Tuesday, October 19, 2010

Saturday, October 16, 2010

Pandora's Box - How the Future of Internet Radio May Look

This video goes into detail about how much the internet radio has to pay to the royalty rights.  They have to pay the royalty right for the song writers and now also performance rights. Whereas radio stations such as FM do not have to do so. The host of the show interviews the founder of Pandora's Box a famous internet radio company who explains the issue furthermore.
Sarah khan


Source: http://www.youtube.com/watch?v=p9AsaZI-tqk&feature

HOW GOVERNING AND HUMAN BEHAVIOUR WILL CHANGE

A branch of government will have to be created to take care of the virtual department. If virtual theft is going to be made illegal then hackers and piracy will also have to be targeted. Stricter laws will have to be established rather than the casual warning that you receive before you download a certain movie. The value of internet goods will have to be determined. Its like a another world inside Earth. Governments will have to determine the value of “rare swords” and even gold that’s acquired online. Internet use will have to be monitored and moderated.

If people use the virtual worlds to earn their living, they may use their skills as business men, interior designers or physiatrists etc. they may provide therapy or design homes for virtual people in the virtual world. So how would these individuals get paid? Are they working for free, or is their knowledge not of value in the virtual world? Also if people use adult entertainment or services online, should they have to pay? Maybe watching movies and accessing these games should have a fee. But if the circumstances are as such as people who are married and have virtual families (and take them seriously as Qui Chengwei ), how can we stop them from living their lives. These factors have to be considered in order to govern the virtual world system. These changes will have to be made fast as the number of people succumbing to virtual amazement is many and the real world is losing.

What gives a few IT guys the right to monitor peoples personal lives? If people choose to get married online and ignore their real life person for their virtual version, who can stop them? No one can force them to make healthier choices. Human nature will succumb to being lazy and living their lives online. Adjustments that may need to be made are probably going to be better carpal tunnel surgerical methods. People are loving the virtual lifestyle and the online lifestyle. They find it easier and less time consuming to work from home, watch movies at home, read library books at home. More and more services are being available online and so people rarely having to leave their houses. It seems that the human population got sick of the interaction that we currently have in offices and other public places and so invented a virtual world called the internet. In the future humans are likely to become more secluded and antisocial while become less tolerant of other people. We’re seeing the changes now and people in this generation barely know their neighbors in comparison to a few years ago.

This is the EVOLUTION of life itself in a whole different realm.
Do you welcome it?
 Faiqa Imtiaz



Virtual Gaming and Its Effect on the Future

Online games are an important part of online entertainment today. One of the most popular and the biggest only game has people playing throughout many countries of the world against each other for endless hours, is World of Warcraft. An interesting comparison Cracked.com made is that “there are more people playing World of Warcraft in the U.S. today (2 million) than had indoor plumbing 100 years ago. There are more people with blogs today (31 million) than had internet connections 10 years ago.  So 10 ways the future of online gaming is going to evolve and change human relationships.

Everyone will look like a Greek god or goddess

Although the title is comical, the situation is real. Massively Multiplayer Online Role Playing Game (MMORPG). This new phenomenon allows players to choose how they want to look. They can minimize their flaws and accentuate their assets, if any. They can create talents and areas of expertise that they don’t have in person. The first step to playing the game is creating your own body and even pick your race! This is a serious breakthrough for teenagers with low self esteem and weight or skin problems to become what they’ve always wanted.


             The game allows users to be in any setting and any age. It allows people to interact without the interference of genetic flaws and poor diet and exercise habits. Wheelchair bound people have the opportunity to sprint around as a mythical character with no movement restrictions. Inevitable most of the users of these games are computer geeks who have little to no interactions with people in really life.

Not only is the physical change rewarding but there are actual rewards for accomplishments in these games. The ray of glowing golden lights that surrounding a body that just gained a level up in the game, can’t compete with the real world where people are so seldom rewarded. The rewards are a significant ego boost to the gamers esteem and is one of the key reasons people play. Satisfaction is guaranteed, almost, if you’re good.


