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Digital media
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For analog electronic media, see electronic media.

Hard drives store information in binary form and so are considered a type of physical digital media.

Digital media means any communication media that operate with the use of any of


various encoded machine-readable data formats. Digital media can be created, viewed,
distributed, modified, listened to, and preserved on a digital
electronics device. Digital can be defined as any data represented by a series of digits,
while media refers to methods of broadcasting or communicating these information.
Together, digital media refers to mediums of digitized information broadcast to us
through a screen and/or a speaker.[1] This also includes text, audio, video, and graphics
that are transmitted over the internet for viewing or listening to on the internet. [2]
Digital media platforms, such as YouTube, Vimeo, and Twitch accounted for viewership
rates of 27.9 billion hours in 2020. [3]

Contents

 1Digital media
 2History
o 2.1Digital computers
o 2.2"As We May Think"
 3Impact
o 3.1The digital revolution
o 3.2Disruption in industry
o 3.3Individual as content creator
o 3.4Web-only news
o 3.5Copyright challenges
 4See also
 5References
 6Further reading

Digital media[edit]
Examples of digital media include software, digital images, digital video, video
games, web pages and websites, social media, digital data and databases, digital
audio such as MP3, electronic documents and electronic books. Digital media often
contrasts with print media, such as printed books, newspapers and magazines, and
other traditional or analog media, such as photographic film, audio tapes or video tapes.
Digital media has had a significantly broad and complex impact on society and culture.
Combined with the Internet and personal computing, digital media has
caused disruptive innovation in publishing, journalism, public relations, entertainment,
education, commerce and politics. Digital media has also posed new challenges
to copyright and intellectual property laws, fostering an open content movement in
which content creators voluntarily give up some or all of their legal rights to their work.
The ubiquity of digital media and its effects on society suggest that we are at the start of
a new era in industrial history, called the Information Age, perhaps leading to
a paperless society in which all media are produced and consumed on computers.
[4]
 However, challenges to a digital transition remain, including outdated copyright
laws, censorship, the digital divide, and the spectre of a digital dark age, in which older
media becomes inaccessible to new or upgraded information systems. [5] Digital media
has a significant, wide-ranging and complex impact on society and culture. [4]

History[edit]
Codes and information by machines were first conceptualized by Charles Babbage in
the early 1800s. Babbage imagined that these codes would give him instructions for his
Motor of Difference and Analytical Engine, machines that Babbage had designed to
solve the problem of error in calculations. Between 1822 and 1823, Ada Lovelace,
mathematics, wrote the first instructions for calculating numbers on Babbage engines.
Lovelace's instructions are now believed to be the first computer program. Although the
machines were designed to perform analysis tasks, Lovelace anticipated the possible
social impact of computers and programming, writing. "For in the distribution and
combination of truths and formulas of analysis, which may become easier and more
quickly subjected to the mechanical combinations of the engine, the relationships and
the nature of many subjects in which science necessarily relates in new subjects, and
more deeply researched […] there are in all extensions of human power or additions to
human knowledge, various collateral influences, in addition to the primary and primary
object reached." Other old machine readable media include instructions for pianolas
and weaving machines.
Binary Code shown here which can used to represent the whole alphabet

It is estimated that in the year 1986 less than 1% of the world's media storage capacity
was digital and in 2007 it was already 94%.[6] The year 2002 is assumed to be the year
when human kind was able to store more information in digital than in analog media (the
"beginning of the digital age").[7]
Digital computers[edit]
See also: Digital electronics, History of computing, History of computing
hardware, History of programming languages, and History of the transistor

Digital codes, like binary, can be changed without reconfiguring mechanical parts

