https://mediawiki.middlebury.edu/MIDDMedia/api.php?action=feedcontributions&user=Melissa+Marshall&feedformat=atomMedia Technology and Culture Change - User contributions [en]2024-03-28T16:59:35ZUser contributionsMediaWiki 1.35.14https://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Blogs&diff=775Blogs2008-05-21T03:03:21Z<p>Melissa Marshall: </p>
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<div>The word '''blog''' is a combination of the words "Web" and "Log." "To blog" is verb derived from the noun, referring to the act of adding or creating content for web logs.<br />
A blog is a free website in which individuals can express themselves by writing, adding photos or links, etc.<br />
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Blogs are as diverse as the internet-using population itself, often providing commentary or analysis of subjects ranging from politics, to art, to personal experiences.<br />
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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]]. <br />
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 />
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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 />
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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 />
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'''Dangers'''<br />
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One consequence of the fact that anyone has access to blogs is that this can affect the blogger's privacy, and in some cases this leads to threats or harrasment. Another problem is that there is no way to determine who has access to one's blog. Therefore, some people who use their blogs as online diaries are scared of revealing certain aspects of their lives because this could affect their jobs or social interactions.<br />
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Another consequence of the "anybody can have a blog" nature of blogs is that every individual has a website in which they can express their opinion. for this reason, some countries with totalitarian governments have tried to prohibit the use of blogs, since it is a very powerful tool that protects freedom of speech. [[Yochai Benkler]] touches on the democratic qualities of blogs as well, in their accessibility to the public, political uses, and as instruments as active exercises in freedom of speech. However, by the same token, they can also lead to "oversaturation"--a leading complaint against a [[Networked public sphere]].<br />
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===Links===<br />
*http://justtv.wordpress.com/ Professor Jason Mittell's Blog, "Just TV"</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Remix_culture&diff=774Remix culture2008-05-21T02:52:29Z<p>Melissa Marshall: </p>
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<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 />
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There are many subcategories of remixed media. The following are some examples.<br />
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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 />
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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 />
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Unfortunately, the remix culture is being inhibited by [[Copyright]] battles--most notably those against music remix culture. While recently, the [http://en.wikipedia.org/wiki/Mashup_%28music%29 mashup] has enjoyed commercial success from artists such as the Pittsburgh-based [http://en.wikipedia.org/wiki/Girl_Talk_%28musician%29 Girl Talk], other artists, such as DJ Danger Mouse's of the aforementioned ''The Grey Album'' fame, encountered much resistance from EMI and other figureheads for the music industry. <br />
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And while not strictly limited to the music industry--as was demonstrated in the controversy of the [[Youtube]] broad-casted [http://www.yugiohtheabridgedseries.com/ Yu-Gi-Oh Abridged Series]--it is the entertainment branch that seems to feel the most threatened from the ballooning remix culture phenomenon.<br />
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==External Links==<br />
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*[http://youtube.com/watch?v=sfout_rgPSA The Shining Trailer]<br />
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*[http://music.aol.com/album/the-grey-album/732746 The Grey Album]<br />
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*[http://www.ocremix.org/ OverClocked Remix]<br />
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*[http://www.youtube.com/watch?v=8IXCK1EyP4s&feature=related Shia LaBeouf in "No No No NOo" video]</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Participatory_culture&diff=655Participatory culture2008-05-16T16:35:05Z<p>Melissa Marshall: </p>
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<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 />
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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 />
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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 />
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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 />
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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 />
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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 ''War of World Craft'' manifest themselves as extreme extensions of participatory culture's power to connect and create.<br />
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== Sources ==<br />
[1]Jenkins, Henry. ''Convergence Culture''. New York: New York University Press, 2006.<br />
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== External Links ==<br />
[http://www.participatoryculture.org Participatory Culture.org]</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Participatory_culture&diff=654Participatory culture2008-05-16T16:34:02Z<p>Melissa Marshall: </p>
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<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 esnre that fans bought into his version of the ''Star Wars'' univers, Koster essentially treated the fan community as his client team, posting regular reports about many different elements of the game's desing 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 postetd back theier 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 ''War of World Craft'' manifest themselves as extreme extensions of participatory culture's power to connect and create.<br />
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== Sources ==<br />
[1]Jenkins, Henry. ''Convergence Culture''. New York: New York University Press, 2006.<br />
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== External Links ==<br />
[http://www.participatoryculture.org Participatory Culture.org]</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Media_Literacy&diff=653Media Literacy2008-05-16T13:45:45Z<p>Melissa Marshall: </p>
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<div>'''Media literacy''' is the concept that in a technologically advanced society, one must understand many types of media in addition to the written word. In order to interact with technologically advanced worlds, one must first understand the conventions of the mediums used. Literacy, in this context, denotes the ability to understand and participate in the use of new media.<br />
