Chapter 1 New Media Technology: An Industry Overview.

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Presentation transcript:

Chapter 1 New Media Technology: An Industry Overview

New Media Technology zNew Ways to Communicate zProject Candide Tony Padovano Journalist Drew Fellman Photographer Mike Bettison Producer Robert Thomas Producer Christine McKenna Journalist

Conceptual Map of New Media Technology zProduction zDistribution zDisplay

Production Technology Gather and Process Information zComputer zDigital Camera zOptical Scanner zRemote sensing devices, etc.

Distribution Technologies Transmission and Movement of Electronic Data zRadio, Citizen Band (CB), Mobile Radio zAsynchronous Transfer Mode (ATM), ISDN, ADSL zCoaxial Cable zSatellite zWireless transmission zElectrical Power Lines

Display devices Present Electronic Information Data to End Users zaudio zvideo ztext data zconvergent devices By Nokia, the Mediascreen utilizes digital Television (DVB-T), Internet and Mobile Phone technology

Storage technologies Devices Used to House Electronic Information Data zFloppy Magnetic Diskette zCompact Disc-Read Only Memory (CD-ROM) zCD-I zDigital Video Disk (DVD) zPersonal Digital Assistants (PDA), etc.

Are There Consequences for the Development of New Media Technologies? zCommunication Professionals zNature of the product or content zStructure of Communication Industries zNature of media audience/society at large

Transformation of Technology z1400s Movable Type/Typewriter z1565 Pencil z Camera/Movie Camera z1929 Television z1945 Magnetic Tape Recorder

Transformation of Technology z1835-Photographic Negative on Paper In Britain, Talbot made the earliest known surviving photographic negative on paper in the late summer of 1835, a small photogenic drawing of the oriel window in the south gallery of his home, Lacock Abbey: this rare item is now in the photographic collection of the Science Museum at the National Museum of Photography, Film and Television at Bradford. William Henry Fox Talbot

Transformation of Technology z1826-Photograph In 1826 the first photograph a by camera obscura in the world was taken by a man named Joseph Nicephore Niepce, at his home in France. Heliography was the process he used, and the image is a view of the rooftops outside the artist's workroom window. The photo is a part of the Gernsheim Collection. Image discovered by Helmut Gernsheim (photo-historian) in (Harry Ransom Center, Unv. Of Texas, Austin ) Joseph Nicéphore Niepce

Transformation of Technology zFirst Camera Louis Jacques Mandé Daguerre ( ) Made his first Daguerreotype in 1837 using a polished silver-plated copper plate, sensitised with vapourised iodine and developed with the fumes of mercury and later was able to mass produce a camera box to take daguerreotype photos.

Main Users of New Media Technologies zCommunication Professionals yNewspaper, Radio, Television, & Cyber Journalist yPublic Relations yAdvertisers yAdministrative & Media Personnel, etc. zNewsroom Developments yGreater Access to Data yImproved Efficiency ySpeed

New Demands Due to New Media Technologies zNew Staffing zAdditional Training for Current Staff zAdditional Staff - More Technical Work zClear Examination of Ethics zCaution: Graphics/Manipulation/Recreation

Technology Critics Interject Caution - T oward the Growth of New Media Technologies zWill written & verbal literacy be affected? zWhat Happens to Photo-realism? zNew Digital Editors zAvailability of News/Loosing Penny Press zDecentralized Communication Workers

New Media Technology Constituents zAudience ySocial Environments yIntellectual Environments y“Emoticons” zChanging Players (i.e. Owners) yInternational Multimedia yStealth Monopolies

What’s at Stake with the Development of New Media Technologies zMoney zControl zEconomic Forces (growth/strength)

Industry Overview of New Media Technologies zRevenues are Up Electronic Information, Data Processing, Network Servicing zUsers/Subscribers are Up Cellular Phones, Fiber Optics, Wireless Communication zEmployment in Sector is Up Estimates top 5 million for 1996 zDistribution and Projections

