Monday, May 14, 2012
Gender and Sexuality (Cont'd)
A little bit more about Queer Theory:
The gender performativity theory that Judith Butler described in her book Gender Trouble was based on J. L. Austin's performative language theory. According to Austin, there are two types of language: constative and performative. Constative language describes something that already exists, while performative language actually "brings something into being." Two examples that Storey provided were "The sky is blue," and "I now pronounce you husband and wife," for constative and performative languages, respectively (Storey 161).
Butler believes that gender is a kind of performativity. We usually think that the nurse exclaims "It's a girl," and gives the newborn a pink blanket because the baby was born a girl. Quite conversely, those very expressions that we think of as results of the "identity" of the baby (being a girl) are what performatively create the so-called gender identity: "[...] one is not born a woman, one becomes one [...]," Butler stated (Storey 161). Each gender expression comes with a set of rules and expectations that parents, schools, and the media will work relentlessly to reinforce the "naturalness" of genders. Genders are, therefore, not "natural," but rather "naturalized" (Storey 160-162).
Taking YouTube as an example, we can see that technologies like YouTube which allow easy access to media content can really change "performativity as cultural ritual, as the reiteration of cultural norms" (Storey 162). Seeing Chris Crocker and the like on YouTube makes people realize that "one is not born a woman, one becomes one; but further, one is not born female, one becomes female; but even more radically, one can if one chooses, become neither female nor male, woman nor man" (Storey 161).
Another interesting thing we want to point out is that on social networks like Facebook, specifying your sex (male or female) doesn't dictate your gender. Because "gender is not the expression of biological sex," you can specify--in addition to your sex---that you are interested in men, or women, or both (Storey 161).
Saturday, May 12, 2012
Gender and Sexuality
Scopophilia is defined as "the pleasure of looking" and applied to feminism and popular culture, this means that women are considered objects to be looked at while men are admired and rewarded for intrinsic qualities such as humor and intelligence. This is evident in some of the most popular YouTube channels. All of the successful women on YouTube dress provocatively and are pretty, blond, and well-endowed. The men's channels aren't immune to this either, because they get a significant boost in views whenever a busty female is featured in the thumbnail of their video.
Masculine studies is not a widely discussed or researched topic. According to Peter Schwenger, men do not like to discuss their masculinity because to do so is to become less masculine. Men do not wish to draw into question their sexuality by studying it. Storey says on page 114 of Cultural Theory and Popular Culture, "It is as if discussion of popular culture consumed by women is gendered and therefore particular, whereas discussion of popular culture consumed by men is ungendered and therefore universal."
While biological sex is usually categorized in two simple categories (female and male), the gender to which an individual identifies can be much more varied. Paul Burston and Colin Richardson say that "part of the project of Queer is to attack...the very "naturalness" of gender and, by extension, the fictions supporting compulsory heterosexuality." Storey says on page 142, "Femininity and masculinity are not expressions of 'nature', they are 'cultural performances in which their naturalness is constituted through discursively constrained performance acts." That is to say, what is considered masculine or feminine is determined by culture, and not by biology.
Structuralism and Post-Structuralism
“It is the underlying rules of cultural texts and practices that interest structuralists. It is structure that makes meaning possible. The task of structuralism, therefore, is to make explicit the rules and conventions (the structure) which govern the production of meaning. “ (Storey, pg. 114). Sructuralists have two basic ideas introduced by the linguist Saussure. The first idea is a concern with the underlying relations of text and practices, which comprise structure. And the second idea is that meaning is always the result of relationships and combination made possible by the underlying structure. For example, if you write the word dog, it produces a signifier of the English word ‘dog’, and it creates a signified which is the mental image of a four legged canine creature. This creates the structure, which demonstrates the first idea of structuralism. The second idea of structuralism can be demonstrated by the word ‘mother’. Mother has no meaning unless you relate it to other concepts such as ‘father’, ‘daughter’, or ‘son’. Structuralism is centered around how we derive meaning. It tries to find where the meaning of events in life is derived from, and tries to explain how you can derive most meaning from life.
