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New Media Concepts: Q&A on Technology, Culture, and Society, Exams of Advanced Education

This document presents questions and answers about new media concepts, technologies, and their societal impact. Topics include free and open-source software, the network information economy, peer production, and the gig economy. It also explores new media literacies like performance, appropriation, multitasking, and collective intelligence. Furthermore, it touches on technological determinism, hot and cool media, machinima, and McLuhan's theories. The document also explores networked gatherings, mass media 2.0, avatars, and virtual world experiences, highlighting the shift from virtual to real engagement. It discusses participatory culture, play, simulation, affiliations, expressions, collaborative problem-solving, and circulations, emphasizing opportunities and challenges in the digital age.

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2024/2025

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CCT109 Midterm Exam Questions and
Answers
Software that anyone is freely licensed to use, copy, study, and change the software in
any way, and the source code is openly shared so that people are encouraged to
voluntarily improve the design of the software. - ANS-free and open source software
Technologies, such as the Internet, that blur the line between media sources and create
new opportunities for the dissemination of news and other information - ANS-new media
A new model of production has taken root; one that should not be there, at least
according to our most widely held beliefs about economic behaviour. It should not, the
intuitions of the late-twentieth-century American would say, be the case that thousands
of volunteers will come together to collaborate on a complex economic project - ANS-
Network information economy
A system of production, distribution, and consumption of information goods
characterized by decentralized individual action carried out through wildly distributed,
nonmarket means that do not depend on market strategies. - ANS-industrial model
structured to enable action that is not based on exclusive control over the resources
necessary for action. - ANS-Commons/cybercommons
when users work, often collaboratively, to create content and provide services - ANS-
Peer Production
A good that can be used by all people at no additional cost per additional consumer.
Each additional consumer does not change the supply of the good/service - ANS-
Nonrival Public Goods
a labor market characterized by the prevalence of short-term contracts or freelance
work as opposed to permanent jobs. - ANS-gig economy
Every grown-up has the right to do a job, to a fair wage for their work, and to join a trade
union. - ANS-Workers rights
The breakdown of traditional forms of professional training and socialization that might
prepare young people for their increasingly public roles as media makers and
community participants. - ANS-The ethics challenge
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CCT109 Midterm Exam Questions and

Answers

Software that anyone is freely licensed to use, copy, study, and change the software in any way, and the source code is openly shared so that people are encouraged to voluntarily improve the design of the software. - ANS-free and open source software Technologies, such as the Internet, that blur the line between media sources and create new opportunities for the dissemination of news and other information - ANS-new media A new model of production has taken root; one that should not be there, at least according to our most widely held beliefs about economic behaviour. It should not, the intuitions of the late-twentieth-century American would say, be the case that thousands of volunteers will come together to collaborate on a complex economic project - ANS- Network information economy A system of production, distribution, and consumption of information goods characterized by decentralized individual action carried out through wildly distributed, nonmarket means that do not depend on market strategies. - ANS-industrial model structured to enable action that is not based on exclusive control over the resources necessary for action. - ANS-Commons/cybercommons when users work, often collaboratively, to create content and provide services - ANS- Peer Production A good that can be used by all people at no additional cost per additional consumer. Each additional consumer does not change the supply of the good/service - ANS- Nonrival Public Goods a labor market characterized by the prevalence of short-term contracts or freelance work as opposed to permanent jobs. - ANS-gig economy Every grown-up has the right to do a job, to a fair wage for their work, and to join a trade union. - ANS-Workers rights The breakdown of traditional forms of professional training and socialization that might prepare young people for their increasingly public roles as media makers and community participants. - ANS-The ethics challenge

a set of cultural competencies and social skills that young people need in the new media landscape. Participatory culture shifts the focus of literacy from individual expression to community involvement. Almost all involve social skills developed through collaboration and networking. These skills build on the foundation of traditional literacy and research, technical, and critical-analysis skills learned in the classroom. - ANS-New Media Literacies The ability to adopt alternative identities for the purpose of improvisation and discovery.

