In order to observe the evidence of thirdplaceness and if the WishBoard installation had the same personal involvement than “Before I Die”, we verified the audience behavior, user acceptance, display effectiveness, privacy, and social impact. These issues are described by Alt et al. in [2] and we used his work to guide us in our analysis.
For audience behavior and user acceptance, we examined in the videos and notes how people behaved around the installation, if the installation promoted interaction between users and if there were regulars, people who used the place in the installation, sent messages in more than one period and invited other people to use the installation. Display effectiveness was analyzed by observing if people were attracted by the installation, looking, stopping in the place, and interacting with the installation and how long they stayed in the place. Finally, for privacy and social impact, we examined and classified the messages sent observing how the users expressed themselves when identification wasn’t needed..
Analyzing audience behavior and user acceptance, we observed that the people used the place to gather, to send messages and to speak of their common interests and what they saw in the WishBoard (see figure 5). People wanted to find out if there were messages for them. Some people started to send messages to others or joke about others; one person sent a message for itself pretending to be someone else. Some began competing with each other to see who sent the most creative message. Some wanted to show others their messages (see figure 6). Some people tried to take a photo of their message. We identified about seven regulars. Some of these regulars asked others what people wanted to post and then those...
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...our messages, people talked about travelling more and going to others countries, e.g. Canada and Australia. In sex, two sent messages]used metaphors to reference sexual parts and sensuality. In study, forty-eight messages, people talked about their course disciplines and to pass them, improving their grades (IRA) to get a scholarship to study abroad. In politics, two messages were about being president and political parties. In humor, nineteen messages, people sent messages about nonsense things and jokes. In addition to these themes, we found that one in five messages had superlative and comparative adjectives, predominating the words ‘more’ and ‘better’, and about 24% of the messages had metaphors. We observed that people took care of the installation maintaining its high spirits and only four messages were blocked by the WishBoard filter, but none was offensive.
Although it may seem that we choose to expose ourselves to others, having a Facebook account has become a societal expectation. And if someone does not have a Facebook profile, they are probably connected to another form of social media. Hence, we are always watching and we are always being watched. However, we can’t exactly verify who is watching or “stalking” our profile. Although stalking may seem like an awful thing in real life, it has become a common activity online. There is always someone observing, hence we are cautious about what we share on the social media. Thus, a virtual community is formed by multiple users with equal yet diverse backgrounds. Users come together and participate in the action of viewing one another’s
Howard Rheingold, who established the definition of the virtual community, touches on his personal experiences in being deeply involved on an emotional level with people he has never personally met before: “The idea of a community accessible only via my computer sounded cold to me at first, but I learned quickly that people can feel passionately about email and computer conferences. I’ve become one of them. I care about these people that I met through my computer, and I care deeply about the future of the medium that enables us to assemble” (273). He considers these people his “family of invisible friends” (Rheingold 273), a group of individuals that he goes out of his way to connect with on a daily basis. The computer is as advanced as it gets; the internet is still in its beginning stages at this point, and already the founding threads of make up the virtual community are being woven together. Aside from the advent of the home telephone, this is the first time that people don’t have to be face to face with each other in order to interact with purpose. What begins as only a small, tightly-knit community can progress into something exponential and all-encompassing as the age of technology thrives. It is the role of not just one community, but many, to develop their own customs and traditions and
10. Suler, John. The Psychology of Cyberspace. Course Home Page. Department of Psychology, Rider University. (1996) Access: http://www.rider.edu/~suler/psycyber/psycyber.html Retrieved: November 18, 2004
Throughout the course of this class, and more specifically the process of generating an idea for my final project, I found myself drawn time and again to the way people interact with each other electronically namely the internet. Having been involved in computers and nearly everything related for the majority of my life I have experienced a number of different tools and applications from chat rooms to online games to instant messaging that provide a means of interacting with others in a number of different ways. This experience and other concepts and ideas that Ive either read about or envisioned stood as my foundation in deciding on and formulating this project.
The internet is a useful tool for gathering information and aids in sending messages; however, people’s reliance on the internet causes indi...
When using online social media many are given the task to describe themselves in order to find others or other pages with common interests. Though many do this, some choices or descriptions are varied by the popular culture that is present at the time of editing these overviews. This causes many people to put things that they feel they will be liked for because it is what is cool at the time. The good is that many people can connect with others who share the common interests as them and converse and create groups that further their expression of these common interests. This has created conversation and creating of groups easier because with a couple clicks a group of people and make their conversations with each other private from those who don't sure that interest with them. It also allows them to meet just by logging online and typing to each other to communicate instead of actually meeting with each other face to face and causing a lot more planning to do so. The bad however is that people start posting things that physical friends had no idea about them. Showing that social media causes a sense of ...
