Many of the most sophisticated and powerful technologies that are utilised in today’s society aim to improve people’s lives, from powerful medical imagery to new sources of energy. The decision to advance current technology forms was not made by the Government or other political bodies alone. A certain percentage of tax payer’s money goes towards scientific research, as well as funds that individual’s voluntarily contribute. While many of us hope that there will come a day where technology will dictate how people live their lives, some of us question where the line is drawn between technology helping us and technology becoming who we are.
Wednesday, May 23, 2007
Future-Gazing eCulture
Many of the most sophisticated and powerful technologies that are utilised in today’s society aim to improve people’s lives, from powerful medical imagery to new sources of energy. The decision to advance current technology forms was not made by the Government or other political bodies alone. A certain percentage of tax payer’s money goes towards scientific research, as well as funds that individual’s voluntarily contribute. While many of us hope that there will come a day where technology will dictate how people live their lives, some of us question where the line is drawn between technology helping us and technology becoming who we are.
Tuesday, May 22, 2007
War Reporting As eEntertainment
Embedded journalists are responsible for reporting current war occurrences and are forced to abide by many various rules of engagement. These rules or restrictions require that details of military action can only be described in general terms, and writing about future possible missions, classified weapons, and sensitive information remain prohibited. When assessing the traditional ethical codes of conduct that journalists must follow – to seek and report the truth, to minimise harm, to act independently and to be accountable, it also becomes difficult to establish what kind of “power”, if any, these reporters hold. For privacy and confidentiality reasons, it is understandable that journalists are not permitted to release any protected or exclusive information in relation to the war. This however, has lead some of us to question the validity of the coverage we as viewers and outsiders are exposed to, and the degree to which journalists are producing inaccurate or misleading war stories.
Wednesday, May 16, 2007
Bounded eCulture & Diaspora
The convenience of the Internet has made it possible and easier for individuals to engage in Diaspora and remain connected with their cultural and ethnic roots. Like other interest groups such as gaming communities, fan communities and extremist groups, religious groups have been quick to colonise Cyberspace and utilise it to connect with others with similar roots or backgrounds. The electronic frontier has also provided access to church services such as live stream religious sermons and never-ending free GodCasts, which doesn’t intend to replace the traditional method of attending church, but simply aims to accommodate people in Diaspora. Many individuals have found that the freedom of being able to keep in touch with their place of origin at any given time is substantially adequate when they are unable to travel to their homeland on a regular basis. People of the younger generation that may have been migrated or uprooted to a country that is not their birthplace have found that practicing or keeping in touch with their religion via. the World Wide Web has made it easier for them to continue their process of cultural identity and construction. The interaction they also participate in with others of the same institution or ethnicity has also helped them to adapt into the country that they must now view as home.
Tuesday, May 8, 2007
Cyber-Sex: Worse Than Crack?
Since its creation and introduction into the public domain, the internet has become one of, if not the most, convenient and preferred source for information publishing, receiving and sharing. The World Wide Web regularly subjects its consumers to offensive images and videos, both intentionally and unintentionally; which is mainly due to the lack of surveillance, screening and monitoring in place. This disturbing material usually takes the form of nudity and other R18+ rated content, and is so readily available and accessible via. the Internet that it has lead psychologists to believe that those who are avid participants in cyber-sex could potentially suffer from the same detrimental consequences faced by those that have experienced severe alcohol or drug abuse. Although not necessarily physically harmful, individuals that engage in or become obsessed with material or acts of an inappropriate nature can be affected emotionally; which in turn can bring or cause physical harm to another person as a result of that individual’s mental state and influenced actions.As it has no life of its own, it is us as human beings and consumers that control the nature of the World Wide Web and determine whether it is safe or dangerous. As we become more familiar and aware of the Internet’s capacity, our ability to misuse this online environment increases. Our vulnerability, especially those in the teen and youth age group, can also be taken advantage of whilst engaging in what would seem like innocent online activities. This signifies the point whereby the distinction between cyberspace and reality can become blurred, with individuals tending to dangerously expose themselves to others they would never notice nor associate with in reality. As the Internet is a seemingly unscreened medium, what protection is available to those that put themselves in such a compromising position? The freedom to be who you want benefits activists or protestors, but becomes a dangerous risk to those that purposely or accidentally create and form bonds based on these false pretences. Although online relationships of either a friendly or sexual nature include everything but the risk of disease, the emotional attachment felt has proven to be significantly more overpowering compared with what individuals have experienced on a face-to-face or realistic basis.
