Thursday, March 21, 2013

Modeling Reality with Virtual Worlds

Virtual worlds are 3D encoded graphics of digital realities accessible to anyone in the world.  Most virtual reality websites replicate several things of the real world, such as avatars, landscapes, furniture, clothes, etc.  Yet, there is no limit to what each website can create for users.  Developers can take their virtual realities into more fantastical, elemental, or supernatural worlds real-life people would only see in movies or videogames.

I used to sign into a virtual reality called SmallWorlds (smallworlds.com).  In my opinion, was better than SecondLife.  The website launched in 2008, accessible to users over the age of 13 worldwide.  It is a growing website where the developers connect to users' experience, comments, and suggestions through its forums.  The irony of the website is that it is not so small, but there are several activities users engage in between socialization and creativity (Social Influence and the Diffusion of User-created Content).

In virtual worlds such as SmallWorlds, people can easily communicate with others from different countries.  Players within the game are from the United States, United Kingdom, New Zealand, etc.  The website fosters education and learning through "missioning," as in completing quests and receiving a reward upon completion.  Players can learn something from missions that teach history, or cancer awareness (CNNiReport: 'Naughty Auties' Battle Autism with Virtual Interaction).  Also, the website fosters immense creativity where users can create paintings or graffiti art on a graffiti board widget, or sculpt furniture, decor, or structures on a sculptor widget.  Users can also sell their paintings or sculptures for virtual monetary value.  The possibilities to showcase individualism are limitless in virtual reality.

However, virtual reality has its disadvantages.  Constant engagement within virtual worlds creates distance from real-life and its priorities.  Players addicted to the website often find themselves playing more than 5 hours a day, sometimes neglecting work or communication with loved ones.  Also in relation to internet safety, not all virtual worlds are monitored to protect users from scamming, phishing, protection from sexual predators, and cyberbullying.

Overall, virtual realities has its advantages in which it fosters socialization with users worldwide, and incentive for creativity.  I can only imagine virtual reality gaining more popularity in the future, and perhaps businesses utilizing such tools to their advantage.  SmallWorlds.com is a business that engages players and gives them options for what they want to do.  If players want access to more clothing options, special collectibles, rooms or spaces, etc., the website allows them to pay a special fee as "VIP," to gain access to those exclusive options.  Currently, smallworlds.com is working with a popular action/drama series, The Walking Dead.

Thursday, March 14, 2013

Blog About Twitter

My basic impression about Twitter is that it's used to give information and updates, with it's limited character count, re-tweets, and "@namehere's."  Twitter is like a person who makes a remark anytime he/she wants.  The tweet feed is continuously updated with new tweets (like a conversation interrupted with new information).  In-class discussions are conducted with order, where students take turns speaking.  On the other hand, Twitter conversations can continue or stop throughout the day, with random people jumping in with their say.  In a classroom as well as on Blackboard, the students are forced to talk about a topic chosen by the instructor.  On Twitter, people can search a topic and follow through.  But Twitter conversation is limited, like a person who cuts off what they're saying because they cannot say any more (140 character limit).  Can you imagine doing that in real life?  With the issue of tweet-ing limits, BlackBoard allows users to say more and elaborate their ideas.  Also, in-class and Blackboard discussions are conducted with caution and formality, whereas, Twitter discussions are informal and not monitored (unless you're following Barack Obama).

Social Networking Sites

Social networking websites enhance our way of communicating with others around the world.  The launch of MySpace and Facebook allowed families, friends, and college peers to reconnect.  Socializing took a new form in the following years.  Now we're in a society speaking on social networking jargon, such as "tweets," "statuses," and "snapchat."

Myspace is very similar to Facebook.  I have an account, but never sign in (as Facebook is the preferred tool now).  From what I could remember, I was automatically friends with "Tom" when I signed up, and I was able to format the look (or "skin") of my profile.  Now, profiles are just as monotone as Facebook, you can blog, and stream music.  Looking back on my profile, it was not a stroll into memory lane, but an anxiety of finding inappropriate comments from strangers.  It's funny to see that you can sign into Myspace with your Facebook account.

