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Assignment #1: Quickstart to Creating Google Cardboard Apps with Unity
CMSC 234/334 Mobile Computing Chien, Winter 2016 Assignment #1: Quickstart to Creating Google Cardboard Apps with Unity Released Date: Tuesday January 5, 2016 Due Date: Friday January 8, 2016, 1:30pm ~ 6:00pm Checkoff Location: Outside CSIL 4 in Crerar. How to Complete Assignment: Yun Li will be available for assignment “checkoff” Friday 1/8, 1:306:00pm, outside CSIL 4 in Crerar. Checkoffs are individual, everyone should come with their own computer and mobile device, build the game using their computer and mobile device(s) and then show the game on the mobile device(s). Please signup immediately for 10minute checkout slot here: https://docs.google.com/a/uchicago.edu/spreadsheets/d/1PbHuZdTEQTHrTq6uTz837WYx t_N8eoZs8QqQAZF_Ma8/edit?usp=sharing Google provides two Cardboard SDKs, one for Android SDK and one for Unity SDK. Android SDK is used for Android Studio. If we want to develop Google Cardboard apps with 3D models in Android Studio, we need to deal with OpenGL ES, this interface provides detailed control for power users. Given the short time frame for this class, we will focus on use of the higher level Unity interface for quick development of VR apps. However, you may choose to use this in your projects. The Unity SDK can be used to develop VR apps for Android and iOS platforms1 with Unity. For the class, we will use Android. Unity is a development platform for creating multiplatform 3D and 2D games and interactive experiences. It is designed to deal with 3D models directly and easily. In this class, Unity 5 is used as the development environment. -
Location-Based Mobile Games
LOCATION-BASED MOBILE GAMES Creating a location-based game with Unity game engine LAB-UNIVERSITY OF APPLIED SCIENCES Engineer (AMK) Information and Communications Technology, Media technology Spring 2020 Samuli Korhola Tiivistelmä Tekijä(t) Julkaisun laji Valmistumisaika Korhola, Samuli Opinnäytetyö, AMK Kevät 2020 Sivumäärä 28 Työn nimi Sijaintipohjaisuus mobiilipeleissä Sijaintipohjaisen pelin kehitys Unity pelimoottorissa Tutkinto Tieto- ja viestintätekniikan insinööri. Tiivistelmä Tämän opinnäytetyön aiheena oli sijaintipohjaiset mobiilipelit. Sijaintipohjaiset mobiili- pelit ovat pelien tapa yhdistää oikea maailma virtuaalisen maailman kanssa ja täten ne luovat yhdessä aivan uuden pelikokemuksen. Tämä tutkimus syventyi teknologiaan ja työkaluihin, joilla kehitetään sijaintipohjaisia pelejä. Näihin sisältyy esimerkiksi GPS ja Bluetooth. Samalla työssä myös tutustuttiin yleisesti sijaintipohjaisten pelien ominaisuuksiin. Melkein kaikki tekniset ratkaisut, jotka oli esitetty opinnäytetyössä, olivat Moomin Move peliprojektin teknisiä ratkaisuja. Opinnäytetyön tuloksena tuli lisää mahdolli- suuksia kehittää Moomin Move pelin sijaintipohjaisia ominaisuuksia, kuten tuomalla kamerapohjaisia sijaintitekniikoita. Asiasanat Unity, sijaintipohjainen, mobiilipelit, GPS, Bluetooth Abstract Author(s) Type of publication Published Korhola, Samuli Bachelor’s thesis Spring 2020 Number of pages 28 Title of publication Location-based mobile games Creating a location-based game with the Unity game engine Name of Degree Bachelor of Information and Communications -
'Context Collapse'
Social Media as Practices: an Ethnographic Critique of ‘Affordances’ and ‘Context Collapse’. Elisabetta Costa, Assistant professor, Department of Media and Journalism, University of Groningen, the Netherlands. Honorary Research Fellow at UCL Department of Anthropology, London, UK. Working papers for the EASA Media Anthropology Network’s 60th e- Seminar. http://www.media-anthropology.net/ Abstract Drawing on data gathered during ethnographic fieldwork in Mardin, a medium-sized town in southeast Turkey, this paper examines people’s production of different online social spaces. The paper shows that social media users actively appropriate online platforms and change privacy settings in order to keep different social spheres and social groups apart. Social media users actively mould online social environments that largely resemble those existing in the offline world. Keeping different online social contexts divided from one another is the taken for granted way of using social media in Mardin. By contrast, social media scholars have extensively discussed the effects of social media in terms of context collapse (among others see Marvin 2013; Marwick and Boyd 2011; Marwick and Ellison 2012; Vitak 2012; Wesch 2008, 2009). This in turn has been described as a consequence of platform’s architecture and affordances. This paper shows that the theory of context collapse does not account for the uses of social media in Mardin. It demonstrates that the concept of affordance has been largely used to describe “intrinsic” properties of a platform and its architecture, which are instead the results of pattern of usage within Anglo-American contexts. The paper concludes by suggesting the importance of considering social media as an open set of situated practices, rather than architectures provided with unchangeable and intrinsic properties. -
From Global Village to Identity Tribes: Context Collapse and the Darkest Timeline