A downside to this face is that as the years progress, online gaming is beginning more popular not to mention addicting. Even today people feel like they know the virtual person more than the they know the person in real life. The game allows players to building social relationships, families even. In the virtual world there are no diseases, no soldiers dying and no disappointments that can’t be recovered. The virtual online games provide a safety barrier around the emotion turmoil of the real world that with excessive exposure is not healthy. Inevitably that person will have to deal with the turmoil surrounding the real world sooner or later.
PEOPLE WILL GO TO JAIL FOR STEALING GAME SWORDS

Recently there was a news issue about the Shanghai online gamer who receive a suspended death sentence for killing another gamer. Qui Chengwei stabbed Zhu Caoyuan in the chest when he found out he had sold his virtual sword. The sword apparently took Qui a long time to play for and find and Zhu stole it from him, online, and was selling it on Ebay. Now buying and selling virtual objects is a booming business people are willing to pay real money for virtual products. China had no laws for virtual property theft however it does have laws for murder. Qui apparently broke into the other mans home and stabbed the sleeping 26 year old in his sleep. And this happened after Zhu offered to pay him cash for the sword. The virtual game is taking over some individuals minds where the long tie exposure is leaking into the real world. Also careers will be developed that require people who play MMORPG for a living. If people are paying real world money for these objects, why can’t they receive real world money in return? If we think of this further, we can imagine these virtual games becoming a business. Individuals could sell or auction items from the game for real world money. While most people may chuckle at this we have to consider that most of our money, if its not in cash form, only exists in numbers in the computer. The future of money making and flexibility of careers will be opened up to new possibilities whether games and careers can mesh.

The future of online game will definitely see to more laws being made on virtual property and virtual property theft. Some questions to consider are:

Should the crime be punished in the real world?
Where to draw the line? After all we can’t stop people from playing the game. Does a person’s property remain their property whether is virtual or real?


Faiqa Imtiaz


Future of the Internet


The online world, as experts agree is a good factor in improving social relations. 
The Pew Research Center’s Internet & American Life Project and Elon University’s Imagining the Internet Center just released their fourth “Future of the Internet” survey, the topic of which was “The Future of Social Relations.”
The survey determined two different views from respondents:

“In 2020, when I look at the big picture and consider my personal friendships, marriage and other relationships, I see that the internet has mostly been a positive force on my social world. And this will only grow more true in the future. ”

and…

“In 2020, when I look at the big picture and consider my personal friendships, marriage and other relationships, I see that the internet has mostly been a negative force on my social world. And this will only grow more true in the future. ” (http://mashable.com/2010/07/02/pew-study-web-social-relations/)


         The graphic shows two different group of 371 experts from which 85% felt that their lives were improved by the web. These experts regularly participate in surveys. However it is important to understand that most of the experts are frequent internet users.

“According to Pew, “50% have been using the Internet since 1992 or earlier, with 11% actively involved online since 1982 or earlier. When asked for their primary area of Internet interest, 15% of the survey participants identified themselves as research scientists; 14% as business leadersor entrepreneurs; 12% as consultants or futurists, 12% as authors, editors or journalists; 9% as technology developers or administrators; 7% as advocates or activist users; 3% as pioneers or originators; 2% as legislators, politicians or lawyers; and 25% specified their primary area of interest as ‘other."
         The respondents stated both positive and negative experiences with the internet. Positive experiences include meeting spouses, fostering relationships with distant relatives while negative responses include loss of privacy. Immigrants that left their families behind were able to reconnect via social networks. Single people met spouses or earned dated through dating websites. Gamblers feel that its easier to gamble online rather than in person. All these people used online entertainment sources in their lives. 

Faiqa Imtiaz 


Friday, October 15, 2010

The Future of Digital Distribution: Cloud, DLC, etc.

This video is about the new trend in gaming and digital distribution that allows people to simply download games as opposed to going to a store and physically buying it. It goes into detail about how now day’s people want everything instantly. If they want to watch a movie, they want it watch it NOW. If they want the new album of their favourite artist, they download it asap.  Check it out, it’s pretty cool. 
Sarah Khan

Source: http://www.youtube.com/watch?v=AxhGlNbsRxs&feature

Our Digital Future

This video basically is about how much Canadians use the internet and how they get what they pay for. Canadians do not have as much liberty as Americans do with their collections of online sites for shows etc nor do have an effective broadband. Yet Canadians pay ridiculously high rates than any other country for the slowest internet speed! 


Sarah Khan


Source: http://www.youtube.com/watch?v=wBWy_aQ-mq4&feature

Annotated Bibliography


Annotated Bibliography

Articles/Digital Files


Chung, By Emily. "CBC News - Technology & Science - Who Will Cash in on Canada's Love for Online Video?" CBC.ca - Canadian News Sports Entertainment Kids Docs Radio TV. Web. 28 Sept. 2010. .


