THE FUTURE OF GAMING (FINAL PAPER)

Krystle Eugene
MCS 214
Prof. Jonah Brucker-Cohen
The Next Big Thing of Gaming

Video Games have been around for quite some time now, as we were introduced to the first ever made console “The Maganavox Odyssey” in 1972. Form since 1972 to now, the gaming world has made huge adjustments on graphics, quality, sounds, storyline, and the making of consoles. It wasn’t too long ago, when we had to sit in one spot and play video games because the game controller had to be plugged into the system. Today with technology improving to bigger and better things, we now have wireless remote controllers, which make it able for us to move freely about.

Now since gaming has come out with everything we can possibly think of, what is the next big thing? I believe virtual reality is the future; a realistic simulation of an environment, including three-dimensional graphics, by a computer system using interactive software and hardware. There, are quite a number of virtual reality games out but, not as popular yet. The most popular to be talked about, is these four gadgets I will be explaining.

(1) PRIO-VR: is designed for the gamer who demands the most realistic experience. It uses high-performance inertial sensors to provide 360 degrees of low-latency, real-time motion tracking without the need for cameras, optics, line-of-sight, or large, awkward equipment. PRIO-VR’s sensors are placed on key points of your body to capture your movements and translate them on-screen in real-time. PRIO-VR is wireless, allows for multiple simultaneous users, and will work anywhere – indoors or out, in capture spaces of any size.

(2) Cyberith Virtualizer: The Virtualizer flat base plate has a low-friction surface that enables you to walk, run, and strafe freely in every direction. As its flat, movement feels realistic, dramatically enhancing immersion. The uniquely constructed ring allows for vertical movement jumping and crouching, as well as a 360 degrees axial rotation. The adjustable harness ensures the movement through virtual worlds is effortless…you can even sit down.

(3) The Dexmo: an exoskeleton for your hand, and its built as both an input and output device. Your hand and movements can be transmitted to a computer and interpreted by software, but the software can also talk back, sending breaking signals to the exoskeleton so that it feels like you’re really grabbing on to virtual objects.

(4) The Stem System: The stem system is the next big step in Sixense motion tracking technology. It enables players to interact naturally and intuitively with games by tracking full position and orientation at all times. Its advancements include tracking performance at all ranges. The stem system will support up to five wireless motion trackers or stems for full position of tracking your head, hands, and the entire body.
Although, a virtual reality game system may seem like a pretty cool thing to have, they do have their up’s and down moments on why they will or will not be great.

PROS

• Virtual Reality redefines the idea of communication, expanding it from people you know in real life to anyone connected to the internet. This means the relationships will begin to be formed more based off interests than general location.
• Many different fields can use virtual reality to train people in a way that would usually put them at risk. This is used most notably in the fields of medicine, law enforcement, architecture and aviation.
• Those who are not able to fully experience reality, such as disabled people, could explore the virtual world and still experience a full life.
• Those who are not able to fully experience reality, such as disabled people, could explore the virtual world and still experience a full life.
• Virtual reality makes tourism and visiting easier by giving a detailed view of the original place. (ex. Virtual tour)
• Virtual reality provides a chance to experience things that are impossible in real life as if you were actually there (ex. Fighting zombies in a game)

CONS

• Those who do not have success or cannot afford this technology will be left out. Could further separate social classes in information aged based societies.
• Communication using this technology would be susceptible to deception.
• Many people may become addicted to living in these virtual worlds, and as a result forget or neglect their responsibilities in the real world.
• Technology is still developing and there are still many flaws to be worked on.
• Some people have been known to have motion sickness due to using the virtual reality headset.
• Due the fast pace development of virtual reality and online worlds, there is a lack of laws regarding these worlds. Users can say and do things in these worlds that are illegal in reality. Also, users may be less inhibited than in real life due to a sense of anonymity, and may act in a way that is socially unacceptable.

The safest age to start playing virtual reality games is 13 and up. Virtually reality video games were not intended for the audience of children. If parents do allow getting a VR equipment system for their child, they must not be left alone with equipment and must always be monitored frequently. They could hurt themselves or damage the game equipment. You must monitor your children’s behavior for any sudden negative side effects during and after use of the game product. You must stop the use of this product if you witness these signs from your child. While playing virtual reality video games, you must take frequent breaks. If you experience nausea, discomfort, eye strain, or disorientation, please stop all gaming activity immediately.

My project stands out more because it is the coolest thing out that people is hype to try. Who wouldn’t want to be in a stimulated environment that feels like you are in another realm, being sucked into another society leaving the world you live in behind for a minute. For my product to gain a widespread of interest and attraction, it must be affordable to people and create a real stimulated feeling. As we all know that technology is getting advanced and gains a lot of attention, VR games create a lot of attention mostly for educational purposes for children in the class room, making learning easy and fun and also, it is a great big help for the people in the military. People in the military use VR system as a practice tool to help them on procedures that are not practiced on regular basis and it also helps doctors to practice in the medical field.

Here is a list of a few virtual reality systems that are supposed to hit the gaming world in a few years or months to come;

OCULUS– Oculus was the initial driver in this phase of VR development, using a kick starter campaign in 2012 to fund their first model. In 2014 Facebook acquired the startup, touting it as a new communication platform. Currently available only as Developer’s Kits, a much-anticipated consumer release is planned for spring 2016. Oculus has also partnered with Samsung to create a headset that uses the Samsung Galaxy smartphone as a screen, Samsung virtual reality Gear.

FOVE– Touted as the first “eye tracking virtual reality headset,” this headset promises to take VR to the next level by following the user’s eye movements instead of relying on handheld controls to move the screen. Thus, it is promising an even more realistic virtual reality experience. According to their kick starter funding campaign, which recently fulfilled its goal of $250,000, developer kits will start shipping in the spring of 2016.

HTC VIVE– With an announced consumer release in fall 2015, this may be the first headset on the open market. HTC seems to be really focused on the cementing a lead in the gaming market and has partnered with Valve and integrated into Steam, Valve’s online gaming platform.

GOOGLE CARDBOARD– A low cost headset (made out of cardboard!) that, like the Samsung VR, uses a smartphone as the screen. This cheap VR alternative is designed for mass accessibility, especially in K-12 classes. It is being featured for Google Expeditions, teacher led field trips from the classroom.

SONY PROJECT MORPHEUS– Geared for gaming and built exclusively for Sony’s PlayStation 4 system, this headset has received spectacular early reviews. Sony is developing brand new games exclusively for the device (such as this early example). It will be featured at the upcoming Sony E3 Press Conference and is expected to ship in early 2016.

Virtual reality is definitely the future of gaming to come soon.

REFERENCES:

-http://www.thefreedictionary.com/virtual+reality+games
-http://www.priovr.com/
-http://cyberith.com/product/
-http://www.digitaltrends.com/cool-tech/dexmo-exoskeleton-glove-lets-feel-virtual-objects-hand/
-http://sixense.com/wireless
-http://virtual-reality.weebly.com/pros-and-cons.html
-http://www.gamecrate.com/vr-safe-children/13215
-http://alchemylearning.com/adopting-virtual-reality-for-education/

FINAL PROJECT: SMART BOOK

Reading-Ebook-550x367

Electronic Media

Within today’s society there is constant debate over the emergence of technology and whether it provides benefits or disadvantages among individuals who use it. It’s important to note that due to the modernization of technology we as a species have been able to sustain life farther than expected. Unfortunately, due to the self-negligence of society, the beneficial composition of technology has been used for the wrong reasons. Rather than using it to improve one’s quality of life, many individuals have allowed technology to control them to the point where they are limit themselves from growing maturely, emotionally, and mentally.

Currently, we live in a generation where certain technological accessories are ranked as a necessity; similar to water, clothing, and other acclaimed essentials. Ultimately, as society modernizes, we are obligated to consciously modernize as well; as an effort to be active citizens in this technological era, we have to “keep up with the times”. As harsh as this may sound, it’s best to look at this in a more positive light. Naysayers who aggressively claim that technology limits one’s growth are currently challenged with the rise of electronic media. I believe that Electronic media such as “E-books” is the next big thing.

Books as we all may know, have played a significant impact towards our mental, cognitive, and empathetic growth. Correspondly, it’s important to note that humans are compelled towards technology primarily because of the empowerment that it gives, the power to control. Because of its range of capabilities, individuals use it as a way to become someone they want to be, to develop an escape from reality, to engage with their craft, and to become enlightened. To be entitled with such a powerful tool, leaves an individual with unlimited abilities. Wouldn’t it be resourceful to have a device that would help those who aren’t as tech savvy adapt to new technology? A device that would help those who are financially restraint to obtain literary and informative resources? Or a device that would also sustain one’s physical well-being? A device that would allow one to be more creatively in tune? For this assignment, if given the chance to develop an innovative digital medium, it would be an analog, an object and most importantly a service. I would create a “Smart book”.

Of course, book enthusiasts will probably object to the idea of a “Smart book” and view it as a hindering resource that would bring an end to the bookstore and library enterprise. While it is true that because of the rise of e-books and the vast array of web access, libraries may soon diminish it does not necessarily mean that literary development of knowledge will come to an end. In regard to the debate among “The end of books”, I feel that as long as people are diligently reading and engaging in the books content, we shouldn’t pay mind to the change of its medium. Hyperspace, although at times may appear distracting does provide the reader with a vast array of outlooks that a unilateral book wouldn’t necessarily provide.

