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‘Network Media’ Category

  1. Just running my mind off here

    September 27, 2013 by kimberlyteoh

    There was a point made in the lecture that the internet is not virtual due to external sources from “the real world” that support it, such as electricity. I thought it was an interesting point, because I did not realize that the internet was so fragile. I mean, what if the world had a blackout? What if one day, we have no electricity? There would be no internet!

    It also made me think that the network is also fragile because it requires electricity to function. But then, I realized something else. We are currently living in the electronic era. As far as I know, practically every electronic device NEEDS electricity to work. Everything about the internet will trace back to an electronic device (I think?). So if there was no electricity, there would be no electronic era.


  2. Jesus, the readings

    September 19, 2013 by kimberlyteoh

    The readings this week kept reminding me of my brother and my mother. More specifically, the things they always tell me seem to relate back to the readings. Obviously, I got distracted and can’t think thoroughly afterwards. SO here goes.

    My brother always told me (without going into detail) that it is important to make links with other people, because that is how it will help you get a job and he believes that degrees won’t help you find a job. Regardless, they are important to have in this current society because according to what my mother says, it apparently increases the income you earn. I still don’t get what this means, however. Anyway, preferential attachment would come into play here since that meant that people who know the employer (on very good terms, I must add) are more likely to get hired. Studies also show that employers hire people they want to be friends with which could be that those acquaintances you make might want get to know you more and thus, are more likely to hire you? Makes sense, I guess.

    The term, “the rich get richer” is what she, my mother, always says. On another note, I believe with all my naiveté, that the reason why the rich get richer is because they have the money to spend or invest in ventures that will return more money back to them. The poor on the other hand, have to spend their money on necessities to survive and their children’s education (if they have any) and they are certainly not cheap. Then again, the wealthy have to pay huge taxes compared to the middle-low classes of society, so essentially they are helping by giving back the money to the people.

    I also found it interesting how Barabási mentioned how nodes that are already heavily linked are linked at a faster rate, like how “highly cited papers are more likely to be cited again”. This is kind of related to popularity in a way, since for some reason, popularity equals to success. When something is highly popular, it is more well known by other people thus linking more people to said thing, and it will be considered “good”. I guess it’s a part of human nature to assume that when something is “highly linked”, it should be something good otherwise, why is it highly linked?

    Okay, I’m done for now since I don’t have anything more to add on.


  3. Video Games and Hypertext

    September 19, 2013 by kimberlyteoh

    When this course started talking about hypertext this and hypertext that, I did come to a point where I thought some video games can be considered to have hypertext narratives. Of course, I’m only talking about this generation’s video games and not the ones that were created from before and around the 90’s like Tetris and Space Invaders.

    Since I’m talking about video games though, I want to first get this out of my chest. Why do video games made in this day and age have a narrative? To me, the answer’s real simple.

    One, the narrative is like a cherry on a cake; they don’t need to have a narrative but it certainly adds to the experience when it does have one.

    Second, the narrative becomes an element of the game whereby it motivates the player to complete an objective. For example, in Mario, you have to save Princess Peach, no personal reason why, you just do and that’s part of its “story”.

    Finally,  the video game industry is slowly getting bigger and it’s becoming one of the biggest entertainment industries. As of late, the narratives in them have become very cinematic. What’s really pushing it though, is that the graphics are improving so rapidly that the characters and settings look realistic. No, no, it’s actually because many consumers and some developers are obsessed with making them look realistic AND be realistic. Therefore, most of the games made today can be considered to be “interactive cinema” because they look so gosh darn real, except unlike films, the player fully controls the protagonist’s actions and you can do other stuff (like killing random, virtual people on the street) besides continuing with the storyline. A good example of an “interactive film” game would be Beyond: Two Souls, because one, David Cage the creator keeps calling it “interactive storytelling” and second, from the looks of it, you can only go with the storyline (so no sidequests, and random killing) and you cannot make other decisions for the protag. Of course, I may be mistaken since I haven’t played it yet.

    Anyway, back onto hypertext. I once considered that video games that have multiple, different endings can be said to have a hypertext narrative. After all, the decisions you make will ultimately affect the ending you will end up with. I rejected and abandoned the idea though, because I figured that a hypertext narrative would have different railroads that end up at different destinations. I’m not very good with explaining so I drew this to show what I mean.

    As you can see from this terrible and not thoroughly thought out diagram, in a hypertext narrative, the way I see it, each decision you make will lead to a different story path and ending. I also thought about the possibility of how some decisions will lead you back on another track, hence the reason why you see some are linked. Video games with multiple endings on the other hand, don’t do it like this. Instead they do it, like this: 

    I have to be honest though, this diagram is heavily influenced from how Heavy Rain handled it but otherwise, I would assume that games with multiple endings do it this way. The only thing hypertext about it, is just the endings and there is no divergence in the story’s path. There was another game called InFamous a few years ago and it did it this way, you make decisions throughout the game that total up to give you an ending based on the decisions you made, there were about 3 endings (?) in total that you can end up with.

    My verdict is no, video games cannot be considered as hypertext narratives. It is possible to make one, however I assume it will be extremely exhausting to make one like in Diagram 1.


  4. Making the Extraordinary, Ordinary

    August 8, 2013 by kimberlyteoh

    This week’s required reading was about design fiction and I really enjoyed reading about it.

