Wednesday, April 30, 2008

How is open source work (as a example of community produsage) different from commercial production)

Certain Examples of Differences Between Open Source and Preprioritory:
Open Source "eg: Firefox""produsage people" "Freeware" "Flexible" "Engages with Public" " Create what other public desires" "web 2.0" "Editable"

Prepriotory "Microsoft" "Internet Explorer" "Costing Software" "Liscensing" "Static" "Web 1.0" "editable, however requires new liscensing = more money" "Creates for what Business community believes that the community desires"

Hooray !!! A new Source is again entering Technology that engages towards Public.
Open Source work is another good example of representing Web 2.0. Take for example Firefox, it is a free program which allows the user to browse the internet, where as Internet Explorer is a Microsoft Program (Prepriority) to use this program its included from Windows Software which is pay-off program.(Web1.0).

Open Source allows the user to use a free program to engage on what they desire/need. The positives about Firefox is, besides being free it is more flexible then what Internet Explorer offers. Firefox allows user to engage further within websites that offers. EG: You can add plugins in firefox to download a video (such as youtube) and I.E only allows user to view the video from the site.

Although Firefox allows convenience towards multiple users online, however it promotes the user to go against copyright material. And because Firefox is a free program, its difficult to continue production (they are low on budget). This also effecting the growth for Prepriority.
Based upon Open Source Inititive "http://www.opensource.org/docs/definition.php"
The distribution terms of open-source software must comply with the following criteria:

  1. Free Redistribution
  2. Source Code
  3. Derived Works
  4. Integrity of the Author's Source Code
  5. No Discrimination Against Persons or Groups
  6. No Discrimination Against Fields of Endeavor
  7. Distribution of License
  8. License Must Not Be Specific to a Product
  9. License Must Not Restrict Other Software
  10. License Must Be Technology-Neutral

Although Open Source code its weaknesses but its strength is to create freeware for people who requires.

As an example: What if, when you switched from a Mac to a PC or What if the software was still maintained even if the company that produced it went out of business?

then honestly the user doesn't deserve to pay another fee for the software, this is when open source kicks in.

Prepriority software doesn't allow as much freelance such as Open Source

However... it is shown that without the Pre.. then Open Source cant determine what needs to improve.

FINISH THIS!!

Monday, April 28, 2008

Second life? or Second Chance?

Second Life® is a 3-D virtual world created by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of Residents from around the globe.
From the moment you enter the World you'll discover a vast digital continent, teeming with people, entertainment, experiences and opportunity. Once you've explored a bit, perhaps you'll find a perfect parcel of land to build your house or business.

You'll also be surrounded by the Creations of your fellow Residents. Because Residents retain intellectual property rights in their digital creations, they can buy, sell and trade with other Residents.

The Marketplace currently supports millions of US dollars in monthly transactions. This commerce is handled with the inworld unit of trade, the Linden™ dollar, which can be converted to US dollars at several thriving online Linden dollar exchanges.

Accessed on Tuesday 29th April: http://secondlife.com/whatis/

Second Life is a engine that runs similar to a game theory however more realistic in public sense. People see second life as a new way to meet people, explore a new space and traveling beyond the barrier that is created in the reality world. It is also a great opportunity to expand their personal interest by combining their interest in a different world.

However i see secondlife is the same as saying second chance!
Public state that people who spend their entire day in a computer is defined as nerds, however second life is a virtual world that is happening, depending on how well they do in the virtual world it effects them in the reality world. (add research "a lady who made a million from secondlife."

There are people who struggle in the real world, either by socially or personal problems. However secondlife hides the negative appearances or internal behaviour, and allows you to configure your own behaviour and appearances in a virtual world. Majority People in the virtual world may see a well defined character of you a virtual world. This is why i state that second life is known as second chance.

Secondly a number of reserach shows that many users cross dress online. They act as different gender in a virtual environment. This again helps them to hide away their identity. Not only by selecting a prefered gender, but also a specific age that interests you. Young adults can have a choice to act older while older audiences can act younger and can be seen younger in seconds life public. Yet again a second chance of life from a virtual environment.

Generally online communities can effect peoples identity, it allows the user to hide away the real identity by changing and improve what may be seen in real world. It is also a useful engine for people who struggle in real life, or have absolute no interest on how the real world runs, they are capable of using this engine to add their own desires and finally achieve what they desire jsut by a simple tool known as technology -- to internet!

**builds confidence on users who lack self confidence**

Saturday, April 26, 2008

Our lives becoming much closer to the movie of "The Matrix"

Before we begin, correct me if im wrong. Also it will be nice to share any possibility and outcomes amongst each other to discover a new age. I will slowly expand this blog while I discover more readings which could possibly be relevant.

