Are we destined to be immortal ? (blog post #6)

Throughout the semester we spent a lot of time addressing digital mortality and immortality. We started off the year with Ashe and the episode of Black Mirror, Be Right Back, later on we discussed social media of deceased, to finally conclude the semester with discussions about death of famous people and their digital mortality. In Alexandria Sherlock’s article “Digital Resurrection and the re-Enchantment of Society”, the author acknowledged that the death of a famous person can have a substantial effect on society. Parasocial relationships with famous person cause mourning and hysteria. One of the most famous examples are death of Elvis Presley and Princess Diana whose deaths still remain a relevant topic in the present day. The rise of technology allowed people to express their feelings on a whole different level. Social media, such as Twitter and Instagram, get hyperactive every time a famous person dies. Technology evolved so much that people were actually able to create a concert of Tupac with a hologram to represent him. Although the hologram looked just like Tupac, at the end of the day it is nothing more than a simulation. The same thing can be said about Ashe once Marta brought him back. The resurrected Ashe looked better than he used to look in his everyday life (due to his social media pictures), but it did not take long for Marta to figure out all the differences between the real and resurrected Ashe. The grand point being that, even though technology has progressed incredibly, especially in the last two decades, we are nowhere close to immortality, in other words, our mortality still remains just as relevant to our lives with no substantial change of dynamic, even with the introduction of advanced technology. Our life spans are longer, but once death knocks on the door, it’s pretty much the same.

retrived from: humansarefree.com/2014/09/science-could-make-us-immortal-but-do.html%5B/caption%5D

 

Peace,

Duka

Growing up with dead artists? (blog post #4)

While reading a portion of the assigned reading “A Resonant Tomb” from Jonathan Sterne’s The Audible Past, I was fascinated at how much emphasis was put on the difference between imagination and the practice of sound recording. Early recordings were seen as a method of immortalizing someone, but how successful were they?  Stern acknowledges that the process of sound recording protects present and future auditors from experiencing the deterioration of the voice. Sound recordings also separate body and voice in two different categories. One of the most unique examples from the reading was the funeral of the minister. Once he felt that he is going to die soon, he recorded his final sermon. This unusual act brought a lot of attention from the population as well as media. It was like a big mysterious spectacle where a dead person was preaching to the living. During those times people were astonished that a person that died could still talk to them, whereas today recordings are so normalized that they are not regarded as anything other than old technology. After the reading I really thought about this matter and realized that some people grew up admiring and following singers that are no longer with us. One of the prime examples is Tupac Shakur who was murdered in 1996. Even though that time is long past us, people still live with his songs as inspiration. Some even go the extra length to refuse he is actually dead. Every couple months I would run into one of those articles that are talking about how Tupac actually faked his whole death to get out of gang warfare and live anonymously somewhere else.

[​IMG] Retrieved from: www.thecoli.com/threads/tupac-shakur-died-18-years-ago-today-a-look-back-at-rap%E2%80%99s-most-influential-mc.248878/%5B/caption%5DPeace,

Duka

Warfare or a video game ?

With recent developments in all technology, military technology has followed closely, producing more and more unique answers to warfare. Countries around the world are spending billions of dollars competing for military power. Some of the most sophisticated and in turn terrifying military advancements come directly from the US. The notion of fighting a war from your backyard is something truly remarkable and questionable.I personally did not think something like drone warfare existed until a few months ago. I heard about it, but I did not understand what it actually meant.  In just the last few years around two and a half thousand people were killed by drones. Despite the many advantages drone warfare adds, it remains a questionable topic due to the ease with which it can be applied, and how little needs to be sacrificed. Originally, one of its main purposes was to put a soldier in the situation that would allow him to operate without fear, which would save the life of civilians. However, this purpose fails as results showed  that hundreds upon hundreds died since U.S. military introduced drones to the warfare. This technology allows soldiers to have a wrong perception of war, in many ways trivializing the topic. You have a remote control that allows you to kill people without any connection to the aftermath. In the article Death by Robot by Robin Martinez, a robot is asked to give a dose of painkiller to a woman that suffered from two broken ribs. Although the robot is not capable of deciding whether or not a woman really needs painkillers, it still must make a decision, bringing about a problem. When we, and we definitely will, start using AI to fight our wars, the ethics of warfare will need to be entirely rewritten.

