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Main difference between broadcast and new media is that new media is active, whereas old media is passive. Broadcast media Associated with modernism, part of the development of modern industrial capitalism and the nationstate. Structure reflects its role in the modern nation state: a small elite group of producers (because of their wealth and privilege) had the access and ability to shape the public sphere of broadcasting- one way communication to the much larger mass of receivers Hierarchical model of communication; those in power represents the interests of those in power (hegemony through ownership and distribution of a popular culture that encouraged audience outlooks that were favourable to the status quo) Promotes a passive audience vulnerable to the herd mentalities (nationalism and even fascism thrives)
New internet model: More active and critical Interactive two-way communication Collapse of distinction between consumers and producers More decentralized model of media production (less hierarchical and more akin to a network) Allows audience the affordances of increased choice and the ability to answer back or produce their own media Upsets logic of the first media age More active, engaged and aware audience or subject; one has to make choices and formulate opinions from the wide variety of information sources at his/her disposal Media in the digital age: lean forward instead of lean back medium More critical thinking actively engaged subject with the contexts of multiple and diffuse identity formation associated with postmodernism. Electronic culture promotes the individual as an unstable identity in a continuous process of multiple identity formation Lister (2009)- more mainstream: new media is digital, interactive, hypertextual, dispersed, and virtual, whereas Manovich (2001)- more novel: builds from technical elements of digital media production and turns them into cultural categories (new media is numerical, modular, automated, variable and transcoded) Digital media can be seen as innovative in comparison to the media of the past: technical processes, cultural forms and immersive experience. Technical processes: technological building blocks of digital media. Cultural forms: the ways in which digital media objects are created, encountered and used. Immersive experience: environment that digital media can create.
Networked: In a variety of ways Broadcast media: one-way analogue infrastructures Follow a more decentralized network architecture with many producers and consumers in constant dialogue, as opposed to a more pyramidal model of broadcast media in which an elite of producers sends out one-way communications to many receivers Greatly enlarged element of choice; fundamental characteristic of new media Follows on from networking, convergence, and the blurring of producers and consumers Digitisation and convergence: user has capacity to choose from all available forms of media and content which are deliverable over any device or channel
Interactive: responsiveness of a media object or piece of information to the preferences, needs or activities of the user. a measure of medias potential ability to let the user exert an influence on the context and/or form of the mediated communication (socio-technical relationship) one of the more value added characteristics: useful to garner feedback and suggestions Can be seen as implicit in the technological structures of computer mediated communications Deterministic structure of the technology which creates the affordance of interactivity and interactive media (technological potential for user to modify their mediated environment as they use it More sociologically oriented: relates to the context in which communication of any sort occurs, and the results of that communication
Hypertextual/hypermediated Non-linear form of text that is composed of nodes or blocks of text which form the content, the links between these blocks of content, and the buttons or tags that enact the link from one node to another Blur distinction between writer and reader Combines traditional text with interactive branching Authorship: production of meaning resides within the author and the reader is obliged to follow under convention Linearity: the sequence of events is set up and determined by the author and presented as a material whole which itself constitutes a beginning and an end. Attempt at enclosure of meaning by allowing the author power to present an authoritative, definitive, linear voice of reality Erase authority of author by opening up text and giving readers a chance/forcing them to feedback, produce and create meanings from it Reader not necessarily encounters the pure theoretical freedom of hypertext, but the text as it is inflicted through the medium and conventions of the website.
Automated Can be automatically modified or created through softwares and programs instead of by people Increasing personalization of media Automated processes of personalization and profiling are fundamental to the digital environment (e.g. google, amazon) Essential for our navigation through the vast amount of information present on the internet Buzz monitoring: automated programs to troll the internet looking for topics, trends to read popular culture for marketing purposes Demonstrated in the form of modelling behaviours and environments Removes human intentionality from the creative process within digital culture Large amount is unique in the sense that it has been created specifically for us but it is not original in the sense that these unique creations are not composed of bespoke, human-created material, but elements of already- existing data in database, and compiled by a machine using an
Rhizome: Describe a form of organization that is not based on hierarchical structure, but a kind of horizontal network of relations Principle of connection: connects any point to any other point; random in relation to each other (connect to the internet from any point) Principle of multiplicity: neither a collection of individual things nor one large thing; composed of dimensions and lines of connections, therefore no point can be altered without altering the whole Principle of decalcomania: operates by variation etc, does not reproduce, transforms both itself and what it encounters Principle of cartography: akin to a map that must be produced and is always modifiable, one can enter at any point and must construct their own path through. (traverse it freely from one hyperlink to another) Principle of heterogeneity: acentered, nonhierarchical system without a central automation, nothing akin to a centre which is more important than other parts of the system (chaoti c networked structure) Principle of asignifying rupture: made only of lines that can be severed or broken, do not impede its function but can instead create new lines for growth In a continual state of transformation in response to the surrounding environment However, through the imperatives of commercialization, search engines now follow a more hierarchical structure by returning commercially valuable sites higher up in results lists Therefore, knowledge may be ordered in a way to privilege mainstream voices, atrophying the internets cartographic and heterogenic potential for resistance. Dependence on commercial entities introduces arboreal structures into the web experience
Immersive experiences Transformation of the audience or consumer experience from a static role (viewer) to an active, mobile role (user) Telepresence: Experience of presence in an environment by means of a communication medium Communication technologies have the potential to alter our feelings of presence Ability to simultaneously exist in two different environments at the same time (physical location and the conceptual/interactive space presented with through the medium) Experience varies between technologies as well as being influenced by social factors Extent that telepresence is experienced: Vividness- ability of a technology to produce a rich environment for the senses in terms of sensory depth (quality or resolution) and breadth (number of senses engaged) Interactivity- degree in which the user of a medium can influence the form and content of their mediated environment Importance of contextual or emotional factors in the experience of telepresence More emotionally engaging interactions create a greater sense of first person-ness Normally limited to discussions of digital technologies Inclusive of all sorts of social constructions and imaginings Exist as an abstraction Real, but not actual
Virtuality:
Simulation: Virtual reality seen as simulations of reality Technical or mathematical process often performed by computers Simulation defined as a mathematical or algorithmic model, combined with a set of initial conditions, that allows prediction and visualization as time unfolds Tradition in visual culture Representation tradition: exemplified by the painting and relies upon the immobility of the spectator, allows for the creation of aesthetic objects that are fixed in space and time
Case Study: What are video games? A conundrum of digital culture Page 39 to 42
Conclusion Basic elements of digital media compared to traditional broadcast media within wider technological and cultural contexts 3 themes; technical processes, cultural forms and immersive environments As much process as object