Danview; a Review of Dan’s Project.

 

Daniel Natoli’s digital artifact, ‘Is Your Upload Speed Good Enough To Stream On Twitch?’ is an extension of his already developed and growing online presence. An active member of both YouTube and TwitchTV Dan is able to create a well thought out and researched project, that caters to a specific audience and communicates its ideas better.

Aim

From the beginning of class, Dan knew his final project would be related to either online streaming or video games or both. This idea culminated in the early stages of the semester into the ‘Upload speed’ artefact, and he has been able to keep this theme in sight up to his BETA.  From the development of the beginnings of his project during the presentation of the pitch to the beta he has maintained the constant aim of informing new or aspiring twitch streamers of the minimal amount of connection strength you will need to produce a consistent stream. Congruently, Dan’s video also aims to discuss the concerns and misconceptions of starting the stream.

The project follows through on these aims, therefore producing as successful video.

Trajectory

As mentioned previously, Dan created the project as a means of extending his already establish gaming production and presentation.  In contrast to other artefacts which are either standalone or the beginnings of perhaps something larger, Dan is, in this case branching into a related yet still new area.  In this regard, the content of his video cannot be directly developed into more videos on the same topic due to the nature of the content, however as a development of his online ‘person’ and portfolio it is definitely a positive contributor.  Following the video being posted, Dan was able to promote the video and his channels through social media and gain some mentions, favourites and re-tweets from popular Australian based gaming accounts thereby extending his reach. The video both was developed on and contributes to his career in video game streaming.

Concepts

In his artefact, Dan addresses two major ideas which he discusses impacting Australian streaming.

Firstly, he addresses the slow internet speeds of Australia, in particular those who do not have the NBN. This is a concept I know Dan feels strongly about. Secondly, he discusses the ‘scepticism of newer twitch users’ for both display quality and esteem reasons. Again, this is based upon Dan and his opinions, the projects concept of newer users being hesitant due to ridicule is an idea he feels strongly about. He is always encouraging others to ‘just give it a go’.

The concepts that drive his production of the video are seeded deep within his beliefs.

Methodology

Dan’s approach to the project could be viewed as almost an academic article(by which I mean, well researched, variety of sources and structurally presented), presented through multimedia. The concept of ‘lowest’ in terms of speed was well demonstrated and actualised in relation to bit rate and the type of game this upload speed is capable of maintaining.  The research conducted was mostly primary which yields both qualitative and quantitative research. The questionnaire was very thorough in answering all aspects of his artefact, despite the (relatively) early online distribution of his questionnaire, there were limited responses. This is by no fault to Dan as it is often difficult to get extensive and numerous answers for these projects. The other sources of information he used were opinions and information gathered from fellow streamers.  Besides being an interesting use of his network, this provides first hand knowledge and experience on both of the aims of his project.  The culmination of this data presents itself in statistics which provide solid answers to the proposed questions of “What internet speed do I need to stream” and “what can I do to make my stream loose less frames?”.

Presentation Feedback

In presenting his artefact, Dan showed the video he has produced and followed up by fielding questions. Some of the comments made in class were that Dan spoke too quickly, however he did justify his speed by stating that he decided to rely heavily on visual information.  In this instance I agree, visual aides are very effective in creating a balanced and informative video, this, however is STRICTLY only applicable when used in addition to audio presentation. Congruent to this, his voice was somewhat fast, however the issues with fast talking is that the speed often causes a lapse in pronunciation. Dan did not have this problem, thereby his talking speed was not an issue.  In the problem with the presentation, it may have been a little slow at times and his presentation would have been a little stronger if it wear more than just showing the video, however I cannot fault him on this as the digital artefact is wholly the video itself, and I cannot suggest any other way to present his artefact. Dan was knowledgeable on his findings and artefact, and was able to answer any questions. Overall the presentation was successful.

Suggestions to Improve Beta

Dan’s beta is incredibly useful and provides accurate information on data streaming with restricted internet speed, the information in his video is very good. One limitation in this aspect however, is that he does not include any peer-reviewed articles. There may be none written on the topic, so the inclusion of these sources may not be possible, and the value of them may not re recognised by the audience, however in this academic-based project it would provide another level of depth to the research.

