New Media Production 2 MUMT 303 Week 1 Sven-Amin Lembke What is - - PowerPoint PPT Presentation

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New Media Production 2 MUMT 303 Week 1 Sven-Amin Lembke What is - - PowerPoint PPT Presentation

New Media Production 2 MUMT 303 Week 1 Sven-Amin Lembke What is new media? What is OLD media? new media new media new media new media ... Internet Websites Computer multimedia Computer games CD-ROM, DVD Virtual reality


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Week 1

New Media Production 2

MUMT 303 Sven-Amin Lembke

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SLIDE 2

What is new media?

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SLIDE 3

What is OLD media?

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SLIDE 4

new media

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new media

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new media

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SLIDE 7

new media ...

  • Internet
  • Websites
  • Computer multimedia
  • Computer games
  • CD-ROM, DVD
  • Virtual reality
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So what’s new about it?

  • Or even revolutionary?
  • Most obvious:
  • New media is digital
  • Manovich (2001): The Language of New Media
  • It has a more profound effect than the mere fact of

being digital might imply

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SLIDE 9

Before new media

  • Previous media revolutions that had significant

impacts on cultural communication, e.g. ...

  • printing press in the 14th century
  • affected the distribution of media
  • photography in the 19th century
  • affected one type of media, i.e. still images
  • Yet, only one stage of cultural communication or one

type of media representation per revolution

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SLIDE 10

With new media

  • Still in the middle of the new media revolution, it

affects ...

  • all stages of cultural communication
  • distribution, acquisition, manipulation, production,

storage

  • many different types of media representation
  • text, still image, moving image, sound, spatial maps
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SLIDE 11

What else is new?

  • Manovich (2001):
  • We are dealing with product of "convergence of two

separate historical trajectories: computing and media technologies. [...] The translation of all existing media into numerical data accessible through computers. The result is new media--- graphics, moving images, sounds, shapes, spaces, and texts that have become computable".

  • Hence, not characterized by entirely ‘new’ media but

instead introducing a new form of how it is internally represented.

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Defining new media

  • Manovich (2001):
  • "[T]exts distributed on a computer [...] are

considered to be new media, whereas texts distributed on paper are not. Similarly, photographs that are put on a CD-ROM and require a computer to be viewed are considered new media; the same photographs printed in a book are not. Shall we accept this definition? If we want to understand the effects of computerization on a culture as a whole, I think it is too limiting."

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Manovich (2001): 5 principles of new media

  • Numerical representation
  • Modularity
  • Automation
  • Variability
  • Transcoding
  • "Not every new media object obeys these principles.

They should be considered not as absolute laws but rather general tendencies of a culture undergoing computerization." - Manovich (2001)

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Principle 1: numerical representation

  • All new media is numerical/digital ...
  • no matter whether created in digital environment or

digitized from analog media.

  • 2 consequences for a new media object:
  • it can be described formally in numerical terms
  • it can be manipulated through algorithms
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Principle 1: numerical representation

  • Numerical manipulation techniques based on media

sharing a common representation can be applied universally, e.g. ...

  • edge detection in images or onset detection in

sounds

  • contrast and brightness level modification in images
  • r dynamic compression/expansion of audio
  • No such flexibility for analog media.
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Principle 2: modularity

  • Modularity seen as “fractal structure of new media”
  • just as a fractal has the same structure on different

scales, a new media object has the same modular structure throughout

  • All of new media based on multi-level/hierarchical

design

  • Modularity provides flexibility to manipulate/replace

single elements without affecting the overarching structure as a whole

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Principle 2: modularity

  • At the lowest, “particle” level:
  • pixels in 2D-images, polygons in spatial structures,

samples in audio, characters in text

  • At an intermediate level, e.g., at branches/containers:
  • RGB-set of pixel data, analysis frame in audio

processing application

  • At even higher level:
  • multimedia video editing project, Flash

environments

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Principle 2: modularity

  • In short, a new media object consists of independent

parts each of which consists of further smaller independent parts etc.

  • This is analogous to the modularity of:
  • object-oriented programming
  • links to other pages and data files within and

between websites

  • “abstractions” in Max/MSP/Jitter
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Principle 3: automation

  • Given numerical representation and modularity of new

media automated processing is facilitated.

  • “[With automation] human intentionality can be

removed from the creative process, at least in part.” Manovich (2001)

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Principle 3: automation

  • Low-level automation
  • generation of shapes and spaces in vector graphics
  • level correction and red-eye removal in still images
  • in CGI-animation dedicated algorithms generate

flocks of birds or crowds of people

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Principle 3: automation

  • Higher-level automation based on semantic and

syntactic interpretation of lower-level components

  • algorithmic composition leading to fully automated

music generation

  • ‘wizards’ in software applications
  • AI in computer games adapting to a player’s actions
  • aiding management of large database through

specialized search-functions, such as face or music recognition

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Principle 4: variability

  • ‘Old’ media often inalterable and with predetermined
  • rder
  • Whereas numerical representation and modularity

make new media alterable and customizable in many ways, e.g. ...

  • fowarding e-mails, updating websites, reshuffling of

presentation slides, freely customizable MP3- playlists

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SLIDE 23

Principle 4: variability

  • Variability benefits from the ideas of ...
  • templates: updating content in an else static

framework

  • scalability: presentation of content is scaled or

adapted to screen resolution or data transfer rate of user

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Principle 4: variability

  • “A[n] old media object was assembled in a media

factory (such as a Hollywood studio). Millions of identical copies were produced from a master and distributed to all citizens. Broadcasting, cinema, and print media all followed this logic. In a postindustrial society, every citizen can construct her own custom lifestyle and ‘select’ her ideology from a large (but not infinite) number of choices. Rather than pushing the same objects/information to a mass audience, marketing now tries to target each individual separately.” - Manovich (2001)

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Principle 5: transcoding

  • For new media there are ‘two sides of the same coin’:
  • from the human POV new media objects are

perceived as concrete representations or tools

  • from the computerized POV new media objects are

abstracted into a numerical representation most suitable for processing and storage

  • e.g. an image from human POV seen in terms of

shapes, colors, spatial location of visual objects vs. numerical representation into grid of pixels each containing values for color components

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Principle 5: transcoding

  • According to Manovich (2001) the role of transcoding

quite significant as it implies an interdependence between the two viewpoints:

  • new media is shaped and designed by human

culture, e.g. information represented numerically, GUIs designed based on considerations concerning user-friendliness

  • likewise, human culture may be increasingly affected

through our experience with new media and our knowledge of its underlying structural organization (in lists, records, arrays etc.)

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Summary of characteristics of new media

  • digital/discretized representation
  • all digital media share common code
  • quick random access as opposed to sequential

storage on older physical media

  • loss of information through discretization and data

reduction

  • endless copying without data degradation
  • interactive nature
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Discussion

  • How does Manovich’s (2001) theory correspond to
  • ur reality?
  • How modular and interchangeable are elements of the

digital world really?

  • Don’t ‘old’ media also yield interdependences

between a human and technical POVs?

  • Is ‘new’ media more accessible than ‘old’ media?