Media and Communication (ISSN: 2183–2439) 2021, Volume 9, Issue 3, Pages 16–24 https://doi.org/10.17645/mac.v9i3.3930 Article From Global Village to Identity Tribes: Context Collapse and the Darkest Timeline Marco Bastos School of Information and Communication Studies, University College Dublin, Ireland; E‐Mail: [email protected] Submitted: 15 December 2020 | Accepted: 2 May 2021 | Published: 23 July 2021 Abstract In this article we trace the development of two narratives describing social media that informed much of internet schol‐ arship. One draws from McLuhan’s axiom positing that communication networks would bring forth a ‘global village,’ a deliberate contradiction in terms to foreground the seamless integration of villages into a global community. Social media would shrink the world and reshape it into a village by moving information instantaneously from any location at any time. By leveraging network technology, it would further increase the density of connections within and across social commu‐ nities, thereby integrating geographic and cultural areas into a village stretching across the globe. The second narrative comprises a set of metaphors equally inspired by geography but emphasizing instead identity and tribalism as opposed to integration and cooperation. Both narratives are spatially inspired and foreground real‐world consequences, either by supporting cooperation or by ripping apart the fabric of society. They nonetheless offer opposing accounts of commu‐ nication networks: the first is centered on communication and collaboration, and the second highlights polarization and division. The article traces the theoretical and technological developments driving these competing narratives and argues that a digitally enabled global society may in fact reinforce intergroup boundaries and outgroup stereotyping typical of geographically situated communities. -
A Method to Analyze Multiple Social Identities in Twitter Bios
A Method to Analyze Multiple Social Identities in Twitter Bios ARJUNIL PATHAK, University at Buffalo, USA NAVID MADANI, University at Buffalo, USA KENNETH JOSEPH, University at Buffalo, USA Twitter users signal social identity in their profile descriptions, or bios, in a number of important but complex ways that are not well-captured by existing characterizations of how identity is expressed in language. Better ways of defining and measuring these expressions may therefore be useful both in understanding howsocial identity is expressed in text, and how the self is presented on Twitter. To this end, the present work makes three contributions. First, using qualitative methods, we identify and define the concept of a personal identifier, which is more representative of the ways in which identity is signaled in Twitter bios. Second, we propose a method to extract all personal identifiers expressed in a given bio. Finally, we present a series of validation analyses that explore the strengths and limitations of our proposed method. Our work opens up exciting new opportunities at the intersection between the social psychological study of social identity and the study of how we compose the self through markers of identity on Twitter and in social media more generally. CCS Concepts: • Applied computing Sociology; Additional Key Words and Phrases: Twitter, self-presentation, social identity, computational social science ACM Reference Format: Arjunil Pathak, Navid Madani, and Kenneth Joseph. 2018. A Method to Analyze Multiple Social Identities in Twitter Bios. J. ACM 37, 4, Article 111 (August 2018), 35 pages. https://doi.org/10.1145/1122445.1122456 1 INTRODUCTION A social identity is a word or phrase that refers to a particular social group (e.g. -
Co-Constructing a Participatory Brand: the Affordances of Live
CO-CONSTRUCTING A PARTICIPATORY BRAND: THE AFFORDANCES OF LIVE STREAMING FOR SOCIAL MEDIA ENTREPRENEURSHIP by COLTEN MEISNER Bachelor of Science, 2017 Texas Christian University Fort Worth, TX Submitted to the Graduate Faculty of the Bob Schieffer College of Communication Texas Christian University in partial fulfillment of the requirements for the degree of Master of Science May 2019 ACKNOWLEDGMENTS Any gratitude I could express here would be inadequate for the six years of mentorship I have been afforded at TCU. These acknowledgments reach far beyond my thesis project, albeit the capstone experience of a master’s student. First, I must thank my tremendously gifted advisor, Dr. Andrew Ledbetter. From the moment I asked you to serve as my chair, you have provided boundless support for this project, despite it resting outside of your methodological expertise. Your steadfast commitment propelled me through the more difficult parts of this process. I can only hope to be the advisor and scholar that you are; thank you for providing that example in these early years of my academic career. Next, I want to thank my committee members, Dr. Amorette Hinderaker and Dr. Chip Stewart. Amorette, you are undoubtedly the reason I am in graduate school and pursuing academic research. Thank you for being my superstar collaborator, ally, and friend. Chip, I am truly indebted to you for joining a project outside of your department and contributing insights that have shaped it in meaningful ways. I also wish to thank some other members of the Department of Communication Studies at TCU who have been essential to my success in graduate school. -
Context Collapse!