The presentation of the artefact, while on the most part was good, was at times bland.  This could have been avoided through use of better lighting and more interesting interaction with the audience so it did not just seem as though he was reading off a script. I do recognise that the video included a lot of specific information which is more time consuming to film when not reading from a script, but it is a little more effort that could add a lot to the quality.

Lastly, there were some minor inconsistencies with the editing, at times the image on screen was not proportioned well in relation to the last few images shown which broke up the overall flow.

None of these issues are really that significant, they would just improve the quality slightly.

Overall this is a fantastic artefact, which addresses its aims and produces quality and informative content, well done Dan!

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Spooky Scary Life Choices

I started school when I was 4, and I will finish my (first so far) degree at the ripe age of 20.  I went from primary school, to high school.  From high school to University.  In that time I did not take a year off.  By no means am I complaining, it was definitely the right choice., but I think it is time for a change.

So, instead of joining the spooky scary work force in 2016. I will (see: want) to travel.

I have some framework plans to travel to Japan early next year with a few friends and that’s all swell. I’d tell you my plans but they are not so set in concrete.

However, later in the year I’m looking to travel north america traveling up the east coast into canada and then back down the west coast into mexico and then cuba.  However at this stage i’m not sure what’s gonna happen.

Stay tuned I will probably post more in the future.

BCM 311 Proposal

Prefix

At this moment in time, I stand on the shores of further education, dipping my feet into the waves, gazing across a vast pool of possibilities. For fifteen long years, education is all I have known, and now I must make the decision as to whether to heed the siren call of extending my university life, or turn to follow a new path.  The decision to pursue honours is the easier choice as it is an extension of the path that I have walked my entire life, however stepping into the “real world”, in search of a job, or dare I say it, a career, is the best fitting option.

So it is at this point, I begin; the following is a self-evaluation of values with regards to my desired career trajectory.

—–

Proposal

Advanced seminar in media communications has encouraged me to look and evaluate my own values.  In doing so, I have been critically thinking about my future and the steps I wish to take after I complete the final session in my undergraduate degree.  In my prior session, and the early stages of the current, I had shown interest in and begun developing my honours thesis.   However as a result of the internal exploration of BCM311, I decided that doing honours was not the best choice for me.

The reason behind my change of heart was not due a realization of not wanting to do it, but rather an evaluation of the reasons why I wanted to do it in the first place.  After much thought, I determined that I wanted to follow the honours path because I did not want to search for a job.

In terms of career moves, we draw upon self-evaluation.

Growing up I was always making jokes, a trait I extend into my early adulthood.  This is one of the most important things to me, I enjoy making others laugh.  As such, the idea I hold most valuable is to entertain others. The most logical connection I can make from this is to be a comedian, however I cannot just ‘comede’ I need a platform.

Throughout my years in highschool, I studied performance and as a result I have always been interested in broadcasting as a medium.  Both television and radio broadcasting interests me greatly, however I have often second guessed myself, or second guessed the industry.

My concerns lay within what others have told me.   Many people question me when I tell them of my desire to have my own radio or television show; they tell me that it is unwise to seek employment in a dying industry such as these two.  But really, I cannot imagine myself not working in an industry like this, I strive for creative freedom, I want to be able to make people laugh.  I am a realistic man however, and I do understand that they are somewhat correct.

My hopes however, remain rather intact. With the development and implication of digital radio, it can be argued that the broader coverage thins jobs out, however Susannah Nelson of Communication & Mass Media Complete considers the digital radio a medium which loses touch with its audience, driving them into the arms of the more community based analog radio (Nelson, 2014).

This news does give me some hope, although as the digital spectrum of the job is the area in which I would rather work it is a double edged sword.

This brings us back around to my value, Entertainment.  Myke Bartlett writes about the fine line-balancing act that is the entertainment industry stating, “comedians [are] continuing to tussle with the inappropriate in order to tell us more about ourselves” (Bartlett, 2009).  This is another reason as to why I value entertainment; it is a reflection of society and its standards.

The value I hold, in the field I desire is quite literally: entertainment in entertainment.  Holding this value in such high regard shows dedication and passion to the job.  The problem I will most likely deal with is the journey of getting to a comfortable career.