The cyborg is an important concept that is closely interrelated within the world of cyber-sex. People become “cyborgs” when a part of them becomes undeniably tied to the computer as an extension of themselves. This joining illustrates the degree to which human and machine function and survive as one unit. As a result of this connection, the physical sex life of an individual diminishes and turns into “cyber” sex through the utilisation of words, images or live web cam and via. a chat room or instant messenger medium. Forming relationships and becoming attached to people in this way does not reflect on society’s common understanding of relationship commitment and loyalty, with many believing there is often no validity behind a bond between people that have never met each other. The Internet is at its most powerful and somewhat dangerous in terms of social expression through its adoption of three important elements: access, affordability and anonymity. As it never closes, people have the capacity to find free of charge sexually related websites that are open and available to users of any gender, age, background or sexuality. Although this degree of anonymity allows anyone to access websites of their choice and of any nature without feeling as though others will disapprove of their actions, the notion of deception incorporated within this ability makes it difficult to guarantee that who you think you are speaking to is really who they perceive themselves to be.
Cyber-sex is just one of the many “exciting” yet dangerous forms of hyperreality that can occur on the Internet. Pornography (child), online dating, online harassment, virtual rape, cyber prostitution, sexual empowerment, negotiating boundaries, exploring desires, addiction, false identities, deception and infidelity also have the potential to be detrimentally harmful to the individual concerned as well as others around them. Those that engage in such immoral acts are often unstable or insecure in their current lifestyle and often seek comfort in those that are unfamiliar to them and of whom don’t know them at all. It is here that the link between cyberspace’s sexual activities and an individual’s emotional state of mind and vulnerability becomes evidently clear and recognisably harmful. There have been many cases of crime committed by people who have been connected in some way to the evil side of the Internet, a concerning factor which leaves us to wonder why more hasn’t been done to screen material or monitor inappropriate activities that take place via. a service that is so easily accessible by anyone and most unfortunately, vulnerable young children and predators.
Tuesday, April 24, 2007
eExtremism
Extremism refers to the actions or ideologies of individuals or groups that violate common standards of ethics and of which are outside the perceived political centre of society. Extremist groups are commonly driven by racial purity, anti-Semitism, political hegemony, anti-liberal and anti-government forces; with their dedication and energy predominately invested into recruitment and “immunising” their members from the effects of the mass media. Extremists demonstrate their faithfulness by being a firm supporter in the freedom of expression and speech. With the capacity to reach a broad range of individuals and groups, extremists frequently and regularly utilise electronic communication mediums such as the internet to spread or promote their messages, employ new members and protest against current policies, regulations, practices or beliefs.Research conducted showed that the most prevailing and dominating type of extremist group is that of white Americans, although not all constitute a positive approach. The Hammerskin Nation and National Alliance are two largely active Neo-Nazi groups made up of individuals from the white race; of whom which practice “leaderless resistance”, are organised into cells like the Nazi SS divisions and place a strong emphasis on violence. As these groups are very much established upon the basis of immorality, why is it that they have the capacity to be significantly overpowering on the internet as well as over other non-white extremist groups that have more ethical intentions?
The vast degree to which extremism is publicised is mainly due to the introduction and utilisation of the internet, as it provides a “service” whereby propaganda or material of any nature can be posted and viewed. Web pages on this controversial topic are readily available and accessible at the click of a finger, which could provide one reason as to why Neo-Nazi organisations such as the Hammerskin Nation and National Alliance are still heavily present in today’s evolving society. Within virtually every white extremist group or organisation’s webpage, a link is provided to the National Alliance; which illustrates the extent to which Neo-Nazism still remains acknowledged and supported.
It becomes fair to say that each individual is essentially in control of the information they view and receive. While this is easily the case for adults or frequent users of the internet, the vulnerability of youths continues to remain at stake. As with any other detrimental or offensive material, adequate supervision or regulations should be placed on extremist propaganda; as it does have the potential to significantly influence the minds and thinking patterns of children. Unlike older generations that have already established their opinions, views and beliefs on various topics of concern, extremists can be a significant threat to younger people and even those that have not taken or adopted a particular stance in relation to these issues. For a majority of people however, extremists in cyberspace are not necessarily of any particular interest to them; which ultimately reflects on these groups’ continuous struggle to convince outsiders that what THEY believe is “constitutionally acceptable”.
