Monday, September 29, 2014

ASG 2: New Media

Post no.9
Literature Review - 3
Reviewed - New Media: A Critical Introduction by Martin Lister, Jon Dovey, Seth Giddings, Ian Grant & Kieran Kelly




  • Lister (2003), UBICOMPUTING - "Therefore, the idea that computers will soon be an embedded function of our physical environments through increasing miniaturization and development of smart applications." (p.Glossary)
The statement is referring to wearable computers and environmental computers, not so much on wearable tech in general. It predicts how ubi computing would be small enough for us not to realize its medium. This statement contradicts itself because environmental computers require a large surface area if they would want to operate efficiently for the public. For example, bus stop multi-touch screens or intractable advertisement boards- it does not strive so much for miniaturization but immersion. 

Wearable computers that are heading in that direction are smart watches and such. However, many wearable tech nowadays rely on applications that needs to work with a smart phones and are nonindependent. As I mentioned earlier in post 7, the wearables need to have a bluetooth connection with the users' smart phones which could be a hassle. 




  • Lister (2003), TECHNOLOGY - "Commonly used to describe socially/economically useful artefacts and associated processes-derived from scientific development. Technology is not only an object but also a process that includes the socially constructed knowledge and discourses that enable technology to function."(p.Glossary)
This definition cleared up a lot of misconceptions about the difference between technology and computers. Many, including myself, are confused with this really 'thin line' between both. It says here, as long there is anything that required science to develop, it is categorized under technology and may not have digital capabilities. Examples of non-digital technology could be umbrellas, ceiling fans, staplers. It mentions in the second sentence about how technology needs users too, to function; and therefore, be called technology.


  • Lister (2003), POSTMODERNISM - "High/popular culture, local/global, public/private."(p.Glossary)
This definition alone contains 3 valuable binary oppositions which I could use for my essay. Since I'm dealing with wearable tech, I could analyze how different cultures use it in different settings. Right now, the wearable tech are getting a lot of criticism and praise from the public. People are not sure what to feel about the new tech. I could discuss the different times wearable tech would reach different parts of the world. Some of the wearable tech do not require the internet, so those wearable techs would reach countries that don't have access to the internet. Especially those that could monitor health and well being.


  • Lister (2003), INSTRUMENTATION - "Use of media technologies for practical, educational or productive ends, rather than for pleasure or entertainment."(p.Glossary)
'Instrumentation' is a word they use to say, 'Media isn't just for fun! It's more than that! It could make you smarter!' Which is absolutely true, because people learn quicker when they are having fun or if it is self initiated. I have addressed the different functions of wearable tech in my prezi presentation in post 11.


  • Lister (2003),CYBORG - "Conjunction of biological and technological elements."(p.Glossary)
With wearable tech, people would be wearing devices on their bodies. One of the examples of current 'cyborgs' are people with mechanical arms and legs. These extensions of their bodies are necessary for them to function properly and efficiently during their daily lives. But what about wearable tech? Could entertainment components be as necessary to us like how health monitoring/enhancing devices?


  • Lister (2003), "Interactivity is a key added value characteristic of new media. Old media offer passive consumption." (p. 20)
This would be the main debate in the essay. Would probably split the idea into two with pros and cons of interactivity. Nowadays, getting the users involved are as important as the media itself. It's not so much about showing how impressive your media is anymore, it's more about how well you could engage your audience to make them remember your brand or understand the message you are trying to give. Audiences are getting smarter, they demand for deeper levels and purposes for those creations. 




References

Lister, M. (2003). New media. 1st ed. London: Routledge.

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