After several readings about online games plus second life, I slowly see that our generation has been shifted towards technology. During the mid 90’s you see technology as a source of convenience, however during the expansions of our coming years we’ve discovered that technology is another source of entertainment, as well as developing into smaller products which are essential to our daily lives.

So what im trying to share here is, since the younger generation has been shifted towards technology such as gaming, meaning it has effected partial people of their daily lives. They have relocated their life force into a virtual world.

Describe gamers…((NEEDS TO BE FILLED IN))

In future I believe our lives will be quite similar to the movie we’ve once seen called “the matrix.” By injecting a computer chip which helps us to connect into a virtual world, while our main core is fast asleep.
Medical research shows that our life spam has been increasing thoroughly. The possibility of this increase is because stronger medical case. And if our main core are resting 24/7 while we are alive virtually then overall our internal organs won’t develop as quick as it may seem.
There are many things to consider, one being Technology would dominate humans. As it continues to grow further and further, humans will always rely on technology itself.

Overall I’m trying to state that can our lives be shifted so much that we will eventually turn out to be exactly like the matrix, where we all live in the second world of lives. If people currently playing second life can make money, it is a short explanation and proof that our lives can possibility be living in a virtual world.

Wednesday, April 23, 2008

What are the differences between commercial production and community produsage?

Produsage is the activity in where we’re all in the position to act as both users and producers of content, allowing users the ability to interact with each other, access and retrieve content, and respond to it by making their own contributions.
In my point of view, multiple users have potential becoming a producer themselves. Although many people share same knowledge and information around there are smaller fragments which are different. This can be determined by how we look and feel towards a broaden topic. Each person has different characters and attributes, this also allows multiple users to express different ideas.
I believe each person has their own personal story. Each story is different to many other people, they might share common, but still can be determined by differences. And in a business point of view, it slowly leans towards different productions. This is where different ideas can be generated amongst multiple users.
While the internet and technology is growing every day, many users can share information amongst the other people. We together slowly include our personal fragments together and build into a big production.
However, there are also disadvantages with produsages, one being, false and mistaken information can be available which can mislead audiences, and can create errors - deliberate or accidental. On the other hand mistakes introduces the term improvement, allowing advantages this including frequent updates and great involvement in communities.
"The produsage process itself is fundamentally built on the affordances of the techno social framework of the networked environment, then, and here especially on the harnessing of user communities that is made possible by their networking through many-to-many communications media" (Produsage.org, 2008).

"It builds on a simple, yet fundamental proposition: the proposition that to describe the creative, collaborative, and ad hoc engagement with content for which user-led spaces such as the Wikipedia act as examples, the term production is no longer accurate" (Produsage.org, 2008).

Are big production games that bad??

The rise of games into popular culture has increased focus on the gaming industry and in particularly big production games. This has lead to questions on what makes them successful and if they have any particular weaknesses or disadvantages. A recent blog finding which discusses disadvantageous of big production games have shown wide ranging feedback such as games being too long, end game difficulty and also repetitive game play resulting in gradual decrease in gamer interest.

Big production games can be defined into many genres such as Real Time Strategy and First Person Shooting. Some big time production games from these genres are:
• Starcraft
• Warcraft
• Age of empires
• Counterstrike
• Call of Duty
• Crysis
Small production games are usually the games that are relatively unknown to the public with many appearing online as freeware. People who search beyond the box can discover millions of small games which are generally created by I.T students or small setup game companies.
The definition of what makes a good game can vary between game genres. In a first person shooting scenario, the most important aspect of the game is the visual quality, this includes the environment, how the AI reacts and how the animation is expressed. The number of weapons that are engaged, as well as how many stages there are, is also important. In an online simulation for first person shooting, it depends on the number of players involved. The more players there are, the more presence and interaction are being involved, and hence this builds realistic features. (Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413-434. [Slater2000]) Overall the main importance of shooting games is the believability and the level of realism that is experienced.
In Real Time Strategy games the balance between simplicity and complexity is an important issue in gaming satisfaction and success. The creation of strategy in these games is usually generated using the paper/scissors/ rock model. With the more gaming units and ideas involved in this modeling more strategies can be incorporated into the game and thus increases interest in the game. If the game becomes too complicated in nature with too many features this might bog down game play and decrease the joy factor of gamers. Balance is therefore critical as a too simple minded game might not be able to hold gaming interest as one that is more challenging.
The increase in gaming challenge to the gamer may result in more failures but can also serve to motivate and create a more successful approach. Gamers may repeatedly practice certain skill factors which boost success until they manage to accomplish the game, resulting in a more satisfying personal accomplishment. Another scenario where this can be applied is online game play. Every new player starts off with the same basics as any other players. While challenging other players online repeatedly, a proficiency in playing the game is developed as the opposing talent forces players to development their own to overcome it.

