-ghost.html ''Enter the Matrix'' Video Game.<br />
*http://whatisthematrix.warnerbros.com/ ''The Matrix'' Movies.<br />
*http://forums.station.sony.com/mxo/forums/list.m Online Discussion Forum for ''The Matrix.''</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Networked_information_economy&diff=668Networked information economy2008-05-18T16:35:46Z<p>Derek Long: Redirecting to Network economy</p>
<hr />
<div>#REDIRECT [[Network economy]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Networked_information_economy&diff=667Networked information economy2008-05-18T16:35:10Z<p>Derek Long: Redirecting to Networked Economy</p>
<hr />
<div>#REDIRECT [[Networked Economy]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Yochai_Benkler&diff=666Yochai Benkler2008-05-18T16:30:55Z<p>Derek Long: </p>
<hr />
<div>Yochai Benkler is a professor at Harvard Law School and the author of ''[[The Wealth of Networks]]''. His research focuses on issues of [[commons]] and [[peer production]], both of which he argues are part of a system he terms the [[networked information economy]].</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Modes_of_Visual_Representation&diff=665Modes of Visual Representation2008-05-18T16:21:12Z<p>Derek Long: </p>
<hr />
<div>The '''Iconic, Photorealistic and Abstract''' are three distinct modes of artistic visual representation. [[Scott McCloud]] describes these three modes in his ''[[Understanding Comics]]'' through the use of a triangular diagram, placing iconic, photorealist and abstract representations at the three corners. This diagram suggests that most representations fall somewhere between the three extremes. <br />
<br />
----<br />
'''Iconic Representations''' use ideas and symbols in order to portray something real in a simplified way. For example, the most simplified way of representing a human is the stick figure. This is the most iconic way of portraying a human and therefore is arguably the easiest to identify with. Since everyone has a head, limbs and torso, a stick figure can theoretically represent everyone, allowing a wide range of people to visually identify with it. <br />
<br />
----<br />
'''Photorealistic Representaions''' attempt to portray real life as accurately as possible. Although this type of art looks the most 'real', McCloud argues that photorealist art is difficult to identify with. He explains that this is because photorealism describes only one object rather than a broad range of objects. For example, a photorealistic drawing of a person would resemble a photograph of one distinct person, making it hard for all other people to identify with the picture as one of themselves. <br />
<br />
----<br />
'''Abstract Representations''' are based on abstract forms. Abstract representations are used most frequently in popular culture to symbolize events that are fundamentally impossible to depict in other modes. A musical tremolo, for instance, might be represented visually by a squiggling line. In this instance, the line neither represents sound realistically nor iconically, but rather provides a theoretical visual counterpart to the sound.<br />
<br />
<br />
[[Category:stub]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Modes_of_Visual_Representation&diff=664Modes of Visual Representation2008-05-18T16:20:56Z<p>Derek Long: </p>
<hr />
<div>The '''Iconic, Photorealistic and Abstract''' are three distinct modes of artistic visual representation. [[Scott McCloud]] describes these three modes in his [[''Understanding Comics'']] through the use of a triangular diagram, placing iconic, photorealist and abstract representations at the three corners. This diagram suggests that most representations fall somewhere between the three extremes. <br />
<br />
----<br />
'''Iconic Representations''' use ideas and symbols in order to portray something real in a simplified way. For example, the most simplified way of representing a human is the stick figure. This is the most iconic way of portraying a human and therefore is arguably the easiest to identify with. Since everyone has a head, limbs and torso, a stick figure can theoretically represent everyone, allowing a wide range of people to visually identify with it. <br />
<br />
----<br />
'''Photorealistic Representaions''' attempt to portray real life as accurately as possible. Although this type of art looks the most 'real', McCloud argues that photorealist art is difficult to identify with. He explains that this is because photorealism describes only one object rather than a broad range of objects. For example, a photorealistic drawing of a person would resemble a photograph of one distinct person, making it hard for all other people to identify with the picture as one of themselves. <br />
<br />
----<br />
