Sunday, November 21, 2010

Candy Paint

Indispensible aspects of our society, cars have become a very useful way of expressing oneself to others. Whether one is buying to show off status or to accommodate for an increasingly larger family size, our society transposes certain stereotypes from vehicles onto the people that drive them. Many of these stereotypes are obvious to the general public, like a middle-aged woman driving a mini-van who is known as the “soccer mom”, or a vehicle with tinted windows and large rims being identified as a youth likely in their late teens or early twenties.


What is interesting about vehicles is that they are everywhere in our society and this causes some to become immune to the fact that they act as a medium. Additionally, the greater the knowledge that one has of vehicles, the greater the ability he/she has to further stereotype drivers by the vehicle they are operating. Croteau and Hoynes explain this idea when they write “Understanding or ‘decoding’ these messages requires knowledge of the conventions of the medium and the workings of the culture” (275). Thus, if one knows specific types of exhaust and stereo systems, he/she can further dissect who may be driving a vehicle by what the actual vehicle entails. Vehicles, therefore, present a medium where multiple mediums inside the whole can determine the interpreted meaning by the audience. With innumerable variations at one’s disposal, vehicles are an extremely unique medium in our society.

Take a look at a Honda commercial that displays people's faces as cars

Sunday, November 14, 2010

Home or Away?

            Across our nation one can find massive establishments that bring together thousands of people on a regular basis. The structures that I speak of are without a doubt professional sport stadiums. Many do not view these stadiums as mediums because as children they were raised calling the stadium by a nickname, and not realizing the corporate connotation behind the actual name. Take for instance the TD Garden in Boston. Most of the people that I know from the Boston area simply call it the “Garden”, leaving out TD Bank which is the arena’s formal name. This concept can be seen with numerous stadiums like Tropicana Field being called “The Trop”, HP Pavilion being called “The Shark Tank”, and many more.

            Additionally, within each stadium one can find an absolute jungle of advertisements. Take for instance during hockey games where the boards along the ice are seamlessly lined with advertisements. Furthermore, seating sections are even named after corporations such as the Dunkin’ Donuts section at Fenway Park. Croteau and Hoynes summarize these examples when they write “the concept of ‘mass media’ has been based on a communication structure in which a small number of ‘senders’ direct messages to a large number of ‘receivers’” (74). Professional sport stadiums are great examples of mass media as they communicate to a vast number of unknown receivers. Yet, as this may be true, many do not realize that these stadiums act in this manner because they have been conditioned to view the corporate names and advertisements as commonplace.


Here's a video of all the NFL Stadiums. Take note of how many have corporations in their name:
http://www.youtube.com/watch?v=2BpWqKzG8pE

Sunday, November 7, 2010

What's Your Sign?

             When thinking of a medium, I considered how people usually communicate and immediately thought of speaking, or vocal communication. Yet, as I thought about how those communicate when they are unable to use their voice, I came upon sign language. The idea of using only movements by one’s hands to convey an extremely complex message is extremely interesting. Additionally, the application of sign language is much larger than most anticipate.


            The most basic application of sign language would be the fundamental concept of using one’s hands to create letters and words. This is commonly seen at public functions such as an event speaker, with a person sitting on the side translating his/her words to sign language. What is intriguing here is that the audience interpreting the signs from the person creating the sign language is interpreting these messages as ideas created by the speaker. Thus, the speaker’s ideas depend on what the person creating the signs relays to the audience who depends of the sign language. Croteau and Hoynes explain this idea when they write “in the education example, the structure of education constrains students, but students also have a great deal of leeway in what they study” (21). Relating back to the idea of the event speaker, the person creating the sign is constrained by the event speaker, but he/she ultimately has absolute control over what he/she relays to the audience through what he/she decides to sign.
            What sign language presents is this setting is whether the event speaker or the person relaying the signs has more control over the message constructed. What do you think?

Here's an example of two guys doing sign language of another's piece of music:


Sunday, October 31, 2010

Which Reality Is Yours?

Millions play world-wide, many for numerous hours a day, and many have multiple player accounts that are regularly used. Online role playing games have become a staple in our society. This can be seen by the vast number of consumers using multiplayer online role playing games, but also through the amount of money game developers generate through these games. Forbes.com reported a research firm estimated that game developers pulled in 292 million dollars in 2005, from subscription fees alone (*). These games present an interesting medium in that the messages are delivered in a virtual reality.