My idea for the next big thing would be the creation of a smart book; basically adding augmented reality features to a handheld device that is shaped as a book. The name of this device would be called “ The Muse Book”. Why? Because in short, muse is defined as being the spirit or source that inspires an artist; I want The Muse Book to be looked upon as a source of inspiration, creativity and ultimately convenience. A written motto that I had in place for the product is as follows, “Engage with your mind, engage with your craft, engage with your life”.       I am in awe in the concept behind E-books, but I would like to perfect it. One of my major influences for the muse book was the sub-culture behind zines. Zines are defined as being “a noncommercial often homemade or online publication usually devoted to specialized and often unconventional subject matter” (Merriam-webster). Zines which are basically self-published blog posts, gives one the freedom to freely express emotions or passions through the usage of art and writing; similarly I want The Muse book to be looked upon as an intimate accessory like a diary or collage book.

In terms of its design and technicalities, in order to keep the authenticity of a handheld book in place, the Muse book will literally be constructed as one. With the rise of foldable, flexible glass such as the up and coming flexible phone (to be released by Samsung this year) I can envision the muse book made of such medium. Unlike a tablet such as an iPad or amazon kindle, the muse book will have a multi-touch screen among its front cover, and its inner pages as you open it. This will allow one to work on various projects at once; imagine watching a video on one page while writing a paper on the other. One of its major features will include a stylus writing pen which has the ability to transfer hand-written text into hypertext. It can also shoot video, take photos, play music, and perform internet functions such as web-browsing and emailing. Evidently a massive amount of storage space will be needed to serve the content that will be saved and produce by the user; terabytes in this case would be the given memory size, varying in three distinct options (16 tb, 32tb, 64 tb). With all this storage space, the Muse Book can be looked upon of an archive of some sort where content can saved and displayed similar to a USB or photo album; a USB slot will be present.

What makes the Muse book stand out among others? It’s important to note that similar to the distinct features found among an apple device like “garage band” the muse book will also consist of exclusive programs. The Muse book will be revolutionary in a sense that it will intend on providing a service to those who long to be technologically savvy. There will be an educational program will feature modes of expertise based on your level tech savviness, ranging from beginner, Moderate, and expert. Upon set, it will configure to your convenience. Through a diligent time frame, the Muse book will ultimately become a teacher that will help those who don’t know how to surf the web or type on a touch screen. The instructor will be an intelligent assistant name muse. It’s also important to note that the muse book will be an open-source that will collaborate with authors, publishers, graphic designers and anyone who is willing to enhance HYPERSPACE CONTENT. When publishing their book in the Muse format, the authors can have a vast array of creative outlooks when illustrating their story through technological imagery. Written Stories can now have the ability to include graphics in the form or photography, video, sound, gifs etc. in its content.  For those who feel the need to not include any of these extra features, there will an enable/disable option that will all them to dismiss such attractions. There will also be a creative program in place that will allow you to customize the muse book however way you please. The muse book will be an all-white display upon opening its packaging, you can put a video, photo, drawing, or anything along the cover. Every Muse book will be universally distinct from each other, given everyone’s difference in aesthetics. Given its look that was intended to conserve the authentic feel and look of a book, there will also be software that will allow one along the process of making or publishing a book. The program will feature a zine and collage creation page. Lastly, the Muse book will be noted for placing emphasis on brain training. Scheduled at whatever time frame you desire, there will be a great collection of games based on the principles of cognitive psychology to help you practice different mental skills.

How will you gain interest and traction for your idea?

Through excessive collaboration and partnership. There are already well established programs in place that will up bring the muse book to become well known and revolutionary. Wired magazine is already a well established online magazine, it;s content will fit well with the muse book. Considering that the Muse book will be have an open source app store, other magazines could emerge. Beats Music will also be a good company to partner with.
Most importantly, the muse book will fit well in a classroom setting. This is possible with the collaboration with the department of education. Nowadays, Chalk boards are becoming a thing in the past , considering that the “smart board” are replacing them. The Muse Book in the classroom will revolutionize the classroom experience. By collaborating with the smart board company, students can be able to interact and engage with a given course on the muse book that can be manipulated by the teacher among the smart board.
Ultimately, the muse book will be student friendly, and will provide services to college students who intend to save money by buying an ebook online.

CARDSYNERGY– The next big thing in media and for your profession!

Jaliyah Walcott
MCS 214-02W
Prof. Cohen
May 20, 2016
Final Project Paper

CARDSYNERGY– The next big thing in media and for your profession!

When you hand someone your business card, you’re giving them a small, but important introduction to who you are. It’s one of the first things a person or company gets to know about you. I for one take business cards VERY seriously. When I take someone’s business card I always look to see how much effort they might have put into designing their card. To me if you have subtle details that stand out, then I know that you’re passionate about what you do. From something as small as background design or even font will tell me if you will take that same time out to provide me with exceptional service. When a card is unoriginal or standard, I throw them away and never think twice about it. Like the saying goes, “Never forget that you only have one opportunity to make a first impression.”

What exactly is a business card? A business card, previously known as a visiting card, and a calling card, is a standard 2×3 inch card that displays contact information for an individual employed by a company or one who is self-employed. Business cards typically include basic information such as: a person’s name, e-mail address, phone number, website, and company name. They are often used at networking and corporate events to provide other individuals with an easy source for retrieving contact information. (1)

Business cards can be traced back to 15th century China. They were known as ‘visiting cards’ and served as a calling card to announce “one’s intention of meeting with another individual.” They could also be handed at the door of elite establishments so that the owner could decide if permitting a meeting was worthwhile. Visiting cards were an essential self-promotion tool of the upper classes, a personal advertisement and a basis of forging an introduction. (2)

During the 17th and 18th centuries, they were named and used as ‘calling cards,’ as they were one of the ways to date a woman, or “call on a lady.” If a gentleman wished to ‘call on a lady,’ he had a lot to think about. Not only was he trying to get her to like him, he had to have the blessing of the family as well. On making a first call, he had to make sure there was a separate card for each lady of the household. Alternatively, he could fold his card down the middle to indicate it was meant for all members of the household. Cards had to be left with the servant; admission to the house would only be permitted after the hostess had examined the card. Calling cards were to be collected on a small tray kept in the hallway, which would be presented by a servant on the palm of his left hand. While a gentleman may carry his cards loose in his pocket, a lady should use a card case. If the gentleman received no acknowledgement of his card, he had to accept that there would be no continuation of the acquaintance. And on no account was it ever acceptable to sneak a peek at cards that had been left by other callers. (3)

The earliest business cards were made using wood-cut and letterpress techniques. During the 18th century, copperplate engraving became the standard practice. Cards tended to be single color prints until the advent of lithographic printing in the 19th century, which made it possible to use several colors. (4)

As time went on, business cards became a permanent asset in the business world. Today’s business cards come in an array of shapes, sizes and materials. Designs are no longer limited to paper-based products and almost any surface can be printed on to create a unique card. And thankfully, handing out your business card is no longer the etiquette minefield as it was a few centuries ago. There are still a few essential rules that should be followed to ensure its success. Keep your card easy to read, service-appropriate and include all your relevant contact details if you’re interested in building business acquaintances that get you further than the front door. (5)

The new “NEXT BIG THING” we came up with that we think will be the future of digital media technology and business cards, are open source business cards. CARDSYNERGY!! I, being a new small business owner have to stay aware and on top of innovative ideas. When I was in the process of ordering my business cards, the concept of open source business cards came to mind. What if instead of googling a business’s information and background, you could have all the answers in front of you by looking at their business card?

The details on our idea are that it is digital, a service, and an object all built into one. I personally define cardsynergy as a card that synchronizes the energy of the company. The actual definition of synergy is “two or more things working together in order to create something that is bigger or greater than the sum of their individual efforts.” (6) This business card would have a hologram effect and would be embedded with a chip. When you press the chip, a menu would pop up either on the card, a flat surface, or as a holographic image in the air, giving the viewer choices to review you or your company’s resume, professional experience, education, etc. Also, the company’s owner would display a brief video introducing you to their company. It would also be accessible through a USB flash drive. The card would come with a USB port that attaches to the card so that you can upload whatever information you needed. Thereby breaking down the exact definition of what synergy is. All of these features by themselves are good, but combined they are GREAT!

Video Image Example: (My face would come up and say this brief introduction while it displayed on the card)

Hello, my name is Jaliyah Walcott, and I am the CEO of Livin’ Lux. Livin’ Lux is multifaceted company that takes care of all your hospitality needs. Whether you need personal assistants for your day to day needs, a travel concierge to organize flights, luxury hotel accommodations and activities, or you just want a unique/memorable date night or singular event, we have you covered.

This is where the open source concept comes in. We want your business card to be a reflection of you and your personal style/creativity. Any data can always be updated or deleted as YOU see fit. The card is designed to grow with you as your business flourishes. You can also downgrade whatever information you no longer need. Whether you want to give a specific client or employer applicable information or you want them to have all of your professional information at hand, you can be the judge.

Our target audience will be small businesses and CEO’s of large corporations. The main focus we want our product to reach is small businesses, because they are who are always trying to reach the public and are continuously on the grind to gain new business. We also think it’s necessary for CEO’s of ALL companies to have our product because they are the ones who sell the business at the top level. However, anyone can use our product. It will help all type of people who are looking to build their brand and it will definitely even help those who are on job searches. Envision having your resume, professional experience, references, and an introduction to what your business is about, all in the palm your hand. CARDSYNERGY!!

