Interviews and Facebook Logins Invade Privacy of Individuals

In a recent event in the media, it has been uncovered by several individuals in this first article from Gizmodo that prospective employees for positions within a company are being asked to give their interviewers their private login information for their Facebook accounts. While it is not uncommon to hear that an employer may use an individual’s public Facebook profile as a basis of a background check, it has only been until recent that there have been instances where information regarding an individual’s login credentials have been asked. In the source link below, an article written by Tony Romm entitled “Senator: Ban bosses from asking for Facebook passwords” is a response to the storm of controversy that was raised when companies were revealed to be asking this information.

This kind of invasion of privacy can be a huge deterrence to potential interviewees because they don’t want their personal lives invaded without their permission. It is my belief that there should be a separation between the workplace and my social life, but at the same time I do not empathize with people who do not hire individuals based on their posts on Facebook. I’ve made it my decision that if a company has something to dispute over my personal life that they’ve discovered on Facebook well before I decided I wanted to interview with them, then that type of work environment is not the best for me in the first place. I want to be able to express who I am without fear of being ridiculed for things I do in my free time.

Source Link

Scary Fast Surveillance System: A Loss of Privacy

In a brief article on Gizmodo by resident contributor Mario Aguilar, a brand new security system is detailed in brief. While this system is still in its infancy as a whole, much of the components that make up this system can be pieced together with more advanced technology in no time. Supposedly it’s only limitation is that “It can only scan faces within 30 degrees vertically or horizontally from the camera and the faces have to be at least 40 x 40 pixels in size.”

Remember the movie “The Minority Report” with Tom Cruise? There was a scene in particular that showed miniature cameras that were placed over digital billboards that scanned the faces of the passerbys and displayed relevant advertisements tailored to that person. Another instance was in the GAP of the future where a camera would scan the face of previous customers and remember their sizes and clothing preferences in the movie. The eerie thing about this system is that when it was displayed in the movie, audiences were enthralled but simultaneously frightened at the possibility of this technology; and now it is a reality.

Technology such as this surveillance system would mean that looking up an individual would take no more than a few seconds browsing through a database. These cameras can capture images in milliseconds and who knows where it will be stored and for how long. While I can understand that it would make catching criminals on the run much easier, I also see the potential for the governmental misuse of such technology and I think that if I want to stay off the government’s watch list, I should probably cease expressing my open fear of this new system 🙂

 

Source Link

Facebook Releases Relationship Statistics

In a public release of data from the silicon valley giant Facebook, interesting new information was published that tracked the seasonality of relationship formation. The company gathered information from 2010 and “looked at how different times of the year affect the beginning and ending of relationships”. The data revealed that the top four days of relationships to be formed fell around February 14-15 and December 24-25. The most popular day(s) for relationships to break up were towards the end of the week, possibly due to “[waiting] to end their old relationships in time to spend the weekend with friends or get back in the game with someone new”.

It fascinates me that social media has gotten to a point where not only is the data interesting, but it is very relevant in the way relationships are structured in modern society. Being in my particular age group, the generation that was raised with technology and social media as what will become our pastime, we are self-conscious of how others perceive us and how we are presented on the internet. If an individual is in an established relationship, it could be embarrassing if their relationship status would show up as single so suddenly. But do we really need information about when individuals are getting together and breaking up? Some may say yes, but many would also say no, regardless it is impressive that Facebook has been compiling this data and their presentation was a quick and informative read.

 

Source Link

Hypertext Reflection

There have been few assignments that I’ve received in my college career that excited me in any positive way prior and during their process, but these hypertexts have definitely been part of that group. I think it could have been due to the fact that I’ve been trained in HTML and became excited at the opportunity of a project where I could express myself through my abilities.

The personal hypertext was a fun assignment for me because I was able to share with other people my passion and hobby for glass art. It wasn’t challenging and it was fun to get back to working with HTML from not touching it for over a year. This project served as a good primer for my Podcast hypertext.

The Podcast hypertext was both fun and extremely stressful for me. I was to interview Phil Siegel for the video, but his availability was set for the Thursday before the Podcast was due. I was able to finish the interview and get home by 2 a.m. and bust out whatever I could for the hypertext. I was able to finish, but passed out and did not submit it until 4 hours after it was “due” and was marked late….Even though my assignment was finished and unmodified before the page was even supposed to be submitted, so I do not agree with my deduction for merely submitting the page at a later hour.

The analytical hypertext is still in progress and I will update a post accordingly with my reflection on that.