            This medium allows players, who are in tern consumers, to display messages that they would otherwise not be able to demonstrate outside of virtual reality.  Therefore, this medium is extremely important because it is one, if not the only one, that allows members of society to consciously exchange messages in a setting outside the constraints of reality. What I mean here is that virtual reality allows people to act in ways that they would hesitate or fail to do so in reality. Croteau and Hoynes write that “participants in virtual culture can take on new roles. They can change sex or age or occupation and interact electronically with an altered identity” (150).

(above: players are broadcasting messages to other unknown players)

            Another interesting aspect that online role-playing games offer is that they allow users to interact on a personal level, one-one-one, and broadcast mass messages to an enormous amount of people. Croteau and Hoynes explain this idea further when they write “computer networks challenge the distinction between a ‘producer’ and ‘receiver’ of media messages, combining characteristics of ‘mass’ communication with one-to-one communication” (150). Thus, unique mediums like role-playing games provide society with a method to distribute messages in more than one manner (personal or mass). With such a massive following, online role-playing games can be considered a leader in virtual reality mediums.

Also, take a look at this extremely bizarre, yet interesting story:
http://www.gamesradar.com/pc/world-of-warcraft-the-burning-crusade/news/the-wow-funeral-raid-four-years-later/a-2010030510656885018/g-20060403131624956087

*http://www.forbes.com/2006/08/07/virtual-world-jobs_cx_de_0807virtualjobs.html

Sunday, October 24, 2010

My Child Is An Honor Student...

They can be found profoundly in one spot, numerous times in an area, or can obscenely cover one’s entire vehicle. Bumper Sticks provide an inexpensive yet effective method to communicate to others, mainly through one’s vehicle. Usually placed on the rear of a vehicle, it is inevitable that a bumper stick will have an audience if the vehicle is driven in moderately or greater populated areas. The messages portrayed on bumper sticks are unique in that due to the fact that they must communicate an idea in a timely fashion, the message has to be simple enough that the audience can perceive it before the vehicle drives out of sight.


Although these messages may be short and easy to decode, this does not mean that the audience is constrained to only one interpretation. Croteau and Hoynes explain this when they write “scholars use the term polysemy to describe the notion of multiple meanings in media texts. Media are said to be polysemic – to have multiple meanings” (269). Thus, bumper stickers are a great example of how media messages can be very simplistic, yet have numerous, complex connotations and interpretations to go along with the message. The misconception that complex meanings have to go hand in hand with complex messages is therefore proven incorrect here by bumper stickers. It’s ironic how such an inexpensive item can have such a widespread and powerful influence on audiences nationwide.

Here's a clip about the "Coexist" bumper sticker that can be seen above:

Sunday, October 17, 2010

Welcome to the Silver Screen

           
It contributes more than 180 billion dollars annually to the United States economy and supports a force of over 2.4 million workers in our nation (*). The film industry is not only extremely far reaching, but tremendously influential on society as well.


Movie stars are idolized by millions of people world-wide, simply through their actions on the movie screen. Yet, what is more intriguing is how the film industry dictates behavior of its audiences and members of society. Take for instance the rating system (G, PG, PG-13, etc.) that the film industry uses to categorize movies. On the surface, this seems to most as a way for parents to deter their children from possibly viewing inappropriate actions. However, by imposing this rating system the film industry not only influences parents on how to raise their children, but it also forbids members of society to act in ways that they would otherwise desire to partake in. Croteau and Hoyness describe this idea further when they write “Like all structures, they have been developed by humans and, subsequently, enable and limit human action” (302). Just as the film industry enables humans to enjoy experiences at home or in the theater, it also limits humans to what they can experience through the content of the film and through the rating system imposed on all movies.

Take a look at an interview with Roger Ebert about the film indusrty: http://www.youtube.com/watch?v=8FCVlQ_5aSI



*http://www.mpaa.org/policy

Sunday, October 10, 2010

THROW IT UP

To some it is destructive, ugly, and detrimental to society; to others it is the most artistic and creatively beautiful expression that one could possibly compose. Regardless of how one chooses to perceive it, graffiti can be found in nearly every city across the United States. Encyclopedia Britannica defines graffiti as a “form of visual communication, usually illegal, involving the unauthorized marking of a public space by an individual or group” (Decker). Peaking in the 1970s and 80s, graffiti has refused to die and continues to be an indispensible aspect of urban environments. Due to the fact that graffiti has lasted so long in an environment where so many are working to terminate it, there are obviously many factors that have led to its survival. As graffiti has been prevalent in metropolitan areas for decades, it is undeniable that graffiti has come to have a lasting effect on urban culture through its vivid and valuable communication among peers.