 

Bibliography

Bartlett, M, ‘That joke isn’t funny anymore’ 2009, Metro, 163, pp. 88-91, Communication & Mass Media Complete, EBSCOhost, viewed 26 August 2015.

Nelson, S 2014, ‘HAS DIGITAL KILLED THE RADIO STAR? DOUBLE J AND REAL-TIME RADIO’, Metro, 182, pp. 108-111, Communication & Mass Media Complete, EBSCOhost, viewed 26 August 2015.

DIGC310 S1 EP10: The Hunt for QR Codes.

Captains Blog,

Hunt for QR Codes

Another class was missed this week.  A day in hospital, better, for, my health. No filming done on my part. My sources tell me, the forward explorers, Dan, Dan, Andy and Matt have concluded the filming for the major scenes.  This is pleasing. Upon further reports, we may need to do additional exploration of the planet introduction video.

But okay, enough of that.

Essentially, I missed this week because of surgery, but I have been informed that all footage is done so basically now it is just down to the editing room. So I didnt have a huge impact this week on the work, but I like to think I was there for moral support.

Now I want to tackle the future of game development in Australia.  Now there is too much content in this topic to cover in this small blog post so I shall only discuss distribution and retail, something I feel is an important issue for game devs.

Australian gamers are increasingly looking online for video game purchases simply due to the ease of access and often cheaper products.  However this benefit is mostly only there for PC gamers who have institutions such as Steam and Humble Bundle which drastically lower game prices (in comparison to brick and mortar stores).  Console gamers are able to purchase games online however there is little to no price difference and at some times it is more expensive.

In an effort to combat (see: profit from) these online shopping sprees the Australian federal government attempted to tax any online game purchases.  However the cabinet rejected the proposition, so we are safe, for now. Online purchases are really all about benefiting the consumer bringing more readily available products at a cheaper price.  Issues arise among the fragility and poor quality of Australia’s online infrastructure (poor internet speeds in comparison to other countries) which question the sustainability of the online gaming marketplace as game file sizes rise.  However that is another issue entirely.

Facebook and Censorship.

When discussing Facebook and content we must consider that according the Facebook terms and conditions any image uploaded to Facebook gives them the right to have a non exclusive royalty free license for it. So essentially, any image uploaded to Facebook is owned by Facebook.

After understanding this we can begin to delve into how and why Facebook regulates it’s users content.

Adrian Chen from Gawker.com provides a look into the development of what Facebook restricts when it comes to the images uploaded between guidelines 6.1 and 6.2 (2012).  Essentially the new guidelines allow trivial things such as bodily fluids (except seamen) to be shown unless there is a human captured also, as well as photoshoped images (as long as they are not “in a negative light”).  From this we can understand that facebook has a firm grasp upon what can and cannot be shown on its domain.

Not only this, but Chen’s second articleInside Facebook’s Outsourced Anti-Porn and Gore Brigade, Where ‘Camel Toes’ are More Offensive Than ‘Crushed Heads’there is discussion on how these filters are in place to keep out ” porn, gore, racism, cyberbullying, and so on.”

In an effort to condense this into 300 (roughly) words I must summarise my following points. I feel it is important for this standard of filtering as Facebook is accessible and encourages its use from minors (13 years and older) so to filter pornographic and obscene images is not a downfall of the company, however as their community standards outline that Facebook aims to;

foster an environment where everyone can openly discuss issues and express their views, while respecting the rights of others

It seems rather counter intuitive that they delete or simply not allow certain images (such as homosexual relationships and female nipples) because it may be a perversion of their values, when their community standards offer an environment of understanding.

Lastly, we may criticise how Facebook trawls through images uploaded to its servers discarding anything deemed ‘inappropriate’ however in as mentioned in my first paragraph, these images now belong to Facebook, so they may do as they wish, they must only take into account social backlash.

Bibliography

Adrian Chen. “Facebook Releases New Content Guidelines, Now Allows Bodily Fluids.” 16 Feb. 2012. Gawker http://gawker.com/5885836/ (accessed 15th May 2015).

Adrian Chen. “Inside Facebook’s Outsourced Anti-Porn and Gore Brigade, where ‘Camel Toes’ are More Offensive than ‘Crushed Heads.’” 16 Feb. 2012.Gawker http://gawker.com/5885714/ (accessed 15th May 2015).