Online communication lacks body language and facial expressions (Barlow). There is no tonal quality to Internet prose. The expression of elation, sadness and confusion are inherently compromised. Emoticons are symbols, like “smiley faces,” that can be used to represent emotions via online communications. The usage of emoticons can help in adding flair to textual interactions. They do fail to incorporate unique aspects of personality. Sad face looks the same for everybody online, but has individual characteristics when it presents itself in “real” life. Several studies have shown when Internet users are faced with pure text without emoticons, most people cannot perceive the correct emotion, attitude, and attention intents (Lo). The acronym of LOL means laughing out loud. If online interactions are as fulfilling as face to face interactions, then stand-up comedians could perform a webcast to an online chat room. Using LOL is the equivalent of a lackadaisical person saying “that’s funny.” There’s a lack of personality and uniqueness that people need in social interactions to feel fulfilled.
Virtual art is the product of long-standing traditions in art merged with revolutionary technological advances. With innovations emerging almost as fast as end-users can test and master new systems, technology has dramatically altered our daily lives and changed our thought processes. Like many technological advances, virtual and cyber realities have been embraced, and often created by, artists that experiment with the myriad of possibilities that technology can offer. While there have been many works of art inspired and created by means of digital advances, the medium has yet to be defined and its boundaries have not yet been identified. Since technology and virtual art are just beginning to be explored, the medium is in its infancy and thus cannot be judged based upon traditional mores of art. Before virtual art can achieve prominence and respect within the art world, many barriers of tradition must first be abolished.
Habbo Hotel a social networking service operated by Sulake Corporation that is set up as a virtual world. Targeting English speaking teenagers between the ages of 13 and18 (2009, TechCrunch), this world consists of lobbies, lounges, and party rooms where Habbo citizens can socialize and lead an alternate life. The initial user experience in this virtual utopia may seem perfect at first, but certain things like product placement and theft can sway users’ ultimate experiences in this virtual community. With further research, I believe that positive elements of the Habbo world can be improved and negative elements mitigated to improve the online experiences of Habbo citizens.
An abundance of popular Internet sites are progressing toward personalization within the confines of their Web presence. All users to the virtual community would enroll using a short but complete registration form directly linked to the main page of the site. The initial form would consist of such straightforward entries as the user's name, e-mail address, ZIP code, time zone, desired username, and password. By using existing technology, the user would be greeted with a "Hello [name]!" message each time that he or she visited the site.
In recent years, social networking sites have rapidly gained popularity among people at all ages. A large number of people have registered and become members of some social networking sites, such as Facebook, Twitter, and Wechat. Also, people spend a lot of time on these sites chatting, playing games, and making friends. Social networking sites have become a part of people’s life. However, what accounts for the popularity of these sites? As far as I’m concerned, this phenomenon, which social networking sites are very popular nowadays, is caused by three important reasons.
...entioned previously in the introduction we know that interactivity in digital art is a relativity new concept and of course like anything new, things will develop. Technology and computers will continue to develop, and as a result of this interactive art will also develop, but the core categories mentioned will be paramount during the creative process for any artist approaching and designing an interactive digital art piece or system. It is without question that space, playfulness and the framework outlined by Cornock and Edmunds will remain an integral part of interactivity in digital art even with the developments that are undeniably going to occur in the potential of technology. Interactive digital art is a rapidly growing form of art. Its ability to communicate and engage an audience is powerful and artist have only just begun to take advantage of its potential.
Massik, Sonia and Solomon, Jack. “You-Topian Dreams: Myspace, Yourspace, and the Semiotics of Web 2.0.” 2014. 426-7.
As part of the digital world’s growing influence on society, we have seen an ever increasing reliance on email as a mode of communication. Yet, issues arise due to the nature of email communication, making it susceptible to misunderstanding. As such, the linguistic discipline of pragmatics studies the reasons for this miscommunications, utilising conventions such as Gricean Conversational Maxims to aid in the understanding initial intentions behind messages. These conventions are regularly flouted, intentionally and unintentionally, causing miscommunication and misunderstanding. As such, obeying these conventions can ultimately reduce misunderstanding between individuals
In recent years, technology has become the most used and preferred way of communicating, extending across many platforms. All of these programs, such as e-mail, instant messaging, social networking websites in conjunction with text messaging and the ability to access all of these entities on the go, have come into fruition based on the immense and widely found growth made in technological advancements that have occurred in our society. With this, a massive change has developed in regards to referencing how we as humans engage in communication. We have now shifted into a society that relies heavily on the existence of digital communication, whether it be through the means of a mobile device (text messaging) or the Internet (Facebook, Twitter,