Box9Missingo quotes “Gaming needs to open up more and look for other, more creative ways to make good storylines” http://boardsus.playstation.com/playstation/board/message?board.id=pslounge&thread.id=450141
A very common disappointment felt by gamers in big production games is the lack in storyline depth. Game players refer heavily to the narration where the further they play the less storyline is developed. Gamers lose interest when there is no goal or determination. Smaller production games although being less interactive or visually appealing, scores big for their creativeness and storyline plot. Shorter games allow the user to finish the game quicker and therefore reach the conclusion of the story faster. The game is less challenging therefore unraveling the storyline plot is also much simpler.

In the end big production games are fun and fascinating, but keep in mind smaller games are also amusing and simple. Multiple users want to play a short game because they want to find the ending and move on. Different people has different taste, while some players enjoy improving on one end of the game, others explore the world of games so they play different games which are shorter and easier to complete.

Personally I feel big production games do lack storyline, but this depends on what feature other people desire. I enjoy challenges just as long as they are possible. Because I’m a heavy gamer as well, I have a mind that stays strong and willing to play again and again to challenge other people. I enjoy practicing and creating new strategies to overcome any player that challenges me. However I also enjoy playing small games, being simple is one of them but smaller games sometimes are more enjoyable and less stressful. Some of the smaller games I have played have managed to create an interesting story, and sometimes I imagine, “what if this was like a big game? How sick would that be?” Even so big games should frequently play small games to improve their personal storyline.
http://www.2flashgames.com/f/f-281.htm -- an example of a short game.
Another personal issue with big game productions is the minimum requirements to run the game. Most latest game require a high end computer, to run the game at its full potential. If the PC doesn’t meet the minimum requirement, it ruins the quality of the game hence making the game non enjoyable. The budget on building a high end PC is relatively expensive, whereas with smaller production games any computer is playable. Smaller games have no restrictions to minimum requirements. It is mostly likely to be playable at most PC specifications and therefore another reason for their popularity on the World Wide Web.

References:
• Box9MissingoAccessed on: May 6th, 2008 http://boardsus.playstation.com/playstation/board/message?board.id=pslounge&thread.id=450141
• Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413-434. [Slater2000]
• Anderson, J., Ashraf, N., Douther, C., & Jack, M. A.. (2001). Presence and usability in shared space virtual conferencing: A participatory design study. Cyberpsychology & Behavior, 4(2), 287-305. [Anderson2001]

more about ... WOW!!!

Last week i started reading on Kathys blog. What she discussed was absolutely true. Yes WOW is an interesting game. People may see online games is just another particular game for nerds to play games however involving with the internet. However what they dont see is how much Social interaction is being involved.

Gamers may socialize much frequently compared to average users that dont play games. And because the game WOW is globally hooked up, you meet new people around the world to share common interest. Its much easier to make friends and alot to talk about. WOW is a game consistantly involving with different social subjects. One of the most popular discussions are quests, this involving different categories such as leveling and becoming stronger. Save money for an item purchase, save money to purchase an animal and travel faster or save money to purchase potions / food because your next location is dangerous and far etc...

However the other interesting topic in WOW is people start sharing their creation of characters. They share facts and knowledge on what they believe is best suitable for different races as well as how to build a certain hero type. As you may learn from basics, their are heroes stronger at fighting and others better at range or magic. Players with high experience then share their knowledge thus experiences to different users which are helpful in battle grounds. And because WOW is a big virtual game world, it incoporates different monsters. While some monsters maybe stronger against melee and weaker in magic, it is also possible where monsters maybe stronger towards magic and weaker towards melee. Different strategies then occur.

There are many more subjects in WOW this including:
how to become a mage
how to become a fighter
Which is best suitable race for mage fighter.
What skills should i first learn.
What skills are useful for PvP battles (player vs Player)
Im trying to hunt this! where does he spawn
What monster drops this valuable item
How to become a chef
How to become a dress maker
how to become a healer

and many more...

Overall WOW generates different knowledges within many different backgrounds of subjects.
It is interesting to see what players are more suitable. Sometimes you may ask yourself, am i more aggressive or passive. Do i prefer hunting alone or team based. These slowly determine which character and race is most suitable. And by focusing on one path, you discover and expand more towards the main character. Like any other games, you can always recreate another and expand even more.

Wednesday, April 16, 2008

How is the Web 2.0 different to Web 1.0?