 

Skynet is coming. <br> Image source: The Guardian. Retrieved from: www.hardwarezone.com.my/tech-news-ai-experts-and-researchers-demand-ban-ai-used-warfare%5B/caption%5D

 

Peace,

Duka

AI Takeover

The topic we discussed a lot throughout the semester was how robots are taking over in the future. To be honest I found this topic absurd until I found myself in the self-driving Uber in the middle of Pittsburgh.  In the article Death by Robot by Robin Marantz Henig there is an example of a robot who is taking care of an elderly woman who just broke two ribs. The real concern about the robot started to happen when Sylvia (an elderly woman) asked him for a dose of painkillers. How should the robot handle that situation? A robots priority should be to help a human without hurting one, but what criteria is the robot supposed to use in deciding what the best option is for a human? When my teammate and I got in the Uber, there were two guys sitting in the front seat. The guy who was sitting behind the wheel turned out to be the guy who created the self-driving uber. He explained to us later on that there are only couple of them throughout the United States and that they were still being heavily tested. He acknowledged the pitfalls of a self-driving uber, but he strongly believed that in the range of five to ten years we won’t be able to see an uber with a driver in the car. While he had to drive through downtown himself, he let the car drive itself once we got on a highway. It was a pretty amazing experience to watch how the car was reacting to other cars. To be honest there was not a single moment where I did not feel safe in the car. As I stepped outside the uber I couldn’t stop thinking about it, I was amazed at how technology is beginning to dominate more and more facets of our lives. For the first time I was able to acknowledge that things that seemed so distant from reality are actually right around the corner. Robots and AI are definitely going to replace humans in a lot more complicated tasks, which leads to the logical assumption that a lot of jobs will be rendered useless for humans, and then one has to wonder, where does our economy go from there?

Image result for self driving uber Retrieved from: www.businessinsider.com/how-ubers-driverless-cars-work-2016-9%5B/caption%5D

Post Apocalypse In Our Present Day and Age

While growing up in Serbia, I witnessed some extreme events in the country. I am not talking about crime in the country or wars, I am talking about the world with power cuts. Just couple years after NATO bomb Serbia, the country was still trying to rebuild itself. During those tough times people all over the country would lose power and water for days. The same fate effected my family as well, for almost a week. After reading the book Station Eleven, from Emily St. John Mandel, I was able to recall so many of those memories. While she makes people think about life with no technology, I can vivid memories of it. There is not a better way to imagine life without technology than to take it away, and that is exactly what Mandel did to show her readers how reliable to technology we actually are nowadays. Back to my story, once the power cuts happened in the country my family and my cousins were all in one house. Phones did not work, lights were off, computers did not work…etc  Bringing back these memories brought me to realization that at that time we lived like people in middle age did. Would it be weird if I tell you that one of my best childhood memories were made at that time? Even though we did not have all of the “unnecessary” things to be happy, my family and I had some of the best times together. My parents and my cousins were not able to go to work, they did not have a job (they were unemployed) and all of them were living in the moment with no stress. Every night my dad would make a fire and everybody would come together around the fire. We would be there for hours listening to funny stories and singing.

Image result for serbia after nato bombing

Peace,

Duka

How dependent are we on internet ?

Image result for humanity losing control of internet

It’s interesting you bring up the effects of the post-apocalypse on the internet. I think more than anything, I find fascinating the idea of communication using the internet. I know that the internet is in many ways like the hydra, in that it doesn’t have one centralized source which, if destroyed, would end the internet. It’s more like an intricate web of sources, or pillars, which hold the entire infrastructure up. Having said that, it would definitely keep running for at least a little bit after humanity would lose control over its technological infrastructure.