Post-structuralism differs from structuralism in many ways, but the best ideal to study is literary criticism. For example, if you wanted to find out what Shakespeare was really writing about when he wrote “Romeo and Juliet” a structuralist would tell you to ask Shakespeare. Structuralists believe that every literary work is a product of it’s time, and so you would have to study the environment under which the play was written. But not so with post-structuralism. A post- structuralist interpretation of the play would be very skewed, and even contradictory, but that is because a post- structuralist believes that the truth in art is with the interpreter. The artist’s true intentions do not actually matter, and the implications of the work are entirely up to the audience.
Both Structuralism and Post-Structuralism are interested in how meaning is created. Structuralists say that meaning comes from specific structures, while Post-Structuralists say that meaning comes from the recipient. For example, where is meaning found in Mary Shelley’s Frankenstein? Structuralists would say that in order to understand the meaning of Frankenstein, you have to understand Mary Shelley’s life, the culture that she lived in, and even Romanticism and Gothicism in literature. Post-Structuralists would say, however, that any meaning in Frankenstein is found only in reading it. As another example, what about the Beatles album Sergeant Pepper’s Lonely Hearts Club Band? Structuralists would say that, in order to understand the meaning of the album, you would have to understand the lives of the Beatles, the music of the 1960s, etc. Post-Structuralists would say, however, that the meaning is only found in the listener.
Thursday, May 3, 2012
Description
Tuesday, May 1, 2012
Postmodernism
Facebook is a social networking site launched in February of 2004, that currently has over 900 million users. Members can create a profile, upload and share pictures and other media, post statuses, view and comment on friends' statuses, and play simple online games.
Cool - Elaina
Facebook helps people reconnect and stay in touch with friends and/or acquaintances by way of status updates, comments, pictures, messages, and even video chat. Facebook can help people maintain a sense of community with people who are important to them regardless of whether or not they can physically come together. This can help ease the transition of moving away from someone's hometown for school or a job opportunity, or even separation caused by a military deployment or severe medical needs.In Rewired, Rosen talks about how the iGeneration thrives on multi-tasking. Facebook is the perfect outlet for multi-taskers, especially with the addition of their new side feature that constantly updates and shows friends' actions occurring in real time. To most teens today, the idea of completing one task at a time is unimaginable and a waste of time (pages 32-34), and Facebook has adapted to fit with this generation. While most people didn't like the new Timeline layout at first, many are coming to realize the potential it has to become a new way to document our lives. Where people used to write private journals, most people use Facebook as their outlet for expression. Having access to millions of people's 'journals' will potentially provide future generations with the largest cumulative memoir ever recorded in human history.
Not Cool - Jocelyn
I managed to find an entire Wiki page dedicated to the criticisms of FacebookAs always, there are the technical problems. Facebook surpassed Myspace years ago, yet it still doesn't support the same level of customization. Timeline helps a little by allowing you a second photo (the cover photo) on your wall, but you can still only use plain text and you’re pretty much stuck with Facebook’s default layout.
Facebook uses tracking cookies to monitor page visits by facebook users and non-members.
Reportedly, 20-33% of divorce suits in the UK cited Facebook as a cause.
Photo recognition and face tagging: for the past year, Facebook has been making it easier for us to upload every picture on our cameras and tag all our friends and family at once by introducing face recognition. After the first few tags, Facebook will remember the people in your album and other recent photos and suggest them to you while tagging. While the feature can be disabled, many people are concerned about the invasion of privacy that this feature implies.
Psychological Effects: much of the criticism Facebook receives is from people claiming that it increases stress levels and can even cause depression. Facebook has also been accused of promoting anorexic and bulimic content through advertising.
Identity Theft and Defamation: like all social sites that allow anyone to create an account, Facebook makes it easy to impersonate others. In July of 2008, the High Court in London passed the first successful invasion of privacy and defamation verdict over a post on a social site against a man who created a false account of a former friend and used it to demean him.
