Thursday, 21 February 2008

Feedback #1

Well done Alex - this is thorough, detailed research. You organise your research well, including links and summarising in your own words.



Keep up the good work!



B/1

Friday, 8 February 2008

Digital Technology and Film Industry

1. Production - how has digital technolgy changed the way films are shot? How has it made the process more creative? Think about on set and post-production?

I read a few articles:
Film postproduction
A step-by-step state of the post world at today's hottest facilities as they learn to hustle and workflow.By Debra Kaufman

FILM vs. DIGITAL VIDEO

I think that the introducion of CGI and other digital technology has enhanced the film-making procedure, being that more believable and almost eye-popping effects can be composited into the shot, making the cinema or home cinema a more pleasurable experience. The viseral pleasure of these shots and the effectiveness of them has spread very rapidly, from around only 5 films in the 1970's using CGI, to many more in the present day, with very few having no CGI or special effects included. These digital effects can be changed post production, so that colours or don't fit in with the actors, the digital effects can be changed however and whenever the producers want to change it, being the greatest advantage of the digital technology.

2. Distribution - how do we access films now? How do the films get distributed to the cinemas? How is this changing?

Hollywood’s threat to your local cinema

The article is about the decline in cinema popularity and the 'local' cinemas closing down because of the decrease in popularity.
'Chewing gum, mobile phone ringtones and long advertisements' (Nick Louth MSN Oct 2005)
The article explores the reasons for this decline in the number of local cinemas in Britain. The main reason was money. The overpriced admission is not all; the expensive snacks and food means the monthly cinema visit becomes a luxury, setting you back about £20 if you've got company. This strapped-for-cash nation can't afford visits to the cinema often, because of the high prices on top of actually getting to the cinema.
Also, long advertisements only bore viewers, and the ever-growing market of a home-cinema is growing rapidly, the cost of DVD's less than the cost of seeing the film once. Sure the atmosphere may not be the same, but at least you get to watch the film more than once.

3. Exhibition - how do we experience films? Is the cinema experience changing? Is it under threat with home cinema technology?

In relation to the last question, the home cinema system is getting ever popular, with imports of films into Britain down 1% from 2002-03, and the exports of British films also down 1% in the same year. The home cinema is getting ever popular because of the decreasing cost of the technology and the 'feel', and the atmosphere is the same with the dulling of the lights, the clear sounds and the family experience together is some more motivation for the instalation of more of this equipment.

Statistics:

At the start of 2005, there were around 300 cinemas in the world with digital projectors. By January 2006, it will be 2,000, and this is anticipated to grow dramatically into the future.

A celluloid print run costs around £100,000, while for a digital distribution the cost could be cut to one-hundredth of that, around £1,000.

The cinema has to pay for all of this equipment and then upgrade it roughly every three years.

from http://news.bbc.co.uk/1/hi/technology/4681859.stm

Monday, 7 January 2008

Second Life-moral panics

I read an article about virtual worlds and social networking sites that appeared in the Daily Mail newspaper on Saturday 5th January, called “VIRTUAL NIGHTMARE”. It was from the point of view from the older generation, and how this might affect the internet and how we use it. The article was also stressing the moral values and humanity that was lacking from the virtual realities. Some main concerns about the development of the websites is that more and more illegal activities are popping up all over the virtual worlds; gambling child pornography, some avatars are dressing up as children and offering virtual sex. The problem controlling this is there is not enough restrictions and not enough people to stop this happening; sometimes one person governing 150 million ‘avatars’, an avatar being your appearance in the game, which you choose, customise, and create. Another problem in Second life specifically, is the age boundaries. The rules are that you are not allowed to enter the adult grid if you are under 18, and vice versa for the Teen grid, but there is no feasible way checking everyone’s age reliably.
The way that Second life and social networking sites have changed the way we meet and discuss. More and more young people are getting involved in these sites, meaning that less people are on the streets, and the older people, maybe being left behind, because they might not have as easy access as the internet, or because they actively choose not to participate. Some businesses are having board meetings in Second Life, because the advantages are numerous; people can text chat privately without anyone ‘hearing’, the 3-D giving people more capability, and the increasing ease to connect to the internet.
One of these board meetings was interrupted by a ‘terrorist’, who shot everyone dead, and the teenager who stole virtual furniture from ‘Habbo Hotel’, another virtual world. These panics reflect in the real world in that people are taking themselves off the streets and putting themselves on virtual worlds, where illegal activity comes with it.

Friday, 4 January 2008

Guardian Article Dec 2007 Questions

1. Who is Chris De Wolfe and what does he say is the future for social networking? What impact will portable hardware have on this area of technology?