 

What I find interesting to think about is what exactly we would use it for? In my personal opinion, it’d be useless to try and preserve the data and information that exists online, in an effort to retain all the human knowledge we have garnered so far. Which is pretty huge, in that we kind of depend on the ability to store knowledge and information, and we stopped doing it in books as much as we used to, so most of our knowledge is digital in nature.

I think the focus would fall on the communicative abilities of the internet. Being able to reach people and extend current information would seem to me to be the most important aspect of whether the internet existed or not, in a post-human world. However, it would still be only a matter of time where every aspect of the internet is lost. So I wonder then, of all technological blows we could suffer, would this one be the greatest? Technologies develop and evolve and come and go, the internet is much more fluid but also much more influential. Of all technologies, it seems we’ve become dependent on the internet most rapidly, letting it in our lives in a matter of two decades, as if it always belonged there. Which is interesting to think about, the development of the internet and its rapid growth seems almost like it was naturally meant to be.

No More Cemeteries

What I find very intriguing is how even our treatment of trash will change in the future, and how it’s already different today. For instance, it was once not too difficult to list all the video games created, and keep track of how they’re doing. Interestingly, more and more media is becoming entirely digital, and usually stream able, or a combination. Why this is important is just how money, at some point became this number with no real physical connection in our lives. The information and entertainment we consume daily and from moment to moment has also lost its physical origin or connection. There are no cartridges. Sure there are CDs, DVDs, but none of these things are as mandatory as they once used to be. You HAD to buy a video game in a store. Now it’s all doable online.


In line with that, there are so many video games today. Development has also become more accessible, and so there are more and more additions every day. Most of them actually never see any form of attention or popularity, instead, they exist, but are never even born. We can look at Steam for instance. A game might be greenlit (given the green light to start development and its journey on Steam), yet still never see a large enough player base for anybody to find out. The interesting thing is, there are SO many video games that never see the light of day and we’re just entirely unaware of them. These games can’t even die properly because they’ve never had a life. In other words, I don’t think it’s possible for another instance of “E.T. The Extra-Terrestrial” (1982) to ever happen, because games flop even harder than ET ever did, but they never even exist in a physical form, so there’s nothing to really discard, we just kind of ignore them.

static.comicvine.com/uploads/original/11119/111194123/4319704-4314324986-neA4O.png

 

Peace,

Duka

 

 

 

Chatbot.exe

Chatbot.exe

For my Haunted Media Project I used a simple text adventure game engine called Quest, to emulate a sort of chatbot experience. I thought that creating a text adventure would be a unique way to fulfill the requirements for this project, while enjoying the process itself. Below, in my artist statement I will further explain the goal of my project and all of the necessary steps it took me to created the final version.

 

Artist’s Statement  

First I will start with explaining the main points of my game, and the steps it took to create what I did. I will also address my line of thinking during each of the steps and features included in the project. The goal of my text adventure was mystery – I wanted the audience and player to be immersed in the conversation, which was very limited in nature due to me not creating more options for the player. The idea was to leave players speechless with the shocking nature of the content, while slowly introducing them to the “plot” of the experience. In order to immerse the players, I had to find a way to engage with the player for the very start, a way to absorb the attention of the player. I decided to use some dark ambient music to create an atmosphere of dread and mystery. The music starts at the very beginning of the text adventure, and persists during the entire game. The name of the character used in the text adventure was Walter Sullivan, a character from the video game Silent Hill 4: The Room (2004) published by Konami. At first, I didn’t mean the characters to have parallels beyond the interesting name, but later I decided to include plot points from Sullivan’s life in order to give the player something more to think about if they were compelled to google the name out of curiosity. As a result, some points in the chat are inspired by events from Walter’s life in the video game Silent Hill, while others I created myself to pace the experience in a way that would be shocking to the audience, due to its starkly contrasting calm beginning, and a very dark and disturbing ending.Another method of building anticipation and helping the shocking nature of my text adventure was using the typewriter and decryption text effects, where text is revealed subtly or slowly, in an effort to build suspense. I hoped I would build anticipation in players, and a want to click further and see where the story would go. The effects, coupled with the persistent soundtrack should have left a strong impact on the player. As mentioned earlier, the start of the game is very introductory in nature, in that it is slow and deceivingly benign. This makes it hard for players to assume where this game was going, so when the action starts to unfold, the viewers find themselves in shock with every new message which bring the maximum entertainment value to the experience. Although, the game itself is pretty dark and dreary, viewers who enjoy a trill or anything horror related can find themselves an interesting experience in my short and crude text adventure.  

