Microcelebrity

https://theoutline.com/post/1498/the-rise-of-the-microcelebrity?zd=1&zi=mohetih6

Senft’s argument states that people cannot use the internet to traffick microcelebrities.

There is a significant difference between before the advent of the Internet and the new media. Theresa’s article declares that users of commercially owned social websites as unpaid labourers are not to produce new forms of “attention property”,but ” the Internet as playground/ factory”. This can make people develop themselves and find some job in the Internet.

https://youtu.be/kIezWFo9464

Micro-celebrity can bring some problems for people.

Fristly, it can lead people to question the difference between privacy and publicity. There is a question. How do people look at the public figures who decide on “public privacy”, those already famous actors have obliged to use social networking sites to ” talk like their friends ” with fans? As a result, how should people base on the theory of “speaking as one’s own” put forward by Twitter users?

Sencondly, the microcelebrity and super-public presence can result in a social phenomenon that has been called ” strange familiarity”. The term “familiar stranger” means those who know each other visually rather than by name. The Internet can make people understand stranger’s stories and people are often attracted to some stories and give their own ideas. These ideas can produce some misreading and hurt someone. However, Mirco thinks that it is not a kind of a misreading. It is to rouse people to have a new type of ethics. Microcelebrity can give people a variety of ways of transposition thinking. We have to explain why we chose to watch events happen in front of us as if we could do nothing about them. We also have to explain why we chose to take action. Of course, in an age of information provided by the public, it is our responsibility to know directly those who we believe need to establish unfamiliar and familial relationships, especially those who live around the world.

Can filmic narrative ever be successfully combined with an interactive role for the user?

https://www.paysafecard.com/en-us/magazine/detail/telltale-games-games-or-interactive-films/

I think that filmic narrative is hard to be combined with an interactive role for the user. In Bolter’ articles, they purpose a kind of strategy to remediate between new mediums and older mediums. For example, using computers and video games remediate film to readjust its use. It changes the characters and content from a movie to a game such as The Lord of the Rings. The borrowing of film technology is significantly essential. Players give control to the system. The system plays brief information for gamers. Characters of the film still are kept. Moreover, when game designers want to adopt the transparency and authenticity conveyed by movies, they can use some conventions in the films because they want to make people feel a kind of sense that they insert themselves into a filmic world, which means that users become active participants rather than an audience that is controlled by director. For film’s response, filmmakers will readjust the roles and backgrounds of successful video games such as Mortal Kombat. In general, mainstream film ‘s essential remediation for digital media is its visual effects to persuade the observer. Although the editors and directors have controlled film’s content, the young modern viewer tends to use video and computer games to think. Therefore, the camera movement in the Matrix recalls can make modern viewers remember their control of space in the games. It becomes an attempt that makes players feel a kind of immersion by interacting with games. However, it cannot threaten the producers of a mainstream film. So, the opinion of viewers is still be controlled by the filmmakers despite their want to adopt some of the representational approaches of new digital media. The mainstream films are still conservative. In fact, the competition between old and new media continues. Possible interactions, narrative and visual representation between viewers or users will determine the future of the film, as well as some of the most popular computer game types and other possible digital forms.

https://youtu.be/nRZh7dkB_hs


Audience Practices

I talk about three dimensions of audience practices by Nick Couldry’s article. Nick Couldry analysed audience practices and gave some viewpoints in the report. The first dimension of the dimension of audience practice is to understand the texture of people’s audience. The texture was defined the using media of frequency and models. Media consumption has a significant difference between continuous flow and a discrete act in the article. As possibilities of convergence have entered daily life, the texture becomes more complicated. For example, we need to comprehend how to consume online texture with what degree and what time. And, it also has a critical question of if audiences will stop or cancel remove concerns about their access to content in media. About the second dimension of audience practice. We need to give more details about researching the using trajectories of the media manifold taken by people. We need to analyse carefully intertextual activities around the specific text, and it needs to be concerned diverse audience. These activities are more easily to present and to be followed in some website such as YouTube. Therefore, this dimension of audience practice becomes an important topic and can give better development. The third dimension of audience practice is more extensive uses and purposes. Border use can be drawn by specific observation to analyse their action, and we need to notice that if some related practice has some connection with some observed act, which can help the dimension of audience practice to be constructed. GIfs are to spread a single emotional gesture without linguistic and cultural limitation via specific time. It has marched to the frontline of online expression around the world. Hollywood based on animated blockbuster “Despicable Me,” designing a group of GIFs to attract fans all around the world. Some GIF also refers to cultural adaptations and extreme. These make GIF doesn’t have barriers. People can find a GIF to express any emotion and broader use without national limitation.