Though they used machine-readable media, Babbage's engines, player pianos,


jacquard looms and many other early calculating machines were themselves analog
computers, with physical, mechanical parts. The first truly digital media came into
existence with the rise of digital computers.[8] Digital computers use binary
code and Boolean logic to store and process information, allowing one machine in one
configuration to perform many different tasks. The first modern, programmable, digital
computers, the Manchester Mark 1 and the EDSAC, were independently invented
between 1948 and 1949.[8][9] Though different in many ways from modern computers,
these machines had digital software controlling their logical operations. They were
encoded in binary, a system of ones and zeroes that are combined to make hundreds of
characters. The 1s and 0s of binary are the "digits" of digital media. [10]
"As We May Think"[edit]
While digital media did not come into common use until the late 20th century,
the conceptual foundation of digital media is traced to the work of scientist and
engineer Vannevar Bush and his celebrated essay "As We May Think," published
in The Atlantic Monthly in 1945.[11] Bush envisioned a system of devices that could be
used to help scientists, doctors, historians and others, store, analyze and communicate
information.[11] Calling this then-imaginary device a "memex", Bush wrote:
The owner of the memex, let us say, is interested in the origin and properties of the bow
and arrow. Specifically he is studying why the short Turkish bow was apparently
superior to the English long bow in the skirmishes of the Crusades. He has dozens of
possibly pertinent books and articles in his memex. First he runs through an
encyclopedia, finds an interesting but sketchy article, leaves it projected. Next, in a
history, he finds another pertinent item, and ties the two together. Thus he goes,
building a trail of many items. Occasionally he inserts a comment of his own, either
linking it into the main trail or joining it by a side trail to a particular item. When it
becomes evident that the elastic properties of available materials had a great deal to do
with the bow, he branches off on a side trail which takes him through textbooks on
elasticity and tables of physical constants. He inserts a page of longhand analysis of his
own. Thus he builds a trail of his interest through the maze of materials available to him.
[12]

Bush hoped that the creation of this memex would be the work of scientists after World
War II.[12] Though the essay predated digital computers by several years, "As We May
Think," anticipated the potential social and intellectual benefits of digital media and
provided the conceptual framework for digital scholarship, the World Wide
Web, wikis and even social media.[11][13] It was recognized as a significant work even at
the time of its publication.[12]

Impact[edit]
The digital revolution[edit]