  • ANS-Performance The ability to meaningfully sample and remix media content. - ANS-Appropriation The ability to scan the environment and shift focus onto salient details. - ANS- Multitasking The ability to interact meaningfully with tools that expand mental capacities. - ANS- distributed cognition The ability to pool knowledge and compare notes with others toward a common goal. - ANS-Collective intelligence The ability to evaluate the reliability and credibility of different information sources. - ANS-Judgment The ability to follow the flow of stories and information across multiple modalities. - ANS-transmedia navigation The ability to search for, synthesize, and disseminate information. - ANS-Networking The ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms. - ANS-Negotiation A belief that postulates that institutions, societies, culture and economics undergo change (predominantly, or entirely) as the result of developments in technology. - ANS- technological determinism A hot medium is one that extends one single sense in "high definition." High definition is the state of being well filled with data. A photograph is, visually, "high definition." A cartoon is "low definition," simply because very little visual information is provided. Telephone is a cool medium. or one of low definition, because the ear is given a meager amount of information. Speech is a cool medium of low definition, because so little is given and so much has to be filled in by the listener. On the other hand, hot media do not leave so much to be filled in or completed by the audience.

visualization and a sense of inhabiting space together, the virtual world offered everyday media users an experience that was neither entirely virtual nor real but vividly actual. Despite appearances, the members of the dinner party were not so much exhibiting antisocial behavior as intensified hyper social behavior. - ANS-The Actual a culture with relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing creations, and some type of informal mentorship whereby experienced participants pass along knowledge to novices. - ANS-Participatory Culture The capacity to experiment with the surroundings as a form of problem solving. - ANS- play The ability to interpret and construct dynamic models of real-world processes. - ANS- simulation Memberships, formal and informal, in online communities centered around various forms of media, such as Friendster, Facebook, Myspace, message boards, metagaming, or game clans. - ANS-affiliations Producing new creative forms, such as digital sampling, skinning and modding, fan videos, fan fiction, zines, or mashups - ANS-expressions Working together in teams, formal and informal, to complete tasks and develop new knowledge, such as through Wikipedia, alternative reality gaming, or spoiling - ANS- collaborative problem solving Shaping the flow of media, such as podcasting or blogging. - ANS-circulations A growing body of scholarship suggests potential benefits from these forms of participatory culture, including opportunities for peer-to-peer learning, a changed attitude toward intellectual property, the diversification of cultural expression, the development of skills valued in the modern workplace, and a more empowered conception of citizenship. Access to this participatory culture functions as a new form of the hidden curriculum, shaping which youths will succeed and which will be left behind as they enter school and the workplace. - ANS-Opportunity having acquired knowledge or skill on one's own initiative rather than through formal instruction or training. - ANS-self-taught The unequal access to the opportunities, experiences, skills, and knowledge that will prepare youths for full participation in the world of tomorrow. - ANS-the participation gap The challenges young people face in learning to recognize the ways that media shape perceptions of the world. - ANS-The transparency problem

Perhaps it was Rosedale's seamless over-lapping of dinner-party banter and his role as master of virtual ceremonies that best demonstrated this peculiarly contemporary paradox—he was actually in two places at once. Here was a magic trick I wanted to understand. A virtual world exists on a computer server, or, a series of servers configured to allow many people to simultaneously access the same information. The network effect of a virtual world allows real-time interactions among the players. This means we can have synchronous conversations and direct feedback. - ANS-Real-Time takes place in the imaginations one must read through descriptions of fellow players and the context. In graphical worlds, the computer network generates an image that everyone can see. - ANS-Visualization How we got to the Lessig reading, that is, the technical infrastructure that enabled this rich graphic environment, was secondary. On the user's end, the only stipulation for being there was a robust Internet connection and a Second Life account which, at the minimum level of participation, is free. - ANS-Affordances This gathering made clear three traits of networked media that I came to see across the different platforms I investigated: Communication Community collaborative systems - ANS-C I argue that the networked tools available for everyday use provide technological affordances of real-time connectivity and visualization that have not been previously available. The adoption of the technologies and their integration into the fabric of daily life reflect new behaviours of engagement that we have created. I am not arguing for a technological determinism where the platform makes the user. Rather, I am suggesting a combinatory practice where platform design influences types of use and users influence the platform design. - ANS-Networked Platforms The cross/combination between real physical life and virtual life - ANS-X-reality offers to extend the boundaries of participation. Increasingly, we have the ability to work together at the same time, no matter where we are, and, in a single visualized space. - ANS-Networked Generations the viewing of the physical world with computer-generated layers of information added to it - ANS-augmented reality Avatars came to the Second Life reading because Lessig's work in the real world resonated for participants in the virtual one. They had not left the material world to forget about the lives they lead. In fact, they had gathered in a virtual space to better converse on worldly issues. - ANS-Real Place