Wednesday, May 3, 2017

Next New


What’s a new form of media that hasn’t been discovered yet? I find that question nearly impossible to answer, when the media that exists now hasn’t reached its full potential, is relatively new and still evolving.  If I could think of a form that is actually viable, I wouldn’t be writing this blog.

 All I can offer is my opinion and a prediction of where I see new media headed.  When I think about the future of media, I immediately think of augmented reality (AR) and I believe it will become accessible and an integral part of people’s daily lives in less than 5 years—in far more ways than a Pokémon video game.   There is a reason why social media companies are acquiring AR companies recently.  This new technology is the wave of the future. 

Specifically, I see augmented reality being incorporated into education and retail shopping experiences (I work in retail so this peaks my interest).  Although some may argue that it already exists in both (apps are becoming available too), it is not widely used or even recognized as the standard.   Once it becomes normal to everyone (becoming a part of social media first, will get things swinging), it will help engage students in the learning process and enhance consumer's shopping experiences(which could help retail companies losses, as buying shifts from physical stores to online shopping).    

Wednesday, April 26, 2017

P2P


·    What is file sharing?
File sharing is the act of transmitting and distributing digital data and information (movies, games, books, documents, computer programs, etc) from one person to another or within a network of users.

·    What is P2P file sharing?
P2P (peer–to-peer) file sharing is a type of network where users can search for media and locate files through others linked together by P2P software.  Files can be downloaded through this network and once these files are accessed, a user becomes part of the network and the data can be transmitted to others.    
 
·    What are some examples of P2P file sharing?
Some examples are:
-Pirates Bay
-BitTorrents
-Limewire

P2P can also exist outside of the world of media file sharing, like the Lending Club, for example.  The Lending Club is a network that connects borrowers and lenders together without involving banks (Kaufman, 2013).

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Kaufman, Wendy. (2013). Peers Find Less Pressure Borrowing From Each Other. Retrieved from http://www.npr.org/sections/alltechconsidered/2013/05/10/182651552/peers-find-less-pressure-borrowing-from-each-other

Wiki So Far

So far, I have edited existing pages(corrected spelling errors, added links/fixed broken links and repositioned photos) in the following categories:
  • YouTube
  • Food
  • Food and Beverage and Hospitality
  • Social Networking. 
For my actual content contribution, I plan on adding to YouTube and Food Beverage and Hospitality categories.  For YouTube, I have already researched adding more Viral Videos and expanding on the YouTube Stars portion.  The YouTube category is lacking a lot of info and I would like to spend most of my time there.  For Food and Beverage, there are a few blogs that I would like to add and also list more online services.  I have done specific research for both categories, but would prefer not to mention it, to prevent other students from using my ideas(already lost a few good ones..)

Wednesday, April 19, 2017

Privacy

As many of us live our lives online, it is difficult to maintain a level of privacy and confidentiality. When personal information is shared through websites and applications, the data created can be used in ways that are far removed from the user's original intention.  It becomes more than just a casual social media post or a quick online purchase.   


During the tail end of Obama's administration, legislation was passed to protect consumer's rights to online privacy and for internet service providers to ask permission before collecting consumer online activity, such as browsing history and location. Although this was only to include broadband and wireless providers, with FB and Google still able to use personal data, it was believed to be a step in the right direction for consumers(Fiegerman, 2017).   

Just recently, this issue has resurfaced with Congress and President Trump repealing these protections and allowing internet service providers to access private information and sell consumer online data.  

In opposition, Democratic Representative Anna Eshoo stated, "I don't want anyone to take my information and sell it to someone and make a ton of money off of it just because they can get their mitts on it." (as cited by Fiegerman, 2017).

So what now? How can a consumer protect their privacy online? The internet is such an integral part of most people's lives and it's not something that someone can just walk away from.   

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Fiegerman, Seth. (2017). Congress just killed your Internet privacy protection. Retrieved from http://money.cnn.com/2017/03/28/technology/house-internet-privacy-repeal/

Tuesday, April 18, 2017

Advice

As a new employee at Baruch, hired to improve new media initiatives at the college, I would evaluate and potentially overhaul its current social media channels. With 15,000+ undergraduate students this year and a countless number of alumni, there is no reason why the following platforms have such a low subscriber count:

Stats as of 4/18:
Facebook: 20,305 followers
Twitter: 11,007 followers
YouTube: 878 followers

Given the current stats, there is clearly a lack of engagement between students, alumni and the college.  Improvement is needed, especially through the college's YouTube channel.  

In order to grow subscribership for these channels, I would propose a student based social media club for those interested or majoring in Public Relations, Communications or Computer Sciences, etc. Within the club setting, students can voice their opinions on what content should be added to these pre-existing channels, to encourage users to follow the college, in accordance with CUNY standards and regulations.  

Specifically, I would focus my efforts on improving Baruch's YouTube channel and foster a collaborative environment between students and staff.  Adding interviews from professors of various departments and filming the campus and student activities on a more consistent basis, can create a 'day in the life' experience for prospective students. Also, reaching out and interviewing successful alumni, for first-hand insight and advice within their industry, can inspire current students working towards their degrees and provide them with an idea of what to expect once they enter the work force.  

Wednesday, March 29, 2017

Creativity and New Media

Last summer Pokémon Go was released as an augmented reality game for mobile devices, where users can interact with others and experience 'life' as a trainer in the world of Pokémon.  This app created a movement of users and it seemed like everyone was walking around with their phones out capturing Pokémon.  Being one of the last people to download the game, this is how I spent my weekend with a few friends after creating a new account:

 My Avatar 

 Catching Pokémon on the street
 

Creativity

New media promotes creativity because it allows anyone with a computer and internet access to share their ideas and creations with a world-wide audience. It provides a much larger scope of viewers than those met on a real-life basis. 

To promote creativity, media companies are allowing some creators freedom when using their content (mash-ups), such as the Disney Company or Nickelodeon.  Dan Martinsen, a Nickelodeon spokesman said, “Our audiences can creatively mash video from our content as much and as often as they like” (as cited in Brooks, 2007).  Within reason, if companies become less uptight and stop threatening users with claims of copyright infringement, allowing them to use their media, it can support creativity.

Online sites and platforms are also using feedback and users’ ideas to improve their operations and gain a sense of which features are working and which are not.  According to Miller’s NYT article, “Technology companies have been the most active in relying on others to innovate for them. This is in large part because the Internet lets people exchange ideas easily and rapidly with large groups, and computing tools let people design new products cheaply”(2009). 
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Barnes, Brooks. (2007) Disney Tolerates a Rap Parody of Its Critters.  But Why. Retrieved from http://www.nytimes.com/2007/09/24/business/media/24crank.html

Miller Cain, Claire. (2009) Twitter Serves Up Ideas from Its Followers. Retrieved from
http://www.nytimes.com/2009/10/26/technology/internet/26twitter.html