All in all, I’ve had a good experience working with these Hypertexts for this class and would recommend friends who are interested in both expanding their HTML skills while exploring internet-writing to take this course.

Podcast Experience

My podcast experience was actually enlightening in more than one way. Not only had I never documented a public space and venue for a class, but never have I had to dictate and speak in public (to myself). I would definitely say that this was the most difficult aspect for me just because I wasn’t familiar with narrating what I am physically seeing. It was enlightening to learn more about my peers and friends who are artists, particularly Phil Siegel, and because of this project I can say that I now have a a newfound respect for my friend Phil.

In regards to my editing choices and experience with the video, I did this because I am most familiar with this sort of media. For me, it would have been more of an inconvenience to simply upload an .mp3 of my Podcast to a site than to create what I did. I wanted to create a page that had similar aspects to my personal hypertext, but differentiated by small changes such as the background. The video itself was easy to film and edit as I have done several projects with iMovie and Final Cut Pro in the past. Believe it or not, but I ended filming for the project at 2am on Friday and edited the video in just 4 hours.

Any and every day of the week I would prefer a media-based assignment over a paper assignment because of my familiarity with media and software, whereas I dread translating my thoughts to text and a paper assignment.

 

http://webpages.scu.edu/ftp/JFujioka/podcast-hypertext.html

 

For years after their creation, electronic video games were thought of as distractions from real life productivity. They were 8-Bit screens filled with ‘bleeps and bloops’ of sound effects and were simplistic in every way, shape, and form compared to the video games of today. However, much like modern day video games, both games from their respective time periods offered continuous stimulation for the gamer. In an excerpt from “Reality is Broken” by Jane McGonigal, the idea of video games becoming a benefit to society is expressed by the author. McGonigal addresses the video game community as a thriving generation in and of itself that is continuing to grow year after year. She also describes the typical gamer as ubiquitous throughout society because everyone and anyone can be a gamer; from middle school teenagers with significant free time in their schedules, to the 9-to-5-ers that play video games for various reasons. The idea that McGonigal is trying to relay to her audience is that gamers are gamers because they see something in video games that is not offered to them in real life: “Gamers want to know: Where, in the real world, is that gamer sense of being fully alive, focused, and engaged in every moment(?)” (McGonigal). So instead of embracing just one culture, a gaming-influenced one or not, McGonigal offers the alternative of integrating gaming aspects into real world life.

While I do not consider myself a gamer, I’ve had nearly every next-generation video game console that has been released in my household, however each console wasn’t purchased for my use, but my fathers instead. My father, a man that works 10-hour days on average, still finds hours throughout the day, and even more time on the weekend, to play his video games. I’ve never seen him purchase a video game and not complete it in a matter of days, if not a week or two. He is extremely tenacious in progressing through his games, but from what he’s told me, his vice with video games is that they are a stress reliever from work. You see, in line with what McGonigal suggests about being stimulated constantly, I believe that my father uses video games to constantly stimulate himself outside of reality for a few hours a day aside from his work-life.

There are individuals like my father who use video games as a distraction from their work lives, but then there are individuals who have turned video games into a major part of their lives by investing significant amounts of their actual savings into virtual goods. These people are the folks that I see McGonigal referencing when she says that certain people have become distracted by the appeal that virtual worlds have to offer in comparison to the real world. Her solution to this conflict of real and virtual cultures is to “provid[e] gamers with better and more immersive alternatives to reality, I want all of us to be responsible for providing the world at large with a better and more immersive reality” (McGonigal). How she plans on integrating gamer-like accomplishments in the real world, I am still unsure of, but personally I wouldn’t mind a society that had certain aspects of video games to them…perhaps a “checkpoint” before every test so I can load at that location if I’m unhappy with my grade!

 

Source: http://www.marketplace.org/topics/life/big-book/excerpt-reality-broken

 

 

Unintended Outcomes in Second Life: Intercultural Literacy and Cultural Identity in a Virtual World

Second Life, for me, is an experience that I thought would be completely unfamiliar. My expectations for Second Life were drawn from stories from the media portraying individuals in real life who created drastically different internet avatars to live their desired lives online. However, in the study “Unintended Outcomes in Second Life: Intercultural Literacy and Cultural Identity in a Virtual World” by William C. Diehl and Esther Prins, a few new and familiar aspects of Second Life were brought to my attention.

