I choose to make a digital book because my audience is from the youngest person to the oldest one, everyone and I want to make it accessible to them all around the world, no matter the location.
Here is my contact sheet with the images from the first part of the book.
And the next contact sheet is with the images from the second part of the book.
* Robbie Cooper’s project Alter Ego is about photographing people who use virtual world games.
* recording the appearance of the person and its avatar in the game in order to compare the person with the character that they have created to represent themselves
His project how people choose to represent themselves in the video games that they are playing and about the story and the connection between the real and the fictional character.
The concept of showing how they represented themselves in those video games and who they are in real life lead me to the idea of showing how older generations are representing themselves and while everything became digital, how younger generations choose to represent themselves.
* everyone is connected to their digital devices rather than other people
* Count the folks using their devices on the train or buss or walking down the sidewalk or, worse, crossing the street obvious to drivers who themselves are bouncing back and forth between the road and their digital distractor.
* there is no such things as hanging out with friends and having a actual conversation – it’s online
* people now choose to virtual friends – They have traded human friends for Facebook friends. Instead of being present at the dinner table, they are lost in their phones.
* technology allows us to be “alone together.” Technology-enabled, we are able to be with one another, and also elsewhere, connected to wherever we want to be. We want to customize our lives. We want to move in and out of where we are because the thing we value most is control over where we focus our attention. We have gotten used to the idea of being in a tribe of one, loyal to our own party.
* new generations – I spend the summers at a cottage on Cape Cod, and for decades I walked the same dunes that Thoreau once walked. Not too long ago, people walked with their heads up, looking at the water, the sky, the sand and at one another, talking. Now they often walk with their heads down, typing. Even when they are with friends, partners, children, everyone is on their own devices.
* it is more likely that older people are disengaged from technology
* using technology to design mobile phone specifically for older customers
* Chris Millington – managing director of a Swedish telecom firm launched a smartphone which he hopes gets away from the image of an oversimplified handset.
* focus group – 40 older customers were challenged to add a contact to an Android handset – 38 failed
* adapting technology not only for the ones that don’t know how to use it but even for the things that we lose by ageing – “There are things that you can’t change, such as eyesight, hearing, circulation and memory loss,”
* more than 7.5 million adults have never used the internet. Many of these are older – two-fifths are over 75.
* trying to demonstrate that the internet can strengthen vital social ties that will help the older one to remain active and engaged.
* children won’t know another world beside the digital one
* they are seeing the world in a different way from their parents and grandparents
* the technology keeps advancing and as a result there will be more generation gaps
* people four years apart will have different understandings of technology
* According to a survey last year by Pew Research Centre, teenagers are more likely to send instant messages than slightly older 20-somethings (68 percent versus 59 percent) and to play online games (78 percent versus 50 percent).
* younger generations will have other expectations from the world
* they won’t understand the meaning of patience, being used to an instant response from these advanced gadgets that they grow up with
* they replaced activities such as playing outside with playing online games which will make them see no difference between online friends and the real ones
* although they might have the potential of being more creative than the older generations
* they perceive information to be malleable
* they are creating parallel worlds online
* Digital Natives can rework media, using off-the-shelf computer programs, in ways that would have seemed impossible a few short decades ago.
* there are certain things to be considered in the digital era – children who are growing up in this era changed – students changed, so the ones from the older generations need to adapt with these changes – students think and process information fundamentally different from their predecessors
* they have spent their entire lives surrounded by the tools of the digital age . Today‟s average college grads have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games (not to mention 20,000 hours watching TV). Computer games, email, the Internet, cell phones and instant messaging are integral parts of their lives.
* there is a gap between these generations – especially when it comes to teaching the digital natives, the digital immigrants are finding hard to understand and to adapt to this world and to understand their language, so teaching becomes a hard thing to do
* the digital natives are used to get the information really fast
* being used with the old school way of teaching/learning the digital immigrants don’t believe that the new generations are able to learn online
* Digital Immigrant teachers assume that learners are the same as they have always been, and that the same methods that worked for the teachers when they were students will work for their students now. But that assumption is no longer valid.
* it is hard for the older generations to understand this new era but at the same time is also hard for the new generations to understand the old school methods – the difference is that the only ones that have to adapt are the digital immigrants