Tuesday, April 17, 2007
Alternative Youth eCulture
When youth culture first emerged, it encouraged and supported the notion that being different made you alternative or superior to the majority. Being able to differentiate themselves from the parent or dominant subculture became appealing to many adolescents from all different backgrounds, both those that weren’t happy with their current lifestyle and those that simply wanted to try something new. As more and more teenagers in today’s society become accustomed to this latest and increasingly popular trend, it raises the question: where is the line drawn between alternative and mainstream?Alternative youth culture has come a long way since the days when there was only one way to dress or one main genre of music. Nowadays, the tastes of young people have begun to drive many important industries such as fashion, music, film and literature. This ability to drive industries also reflects on alternative youth culture’s capacity to drive and influence other subcultures, such as that of older generations. Things that once used to reflect on youth or adolescent culture such as tattoos, body piercings and unnatural hair colours have now slowly become more predominately evident in adults.
As individuals of all ages move or adopt into an alternative youth culture lifestyle, music is doing the complete opposite. The popularity of music by alternative artists has resulted in their music gradually shifting into the mainstream industry, whereby its debut has landed it into the Top 20. Take the band Snow Patrol for example; they were situated in what was considered the “alternative” music section of JB-Hi Fi and Sanity until their theme song “Chasing Cars” became the theme song for popular TV show Grey’s Anatomy. Suddenly, people that listened to Snow Patrol previous to their song becoming a number one hit were no longer alternative music listeners but simply blended in with the majority that classified them as mainstream.Drug use is also a practice that has not just become limited to youth culture and adolescents. While it is more commonly undertaken by teenagers at party’s or social gatherings, there has been a significant rise in adult drugs possession particularly individuals between the 20-30 age bracket. How many youths have we seen on TV convicted on drug possession or youth charges compared with famous faces such as sports players or models? This is not to suggest that people who are not in the youth culture bracket won’t ever participate in dangerous practices, however their adoption of “teenage” habits merely demonstrates youth culture’s ability to influence older subcultures as well as demonstrate adults’ incapacity to set a good example for youths that continue to engage in these harmful practices.
Activities that were once defined as alternative have now become so commonly and regularly engaged in, they are now considered to be of the mainstream nature. Whether it is for differentiation, change or attention, getting a tattoo, piercing your tongue or dying your hair bright pink is now considered to be the norm. Where does youth start and end? If being alternative gradually turns you mainstream, does this mean only one dominant subculture will ever exist? Being alternative may make you different, but how many individuals out there who take an “alternative” approach to life can say they don’t do it predominately for attention?
Tuesday, April 10, 2007
Culture Jamming: Art, Social Commentary Or Graffiti?
Culture jamming is a practice that is commonly recognised and used as a form of activism. It involves using its original communication method to create a contrast between mass media images and the realities or negative sides of that image. Although it does not adopt an artistic approach, culture jamming is often perceived as a type of art. It also does not incorporate the notion of vandalism, whereby the primary goal is to deface or destruct. Adbusting, performance art, graffiti and hacktivism are the main forms of culture jamming.Out of all the culture jamming forms, I believe graffiti and Adbusting are the most influential and effective. They are also the two that individuals or groups most commonly engage in, while consisting of the most interest and attraction to both dedicated activists and outsiders. Graffiti refers to the application of images or letters without permission to publicly viewable surfaces such as walls or bridges. It is often used as a form of advertising or to communicate social or political messages. Graffiti is becoming more of a modern art form and less of an expression of youth anger, as some have previously interpreted to be. Its application to public surfaces reflects on its reputation as part of a subculture that rebels against authority while also demonstrating a broad range of individual artistic ability. Graffiti has the capacity to attract attention, protest and encourage changes, which has become evident in the continual success of spray-painted images, messages or slogans in public domain areas such as train stations and bus stops.
Adbusting is the practice of making spoofs or parodies of corporate and political advertisements in order to make a statement. Its aim is to cut through the hype of our mediated reality and reveal the truth within it. Although a new image can be used to get a message across, the alteration or editing of an existing image or slogan can ultimately be more influential or effective; in that people are often more familiar and interested in how a popular or well-known image can be “twisted” in order to change its original meaning. The Adbusters magazine is recognised as the Culture Jamming Headquarters, and regularly features a range of ‘Spoof Ads”. These images, along with the following example, demonstrate how ordinary images can be taken and manipulated in order to extract their true meaning.