 

Upon reading the guideline of the project I looked back at everything we had done in class so far. The most immediate reaction to the guidelines of the project was thinking of the episode of Black Mirror, “Be Right Back” which we watched at the beginning of the semester. The idea stuck with me and the entire episode was very impactful. I decided I wanted to make something similar, but different enough for the parallel to exist, but the unique nature of my project and plot to remain. In the “Be Right Back” a guy name Ashe dies in a car accident after which his fiance, Marta, is desperately trying to bring him back somehow. Once she found a program that allowed her to chat with artificial Ashe, she kind of lost her mind. The program collected data from a death person in order to create responses in the chat. After a while the program offered a series of upgrades which allowed her to bring artificial Ashe in existence. While my idea intersects with the chatting aspect of the Black Mirror episode, there are some major differences.The conversations between Ashe and Martha, and the player and Walter Sullivan are starkly different. Mine being much more overtly disturbing and shocking. While in the “Be Right Back” audience can witness texting between Marta and artificial Ashe that is like regular life texting and without the awkwardness, in my text adventure the tone is always cryptic and weird. From the very start, the audience is hinted on a weird plot – just how weird it is though, one has to find out by going through the whole experience.

 

Throughout the process of creating my project I looked into things that would be most wanted by the people if my project can come to existence. Since the origins of humankind, people grief their loved ones when they pass away. Often the death of the closely related person can cause people to lose their mind. Most people who lose their loved ones would do anything to bring them back. In the article Natalie Zarrelli’s “Dial-a Ghost on Thomas Edison’s Least Successful Invention: The Spirit Phone.” I was able to recognize that people were trying to find a way to connect with death people.  In 1933, Thomas Edison and many other scientist gathered in the secret laboratory to conduct an invention called “spirit phone”. The spirit phone was suppose to connect with smallest particles that are floating in atmosphere (which would also give the proof of the afterlife) in order to connect live with death. Unfortunately, after many hours spent on this project Thomas Edison and other scientist realize that they were not able to get the results they were expecting. Edison’s idea was another stepping stone in creating my project as I used his idea in today’s world. With the improvement of technology we are closer than ever in connecting life with death. Not that long ago people had to write letters back and forth in order to stay connected despite the long distance. It would take weeks before one would receive a letter. However, nowadays we are not only able to speak to a person that is on a different part of the planet from us, but we are able to see them too.

 

In the article, Cyberspace When You’re Dead by Rob Walker, there was a line that really stuck with me. “‘So I’m still having this conversation’ with his friend Tonnies, he told me, ‘even though he’s been dead for more than a year.’” When I read this I felt really odd about the entire idea. I knew that my project could be related completely to this idea, and I knew I had found something worth exploring. I wanted to recreate the feeling I felt when I read that line, in whichever way I could. I expanded on it however by including the hints of an afterlife. The player isn’t offered much of a description, as Walter himself struggles to describe what exactly is going on, and how much he can be trusted is questionable as well. Regardless, the afterlife is a very interesting topic to me, so it felt natural to connect a line between all these points and create a text adventure for people to play and feel a certain way.

