Below is a curation of what I believe to be my most engaging tweets and replies made over the course of the last 8 weeks. For the full body of my twitter contributions click here.
Ghost in the Shell
In the first week of the course, the screening was of the 1995 science-fiction anime ‘Ghost in the Shell’.
The key insight I wished to contribute during this preliminary screening, was that of the film’s beautiful illustration of duality of life, between artificial and natural. In addition to the mediums inherent duality of western and Japanese culture. Both of which I perceive as a metaphoric representation of Japan’s own duality of traditional Japanese culture mixing with post war Americanisation, creating a new wave of emergent, hybrid Japanese art. Which was represented by life emerging out of artificial confines.
The second week brought a discussion of Cybernetics and a screening…
This project seeks to address how a developing technology interacts with the real world, in exploring this I have chosen to examine how the Internet of Things interacts with the legal system.
The IoT and the legal system demonstrate fundamentally different approaches to development. With an attribute of the IoT being that of rapid development, demonstrating a speed of proliferation indicative of the lightning fast feedback loop that has come to define the technology age. This is juxtaposed by the oft criticised, glacial speed of legal development and change.
Accordingly, an argument that this project seeks to raise is that the uneven, juxtaposing development speeds between the IoT and the legal system results in the creation of gaps of legality, in which aspects areas of the IoT exist in temporary states of non-regulation.
In the first eight weeks of BCM325, we watch a film every week during class time. The main theme is about the relationship between people and technology，and process and change of technologies. In these films I found one overall theme can be called as “Postmodernism”. During these screenings, we were asked to broadcast our immediate thoughts and feelings about the movie we were watching, and to comment on what the film was trying to show to the audience. In this blog, I will summarize my reflections on the eight weeks movies I have seen.
Two of the movies I watched in the last eight weeks were particularly impressive. One is the Matrix, the other is the Blade Runner (1982). Both of them are reflecting the theme of postmodernism. Postmodernism is a period in cultural history, just as romanticism was. Modern culture, modernism in the early twentieth century this was a…
Following from the last post regarding Virtual Reality Journalism, comes the second installment aimed at delving further into research and purpose of the proposed DA (Digital Artefact).
The first post in this series outlined a proposal for creating a Digital Artefact focused towards VR Journalism. As with any creation or research piece, it is imperative to establish foundational understanding of the topic and determine a well-defined argument. The purpose of this post (part two), is to explore the objectives for undergoing the DA and highlight integral research concerning the practice and implementation of Virtual Reality Journalism.
Following, is research, articles & industry opinion outlining the implementation of VR Journalism for mainstream consumption.
THE NITTY GRITTY – RESEARCH.
Journalism in any form is underpinned by the Media, Entertainment and Arts Alliance (MEAA), which is a global code of ethics for journalistic practice. Detailed explicitly are four areas in which journalists must adhere when reporting. These are:
Respect for the rights of others
However, there is yet to be a section under the MEAA regarding VR Journalism. VR Journalism, whilst simply an extension of rudimentary journalism, opens up an entirely new set of ethical implications which must be explored.
Misinformation, an increasing dilemma for journalists, could be exacerbated by the advanced mainstream use of VR Journalism. An ethical implication to the practice of VRJ is those who have access to making stories. Without a Code of Ethics or journalistic law, consumers are the helm of decifering fake news from real. Detailed on Media Shift (mediashift.org), was VRJ creators Emblematic Group’s dilema when creating Greenland Melting. Emblematic used a hologram of Eric Rignot, to host the story. Eric Rignot never visited Greenland for the piece, however was imposed in the icey environment wearing a warm jacket. This, although seemingly harmless, compromises the ethical integrity of the story as it is not entirely truthful to consumers.
Recently, a video using AI tools, circulated of a fake Obama speaking to a camera. The video was to highlight the technology available to model exact behaviour of a person. With regards to VRJ, this technology is availble to manipulate and misinform the public of news and world happenings.
