Design Doc

The central idea for my project is to educate others of how we have made the progressive move from film to digital cameras and the differences between using the two. I plan on describing the process involved in creating a film using a film camera and comparing it to the process using a digital camera, as well as comparing things like physical aspects of the cameras, advantages and disadvantages included in using either camera, and the differences or similarities in the final products.

I want to focus mainly on how even though a lot of filmmakers have made the change to “new media” digital, a significant amount of filmmakers, film critics, and even people in general still prefer film. This preference could be discussed through people’s “stubborn” opinion arguing that film is more authentic.

This project features things we might have learned and discussed in the course such as innovations about photography and motion pictures (Weinman). My project will exhibited through the use of Timeline JS (which will be used to show ‘a timeline’ of the progression of the change). Through Timeline, I will be able to include specific media texts including, but not limited to, citation with links, images (mainly of specific cameras so as to contribute evidence to argument of how film and digital are physically different), and embedded video (YouTube tutorials of how cameras work; Video of the first camera/film; I will possibly also include a short video of someone else providing evidence of the same argument, so as to contribute to my central argument).

Structure: To begin, I will state what my project is about, and then I will showcase a timeline of the change. Then I will present the people who played an important role in either the announcement or development of the type of camera, followed by photographs of course, and slowly transitioning into the evidential going back and forth of advantages and disadvantages of using film or digital cameras. This part will include video that showcases the good, or the better, capabilities that are offered out of using both of the cameras. Finally I will show through video how a film looks after they’re finished shooting it, on film and then on digital, alongside pulled audio from critics’ opinions of which medium is better.

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Rushkoff talks about how his daughter has swiped a screen (computer, Television) with her hand and how she automatically expects something to move or to happen; of which is actually a really great example of how humans (especially of the ones growing up nowadays contrary to the “immigrants to the digital era” or those exposed to a pre-new media universe”) are being programmed by technology.

How Rushkoff explains his meaning behind his title of his book is that “if you don’t know how to program in a digital age, then you will be programmed. In other words, we have a choice either to make the software or to be the software. We’re moving into a world where most everything we touch and do is going to be the result of some programming in one way or another.” It’s interesting to think about how many programs we use everyday, of which have been made by programmers (who know how the program is set up and not just how to use it like every day people), in order to make our lives easier. However what he is saying is that to ‘be programmed’ or to ‘be the software’ means that humans are beginning to grow accustomed to ‘the new way’ of how things work (example being his kid swiping screens that aren’t programmed to).

Rushkoff states that the line between understanding reality and programming isn’t that far off, and at first I didn’t agree with him since I believe one is physical and the other is through technology. Then he explains how social constructions are programs, in the way that it is basically understood as a series of choices given to everyone by the way society sets it up to be; he worries that “if we move into an increasingly programmed reality without understanding that its been programmed, we’re going to be really incapable of distinguishing between the map and the territory.” Is he saying that the future of social constructions going to become as dependent on software as we are (i.e. social interactions)?

Douglas Rushkoff, “Program or Be Programmed”


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11/3/16 Daily

Douglas Rushkoff, “Program or be programmed”

According to Douglas Rushkoff, having a mentally healthy online attitude to being online means allowing oneself to disconnect, and having an unhealthy attitude means to have a need to be always connected. Is it still considered ‘healthy’ to have online devices available to you, but you’re not always using the device?

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I find it interesting that once Castronova decides to himself he has no important role in reality, he turned to alternate reality. But then he still found a way to connect the two, even if he didn’t mean to. Castronova found he could do what he planned on doing in the real world (be a successful economist) in the game, EverQuest. In a way, this could reflect how in reality there are an acknowledged set of rules of ‘how things work’ driven permanently into your mind by society. Steps that are set up in order for you to ‘follow the status quo’; for example after graduating high school, you go to college, then you get a good-paying job, then you get married, and then you start a family. This system doesn’t work for everyone, including Castronova, since he didn’t do too well in school and he didn’t really fit in to any group in is reality as he says, “I’ve always been an outsider. I’ve just been floating around outside communities”, however in EverQuest he was one of the best of his field. He didn’t follow the ‘status quo’ but he still succeeded on his own terms.