A: Chris De Wolfe is a CEO and a co-founder of the social networking website MySpace. He says that more than ever, people are logging on to these social networking sites and contacting each other, also affecting other industries, such as music and advertising. He also says that the future of the social networking web is more personalised and the realtionships formed or developed through this technology will grow closer and closer.

2. Who is Chad Hurley and what does he say is his company's goal? Is he a positive or negative technological determinist?

A: Chad Hurley is the CEO and co-founder of the popular video-sharing website YouTube. He outlines the growth of the media, saying his company's goal is to include everyone to simple accessible technology, and to make it almost second nature to us (referring to his comparison with making a phone call). He is a posotive technological determinist becuase he describes this technology as almost in awe of it, and doesn't mention anything negaitve about this technology.

3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?

A: He compares the digital and analogue media, and says that the boom of popularity belittles the latter, and the possibilites of the digital advertising is much greater than the traditional advertising. Linear media is the old way of advertising, with no interactivity in it. Liquid media, which Maurice describes as "seamless", can interact, change settings, jump and skip parts of playlists, and many other options. It is the new digital media.

4. What parallels does Norvig draw between Edison inventing electricity and the development of online technology in terms of searching for information? (tricky question - read this section carefully)

A: He explains that Edison inventing electricity, was almost the flood gates, opening to whole new range of ideas and possibilites. Furthermore, he also describes how that the current technology will enable us to advance out technology and biuld faster, better machines with what Edison invented.

5. What are the issues for the developing world? How is this evidence of a 'digital divide'? (socio-economic divide due to access to technology)

A: The economic divide between 1st world and 3rd world, countries means that the poorer nations will not have the technology that the U.S or the U.K has, meaning a divide has occured between them. For exmaple, the first internet connection in Africa was in 1991, while more econmically developed countries, had this connection before this.
This was also evident in the podcast; the teacher explains that African countries will not have the technological access that our society has got. Lastly, the last paragraph on the developing world also says that internet development in Africa will be limited until 2012, so no bridge of the "digital divide" will appear.

Podcast- Jan 2008

The teacher on the podcast spoke about various media terminology, described what they meant, and how the products and new media technologies influenced the audiences lives. Here are some of the things I learnt from the podcast:
digitality- new way of encoding info.(1 or 0, on or off)
interactivity- new ability to work with technology
convergions- how some companies merge and work together to make new technology. New gadgets are getting smaller because of increased ability to make more powerful electrical devices.

The teacher also discusses issues related to audience, control and regulation, and ownership.
Here are some questions related to these topics:
audience- Do new technologies change the audience?
Have audience demanded these changes?
Who doesn't have access?

control- Who/What is controlling?
Impact from government?
Should be/Is/Possible to be controlled?

ownership- Market share/Funding?
Competition?
Organisation?

Tuesday, 13 November 2007

Second Life

Second Life is on of the biggest virtual worlds in the world, and has a massive turnover of about $500 million a year, and is growing fast. The map, which is about 48 Second life km long, houses around 4 million people, generating millions of dollars a year, from 3.5 million in 2005, to 64 million in 2006, and growing fast. People are making lots of money with these virtual worlds, because of subscription fees: there is not just one lump payment, but many payments of the years, and since the consumer is more inclined to play the game; because of extra features there is to paying customers, and as you play you get better and better, it adds up to a much more expensive total, which is the sole tactic of the producers (keep the users paying). People like Anshe Chung , have made millions of dollars by selling virtual items for real money, she being the first virtual millionaire.
Second Life also has Teen Second Life, which allows teenagers to join in the same experience of Second Life. Though much smaller than the Main Grid, the Teen grid has the same perks and features.

Monday, 12 November 2007

Web 2.0

Web 2.0 is the new way of using the Internet, as opposed to Web 1.0, which was originally created for universities and the military. In Web 2.0 you can watch and post new videos on youtube, share and post information on myspace, bebo, and facebook, and since this technology has appeared, it has become immeasurably popular. Also, downloading information, music, films and podcast have been very easy to find, cutting out the middle-man, and the cost. This is very positive for people who want to get a film but do not want to buy a DVD, instead downloading it and not having to pay anything.

There are problems with this technology, such as the Finnish killer, which posted a number of videos of youtube about his rage and his hatred. Media has isolated youtube as the scape-goat, and in my opinion, there is nothing they could have done to prevent the 8 people being killed.

The Web 2.0 means the new way we use the Internet, and how we are allowed to interact with the content we use. On videos we watch on youtube, we can leave comments rate the video, and show other people that we are watching the same video that they are. Uploading and downloading the videos is also new with Web 2.0, and we can do so much more than we could when the Internet was first introduced.

Here is a video of the development of Web 2.0 and what it can do over time.