We would gain interest for our idea by promoting it on social media, building a website, using the products ourselves, and of course old fashion word of mouth. We would also have booths at conferences and technology fairs.

I believe our project stands out among others because there is nothing else like it in the industry. Yes, there are credit card sized USB flash drives, but they only store memory. They don’t show images of your professional background at the push of a button. Yes, there are mobile albums (which is also a great idea by the way), but they don’t have that good old boy feeling of handing someone your business card and interacting with them on a human level. Yes, there are even virtual keyboards for your smartphone that will open up on any flat surface and transform wherever you are into an instant work station. There was even a company, Jukebox, who promoted on you-tube business cards that display high definition video. They urged you to “unleash your creativity with motion graphics, animation, video and special effects – right on your business cards.” This would have been an idea that might have worked, but they created it as an April Fool’s joke, so it never came to fruition. They were only offering you video images and not ACTUAL information. NONE of these compare to what our idea is and still, nothing even comes close. Our design is future driven and has all the capacities to continue reinventing the 21st century.

To gauge if our product is successful or not we would have to go by sales of course, yet we are a company that believes in helping make dreams come true and by giving people a voice. Success by our definition would be that small business owners are content and proud of what our product will do for them. We would gauge our product’s accomplishments by customer satisfaction and client testimonials. Pricing would be a monthly fee.  If you use our technician to start your business, then we would charge an initial start up fee and you would then change to monthly pricing. Updating the code is free because you could always attach the USB to your computer and edit your information as you see fit. We also charge for memory upgrades. Our memory would start at 16GB.

In conclusion, our open source business cards will give you a new outlook on promoting and networking. Much like resumes and cover letters, a business card can easily get lost in the piles of other cards your prospective employers or clients are receiving on a daily basis. So you want to make yours stand-out. Cardsynergy will be a necessity to the current, upcoming and future of small business and big businesses alike. It will merge the old school custom of handshaking and exchanging business cards with new school futuristic abilities. It will take networking to a whole new level!!

References:

http://www.brainyquote.com/quotes/keywords/first_impression.html

http://www.businessinsider.com/the-22-most-creative-business-cards-weve-ever-seen-2012-2

(1) business card. BusinessDictionary.com. WebFinance, Inc. May 29, 2016 <http://www.businessdictionary.com/definition/business-card.html>.

(2-5) http://www.designfloat.com/blog/2012/04/02/history-business-cards/

Moritmer. “A Brief History of Business Cards” Design float blog. 2 Apr. 2012 Web. 15 May. 2016

(6) “synergy.” YourDictionary, n.d. Web. 29 May 2016. <http://www.yourdictionary.com/synergy>.

https://www.jukeboxprint.com/video_business_cards.php

http://www.amazon.com/Enfain-Flash-Drives-Memory-Credit/dp/B00KBO2FGW/ref=sr_1_1?ie=UTF8&qid=1463627806&sr=8-1- spons&keywords=credit+card+flash+drives&psc=1

http://www.tucows.com/preview/408011/Clickable-Card

https://www.wearewatermark.org/events/detail/webinar-series-got-your-attention-how-to-earn-peoples-interest-in-your-idea

Will Microchip Implants Be The Future Of Technology?

 

 

Jason Williams

 

Will Microchip Implants be the Future of Technology?

 

Microchip implants will be the next big thing in digital media. What are microchip implants in humans? They will be in the form of a grain of rice sized RFID “Radio Frequency Auto-ID” data collection system that would use RF waves for identifying, tracking and managing material flow. (Akash Maurya) Since the brain is based on signals, the RFID chips will act as an interface for it.

 

Is the microchip implant a digital? Analog? A service? An object?

 

In my opinion the microchip is both digital and an object. The object is the grain of rice shaped form that it comes in and what makes it digital is the tracking system. Gone are the days of having to remember passwords for your computer or electronics; all of your passwords will be stored safely and activated through your RFID chip in conjunction to whatever outlet that requires you to unlock it. Wallets as a whole will be old collectors items because all of your information is embedded in you with RFID microchip implanted in your skin. Gone are the days of waiting in lines for slow cashiers to ring up your items, you simply get your wrist scanned and automatically your total gets taken out of your bank account with ease; and credit cards? Forget about it! Those are a thing of the past; everything you need to access is digitally stored inside of the RFID chip.

 

In 2002 a Florida family, Jeff & Leslie Jacobs, along with their 14 year old son Derek had elected to receive the microchip implant. Due to Jeff’s failing health the family felt more secure that the chip would save dads life in a time of crisis. “It’s great what it can do, it can save a lot of lives, including my dads because he has a lot of medical problems and I want him to be around for a while,” (Derek Jacobs.) “We’re doing this as a security for us, because we’ve worked so hard to save my husbands life.” (Leslie Jacobs)

 

These chips are primarily used to protect Jeff and in an event that anything does happen to him, with one scan of his hand, telephone numbers as well as any medication history can be accessed on the spot. Features like this can and will be used in the future to not only save Jeff’s lives but to also save the lives of the majority if not everyone in the world. What the microchip will ultimately do is cut out the “middle man” and save people a necessity that until now was not even heard of being saved and that being time! On the verge of a heart attack or a drug overdose, medical teams will be alerted right away. Want to know the status of that hot girl or guy that you met at the club an hour ago? All that vital information can be accessed through this microchip.

 

Describe your audience – who is this for? Is it a product? Art installation?

 

Our microchip will be marketed to all human beings hover more strongly to teens since they adapt quicker to new technology and the fact that the chip can be synced to all of their electronics is going to be a major plus for them. For instance a 1500 page term paper would require no typing. The brain will send the signal to the microchip and in turn send a signal to the computer to put the exact words that will be appear on their computer screen. Adults will kind of be harder to market to because they are more stuck in their ways, especially adults that are very religious. This all comes into play with the Bible and how it speaks on “The End of Times” with the whole “Mark of The Beast” concept, but we will (not can) assure you that this has nothing to do with that. If you think back to when the first color television or phone first entered into a household, they were big, bulky and a hassle to move around. The world is going compact, big things are getting smaller, and our small microchip is only getting bigger and better!

 

How will you gain interest and traction for your idea?

 

In the state of Ohio, over half of the birthing facilities are equipped with RFID systems that don’t necessarily get inserted in the infants body but is placed on the ankle of the newborn along with a with a wristband attached to the child’s rightful mother. This is standard protocol according to Verichip spokes woman Allison Tomek. Even though infant abductions from hospitals are rare, child abductions aren’t. The New York State Department of Justice estimated that in 2013 20,124 kids were reported missing by their family with 8,003 of those cases taking place in New York City. Our microchips might not stop a complete idiot from trying to abduct a child and also being caught but there is no doubt that the amount of child abductions will be lowered drastically. This will put mom and dads mind at ease when little Jose or Julie wants to go down the street and play; it’s no different from having a low-jack on a child. Staying on the topic of facilities, we also would lobby that inmates who have been convicted of sexual crimes be tagged upon release from prison so if at anytime there is a situation that arises outside involving a child or rape, we would be able to place coordinates on them to know where they are at that exact moment. This will be to combat and ease the minds of adults that don’t think micro chipping their child is necessary. Convicted felons upon release will be given the choice on weather they would want to be a part of this new technology by voluntarily accepting the microchip upon their release from correctional facilities, but this will come with a “hassle free” acquiring of a job that fits the persons work back ground and comfortable 4 man dorm style apartment in whatever boro they either live or have acquired work in. We are the government at the end of the day so we can make that happen and New York City will be the first city to offer this. Since our microchip can monitor health patterns, there will be no need to see if 3 tablets of niacin or drinking two gallons of water a day will dilute a drug test because the brain sends the euphoric message of a foreign possibly controlled substance to the microchip alerting the positioned officials to what’s going on and subsequently sending the felon back to prison with the microchip removed from his or her possession.

 

What makes your project stand out among others?

 

What I have just explained to you stands alone due to the obvious fact that this is one of a kind. This advancement in technology could single handedly curve human behavior patterns. For example, take Jeff and Leslie Jacobs, who I spoke about earlier. Do you think for one minute that one of them would have an affair without wanting to let the other know? Definitely not! Bank statements, coordinates of both of them would be a Nano second away meaning this my friend would sway for a more truthful society.

 

Pros:

 

The first pro will be “ease of use.” This will save a lot of time due to the fact there is no more reaching for an object because that “object” is a part of you and you control it. Shopping will be so easy; once you walk out of the store you have purchased the items. Say goodbye to theft “You take it, you buy it!!” Crime will go down at a faster rate, anyone that carries the chip that has a warrant will be found with no problem.

 

Cons:

 

There is no way that crime will be completely done away with, even though we can track a perpetrator, how he or she wants to be brought to justice is another thing. I spoke earlier about how religion comes into play with the microchips and that is why we are going with the “Ease & Safety” approach. Even when we promote the microchip we have to be careful to not use the word “carry” or have it anywhere in our slogan due to religious reasons. Another wall that we will crash into is the fact that society will deem these microchips as a way to track them instead of just looking at the ease of use when it comes to new world technology.

