Wednesday, December 1, 2010

New Website [COMM 203]

I recently started creating a website to display my resume, portfolio, and writing samples. I just registered the domain name, and the majority of the site is up: www.MichaelRoach.us

Friday, November 26, 2010

MyBook [COMM 203]

Social networking has become a huge phenomenon in American culture. I began using an online social network when I created a Myspace account in 2005. I did not create a personal account simply because I didn't feel that it was necessary. The majority of my friends did not have Myspace profiles, so I figured it would be pointless. At the time, Myspace was a very great way to promote our music on the internet. We instantly had a web presence where we could showcase our band and keep everyone up to date on upcoming shows, releases, and progress. Within the next six months to a year, it seemed that everyone began creating their own Myspace profiles. We would send out friend requests to all of the people we knew, and then in turn they would send their friends links to increase the traffic to our page.

Everything was great for a year or two, but then "Myspace Bots" started becoming widely used. Myspace Bots are essentially an application that automates the process of sending out friend requests, messages, comments, event invitations, and bulletins. We then became flooded with a ton of spam, and at this point we had so many friends that it became time consuming to remove the bot users, and even when we did we would still receive spam. The problem was that bots were so widely used that we would receive friend requests and messages from people/bands that we didn't even know. This led to a ton of frustration, and Myspace began to lose a lot of the communication methods that we grew to love. Many people stopped using Myspace because of the spam issue. Bands began using bots so much that profiles would become flooded with advertisements or pointless and generic comments. By 2008, the majority of our friends began switching to a then lesser known social network called Facebook.

Facebook is a great alternative to Myspace for communication purposes. Facebook is structured in a way that prevents bands from simply fishing for an audience, and it also prevents many other spam problems that were present on Myspace. I no longer use Myspace because Facebook is more user friendly and it is a great way to keep up with friends and family. When I log in to Facebook, I am not greeted by massive amounts of notifications sent to me by people or bands that I know nothing about. Instead, I can see information posted by people I actually know and like.

When I am performing or promoting a show, I can create an event and simply invite people that would like to come. The people I invite can then RSVP to the event, so I know how many people can be expected to show up. Then, anyone that is invited can invite friends that they believe would be interested. This is much the same as the events platform on the Myspace network, only users are generally spammed so much that they simply hit ignore. I have noticed that Myspace has recently began making drastic changes to their network in an attempt to compete with Facebook, but it is still designed more for the use of an artist as opposed to an individual. Myspace can continue as the spam playground as long as they want, I just really hope none of the space rubs off on my Facebook.

Thursday, November 25, 2010

Graphic Novel? [COMM 203]

Do you know what a graphic novel is? When explaining to my friends and family that I was working on a graphic novel, they seemed to be a bit confused as to what a graphic novel actually is. Some of them understood the concept, but others were a bit confused about the terminology. One of my friends simply thought of the term graphic novel and emphasized the word novel. So, he basically thought that I was writing a novel, and that there would be lots of pictures on some of the pages. A member of my family thought of the concept of a graphic novel and emphasized the word graphic which lead them to believe it was simply a comic strip. Before this project was fully explained, I thought of this as basically a standard comic book.

Upon beginning this blog, I researched the definition of a graphic novel through two highly revered sources. According to Merriam-Webster, a graphic novel is "a fictional story that is presented in comic-strip format and published as a book." This is a very vague definition by any means, and I disagree with the word fictional being included. A graphic novel can definitely be a non-fiction account of a story. The second definition I found was from Encyclopædia Britannica, which defines a graphic novel as "a type of text combining words and images—essentially a comic, although the term most commonly refers to a complete story presented as a book rather than a periodical." This is a much better definition.

In my opinion, a graphic novel is truly a combination of words and images. Without communication through words, a graphic novel would basically be a picture book. In contrast, without images, a graphic novel would basically be a standard book. Graphic novels combine both words and images in order to better communicate action and the sequence of events in the narrative.

Graphic novels are a very viable method of communication and can create very interesting texts. With a story being told entirely by words, such as a standard novel, they often become tiring to read because the audience must take the words and create their own images of the events being described. In some cases, due to vocabulary issues, the audience can read the story but have no idea what certain words mean. This can lead to a complete breakdown of communication. Sure, some readers may search for the definition of a word they do not know in a dictionary, but many readers may simply put the novel down and dismiss it.

On the other hand, it is very hard to tell a story through images alone because they are open to an enormous amount of interpretation. For example, expressions and actions can be misinterpreted. Also, in a book strictly portrayed with images there can be no dialogue. This creates a very limited amount of communication that can be made from the creator to the reader.

Being able to combine these two methods of communication creates a very interesting and rich experience of a story. Action can be conveyed as well as dialogue, and it is much easier to understand the events that are taking place. Scenes are mapped out and depicted which helps the reader grasp the message much faster. Setting can also be rendered through the images, which can be very beneficial to the story. Graphic novels are also very inexpensive to produce in a digital format. In my opinion, graphic novels are an amazing way to tell a story. I am simply astounded that they are not more popular are more widely used as a method of communication.