 

I also read a paper called, Death and the Internet: The implications of the digital afterlife by Nicola Wright. In it, the author addresses the cultural implications of death given the introduction of the digital age and all of its features. Despite the topic of the article being very similar to what we do in class, for some reason after reading it I thought of an idea – what if the digital afterlife was actually a place, and we just can’t communicate with it, until now.

 

I created a chatbot experience in which I tackle issues from our class, while introducing things that I have always thought of throughout my life. Ideas which I have questions about tend to leave a strong impact on the work I do, so I thoroughly enjoyed having the opportunity to create something which could encompass these different ideas and things that I find enjoyable to think about and explore. I believe the text adventure, if anything, is an interesting experience, and to some extent conveys what I attempted to convey, despite my lack of knowledge in coding and creating such things.

 

Work Cited

Zarrelli, Natalie. “Dial-a-Ghost on Thomas Edison’s Least Successful Invention: The Spirit Phone.” Atlas Obscura. Atlas Obscura, 18 Oct. 2016. Web. 21 Apr. 2017.

Walker, Rob. “Cyberspace When You’re Dead.” The New York Times. The New York Times, 08 Jan. 2011. Web. 21 Apr. 2017.

Wright, Nicola. “Death and the Internet: The Implications of the Digital Afterlife.” First Monday. N.p., June-July 2014. Web. 22 Apr. 2017.

I came, I saw, I die.

www.slate.com/content/dam/slate/articles/health_and_science/Science/2016/03/160328_SCI_neurons-firing.jpg.CROP.promo-xlarge2.jpg%5B/caption%5D

“Soon, Kurzweil promises, age and disease will disappear altogether, giving way to “software-based humans” with holographically projected bodies. If Google has its way, mortality will be conquered by human machines.” writes Alex Senemar in the article What Happens To Your Data When You Die?. There are a lot of other articles and perspectives on technology and tackling our mortality, the greatest problem of humankind since it could conceive what death meant. We often hear how technology grows exponentially, and the notion is usually that we will fix the problems of today with technology of the future, versus the present methods that we have today. However, I find it harder and harder to believe that even the technology and methods of the future will truly answer any of the questions the human mind poses.

 

Just a few days ago I saw a video of a man who got concussed diving into the shallow end of a pool, waking up five days later with the ability to play the piano like a virtuoso. The greatest thing this case tells us is that the brain works in a way that is so complicated, that it seems that no amount of research and understanding can truly answer the questions that need to be answered in hopes of conquering our mortality. Sure, we might one day be able to simulate ourselves, and find ways to preserve personalities, characteristics, and memories. Having said that, I don’t think any of it will ever amount to the level which is natural and real, and in that case, what is the point? If you are not the same person who has died, then we are just further going down a road we aren’t meant to be treading.

Peace

Duka

Horror Comparative Analysis: Fearing the Unknown, the Predicament of Modern Horror

 

“The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown” (Joshie & Schultz, 2001: p.255). Whether it’s the dark, or death, or disease, or any phobia really, it always relates back to variables which are unknown. If you think about it, would death be frightening if we knew for certain there is another life after this one? Of course, when everything is known there is complacency, so I am not claiming that life would be great if we knew everything and nothing would be worrying or terror-inducing. But it just so happens to be that when the future or present is uncertain, there is usually fear along with it. This is the basic theory and philosophy behind any horror narrative. Scary stories that are told around the campfire often include inexplicable details coupled with tension created by a well-paced narration, which result in an audience on the edges of their seats, waiting to hear more, hoping for an explanation. Of course, just like for the magician, when the unknown is explained, it immediately stops being interesting. Storytellers must walk a fine line between explaining enough to keep interest, but not enough where interest is lost, but again, explaining enough where the audience doesn’t feel like their time was wasted experiencing an unresolved story, but not enough again where everything is obvious. The result is the difference between a good horror story, and a bad horror story, which is basically the crux and point of stories.

