#MyCuriosity BCM212 – The Student Experience

BCM212, Uncategorized

BCM212 TOPIC: The student experience: how does full-time study affect the social aspects of your life.

Do you think that it is important to have an equal study/social life balance? My BCM212 topic will focus on how full-time study can have an impact on your life outside of university regarding friendships and relationships. I want to know if students believe having a social life is as important to maintaining a healthy life while studying full-time, or is it best to focus more on study.

I strongly believe that maintaining your friendships during your periods of study is incredibly important but I have also understood that some people don’t feel the same way. Many of my personal relationships have suffered during the university semester period as we have become focused on our own worlds. From my understanding and my own personal student experience I have learnt that most students have different perspectives on their issues and I want to understand more about them.

Let me give you an example of different opinions regarding this topic;

As a full-time Uni student I tend to spent 2-3 days at the University. I also work 3-4 days a week. I like to spend one of my free days to catch up on some study. However, I also like to save my nights and one day a week to go out and forget about Uni life for a bit. Social relationships are incredibly important to me as they give me a reason to enjoy myself and my time as someone who is in their early 20’s. Studying is important to me but so is my mental health and maintaining a social life has allowed me to feel more balanced in life. However, I know a friend who is the complete opposite to me. I only see her one a month because she will put all her energy into her study and is constantly stressed about it. She wishes that she had more time to see us yet doesn’t do anything to balance her social life with study. What I want to learn is how students cope with their social relationships during the semester and of how much importance they believe it is compared to study alone.

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Does digital communication affect relationships?

BCM241, Uncategorized

Can texting habits be seen as a compatibility trait? Especially in newly progressive relationships, can ignoring messages be seen as a ‘red flag’. Or, is it just the “pandemic of over-communication that’s led to an absence of intimacy” (The Politician, 2019).

Check out my video to find out more:

Sources:

Brian A. Hoey, PHD. 2019. What is Ethnography?. Available at: https://brianhoey.com/research/ethnography/. [Accessed 30 September 2019].

BusinessDictionary. 2019. Demographic Factors. Available at: http://www.businessdictionary.com/definition/demographic-factors.html. [Accessed 8 October 2019].

Buzzfeed. 2016. Are Your Texting Habits Actually Weird?. Available at: https://www.buzzfeed.com/alicemongkongllite/how-basic-are-your-texting-habits. [Accessed 10 November 2019].

Chapman, G. 2019. The 5 Love Languages; The Five Love Languages Defined. Available at: https://www.5lovelanguages.com/2018/06/the-five-love-languages-defined/. [Accessed 2 October 2019].

Coyne et.al, 2018. I just text to say I love you: Partner similarity in texting and relationship satisfaction. Computers in Human Behaviour, [Online]. 78, 126-132. Available at: https://www-sciencedirect-com.ezproxy.uow.edu.au/science/article/pii/S0747563217305125 [Accessed 10 November 2019].

HigherEdJobs. 2017. Why More Colleges Are Using Social Media to Recruit Students. Available at: https://www.higheredjobs.com/articles/articleDisplay.cfm?ID=1393. [Accessed 10 November 2019].

J. Pettigrew. 2009. Text messaging and connectedness within close interpersonal relationships. Marriage and Family Review, 45 (6–8), pp. 697-716. [Accessed 10 November 2019].

Medium. 2018. Communication at Pernix. Available at: https://medium.com/@dvelasquez/communication-at-pernix-81fcb7f074cc. [Accessed 10 November 2019].

N. Brody, J. Peña. 2015. Equity, relational maintenance, and linguistic features of text messaging. Computers in Human Behavior, 49, pp. 499-506. [Accessed 10 November 2019].

Our World in Data. 2019. The rise of social media. Available at: https://ourworldindata.org/rise-of-social-media. [Accessed 9 October 2019].

The Politician, 2019. Ian Brennan, Brad Falchuk, Ryan Murphy, United States

SoundCloud. (2016). Pingu63. Nintendo Wii – Mii Channel Theme. 2016. Available from: https://soundcloud.com/user-861152409/nintendo-wii-mii-channel-theme [Accessed: 10 November 2019].

SlideShare. 2015. Technologically/Computer Mediated Communication. Available at: https://www.slideshare.net/aabidzafar/technologically-mediated-communication. [Accessed 10 November 2019].

Vinney, C. 2019. ThoughtCo.: What Is Uses and Gratifications Theory? Definition and Examples. [ONLINE] Available at: https://www.thoughtco.com/uses-and-gratifications-theory-4628333. [Accessed 2 October 2019].