Motorola phones in their first generation of production


See also: Digital Revolution
Since the 1960s, computing power and storage capacity have increased exponentially,
largely as a result of MOSFET scaling which enables MOS transistor counts to increase
at a rapid pace predicted by Moore's law.[14][15][16] Personal
computers and smartphones put the ability to access, modify, store and share digital
media in the hands of billions of people. Many electronic devices, from digital
cameras to drones have the ability to create, transmit and view digital media. Combined
with the World Wide Web and the Internet, digital media has transformed 21st century
society in a way that is frequently compared to the cultural, economic and social impact
of the printing press.[4][17] The change has been so rapid and so widespread that it has
launched an economic transition from an industrial economy to an information-based
economy, creating a new period in human history known as the Information Age or
the digital revolution.[4]
The transition has created some uncertainty about definitions. Digital media, new
media, multimedia, and similar terms all have a relationship to both the engineering
innovations and cultural impact of digital media. [18] The blending of digital media with
other media, and with cultural and social factors, is sometimes known as new media or
"the new media."[19] Similarly, digital media seems to demand a new set of
communications skills, called transliteracy, media literacy, or digital literacy.[20] These
skills include not only the ability to read and write—traditional literacy—but the ability to
navigate the Internet, evaluate sources, and create digital content. [21] The idea that we
are moving toward a fully digital, paperless society is accompanied by the fear that we
may soon—or currently—be facing a digital dark age, in which older media are no
longer accessible on modern devices or using modern methods of scholarship. [5] Digital
media has a significant, wide-ranging and complex effect on society and culture. [4]
A senior engineer at Motorola named Martin Cooper was the first person to make a
phone call on April 3, 1973. He decided the first phone call should be to a rival
telecommunications company saying "I'm speaking via a mobile phone". [22] However the
first commercial mobile phone was released in 1983 by Motorola. In the early 1990s
Nokia came into succession, with their Nokia 1011 being the first mass-produced mobile
phone.[22] The Nokia Communicator 9000 became the first smartphone as it was inputed
with an Intel 24 MHz CPU and had 8 MB of RAM. Smartphone users have increased by
a lot over the years currently the highest countries with users include China with over
850 million users, India with over 350 million users, and in third place The United States
with about 260 million users as of 2019.[23] While Android and iOS both dominate the
smartphone market. A study By Gartner found that in 2016 about 88% of the worldwide
smartphones were Android while iOS had a market share of about 12%. [24] About 85% of
the mobile market revenue came from the mobile games. [24]
The impact of the digital revolution can also be assessed by exploring the amount of
worldwide mobile smart device users there are. This can be split into 2 categories;
smart phone users and smart tablet users. Worldwide there are currently 2.32
billion smartphone users across the world.[25] This figure is to exceed 2.87 billion by
2020. Smart tablet users reached a total of 1 billion in 2015, 15% of the world's
population.[26]
The statistics evidence the impact of digital media communications today. What is also
of relevance is the fact that the numbers of smart device users is rising rapidly yet the
amount of functional uses increase daily. A smartphone or tablet can be used for
hundreds of daily needs. There are currently over 1 million apps on the Apple App store.
[27]
 These are all opportunities for digital marketing efforts. A smartphone user is
impacted with digital advertising every second they open their Apple or Android device.
This further evidences the digital revolution and the impact of revolution. This has
resulted in a total of 13 billion dollars being paid out to the various app developers over
the years.[28] This growth has fueled the development of millions of software applications.
Most of these apps are able to generate income via in app advertising. [24] Gross revenue
for 2020 is projected to be about $189 million. [24]
Disruption in industry[edit]
Compared with print media, the mass media, and other analog technologies, digital
media are easy to copy, store, share and modify. This quality of digital media has led to
significant changes in many industries, especially journalism, publishing, education,
entertainment, and the music business. The overall effect of these changes is so far-
reaching that it is difficult to quantify. For example, in movie-making, the transition from
analog film cameras to digital cameras is nearly complete. The transition has economic
benefits to Hollywood, making distribution easier and making it possible to add high-
quality digital effects to films.[29] At the same time, it has affected the analog special
effects, stunt, and animation industries in Hollywood. [30] It has imposed painful costs on
small movie theaters, some of which did not or will not survive the transition to digital.
[31]
 The effect of digital media on other media industries is similarly sweeping and
complex.[30]
Between 2000 and 2015, the print newspaper advertising revenue has fallen from $60
billion to a nearly $20 billion.[32] Even one of the most popular days for papers, Sunday,
has seen a 9% circulation decrease the lowest since 1945. [33]
In journalism, digital media and citizen journalism have led to the loss of thousands of
jobs in print media and the bankruptcy of many major newspapers. [34] But the rise
of digital journalism has also created thousands of new jobs and specializations. [35] E-
books and self-publishing are changing the book industry, and digital textbooks and
other media-inclusive curricula are changing primary and secondary education. [36][37]
In academia, digital media has led to a new form of scholarship, also called digital
scholarship, making open access and open science possible thanks to the low cost of
distribution. New fields of study have grown, such as digital humanities and digital
history. It has changed the way libraries are used and their role in society. [17] Every major
media, communications and academic endeavor is facing a period of transition and
uncertainty related to digital media.
Often time the magazine or publisher have a Digital edition which can be referred to an
electronic formatted version identical to the print version. [33] There is a huge benefit to the
publisher and cost, as half of traditional publishers' costs come from production,
including raw materials, technical processing, and distribution. [38]
Decline of print ads over the years of 2008 US economic problem

Since 2004, there has been a decrease in newspaper industry employment, with only
about 40,000 people working in the workforce currently. [39] Alliance of Audited Media &
Publishers information during the 2008 recession, over 10% of print sales are
diminished for certain magazines, with a hardship coming from only 75% of the sales
advertisements as before.[33] However, in 2018, major newspapers advertising revenue
was 35% from digital ads.[39]
In contrast, mobile versions of newspapers and magazines came in second with a huge
growth of 135%. The New York Times has noted a 47% year of year rise in their digital
subscriptions.[40] 43% of adults get news often from news websites or social media,
compared with 49% for television. Pew Research also asked respondents if they got
news from a streaming device on their TV – 9% of U.S. adults said that they do so
often.[33]
Individual as content creator[edit]
See also: Social impact of YouTube