https://doi.org/10.48009/4_iis_2016_167-177 Issues in Information Systems Volume 17, Issue IV, pp. 167-177, 2016 SOCIAL MEDIA IMPLOSION: CONTEXT COLLAPSE! Debra J. Borkovich, Robert Morris University, [email protected] Jennifer Breese, Middle GA State University, [email protected] ABSTRACT According to Facebook (2016), “context collapse,” the decline of personal and original content sharing on its social media site, is on the rise. “Context collapse” refers to an infinitely possible online audience contrasted to the limited groups a person normally interacts with face-to-face. This paper explores the construct of “context collapse,” its historical underpinnings, and its current influence and application to the implosion of social media. Through the interpretation of pre-existing literature and interviews with adult Facebook users, we argue that “context collapse” is not merely a new concept introduced by Facebook to justify its current dilemma, but has existed in popular parlance since 2008. We further learned that other social-cultural factors contributed to Facebook’s “context collapse,” such as the decline of traditional anthropological kinship relationships of family and close friends; rapid acceleration of online (and often anonymous) virtual relationships; and exacerbated privacy and security concerns regarding social media platforms. Keywords: Context Collapse, Facebook, Social Media, Privacy, Trust, Naïveté, Skepticism INTRODUCTION In the Spring of 2016, Facebook announced that the construct of “context collapse” was the cause of a decline in people sharing original, personal content, the fuel that helps power the money machine at the heart of its social network (Frier, 2016). According to Facebook (Sunstein, 2016), overall sharing remains strong; however, as users’ lists of “friends” grows exponentially, people are less willing to post updates about their lives. -
Challenge 5 Whack-A-Food
1 Challenge 5 Whack-a-Food Challenge Put your User Interface skills to the test with this whack-a-mole-like challenge Overview: in which you have to get all the food that pops up on a grid while avoiding the skulls. You will have to debug buttons, mouse clicks, score tracking, restart sequences, and difficulty setting to get to the bottom of this one. Challenge - All of the buttons look nice with their text properly aligned Outcome: - When you select a difficulty, the spawn rate changes accordingly - When you click a food, it is destroyed and the score is updated in the top-left - When you lose the game, a restart button appears that lets you play again Challenge In this challenge, you will reinforce the following skills/concepts: Objectives: - Working with text and button objects to get them looking the way you want - Using Unity’s various mouse-related methods appropriately - Displaying variables on text objects properly using concatenation - Activating and deactivating objects based on game states - Passing information between scripts using custom methods and parameters Challenge - Open your Prototype 5 project Instructions: - Download the "Challenge 5 Starter Files" from the Tutorial Materials section, then double-click on it to Import - In the Project Window > Assets > Challenge 5 > Instructions folder, use the "Challenge 5 - Outcome” video as a guide to complete the challenge © Unity 2019 Challenge 5 - Whack-a-Food 2 Challenge Task Hint 1 The difficulty buttons Center the text on the buttons If you expand one of the -
Twitter Users, Context Collapse, and the Imagined Audience
Article new media & society 13(1) 114–133 I tweet honestly, I tweet © The Author(s) 2010 Reprints and permission: passionately: Twitter users, sagepub.co.uk/journalsPermissions.nav DOI: 10.1177/1461444810365313 context collapse, and the nms.sagepub.com imagined audience Alice E. Marwick New York University, USA danah boyd Microsoft Research, USA Abstract Social media technologies collapse multiple audiences into single contexts, making it difficult for people to use the same techniques online that they do to handle multiplicity in face-to-face conversation. This article investigates how content producers navigate ‘imagined audiences’ on Twitter. We talked with participants who have different types of followings to understand their techniques, including targeting different audiences, concealing subjects, and maintaining authenticity. Some techniques of audience management resemble the practices of ‘micro-celebrity’ and personal branding, both strategic self-commodification. Our model of the networked audience assumes a many- to-many communication through which individuals conceptualize an imagined audience evoked through their tweets. Key words audience, context, identity, micro-celebrity, self-presentation, social media, Twitter Introduction We present ourselves differently based on who we are talking to and where the conversa- tion takes place – social contexts like a job interview, trivia night at a bar, or dinner with a partner differ in their norms and expectations. The same goes for socializing online. Corresponding author: Alice E. Marwick, 239 Greene Street 7th Floor, New York, NY 10003, USA. Email: [email protected] Downloaded from nms.sagepub.com at FORDHAM UNIV LIBRARY on September 15, 2013 Marwick and boyd 115 Participants have a sense of audience in every mediated conversation, whether on instant messenger or through blog comments. -
Exploring the Rights, Preferences, and Experiences of Child Participants in Research in Digital Environments