When watching a movie, because we have been exposed to the conventions of editing from a very young age, our brain is able to comprehend the flow of time and images in a cut. In this way a person must understand certain conventions of a medium in order to create new content, take old content and re-use it and to engage in the content. [[Henry Jenkins]] argues that being literate in new media landscapes encourages skills such as play, performance, appropriation, multitasking, distributed cognition, [[collective intelligence]], judgment, transmedia navigation, networking, and negotiation.<br />
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To be able to participate in a growing [[Networked public sphere]], Jenkins argues that citizens should focus less on what media is diong to use, instead subscribing to the more active approach of what we are doing with media. He stresses in his book, ''Convergence Culture'', that in order to "fight against the corporate copyright regime, to argue against censorship and moral panic that would pathologize these emerging forms of participation, to publicize the best practices of these online communities, to expand access and participation to groups that are otherwise being left behind," we must make media literacy and the development of media skills a priority for children as well as adults, if we wish to become full participants in our culture [1]. He also promotes a shift away from self-contained learning in a formal classroom setting, towards a more communal, participatory mode of education. He suggests that to shape the future of media culture, "we need to rethink the goals of media education so that young people can come to think of themselves as cultural producers and participants, and not simply as consumers, critical or otherwise" [1].<br />
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== Sources ==<br />
[1]Jenkins, Henry. ''Convergence Culture''. New York: New York University Press, 2006.</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Networked_public_sphere&diff=652Networked public sphere2008-05-16T13:23:36Z<p>Melissa Marshall: </p>
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<div>An essential component of [[Yochai Benkler]]'s argument for the democratic nature of the [[Network economy]], the networked public sphere refers to the shift from a mass-media public sphere controlled by a small number of commercial markets to a forum that is accessible to and generated by individuals, "increasing freedom individuals enjoy to participate in creating information and knowledge" [1]. Central to his book,[http://www.benkler.org/wealth_of_networks/index.php/Download_PDFs_of_the_book The Wealth of Networks], his advocacy of the networked public sphere speaks against the relatively limited intake basin, preference of innocuous over politically engaging content, and inbalance of power associated with commercial media, instead highlighting the benefits of a more public and "democratic" internet. He suggests that the networked public sphere "enables many more individuals to communicate their observations and their viewpoints to many others, and to do so in a way that cannot be controlled by media owners and is not as easily corruptible by money as were the mass media" [1].<br />
In addition to the public sphere's promotion of democratic ideals through accessibility, it also promotes freedom of speech--especially that of a politically-critical nature--as can be seen through the recent upsurge in popularity of politically minded, individual [[Blogs]], [[Remix culture]], and [[YouTube and online video]].<br />
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== Sources ==<br />
[1] Benkler, Yochai. The Wealth of Networks. New Haven, CT: Yale University Press, 2006.</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Networked_public_sphere&diff=651Networked public sphere2008-05-16T13:20:46Z<p>Melissa Marshall: </p>
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<div>An essential component of [[Yochai Benkler]]'s argument for the democratic nature of the [[Network economy]], the networked public sphere refers to the shift from a mass-media public sphere controlled by a small number of commercial markets to a forum that is accessible to and generated by individuals, "increasing freedom individuals enjoy to participate in creating information and knowledge." Central to his book,[http://www.benkler.org/wealth_of_networks/index.php/Download_PDFs_of_the_book The Wealth of Networks], his advocacy of the networked public sphere speaks against the relatively limited intake basin, preference of innocuous over politically engaging content, and inbalance of power associated with commercial media, instead highlighting the benefits of a more public and "democratic" internet. He suggests that the networked public sphere "enables many more individuals to communicate their observations and their viewpoints to many others, and to do so in a way that cannot be controlled by media owners and is not as easily corruptible by money as were the mass media." <br />
In addition to the public sphere's promotion of democratic ideals through accessibility, it also promotes freedom of speech--especially that of a politically-critical nature--as can be seen through the recent upsurge in popularity of politically minded, individual [[Blogs]], [[Remix culture]], and [[YouTube and online video]].</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=Networked_public_sphere&diff=650Networked public sphere2008-05-16T13:19:54Z<p>Melissa Marshall: New page: An essential component of Yochai Benkler's argument for the democratic nature of the Network Economy, the networked public sphere refers to the shift from a mass-media public spher...</p>
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<div>An essential component of [[Yochai Benkler]]'s argument for the democratic nature of the [[Network Economy]], the networked public sphere refers to the shift from a mass-media public sphere controlled by a small number of commercial markets to a forum that is accessible to and generated by individuals, "increasing freedom individuals enjoy to participate in creating information and knowledge." Central to his book,[http://www.benkler.org/wealth_of_networks/index.php/Download_PDFs_of_the_book The Wealth of Networks], his advocacy of the networked public sphere speaks against the relatively limited intake basin, preference of innocuous over politically engaging content, and inbalance of power associated with commercial media, instead highlighting the benefits of a more public and "democratic" internet. He suggests that the networked public sphere "enables many more individuals to communicate their observations and their viewpoints to many others, and to do so in a way that cannot be controlled by media owners and is not as easily corruptible by money as were the mass media." <br />
In addition to the public sphere's promotion of democratic ideals through accessibility, it also promotes freedom of speech--especially that of a politically-critical nature--as can be seen through the recent upsurge in popularity of politically minded, individual [[Blogs]], [[Remix culture]], and [[YouTube and online video]].</div>Melissa Marshallhttps://mediawiki.middlebury.edu/MIDDMedia/index.php?title=User:Melissa_Marshall&diff=443User:Melissa Marshall2008-02-12T20:39:21Z<p>Melissa Marshall: New page: This is the user page for Melissa Marshall. She is an English major with a film minor and believes that [http://www.pandora.com Pandora]may be the most addicting invention since skittles.</p>
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<div>This is the user page for Melissa Marshall. She is an English major with a film minor and believes that [http://www.pandora.com Pandora]may be the most addicting invention since skittles.</div>Melissa Marshall