Average camera of a YouTube blogger, a Canon EOS

Digital media has also allowed individuals to be much more active in content creation.
[41]
 Anyone with access to computers and the Internet can participate in social media and
contribute their own writing, art, videos, photography and commentary to the Internet, as
well as conduct business online. The dramatic reduction in the costs required to create
and share content have led to a democratization of content creation as well as the
creation of new types of content, like blogs, memes, and video essays. Some of these
activities have also been labelled citizen journalism. This spike in user created content
is due to the development of the internet as well as the way in which users interact with
media today. The release of technologies such mobile devices allow for easier and
quicker access to all things media.[42] Many media creation tools that were once available
to only a few are now free and easy to use. The cost of devices that can access the
Internet is steadily falling, and personal ownership of multiple digital devices is now
becoming the standard. These elements have significantly affected political
participation.[43] Digital media is seen by many scholars as having a role in Arab Spring,
and crackdowns on the use of digital and social media by embattled governments are
increasingly common.[44] Many governments restrict access to digital media in some way,
either to prevent obscenity or in a broader form of political censorship.[45]
Over the years YouTube has grown to become a website with user generated media.
This content is oftentimes not mediated by any company or agency, leading to a wide
array of personalities and opinions online. Over the years, YouTube and other platforms
have also shown their monetary gains, as the top 10 YouTube performers generating
over 10 million dollars each year. Many of these YouTube profiles over the years have a
multi camera set up as we would see on TV. Many of these creators also creating their
own digital companies as their personalities grow. Personal devices have also seen an
increase over the years. Over 1.5 billion users of tablets exist in this world right now and
that is expected to slowly grow [46] About 20% of people in the world regularly watch their
content using tablets in 2018[46]
User-generated content raises issues of privacy, credibility, civility and compensation for
cultural, intellectual and artistic contributions. The spread of digital media, and the wide
range of literacy and communications skills necessary to use it effectively, have
deepened the digital divide between those who have access to digital media and those
who don't.[47]
The rising of digital media has made the consumer's audio collection more precise and
personalized. It is no longer necessary to purchase an entire album if the consumer is
ultimately interested in only a few audio files.
Web-only news[edit]
See also: Web television and Streaming television

US Philips TV Controller with built in Netflix Streaming button

The rise of streaming services has led to a decrease of cable TV services to about 59%,
while streaming services are growing at around 29%, and 9% are still users of the digital
antenna.[48] TV Controllers now incorporate designated buttons for streaming platforms.
 Users are spending an average of 1:55 with digital video each day, and only 1:44 on
[49]

social networks.[50] 6 out of 10 people report viewing their television shows and news via
a streaming service.[48] Platforms such as Netflix have gained attraction due to their
adorability, accessibility, and for its original content. [51] Companies such as Netflix have
even bought previously cancelled shows such as Designated Survivor, Lucifer,
and Arrested Development.[52] As the internet becomes more and more prevalent, more
companies are beginning to distribute content through internet only means. With the
loss of viewers, there is a loss of revenue but not as bad as what would be expected.
Copyright challenges[edit]
See also: Open data, Open access, and Open source
This section's tone or style may not reflect the encyclopedic tone used on
Wikipedia. See Wikipedia's guide to writing better articles for
suggestions. (November 2019) (Learn how and when to remove this template
message)

Digital media[53] are numerical networks of interactive systems that link databases that
allow users to navigate from one bit of content or webpage to another. Because of this
ease, digital media poses several challenges to the current copyright and intellectual
property laws.[54] The effortlessness of creating, modifying, and sharing digital media can
make copyright enforcement challenging. Many copyright laws are widely seen as
outdated.[55][56] For example, under current copyright law, common Internet memes are
generally illegal to share in many countries.[57] Legal rights can be unclear for many
common Internet activities. These include posting a pictures from someone else's social
media account, writing fanfiction, or covering and/or using popular songs in content
such as YouTube videos. Over the last decade, the concepts of fair use and copyright is
being applied to all different types of online media.
Copyright challenges are spreading to all parts of digital media. Content creators on
platforms such as YouTube must follow guidelines set by copyright, IP laws, and the
platform's copyright guidelines. If these guidelines are not followed, the content will
likely get demonetized, deleted, or criticized.[58] Oftentimes we see digital creators loose
monetization in their content, get their content deleted, or get criticized for their content.
In some instances content creators can be sued. Online times the situation occurs when
creators accidentally use audio tracks or background scenes that are under copyright.
[58]
 To avoid or resolve some of these issues, content creators can voluntarily
adopt open or copyleft licenses or they can release their work to the public domain. By
doing this, creators are giving up some legal rights associated with their content. Fair
use is a doctrine of the US Copyright Law that allows limited use of copyrighted
materials without the need to obtain permission. There are four factors that make up fair
use. The first factor is purpose. Purpose means what the content is being used for, in
reference to commercial, nonprofit, or educational purposes. Also, if the use adds a new
aspect or meaning to the content. The second factor is what the copyrighted content is.
If the content is non-fiction, it is more likely to full under fair use than if the content is a
work of fiction. The third factor is how much of the copyrighted content is in use. Small
pieces are more likely to be considered fair than large chunks or the real "meat" of the
content. The last factor is, will the use of the copyrighted content earn money or effect
the value of the content.[59]
Wikipedia uses some of the most common open licenses, Creative Commons licenses
and the GNU Free Documentation License. Open licenses are part of a broader open
content movement which pushes for the reduction or removal of copyright restrictions
from software, data and other digital media. [60] To facilitate the collection and
consumption of such licensing information and availability status, tools have been
developed like the Creative Commons Search engine, used mostly for web images,
and Unpaywall, used for scholarly communication.
Additional software has been developed in order to restrict access to digital
media. Digital rights management (DRM) is used to lock material. This allows users to
apply the media content to specific cases. For example, DRM allows movie producers
to rent at a lower price instead of selling the movie at a higher one. This restricts the
movie rental license length, rather than only selling the movie at full price. Additionally,
DRM can prevent unauthorized modification or sharing of media.