 

Work Cited

 

http://www.wnd.com/2008/01/45542/

 

http://www.foxnews.com/tech/2014/08/30/is-there-microchip-implant-in-your-future.html

 

http://science.opposingviews.com/advantages-disadvantages-rfid-technology-humans-18010.html

 

http://humansarefree.com/2015/03/nbc-reports-americans-will-receive.html

 

http://www.cbsnews.com/news/fla-family-takes-computer-chip-trip/

 

http://observer.com/2015/03/can-we-microchip-our-kids-to-prevent-kidnapping/

 

Final Project

Emmanuel Adu Poku

Professor Jonah Brucker Cohen

MCS 214

Final Project

 

The effect on technology in our world today is at an increasingly pace. This revolution is so great to the extent that, it affects virtually everything we see around us. There are several positive factors this new evolution has done to us as people. One of the great benefits is digitization (Computerized).

The next big thing we should expect to see in our transportation system is the Hover Taxi. Hover Taxi is a driverless electric vehicle that flies at a constant altitude above the ground. It similarly uses techniques automobile employs. The only difference is that, it cannot be operated without an app. Users will have to download the app online which comes with a monthly fee (monthly subscription). The app is customer friendly. It allows customers who travels to and fro schedule their pick-ups, drop-off times and destinations. One of the great features of the technology is the voice command that recognizes over fifty languages. This feature to some extent a great advantage to foreigners and tourists who visit New York City and are unable to express themselves in the English language. It also has some basic amenities like vending machine built at the rear for drinks, food, etc. (all transactions will be billed at the end of the month). Again, it has self-sanitizing equipment, which cleans up after each passenger’s exit.

The Hover Taxi is great technology that basically aims at easing vehicular traffic in New York City (Manhattan). As of February 2011, New York City had about 13,437 taxis in service. “Yellow taxi activity is centered on Manhattan, where 90.3% of taxi pick-ups occur. After Manhattan, the area with the highest percentage of pick-ups is at the airports, which together account for 3.5% of all pick-ups. Taxi activity in the boroughs outside of the airports is scarce: in total, about 6.2% of all pick-ups occur in these areas. The borough with the largest share is Brooklyn, where 3.1% of all taxi pick-ups occur, followed by Queens with 1.5%, the Bronx with 0.9%, and Staten Island with 0.8%. Looking at trip patterns by time of day and day of week, Manhattan continues to be the primary borough where pick-ups occur”. (NYC.gov/tlc). In this regard, Hover taxi will cut down the number of yellow taxis in Manhattan drastically and put fewer taxis on the streets to ease congestions. This effort will definitely boost up the growth in the economy and the transportation sector (Productivity).

Safety and security is the number one priority as far as using this vehicle is concern. After 9/11, United States especially New York became very particular with device that seems to be posing threat to lives and property. Hover Taxi will be built with sophisticated sensors that are able to detect any illegal substance or weapon whiles onboard; When the vehicle sensors anything suspicious, it will directly send alert to the police and also reroute to a nearby precinct to prevent any unlawful activities. According to PBS.org website, “The new TSA implemented procedures that included stricter guidelines on passenger and luggage screening. Only ticketed passengers could go through security, and an ever-changing array of machinery and procedures were introduced to scan for weapons and destructive items”. Again, a critical background check will be considered to each and every subscriber. These are extra safety measures for New Yorkers. The Taxi and Limousine Commission (TLC) with the support of New York Police Department (NYPD) and Department of Homeland Security (DHS) will be the managers of this new technology. Also, the built-in sensors will be able to detect possible collisions in less than a second to avoid crashing. The GPS equipment is also made for routes and tracking. “In February 2014 Mayor de Blasio released the vision zero action plan which outlines actions the TLC, the Department of Transportation, the Police Department, other agencies, the public, and the private sector can take to end traffic-related deaths in New York City by 2024. TLC Vision Zero initiatives range from greater education about street safety to incentives for safe driving and enforcement against unsafe behaviors.  The City’s main vision zero is a trove of information about initiatives across the city targeting all drivers, pedestrians, and cyclists”.(Fatal and Critical Injury Crash Review and Enforcement Report for Cooper’s Law and Local Law 28 of 2014-nyc.gov). The Hover taxis are perfectly designed to support this initiative by the Mayor.

There are several pros and cons this technology (Hover Taxi) will bring forth especially to the people of New York. Hover Taxi technology strictly works through a designed application (app) with a monthly fee. It will require a bankcard or bank account and one additional credit card which technically it’s quite unfriendly to people who do not poses the requirement. The application can only be operated when connected to the Internet. People without internet will not benefit from this technology. Another major significant effect will be high rate of unemployment. Even though, Hover Taxi technology will offer several thousands of people jobs in New York City, It will also increase the unemployment rate. According to Taxi and Limousine Commission’s website, There are over fifty thousands drivers where drive taxis in New York City. “TLC-licensed drivers come from all five New York City boroughs, 31 U.S. states and the District of Columbia, and more than 175 countries around the world. A handful of these countries have only one driver in the fleet, whereas other countries have tens of thousands. The highest concentration of yellow taxi drivers comes from Bangladesh, with over 10,250 drivers. Drivers from Bangladesh now represent 23.1% of all yellow taxi drivers. Pakistan comes in second with 5,850 yellow taxi drivers (about 13.2% of all yellow taxi drivers). This represents a shift from 2005, when the highest concentration came from Pakistan (14.4%), and Bangladesh was second at 13.6%. The concentration of drivers coming from the U.S. and associated territories has also decreased from 9.1% in 2005 to 6.0% today. For FHV drivers, the number one place of birth is the Dominican Republic. Drivers from this country represent 19.5% of all FHV drivers (over 9,000 drivers in total). The second highest concentration of FHV drivers comes from the U.S., representing 9.6% of all FHV drivers (about 4,500 drivers)… Although female drivers have been behind the wheels of New York City cabs since the 1940s,1 the taxi industry continues to be nearly all male. This trend has held firm for many, many years. Around 49,500 (98.9%) of today’s yellow taxi drivers are male, whereas just 536 are female. The percentage of female FHV drivers is slightly higher, with a total of around 2,300 female drivers (just under 4% of all FHV drivers). TLC-licensed drivers range in age from 19 years (the youngest age allowed by TLC Rules), to the oldest, who turned 94 in August 2013. The average age for a New York City yellow taxi driver is 46 years old, up from 44 years old in 2005. For FHV drivers, the average age is 47 years. Looking at the age distributions for yellow taxi and FHV drivers, a larger share of yellow taxi drivers are younger in age than FHV drivers, with about 21% of yellow drivers under 35 years old and just 19% of FHV drivers. The largest age cohort for both groups of drivers is those between 50 and 54 years of age. Around 14% of yellow taxi drivers and 15% of FHV drivers fall into this age group”.(NYC TLC Licensing Data, September 2013 page 9). Base on this Statistics released by the TLC, this new technology (Hover Taxi) will affect many people from all walks of life.

The core idea for the invention of this vehicle is to ease the congestion in the city (Manhattan). According inrix.com, “New York City, often referred to as the City of Dreams, ranks number five in the top 10 worst traffic cities in the U.S. right behind Austin. New York commuters spent an average of 53 hours sitting behind the wheels hopefully paying attention to surrounding traffic and not day dreaming. New York City commuters experienced a 20 percent increase in overall travel time due to bad traffic. So what used to be a 45 minute drive from Manhattan to JFK Airport on a good day is now closer to an hour”. This is a very serious issue that needs to be fixing by this great technology (Hover Taxi). “… in New York, approximately 4,000 New Yorkers are seriously injured and more than 250 are killed each year in traffic crashes. Being struck by a vehicle is the leading cause of injury-related death for children under 14, and the second leading cause for seniors. On average, vehicles seriously injure or kill a New Yorker every two hours” (NYC.gov/visionzero). Hover Taxi’s supper sensors will prevent collisions. It will cut down the number of fatality in New Yorkers City. Air pollution in New York City is a significant environmental threat which according to NYC.gov website “contributes to an estimated 6% of annual deaths. Improving our city’s air quality is a difficult task because there are many types of air pollutants that can come from millions of sources, inside and outside city boundaries. PlaNYC was released in 2007 and is the city’s unified strategy to bolster economic development, improve the environment, and better the quality of life for all New Yorkers”. For New York City to actively take measures to reduce emissions from our motor vehicles, it needs to embrace the Hover Taxi technology, which is electric and eco-friendly.

A new transportation system of this kind needs a thorough study. A pilot research will be done in New York City (Manhattan) to gauge the success of the Hover Taxi.