Chapter 4 The Technology

New Media Technology Map The Creation Machines zComputerComputer Electronic Information Processing Technologies (NT, WebTV, PC, Workstations, mainframes, mini- & supercomputers, etc.) What’s so special about computers zPhotographic and Sensing Devices Digital Camera,camcorder, satellites, remote sensing devices, etc. Why are these devices important

New Media Technology Map zNew Transmission Systems NII Over-air-transmission Switched communication Coaxial and fiber optical cable Power lines zName specific companies that either maintain or use the above for

On-ramps to the Information Superhighway Access and Display zPDA yPocket notebook/Organizers/Address books/record keepers, etc. zDisplays yLCD, LED, Diamond-Coated zHigh-definition Television zInteractive TV

On-ramps to the Information Superhighway Access and Display zFull Service Network (FSN) yVideo on Demand/Shopping on-line zInteractive TV yPlaying TV game shows while the are on (i.e. Playing jeopardy while Jeopardy! Is on.) zTele-TV zVR

Optical Revolution: Improved storage capabilities zCD-ROM zDVD zLasercard zVCR

Chapter 2 zThe Internet: Today’s Information Superhighway

Information Superhighway zInterconnected Networks ysome 100,000 xUse a common language or protocol Transmission Control Protocol/Internet Protocols zOrigins of the Internet yDepartment of Defense’s Advanced Research Projects Agency (ARPAnet) yDevelopments- that helped MIT xDigitalization, Packet-switching and TCP/IP

Information Superhighway zIntranet zWorld Wide Web (WWW) zHTML Primer zBrowser Wars yMosaic, Netscape, and Beyond x(NCSA) xJim Clark & Marc Andereessen yJava xJames Gosling

Information Superhighway cont’d zCookies zSearch engines yYahoo, Webcrawler, excite, infoseek, lycos zNew media content yRadio yTV yNewspaper yStreaming xVDOlive, Vivio, Xing, M-Bone, CU-SeeMe, QuicktimeTV and Quicktime-

Chapter 5 Convergence Technology

From Convergence to the Information Superhighway zConvergence yall electronic mediated communication in digital form, driven by computers, accessed by network technology. zCompression ythe process of condensing large amounts of data by removing redundant information in one digital/video frame to the next.

From Convergence to the Information Superhighway zDigitalization zHypertext - non-linear text yTerm coined by Ted Nelson in zInteractivity yReciprocal influence zCyberspace yTerm coined by William Gibson in 1984

From Convergence to the Information Superhighway zWhat is the information superhighway? zMost exciting application of computing technology yAI - Artificial Intelligence zVirus - self replicating computer organism zName some commercial application on the WWW.

From Convergence… Five Killer Application zVideo-on-demand yASDL y1894 Pay-broadcast-Electrophone Company of London zHome shopping zVideo games zProgramming zDirect-response advertising

Information Superhighway converging media... zElectronic Mail y1992 reached White house y1994 who typed in “Let’s get started.” from the White House zElectronic Bulletin Boards zMult-user Domains (MUDs) xMulti-User Dungeons-at least two participants play xon-line games zThe Race for Content

Chapter 6 zMasters of the Universe

Global Players zMedia Companies zTelecommunication companies zComputer and electronic companies zNew Media Technology companies

The Big Investors zRBOCs zNII yComputing & Information appliances yCommunication networks yInformation and computing resources ySkilled, well-trained people

Media Producers zElectronic Arts, Inc./Broderbund Software, Inc. zAcclaim Entertainment zSoftware Toolworks

Support Cast zIBM zApple zMicroSoft

Rising Stars zTCI zTele-TV zAmeritech, BellSouth, GTE, and SBC

Entrepreneurial Spirit zWalt Disney zTed Turner zRupert Murdoch zAnd others see book p177

From Cave Paintings to the Information Superhighway zPrint zRadio zTelevision zSatellites zComputer revolution zBugs in the machine zTransistor and a revolution in computing

From Cave Paintings to the Information Superhighway zCreating a sexy robot zRailway zMexican revolution zLost in cyberspace zNew ways of writing and reporting