This image of a hanging rope aims to illustrate the effects of regular or excessive alcohol consumption. With particular reference being made to vodka, it uses the brand “Absolute” in conjunction with the word “Hangover” and alongside the image of a hanging rope to assist us in becoming familiar with the message that this image attempts to convey – that drinking vodka or any other strong alcoholic beverage generally makes us feel sick and unwell the next day. The notion of the rope displayed in the shape of the absolute vodka bottle leads us to believe that being severely hungover also makes us feel like we are close to "death" with the negative effects that can accompany alcohol clearly overshadowing the “buzz” or excitement we experience from consuming it at the time.
Judging by its nature, is culture jamming a form of art, social commentary or graffiti? I think it would be fair to assume that it can be percieved as an art form, whereby the social commentary it incorporates assists in conveying its true meaning. Unlike graffiti, which defaces or destructs the canvas's origninal surface or meaning, social commentary utilises various ways to express opinions or promote change without destructing the existing image or landmark. Social commentary, combined with art, ultimately extracts the many various embedded meanings within the artistic works of culture jamming, and illustrates the degree to which images can be appropriately altered.
Tuesday, April 3, 2007
Video & Computer Gaming
Video and computer games have been transformed into a popular form of mass entertainment, and give people the capacity to engage in gaming activities that are not considered legal or acceptable in reality. Although viewed as “fun” and acknowledged for its encouragement in and circulation around the notion of interactivity, these games have generated a substantial amount of criticism and controversy. This sense of disapproval generally originates from psychologists, parents and even gamers themselves; who have seen or experienced the negative consequences that can accompany video and computer games, in particular the violence and other disturbing material they involve.While the socialisation skills incorporated in video and computer games provides an important element in the development of any individual, particularly a child or teenager, the application or mimicking of the actions performed in these games can potentially have a dangerous result or outcome. Research conducted into the consequences of video and computer games has generally focused on the negative aspects, such as aggression, addiction and social isolation; all of which have had the tendency to successfully overshadow the positives of gaming. As apposed to television, whereby viewers only have the ability to watch the violence occur, games allow an individual to actively participate in its activities and from this, have control towards what is happening and how the game is played. Feeling as if they are literally in the game can mean gamers then feel mistakenly compelled to bring the game to life, whereby such violence is not permitted outside of the screen.
It has been established that the average game player tends to be male, around twenty-eight years of age, with quite a strong interest in games, consoles or computers. Having said this, the number of cases whereby a female has been subjected to the detrimental consequences of video and computer games is considerably lower than that of a male. This has been concluded upon the grounds that a majority of females are simply not as interested in regularly playing games, nor do they have the attention span to sit in front of a console, with a controller in hand, for hours on end. In contrast to this, females that do enjoy video and computer games find the degree to which anonymity in virtual game spaces allows them to compete against male opponents free from the markers of gender somewhat satisfying.
Developing an addiction to video and computer games, with horrifying consequences, is reflected on in the following two scenarios. These two incidents, which made worldwide headlines particularly in the gaming and media industry, demonstrated the need to introduce censorship or supervision on games that involve or promote violence. The Columbine High School massacre saw twelve students killed and twenty-four others injured after two fellow students brought the game “Doom” to life, in the process killing themselves. Following this, a thirteen year old boy jumped off a twenty four storey building after his parents took the game “World of Warcraft” off him because of his addiction to the game. Although it would seem that the liability of game developers in this instance should be unlimited, it becomes important to question and assess the actions of these game players’ parents, and how monitoring their child’s game usage time and frequency may have prevented or lowered the risk of these tragedy’s from occurring. Assessing video and computer games as art not only becomes important in determining whether they have become a part of our culture, but also how they have contributed to the blur between games and reality. The use of photography and digitally enhanced graphics has not only demonstrated technology’s capacity to expand, but also reflects on a game’s ability to adopt a more realistic approach or format. Gone are the days where art could only be portrayed in a painting or picture. The utilisation of basic photography and cinematic navigation tools means a shared cultural expression can emerge and as a result, display high-tech video and computer games as forms of art.
Removing video and computer games from society would be a costly and unnecessary task. The technological advancements incorporated into them merely reflect on a producer’s desire to create and market games that allow a player to feel actively present or alive within it. The level of violence included is not the sole reason why players pursue such dangerous actions in reality, but more the lack of supervision and censorship on these games. There is an age limit on purchasing alcohol, for the same reason that it too, can also encourage or trigger violence, so why isn’t there on games with excessive violent content? Without such precautions, avid game players safety as well as children’s vulnerability continues to remain at a dangerous risk. Tuesday, March 20, 2007
Welcome To My Blog
Hey... this is the first time I've ever "blogged", so what I write will either be interesting or boring. Hopefully it'll make sense either way. Check out my posts and get back to me by leaving a comment :)
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