Graffiti by Banksy:
                One of the most predominant uses of graffiti in metropolitan society has proven to be territorial markings. One method of tagging is that of marking gang territory. These gang-related markings are strongly space specific, as street gangs focus on occupying a permanent area. Gangs sometimes even adopt the street names in the location they wish to occupy as their own; further supporting the idea of gangs as place specific. The overall objective of gangs using graffiti is to display power by showing how vast their territory is and how many tags they have accumulated in the area. Due to this style of behavior, gang-related graffiti is generally seen in vast quantities in a compact area. Seldom will a particular gang have tags or throw ups scattered throughout a city.


                Although some may think that a tool used by gangs may be negatively affecting society, graffiti has many other applications. Graffiti is widely used to identify ethnic neighborhoods and it provides artists in urban settings a way to express themselves to their surrounding peers. The issue that some have with graffiti is that they are unable to recognize the benefits that the art provides. Croteau and Hoynes explain this idea when they write “Understanding or ‘decoding’ these messages requires knowledge of the conventions of the medium and the workings of the culture” (275). The vast majority of city officials have extremely limited knowledge and experience with graffiti, other than that they don’t understand what the lettering reads.  In the end however, it doesn’t matter how strong the stance against this medium becomes; the writing on the wall can never be washed away, no matter who or what stands in its way.



*Decker, Scott H., and Glen Curry. "graffiti." Encyclopædia Britannica. 2009. Encyclopædia
            Britannica Online. 25 Apr. 2009




Sunday, October 3, 2010

Don't Step on My J's

Sneakers to some may just be what are thrown on their feet on the way out of their home. However, to others sneakers are an everyday part of their life and even dictate their actions. Some people, called “sneaker heads”, possess massive collections of sneakers that rival the inventories that shoe stores have in stock. The fact that there are many people who have such collections, explain the power that sneakers have in our society.
             One of the most influential people that sparked the love that so many people share for sneakers is none other than Michael Jordan. The real king of basketball set in motion, through his shoes, a feeding frenzy with a bottomless appetite. In the mid 1980s, when Air Jordans first were released, youths went as far as shooting and killing their peers to obtain these sneakers. (*) Although it may seem that Jordans were creating criminals, these sneakers were instead simply creating an extreme passion through the beautiful art on the shoes.
            The Air Jordans are just one example of how important sneakers are too many people in our society. People’s expression through sneakers can be found in numerous aspects of world culture. Two areas where sneakers are a constant element, among many others, are sports and the rap industry. For instance, Nelly created a song called “Air Force Ones” that spoke about one shoe and all its aspects: http://www.youtube.com/watch?v=BfzsMQGqrt0
            The reason for mediums such as sneakers to have such an immense following is described by Croteau and Hoynes when they write “Mass media messages do not allow for the intimate interaction of sender and receiver that characterizes personal communication” (24). Due to the fact that sneakers are so personal, because they are almost exclusively seen on someone’s feet, a connection is made between the sneakers and the person wearing them. This may be the reason why so many sneaker heads congregate on blog sites and conventions held specifically for those who love sneakers.



Also, check out a teaser for an upcoming movie called "Jordan Heads", a film that's all about Air Jordans:



Sunday, September 26, 2010

Who You Reppin?

            Everyday professional sports are played around the world. For some of these professional teams, millions of fans follow them with a relentless fervor. All of these teams sport matching jerseys in every single contest in which they compete. Not only do these jerseys identify specific teams, but they also identify geographic region, and in most cases the emblem of the companies that created the jerseys, and the logo of those who sponsor the teams.
            The people who wear a player’s jersey are putting forth an idea to those around them that follows the receiver’s, person looking at the one wearing the jersey, idea about that player. Thus, depending on which player’s jersey one may be wearing, the connotation surrounding that jersey varies not only with geographic area, but with personality variations as well.
            Moreover, player’s names are almost always displayed with their last name only on the back of their jersey. In “Media Society” by Croteau and Hoynes, they write that “research has demonstrated that dominants are more commonly referred to by their last names” (215). This idea is absolutely fostered in part by sports as all players display their last names on their jerseys that millions of people wear worldwide. These athletes that millions of people idolize generate tens of millions of dollars in our economy every year. With that in mind, the power of the name on the back of the jersey is undeniable.