Monday, November 22, 2010

Stunning Results [COMM 203]

I recently took the VALS survey, and I was simply astounded by the results I received. VALS is a consulting and research company that looks at psychological and demographic information for consumer behavior. I took the VALS survey, and my results showed that. my primary type is Striver, and my secondary type is Achiever. I found this to be a reasonable result by the VALS type names, that is until I viewed the information describing the types. Here is the information for my primary VALS type, Striver:
"Strivers are trendy and fun loving. Because they are motivated by achievement, Strivers are concerned about the opinions and approval of others. Money defines success for Strivers, who don't have enough of it to meet their desires. They favor stylish products that emulate the purchases of people with greater material wealth. Many Strivers see themselves as having a job rather than a career, and a lack of skills and focus often prevents them from moving ahead. Strivers are active consumers because shopping is both a social activity and an opportunity to demonstrate to peers their ability to buy. As consumers, they are as impulsive as their financial circumstance will allow."
This is basically the complete opposite of my personality, beliefs, values, and behaviors. I am in no way considered to be trendy, and I care very little about the "opinions and approval of others." I do not define success by monetary means, and I spend very little money on products. I would never consider myself to be an active consumer, and I despise shopping and spending money on unnecessary items. Almost every t-shirt I own is from an underground band that I support. I honestly do not know the last time I set foot in a mall or department store. I do not feel that this description fits me whatsoever, so then I preceded to look at the explanation for my secondary VALS type, Achiever:
"Motivated by the desire for achievement, Achievers have goal-oriented lifestyles and a deep commitment to career and family. Their social lives reflect this focus and are structured around family, their place of worship, and work. Achievers live conventional lives, are politically conservative, and respect authority and the status quo. They value consensus, predictability, and stability over risk, intimacy, and self-discovery. With many wants and needs, Achievers are active in the consumer marketplace. Image is important to Achievers; they favor established, prestige products and services that demonstrate success to their peers. Because of their busy lives, they are often interested in a variety of time-saving devices."
Once again, I feel that this does not describe my consumption habits or personality well, but there are a few things that are true about me within this description. I am motivated by a "desire for achievement" and I do lead a goal oriented lifestyle. I do value consensus, predictability and stability, but those are the only true pieces of information that describe me. I am agnostic and in no way politically conservative. I am very inactive in the consumer marketplace, and as I stated before I place little value on image and prestige.

I feel that in my case, this survey was very inaccurate at examining and predicting my consumer behavior. I spend very little money compared to my peers while this survey mentioned I was very inclined to be "as impulsive as [my] financial circumstance will allow." These were very stunning results, which at first I thought made sense, that is until I looked up the descriptions. I decided to take the survey over again today to make sure I did not accidentally answer opposite due to a reading error, but I still came out with the same results.

Sunday, November 21, 2010

Magic Nice-guy [COMM 203]

During High School, I was given the opportunity to attend a Technical Institute. I attended the open house and became interested in their Graphic Design program. This was at the end of my sophomore year of High School, and I decided to enroll in the program for several reasons. First and foremost, it gave me the ability to elude elective classes for my junior and senior years, but I also saw it as a great opportunity to be able to attend a Technical Institute at no cost and gain practical experience.

I began my studies at Shepherd University as an Art major with a concentration in Graphic Design. After the end of my first semester, I decided I needed to make a change. I was not interested in contemporary art or art history; I simply wanted to learn things I could apply to Graphic Design. Unlike many of my peers who felt obligated to staying in their set path, although they were not happy with it, I decided to take initiative and look into other possible majors. After talking to many people in the Mass Communications program, I was pretty sure that it would be a good fit for my interests and experience. I started comparing the possibilities I'd have for employment between the two different paths, and I found that Mass Communications offered much more security in finding a job after graduation. I decided to switch my major, and to pursue Graphic Design as my minor. To this day I am still entirely happy that I made this choice, and I believe it was the right choice for me.

What I enjoy about the Mass Communications program at Shepherd University is that it takes into account the use of multimedia and the ever changing workplace. In my opinion, I feel that I am better off in this department because I have learned things that I would not have if I stayed on my original path. My major complaint with the Graphic Design program is that it emphasizes design, but it does not incorporate any communication theories or basic advertising/marketing principles. Instead, it builds off of a fine arts core which in my opinion is too broad and unnecessary.

My goal for after graduation is to be able to secure employment in the communication, web design, advertising, or graphic design fields. I do not have a very specific goal, but I hope my studies will open up possibilities in these fields. I am well aware of the economic issues and how hard it can be to land a job in almost any professional occupation during these times. I feel that I am very grounded and rational when compared to the majority of my peers. I know there are no "magic nice guy" companies that are eager to hire fresh graduates with no professional experience. Because of this, I try and absorb as much information as I can through all of my classes.

Wednesday, October 20, 2010

The Digital Scapegoat [COMM 203]

Time after time video games have been scapegoated by the media and our society. They have been blamed for violence, crime, and social problems among many other issues. I find these to be completely unfounded when viewing them from a cause and effect relationship. There may be quantitative statistics, but I believe that these are completely inconclusive because most are designed not to find results, but to reinforce theories. They do not take into account specific incidents and the circumstances of the incidents. Basically, it is just done specifically from a numerical approach.