This article goes into detail about how much Canadians watch online even after all the restrictions they have. Most sites that allow watchers to see latest movies and TV shows can only be watched in America. Canadians on the other hand stick to watching everything on Youtube unlike Americans who have Hulu.com that provides excellent resolution prints. This article touches on how virtually hungry Canadians are.

Ehrlich, Brenna. "How the Web Is Affecting Social Relations [STUDY]." Social Media News and Web Tips – Mashable – The Social Media Guide. Web. 17 Oct. 2010.
http://mashable.com/2010/07/02/pew-study-web-social-relations/.

This article explains with a series of graphs how the web effects social relationships. It talks about recent surveys done by PEW Internet which shows how many people appreciate the internet and find it helpful and how many people disagree. It shows the changing views of people and how the surveys may have been biased because of the age group and work of the people surveyed.

Eran, Daniel. "Did ITunes Kill the Record Store?" Echo. RoughlyDrafted, 02 Mar. 2007. Web. 12 Oct. 2010. .

This article explains the death of the record store and how it has dramatically dropped its sales. It also states that iTunes is the primary reason why these stores are becoming less in demand each and every day. It touches on how the music industry is suffering by this because of their traditional method of selling records to make their money.

Goldkorn, Jeremy. "Gamer Who Murdered for Virtual Sword Gets Suspended Death Sentence." Chinese Media, Marketing, Advertising, and Urban Life - Danwei. 9 June 2005. Web. 17 Oct. 2010.

This is a news article on the Chinese man that murdered another man because he stole his virtual sword that he “earned” after playing online for extended periods of times. The article explains that the man offered money even for the sword but the Chinese man was so enraged that he murdered him. The article raises questions of value of virtual objects.

Main, Jason. "The Pros and Cons of Online Photography." EzineArticles. 12 Oct. 2009. Web. 17 Oct. 2010.

The article talks about online photography business and how it is a business of constant theft. The article explains how photographers suffer from piracy of their photographs yet still has to upload a portfolio online to stay in with the times.

Shapiro, By Leslie. "SHIFT: How the Music Industry Is Destroying Internet Radio." DVICE. Web. 28 Sept. 2010. .

This article explains how the entertainment business is after the internet radio business. It goes into detail about how the internet radio companies have to pay high system fee’s for each listener they gain per hour. All that money goes towards the entertainment business, whats hard to believe is that the entertainment business is leaving some of the most popular internet radios out of business.  

Turner, Ben. "The Internet's Effects on Relationships: Detrimental OrBeneficial?" Web. 17 Oct. 2010. .

This article refers to a number of recent studies that show how the internet changings relationships. The article determines whether the internet reunites with long distant relatives or trusting complete strangers. The internet has truly changed our way of communication and lead people to venture into the unknown. The article advises to keep safety precautions up as you would in the real world.

Wong, David. "A World of Warcraft World: 10 Ways Online Gaming Will Change the Future | Cracked.com." Cracked.com - America's Only Humor & Video Site Since 1958. 2 Nov. 2008. Web. 7 Oct. 2010.

This is humorous but true article about virtual reality gaming. The article talks about the upside to virtual reality and why gamers are more attracted to that world. The article predicts soon everyone will be living their lives in virtual reality and governments will have to be created to manage virtual crime.

World Economic Forum. PDF. Switzerland: Cologny/Geneva, 2010. Future of Entertainment.<http://www.weforum.org/pdf/globalagenda2010.pdf>.

This document described how the main target of all new applications added on the web is the youth. They are known for spending the most time online and enjoying what the new and improved web has to offer. Whether it is through social networks, music, videos, or movies, the youth is keeping track of the hottest networks and sites. But in being apart of these applications, the main fears are how it will change the way these forms use to function.
Videos

Dating Online- the Better Experience!. The Date Matcher.com, Youtube,16 Mar. 2010. Web. 17 Oct. 2010. .

This site talks about why online dating is a better experience and how it can offer more flexibility that regular dating. The video promotes TheDate Matcher.com which is an online dating service.
Davo s Annual Meeting 2010 - The Growing Influence of Social Networks. www.weforum.org, 27 Jan. 2010. Web. 17 Oct. 2010. http://www.youtube.com/watch?v=pexGCUPlUeA&feature=player_embedded.

Social networks and blogs are now ahead of personal e-mail in terms of online activities and account for almost 10% of time spent on the Internet.  The video describes how the growth in social networks is changing society.
Future of Music Industry. Dir. Patrick Dixon. Perf. Patrick Dixon. Youtube. Patrick Dixon, 22 June 2007. Web. 05 Oct. 2010. .

