Most technologies described as "new media" are digital, often having characteristics of being manipulated, networkable, dense, compressible, and interative. Some examples may be the internet, websites, computer multimedia, video games virtual realit. New media are often contrasted to "old media",
such as television, radio, and print media, although scholars in
communication and media studies have criticised rigid distinctions based
on oldness and novelty. New media does not include television (only analog broadcast), feature films, magazines, books, – unless they contain technologies that enable digital generative or interactive processes., an online encyclopedia, is an example, combining internet
accessible digital text, images and video with web-links, creative
participation of contributors, interactive feedback of users and
formation of a participant community of editors and donors for the
benefit of non-community readers.Facebook is an example of the social media model, in which most users are also participants.
is an example for augmented reality. It displays information about the
users' surroundings in a mobile camera view, including image
recognition, 3D modeling and location-based approach to augmented
reality. The newness of "New" Media being constantly challenged, and the
frequent injunction of a "pure" use of the media, lead to the concept
of "Open Media" to be taken as an hybridation of media taking advantage
of the potential and outcomes of New media mutations but open to old
media (2001, 2011).
Contents
New Media versus cyberculture –
Cyberculture is the various social phenomena that are associated with
the Internet and network communications (blogs, online multi-player
gaming), whereas New Media is concerned more with cultural objects and
paradigms (digital to analog television, iPhones).
New Media as Computer Technology Used as a Distribution Platform –
New Media are the cultural objects which use digital computer
technology for distribution and exhibition. e.g. (at least for now)
Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem
with this is that the definition must be revised every few years. The
term "new media" will not be "new" anymore, as most forms of culture
will be distributed through computers.
New Media as Digital Data Controlled by Software – The
language of New Media is based on the assumption that, in fact, all
cultural objects that rely on digital representation and computer-based
delivery do share a number of common qualities. New media is reduced to
digital data that can be manipulated by software as any other data. Now
media operations can create several versions of the same object. An
example is an image stored as matrix data which can be manipulated and
altered according to the additional algorithms implemented, such as
color inversion, gray-scaling, sharpening, rasterizing, etc.
New Media as the Mix Between Existing Cultural Conventions and the Conventions of Software –
New Media today can be understood as the mix between older cultural
conventions for data representation, access, and manipulation and newer
conventions of data representation, access, and manipulation. The "old"
data are representations of visual reality and human experience, and the
"new" data is numerical data. The computer is kept out of the key
"creative" decisions, and is delegated to the position of a technician.
e.g. In film, software is used in some areas of production, in others
are created using computer animation.
New Media as the Aesthetic that Accompanies the Early Stage of Every New Modern Media and Communication Technology –
While ideological tropes indeed seem to be reappearing rather
regularly, many aesthetic strategies may reappear two or three times ...
In order for this approach to be truly useful it would be insufficient
to simply name the strategies and tropes and to record the moments of
their appearance; instead, we would have to develop a much more
comprehensive analysis which would correlate the history of technology
with social, political, and economical histories or the modern period.
New Media as Faster Execution of Alorithms Previously Executed Manually or through Other Technologies –
Computers are a huge speed-up of what were previously manual
techniques. e.g. calculators. Dramatically speeding up the execution
makes possible previously non-existent representational technique. This
also makes possible of many new forms of media art such as interactive
multimedia and video games. On one level, a modern digital computer is
just a faster calculator, we should not ignore its other identity: that
of a cybernetic control device.
New Media as the Encoding of ModernistAvant-Grade; New Media as Metamedia – Manovich declares that the 1920s are more relevant to New Media than any other time period. Metamedia coincides with postmedism
in that they both rework old work rather than create new work. New
media avant-garde is about new ways of accessing and manipulating
information (e.g. hypermedia, databases, search engines, etc.).
Meta-media is an example of how quantity can change into quality as in
new media technology and manipulation techniques can recode modernist
aesthetics into a very different postmodern aesthetics.
New Media as Parallel Articulation of Similar Ideas in Post-WWII Art and Modern Computing –
Post WWII Art or "combinatorics" involves creating images by
systematically changing a single parameter. This leads to the creation
of remarkably similar images and spatial structures. This illustrates
that algorithms, this essential part of new media, do not depend on
technology, but can be executed by humans.
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