“SL is a virtual 3-D online MUVE in which participants create avatars, buy and sell virtual land, start virtual businesses, attend or teach virtual classes, create objects using the in-world tools, and participate in myriad activities limited only by their imagination and building skills” (Diehl and Prins)

This struck a familiar note with me because I used to partake in buying and selling online goods for money in a game called Diablo. I myself did not play this game, but I helped friends purchase online items and flip them for a profit in middle school because I was the only kid with a credit card! While some people will never understand the concept of spending real, physical money, for items that can only be used in an online community, the people that do are truly passionate about the game, or in this case Second Life.

However, what surprised me most was the studies’ interpretation of the benefits SL has for individuals looking to expand their own culture, or discover a new. Diehl and Prins state that SL offers a “… blending of text and audio and varied oral and written communication genres in SL language classes blur the lines between orality and literacy” (Diehl and Prins). This blurring of the lines can help individuals discover a new language, or learn about a new culture, which in my eyes is a truly beneficial aspect of being a member of Second Life.

Second Life

For years, social media and online communities have existed that give their users a chance  to create an avatar to interact with other individuals in the game. Platforms based on role playing games, or RPG’s, have been popular on the internet for over a decade with games with cult followings such as Diablo, World of Warcraft, and others. However, a recent surge of massively multiplayer games has risen such as Second Life, where users can create an avatar that is representative of themselves, or even an avatar that is drastically different than their real life personas, which creates some sort of appeal in certain individuals.

Creating an avatar on Second Life was relatively straight forward, and the navigation of my character is similar to other online games that I’ve played. However, the world that Second Life takes place in seems unpolished and lacking in interaction, leaving me wanting more out of my experience in the program. Maybe I entered Second Life thinking that it would be much like The Sims, another game where users assume the role of a created avatar, where I would have more control of the environment and the character, but this was not the case with Second Life. Hopefully as I spend a few hours in the Second Life world I will find something with the level of interaction and feedback that I was hoping for, because at the moment I’m having a hard time finding a desire to go back into Second Life and explore on my own free will.

Connecting With Teens One Digital Mustard Seed At A Time

In an article written by Elizabeth Drescher, a religion teacher at Santa Clara University, entitled “Connecting With Teens One Digital Mustard Seed At A Time,” she talks about the distance that has appeared to have grown between teenagers and their religion in which they were raised. Drescher states that nearly “15 percent of people raised as Christians wll become Nones (people who answer “none” when asked with what religion they identify) as adults” in the beginning paragraph of her blog (Drescher). This led me to believe that the entire blog post would be explaining as to how and why individuals have progressed from being religious, to reporting and identifying as non-religious later in their lives. However, much like the title states, Drescher focuses on how individuals in a mentoring role, such as parents and other primary adults that have influences on young adults’ lives, can connect more with teens to keep their faith strong. She references Facebook and filling in which religion the adult follows, proudly displaying this as affirmation for young adults that their faith is something to be proud of.

Like I mentioned earlier, I was expecting this article to be descriptive of how individuals have strayed from their faith and why they recognize themselves as “nones”. I am interested in this topic partially because I am an individual who is not partial to any religion, however I was raised Christian and attended a private, Christian school for 6 years. My straying from religion was mostly due to what Drescher also recognizes as a large factor and that is “A lack of spiritual role modeling among parents and other primary adults” (Drescher). Because many individuals in my family did not practice religion in their lives, and my only experiences with religion were with school (which I absolutely loathed), when I was given the chance to go to public school, I jumped at the opportunity. Since then, I can see in myself that that was the moment when my “faith” took a turn for the worse and I began to lose recognition of any religion to follow.

 

Source Link: http://blog.newmediaprojectatunion.org/2011/11/connecting-with-teens-one-digital.html

California Legacy Project

The California Legacy Project, initiated at Santa Clara University, has the direction of informing the masses of the history and legacy of California. It is synonymous that the east coast and New England has more history that is chronicled, shared, and taught throughout the nation than the west coast in general, however it is the California Legacy Project’s goal to inform other Californians of facts and tidbits of information that will foster a better understanding of the history of the state that we live in. The CLP hosts a variety of Podcasts through iTunes which feature one minute and thirty second long clips with interesting facts of California history within them. In their first published Podcast on October 30, 2006, a poem entitled “Facing West”, by Walt Whitman, is read by Terry Biers that dictates a gorgeous California landscape, but not much beyond that. In another Podcast entitled “Derby: “Benicia Nonsense”, the perspective of an individual is narrated during the gold rush and offers a vivid view of California in his time and through his words, but also offers a bit of history that was new to me. I preferred the second Podcast because it offered history of California’s legacy, instead of the narration of a poem and I believe that it is also a better representation of the mission of the California Legacy Project.