'''Abstract Representations''' are based on abstract forms. Abstract representations are used most frequently in popular culture to symbolize events that are fundamentally impossible to depict in other modes. A musical tremolo, for instance, might be represented visually by a squiggling line. In this instance, the line neither represents sound realistically nor iconically, but rather provides a theoretical visual counterpart to the sound.<br />
<br />
<br />
[[Category:stub]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Modes_of_Visual_Representation&diff=663Modes of Visual Representation2008-05-18T16:18:37Z<p>Derek Long: </p>
<hr />
<div>The '''Iconic, Photorealistic and Abstract''' are three distinct modes of artistic visual representation. [[Scott McCloud]] describes these three modes in his ''Understanding Comics'' through the use of a triangular diagram, placing iconic, photorealist and abstract representations at the three corners. This diagram suggests that most representations fall somewhere between the three extremes. <br />
<br />
----<br />
'''Iconic Representations''' use ideas and symbols in order to portray something real in a simplified way. For example, the most simplified way of representing a human is the stick figure. This is the most iconic way of portraying a human and therefore is arguably the easiest to identify with. Since everyone has a head, limbs and torso, a stick figure can theoretically represent everyone, allowing a wide range of people to visually identify with it. <br />
<br />
----<br />
'''Photorealistic Representaions''' attempt to portray real life as accurately as possible. Although this type of art looks the most 'real', McCloud argues that photorealist art is difficult to identify with. He explains that this is because photorealism describes only one object rather than a broad range of objects. For example, a photorealistic drawing of a person would resemble a photograph of one distinct person, making it hard for all other people to identify with the picture as one of themselves. <br />
<br />
----<br />
'''Abstract Representations''' are based on abstract forms. Abstract representations are used most frequently in popular culture to symbolize events that are fundamentally impossible to depict in other modes. A musical tremolo, for instance, might be represented visually by a squiggling line. In this instance, the line neither represents sound realistically nor iconically, but rather provides a theoretical visual counterpart to the sound.<br />
<br />
<br />
[[Category:stub]]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Open_source_%26_free_software&diff=576Open source & free software2008-05-11T22:24:21Z<p>Derek Long: </p>
<hr />
<div>'''Open source software''' is software whose source code has been made available to the general public, often under a free license such as [[GNU]] or [[Apache]]. Such software is fully within the [[public domain]], and depending on the license may be freely modified or redistributed.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Open_source_%26_free_software&diff=575Open source & free software2008-05-11T22:23:05Z<p>Derek Long: </p>
<hr />
<div>Open source software is software whose source code has been made available to the general public, often under a free license such as [[GNU]] or [[Apache]]. Such software is fully within the [[public domain]], and depending on the license may be freely modified or redistributed.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Open_source_%26_free_software&diff=574Open source & free software2008-05-11T22:22:43Z<p>Derek Long: New page: Open source software is software whose source code has been made available to the general public, often under a free license such as GNU or Apache. Such software is fully within th...</p>
<hr />
<div>Open source software is software whose source code has been made available to the general public, often under a free license such as [[GNU]] or [[Apache]]. Such software is fully within the [[public domain]], and depending on the license may often be freely modified or redistributed.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=YouTube&diff=573YouTube2008-05-11T22:16:08Z<p>Derek Long: </p>
<hr />
<div>'''YouTube''' is a website that allows registered users to share an unlimited number of videos on the internet. YouTube was the brainchild of three former PayPal employees, quickly emerged as a cultural phenomenon, and was purchased by [[Google]] for 1.65 billion dollars in 2006 [1]. Non-registered members may view any public video uploaded to the site, while registered members may upload their own videos and make them available to the public. Because anyone may upload any non-copyrighted, non-obscene video to YouTube, the emergence of the site has encouraged a mass popularization of amateur filmmaking. Many of the most popular videos range from video blogs to sports clips to [[machinima]]. Despite YouTube's explicit policy, copyrighted work including television series, film clips, and music videos often appears without permission on the site. <br />
