Jessi and Will did a great job this week handling the ‘Social Impact” project. Using the Google Maps program was unexpected, but I like how it turned out. It’s especially neat seeing how so many of our points congregate in the western United States, specifically in California and around the Silicon Valley. One thing I also noticed, is that internet has had a huge effect on how we consume media. We’ve covered two small aspects of it, anime and music, but there are several mediums that have been completely transformed by the World Wide Web. Video games could be another medium that future classes might want to look into.
Week 4 was great, but filled with external stress. I enjoyed the map project and its research. The project for the week allowed me to visualize the internet’s global scale of influence. Literally the whole world is connected due to this piece of legendary technology. Since the entire world is pretty much connected it is logical to be able to pinpoint some social impacts such as social interaction. In my opinion the map is the most ideal tool of representation for social impacts around the globe.
So far this class has been quite interesting. We’ve talked about the history of the internet, created a website explaining the details of how it works, and now working on the impacts the internet has had on the world. One thing that we have yet to actually mention is virtual worlds such as Second Life and their impact. I first heard about Second Life in one of my first college classes, when a guest speaker mentioned that he knows people that have paid off their college tuition through Second Life. That instantly sparked my interest of how that is possible.
So what is Second Life? Second Life is a 3D virtual world imagined, and designed by its users. It even has its own economy. People can interact with others, make friends, flirt, build worlds, buy property, run businesses, recreate themselves and do virtually anything they want to. People are able to do anything they could do in a real world and much more. It is a place where peoples imaginations can run wild. Members can even be completely immersed into this virtual world through Oculus Rift, a virtual reality headset for 3D gaming. Although it may seem like a game at first, one may argue that it is something far from it.
The earning money part is quite interesting. Second Life has an economy, in which its paid members receive a stipend of $X amount Linden dollars (Second Life currency). With that money, members are able to create products or services and sell them to others. Those linden dollars, believe it or not can be traded for real currency. The info-graphic below will shine some more light on some staggering fact and statistics taken at Second Life’s 10th anniversary. There is a massive list of other impacts that Second Life has had. How Second Life Affects Real Life
Jessi, of the illustrious Internet Course crew, suggested that we cover the impacts of the internet through a Google map. It seems counterintuitive to me – I think of the internet as the cloud, the ether, so geolocating its impacts would never have occurred to me. But people are what is impacted, and people exist in places, so it’s certainly doable.
Since Howard Gardner brought up Craig Newmark the other week, I’ve been thinking about Craigslist. I didn’t know that it came out of the hippie commune culture (sort of – it seems like Craig was a latecomer to that scene in the mid-90s), but it totally makes sense. Craigslist was one part of the internet that had a huge impact on the newspaper industry. It had been in long-term decline anyway, due to television, cable, direct mail, radio, web, Monster.com… but Craigslist could be seen as dealing a deathblow. Classified advertising had been a goldmine for newspapers, and Craig started giving it away for free. Seven years ago or so, when I was still working in the printing industry, there were t-shirts going around the Newspaper Association of America conference that said “Can’t we just kill Craig?” because he was seen as taking away their jobs. I wouldn’t paint him as the bad guy – if he didn’t do it, someone else would have – but I can see why they weren’t too happy with him.
So how would I map this out? If I were mapping the economic impacts of the internet, I could mark Craigslist HQ and attach some info to it, like so:
I linked some information and images to the marker, without trying too hard. For the map to be meaningful, I’d have to add more data points. It’s possible to share maps with co-editors, so everyone could work on the same map, maybe color coding the markers according to type of impact. The Spreadsheet Mapper that Ryan Brazell wrote about probably offers more control. I just wanted to experiment directly in Google Maps.
Looking back at week three, I think that the project came together pretty well. The most interesting part about it to me was definitely working with CSS/ HTML, domains and etc. I still would like to see how the internet course site actually works and how it is set up to integrate everything. The way that we decided to explain the content was good because there is an overwhelming amount of information that could be expanded within each section of how the internet works. Steven did a great job leading the class, and I am excited to see the final product.