Even advertisers are wary of Facebook and often have their ads removed when they are shown on the pages of controversial people or groups.
Students have faced disciplinary action by their schools for posting inappropriate content on their Facebook.
Several articles have been published describing the negative effects of using sites like Facebook during class or while studying.
Most people use Facebook to “stalk” friends and play games (like WWF and Farmville), which has been negatively correlated to student involvement.
Saturday, April 28, 2012
LinkedIn Description and What's Cool
Thursday, April 26, 2012
As stated in the video, Skype offers many benefits. It offers a safe feeling that comes with online experieces, as described by Turkle (page 249). She describes how online experiences can offer a personal interaction with the safety of distance. Skype offers an even more personal experience by face to face interaction.
Skype can also be said to be a step in the future. Rosen states that messengers like Skype are most used by what he dubs the "iGeneration", a generation he claims can use the site at the age of five. This brings up with question of who a five-year-old skypes. With the modern community becoming less local and more global, it is important to have a means off communication, especially a free one. With Skype offering a free, more personalized interaction, it is easy to see how it has become not only popular but a big step into the future.
We are only at the beginning of analyzing the cognitive implications of using, for instance, the browser “back” button, URL syntax, … and “pedagogical tags” for enhancing comprehension and memory. These tools have extremely promising implications for the intellectual development of the users, particularly users with discrete areas of weakness…. (Wolf 220)
Tuesday, April 24, 2012
YouTube
Above is the video that Mitchell and I showed in class. It doesn't really cover any of the down-sides of YouTube, however. The cons that we discussed in class were that it promotes bullying through the mob mentality (see Rebecca Black), and also that it creates and outsider vs insider community when not everyone has access to the same videos.
I would add that the clip that got the biggest laugh in class was the bicyclist who ran head-first into a traffic sign. I find the social implications of this type of humor disturbing. It says something about humanity's violent nature and lack of empathy that people getting injured is such a commonly popular form of comedy. This isn't new to YouTube, it's been around since the Tree Stooges and before, but I don't think it's good for us as a community.
P.S. Yesterday was the seventh anniversary of YouTube's first video. Happy Birthday YouTube!
Sunday, April 22, 2012
Baby Einstein: Con
Friday, April 20, 2012
Baby Einstein: Pro
Thursday, April 19, 2012
World of Warcraft
World of Warcraft is a controversial, online, fantasy role-playing game. It is a completely immersive experience; requiring players to create fully realized characters with relationships, jobs, and skills. Thousands of academic studies have been conducted, investigating whether MMORPG’s such as this are hurting or helping the overall lives of their players. While there are negative side effects of this game, as there are with any new technology, it is in general a beneficial tool for developing social and practical skills.
First, players must learn the rules of the game, how to control the characters and their environment, how to earn goods in a capitalistic society, and work with other players to achieve common goals. All levels are able to beaten, and this pre-established sense of fairness is largely why players "stick with the difficult challenge and use the feedback of the game to get better" (Danforth, 2011). An internal and external rewards system is highly beneficial to gamification of learning – players can gain important spatial awareness, reasoning, and collaborative skills.
Similarly, playing is “a highly collaborative endeavor, a social life unto itself; you routinely check e-mail, talk to, and message the people you game with” (Turkle). Players who are socially disinclined, such as introverts or more extreme cases such as people with a schizophrenia or autism diagnosis, can learn people skills and create connections that could not necessarily in real life.
Finally, more women play WoW than any other similar game. This is partially due to a female player having the ability to create a character of any race, gender, or social class. WoW is an environment where the playing field has been leveled, and anyone with access to a computer and a monthly subscription fee can succeed to the same level as any other player (Eklund, 2011).