Check out a news story on Lebron James' jersey sales outlook after being signed by the Miami Heat:


Sunday, September 19, 2010

Ghetto Blaster

Recorded music has been around for centuries. In order to compose and listen to recorded music, one has to have the necessary means in order to hear the creations of the artist(s). One of the most significant artifacts that enabled people to enjoy recorded music was the boombox. The boombox, or ghetto blaster, was the first portable music player that allowed multiple people, without headphones, to hear the music at one time. The origins of the break dancing and hip-hop movements are so deeply rooted in the boombox that without its conception, these music-related developments would have never been possible.
Hip-hop music can be traced directly to urban areas, mainly New York City, in the 1970s and 1980s. The source of distribution that allowed the masses to hear the hip-hop music being produced was none other than the boombox. With the help of the boombox, the hip-hop revolution found its legs and is now a world-wide phenomenon. Heard by tens of millions of people each day, hip-hop music is an all-encompassing force in today’s media.
Another movement that is the product of the boombox is break dancing, or breaking. During the beginning of the break dancing movement, parks, parties, and street corners were hot spots for breaking. However, in the twenty-first century breaking can be found not only in the above mentioned areas, but on nationally broadcasted television as well. Networks such as MTV, VH1, and even NBC habitually televise programs that have breaking in nearly every episode, such as America's Got Talent and America's Best Dance Crew. Through the millions and millions of televisions viewers, breaking has become a medium through which people can express themselves to a nation-wide audience.
Although break dancing and hip-hop music are only two of the products of the boombox, it is clear that the effect of the boombox on society is immense. From the urban projects of New York City to the screens of millions of televisions world-wide, the boombox has created two mediums that are irreplaceable in today’s society. So pay your respects, and go turn up your ghetto blaster.

From the 1974 movie "Breakin'", a sample of break dancing to a hip-hop beat on a city street corner(notice the boombox against the wall):

In the Eyes of the Receiver


            Generally, when one thinks of media the immediate thought leads to something along the lines of the associated press. However, this could not be further from the truth. Another assumption that holds little truth is the idea that media has to be something that are far reaching, or mass media. This is not true as a phone call from one person to another, for instance, is just as much a demonstration of media than is the use of the internet. Thus, the concept of media is the processes that allow communication amongst the creators of a message and the receiver(s) of that message, wherein the receiver dictates the nature of the relationship.
            In order to dictate the nature of a relationship one has to display the majority, if not the vast majority, of the power in the relationship. It is understandable to question the reasoning of this idea as the creator(s) of the message has complete control of what message he or she is attempting to convey. What is not as obvious is that each and every receiver of a given message reacts in a way that is unique to all parties involved. Ergo, the receiver of the message has complete control of what the message actually means to that individual. Taking this idea one step further, a message has no actual meaning until the receiver(s) assigns a meaning to that message. In Media Society by David Croteau and William Hoynes, a great example of this concept is provided with that of a tattoo. Croteau and Hoynes state that “the meaning of tattoos must be constructed by those observing them” (7). For example, a person with a tattoo of a dragon on their back could be interpreted by another as one who is interested in ancient Chinese mythology or one who enjoys the film “Enter the Dragon” starring Bruce Lee. Therefore, the receiver is the one who dictates the relationship, and the meaning of the message, created by the sender of the message in discussion.
            Another concept that supports the notion that receivers dominate the relationship between senders and receivers in media is that of socialization. Croteau and Hoynes define socialization as “the process whereby we learn and internalize values, beliefs, and norms of our culture and, in so doing, develop a sense of self” (13). What Croteau and Haynes are saying is that each individual builds a unique character through the methods above, and in turn creates a personality that is unparalleled by any other. Consequently, one cannot be certain the media that are intended for an individual(s) will be perceived in an exact way.
            Although the idea described above details that the sender of a message through media cannot be sure of the perception of the receiver, it would be imprudent to believe that the sender does not usually have an indication of the expected response of the receiver. Nonetheless, the sender cannot ever be completely certain of how the receiver will perceive the message provided by the sender. An example that comes to mind when speaking on this topic is the idea of how a snowflake never has a duplicate. If one were to try to draw the next snowflake to hit the ground, he or she would have a very informed indication of what that snowflake might look like; however, it is extremely unlikely that he or she would be able to exactly draw that next snowflake. The same idea can be applied to media, where the artist is the sender and the receiver is the snowflake.
            From the ideas discussed above, it is clear for one to assume that media are a very broad concept, in which the individual(s) who are receiving the message are in control of the situation. Through socialization, receivers are able to enjoy the power in the relationship between senders and receivers. In other words, the messages in media are in the eyes of the receiver.