Personally, I find playing video games to be a very relaxing way to escape everyday stress and almost as a therapeutic activity. For instance, if I'm feeling down, watching television or a movie does not help me take my mind off of things that are bothering me, while playing a game does. The main difference is because when I am playing a game, I am interacting with the media and not simply observing it.

I do not own any game consoles, and I usually only play a computer real time strategy game called DOTA which stands for Defense of the Ancients. The game runs off the platform of Blizzard Entertainment's game Warcraft III: The Frozen Throne which was released in 2003. DOTA is a real time strategy multi-player game that I usually play in a LAN setting with two of my friends on campus. We play the game socially, meaning that when we get together it is basically just a common activity that we can all enjoy. My two friends do not drink or do drugs, and I am currently on medication that prevents me from drinking, so it just works out to be good clean fun that we can all enjoy.

There may be some anti-social gamers, but from my experiences the only time I generally play video games is in social settings and because it is a common activity that helps us all get together, relax, and socialize. DOTA is a game that requires an immense amount of strategy, so we are constantly communicating verbally. Overall, I think the media and society scapegoat video games as causing problems, when from my perspective they are a good clean way to relax and escape from our stress and work together.

Tuesday, October 19, 2010

What constitutes a game? [COMM 203]

This seems to be a fairly simple question with an obvious answer, but if you dig deeper it is hard to come up with a concise definition that formally answers this question. The reason for this is that there are so many variables and it is hard to make a clear definition, for example, one that encompasses not only physical childhood games but also very progressive digital games.

According to game historian David Parlett, he believes a game has two characteristics which are ends and means. Ends refers to the idea that a game is basically a contest that only one player or team can win. Means refers to the game equipment and rules. According to theorist Jesper Juul "A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, and the player exerts efforts in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable"

Both of these definitions establish the idea that games must have rules, and they also imply that there must be some type of conflict. Parlett's definition seems to be somewhat narrow when applied to modern video games which have become highly innovative. For example, World of Warcraft is basically an open ended game that can continue for as long as you'd like (unless of course you cannot pay for your monthly subscription.) Juul's definition however seems to be more open ended and concise, which would classify World of Warcraft as a game because his definition does not call for there to be an ending.

Thursday, October 14, 2010

Learning Styles [COMM 203]

Have you ever noticed many people excel in some classrooms while being completely lost in others? There are many things to take into account, for example, background knowledge, natural inclinations, study habits, and most importantly the individuals learning style.

A learning style is basically an individuals most receptive way of learning. For example, if a person is a visual learner, they are more inclined to to remember visual information being shown in class as opposed to reading the same information in their textbook. Aural learners are inclined to remember sound, such as a teacher's lecture or a friend's speech. Read/Write learners are inclined to remember things they read and take notes on. Kinesthetic learners are hands own learners who basically learn by physically doing things.

According to the VARK Questionnaire, I have a Multimodal learning preference, which means I am somewhat well rounded and I can switch methods based on how information is being presented. I found this strange however because my highest score by far was in the Kinesthetic (hands-on) category. I feel this makes sense because if I am faced with learning a new computer program, it is usually most efficient for me to get a copy of the software and just start messing around with it as opposed to being "taught" in a classroom.

After taking the VARK Questionnaire, they provide some strategies and ideas for what I can do to improve my lifelong learning. The strategy/concept suggested for me is called "Study without tears" which basically states my best way of learning from a lecture type class is to reduce my notes to the most important information, and then convert them into "a learnable package". From my understanding, this means that I should basically make my own charts/graphs to express how things correlate, and that the hands on approach will help me understand the material better by somewhat interacting with it.

Sunday, August 29, 2010

The Dream Career [COMM 203]

At this current point in my life, I am still a bit uncertain about what it is I'd really like my career to be. First and foremost, I love doing graphic design work, but I also enjoy web design. I am very proficient with Illustrator, Photoshop, and Dreamweaver. According to Careers in Communication, it is recommended to pursue a degree is Mass Communications which I am currently doing, and I am minoring in Graphic Design. I am also planning on interning at a government work site this coming summer, which is also stated as a way to help get hands-on experience. I also have a strong technical background in design, and I have created several websites to date.

Tuesday, August 24, 2010

An introduction of sorts [COMM 203]

In the interest of professionalism, hello, my name is Michael Roach. I am a musician, graphic, and web designer.

I have been playing drums since about the age of 13, and through touring the DIY Punk Rock circuit I have met some of the nicest, honest, and unforgettable people in my life. To date we have performed just over 100 shows in a total of 11 states.

I became interested in graphic design around the age of 11 when my Uncle showed me the basics of using Adobe Photoshop. During High School, in an effort to escape the standard classroom, I decided to take a graphic design class at a local technical institute. From there, I continued on to pursue a BFA with a concentration, but then after realizing how much I despise contemporary art and art historty, I decided to pursue a BS in Mass Communications with a minor in Graphic Design.