Although there are many great things about WoW, there are also some serious drawbacks. Firstly, this game causes addictions. Being nicknamed as the “crack cocaine of the gaming world,” World of Warcraft players spend endless hours playing and often lose site of reality. In fact, a fifteen-year-old boy was hospitalized after collapsing from playing the game for 24 hours. His addiction to the game kept him from eating or using the restroom, causing his seizure (Sparks). This addiction could be driven by the fact that the player can do certain things in the game that are not options in real life. Fighting, traveling, and immersing into the character’s special roles are some examples. Secondly, this game feeds in to addictions in real life such as gambling, drinking and inappropriate or risky behavior (Ebscohost). Secondly, this game allows for cyber bullying to take place. Because this game is very complex, amateur players are usually messed with by more advanced players. Even though the bullying does not occur face-to-face, the wounds are still just as deep behind a computer. Third and most importantly, this game promotes hiding behind a computer or technology to communicate as opposed to communicating with those in your surroundings. In Alone Together, Sherry Turkle writes heavily about second-life and MMORPG games and the role they play on society. She writes, “With sociable robots we are along but receive the signals that tell us we are together. Networked, we are together, but so lessened are our expectations of each other that we feel utterly alone. And there is the risk that we come to see each other as objects to be accessed—and only for the parts we find useful, comforting, or amusing (Turkle, 154). Although players interact with others through World of Warcraft, they are missing the physical interactions. Facial expressions, tone of voice, and physical embraces are all lost. I believe that this interaction over the computer is better than none at all, however, the addictive nature of this game draws players to prefer this interaction over physical. Playing this game instead of being with people in person is the same analogy as text messaging instead of face-to-face communication, in my opinion. There is a time and place for World of Warcraft when played in moderation for recreational purposes. Humans worldwide have hobbies and vices that are not the most communicative, like watching movies. However, the addictions are not nearly as prevalent. Just like a text message, this game is better than no interaction at all, but so many important communicative qualities are lost.
Danforth, L. (2011). Why Game Learning Works. Library Journal, 136(7), 67.
Eklund, L. (2011). Doing gender in cyberspace: The performance of gender by female World of Warcraft players.Convergence: The Journal Of Research Into New Media Technologies, 17(3), 323-342. doi:10.1177/1354856511406472
Sparks, Ian. "World Of Warcraft 'more addictive than crack cocaine' as teenager suffers convulsions after 24-hour-long game." Mail Online 27 Feb 2009, n. pag. Web. 18 Apr. 2012.
Wednesday, April 18, 2012
SmartBoard: Not Cool
Tuesday, April 17, 2012
Lumus PD-18-2 - Cons
The Lumus PD-18-2 is a cutting edge innovation in the realm of electronic displays. Along with its new technology and uses, new potential threats and dangers also arise. The Lumus is a pair of glasses that displays images and information on the lens itself which is in your direct field of vision. You would have to take them off entirely in order to completely clear your path of vision. Considering that the Lumus was initially created to assist drivers with a GPS system, it would be very dangerous to be using a pair of glasses that is constantly displaying moving images and flashing colors at you as you drive. A normal GPS contains sufficient dangers by itself which is located on the side of your field of vision and only makes up a small part of your entire vision. These glasses would take up your entire field of vision making it difficult to concentrate on anything beyond them, let alone the road. In addition to the Lumus being a distraction simply by its method of use, it would also be a distraction as users would have to focus on both the road ahead and the information being transmitted onto the lens. In terms of driving safety, this is very dangerous as a lack of concentration for a split second can be disastrous and is not helped by the fact that the lens is close to the eye, forcing the eye to refocus every time it looks at the road and lens, and vice versa due to a different in focal length.