Another point in this article where society is mentioned is during the change in interest about the video game and others of the medium; “Experimental online worlds had been kicking around for years, but they took a leap forward in 1997, when Ultima Online- a medieval fantasy world similar to EverQuest- launched, and quickly amassed a hundred thousand users. The idea of having a second life online suddenly didn’t seem so geeky, or, at the very least, it seemed a profitable niche; companies like Sony and Microsoft swarmed online”. The shift from video games being ‘geeky’ to ‘profitable’ and popular with “more than fifty active games worldwide, and anywhere from two to three million people playing regularly in the U.S.” shows a predictable, yet only potential, change in society’s opinion about playing video games coming. However there are those who are still dead against people playing video games, more specifically their children. Concerned parents provide a big voice against violent video games and argue that the games will eventually communicate to their children that violence is alright to take a part in reality. My question is, are these concerned parents upholding and ‘rule-abiding’ citizens in society? And would they feel so strongly against (violent) video games if they were not?

Game Theories by Clive Thompson

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Applied Media Analysis

The Walking Dead is an American horror-drama Television program set in a post-apocalyptic zombie run world. The AMC networked show has been popular ever since it started running in 2010, and in 2012 the season 3 premiere became the most watched basic cable episode ever. The show follows a large amount of characters (some we’ve been following since the very beginning of the show and some are newer), but it varies because the show kills off a lot of characters in order to keep it corresponding with the plot.

The much anticipated seventh season of The Walking Dead premieres on cable TV on October 23rd, 2016. This particular season has been talked about a lot through social media since the sixth season’s final episode in April of 2016, because of a certain critical and evil character being introduced, named Negan. In the last few minutes of the suspenseful season finale, Negan brutally killed off one of the major characters, but the camerawork was careful to make sure that the audience (and even the actors) did not know who was killed. This is behind the reason the suspense for the premiere has slowly been building up for fans, and the fact that the fan base has taken it upon themselves to argue their personal theory of who Negan killed and why- using supposed easter eggs from the finale episode to build their argument.

In “Peak TV and The Problem with Our Addiction to ‘More'”, the article by Steven Hyden that we read for class, he discusses how the media is becoming increasingly accessible to the point that consumers can’t get enough and don’t necessarily care whether or not the things they are consuming is pleasurable. He says, “I’m more interested in how “Peak TV” affects the average viewer. I think it’s turning us into addicts.” I think this really applies to the show The Walking Dead, because of the “addiction to more” argument, which could apply to how cable shows with large enough fan bases can expand to creating their own presence in other (social) media. Like for example, The Walking Dead TV series is ultimately based on a comic book, or graphic novel, written by Robert Kirkman and artist Tony Moore (now replaced by Charlie Adlard). And that is definitely not the extent of TWD‘s media presence. Once TWD really started becoming popular in the media as well as pop culture, AMC’s network decided to start other shows that were similar yet independent. To start, they added a show that airs immediately after TWD, which is called Talking Dead, and is dedicated specifically to discussing the details which just took place in that episode of TWD, in an entertaining way. The network also added an almost equally popular spin-off show called Fear the Walking Dead, with it’s own characters and specifically it’s own separate timeline from the original show. During the live airing of the show there is also ‘live tweeting’ that is encouraged so viewers can be even more involved; The tweets that discuss what is happening during the show are done through the app Twitter, and are occasionally shown through commercial breaks. Things like this are only possible because of the huge fan base The Walking Dead has created, or as they go by Spoil the Dead.


The Walking Dead



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Project Proposal

I will be working alone to produce a web 2.0 story consisting of a timeline detailing how we made the move from film to “new media” digital cameras, specifically focusing on the film industry. I plan on discussing the differences in the process of how each camera operates (during filming and viewing), and the difference in the end product as well. I will be presenting critic’s views on both as well, positive and negative, ones that prefer film and ones that prefer digital. I also plan on presenting actual facts, and not just opinions, about potential advantages and disadvantages for using both, through articles from websites.

By the time I complete the project, I hope to raise awareness to others of the differences, or advantages and disadvantages, between making a film using film or with digital.

Resources: computer and Internet. I will use Prezi, which will allow me to present my project through text, still pictures, screenshots of cited websites with reinforcing opinions or facts, audio from a mic, and even video.

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“Restricting youth to controlled spaces typically results in rebellion and the destruction of trust. Of course, for a parent, letting go and allowing youth to navigate risks is terrifying. Unfortunately, it’s necessary for youth to mature.”

It’s said in the reading how restricting youth from reaching out online is discouraged, yet they very briefly admit that some teenagers are restricted, specifically from using Myspace. I’m wondering how big of a difference the effect is on teenagers who constantly use social media, use it and get banned, or have never used it. I’d like to talk about more specific examples for each of these in class.


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