 

References

https://www.youtube.com/watch?v=LAVVL5wgYx8. Retrieved April 11, 2016

http://www.nyc.gov/html/tlc/html/industry/vision_zero_tlc.shtml. Retrieved April 14, 2016

http://www.nyc.gov/html/tlc/downloads/pdf/2014_taxicab_fact_book.pdf. Retrieved May 1, 2016

http://inrix.com/new-york-city-ranks-5-in-the-top-10-worst-traffic-cities/. Retrieved May 7, 2016

http://www.nyc.gov/html/visionzero/pages/home/home.shtml. Retrieved May 17, 2016

http://www.nyc.gov/html/dep/html/air/index.shtml. Retrieved May 17, 2016

http://www.pbs.org/newshour/rundown/911-to-now-ways-we-have-changed/. Retrieved May 17, 2016

 

 

The Future of Gaming (Final Paper)

Sasha Pineda

MCS 214

Jonah Brucker-Cohen

May 15, 2016

The Future of Gaming

The world of gaming has always tried to make advancements for the players or just to one-up the competition. Along the way, the gaming companies have decided that the world is ready to reintroduce virtual reality. Virtual reality was first coined in 1957 with the invention of the Senseorama by Morton Heilig. Heilig was a cinematographer and inventor who used his expertise in the field that would be the future of cinema. The Senseorama created a simulation with 3D images along with smells and sounds; this created the illusion of reality.  In 1961 Philco Corp develops project headsight which is a helmet that incorporates a video screen with a head tracking system. Project headsight was used mainly for military training operations.  1965 Ultimate Display was made by Ivan Sutherland; the Virtual Reality helmet was made with two CRT screens which enabled the user to experience 3D images. 1966 Thomas A. Furness III creates the very first simulator for the air force using the Ultimate Display. In 1968, Ivan Sutherland created the not only the first Virtual Reality and Augmented Reality Head Mounted Display called The Sword of Damocles, but he was also assisted by his student Bob Sproull.

In 1972 the company General Electric built the first computerized flight simulators using the technology of the Sword of Damocles and improving on it. This simulator provided 180-degree FOV by using three screens surrounding the person training in the cockpit. 1975 Myron Krueger was the first person outside of the military and cinema to use Virtual Reality. Myron was an artist at the Milwaukee art center his exhibit was called Videoplace and used darkened rooms with a large video screen to simulate the illusion of reality. 1977 the Aspen Movie Map was created at MIT; this was a hypermedia system that enabled users to take a virtual through Aspen City in Colorado. 1980 the company StereoGraphics produced the stereo vision glasses. 1985 Jaron Lanier and Thomas G. Zimmerman founded the VPL Research company. This company is known to be the first to sell Virtual Reality goggles and gloves; Lanier was the one who polarized the term virtual reality. 1982 the movie Tron was the first film to depict Virtual Reality. In 1987 Dimension international company makes software that has the capability to make 3D worlds in personal computers. 1989 Scott Foster made the Crystal River Engineering Inc. this company specialized in real-time binaural, 3D audio processing. In that same year, Atari was the first video game company that launched a video game arcade machine with 3D technology to the public.

1990 Jonathan Waldern demonstrated and introduced Virtuality, which was a virtual reality gaming machine at the computer graphics 90s exhibition. 1991 Antonio Medina creates a Virtual Reality system to drive the Mars robot from Earth, which is known as the Computer Simulated Teleoperation. Saga announces the SEGA Virtual Reality headset, which can be used with arcade games and the Mega Drive console. This lead to arcade places bringing in machines that had Virtual Reality so people could play the 3D games and the games remade for 3D like Pac-Man. Virtuality launched that very same year and shocked the industry with how immersive the game was. It also was the first to mass-produce a Virtual Reality entertainment system that can support multiplayer and network. This was the biggest achievement for virtual reality. 1995 Virtual IO I-Glasses, the affordable home Virtual Reality headsets was introduced. VFX-1 Headgear Virtual Reality System from Forte Technologies was introduced. Nintendo produced the Virtual Boy console which shows monochrome video games. 1997 Georgia Tech researchers use Virtual Reality to create wars zone scenarios as therapy for PTSD in veterans. 1999 the film The Matrix comes out and features a computer-generated the world, where its citizens of the future are imprisoned at birth. In 2010, Google introduced a stereoscopic 3D mode version of Street View.  In 2012, the Oculus gets a Kickstarter and is financed, then developed the Oculus kit which was meant to get the Oculus Rift to developers who could integrate the Virtual Reality device into their games. 2014 The big event in virtual reality history happen when Facebook acquired Oculus Virtual Reality, a virtual reality headset company, for $2 billion.

Ever since the matrix the 3D computer graphics are integrated and perfected over the years, in films, that now we can’t tell the difference between what’s fake and what’s real. Virtual Reality is used more and more in other fields film, and gaming is just a percentage of what Virtual Reality is being used for.  In the healthcare industry, Virtual Reality is used to help diagnosis and treatment. Companies are making Virtual Reality simulation software like Surgical Theater and Conquer Mobile. This software uses actual images from cat scans or ultrasounds to construct 3D models of a patient’s anatomy. The models help both the new and experienced surgeons to determine the safest and most efficient way to locate tumors. Virtual Reality can also be implemented to help patients in their rehabilitation.  Stroke and brain injury victims in Europe use immersive Virtual Reality therapy made by MindMazeto to help regain motor and cognitive function much faster, then people who don’t use Virtual Reality.

NASA is using Virtual Reality to train their astronauts through Virtual Reality. Museums are using Virtual Reality to transport people to cities like Paris, New York, Athens, etc. Automotive Manufactures use Virtual Reality to make virtual prototypes. Virtual Reality is used for criminal justice majors to evaluate crime scenes and to have court cases. Virtual Reality is utilized in the classrooms to help children learn and to help teens learn how to drive. Virtual Reality is being used for meditation and mental health, Shopping, and the military. Businesses use Virtual Reality for conference calls, for interviewing candidates, can be utilized for training, reduced business travels, and give customers a better experience.

Virtual Reality uses 3D computer graphics to make the experience seem real it emerges the player into a reality that isn’t their own. There are a lot of movies and shows that use this kind of emersion. The Matrix is one, Existenz, Total Recall, Gamer, Tron, The Lawnmower Man, Strange days, The Thirteenth Floor, Ghost in the Shell, etc. We are so far ahead in Virtual Reality that there are movies like The Martian, The Hunger Games, The Lion King, Wild, School of Rock, and Star Wars 7 remastered just for the Oculus Rift to give the movie goer a more believable reality. There are shows like Heroes: Reborn character Miko Otomo, who’s power, is that she can jump into a video game and become a player within the game. Their anime’s like sword art online that drag the player into the world of games once the player puts on a pair of headphones. In Digimon, the digit tamers enter a virtual world to go on adventures. The robot was a show in the 90s about a boy who jumps in and out of a virtual world. There are even games themselves that the story line requires characters to go into a Virtual world, like Persona 4 where the main characters can bounce in and out of the T.V world to try to save people who are thrown into the T.V world.

Since Virtual Reality was first introduced in 1967, the world has gone crazy developing for the experience. Virtual Reality went from just for movies to the military, then it jumped to games, to it disappearing and coming back strong in 2012. In movies and shows Virtual Reality always felt like a thing of the future, every science fiction movie, show or book had to have some aspect of Virtual Reality. When did Virtual Reality go from science fiction to Reality? The advancements in technology have given rise to some of the best techs for the present. Virtual Reality is doing so much for the real world and doing a lot more for the video game world. I believe that Virtual Reality is going to be in every home and the hands of every person. Virtual Reality will make it easier for us to work from home, soon our television will be Virtual Reality pads, books and notebooks will no longer have a paper they too will be Virtual Reality pads. Libraries would be full of just Virtual Reality kind of books.

 

Work Cited

“The Timeline Of Augmented Reality – The Past, Present, And Future Of VR And AR: The Pioneers Speak.” Tom’s Hardware. N.p., 30 Apr. 2014. Web. 16 May 2016.

“Timeline of Virtual Reality History & Important VR Chronological Events.” Http://allvirtualreality.com/. N.p., n.d. Web. 15 May 2016.

“Advantages of Virtual Reality in Medicine – Virtual Reality.” Virtual Reality Society. N.p., 27 Dec. 2015. Web. 16 May 2016.

Revesencio, Jonha. “How Can Businesses Benefit From Virtual Reality?” The Huffington Post. TheHuffingtonPost.com, n.d. Web. 16 May 2016.

“Benefits of Virtual Reality in the Classroom – Virtual Reality.” Virtual Reality Society. N.p., 28 Dec. 2015. Web. 16 May 2016.

“Beyond Gaming: 10 Other Fascinating Uses for Virtual-Reality Tech.” LiveScience. TechMedia Network, n.d. Web. 16 May 2016.

“7 Movies You Can Experience in Virtual Reality.” Observer. N.p., 28 Mar. 2016. Web. 16 May 2016

“Miko Otomo.” – Heroes Wiki. N.p., n.d. Web. 16 May 2016.

 

 

Gaming 2000-2015: How has Present Gaming Transcended into the Future? (Final Paper)

Gaming in this time period reached a new millennium. Better Graphics, better control, stronger gaming ideas, and advanced digital development. These aspects in this time period of gaming have lead to a more realistic feel to games. Illustrations have also improved drastically due to advanced software development over these years alone. Everything is no longer really done by hand in this present era. I also remember that there were so many consoles for so many companies. Now, gaming is narrowed and revolved around just three consoles; The Nintendo Wii, The Xbox and The PlayStation leading this present era into the future of gaming. These advances tactics will eventually lead us into the future of gaming, which will be digital gaming.