The Lumus’ physical composition can also be a hindrance as it is relatively heavy due to the technology integrated. This may cause discomfort for users and may be impractical for long periods of usage such as out-of-town drives. The design of the Lumus also eliminates users’ peripheral vision, an aspect that is essential to drivers. This poses a huge danger as users’ ability to see and make judgments is significantly affected. Another limitation due to its composition is the fact that only one person can wear it at a time, which means only one person can use and see the display at a time. This difference between a regular GPS or display screen deprives users the ability to share information. For example, often drivers receive instructions from the passenger beside them who are looking at the GPS rather than the driver themselves. This way, it is safer as drivers can pay full attention to the road ahead rather than needing to multitask by attending the GPS simultaneously. With the Lumus, the driver has no choice but to look at the GPS as he is the only one who can see it.
A negative implication of this technology is overdependence on technology as a whole as relying on it heavily rather than using it as a tool. Technology follows us wherever we go and we start to lose other abilities such as reading and interpreting maps. Skills are being lost or simply never attained due to technology and in effect may make people lazier. The more we rely on technology, the harder it will be to survive without it if a situation or crisis occurs where there is no access to the technology. Another result of overdependence on technology is the reduced interaction with other people. In Alone Together, Turkle discusses this troubling concept as she points out that it is becoming a reality that we live with the continuous presence of screens. With socializing diminishing, we will start to lose current and past connections and relationships that are established, as well as potential future bonds that are less likely to be formed.
Sunday, April 15, 2012
Groupon- Not Cool for Merchants
The social media aspect of Groupon puts unneeded pressure on consumers to purchase deals. Facebook and Twitter "friends" may pressure their followers to purchase unneeded Groupons and ultimately cause their followers to lose money if they never redeem their Groupon. Also, if news feeds are clogged up with advertisements and pleas to friends to purchase the Groupons they have invested money into, it could cause frustration. Sometimes "news feeds" can be so jammed with certain things, it is hard to actually use them for the purpose of seeing different status updates and tweets from more than just their avid Groupon-user friend.
Groupon is also a prefect example of hegemony. The majority of the people using Groupon are more inclined to purchase those that have more purchases than others. A certain group of people that are regular Groupon users can use their purchasing power to lead others to believe that what they are buying is the right thing to buy. Groupon has a quota that makes sure a certain number of people buy each deal before the deal activates which contributes to the power of a small group of people to convince others that the deal they want is the interest that everyone should share, even if that interest is not actually shared. This can lead to a false sense of shared interests. (Storey, 79-80)
Overall, Groupon has many positive aspects that tend to outweigh the negative aspects for consumers. However, merchants tend to suffer and often regret their use of Groupon. For additional reading on the negative aspects of Groupon for merchants, please visit the reference links shown below.
Reference links:
What Daily Deal Companies Should Do to Help Merchants
10 Reasons Why Groupon is Terrible for Merchants
Groupon's Whale Problem
Video:
http://www.youtube.com/watch?

Thursday, April 12, 2012
Fourth Set - Communities and Connection
Wikipedia (Louis, Andrew, Danica)
Twitter (Jared, Joshua, Tyler)
World of Warcraft (Claire, Jennifer)
Augmented COmmunication (Dieu, Anna)
Linked in (Minhtrang, Wen)
YouTube (Mitchell, Amanda)
Facebook (Jocelyn, Elaina)
Groupon (Steven, Kristina)
Skype (James)
Third Set
Rosetta Stone (Louis, Andrew)
Baby Einstein (Jared, Jennifer)
Smartboard (Claire, Elaina)
ExmoBaby (Dieu, Anna)
Lumus (Minhtrang, Wen)
Adobe Connect (Joshua, Jocelyn Steven)
Gameification (James, Kristina)
Edmoto (Danica, Tyler)
Cellphones (Mitchell, Amanda)
Thursday, April 5, 2012
Tuesday, April 3, 2012
Tuesday, March 27, 2012
Adobe Connect
Monday, March 26, 2012
Not Cool Presentation
Instagram is a social media app focusing pictures. Users can upload pictures from their phone or take pictures through the app itself to share with their followers. Negatives of the app include logistical problems such as the 2"x2" photo grid, limited filters and inability to format multiple pictures into one image. And while there is a way to flag unsavory content, younger users can still easily access inappropriate images of things like illegal drug use and people practicing self-harm. There is also the potential for users to develop a skewed perception of themselves based on others' approving of their self image. If a teenage girl looks on the popular page and sees the skinny bikini model with 300 likes, while their smiling self portrait only received 15 likes, then our young teen will start to associate social acceptance with being a certain weight, having a certain style, or even being willing to expose themselves in more mature ways. While I personally LOVE this app, I recognize its drawbacks and realize that this push towards a more visual form of social media will have a huge impact on how we view ourselves and others.
