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Aarthi Srinivasan

CSCE 445 Personal Webpage

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Why CSCE 445?

I signed up to be in CSCE 445 because I wanted to learn about how modern technology has changed media. Media, historically, has been limited to one-way interactions, whether it be through books, radio, television, etc. The last ~50 years has changed media consumption in fascinating and unprecedented ways; I'm interested to learn to analyze these changes while also preparing to create the next wave of interactive media.

Media Consumed

  • Video

    • Movies​​

      • Romantic Comedies​

        • She's the Man​

        • 10 Things I Hate About You

    • TV Shows

      • Comedies​

        • The Bear​

      • Drama

        • Succession​

    • Youtube

      • Instructional Videos​

      • Gaming Videos

  • Digital Media

    • Social Media

      • Tiktok

      • Instagram

      • Snapchat​​​

  • Audio

    • Music​

      • Folk Pop​

        • Noah Kahan​

        • Hozier

      • Pop

        • Taylor Swift​

        • Harry Styles

    • Podcasts

      • Informational​

        • The Daily ​

        • Stuff You Should Know

    • Radio​​

  • Interactive Media

    • Video Games​

      • Nintendo Switch​

        • Overcooked 2​

        • Heave Ho

        • Mario Cart

        • Super Smash Bros

    • Online Puzzles â€‹

      • NYT

        • Connections​

        • The Mini

        • The Wordle​​

      • Crosswords

  • Print Media

    • Books​​​

      • Fantasy​

        • "The Lord of the Rings"​

        • "Harry Potter"

    • Newspapers​​

      • AP​

      • BBC

Challenges/Difficulties

A challenge with both content consumption and content generation is the overwhelming amount of choices of software/services/tools to create or consume, especially when those tools are incompatible with each other. Often times, one has to navigate through the variety of software updates, incompatitibilies, dependencies, and more to simple build a piece of software. Furthermore, the newer models of subscription based tools (rather than a one time purchase and download) means that access is limited and subject to the will of the tool producer, which can be sporadic. Something as simple as changing API pricing can significantly impact existing software that depend on the API and cannot withstand a significant or unanticipated price/model change. In terms of consumption, the variety and incompability of platforms range from something as simple as streaming platforms (having to get multiple streaming platforms and then having to buy additional add-ons within a streaming platform) to something more complicated like video games (having limited availability of video game options depending on the gaming device).

Revisions and Additions

Based on what I read, I would add far more subcategories. I didn't realize how specific students were getting with their subcategories; for instance, while I consume podcasts frequently, I didn't think to list it at all, much less categorize under the audio category, despite podcasts being a pretty popular form of media. Similarily, I didn't seperate all of the larger categories into specific themes/genres to the extent that some individuals did.

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Something that I would add to my hierarchy of media that I didn't originally identify is the kind of media that I produce. While I'm not a painter or artist, I hadn't consider that my casual passtime of taking pictures or blogging about my recipes could be considered a part of this hierarchy. Similarily, I didn't think about breaking down the "games" category into the types of platform they are delivered on. Furthermore, I would go back and include things like email and organizational structures (Jeera, Trello), as they are a form of media that I use regularly.

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