 

In the year 2000, SONY wanted change in the new millennium. With the PlayStation 1 being a hit with games such as the Street Fighter Alpha Series, Castlevania, Metal Gear Solid, Gran Turismo and Final Fantasy; SONY decided to elevate their gaming status to a new level with the launch of the PlayStation 2. According to Time.com A History in Video Game Consoles, the PlayStation 2 became the most popular console in the 128-bit era. It also stated that this console raised the popularity of playing games in high-speed Internet connections. This console came out with some of the greatest series of games in gaming history. Games such as Grand theft Auto, Final Fantasy, God of War and Kingdom Hearts and Marvel vs Capcom. It was also the first console to function as a DVD player. This console helped elevate SONY because of all of it’s functions and how versatile the was by allowing it to still play PS1 games. Nintendo also revolutionized gaming in 2000 when the Game Boy was launched. Microsoft did however counter in 2001 with the Xbox. The Xbox was the first console ever created by Microsoft. Created with PC technology, the Xbox was one of the consoles that allowed people to play online with one another. Whether if it was with friends or with strangers all over the world, this console was one of the first consoles to lead to the rise of online play. Their greatest game ever created was Halo. Although the Xbox had a good function as far as communication, it did not outsell the PS2. Nintendo also launched the Nintendo GameCube in 2001. This Console is best known for it’s tiny 3-inch discs and continued enhancing its franchise gaming titles such as Mario, Zelda and Metroid. The greatest game ever created for this console was Super Smash Bros. Melee. This game was an advancement of the first Super Smash Bros. It is a combination of a combat/fighting game. This game is still played all over the world and big international gaming tournaments are still thrown for this game. 2001 was also the year that SEGA announced that it will no longer manufacture hardware due to its failed experiment; The SEGA Dreamcast. In 2002, Nintendo launched the Game Boy Advance. This console was portable for Game Boy Color and Game Boy games what made this unique was its LCD screen. It allowed it to display over 32,000 colors. From the years 2002-05, gaming companies focus solely on portable gaming devices such as the Game Boy Advance, Nintendo DS, and the PlayStation Portable (PSP). However, the face of gaming changed when Microsoft solidified its greatness with the launch of the Xbox 360 in late 2005. This console had advance online service, better graphics and rendered realistic gaming physics. It was the first console with USB ports to use MP3 players to charge MP3s and play music while enjoying video game experience along with digital cameras, iPods and many other electronic devices According to Time.com A History in Video Game Consoles.

 

In 2006, Nintendo also enhanced their gaming abilities with the launch of the Nintendo Wii. This console renovated the art of the controller with abilities like swinging a tennis racquet, swinging a baseball bat, shooting a basketball, a steering wheel and more. However, the Nintendo Wii and Xbox 360 fell victim to SONY again when it launch the PlayStation 3. The PS3 was and expensive console for good reason because it had the ability of 3D gaming, save photos, videos, movies and it also displayed games in a revolutionized quality. The one thing that the Xbox 360 and the PS3 have in common was the rise of digital stores. Xbox 360 had the Xbox Live Arcade, which allowed users to buy classic Arcade games such as Street Fighter 2, Marvel vs. Capcom 2, Ms. Pacman and more. The PS3 had the PlayStation Store allowed users to not only purchase games but movies as well. In 2008, Nintendo enhanced its gaming with the release of WiiFit Sports; A game for all ages from toddlers to elders. Social gaming also rose as games like Angry Birds and Farmville took over social media attracting millions of Facebook users. These social media games also led to the evolution of mobile gaming. In 2009, WiiFit Sports became the greatest selling video game of all time.

 

In 2013, SONY and Microsoft revolutionized their consoles with the launches of the PlayStation 4 and the Xbox One. These two consoles both have the ability to download apps, watch TV shows, movies, buy games digitally and it is the new face of online competition. The PS4 has also incorporated social media heavily by having a share button on their controllers. The PS4 and Xbox One function more differently to me because everything is more digital. Pretty soon, Games will no longer be sold in stores, GameStop will stop selling hard copies of games and everything will be revolved inside of consoles.

 

Present Gaming has transcended into future gaming. I believe the next phase of gaming will be that everything will revolve inside of the console. 5 years from now I truly believe that physical game copies will become extinct and games will have to be bought online. Video game consoles have also become pretty close to computers because you have access to the Internet and you can pretty much obtain information through video game consoles. Accessing games digitally will be the next phase of gaming. Technology will keep enhancing gaming’s visuals to also make gaming a 99% realistic environment. The problem with this is that making games too realistic takes away the fun of gaming and users will not want to play. However, gaming is in great hands and with gaming console technology evolving day by day, gaming will be accessed digitally.

 

Present gaming has transcended into what gaming is today. I feel that gaming is now and incorporation of all the consoles put together into one strong masterpiece. Mobile gaming is a new sensation. According to TechTimes.com’s Gaming On-The-Go: The Future Of Mobile Gaming vs. Consoles, Smartphones and tablets have become what gaming is today. SONY and Nintendo blame poor sales of the Nintendo 3DS and the PS Vita due to the fact that mobile gaming has become the new sensation of gaming. Mobile games are much simpler and can be played from toddler to elder. Games such as Angry Birds, Candy Crush, Temple Run and Clash of Clans have become the new face of gaming. Mobile gaming has expanded online as well. One example is the game Clash of Clans. I remember in my old job, 90% of my co-workers played this game. They would often play together or sometimes against different clans all over the world. According to According to TechTimes.com’s Gaming On-The-Go: The Future Of Mobile Gaming vs. Consoles, 35 percent of today’s present gaming uses tablets and smartphones. Since smartphones are very popular and with mobile gaming on the rise, this percentage will keep increasing because phones will only be renovated into even better versions of the last and the games will improve. The one thing that intrigues me the most is the emulator apps that have been released for mobile gamers. Apps such as Snes 9x; an app that allows users to download ALL games for the Super Nintendo. Games like Megaman, Super Mario, Street Fighter, Duck Hunt and more. Furthermore, MegaN64x; the app that allows users to download games for the Nintendo 64. These apps are gold because sometimes current gaming does get boring and sometimes people would like the experience to actually go back and experience games they grew up playing. Games like Pokemon Stadium, Super Smash Bros, Super Mario, Donkey Kong and others.

 

Present gaming is the middle child of gaming. Of course gamers need to know what is the next phase of gaming and need to know the first steps gaming took. But it is important that gamers know what is trending right now. At times, gamers tend to segregate themselves from each other into 3 groups. The gamers that only like old school games, gamers that only love new games and just casual gamers that tend to just go with the flow. If the gaming community can come together as one, gaming can become fun again. Some games are too generic and some games are too realistic. There is no real balance in gaming right now but if the gaming community looks for outside sources to adapt to their products, gaming would be more versatile and would make more sense. Gaming is going in a good direction, it just needs a little more simplicity and new ideas.

 

References

http://content.time.com/time/interactive/0,31813,2029221,00.html

http://www.infoplease.com/spot/gamestimeline1.html

http://teachinghistory.org/history-content/ask-a-historian/25764

www.Techtimes.com/Gaming On-The-Go: The Future Of Mobile Gaming vs. Consoles

http://ps4daily.com/2013/09/top-10-most-exciting-features-of-playstation-4/

The Next Big Thing In Media

The next big thing in digital media is video chat. I mean video chat will be incorporated in every form of media, Video chat will be incorporated in every form of media, Everyone will remain connected make friends follow others and share comments and ideas from your morning news broadcast, to Apple music, to Hulu, to Microsoft and Sony gaming consoles which will soon shift to holograms in your living room. This Digital visual, video Social Media technology will gain interest and traction for my idea by pushing out and promoting my video based chats by recruiting college students and athletes to endorse my products. It will not cost a thing, college athletes cannot be paid to endorse, but they cannot be penalized for using public technology. Advertisements will me sold through these media platforms with social video chat. This is the undeniable future, all humans want to be connected, and we are social creatures. My project is successful because we are watching it unfold today with, live streaming, Snapchat, hologram etc.

Social media culture allows for entrepreneurship at virtually any age, education, networking, and social activism. Social media breaks barriers of race, education, social class, and geographic location. New media allows people to connect with others from all over the world. Social media and new media continue to have positive effects on society.

There have been many articles urging parents to monitor for potential problems with social media. These problems include cyber bullying, “Facebook depression”, “sexting”, and exposure to inappropriate content. It is a parent’s job to monitor their child’s activity, online or offline. Parents that are not technologically savvy, their adolescent child can be bullied in school, can be exposed to sex and inappropriate content through every other form of media besides the internet and social media. An adolescent can consume media such as prime time television, film, music, the ads in a newspaper, magazine, even a billboard can expose an adolescent to sex and inappropriate content.

I believe in adapting to innovation, and moving forward embracing new technologies. Someone who is lazy or has a victims mentality will stay stagnant and just complain about technology advancements and will not adapt. These people will be left behind. Cyber bullying is just as common as real life bullying. It is a natural part of life, not everyone one you encounter is going to like you, and people will try to get in the way of your goals and will test you. A part of parenting is dealing with these issues, teaching their adolescent children preventive methods, and ways to interact with strangers, or people who are trying to do them harm. Think about all the time millennial spend on their phone.

Instant messengers, which are a form of social media, such as Aim, Yahoo messenger, and MSN windows live messenger, have had close to 500 million users combined with Aims launch in 1997 through 2009. A majority of the students in this class grew up in a world with social media already being very popular. It is difficult for a student in their 20’s to compare a time with social media to a time without social media, we have almost no recollection of a time without social media’s popularity. Social media exposes propaganda released by other conventional forms of media, before social media’s popularity and Internet such as, TV, radio, and press. Social media is more efficient and innovative because older forms of media allow very limited access between, consumers and media editors, publishers, and writers.

