TL;DR: In this paper, Axel Bruns establishes the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life, and shows that what's emerging here is not just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collaborative communities: produsage.
Abstract: We -- the users turned creators and distributors of content -- are TIME's Person of the Year 2006, and AdAge's Advertising Agency of the Year 2007. We form a new Generation C. We have MySpace, YouTube, and OurMedia; we run social software, and drive the development of Web 2.0. But beyond the hype, what's really going on? In this groundbreaking exploration of our developing participatory online culture, Axel Bruns establishes the core principles which drive the rise of collaborative content creation in environments, from open source through blogs and Wikipedia to Second Life. This book shows that what's emerging here is no longer just a new form of content production, but a new process for the continuous creation and extension of knowledge and art by collaborative communities: produsage. The implications of the gradual shift from production to produsage are profound, and will affect the very core of our culture, economy, society, and democracy.
TL;DR: A portion of the findings on students' perceptions of learning with mobile computing devices and the roles social media played are presented.
Abstract: The purpose of this research was to explore teaching and learning when mobile computing devices, such as cellphones and smartphones, were implemented in higher education. This paper presents a portion of the findings on students' perceptions of learning with mobile computing devices and the roles social media played. This qualitative research study focused on students from three universities across the US. The students' teachers had been integrating mobile computing devices, such as cellphones and smartphones, into their courses for at least two semesters. Data were collected through student focus group interviews. Two specific themes emerged from the interview data: (a) advantages of mobile computing devices for student learning and (b) frustrations from learning with mobile computing devices. Mobile computing devices and the use of social media created opportunities for interaction, provided opportunities for collaboration, as well as allowed students to engage in content creation and communication using social media and Web 2.0 tools with the assistance of constant connectivity.
TL;DR: This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang' of the authors' cyberspace.
Abstract: Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have bought us various degrees of digital transformation. The term `metaverse' has been coined to further facilitate the digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic, catalysed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital `big bang' of our cyberspace is not far away. This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang'. First, technologies are the enablers that drive the transition from the current Internet to the metaverse. We thus examine eight enabling technologies rigorously - Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing, and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. Therefore, we discuss six user-centric factors -- Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy, and Trust and Accountability. Finally, we propose a concrete research agenda for the development of the metaverse.
TL;DR: In this paper, the authors explore the extent to which young adults create video, music, writing and artistic photography, as well as the prevalence of sharing such material online, and find that despite new opportunities to engage in such distribution of content, relatively few people are taking advantage of these recent developments.
Abstract: This paper looks at the prevalence of creative activity and sharing in an age when the barriers to disseminating material have been considerably lowered compared with earlier times. The authors use unique data to explore the extent to which young adults create video, music, writing and artistic photography, as well as the prevalence of sharing such material online. Findings suggest that despite new opportunities to engage in such distribution of content, relatively few people are taking advantage of these recent developments. Moreover, neither creation nor sharing is randomly distributed among a diverse group of young adults. Consistent with existing literature, creative activity is related to a person's socioeconomic status as measured by parental schooling. The novel act of sharing online, however, is considerably different by gender with men much more likely to engage in it. However, once internet user skill is controlled for, men and women are equally likely to post their materials on the Web.
TL;DR: In this study of how daily newspapers in America have developed electronic publishing ventures, Pablo Boczkowski shows that new media emerge not just in a burst of revolutionary technological change but by merging the structures and practices of existing media with newly available technical capabilities.
Abstract: In this study of how daily newspapers in America have developed electronic publishing ventures, Pablo Boczkowski shows that new media emerge not just in a burst of revolutionary technological change but by merging the structures and practices of existing media with newly available technical capabilities. His multi-disciplinary perspectives of science and technology, communication, and organization studies allow him to address the connections between technical, editorial, and work facets of new media. This approach yields analytical insights into the material culture of online newsrooms, the production processes of new media products, and the relationships between offline and online dynamics.Boczkowski traces daily newspapers' early consumer-oriented non-print publishing initiatives, from the now-forgotten videotex efforts of the 1980s to the rise of the World Wide Web in the mid- 1990s. He then examines the formative years of news on the Web during the second half of the 1990s, when the content of online newspapers varied from simple reproduction of the print edition to new material with interactive and multimedia features. With this picture of the recent history of non-print publishing as background, Boczkowski provides ethnographic, fly-on-the-wall accounts of three innovations in content creation: the Technology section of the New York Times on the Web, which was initially intended as the newspaper's space for experimentation with online news; the Virtual Voyager project of the HoustonChronicle.com, in which reporters pushed the envelope of multimedia journalism; and the Community Connection initiative of New Jersey Online, in which users became content producers. His analyses of these ventures reveal how innovation in online newspapers became an ongoing process in which different combinations of initial conditions and local contingencies led publishers along divergent paths of content creation.