Herman Hollerith & James (History of computers) Developed a computational
Powers machine/computer in 1890; uses punch-card technology for
computations (1st used by US census bureau to speed up
populationcounts).
1890: machine that could perform computations using punch-card
technology.
Used for the next 50yrs for business analysis + scientific research
(was a specific-purpose comp --> only perfomed one specific
tast/break specific code or solve specific equation. New
code/equation = build new machine).
US army + Pennsylvania (History od computers) Designed the Electronic Numeric
University Intergrator& computer (ENIAC) in 1946 (trigger --> WWII + need for
complex computers to break code).
1st multi-purpose computer & 1000x faster than predecessors. US
army’s first ENIAC programme was thermonuclear weaponry.
But --> was cumbersome & bulky + difficult to programme.
US DoD (History of Internet) Introduced the Advanced Research Project
Association Network (ARPANET) in 1969 (Cold War context);
connects computers to exchange info despite geographical distance
(later used for scientific/academic work).
1990; ARPANET decommisioned, dubbed internet & opened to the
public.
People IME 1
, Tim Berners Lee (History of internet) Creates the WWW in 1991 (system that disseminates info
over the internet) --> has 3 tools;
1. Uniform resource locators/URL’s (webadress/ reference to
webresource, its location & how to retrieve it);
2. Hypertext Markup language/HTML (language that creates webpages
& -apps);
3. Hypertext transfer protocol/HTTP (distribution & collaboration f
hypermedia). Responsible for rise of new media & SNS.
Steve Rusell (History of digital games); MIT student, develops 1st computer gamein 1962
called spacewar (2 person game, duel btn 2 spaceships).
Salen & Zimmerman List 4 types interactivity within media:
1. Cognitive interacticity (interpretative participation e.g. remote
control);
2. Functional interactivity (utilitarian use e.g. TV remote);
3. Explicit interactivity (shaping/exerting influence on media, eg
following a hyperlink, playing a game);
4. Beyond-the-game interactivity (interacting with media outside
content itself eg fan pages, fan art etc).
The development of the modern computer gave birth to a brand-new form of
interactive entertainment: entertainment made possible through digital
media that allow for explicit interactivity.
People IME 2
, Masahiro Mori Uncanny valley --> phenomenon where animated figure/robot that looks &
behaves almost human (but not quite) arouses a sense of unease, eeriness or
revulsion in the person viewing it.
Mary Beth Oliver Discredits the assumption that entertainment media is primarily focussed on
enjoyment, via her concept sad film paradox --> the voluntary seeking and
enjoyment of content that evokes sad feelings leading to meaningful or
positively experiences bcs causes an elevation due to reflection and
appreciation of own life after the sad movie.
Theory of meta-emotions --> states that emotion is expressed on two levels
(direct level & reflective level). Individuals first asses and appraise their
emotional experience and consequently experience a second level of
emotional response based on their appraisal (direct response to sad films =
sadness, secondary, cognitive response =appreciation, reflection, eventually
enjoyment.
Knoblock-Westerwick et al (related to sad film paradox) states that tragedy-induced sadness causes
viewers to reflect on positive elements of their own lives (eg close
relationships) therefore resulting in positive emotions towardssad films.
Hofer Mortality salience --> the awareness that your mortality/death is inevitable
(derived from the terror management theory, a fear that is evoked when
one’s instinct to avoid death clashes with the intellectual knowledge that
death is inevitable). Awareness of deathdrives one to seek comfort in culture
(eg watching sad films) to deal with sadness/searching for meaning of life.
People IME 3
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