Facebook is one of the most popular sites used by advertisers, app developers, businesses, family, etc.  It's easy to access and personalize so friends or family can find you, and businesses can see what you've been up to.  Yes, a good place to talk about your best qualities, and allow apps.  I like the Timeline feature, which acts like a biography.  It's also very easy to comment on others' profiles, pictures, and statuses.  Unfortunately, I also stopped signing in.  Yet, I found out about the status of the LIE from my news' network Facebook of the snowstorm.

I'm fairly new with Twitter, although it's been around for awhile now.  It's simple to start following someone and receive a new tweet every one to ten minutes.  It would be difficult to read every tweet if you followed so many people or groups.  I'm not fond with the lack of characters available, so to keep the tweet conversation ongoing, tweets need to be short and simple.  An because they're so short, if I'm following CNN, they can't give the full story, say, about the new Pope.  I would have to look for a link.  But that's the point of tweets, to quickly throw information or advertisements out there (as fast as how communication travels).

Pinterest is a photo-sharing social community that allows people to share photos and "pin"of interests, hobbies, new products, and events.  It is easy to follow others, re-pin, and post your own.  I like the subcategories of specific interests or preferences.  Just like Facebook, Pinterest is a tool for individualism.  When looking through Pinterest trends, many of the pins are photos of clothing, food, traveling.  Rather than commenting or blogging, users are "showing" their experiences and tastes.

The important factor(s) about these social networking websites is/are that they're free to sign up and available via Internet connection.  Phone companies are taking advantage of free access into the Internet on their data plans since people are always on their smartphones, updating or tweeting.

Thursday, March 7, 2013

Social Networking

Social networking has become not only a community gathering, but also an individualistic process.  Social networking websites, such as Facebook, Twitter, Linkedn, Pinterest, and Myspace, are used by millions wanting to communicate with family, friends, customers, fans, and business associates.  Because the Internet is a big, individualistic medium, people are putting their information, pictures, and writing blogs to advance themselves into job recruitment, and vice versa with businesses looking for new recruits.  Dating websites are increasingly trendy, with people who have no time to mingle outside of work, but find a convenience in displaying their information and interests in hopes that someone else will share their same values.  Celebrities and powerful leaders connect with their fans and followers, gaining personal trust as well as insight on what the people want.  Barack Obama collaboratively used social networking websites to promote his "Change" campaign (profiles, media clips, updates, etc.), correspond with various masses (teachers, unions, other celebrities, organizations, etc.), and fundraise campaign funds (Carr, How Obama Tapped into Social Networks' Power).  Can you imagine where that got him?

The benefits to social networking are infinite.  It is simple to renew old friendships and make new ones.  In accordance to individualism, a person has a chance to build an image, displaying their best qualities and experiences, thus enhancing their reputation for prospective employers and peers.  Businesses are looking through Facebook pages and profiles to gain better intel of their candidates.  If they like what they see, they will hire the person.  On dating websites, individuals would want to meet someone with common interests, thus perhaps lead into relationships.  Organizations can advertise events or online contests that encourage community participation.  Generally, the more involved and dedicated people are, the more fun and enticing it becomes.

However, there are disadvantages to social networking.  Employers are overlooking candidates' social networking profiles and pictures, it could cost them the job, if there are posts or pictures that reflect a poor sense of character.  With the amount of networking online, it is difficult to monitor fraud or stalking.  There are several impostors posing as celebrities or political figures, or worse, predators with false accounts.  There is a risk to social networking, in which it is necessary to take caution with whomever we're networking with.  In addition, individuals can suffer from cyberbullying and harassment from peers as well as strangers.  Social networking websites are overly exposed to "hate" comments that are not always monitored nor filtered.  In reality, constantly venturing through social networking websites takes a toll on individuals' communicative or interpersonal skills, and it creates an addiction or dependence over smartphones (Stout, How Does Technology Affect Kids' Friendships?).

It is difficult to foretell the evolution of social networking.  Social networking seems to advance as fast as technology's changing.  Earlier, people would communicate through instant messengers and email.  Today, we have social networking widgets that are easy to use, so communicating with others is convenient and more expressive.  But I can see that more conference meetings or collaborations are happening online (Dubner, Is Myspace Good for Society? A Freakonomics Quorum), and possibly could be held through virtual reality.