New media can be described as interactive forms of communication that use the Internet, including podcasts, RSS feeds, social networks, text messaging, blogs, virtual worlds, web advertising, wikis, websites, mobile computing, online communities, online books, online journals and many more. New media has brought people around the world closer, since new media makes it possible for anyone to create, modify, and share content with others by using relatively simple tools that are often free or inexpensive for instance people can use Internet to communicate with other people for free, by using social networks like FB, which allow people to chat, share images, videos, comments and so forth. Basically, new media requires a computer or mobile device with Internet access. There are a lot of advantages of new media tools; such as it connects people with information and services, collaborate with other people including those within an organization or community and create new content, services, communities and channels of communication that help people to deliver information and services. Because technology has grown rapidly, it has influence the way people spend their leisure time as well as the way they educate themselves. Before the Internet existed in this new era, people were using traditional media such as print media, which involves Newspaper and magazine to get information, news, entertainment and so on. Additionally, the new creative media industry has found the flexibility of delivering their creative material online, such as films, visual arts or animation and music. These allow audiences to interact directly with them and can even provide user-generated content such as commenting on creative material, providing feedback, creating video or audio responses. Nowadays, TV viewers have several options of tuning into satellite, cable, broadband TV as well as movies and sports can be viewed on a pay per view based on their preferences. Moreover, today people can access TV and radio through mobiles.
Friday, 18 July 2014
Friday, 11 July 2014
Blogs and Creative Industries
The term creative industries encompasses a broader range of
activities which include the cultural industries plus all cultural or artistic
production, whether live or produced as an individual unit. The creative
industries are those in which the product or service contains a substantial
element of artistic or creative endeavor and include activities such as
architecture and advertising. Creative industries use an individual’s
creativity, skill and talent for job and wealth creation through the generation
and exploitation of intellectual property. ITC’s (International Trade
Commission) assistance in creative industries targets the sectors of artisanal
products, visual arts and music in developing and transition economies by adding
the entrepreneurial dimension and providing technical assistance to promote
trade opportunities and develop producers’ export capabilities. While working
directly with artisans, artists and musicians to increase their benefits by
including their creations into domestic and international value chains, ITC
enhances the services of the sector’s associations to their clients and
encourages the integration of creative industries into national trade
development strategies.
Additionally, creative industries are a rapidly growing area
worldwide. They are positioned between science, culture, economy, and
technology. The wide ranges of branches are very much connected, depending on
one another, combining both the social values and economic effectiveness. These
industries include visual arts and crafts, cultural and natural heritage,
performing arts, audiovisual and interactive media, design and creative
service, books and print media, video games and many more.
Creative industries, involve design, fashion, film and
video, architecture computer games, music, performing arts, publishing so forth
stay in the hearth of the creative economy. They lie in the crossroad between
arts, culture, economics, business and technology. They deal with “experience
goods and services” that have both private as well as public value. Creative
production has a collective nature, transforming the simple goods into complex
one due to the uniqueness of the talents and creative labor involved. Many
cultural products are durable as they have a capacity to extract revenues long
after the period of their production. Their significance is not only economic
but also social. Creative industries offer to audiences and buyers’ not just
goods and services, but also emotions, feelings, provocations.
References
Hesmondhalgh, D. (2010). Cultural and Creative Industries. [online] Academia.edu. Available at: http://www.academia.edu/1534986/Cultural_and_Creative_Industries [Accessed 3 Jul. 2014].
Shaughnessy, H. (2011). What is the creative economy, really?. [online] Forbes. Available at: http://www.forbes.com/sites/haydnshaughnessy/2011/10/08/what-is-the-creative-economy-really/ [Accessed 3 Jul. 2014].
Friday, 4 July 2014
Culture in Cyberspace
Cyberspace, this
word has stormed into our language and invaded our collective consciousness
like no other. As the technology improves and ownership of home computers
increases, we competently navigate our way around cyberspace, downloading
information, reading and writing to newsgroups and receiving and sending
emails. Additionally, cyberspace represents the new medium of communication,
electronic communication, which is fast outmoding, or even replacing, more
traditional methods of communication. People often send emails in place of
paper letters, they leave electronic messages on bulletin boards rather than
pinning slips of card to wooden notice boards, and more frequently people are
able to read texts on-line, in e-journals for example, rather than on good
old-fashioned wood pulp. The physical objects of traditional communication
(letters, books and so on) are being superseded by new electronic objects and
just as physical objects exist in physical space, thus these cyber objects exist
in cyberspace.
Cyberspace can be
described as imaginary, intangible, virtual-realty realm where computer
communication and simulation and Internet activity takes place. The electronic
equivalent of human psyche, which is the mind space where thinking and dreaming
occur, cyberspace is the domain where objects are neither physical nor
representations of the physical world, but are made up entirely of data
manipulation and information. According to William Gibson, a Canadian
science-fiction writer, cyberspace is a domain characterized by the use of
electronics and the electromagnetic spectrum to store, modify, and exchange
data via networked systems and associated physical infrastructures. In effect,
cyberspace can be thought of as the interconnection of human beings through
computers and telecommunication, without regard to physical geography. There
are two spurs of cyberspace. First, is a 3-D cyber spatial environment, which
humans can enter and move through, interacting with both computer and other
human beings. World of networks of computer linked via cables and routers
(similar to telephone connections), which enable us to communicate, store and
retrieve information. By far the largest and most well known of these is the
Internet. It is originally used for email, ftp (file transfer), bulletin boards
and newsgroups, and telnet (remote computer access), and now ever more of a
household name courtesy of the World Wide Web, which allows simple stress-free
navigation of the network. This second spur of cyberspace encompasses not only
the connections between computers, but also the browser and email software,
which transmits information, plus the internal space of the microchip and other
electronic storage technologies – the places in which information actually
resides.
Culture in
cyberspace is usually known as cyber culture or computer culture. Cyberculture
is the culture that has emerged from the use of computer networks for
communication, entertainment and business. It is also the study of various
social phenomena associated with the Internet and other new forms of network
communication, such as online communities, online multi-player gaming, social
gaming, social media and texting.
Moreover, the
ethnography of cyberspace is an important aspect of cyberculture that does not
reflect a single unified culture. It is not a monolithic or placeless
cyberspace, rather it is numerous new technologies and capabilities used by
diverse people, in divers real world locations. It is malleable, perishable and
can be shaped by the vagaries of external forces on its users. There are
several types of cyberculture, it includes various human interactions mediated
by computer networks. They can be activities, pursuits, games, places and
metaphors and include a diverse base of applications. Through these types of
cyberculture, Internet language is used widely. Examples include, Blog, Social
Networks, Chat and Games.
References
Jordan, T. (n.d.). Cyberpower: The Culture and Politics of Cyberspace. [online] Isoc.org. Available at: https://www.isoc.org/inet99/proceedings/3i/3i_1.htm [Accessed 1 Jul. 2014].
Macek, J. (2005). Defining Cyberculture. [online] Macek.czechian.net. Available at: http://macek.czechian.net/defining_cyberculture.htm [Accessed 1 Jul. 2014].
Rouse, M. (2011). What is cyberspace? - Definition from WhatIs.com. [online] Searchsoa.techtarget.com. Available at: http://searchsoa.techtarget.com/definition/cyberspace [Accessed 1 Jul. 2014].
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