This brings me to the actual point of this analysis, which is that we find ourselves in quite a predicament today. The rapid growth of technology in the last decade has dramatically shifted the way we think about the world, what we know about it, and how well connected we are. In summation, we know much more about the world, across the board, than we ever did (with information readily available wherever there is a connection to the internet), and we are much better connected as a result, both in real time, and in cultural discrepancies (again, with the introduction of the internet). So this obviously does not bode well for horror stories, which, as established in the introduction, kind of depends on the unknown – keeping the audience in the dark, literally and metaphorically works wonders, until someone turns the light on, and then it stop working entirely. So now we have an influx of horror stories which simply aren’t that scary any more, and we have a whole legion of plotlines and ideas that are entirely irrelevant today, as a result of the technological shift the world has experienced. I will explore both of those points and their implications through the analysis of two movies The Ring (2002) and 28 Days Later (2002).

The Ring is a 2002 remake of the Japanese original Ringu, a movie about a mysterious video tape said to curse whoever watches it with a phone call in which only the words “seven days.” are spoken, after which the person who watched the tape dies seven days later. The video tape features a creepy video of some seemingly disorganized and random snippets, along with the yurei character called Samara who is the ghost in the story that does the killing. The movie itself can be terrifying and leave lasting effects (TV static is never the same after watching the movie) on its viewers. And it is truly interesting how it uses the technology of its time to convey the old ghost story in a new light, literally bringing it to your living room. It’s an interesting premise that you could bring a ghost in your own home through technology. It’s part of its appeal and what makes it so unnerving. We all have TV sets, we’ve all seen TV static, upon watching the movie, the TV set and static are both given new meanings, and serve as unpleasant reminders of Samara. We also mostly know what VHS tapes are and usually have had one around at the time the movie was relevant. In summation, the movie immerses itself in the technology of the time and builds a solid narrative around it, as Kirkland says “Old media technologies contribute a sense of the real perceived as lacking in digital media, yet central to a generically-significant impression of embodiment”. In his paper he makes an argument about remediation, how old and analog technology usually plays the role of a mysterious artifact, tied to the past, and as such, can better be used to convey horror – versus digital technology. If we take for granted that tapes can be haunted, then the logic makes sense. Below is a video of how analog technology, with its stuttering and crudeness, is used to convey a sense of uncertainty and ultimately horror.

www.youtube.com/watch?v=GDypebQynDQ

28 Days Later is a zombie apocalypse horror-thriller set in London. It was one of the first places to feature the “infected” zombie type, known for its rabid behavior, and terrifying speed, compared to the slow Romero zombies. The movie follows a comatose, Jim, who wakes up in the midst of an apocalypse, entirely unaware of the situation. He roams the abandoned city and reads signs put up by people warning of impending danger and doom. It is all very cryptic at first, but Jim soon finds out the nature of the danger and how much better he had it when he wasn’t awake. A few times in the story, characters offer their experiences of how the whole situation became so bad so quickly, and how everyone was caught off guard. The movie very successfully maintains an aura of mystery through various means. The quick, chaotic editing which serves as foreshadowing of chaos and the deconstruction of moments of order and calm is one method that helps maintain suspense. The music and sound design is another aspect through which the movie keeps viewers on the edge of their seats. Overall the movie is able to maintain its suspense to create truly horrifying and panic-inducing moments through various means, including its plausible story. In the video below, we get a prime example of suspense with meaning. The scene is not just meant as a shallow jumpscare, instead, the shocking nature of the shots end with Mark, one of the survivors, becoming infected and ultimately not be one of the survivors any more.

Suspense scene (make sure your volume is not all the way up!)  