<br />
Depending on the preferences of the uploader, registered users may rate and comment on most videos. Because of its level of interactivity, YouTube can be regarded as an important example of the possibilities of [[Web 2.0]]. <br />
----<br />
===External Links===<br />
<br />
*http://youtube.com Explore YouTube!<br />
<br />
----<br />
<br />
===References===<br />
[1] http://en.wikipedia.org/wiki/Youtube.com Viewed On 2007-5-13</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Podcasts&diff=572Podcasts2008-05-11T22:14:51Z<p>Derek Long: </p>
<hr />
<div>A '''podcast''' is a media object consisting of audio and/or video files shared over the internet. The podcast can be downloaded and consumed on a variety of audio/visual devices, including computers and portable devices such as ipods. The most distinguishing feature of a podcast is that consumers can subscribe to a podcast "feed" by entering the web address into an "aggregator," such as iTunes. The aggregator automatically downloads new podcasts when they become available.<br />
<br />
Unlike conventional radio shows, there is no "live" feed or broadcast involved in podcasting. Because podcasts are prerecorded, producers and consumers both create and consume at their convenience.Podcasts, as well as other digital media, promote the active use of file sharing, effectively producing a community based around the sharing of digital audio. Podcasts are important because they can express ideas that visual media cannot, simply because a person must rely solely on their ears to absorb the material. Podcasts exemplify how digital audio interacts with listeners. For example, digital audio can affect the space that a listener listens in by compressing distance between people who must listen, thus providing a public experience. Or, with iPods, listening experiences offer mobile privatization.<br />
<br />
Podcasts are typically free, and many traditional radio shows now provide podcasts without commercial interruption free from [[iTunes]]. Shows such as [http://en.wikipedia.org/wiki/Pardon_the_Interruption Pardon the Interruption] and [http://en.wikipedia.org/wiki/Adam_Carolla_Show The Adam Carolla Show] are examples of such programs. <br />
"A podcast is distinguished from other digital media formats by its ability to be syndicated, subscribed to, and downloaded automatically, using an aggregator or feed reader capable of reading feed formats such as [[RSS]] or Atom." [1]<br />
<br />
===Links===<br />
* http://www.podcastdirectory.com/ A Directory of Popular Podcasts<br />
<br />
===References===<br />
# http://en.wikipedia.org/wiki/Podcasts</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Podcasts&diff=571Podcasts2008-05-11T22:14:03Z<p>Derek Long: </p>
<hr />
<div>A '''podcast''' is a media object consisting of audio and/or video files shared over the internet. The podcast can be downloaded and consumed on a variety of audio/visual devices, including computers and portable devices such as ipods. The most distinguishing feature of a podcast is that consumers can subscribe to a podcast "feed" by entering the web address into an "aggregator," such as itunes. The aggregator automatically downloads new podcasts when they become available.<br />
<br />
Unlike conventional radio shows, there is no "live" feed or broadcast involved in podcasting. Because podcasts are prerecorded, producers and consumers both create and consume at their convenience.Podcasts, as well as other digital media, promote the active use of file sharing, effectively producing a community based around the sharing of digital audio. Podcasts are important because they can express ideas that visual media cannot, simply because a person must rely solely on their ears to absorb the material. Podcasts exemplify how digital audio interacts with listeners. For example, digital audio can affect the space that a listener listens in by compressing distance between people who must listen, thus providing a public experience. Or, with iPods, listening experiences offer mobile privatization.<br />
<br />
Podcasts are typically free, and many traditional radio shows now provide podcasts without commercial interruption free from [[iTunes]]. Shows such as [http://en.wikipedia.org/wiki/Pardon_the_Interruption Pardon the Interruption] and [http://en.wikipedia.org/wiki/Adam_Carolla_Show The Adam Carolla Show] are examples of such programs. <br />
"A podcast is distinguished from other digital media formats by its ability to be syndicated, subscribed to, and downloaded automatically, using an aggregator or feed reader capable of reading feed formats such as [[RSS]] or Atom." [1]<br />
<br />
===Links===<br />
* http://www.podcastdirectory.com/ A Directory of Popular Podcasts<br />