BCM215 Contextual Essay

BCM215, Uncategorized

Using movement and non-movement-based video games to train professional athletes

I created my digital artefact to explore the possibility of using video games as a form of training in the professional environment. Sport-related video games, such as Madden NFL, NBS and MVP Basketball – to name a few – are increasingly popular in the community. Virtual Reality (VR) has additionally become more accessible, and with proper research conducted by STRIVR, we can determine the future possibility of using gaming as a form of professional training. I additionally wanted to break the couch-potato stereotype that video games are tied to, especially now that more research is being made on this topic.

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My digital artefact is presented as two short podcasts. The first one explores movement-based video games focusing on Virtual Reality as a training tool for professional athletes. The second podcast notes the skills that can be obtained through non-movement based sport-related video games and how these skills can be transferred into the real-life games.

My structuralist approach allows me to look at the material elements such as the gameplay which in turn allows me the look into how gameplay can have an impact on game skill and therefore skill in the real-life environment.

I implemented an analytical framework into my digital artefact, focusing on 3 critical frames:

Spatiality

As I focused on both non-movement based and movement-based video games in my podcasts, I explored multiple platforms that players can use to access these games e.g. PlayStation, Xbox and Virtual Reality modes. However, these sport-based games (depending on when released and who released them) can be accessed on multiple platforms from PC’s to mobile devices.

Modality

Sport-related video games are their own genre in the Esports gaming list. The games that I have explored such as Madden are team-based games – just like their real-life inspirations. Therefore, these games can be used in either single-player or multiplayer modes. Either way; it is the individuals themselves that are obtaining the skills that come with playing video games. Multiplayer mode may be more useful in the fact that you are opposing a real-life gamer rather than a computer.

Technical Strata – Development Context

I delve quite deep into how new technology is being implemented into athletes professional training, including new media such as virtual reality which has only been developed quite recently. I also note how realism in our gaming (which has improved over time with new technology) can lead to a better understanding of the game when played professionally in the real athletic environment.

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I obtained my research through both academic journals and blog posts as more research is now coming to light regarding video games and their positive benefits. I wanted to make sure that these journals were relevant in breaking the couch potato stereotype by notice the scientifically proven benefits behind playing these games e.g. benefits in reaction time, memory and coordination etc. I also researched companies that were invested in using gaming equipment e.g. virtual reality to prep professional athletes for competition. An example of this is STRIVR – which I mention in podcast 1.

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Breaking the couch potato stereotype

My podcasts are the equivalent of 1024 words. I chose to use an audio format (short podcast) because I wanted to explore a different media format that I had never used before. This was also an idea based on my feedback from my peers in the pitch and the beta as originally I was going to create two blog posts. I also believe that podcasts are easier to process at times and can be used while multitasking. These podcasts are suitable for individuals who are interested in the benefits of video games on their athletic capacities. Professional or not – individuals play certain sports because that is what they enjoy to do, so incorporating another ‘hobby’ that they enjoy into their training schedules will not only add more job but allow the individuals to reap the benefits e.g. strengthening their skill set.

Overall, I believe that my project was successful in concluding that video games do have a significant benefit in training for sport, and have already been implemented to some degree in the professional world already. As much as I wanted to include more information and more example, I had a word count limitation and therefore did not delve as deep as I would have liked.

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Virtual Reality as a new form of training

You can access my two podcasts by clicking here

The internet of things: from networked objects to anticipatory spaces

BCM206, Uncategorized

“In simple terms, the IoT stands for the connection of usually trivial material objects to the internet – ranging from tooth brushes, to shoes or umbrellas” (Mitew, T. 2014).

We could describe the regular household as a representation of the impact of “The Internet of Things,” which is a term to describe the “ability to transfer data over a network without requiring human-to-human or human-to-computer interaction” (Wikipedia. 2019).

Companies are now single-handedly using the IoT as an advantage to connect households with multiple devices from the same brand.

Chet Pipkin, the CEO and founder of Belkin has a very positive outlook on the future of connecting technologies in the house, stating “The world is made up of trillions of things — cars, planes, jet engines, exercise equipment, the items on my desk. And then there’s the Internet. This category is about all of these things and the Internet, as we know it, coming together. Anything I can do over the Internet blended with my things” (Forbes, 2014).

As technology becomes more and more integrated into our networked home, we find that everything can be connected, making home-life just a little bit more easy to control. Is that such a bad thing?

Remediation:

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References:

Forbes. 2014. Everything Is Connected: What ‘The Internet Of Things’ Means Now. Available at: https://www.forbes.com/sites/lorikozlowski/2014/04/23/everything-is-connected-what-the-internet-of-things-means-now/#372912f725a1. [Accessed 1 September 2019].

