web 2.0
- what is it?
//Consumers as Producers ("Prosumers")
//Community
Everybody adds Something
Wikipedia
StudiVZ, Facebook, YouTube, Myspace,
Blogs, Flickr/Photobucket, Red Bubble
Delicous.com
//Participation
Online RPG (Role Play Games), 2nd Life etc.
Evolution of the Internet
High Accessibility
Ubiquitous computing
Communication & Dialogue
Socialising
Links/References
TAGs
//Re-Use & Sharing
GOOGLE (documents, calendar, mail,...)
doodle.ch
//real/false, multiple identities
//privacy??
// personalising experiences
"2.0" refers to a Version Number. comes from the jargon of software programming, Version 2 - e.g. as the more participative one
problems:
> "memory" of the web or of the big providers (facebook, StudiVZ).
once something is online = public you can't entirely take it back/erase the record.
> "copying" from the social platforms...
providers didn't design this option. Videos are meant for online use, not to download
> "low quality" of media...(technical parameters)
up to now it depends on the technical standards of servers/providers. this is always rising.
> "low quality" of content!?
discussable. Wikipedia vs. Encarta/Brockhaus...
> "privacy" questions, total transparency, multiple identities, what they see/what you want them to see
> "data-mining", artifical biographies
Summing Up:
community: no boundaries, linking people quickly/easily,
Re-Use & Sharing: share data/media with people, to exchange, re-mix & recycle data,
example: amazon books ("you recently bought/have looked at that...")
personalising experiences, somehow the "Web2.0 ideal": all is prepared for you, information pre-selected etc., simplifying the search
real/false, multiple identities:
privacy??...
Participation: most important point, instead of only consuming, taking more active roles in (communicaton) processes
feel sense of ownership, feel as a part of
slashdot.com, plain hierarchies, equal level
in the end: a lot of useful tools
Gathering experiences of MEDIA-Use in/with social/youth groups
recurring topics:
documenting - to save for/look at later, archive, long-lasting, personalized experiences
>> problems: total accessibility and long-lasting quality makes it infact less used (its always there, i can watch/listen tommorrow), somehow the importance of the product depends on the group and the goals of the media-use/recording, also the content and/or the quality of the recording, as soon as others non-involved people find it interesting it raises the value...
//discussion point: is the PROCESS or the PRODUCT more important??
proudness of being in the media product, having a voice & seeing it/oneself
influence on group dynamics, activating by raising enthusiasm, motivation in the process post-production, discovering the possibilites of media-use, participants are often highly committed
time consuming processes, "a lot of work"
grabbing attention via the (amateur or professional) looks/website or through a way of perception(e.g. only listening to sound of a place)
language, media/-products as a way of reflection, look at things/life in a different way, point of view
raises questions on how to work, how to record, recording needs a certain kind of discipline
media-technologies is harder to access if not familiar to users
a useful tool: "professional" looks/product give access to money, help communicate a certain statement to the public
direct access to communication/skype: practical, cheep, time-saving, distance does not matter
different types of perception/"access" to world. using media to capture the environment, activate all senses, explore space and environment, build new tools/instruments/synthesizers on base of recordings,
tangible products that you can share with others/family
the producing needs certain amount of people and/or "experts"
principle of total equality of participants is different in either making a long-lasting product (CD, DVD) or instead just rehearsing a performance ??
difference in behaviour in front of camera (un-authentic), "uncomfortability through technology"
"translation potential" between different cultures/communities, empowerement of protagonists (a successful product being such which empowers the authors/protagonists of it)
new media (chat, internet contacts) needs different attitudes, ways of behaving (identities), needs discussion on responsability and autonomy
Summary:
Reflection/feedback- individually, in groups, looking back, critically, deconstructing the language of media/pictures, questioning whats "around us" in terms, higher consciousness about oneself/environment
Document(ation)/record of was done - to take along, for memory/archive, for evaluation, giving to funders, very useful/practical document
Opening new Perspectives, Access to life/View on the world, Bridging communication difficulties of languages, Opening up a dialogue (e.g. in conflict resolution)
Relationship-building: giving "professional" image, Opening ways to People, grabbing attention
Self-Esteem building: Proudness of Product, Autonomy, Responsability, Ownership, 'Aneignung', Strengthening/Empowering Community, proposing identities, giving acces: participation, getting engaged/involved, expressing opinions, more social cohesion
Useful Tools: time-saving, structuring processes, easing communication/'translation work' (beyond languages), multiplying possibilities: small amount of instruction can be enough to give Autonomy to students/new media producers, fast&easy publishing, access to a huge public online
Time-taking/Technology needs Expertise - how technics change the way of things/performance/behaviour ('unsocializing effects'), specialized skills are needed, can overshadow generation/quality of content, slows down processes, distracting, needs discipline
Cost of Production, Media is the most expensive of all the arts! Difficult to justify the Expenses for Media-Use in comparison to anything else in a project
Comparison to "professional" Products/Standards produces Hesitation/Paranoia to act/start working with Media, needs work to get people out of this position
Watch out for good balance between value of means and wealth of participants (=may be much poorer), choosing the means of production (which devices, technologies) depending on the group you work with

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