This video describes how the music industry has turned to downloading and self publishing and how big time labels suffer from this. It states how the philosophy of the online world is "Everything is Free" and how content is distributed extremely fast once it is available. It mentions how large companies such as Sony are suffering due to this new philosophy developed by the online world. The main focus of the video states that performances are what is left to keep fans interested and is what will bring the market back up.

Future of the Film Industry. Andrew Karpen, Glenn Macdonald. Youtube, May 25 2010. Web. 05 Oct. 2010. <http://www.youtube.com/watch?v=wLs24vKb-OI&feature=player_embedded>.

This video talks about how the industry has changed through music, film, and other forms of media. It touches on free downloads vs. the film industry and how it is being affected. It mentions how movies contain big budgets and are highly expensive to make and then released for free which in turn, lowers sales tremendously. It also mentions how music inspires films and if music if free then people will want other forms of media such as films and tv shows for free too. The video mentions how these industries need to find new and interesting ways to remake the money they use to make from sales.

Movie Piracy - It's a Crime. Dir. Movie Piracy. Movie Piracy, 2006. Youtube Video.

This is a widely known advertising commercial that was used all around the world on Televisions and even in movie theatres that focuses on Movie Piracy. It is now not nearly as viewed as it was because it did not gain much attention. The Video was created in early 2000.

On Piracy: On Piracy & The Future of Media. Dir. Julien Mcardle. Perf. The Public. Google Videos. Celsius Studios, 2007. Web. 09 Oct. 2010. .

This segment covers piracy as an issue, and current issues with radio as a means of music distribution. It tells actual facts about how it has affected the music industry. It asks in the public in the beginning if they download free content, and no one says no. It is simply to show how the majority is preferring to download than going out to purchase.

Our Digital Future: Innovation Roadblocks. Perf. Jesse Brown. TVO. Web. 01 Oct. 2010. .
This video basically is about how much Canadians use the internet and how they get what they pay for. Canadians do not have as much liberty as Americans do with their collections of online sites for shows etc nor do have an effective broadband. Yet Canadians pay ridiculously high rates than any other country for the slowest internet speed! 

Pandora's Box - How the Future of Internet Radio May Look
. Perf. Tim Westergren. Web. 01 Oct. 2010.

This video goes into detail about how much the internet radio has to pay. They have to pay to royalty right for the song writers and now performance rights. The host of the show interviews the founder of Pandora’s Box a famous internet radio company who explains the issue furthermore.

The Entertainment Industry in 2029. Dir. John Fredriksson. Perf. John Fredriksson. Youtube. Zooland Music, 13 Oct. 2009. Web. 05 Oct. 2010.

This particular video was created to show predictions of the industry in 2029. Although some of the ideas shown are exaggerated; some interesting ideas are created through the video. The video suggests that we will gain more control when it comes to the media and be able to have advance technologies. These suggestions are likely far off but are interesting to see what is predicted for new technology and creation.

The Future of Digital Distribution: Cloud, DLC, Etc. Perf. Scott Steinberg.
www.gameindustry.com. Game Industry. Web. 02 Oct. 2010. .
This video is about the new trend in gaming and digital distribution that allows people to simply download games as opposed to going to a store and physically buying it. It goes into detail about how now day’s people want everything instantly.

Images

A World of Warcraft World: 10 Ways Online Gaming Will Change the Future
Image shows a geek in real life turned into a muscular super hero in virtual.

A World of Warcraft World: 10 Ways Online Gaming Will Change the Future  http://www.cracked.com/article_15657_a-world-warcraft-world-10-ways-online-gaming-will-change-future.html
Image shows a virtual theft taking place in cartoon version.

Less Music is purchased-And More Purchases are Digital
This graph shows how digital purchases are ruling over consumers buying the tradtional forms that music came in.

Piracy. It’s a Crime.

Advertisement for Piracy.
Recorded Music Sales- Actual and Forecast – 2001-2012e
This photo shows how Music sales are currently ranked and it also predicts the future estimate until 2012. It shows how it has been increasing digitally.

Record Store Suspects

This photo shows who is being pointed at as the suspects for killing the record store.

The Pyramid of Internet Piracy

This graph shows the process of piracy and it occurs from the first source to how it gets duplicated and turns into an illegal act.
  
Virtual Entertainment
http://news.cnet.com/8301-1023_3-20007442-93.html#ixzz121bTw5T1

This graph shows how 77% of all internet users in United States will be watching online by 2014.