Mitew, T. (2014) ‘Do Objects Dream of an Internet of Things?’, Fibreculture Journal, 2014 (23), 1-25.
http://twentythree.fibreculturejournal.org/fcj-168-do-objects-dream-of-an-internet-of-things/

Wikipedia. 2019. Internet of Things. Available at: https://en.wikipedia.org/wiki/Internet_of_things. [Accessed 1 September 2019].

Dark fiber: hackers, botnets, cyberwar

BCM206, Uncategorized

The phenomena of hacking and cybercrime from their origins in the very beginning of the internet have grown exponentially. The future trajectory of cyberwarfare has us all concerned about the safety of our private information.

Hackers:

Hackers are individuals who without authorization use their skills to break into your computer system and collect and destroy information or install dangerous malware without your consent.

Botnets:

Botnets can be used to steal data, send spam, and allows the attacker to access the device and its connection. A ‘malicious’ botnet refers to when it can use illegal and dangerous coding to hack your machine. It can also be known as a “spider”, as it crawls the internet looking for holes in security to exploit. (Norton, 2019).

Ways that we can ultimately improve our privacy online from hackers and botnets include:

  1. Check your social privacy settings
  2. Don’t use public storages for private information
  3. Evade tracking
  4. Keep your main e-mail address and phone number private
  5. Use messaging apps with end-to-end encryption
  6. Use secure passwords
  7. Review permissions for mobile apps and browser extensions

(Kaspersky Daily, 2019).

Remediation: 

My remediation is a youtube clip on the dangers of botnets, including tips on how to improve your privacy online:

References:

Norton. 2019. What is a botnet?. Available at: https://au.norton.com/internetsecurity-malware-what-is-a-botnet.html. [Accessed 8 October 2019].

Kaspersky Daily. 2019. 10 tips to improve your Internet privacy. vailable at: https://www.kaspersky.com/blog/privacy-ten-tips-2018/23022/. [Accessed 8 October 2019].

Digital resistance: hacktivists, whistleblowers, #AfterSnowden

BCM206, Uncategorized

What was the Wikileaks case?

Wikileaks is an organisation founded by Julian Assange that anonymously leaked information that was regarded secret through its website.
Some information that was leaked included internal documents from the Church of Scientology, leaked emails from Sarah Palin and classified military videos.
A former Army intelligence analyst by the name of Chelsea Manning was convicted and sentenced to 35 years in prison for violating the Espionage Act in 2013.

Digital resistance online

WikiLeaks ‘‘established a powerful brand identity as a technologically sophisticated service capable of distributing purloined data anonymously and publicizing its release.’’ (Fenster, 2011, p.7).
This use of global information networks for political retribution explores the ways in which we can use global online networks for purposes other than communication. It can be used for political digital resistance that can ultimately enforce change in our governments and in our social systems.
Remediation:
My remediation this week is a play on words – exploring how leaking information online can have a global impact.
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References:
CNN. 2019. WikiLeaks Fast Facts. Available at: https://edition.cnn.com/2013/06/03/world/wikileaks-fast-facts/index.html. [Accessed 30 September 2019].
Fenster, M. (2011, 28 March). Disclosure’s effects: WikiLeaks and transparency. SSRN Working Paper Series. Accessed 28 May 2013 from http://ssrn.com/abstract=1797945. [Accessed 30 September 2019].

BETA COMMENTS

BCM215, Uncategorized

Blog Post 1: Anh Thi

Link: https://mokxii.wordpress.com/2019/09/20/exploring-communicating-affect-of-lovers-in-a-dangerous-spacetime/

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I contributed to this post by giving constructive feedback as well as an additional source that they could possibly use for their research. I actively engaged by watching her video, reading about her analytical framework and providing further research. My suggestion to consider reviews as a form of secondary research will hopefully offer her the change to obtain different perspectives by users who play the game. I also offered her the possibility of focusing more on the relevant fractions of the analytical framework in order to properly answer her thesis question – which I hope is a useful suggestion. I could have provided more feedback if I was an active gamer of ‘Lovers in a Dangerous Spacetime’, however, I had never heard of the game till now. At least I learnt something new, which is what I got out of this experience!

