The article about Stephen King on Wikipedia.org has been put together collaboratively by several contributors visiting the site. In building encyclopaedias through open-source software, or sites, no concrete research is necessary. Of course editors may have searched the information specifically for this purpose, but generally people who have the knowledge simply share their knowledge with the rest of the world through one of the largest media of our time. This particular article cites 20 different references, which gives me the impression of reliability. In order to create an article on Wikipedia it is quite important to only include reliable, or verifiable, information, since this encyclopaedia is not a community where users are free to write whatever they might feel like.
Monday, May 7, 2007
Stephen King on Wikipedia.
Monday, April 23, 2007
Digital Art & Literature
This site supports mostly digital art and different research projects related to digital art. I would say that the site is mostly for the artists and instead of providing artifacts, it feels like this site is more about promoting the artists behind the works.
Rhizome.org:
This site, on the other hand, seems to be focusing more on the projects than the artists behind them. It supports not only digital art, but also text, though the provided text is mostly related to the artwork, such as comments, conversations and listings. It supports mainly digital art such as: software, code, websites, moving image and games. The artbase directory conveys all of the digital works published on the site.
Wikipedia[n] articles:
In comparing the different categories Digital Art, Internet Art and New Media Art I guess that they all are somewhat alike, since they are all connected to technology and computers in some way.
Digital Art is basically something that has been modified by some computer application, such as computer made or retouched images.
Internet Art is often called net.art and uses Internet as its primary medium. It is not of the same importance in what medium the message, or artwork, is created but as long as it is dependent on Internet when it comes to publishing, spreading and sharing it may be classified as net.art.
New Media Art is basically artwork created with new media technologies. These technologies can be anything from computers to robots, including e.g. animations and graphics. It is quite similar to Digital Art, but is more culturally precise and broader in the sense that it may be created by more advanced technology than computer applications or software.
I Love Bees:
I would argue that this is perhaps on the border when classified as a game. Though it is an ARG, an Alternative Reality Game, but for me this is not what I would define as a game. To me, it is more of a narrative, created somewhat collaboratively by all the participants. It is being played, or acted out through different media, but most important - it takes place in reality.
I Love Bees was played just like this, one person created a plot and gave missions for the participants to play out and solve. First, some bottles of honey was sent out. The labels of these bottles coonveyed an anagram, I Love Bees, which led the participants to the web site, and thereafter to a blog and so on. I would describe this as Internet art, since Internet is its primary medium.
Implementation:
I am sure I have seen this before, but can't really remember in what course. Anyway it reminds me of the work Skin, by Shelley Jackson. Parts of a text is spread out all over the world on stickers, which people post in public spaces. This kind of art is very conventional and non-linear. I am really not sure what to call it, but since we are discovering three kinds of art I guess I would go with new media art. It is not dependent on any particular digital medium, but it is a pioneering way to spread a message and to spread one's art all over the world without digital media. The cultural sense of this project is way broader and more important than the technological part, hence the lack of technological importance.
Tuesday, April 17, 2007
The Matrix vs Snow Crash
Regarding the recently read novel Snow Crash versus the movie The Matrix I would say that there are clear similarities, but nonetheless differences. Both rely on highly developed simulated worlds that allow users to embody an avatar of binary-based flesh and blood. The simulated world in The Matrix, the matrix, is basically as similar to the real world as possible, but for what we know at the beginning of this century, these worlds are not yet created. At least not in their full senses. The interfaces are a bit different, since in the matrix the user logs on by inserting a cable into the back of the head, but in Snow Crash the user logs in to the Metaverse by wearing a certain type of goggles connected to a computer. The Metaverse is then presented as a program in the computer. Consequently, the user has to be connected to a computer at the time. This could of course lead to some mobility, whereas while the user is in the matrix he is not able to move, talk or act in the real world.
Wednesday, April 11, 2007
Virtual Worlds
The whole notion of virtual worlds, or virtual reality, has come to be extremely hyped and is more used than ever. One could either look upon this phenomena as an excuse for not enjoying the “real world” or as an extension of the own persona in the digital age. Virtual Worlds has derived from virtual cultures, but with differences as developed interface and interaction possibilities. Peoples’ true identity is often deliberately hidden and instead they can be whoever they want to. These non-textual spaces allow the user to take the shape of a virtual character, an avatar, which one may shape, dress and name in any way possible. The avatars become a way out from an uncomfortable stay in the real world and a possibility to start over, on the exact same basis as everybody else.
Personally I do not see why people rather chose a virtual world above the real world. Even though almost everything in this world is possible in a virtual world like Second Life I still argue that there is a prominent difference between them. I mean, this world is real, the other one is a complete binary matrix created by people of the real world. This might seem obvious to most people, but to some others not. The fact that people feel more confident in themselves and more “themselves” in a virtual world, embodied by a character on the screen than in their own bodies I think is totally incomprehensible. Perhaps I am just being conservative and restricted in my own head, but do not really agree with those users.
Concerning the extension of the persona in the digital age virtual cultures opens a whole new perspective when it comes to socializing. Telephone- and video conferences may be replaced by virtual world meetings, but there might be a problem with communication media when it comes to talking or writing. Organizations, companies and other groups have applied this kind of meetings, and this might simplify future gatherings and also lead to widened social networks.
Monday, April 2, 2007
Flickr
In the matter of folksonomies and social communities and software there is one service which I find particularly interesting. Flickr is an online photo album where users are encouraged to upload there photographs or other images. Every user gets his, or her, own personal album, but at the same time, the whole site works as a huge collaboratively managed context of photographs. As well as one can upload photographs, Flickr also gives the user the possibility to interact with other users and photographs. This is for me a development aiming towards enhanced interaction and communication possibilities. As people add comments to each others photographs they may exchange experiences and interests. Even though one does not have a great interest in photography to become a user and to upload photographs I think it is an excellent example of a social service where people may combine their hobby with socializing with other professional and non-professional photographs.
Tuesday, March 27, 2007
Experiences and thoughts about digital cultures.
I have been quite involved within digital cultures since I first got online. I was around ten when I got into my first chat room and my first acquaintance with other people in cyberspace.
Twitter & Second Life
I have also created a twitter account: DigCultChris.