Now this next week, I am definitely looking forward to some great discussions. Social, political and economic impacts of the internet is a topic that I originally chose to lead before teaming up with Kimberlee to do the History of the Internet. To me, this is probably one of the most interesting topics of this entire class because it directly affects many aspects of our lives. Today the internet is very much woven into the fabric of our everyday lives. It affects business, social relationships, networking, politics, economics, news, media, time management, education, dating, crime, innovation, and so much more. My anticipation is to learn some eye opening facts about how the internet has changed the way we live. Hopefully we can bring an outside speaker to speak with us like we did last week.
Few ideas for next week that we can brainstorm and possibly take into consideration:
1)Create a thought provoking, informative, youtube video sort of like a movie trailer that shows our research and explains the topic in question. We can use graphics, music, and create something that would generate millions and I do mean millions of views on youtube.
2)Another idea is that we shoot our own TEDx talk and post it to youtube. Hmmm… does this class have its own channel yet? TEDx talk can incorporate our major points, stats, google mapping, and shine light on all of our findings. Approach it in a Pareto’s law kind of a way. If you don’t know what pareto’s law is, click HERE
3) Create a comparison of negative impacts vs positive. The internet has done a lot of good (economic. Social, political, etc.), but also has hindered our social interactions, created a daily distraction, Cyber bullying, crime etcyber bullying, crime etc. It would be interesting to talk about that.
Extra Content: Here is a link that will take you to a channel on TED talks devoted to shining some light on how the internet and social media are affecting our relationships, personal lives, and sense of self. Our Digital Lives
This article is about a social impact of the internet. Socially the advent of the internet has been horrible. There are a lot of people who live behind keyboards and not in the real world. To some extent it is okay, but it seems that a majority of people have become antisocial. Personally, I believe the internet has socially impacted the world negatively. This article proves that the social behavior of humans have changed due to the internet. Researchers have discovered that video stream quality effects viewer behavior. It has been shown that viewers start to abandon a video if it takes more than 2 s to start up, with each incremental delay of 1 s resulting in a 5.8% increase in the abandonment rate. Furthermore, data shows that a moderate amount of interruptions can decrease the average play time of a viewer by a significant amount. A viewer who experiences a rebuff delay equal to 1% of the video duration plays 5% less of the video in comparison to a similar viewer who experienced no rebuffering. Finally, data shows that a viewer who experienced failure is 2.32% less likely to revisit the same site within a week than a similar viewer who did not experience a failure. When the data is taken into account inferences can be made. From viewing the data, I can guess that the invention of the internet has caused people to become severely impatient. The creation of the internet has sped up the rate at which we all live life. This of course has its pros and cons. Also from the data I can infer that failure to load can shape a person’s behavior. Basically, the internet has changed humanity for the better and for the worse. It is a polarizing invention that allows humanity to further its research and information sharing capabilities farther than ever before.
This article is about the rise of electronic marketplaces on the internet. Currently, electronic marketplaces are almost second nature to consumers. The rise in popularity of electronic marketplaces can be attributed to the general increase in internet popularity. Almost everyone uses an electronic marketplace because it is so simple to use and create. Thousands of retailors and stores use electronic marketplaces to sell their products, it is an efficient way of shopping. The electronic marketplace caused the economy to grow substantially, due to the high volume of digital consumers. The creation of the internet has caused sellers to match with buyers. The sellers are now always able to influence the buyer, which in return causes more sales. The higher amount of sales allows for the growth of new business models, which is then brought to the limelight through the internet itself. The importance of the electronic marketplace is very important and in some ways justifies the internet’s creation. Some thought the internet would be useless, now it is making people more money than ever thought possible. Before businessmen had to focus solely on the physical marketplace, now the digital marketplace is one of if not the most important sector of business. The digital marketplace allows for friction free environments, which are important to a business and its success in the long term. With the advent of the electronic marketplace millions of people can shop from the comfort of home. The social and economic impact of the internet is steadily growing each and every day.