    It made me think though, are the stuff that we use in our daily lives a product of design fiction? Like the phone. So many years ago, one in a thousand households owned one telephone (not real statistic). Back then, the people probably thought that such a thing was bizarre and uncommon. Nowadays, everybody above the age of seven owns a mobile phone and some even consider it as a part of their body to the extent that they admit if they lose it they would die.

    In a way, I suppose DF COULD be the basis for new inventions in this day and age. That kinda defeats the purpose of it being fictional and creating a whole different world, though but  still, what if? What if one day, there was this teleportation device outlet outside of your home nearby that allows you to teleport to other outlets? You’d have to pay a fee though. Some might get nauseous from using it. Planes and cars and other common transportation we see now would probably be gone and the thought of using them would be considered prehistoric. Also, everyone would get fatter. 

    OR what if one day, there was a device that allows you to enter a game’s reality or any kind of vitual reality? You could be in space, without being in space. You could have a totally awesome zombie apocalypse setting and bash zombies. Even better, a Jedi battle with a virtual light saber and crazy Jedi powers!? Of course, there would be consequences like making you see hallucinations from extended use ’cause your brain got confused. You could die like this guy.

    Kinda sucks.

     


  5. Reading 02: Single/Double Loop Learning

    August 1, 2013 by kimberlyteoh

    This week’s required reading was about Chris Aygris’ theories of action, double loop learning and organizational learning.
    Aygris and Schon suggests that there are two theories of action which are espoused theory and theory-in-use.

    Espoused theory: “The words we use to convey what we do or what we would like others to think we do.”

    Example:

    We might explain our sudden rush out of the office to
    others, or even to ourselves at some level, by saying
    that a ‘crisis’ had arisen with one of‘our’ clients.”

    Theories-in-use: “The theory that actually governs his actions.”

    Example: 

    “The theory-in-use might be quite different.We may have
    become bored and tired by the paper work or meeting and
    felt that a quick trip out to an apparently difficult
    situation would bring welcome relief.”

    Then there’s single and double-loop learning. Single loop learning involves looking for a different strategy when the current approach is unable to achieve the goal. The new strategy must work within the confines of the governing variables. The current goals, objectives, values and beliefs are unquestioned and will remain unchanged. To put it simply, strategy changes, everything else, no.

    Double-loop learning, however, allows the governing variables to come under criticism and to be changed if the need arises. This results in a change in the way strategies are made, so in other words, the conceptual framework changes.

    Finally, there’s Model I and Model II, which inhibit and enhances double-loop learning, respectively.

    From what I understand, Model I has an autocratic style of leadership because decisions are more likely to be made objectively and are imposed upon others. Its characteristics include showing weaknesses like emotion, incompetence, ineptitude to be frowned upon which in turn creates a need to suppress negative feelings.There is a higher chance for resistance against changing goals to “win” in a sense that the goal is expected to be made a success and if not, it is seen as a “loss”.

    Model II, on the other hand, has a more participative style of leadership because control is shared and opinions and inquiries are encouraged. Theories are tried and tested and information circulates within the organisation easily.

    It’s interesting to see that Model I seems to reject innovation whereas Model II enhances it because it allows more creativity due to open communication and more freedom of choice.


  6. Reading 01 Interpretations

    July 31, 2013 by kimberlyteoh

    This is really late but I’m gonna go ahead and post anyway.

    Last week, Adrian wrote and posted a very metaphorical reading. I have to admit that I literally imagined this while I was reading it.

    I have a simple mind

    Obviously, I’m sure he didn’t mean to produce a mental image such as this when he wrote it so I gave it a bit more thought.

    Instead of a boat, I thought of a mouse cursor. I replaced the ocean with a cloud and put in network resources such as videos, blogs, audio files, etc. which are the ideas that other people have contributed to the cloud. None of these are connected to each other but you can certainly ‘access’ them when you touch them.

    Basically, the ocean/cloud is a gateway to a world that has an endless amount of ideas that other people have put in. Although Adrian only described and mentioned one boat, who says that there can’t be more boats? Anyone can be in it or access it. I believe that’s what network media is.


  7. Understanding Network Media

    July 31, 2013 by kimberlyteoh

    I like to fully understand anything that I am involved with. Not only does it make it easier to talk about them, but it also makes it more easier to find/work with the relevant material.

    So, first things first, what is Network Media?

    I know what media is. I know what a network is. But what IS Network Media, exactly?
    By definition, it is, and I quote from Wikipedia, “media mainly used in computer networks such as the Internet.” Simple enough. But I need more detail.
    This video by AMXtalk certainly helps with that.

    So basically, from what I understand, anything that can be shared and accessed via a network is basically a network resource. For example, videos, photos, powerpoints, MP3s, PDF files, and this blog. I guess the reason why blogging is involved with this program is because of how relevant it is which is great because I find blogging fun and much easier than writing in books. I mean, have you seen my handwriting? Goodness.

    Moving on, anything that can be used to share and access content is also a network resource. So this PC that I’m using with all those crazy cables attached is also a network resource. Interesting. Other examples to include are TVs, those big screens in classes and lecture rooms + all those devices to attach to those big screens and speakers.

    So to sum up, using all those network resources to share content with other people is network media.

    Can’t really say I have fully understood it yet, but I suppose I will in the coming months while I’m in this program.


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