Privacy on their terms: Exploring the rights, preferences, and experiences of child participants in research in digital environments. Julian Burton Independent Scholar Abstract Respecting participants' privacy rights is a vital component of research ethics, but conventional practices in this area may falter when research focuses on groups whose experiences and concerns diverge from those deemed normative, or when the experiences take place in novel environments where information flows and functions in unexpected ways. This article examines the specific example of research with young people in digital social spaces, discussing how online youth communities construct and maintain privacy and arguing that choices regarding research practices should be made in response to contextualized understandings of the perspectives, practices, and experiences at play in specific digital spaces. Keywords: research ethics, digital research, methodology, youth research, childhood studies 2018 Canadian Journal of Children’s Rights Background Ethical guidelines in research exist to protect the well-being of participants and the integrity of research observations and conclusions. Privacy figures on both sides of this equation: on one hand, breaches of participants' privacy may cause serious harm to individual participants; on the other, the perceived danger of such breaches can shape people's responses and willingness to participate in research at all, potentially creating blind spots in research and skewing results. What is demanded by good research ethics often depends on how the subjects of research are fundamentally constructed and understood. Historically, children and young people have been viewed by academia (as by society) as vulnerable, incompetent, irrational, and unreliable. Framings of research ethics in the context of childhood have reflected such prejudices. -
Critical Thinking and Problem-Solving for the 21St Century Learner Table of Contents
Educator’s Voice NYSUT’s journal of best practices in education Volume VIII, Spring 2015 Included in this issue: Welcome from Catalina R. Fortino Critical Thinking and Inquiry-Based Learning: Preparing Young Learners for the Demands of the 21st Century Problem-Solving for the Developing Mathematical Thinking in the 21st Century 21st Century Learner How Modes of Expression in the Arts Give Form to 21st Century Skills 21st Century Real-World Robotics In this issue … Authors go beyond teaching the three R’s. Critical thinking and problem- “Caution, this will NOT be on the test!” Expedition Earth Science solving for the 21st century learner means preparing students for a global Prepares Students for society that has become defined by high speed communications, complex the 21st Century and rapid change, and increasing diversity. It means engaging students to use multiple strategies when solving a problem, to consider differing Engaging Critical Thinking Skills with Learners of the Special Populations points of view, and to explore with many modalities. Music Performance Ensembles: This issue showcases eight different classrooms teaching critical thinking A Platform for Teaching through inquiry and expedition, poetry and music. Authors investigate the 21st Century Learner ways to make teaching and learning authentic, collaborative and hands- on. Students learn to problem solve by building working robots and go What is L.I.T.T.O.? Developing Master Learners beyond rote memorization in math through gamification. Early learners in the 21st Century Classroom use art to generate their own haiku, or journals to document their experi- ences with nature, and high school students learn earth science through Glossary outdoor investigations. -
A Simple Technique for Modeling Terrains Using Contour Maps
2012 16th International Conference on Information Visualisation A Simple Technique for Modeling Terrains Using Contour Maps José Anibal Arias, Roberto Carlos Reyes, Antonio Razo Universidad Tecnológica de la Mixteca, Universidad de las Américas - Puebla {[email protected], [email protected], [email protected]} Abstract 2. Related work In this paper we describe a simple modeling technique used to create precise and complex digital In most applications, the procedure to digitally terrains models using contour maps. As a case study we generate a terrain is based in grayscale elevation maps. use the terrain of the “Monte Albán” archeological site, In these maps lighter tones generally represent areas with located in the Mexican state of Oaxaca. We employ the increased altitude. This type of procedure is technique with a simple contour map to obtain a realistic recommended for scale models including local tridimensional terrain model that includes the four main measurements. It produces a surface where we can place hills of the site. different objects and apply textures to achieve realistic terrain representations. Keywords--- 3D Modeling, GIS, Archaeological There are more complex and detailed models that reconstruction. can even be georeferenced (i.e. associated with a spatial reference system) to show the location of the model on the earth’s surface at a given scale. These models are based on field measurements, remote sensing or 1. Introduction restitution. The input formats can range from point clouds, data generated by the LIDAR sensor, contours There are several different approaches to represent a generated by stereoscopic aerial orthophotos restitutions, 3D digital terrain. These depend largely on the available until GRID format with regular elevations in space.