Web 2.0 is a trend in the use of World Wide Web technology and web design that aims to facilitate creativity, information sharing, and, most notably, collaboration among users. These concepts have led to the development and evolution of web-based communities and hosted services, such as social-networking sites, wikis, blogs, and folksonomies. The term became notable after the first O'Reilly Media Web 2.0 conference in 2004. Although the term suggests a new version of the World Wide Web, it does not refer to an update to any technical specifications, but to changes in the ways software developers and end-users use webs.

Web 1.0 can be defined as more static whereas Web 2.0 has now become more flexible.
users across the world are now capable of sharing information around.

For instance a related topic you wrote today will change in time. Therefore Web 1.0 becomes history rather then the truth. Whereas Web 2.0, they read the old news then update what is? and what now it is today! Everyday multiple users expand the information to update it daily. To correct every information which could possibly change every second.

Web 2.0 also helps society change. While time flies people grow differently because of the society. As well as technology. People define web 2.0 as a shift in technology however it is only a tool to update how people grow. Because people change so does the internet need to fit their interest. While WWW connects multiple users into sharing information. It dominates Web 1.0 because of its static information.

"Think of it this way" Everyone has different ways of viewing. They can be right or can be wrong however they can then be judged by other people. Other people can learn or experience what MAY be correct and this also broadens their perspective in viewing the way of life.

(SunTzu "art of war")

Here are some definitions from other users:

Web 1.0 was about reading, Web 2.0 is about writing
Web 1.0 was about companies, Web 2.0 is about communities
Web 1.0 was about client-server, Web 2.0 is about peer to peer
Web 1.0 was about HTML, Web 2.0 is about XML
Web 1.0 was about home pages, Web 2.0 is about blogs

Here are some more. Some are more true than others:
Web 1.0 was top-down. Web 2.0 is bottom-up.
Web 1.0 was edited and produced. Web 2.0 is raw.
Web 1.0 was banner ads. Web 2.0 is Adsense.
Web 1.0 was text. Web 2.0 is video.
Web 1.0 was professional. Web 2.0 is amature.

Web 1.0 was dial up. Web 2.0 is broadband.
Web 1.0 was IE. Web 2.0 is FireFox.
Web 1.0 was information. Web 2.0 is opinion.
Wait a minute, enough fun and games. Let’s get real and take off the rosy-colored glasses.
Web 1.0 was information. Web 2.0 is propaganda.
Web 1.0 was Microsoft. Web 2.0 is Google. Web 3.0 is ATT and NSA, working to protect us.
Web 1.0 was American. Web 2.0 is international. Web 3.0 is Chinese.
Web 1.0 was a tool. Web 2.0 is a lifestyle. Web 3.0 is an addiction.
Web 1.0 was a tool for the few. Web 2.0 is entertainment for the many. Web 3.0 is an opiate for the many.
Web 1.0 was the newspaper. Web 2.0 is the TV. Web 3.0 is the MatrixWeb 2.0 is social networkingWeb 1.0 was social exploration

this here as well demonstrates a new trend to Web 2.0

Wednesday, April 9, 2008

What does it require?

Why do online communities organise themselves?


Online Communities organise themselves because they slowly discover who, what, they really are. It also answer why you are here or why your specific topic is useful or essential. How does it become essential and When would it essential.

By having an online community, you share info across the world which holds certain interest of what you enjoy. People can (other users) can comment and give guidance upon what your general questions are.

Having Online Communities also minimise the area of confusion. This is simply by discussing and sharing knowledge amongst others. They can compliment and add on different perspectives, on your topic and by doing so it helps generate others strategies and ideas to overcome.

Online communities generally improve personal knowledge. It specifys a brief answer and can expand and grow into a term that could be use scholarly. And of course scholary term is educational as well as making big budget with the knowledge applied.

Overall you share, you learn, you improve, you discover and understand yourself more, along with other people interested in your specific topic.

How do online communities organise themselves?

First every user needs to question themselves where? they hold interest upon!
Since every community has their own strengths, weaknesses, good and bad etc...
you need to specify one subject or category in order to keep focus on.

Of course everyone wants to know or learn more, however while you focus on one simple matter, it slowly expands and connect with different people or organisations.

Therefore the first and most important step is to select a topic that you hold interest upon
Then you would find a multiple of organisation that may discuss and answer what your questions and needs are. however you need to be aware every topic is broaden, so pinpoint your exact key questions then by doing so, the multiple organisation will be limited into 1 or 2 existing possibilites.

Once you have a certain choice (refering to the ogranisation) you then can slowly pick up, learn, share, experience what others can offer you. While you pick up you can always comment and refer back how you feel towards. Nothings ever static so the key of learning can be argued by sharing and improving together.

Wednesday, April 2, 2008

This is my First Time E BLOGGING!!!

Yaoza~~
Im welcoming myself to BLOGGING today...
w00t w00t!!