<br />
===References===<br />
# http://en.wikipedia.org/wiki/Podcasts</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Talk:Wiki&diff=570Talk:Wiki2008-05-11T22:11:06Z<p>Derek Long: New page: Hi guys, there is also a 'wikis' page...does anyone know of an easy way to concatenate the two pages?</p>
<hr />
<div>Hi guys, there is also a 'wikis' page...does anyone know of an easy way to concatenate the two pages?</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Remix_culture&diff=569Remix culture2008-05-11T22:03:44Z<p>Derek Long: </p>
<hr />
<div>'''Remix Culture''' describes the appreciation and participation of remixed media. A remix can be defined as taking one or more media and through the process of editing creating a new product. These can include remixed songs, which can have one or more originals, or remix videos, which fundamentally change the way the original content was intended. Popular examples of remix culture include The Shinning trailer remixed, and The Grey Album.<br />
<br />
There are many subcategories of remixed media. The following are some examples.<br />
<br />
There are massive communities for remix videos and music all over the internet. Web communities such as OverClocked Remix are sprawling networks of artists remixing various video game themes. These sort of communities are fairly easy to find for any type of music.<br />
<br />
Likewise, animated music videos, or AMVs are very popular on sites like [[YouTube]]. The idea is the same as any remix video: take source material and turn it into a new product. However in this case the subject matter is animation. <br />
<br />
<br />
<br />
----<br />
<br />
==External Links==<br />
<br />
*[http://youtube.com/watch?v=sfout_rgPSA The Shining Trailer]<br />
<br />
*[http://music.aol.com/album/the-grey-album/732746 The Grey Album]<br />
<br />
*[http://www.ocremix.org/ OverClocked Remix]</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Wiki&diff=568Wiki2008-05-11T22:02:12Z<p>Derek Long: </p>
<hr />
<div>'''Wikis''' are websites that anyone can edit. The most famous wiki is [http://wikipedia.org Wikipedia].<br />
<br />
Wikis are a hallmark technology of [[Web 2.0]], in that they are based on the collective knowledge and contributions of their users. Thorough repositories of knowledge can easily be created in wikis, even if these individual contributions are relatively small. Wikis also serve as open forums for debate regarding whatever knowledge users are dealing with, and features such as discussion and history pages allow for a meta-examination of how individual wiki articles have changed over time.</div>Derek Longhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Podcasts&diff=567Podcasts2008-05-11T21:54:50Z<p>Derek Long: </p>
<hr />
<div>A '''podcast''' is a media object consisting of audio and/or video files shared over the internet. The podcast can be downloaded and consumed on a variety of audio/visual devices, including computers and portable devices such as ipods. The most distinguishing feature of a podcast is that consumers can subscribe to a podcast "feed" by entering the web address into an "aggregator," such as itunes. The aggregator automatically downloads new podcasts when they become available.<br />
<br />
Unlike conventional radio shows, there is no "live" feed or broadcast involved in podcasting. Because podcasts are prerecorded, producers and consumers both create and consume at their convenience.Podcasts, as well as other digital media, promote the active use of file sharing, effectively producing a community based around the sharing of digital audio. Podcasts are important because they can express ideas that visual media cannot, simply because a person must rely solely on their ears to absorb the material. Podcasts exemplify how digital audio interacts with listeners. For example, digital audio can affect the space that a listener listens in by compressing distance between people who must listen, thus providing a public experience. Or, with iPods, listening experiences offer mobile privatization.<br />
<br />
Podcasts are typically free, and many traditional radio shows now provide podcasts without commercial interruption free from iTunes. Shows such as [http://en.wikipedia.org/wiki/Pardon_the_Interruption Pardon the Interruption] and [http://en.wikipedia.org/wiki/Adam_Carolla_Show The Adam Carolla Show] are examples of such programs. <br />
"A podcast is distinguished from other digital media formats by its ability to be syndicated, subscribed to, and downloaded automatically, using an aggregator or feed reader capable of reading feed formats such as [[RSS]] or Atom." [1]<br />
<br />
===Links===<br />
* http://www.podcastdirectory.com/ A Directory of Popular Podcasts<br />
<br />
===References===<br />
# http://en.wikipedia.org/wiki/Podcasts</div>Derek Long