Chapter 7 zRewriting the Editorial and Creative Process

Rewriting: Creative and Editorial Process in Cyberspace zHypertext zMultimedia Communication zInteractive zMulti-user Networks zConcepts of Finality

Rewriting: Creative and Editorial Process in Cyberspace zDesign in a new media product zInformation zPresentation zElectronic Publishing zShovel-ware zManagement Style/Organization

Rewriting: Creative and Editorial Process in Cyberspace zCD-ROM zDigitalization zGraphics zStyle zA New Hair Club for Men

Rewriting: Creative and Editorial Process in Cyberspace zPornography zDisney Classics zJournalists zCyberjournalists

Marketing Electronic Publications zFirst ask questions ypublishing multimedia ydesktop market yCD-ROM titles xGames xArts and Entertainment xSoftware xRefrence xTraining and Education

Chapter 8 zMarketing Electronic Publications

Marketing Electronic Publications zPackaged products yDesktop products xCD-ROM (& eventually DVD): In the Future--Throw away your phone books Games- Most powerful home computing device –process full-motion video and high quality graphics in real time –Who introduced the video game market –Atari

Marketing Electronic Publications zOther Players in the market yNintendo & Sega zArts & Entertainment, Software, Reference, Training and Education

Marketing Electronic Publications : CD-ROM yBooks yGames zPlacing the PC-Where will the Media Technology be located-infers usage yWebTV yPortable Market yElectronic Books

Strategic Consideration zPricing zBooks zCD-i zCD-ROM zVideo Cartridge zOn-line Services zWeb

Adopters of New Technology zGender zGeneration zSocioeconomic zImplication for advertisers

Chapter 9 zThe Legeal and Regulatory Environment

The Legal and Regulatory Environment zFCC yFederal Communication Commission zPUC yPublic Utility Commission zITU yInternational Telecommunication Union zWIPO yWorld Intellectual Property Organization

The Legal and Regulatory Environment: Deregulation zA decade since the judgement-AT & T zCourts zClinton Administration yEncouraging/Promoting/New Reg./OpenAccess/Universal

Clinton Administration zBuild it and they will come zTelecommunication Act 1996 zNational Research and Education Network zDeconstruction the FCC ycomm.carriers ymass media bureau ywireless ycable/international/investigation/technology

Clinton Administration zEncryption zGovernment Fears zCodes for Kids zPrivacy zHackers zDigital Signatures zCopyright Laws/Royalties

Chapter 10, part 1: pages Social and Cultural Consequences

Social Consequences of New Media Technology: Enduring Issues zImprovements in Social Institutions yCommunication yMedicine ysociety xDemocracy zInformation Society xcomputers make faster flow of information xnew activities, processes and products xsocial and political change, global thought

Social Consequences of New Media: Case Study zWebTV & the Global Village zShared Viewing Experiences (3TV>500ci+) zVirtual Communities yNew Forums yIsolation yElectronic Mob-Immediate Access-on Politics yViolence-Information Warfare

Institutional Consequences of New Technology zChanging the way we do business- Faster zDecentralization zMulti-directional communication zPolitical System zEducation System

Chapter 10, part 2: pages Social and Cultural Consequences

Sociological Perspective on New Media Technology zTelecommuting yInfoZone zComputer Dirty Work yCutting People Out of the System zConnected yNetworked For Emergency

Chapter 11 zThe Future: Age of Random Access

On the Holodeck zMedia Landscape zWWW zWireless communication zDigital zDigital Video zThe Companies-Access/Locked Out

User Control & User Choice: New & Improved Media zVideo on demand zfrom Media control to user control of choice zfiber in the sky from CellularVision zParallel and Divergent Universe-Costs zConsequences of Convergence zBetter/Worse/Cost for Whom/Time- Change

Challenges zBandwith zDigital Publishing zSecurity zContent Providers - Who?? zVerifying Information - Digital Finger Print zInformation vs Entertainment zTomorrow’s News zLimits to digital space

Challenges zSonofication zArtificial Life zChildren and Technology