The majority of the students in colleges across America are millennials, and grew up surrounded by popular social media. I do not believe social media is negative, it reflects life, and the difference is you can turn off social media, if you are facing cyber bullying or harassment. To avoid social media it is as easy as logging out of an application or a website, it is really that simple.

The music industry has changed platforms of distribution over the years the way music is shared distributed and purchased has evolved with advancements in technology. With music streaming technology changing and improving rapidly, this has allowed for more access to music, like many other forms of media distribution services, and streaming services.

Music streaming is faster and more efficient. As of late there has been a revolution and war of streaming services that is fueled by profit. Music streaming services such as Pandora, Spotify, Apple music and Tidal are available apps for computers and mobile devices. Both Pandora and Spotify are available for free because they force users to watch and listen to advertisements were paid streaming options are advertisement free for subscribers.

Apple bought Beats for 3 billion in September 2014. Beats is very popular for their headphones, speakers and audio hardware, but Apple purchased beats because the company was most interested in acquiring Beat’s music catalogue. Beats were also a music marketplace similar to iTunes before merging with Apple. I believe music streaming services have a lot of work to do legally, to ensure reasonable pay to songwriters and composers, but it does lower the rate of online music pirating, since free streaming allows instant access to high quality audio music, rather than risky file sharing. The platforms for distribution will continue to evolve in the music industry and all media platforms as we have seen throughout the years, but music is a creative art form and will always be molded and shaped different through the years as well.

The film and television industry has changed platforms of distribution over the years the way video is shared distributed and purchased has evolved with advancements in technology. With streaming technology changing and improving rapidly, this has allowed for more access to film and television, like many other forms of media distribution services, and media streaming services.

Television and Film streaming is faster and more efficient than conventional television and film. I have noticed as of late the bigger the film budget the larger the box office sales opening week. There are a handful of films and television shows that make their premiere every week, and weekend. I do not think films have failed I believe there is an over saturation of film. There is also a need for better writers and more diversity on screen.

As of late there has been a revolution and war of streaming services that is fueled by profit. Film and television streaming services such as Netflix, Hulu, and Amazon Prime are available apps for computers and mobile devices. Paid streaming options are advertisement free for subscribers. The platforms for distribution will continue to evolve in the film and television industry and all media platforms as we have seen throughout the years.

What is social media and social networking, why do people give it so much attention and importance? Who are the people using it? Facebook, Twitter and all forms of social media communication technology just a few years ago were a new kind of communication technology. These websites and applications are now recognized as household names in the United States, throughout the continent of Europe and many countries in the world utilize the effectiveness of social media. Social media has become one of the main sources of interaction in modern society and it keeps people connected. Social media has broken barriers of social class, economic class, and education, creating a world of activism and awareness.

As human beings we are social creatures. We have a natural need to connect with others and communicate with other people. We enjoy sharing our ideas, work, and art. Since the time we are children all throughout adolescent into adulthood humans have a need to communicate. In the past, due to geographical location and economic class, interaction between people was limited.

Social media communication technology is made up of individuals that are connected to one another by ideas, values, trade, and much more. Social Networking was a function that was conducted by the famous and wealthy at private gatherings. People would exchange contacts and ideas at these extravagant events.

Communication has been instrumental to a large extent to the growth of social networking, and media communication technology. Today there are a lot of online social networking sites where individuals volunteer information about themselves and their social networks. Social networking allows for all people to interact with one another. An online social networking site is a place where a user can create a profile and build a personal network that connects to users from all over the world. What used to be just an interactive activity has today taken the proportions of a global phenomenon that engages tens of millions, and in some cases even billions of Internet users.

A social network allows independent artists, music labels and video content owners to upload share and sell their content to a community of users with interests in the particular media. Users in turn benefit by being able to sample, hear, download and share songs with friends and other members.

The social network sites have emerged as a powerful and effective means for people to not only link and get connected but to use these services as effectively as possible. The popularity of social networks is growing more and more each day.

Social Media has become one of the main sources of interaction in modern society and it keeps people connected. It has broken barriers of social classes, economic class, and education, creating a world of activism and awareness. Social Media has become one of the main sources of interaction in modern society and it keeps people aware. It has broken barriers of social classes, economic class, and education, creating a world of activism and awareness. All people should use and have access to social media because of the positive impact it has had on media communication technology and broadcasting.

Facebook, Twitter and other social networking websites have changed the way people communicate with each other. Personal communication used to be about one on one interaction whether in person or over the phone. Even group reunions used to be about one on one. If you had a story to tell you would have a specific audience who was listening to you, and you were limited only to the people you could reach in your social circle or the area you are in.

Facebook, Twitter and so many other social media websites and applications have made drastic changes to the way we communicate. Now personal communication involves photos, videos, statuses, Likes, and re-shares. When a photo, or video is posted it is shown to only your online friends, depending on your privacy settings, you can share to even more people and allow the online content you share to be public and viewed by every user on your social network of choice. Therefore, your story can be transmitted to a large group of people, most of who you may have never been able to convey a message to before social media. We consciously make the decision as to what we want people to see on our social media profile pages. A photo is only but an instant, a very limited snapshot, of everything else in the real world image.

Facebook, Twitter and other social media websites are tools that allow everyone to stay in touch, easily and quickly. Before social media, there was no mass personal information sharing, other than sending a mass email. Many argue that Facebook and Twitter allow for bonds to stay strong and friends and family to stay in contact. This point is valid since before Facebook if someone wanted to know about another person they had to actively seek information. Facebook presents information to you in the “news feed,” just as a newspaper presents its news. Going by the concept of technology is what we make of it, Facebook allows you to stay close with people you are already close with, or build relationships with people and users you would have never met in person.

Personal communication is as important as ever, the difference lies within the way we communicate. Being aware and conscious about your use of social media and its possible effects allows for intelligent decisions. Though Facebook has radically changed the way we communicate, creating our lives into public forums

Where we choose what people see, as well as intensifying our societal need for independence, this section does not call for you to erase your Facebook page, it is the opposite, it seeks to highlight the way Facebook has changed communication in attempt that you will learn from it.

I will be describing the impact in media communication technology; let us beginning with Facebook. Facebook was started in 2004 formally named “The Facebook”. There are now over 1 billion active users every month. Twitter was created and in 2006. These two forms of media technology are the heavyweights of the social networks. Social media allows people to communicate with people all over the world, reconnect with old friends, say happy birthday to a relative, market your business or products, share a funny video, or start a peaceful protest that will lead to a revolution, and much more.

Social media technology drove the success of president Barack Obama’s campaign in 2006. His technology adviser Chris Hughes assisted him. Obama made history and had a successful campaign and could not have become president without the massive online outreach to voters. Social media technology like Twitter allows you one hundred and forty characters to convey your message to the public. News can be spread rapidly, through social media like Facebook and Twitter instantly. It is informal way of communicating to people without them having to reply.

Forty-eight percent of eighteen to thirty-four year olds check Facebook every morning. More than thirty percent of the entire users on Facebook are over thirty-five years old. Seventy-two percent of the United States web audience is on Facebook. Fifty-seven percent of people talk online more than they do in real life. Forty-eight percent of Americans receive their news through Facebook. Seven hundred fifty million photos were uploaded to Facebook over the weekend of new years 2013. Every twenty minutes there are over one million links shared, one million tagged photos, about three million photos uploaded, over ten million comments made over one point five million wall post, and close to three million messages sent through Facebook every twenty minutes on Facebook. Social media has help to create a global connection. Social networks and social media enable democracy and activism to mobilize. Increase access to information and improves education. Encourages accountability and transparency.   Influences the media through citizen journalism.

Social media has influenced social change. In countries like Jamaica the health workers there distribute information about HIV via online social media networks. Citizens in Mexico are using social media to report information about drugs wars and cartels. In India acts of corruption are reported via social media channels. Over 30 million people viewed a fund raising video for Syria by Save the Children. The Ushahidi platform uses social media to locate people in the aftermath of a devastating natural disaster or conflicts such as the massive earthquakes in Haiti tsunamis in Japan and typhoons in the pacific saving thousands of lives in danger. Social Media revolutions have helped topple governments around the world in countries such as, Libya, Egypt, Iran, Yemen, Jordan and so many more to come. Countries that have fallen behind Europe and the United States when it comes to mobile technology are advancing at a rapid rate. In 2008 china has gone from only 17.6 million mobile Internet users to 464 million in 2013. As of 2014 there are more mobile phones in the world than there are toothbrushes Social media has become one of the main sources of interaction in modern society and it keeps people connected. Social media has broken barriers of social class, economic class, and education, creating a world of activism and awareness.

The Internet has evolved into a dynamic source of information as well as an extraordinary marketing tool that is able to reach nearly any user. The Internet has become a source for gathering timely information and converting data into profitable results at a faster rate for many firms and individuals in this revolutionary era of the twenty first century. Participants of the economy, from households to foreign markets, have found this dynamic system to be a way to reach the masses with a large percentage of the Earth having access to this knowledge. The marketing and advertising industry have gained significantly in the creation of such a wonderful thing. The Internet allows users to search out products with ease and makes doing research on given products that much more effective. Deploying Internet technologies can take attention away from focusing on core business functions; however the impact of the Internet on marketing and advertising has enabled businesses to effectively communicate with consumers and demographically hit a broader audience.

