Here are some totally exciting new media principles!
1 - Numerical Representation
New media objects are composed of digital code. This can be applied to a new media project that is made from scratch on a computer, or one that has been converted to digital from an analog source. The easiest way to understand this is the remember that all digital images, sounds and videos are comprised of 1's and 0's. These 1's and 0's comprise digital code that, when deciphered, makes up the image, sound or video. This code is also subject to manipulation, making the media easily changeable.
2 - Modularity
When media elements are combined into a larger object, each of the original elements still maintains their separate identities. For example, a short video includes individual frames that come together to make a moving image. Each of those frames has it's own separate identity. The same can be said about the audio that is associated with the video clip. This is important because it allows for each individual element to be altered or manipulated individually without having to alter the main video in its entirety.
3 - Automation
Automation is, more or less, exactly what the word implies--making parts of the new media creation process automatic. Somebody trying to create a Flash animation can benefit greatly from automation, especially if they don't have a high level of artistic ability. Instead of meticulously having to create a three-dimensional shape to include in the animation, the user can use templates and pre-designed shapes. Through different algorithms in the program code, these shapes can automatically act in realistic ways without the user having to program them to do so.
4 - Variability
Variability can be seen as a result of principle one, numerical representation, and principle two, modularity. Because new media objects are composed of digital code, they are subject to be changed by any user who receives them. Likewise, because new media objects are generally comprised of smaller new media elements, those individual elements are also subject to be changed, thus altering the larger object that they are a part of. Both of these principles allow new media objects to have an almost infinite number of possible new versions.
5 - Transcoding
New media objects are said to have two "layers". First, is the "cultural layer", which can include story, plot, point of view, style, etc. The second is the "computer layer", which includes the digital code associated with the object. This can include file size, bit rate, file format, etc. The "computer layer" is constantly changing because of increasing dependence on computers to create media.
I hope this didn't suck.
Wednesday, September 12, 2012
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5 comments:
This didn't suck, from my perspective you did awesome! I love how easy you made it to read. That chapter in the book was difficult to read, but you combined everything quite well and make it much more concise and easy to go through. Well done! And I love the ponies, I'm assuming these were thanks to you. :)
Haha. I thought the ponies were from you. Megan or Shirley, you wanna fess up? Who brought the ponies to our page?!
Totally didn't suck. You seem to understand the chapter more fully than I did. I really liked how you summed up the cultural layer and the computer layer.
Fine, fine, the ponies were me. I thought I would strike a big first blow with our blog theme war.
Reading what you guys wrote shows me just how much I didn't get it to begin with. I am learning so much from this class.
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