BCM 241 Final Project: Emoji’s Potential to Become a Language in the Cybersphere: A Digital Ethnographic Research

In my research proposal, I have outlined some approaches and practices to conduct a digital ethnography about emoji usage. The 3 minute video below demonstrates my findings and thoughts about emoji.

I apologize for the sound quality. Please use your earphone/ headphone and turn up the volume to enjoy the video. I hope you enjoy this clip and any feedback is welcomed!

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BCM241 Research Pitch: A Digital Ethnography

Image result for emoji

 

A Digital Ethnography: How People Communicate with Emoji on Social Media

Coupled with the development of the virtual world, there has been an increasing demand for semantic yet expressive communication on the Internet. The strong uptake of emoji in recent years is indicative of such a trend. This essay aims to propose a digital ethnography investigating the deployment of emoji on social media. The essay’s first section will explain interests developed for the topic, while the second part will cover the research project’s methods and ethical considerations, as well as an approach to present the project’s final report.

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A real friendship from virtual connection

Digital space connection
Image: Digital Space from Wigzo

In the Autumn semester last year, I met my good friend – M.A through her project about the language barriers that Vietnamese students face while studying university at Wollongong. I remember responding to her survey online and felt very related to it. Then, I got an invitation to participate in M.A’s focus group for this project. I could not attend the session because of the clash in my schedule, yet I still wanted to contribute something so I sent an email telling her my experience with language in Australia.

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Watching movies on Digital Devices vs. in Cinema: Never should be a competition

Image result for cinema
Image: The cinema from media.md

How the digital devices – with smaller screen and simpler equipment – can win audience over the cinema? To compare these types of watching experience, we need to base on several certain aspects, as both digital devices and cinema have their own unique traits. The conceptual framework of time geography by the Swedish geographer – Torsten Hagerstrand, which is a sophisticated tool for analysing individual movement in space and time (Neutens, Witlox & Demaeyer 2007, p.335) can apply to this case between cinema and TV. Hagerstrand’s work was first introduced in the late 1960s with primary study in the geography field, yet its concept has also been used to explain in other areas. According to this concept, there are three types of constraints that limit individuals in their daily activities: capability constrains, coupling constraints and authority constraints.

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