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Digital Chapter1
Digital Chapter1
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Digital media:
Digital media are any media that are encoded in a machinereadable format.[1] Digital media can be created, viewed, distributed,
modified and preserved on computers. Computer programs and
software; digital imagery, digital video;video games; web pages and
websites, including social media; data and databases; digital audio, such as
mp3s; ande-books are examples of digital media. Digital media are
frequently contrasted with print media, such as printed books, newspapers
and magazines, and other traditional or analog media, such as pictures, film
or audio tape.
Media are tools we use to communicate.
I think everyone has a pretty good idea what media are. Humans use tools,
and the tools we use to communicate across distances, across time and to
more people at once than we could with our own voice and body are
"media." Although the definition could include interpersonal and non-mass
media, like the telephone, in common usage we typically have a sense that
"media" are for communicating with more than just one person. Traditional
examples include books, magazines, newspapers, film, radio, and television.
Digital relates to the use of computers.
Digital is even easier, in a sense, since it is almost entirely a technical
definition and relates to the use of computers with their "binary" language
of on/off, 1/zero, bits and bytes. This is the digital world and includes
computers, the software to run them, and the movement and storage of
digital information via networks and storage (hard drives and cloud services).
So then is digital media just media with digital tools?
In a sense, yes, but in another sense, no. (See, academics are not just picky
and pedantic, they equivocate).
If you put the radio on the internet, you certainly have digital media. And if
you put a newspaper in a tablet, then you have digital media, as well. The
problem with sticking with that definition is that it misses two important
elements that have been made possible by the combination of computers,
software, and networks: interactivity and group forming.
Interactivity is made possible because most computer networks are bidirectional and addressable. In other words, you can specify where your
message is to go, and get a return message right away. This is a feature that
is built into the telephone, but most mass media are one-way, or broadcast,
media. They are engineered to deliver the same message to many people at
once, but they dont provide for any return messages. Digital media
networks are different you can still send the same message to many people
(e.g., Netflix, or streaming radio, or just a simple web page), but you can also
have interaction ranging from minor elements (choosing shows and rating
them on Netflix) to major components (posting pictures and comments on
other peoples photos on Flickr). For more on the value of interactivity in
telecommunications networks, see the wikipedia entry on Metcalfe's Law.
The second unique feature of networked digital media is that because it is
based on software the people participating in the network can organize
themselves into ad-hoc and arbitrary groups. This is most obviously seen in
Facebook, where you can instantly and easily create a new group around any
sort of topic. These "group forming" networks have enormous value since
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