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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 - - 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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What is OLD media?
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new media
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new media
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new media
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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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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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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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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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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?