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1) To learn to use wiki and social bookmarking technologies and come to understand why and how these technologies are useful. This is important because achieving a strong base of understanding of the technology allows us to use it and, through this, discover new ideas and concepts, or gain better understanding of concepts, a central focus of wikis and social bookmarking websites. By using these websites regularly we hope to grow in our understanding of both the current state of New Media and the potential it holds for the future. As Manovich explains in his essay, the internet contains a dichotomy of cyber-culture (social and networking) and New Media (cultural and computing).
2) To study ideas, past and present, for New Media technologies that have not yet come to fruition. These untapped resources may have great potential that has not yet been utilized - just imagine if Bush's ideas had been taken seriously enough for someone to build a Memex. Though many of Bush's ideas from "As We May Think" are similar to technology that exists today from a user-end standpoint, there may be many other ideas for future technologies still waiting to be discovered. It could be beneficial for us to learn more about some of these ideas.
3) To become acquainted with the functions of online media distribution through websites such as YouTube and Vimeo, peer to peer software, and automated online stores such as iTunes. These new technologies have had enormous impacts on how media is created and distributed, so this is a worthwhile area of study. Aside from the distribution of media, many of these new technologies have new legal ramifications that remain complex and somewhat ambiguous at present. The on-demand, at-your-fingertips distribution of online media also has cultural implications because it is so different from the system that existed 20 years ago.
4) To learn more about the effects and influences of New Media on art - both in its traditional forms and new medium(s) that have appeared as an extension of digital technologies. The advent of computer generated imagery and drafting software has had a substantail impact on many areas of art, whether it is 2D, sculpture, film, or the entirely new medium of the video game, something that simply did not exist a few decades ago. As Manovich explains in his essay "New Media from Borges to HTML," software design and modern art are parallel projects that influence each other as they grow.