Instagram "Not Cool" Prezi
Thursday, March 22, 2012
What's cool?
Rewards cards can quickly add up in a “normal” wallet depending on the person, and especially for the everyday mom. Putting rewards all in one electronic location makes them much more manageable and accessible. The online shopping account differs from PayPal® in that it pulls funds directly from your Google Wallet account, allowing all of your purchases, online and offline, to stay in one location—the palm of your hand. Google Offers is a complimentary service that provides users with relevant discounts and coupons presented by merchants. Rather than searching for coupons in magazines or missing in store deals by a few hours or days, you can relax with Google Offers, which shows you deals and coupons relevant to your proximity to stores. If you take a vacation to Destin, Florida, you’ll be offered deals from stores in that location, only for the time of your stay. Also, the application for Google Wallet locks with a PIN number, and Google argues that their wallet is safer than the leather one in the seat of our pants or purses.
Google Wallet incorporates every facet of the purchasing experience into one location, allowing us to stop multitasking. In Rewired, Larry Rosen maintains that the current thought today amongst psychologists is that multitasking is bad. It slows down our task completion rate. Google wallet is a good example of a piece of technology that helps us cut back on our multitasking; because it cuts back on the need for so many different ways of processing purchases, shopping is now much simpler and free of multitasking.
-Louis Anzalone
Even though Google Wallet seems like a great convenience, it is currently a very limited technology in the United States, and there are potential social implications impending widespread usage.
As it stands now (20 Mar 12), there are only twenty-three vendors that accept Google Wallet listed on the official website. None of these vendors are Single-Tap Merchants either. This means that the Google Offers features of the program are not accepted anywhere in our city. In addition to having trouble finding places to use Google Wallet, it is only compatible with one phone on the American market—the Nexus S 4G by Sprint. This is a relatively new phone on the market having been released less than a year ago. Limiting this technology even further are the limited payment options. The only two types of accounts you can link to your Google account are Citi MasterCard and pre-paid accounts held by Google. I think that these limitations combined really diminish the effect that Google Wallet can have in its current stage. Google is making efforts to work around all of these issues already, so they are only temporary and not the main focus of the negative argument.
It is much more important to consider how Google Wallet will impact our daily life if it is widely implemented. The concept of numbers is a very important step in human development. Wolf speaks of it briefly when talking how it is related to learning to read in Proust and the Squid. It is required for abstract thought about math. Without a firm grap of this concept, everything from counting to using equations becomes almost impossible. Children grasp the concept of numbers through hands on interaction with counting. If you can count objects in one group and add them to the count of another group, you can perform addition. If you can see and count ten objects, you can imagine ten groups of ten objects each or multiplication. Google Wallet removes the need for counting physical money. If children would start using this technology before they have a firm grasp on the concept of number, it could greatly impair their mental math skills. The other main concern with the app is that this app will increase a "have verses have-not" trend seen in society today. Can you imagine the last time you had to wait behind someone writing a check? It seemed like it took an eternity because we have become so used to quick, electronic transactions. The swiftness of electronic transactions has prompted many retailers to stop accepting checks completely. This technology has the potential to replace debit cards. There are many reasons why Near Field Communications readers will be preferred over credit card swipes. There are no moving parts and no chance of getting an inaccurate read, for instance. Because NFC will only be available on smart phones, there is a great portion of the population who will not be able to use this technology. What would happen if vendors started only accepting NFC devices?
-Andrew Griffin