This article predominately focuses on the political social impacts of the internet. From the beginning of the article the debate on whether or not the internet should be governed and regulated is discussed in some detail. Currently most things involving the law and the internet are new experiences. There are very few precedents to work off of when litigation is required. Due to the internet’s rise in popularity there are now interest groups that are dedicated to all things involving the internet. The fact that political interest groups are now focusing on the internet itself is a sign of just how vast the internet’s influence is. An area of intense focus by many that involves the internet is that of copyright domains. The copyright policy and law fields are now populated with a broad range of players who are willing to focus on artist’ rights, consumer protection, innovation, and civil liberties. The fact that people wish to become involved has a lot to do with the internet. People are looking to protect their creations that stemmed from the internet. Each and every person who is involved in the political aspect of the internet are helping to improve the functionality and experience of the net. Political landscapes have changed dramatically when it comes to the internet. Currently certain members of the elite are trying to gain control of the internet and its various capabilities by usurping the power from the people and placing it in the hands of others. This is a topic for serious debate in the world today, some wish to leave the internet as it is, and others wish to control every aspect of internet use and privacy. In 1998 the Copyright Term Extension Act (CTEA) was passed by the United States government that allowed for creative works of artist to be covered for another 20 years. The problem with CTEA was that some wanted the copyrights to expire so that they could become public entities (require less investment), however other people wanted the copyrights to exist in order to protect the works of certain artist. People wanted to save money instead of spend it. The advent of the internet caused the act of publishing to become a cheap, and fast process, so much so that some began to do it for free. This caused problems for many, so they took it to court. The advent of the internet also allowed for pirating to become an easy occurrence. Owners of various businesses can’t afford to have their works received for free, so they became political. Once the elite desired to end pirating to some extent, the Anti-Circumvention and the Digital Millennium Copyright Act passed. This act allowed digital rights management (DRM) to no longer be circumvented. The act made it so that criminal charges can be brought against someone if they are found guilty of bypassing DRM restrictions on digital media of all types. Basically, the internet impacted human social, economic, and political life greatly, and in many different ways.
Anime fansubbing, or the practice of copying, translating, and disturbing anime to fans, has long been essential to the Western anime community. Otherwise, English-speaking fans would either have to learn Japanese to experience many of their favorite series, or they’d have to wait for the often butchered, official, dubbed releases. Times have changed, and many series now receive official dual audio release, but fansubbing is still a prominent practice in the community. Early in the community’s history, fansubbers often stuck to the rule that they would stop the distribution of subs once an anime was licensed in their country. This has changed with the advent of digital fansubbing and peer-to-peer distribution, i.e. torrents. Dr Hye-Kyung Lee explores the ethics of this phenomena in her case study, “Cultural consumer and copyright: A case study of anime fansubbing.” Her findings show that respect for copyright holders has dwindled in recent years as the community itself has become less centralized. Her article also calls into question the traditional view of the copy right holder’s rights.
Engagement with Twitter is now a must for most journalists. Tweeting is, after all, a proven way to increase an online publication’s readership. Mark S. Luckie, Twitter’s Manager of Journalism and News, knows this better than anyone. His blog post “Best practice for journalists” lays out four easy ways for journalists to boost their followers and increase their views. The first method, according to Luckie, is to “tweet your beat,” or to “regularly tweet about the subjects you cover.” Research shows that those who live tweet an event or post a concentrated number of tweets about a topic in a short timespan see an increase of 50 percent in their follower growth. Another option is to use hashtags. Those who include hashtags in their tweets are likely to see an increase of 100 percent in their engagement with their followers. Likewise, citing your sources is also important. Linking back to your source in your tweet using mentions can increase your growth by 17 percent, as opposed to simply using links. And finally, share with your follows what you’re interested in. Doing so can increase your engagement by 100 percent.