YouTube Copyright Claim Takedown

Digital media copyright protection technologies fall under the umbrella of intellectual
property protection technology. This is because a series of computer technologies
protect the digital content being created and transmitted. [61] The Digital Millennium
Copyright Act (DMCA) provides safe harbor to intermediaries that host user content,
such as YouTube, from being held liable for copyright infringement so long as they meet
all required conditions. The most notable of which is the "notice and take down" policy.
[62]
 The policy requires online intermediaries to remove and/or disable access to the
content in question when there are court orders and/or allegations of illegal use of
content on their site. As a result, YouTube has and continues to develop more policies
and standards that go far past what the DMCA requires. YouTube has also created an
algorithm which continuously scans their cite to make sure all content follows all
policies.[62]
One digital media platform that has been known to have copyright concerns is the short
video sharing app TikTok. TikTok is a social media app that allows its users to share
short videos up to one minute in length, using a variety of visual effects and audio.
[63]
 According to Loyola University’s Chicago School of Law, of the music used on the
platform, somewhere in the realm of 50% is music that is unlicensed. [64] TikTok does
have several music licensing agreements with various artists and labels, creating a
library of fair and legal use music.[65] However, this does not cover all bases for its users.
A user could still commit a copyright violation. An example being accidentally having
music playing on a stereo in the background, or by recording a laptop screen playing a
song.[66]
Online magazines or digital magazines are one of the first and largest targets for
copyright issues. According to the Audit Bureau of Circulations report from March 2011
the definition of this medium is when a digital magazine involves the distribution of a
magazine content by electronic means; it may be a replica. [67] This definition can be
considered outdated now that PDF replicas of print magazines are no longer common
practice. These days digital magazines refer to magazines specifically created to be
interactive digital platform such as the internet, mobile phones, private networks, iPad or
other device.[67] The barriers for digital magazine distribution are thus decreasing.
However, these platforms are also broadening the scope of where digital magazines
can be published.[68] Smartphones being a prime example. Thanks to the improvements
of tablets and other personal electronic devices, digital magazines have become much
more readable and enticing through the use of graphic art. [69] Over time, the evolution of
online magazines began to focus on becoming more of a social media and
entertainment platforms.
Online piracy has become one of the larger issues that have occurred in regards to
digital media copyright. The piracy of digital media, such as film and television, directly
impact the copyright party (the owner of the copyright). This action can impact the
"health" of the digital media industry. Piracy directly breaks laws and morals of
copyright.[61]  Along with piracy digital media has contributed to the ability to spread false
information or fake news. Due to the widespread use of digital media, fake news is able
to receive more notoriety. This notoriety enhances the negative effects fake news
creates. As a result, peoples' health and well-being can directly be affected. [70]

See also[edit]
 Electronic media
 Media psychology
 Virtual artifact
 Digital continuity
 Content creation

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Further reading[edit]
 Ramón Reichert, Annika Richterich, Pablo Abend, Mathias
Fuchs, Karin Wenz (eds.), Digital Culture & Society.
Categories: 
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 Library science
 Mass media
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