Blog Post 2: Isaac

Link: https://fuze.design/blog/sound-or-emotion-an-update/

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Isaac has a very interesting topic involving the research of sounds in gaming, which I found very interesting! I contributed by providing a couple of sources that I thought would be helpful to understand the different kinds of sounds that can be edited to make gaming more realistic (or unrealistic/futuristic). I noted his change of approaches and made sure to check that he isn’t giving himself too heavy of a load in terms of research and application. However, I did note that adding a post-structuralist approach may even make it easier for him in terms of research and information that can back up his previous research. These approaches engage with our lecture material. I suggested for him to explore different types of sounds and techniques such as “Kinetic Gestural Interaction” by providing two links which delve into this. I learnt from Isaac that podcasts and other audio media types are a good way to approach our topics, and I may consider this for my own digital artefact.

Blog Post 3: Isabella

Link: https://isabellaambrosii.wordpress.com/2019/09/21/women-in-video-games-beta-bcm215/

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With Isabella, I took a different approach to provide feedback as I had less information on the topic itself and more on her engagement that she has tried to obtain for her digital artefact. I engaged with her post by acknowledging her struggle to find engagement, and offered her the option to change the media format that she is using to reach a wider audience. Additionally, I provided a couple of Youtube channels that explore a similar topic that she intends to research. I wanted to provide her videos rather than blog posts or articles to provide different media formats that could be used – and hopefully, she gains inspiration from this. I hope my suggestions were useful, however, I should have provided feedback that is relevant to our lecture materials – as she did not mention any of it. I learnt a lot from Isabella by hearing her experience on reaching out for engagement, which I will be able to take into consideration when I do this for my own digital artefact.

Further self-reflection:

What did I learn? What did I get out of the experience? How did I improve over the previous round of comments?

Through my comments, I have been able to identify some possible changes that I could make in my own digital artefact e.g. changing my media format and using a different research approach. Each blog was unique and took a different twist on a digital artefact, and it was interesting to see how our lecture material and readings were being applied. This experience has allowed me to think more deeply about my own digital artefact and I like how it has allowed me to think differently in terms of research methods and the possible structural or even analytical approaches that I could take. I believe I improved over the previous round of comments by being able to identify when lecture materials were being used, and as a result, I could more easily refer my own research materials to the student.

 

BCM206 Project Beta!

BCM206, Uncategorized

For the last year on Instagram, I have been developing my digital art page and hopes to make an actual business out of it. Now that I have a particular style I have decided I want to monetise my works.

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In my video, I explore a couple of ways that I have been able to make money off my art. These included;

  1. Commissions

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I have been increasingly eager in advertising my commissions to my followers in hopes that I can profit off my works. I profited off Father’s day by selling commissions as gifts. I believe this has worked out really well and I am looking forward to making more. I also offer physical prints, which will cost more than just a commission itself, however, I have not sold one yet.

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  1. Merchandise

A week or so ago I dropped new merchandise. I have not made a tee since last year in #BCM114 which I still have to this day. Inspired by the popular 2000s movie Superbad, my McLovin’ tees have become a popular part of my page and it has been incredibly positive for engagement and reach for new followers. Having my friends promote my work has allowed for real followers of closer-proximity that are willing to buy my work.

 

 

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BCM206

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BCM114

Through my analytics, you can tell that engaging with the art community online is a successful way to make your own page known – even if it is just liking another page’s photos. Little things like this are what will have a bigger impact on my page later down the track.

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Increase profile visits with ‘follower experiment’

Originally, I focused solely on romantic comedies. This semester I have decided not to focus on genres but on the popularity of the films I post – and I can tell people are engaging better because of this.

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Instagram: @rwfreckled

Twitter: rachelmayweisz

The social network revolutions: #arabspring

BCM206, Uncategorized

Social media can no longer be seen as only a way to contact friends and family online. It has the power to now be used to implement social change, raise awareness of certain global events and even have political ramifications. It can be seen as a way to bring different types of people together to negotiate a change in places where it is needed.

“The role of social media in the “Arab Spring, a revolutionary wave of demonstrations and protests in the Middle East and North Africa between 2010 and 2012, remains a highly debated subject.”

Below is a video that explores the impact of social media on the events with the Arab Spring:

Ways in which social media can be used as a form of protest include:

  • To organize demonstrations (both pro- and anti-governmental)
  • To disseminate information about their activities
  • To raise local and global awareness of ongoing events.

The Arab Spring was just one of many protests that were profoundly impacted by the use of social media to raise awareness and impact change – and it is something that will continue to grow rapidly.

Remediation:

Memes are just one example of how even something so little can become a worldwide phenomenon where even someone who is on the other side of the world is aware of what you’re talking about or referring to.

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References:

Wikipedia. 2019. Social media and the Arab Spring. [ONLINE] Available at: https://en.wikipedia.org/wiki/Social_media_and_the_Arab_Spring. [Accessed 22 September 2019].