The very purpose of VR is to elicit an emotional response from a created ‘near real’ environment. Human behaviour is determined by one’s immediate environment. When VR is immersive and mirroring a real environment, so then is the response of the person experiecing it. However, “unlike physical environments, virtual environments can be modified quickly and easily with the goal of influencing behaviour” (Madary and Metzinger, 2016). When experiencing immersive interactions of situations such as war, the ethical question must be considered as to what is too much for a subject to experience when consuming a news story? Research my Micheal Madary and Thomas K. Metzinger, raises the concern for VR induced PTSD as the human mind is easily maluable. Plasticity of the mind is strongy linked to environmental triggers, and as the research suggests, effective VR has the capabilty to ellicit negative responses in the brain.
The questions begs: How far is too far when it comes to Virtual Reality Journalism?
FROM RESEARCH COMES PRACTICE – OBJECTIVES.
The aim of the DA is create a news story using the practices of VR. Below itemises the specific objectives of the DA . Note, the objectives will again, in more detial, be expressed in the third installment of the DA proposal (presentation).
The first objective of the DA is to highlight the argument that VR Journalism has the capabilty to create a further sense of empathy towards stories being told. When immersed in stories via virtual reality, Nonny de la Pena argues that “telling tough, real life stories creates deep empthay”. Shown in Pena’s 2015 TedTalk, are the responses of those experiencing her VR story, Hunger in LA. When a man collapses from hunger in the simuated environment, the person experiencing the event via VR technology, has a visoral response.
The second objective of the DA is to express the power Virtual Reality Journalism gives the consumer. When creating a story through VA or 360 degree visions, such as with many stories by The New York Times, the user has agency over how they experience and perceive the content. Displaying full environments, untouched by curation or story-telling, the user is able to experience the situation for what it is. When used ethically, VR Journalism has the capability to eliminate bias, as footage is raw and explorable by consumers, and thus giving consumers agency of their perception of news stories.
The whole social media world is one crazy phenomenon in itself. And twitter is just another phenomena within that phenomenon. As a teen, I was exposed to and first used twitter a lot earlier than was needed… constantly connecting, engaging, learning and educating myself on what I valued as ‘interesting’ or beneficial to me at the time. And let me tell you that all that included was a bunch of hilarious vine videos, my favourite punk bands of the time and the tallest NBA players. So all in all… not so beneficial to all those around me, but great for me at the time as I was finding my niche on the internet. Yay for past me!
When walking into my first ever BCM325 tutorial and being told by lecturer Christopher Moore that we would be ‘live-tweeting’ over the course of the next…
As a naturally talkative person, I realised within the first five minutes of Ghost in the Shell, that live-tweeting was for me. I’ve always been a fan of Sci-Fi texts and having a licence to brain-dump to a receptive audience has been a super fun experience.
Tweets in week one revolved around the themes of Feminism and racial dynamics in Ghost in the Shell and took me back to my travels in Japan where I experienced first had the co-existence of the traditional and the hyper-cyber (that’s a word now). Evidentally, my fellow classmates picked-up on these themes as well:
A common theme throughout the texts we have watched is that of the human identity. We kicked off the “What makes one human” debate quite quickly:
Week 2 started with a *bang* as we found ourselves in Westworld, still thinking about what defines a human, and considering the ethical and…
The 3D printing world – Additive Manufacturing Technology (AR) – is truly magical as it is the result of countless technology sectors combined in a result to enhance greater functionality beyond the initial intention of just prototyping. It’s a constantly growing global market and is predicted to reach $16.2 billion by 2018. The phenomenon of the 3D printing world is a never-ending discovery of ways in which we can improve today’s manufacturing industry and enhance the evolution of a SUSTAINABLE WORLD. With it’s ongoing countless advancements, the future is turning out to be just one big science fiction movie, however the course of that sci-fi movie is truly up to us. The prediction of such a society in which ‘almost anything’ can be made with a 3D printer is noted by robotics engineer Hod Lipson and technology writer Melba Kurman in their book Fabricated: The New World of 3D…