Marketing and advertising in the twenty first century have taken a whole new route in hitting the targeted market. The goal of any company when marketing a product is to sell that product to anyone that sees its advertisement. Being able to effectively market is what will keep products moving off the shelves for consumers to buy, as well as allowing businesses to thrive in these times of such economic insecurity. Consumers always want to know more about any product they are going to buy. Being able to research a product is crucial in any industry for sales.

Cites

Apple to Pay $3 Billion to Buy Beats, Brian Chen,  New York Times, May 28, 2014.

Music streaming demands new wave of licensing rules – Chicago Tribune

Apple Music may not steal you from Spotify, but it can still win the streaming battle

The Future of TV Isn’t Apps. We Need All Our Channels in One Place

The Future Of TV Is Here. Can Cable Survive?

“How the Technological Design of Facebook Homogenizes Identity and Limits Personal Representation”

“The Great Wall of Facebook”

Jeffrey Rosen: “The Web Means the End of Forgetting, http://nyti.ms/atnScD

Viral Marketing for the Real World

5 Key Viral Marketing Tactics Proven to Work

Media Final Presentation

Genius Automobiles

When Apple created the Iphone it changed the mobile industry forever; Genius Automobiles is the iphone of automobiles changing the way we think of driving. Throughout history humans have created several technologies used to advance the means of travel including the work of, french engineer, Nicolas-Joseph Cugnot, that is credited with the design of the first automobile which was steam-powered, from Switzerland, François Isaac de Rivaz, that is credited with the design of the first internal combustion engine that could use hydrogen, and from Germany, Karl Benz that is credited with the design of the first ideal car. Moving forward to 2016, the automobile industry has continued to make advancements; however, there has been no bigger jump in technology driven vehicle then Genius Automobiles(GA.) Built and design in the United States, Genius Auto goal is to use technology to help make the driving experience safe, smooth, comfortable and convenient. My company for “next big thing” project is the next generation of smart cars, which are Genius Automobiles.

 
The innovation of Genius Automobile has lead to the next generation collection of luxury vehicles and mobile technology that can be placed on all vehicles. Our standard collection of high-tech luxury vehicles come equipped with a computer personal assistant “Gene,” Genius Screen, autopilot mode, an anti crash system, anti-theft system, auto-park, auto-pickup, solar rechargeable using minimum gas, superior handling of the wheel and road, high-powerful engine, Bose sound system, finger unlock, push button starter, GPS, satellite radio, and other standard features. Genius’s Technology that is transferrable to other vehicles including computer personal assistant, anti-crash system and auto-park. Our new age technology will guarantee drivers a more safe way to arrive home. When driving it will update on changing conditions and faster routes. If a car is speeding, drivers will be notified about the speed and the distance apart. In the case of an attempt at theft, Genius vehicles will notify the owner, record the incident and owner will have the option to contact the nearest police department. When drivers have to make a quick run to the store and can’t find parking, autopilot can circle the block while in the store. When you are ready to leave you can call the car by using your tablet key. Spending too much money on gasoline? Our solar polar energy oil will keep your vehicle driving longer on gasoline. Genius’ s technology will make life more convenient  for all consumers.

 
In part of what makes Genius automobiles, “Genius,” is our automobile technology are fit make the lifestyle easier of everyday families and professionals. For the everyday family, our standard luxury van comes with three rows, all leather seats. Our collection of cars and trucks will take you to your destination in smooth and easy ride. Genius personal assistant, Gene, can be commanded to find songs, radio station, bluetooth and information on the surrounding areas including: landmarks, supermarkets, gas stations and restaurants. Autopilot Mode, might be one of our most prominent of technologies, gives vehicles the capabilities to drive driverless. The Genius screen is on the dashboard and is where the driver can locate all basic function of the vehicle; including applications, such as Facebook and Instagram. When being within a mile distances, genius auto pick-up can be commanded to come to your location; following the flow of traffic, street rules and regulations. When finished shopping at the supermarket, contact Gene, to come to the front of the location. Getting when getting off of work contact Gene to meet you in front of your job.When planning to drive long distances, use auto polite mode, not to fall asleep; however, to become more focus and relax. Auto polite mod will contact the driver ever several minutes, if a driver becomes unresponsive, auto polite mode will find the closest local area to park the vehicle. When driving or on auto pilot mode, the Anti Crash system can track and map in real time the surrounding local area including pedestrians walking, vehicles and all other moving objects. When driving, if an animal or person jumps in front of the vehicle, anti crash system will either slow or stop the vehicle down. For those who struggle with parking autopark will park the vehicle. If a parking spot is a tight fit, auto park will measure the size of the vehicle and parking space to calculate the angle to fit; making parking easy and proficient every time. Gas has become extremely expensive, Genius vehicles are solar rechargeable, allowing drivers to ride on gas for longer periods of time. This will allow families to save money and have more road trips. When driving to soccer practice or your next business meeting, the superior handling on Genius Automobiles will give the driver superior control of the road.

 
To gathers people’s interest and help explain the technology, Genius Automobile will be featured in car shows, events, commercials and endorse various professional sports athletes and leagues. For 22 years, the International Car Show has showcase new automobile. The Funk Master Flex Car Show is a good car show to gain urban community support and interest from popular culture. Commercials will help explain the product to consumer and will gain Genius Automobile attention. Genius automobile will debut several commercials during the Super Bowl, NBA Finals, World Series, Hockey Cup, FIBA World Championship and others. According to CNN “Super Bowl 50 audience is third largest audience in TV history”(CNN, 2016.) Athletes that endorse products, such as a car, help validate the product. One of my favorite commercials on TV features NBA athletes Chris Paul, Kevin Love, DeAndre Jordan and Damian Lillard in a Kia commercial. I would not consider a Kia a popular car; however, would give it considerations when buying a vehicle because of branding. A great idea for a commercial would NBA Basketball player Lebron James, after a basketball, game getting picked up by his driverless car after calling for it with his key. I feel these will be key factors that will help market Genius Automobiles.

 
Genius Automobiles make the best American vehicles. What make Genius automobiles different, than any other vehicle, is being the first to create cars with a computer personal assistant, Genius Screen, auto pilot mode, anti  crash system, anti-theft system, auto park, auto pickup and solar chargeable using a less amount of gas. Having a computer personal assistant in car is important because it allow drivers to not have to touch the Genius Screen and allows them to focus on the road. If a driver need a reminder, the driver can simply say, “Genie remind me…” and Gene will remind the driver when the vehicle is turning off. The Genius screen is essential because that’s the computer in which genius technology is operating from; including the vehicles applications. Genius Automobiles come with several cameras located all over the vehicle including one in the driver and passenger side window. If a driver is stopped by a police officer Gene can be commanded to record the incident. Videos that are captured in the car can be uploaded to social media sites and emails. Auto pilot mode is great for driver that have a hard time with directions. Some people still get lost with GPS and genius automobiles allow users to de-stress behind the wheel. The anti-theft system will record (from inside and out) notifying the owner when their vehicle is being compromised and give the option to contact the local police department. Auto Park is for drivers that don’t feel comfortable parking. Autopark will park the car and give the driver a real time tutorial on how to park into the parking spot. Genius automobiles are the first vehicles with the next generation technology.

 
Finally, how I will judge if my project is successful will be the reduction in the amount of severe car accidents in the United States and if the Genius’s internet sever, the Isolated Wide Web, is not compromise. As of FEBRUARY 11, 2015, according the Certified Paralegals Community, “the average number of car accidents in the US every year is 6 million, 90 people die everyday from car accidents and 3 million are injured yearly”(Certified Paralegals, 2015.) Most car accidents happen because a driver is distracted. Genius automobiles allow drivers to have assistance while driving. The way genius automobiles assures the safety for their vehicles is that their software is not infiltrated by internet hackers. Each vehicle has their own solo position on the Genius’s Isolated Wide Web network.Genius’s Isolated Wide Web, is a network with individuals codes that cannot be changed or compromised. If a driver’s somehow loses all access to their vehicles it will need to be towed to a dealership. To avoid the hassle, drivers are encouraged to use the face recognition option that can be set up in the Genus screen. Genius automobiles is dedicated to lowering the amount of car accidents that happened each year.

 
In conclusion my company for the next big thing project is genius automobiles. My goals is to make driving safer. Genius automobile is and will be responsible for making the first and next generation of vehicles with a computer personal assistant, genius screen, auto pilot mode, an anti crash system, anti-theft system, auto park, auto pickup, solar chargeable using minimum gas, superior handling of the wheel and road, high-powerful engine, Bose sound system, finger unlock, push button starter, GPS, satellite radio, and other standard features. Genius automobiles will change the way the world views driving.
Cites:

http://money.cnn.com/2016/02/08/media/super-bowl-50-ratings/

 

http://www.certifiedparalegals.org/infographic-car-accident-statistics/

 

 

 

 

The Future of Video Games

Over the years, the digital game industry has evolved massively. Casual games, online games, virtual worlds etc, have all exceed the limitations of what we think gaming is and predicts what will be its future. Krystle and Rayshawn’s presentation is to focus on the future of video games coming into the 21st century and what we expect to see more of. Our presentation generates around virtual reality and what is expected of the new technology gadgets. We will analyze how specific gadgets are used on our body parts, how they take over minds and how we see our surroundings in real time using virtual reality gadgets. The idea of virtual reality headsets is to give the audience a realistic approach of video games, a 3D visual content and is designed to make players feel they are actually in the game. It is evident, our future of gaming centers around virtual reality.

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