 

This brings me to a major point about both movies. Their plots only seem plausible in the time they are set, but beyond, make little sense. The Ring just received a sequel a month ago, the technological shift meant the story had to change as well. A glaring issue becomes apparent in that, VHS players are not that readily-available today and VHS tapes are just as irrelevant. It doesn’t make sense to continue the old plot, but then any shifting into a new technological direction brings about more questions than it solves. For instance, today, we mostly stream things, would it make sense that Samara has now shifted into cyberspace and haunts its viewers through streaming software? So what happens when someone streams the haunted video on a phone? Do we get a pocket version of Samara? Who exactly dies? The owner of the IP? Why would the video even be streamed on any famous site? Would someone have to upload it to a site like YouTube? Wouldn’t that garner an international following and all traces of the video would inevitably be deleted? You get the point. The world is so connected nowadays, and information travels so quickly, it’s hard to imagine that any of these things could remotely remain tucked away as just a “spooky story” or some myth. In a paper by Haewoon Kwak, Changhyun Lee, Hosung Park, and Sue Moon called “What is Twitter, a Social Network or a News Media? ” we are  offered some statistics on how digital information including news can travel.  According to the study, once a tweet is retweeted, it almost instantly continues to do so, indicating an incredibly rapid diffusion of information (Kwak et al., 2010) .

In 28 Days Later we get a similar problem. All the explanations of how the infection spread so quickly was through chaos and lack of information. We see posters and papers posted everywhere warning of the danger which leads the viewer to think, in today’s world, social media would be a very effective way to let people know very quickly what the entire situation is. With information travelling so quickly, and being so accessible, and news outlets not being the sole method for hearing breaking news, it becomes hard to imagine how so much chaos could ensue before anyone could react. Many people make the claim that, if you can suspend your disbelief and believe in the “infected” you should also believe that the infection could spread the way it does. But this brings about a crucial difference that again extends not only to both of these movies, but to narration and storytelling as a whole, and how it’s affected by the technological shift of the day.

A story can suspend disbelief even with fictional elements, so long as it abides by its internal logic. If a story defies its own rules, or has faulty logic, the issue directly affects how much a viewer can suspend disbelief. For this reason, technology today, and its development, is so fast, that directors seem to be struggling with catching up. Finding effective ways to portray all this technology, and all of its implications, with a story that maintains mystery and the unknown is becoming increasingly difficult, with sub-par solutions and movies that simply aren’t scary because of their inability to suspend the viewer’s disbelief. Most horror movies depend on the disability of a character to contact anyone for help, which in today’s society is a glaring issue in that we have so many ways of contacting everyone around us, it is hard to believe that secrets and myths, such as the one in The Ring can remain secrets for long. Today, we have easy access to news that isn’t related to news outlets at all. Phones equipped with high definition cameras and high-speed access to the internet even not connected to Wi-Fi (cables aren’t a thing when it comes to connectivity), but through data, allows for quick sharing of events from the spot. Social media becomes a news outlet of its own, with personal stories and accounts being shared with the public on the regular. All of this means that there are less dark places in the world, less places and ideas shrouded in mystery, and ultimately, less things to be afraid of. For horror, this is detrimental, and for horror movies to remain relevant, there needs to be either change on the development front, or even newer technologies which bring about more of their own questions. Regardless, horror movie directors need to desperately find a way to tackle new technologies in making creative new and relevant plots.

 

Work Cited:

Carleton, R. Nicholas. “Into the Unknown: A Review and Synthesis of Contemporary Models Involving Uncertainty.”Journal of Anxiety Disorders, vol. 17, no. 1, Feb. 2016, pp. 30-43. Available from: http://dx.doi.org/10.1016/j.janxdis.2016.02.007 [16 May 2017]

Joshi, S. T. and Schultz, E. David.  H.P. lovecraft encyclopedia. 1st edition. Greenwood Press, 2001.

Kirkland, Ewan. “Resident Evil’s Typewriter Ewan Kirkland Games and Culture.” Games and Culture, vol. 4, no. 2, Apr. 2009, pp. 115 – 126. Available from: doi: 10.1177/ 1555412008325483 [16 May 2017]

Kwak, Haewoon, et al. “What Is Twitter, a Social Network or a News Media?” Proceedings of the 19th International World Wide Web (WWW) Conference, Raleigh, North Carolina, April 26–30, 2010. Edited by Kwak, Haewoon, et al., International World Wide Web Conference Committee, 2010, pp. 1-12.