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New media

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New Media and Convergence
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New media can be defined as interactive forms of communication
that use the Internet, including podcasts, blogs, vlogs, social
networks, text messaging, wikis, virtual worlds and all other
computer aided communication formats available online. New
media requires a computer or mobile device with Internet access.
An interactive, digital and time-space independent communication
medium that enables any kind of content sharing on cyberspace.
Characteristics of New Media
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Capacity to overcomes the lack of time and space
Flexibility
Immediate communication
Multimediality
Interactivity
Digital
Hypertext
Virtual
Network
New Way To Represent The World
New Relation With Consumers
Information Age
Computer Mediated Communication
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CMC is communication that takes places between human beings via
the instrumentality of computer.
It occurs when learner use the computer to communicate with each
other or even with the native speakers. That communication takes place
through different ways in the following elements:
Timing
Number of participants and
Medium
For all of the CMC system you need a computer network connection.
For audio conferencing we need a microphone.
For video conferencing we need a video camera.
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Computer- Mediated Communication: (CMC) is any form of
communication between two or more individuals who interact and/ or
influence each other via separate computers through the Internet, or a
network connection - using software.
CMC does not include the methods by which two computers
communicate, but rather how people communicate via computers.
The process by which people create, exchange, and perceive
information using networked telecommunications systems that facilitate
encoding, transmitting, and decoding messages.
Jones (1995): It is the space within which the relations occur and the
tool that individuals use to enter that space.
Shaft, Mar tin, and Gay (2001): CMC is human-to-human
communication using networked computer environments to facilitate
interaction. It is an umbrella term for all kinds of interpersonal (private
and public) communication carried out on the Internet by e-mail,
instant messaging systems, mailing lists, newsgroups, web discussion
boards, Internet Chat, and web chat channels.
Network Society
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The concept of the network society is closely associated with
interpretation of the social implications of globalisation and the role of
electronic communications technologies in society. The definition of a
network society given by the foremost theorist of the concept, Manuel
Castells (2004 p. 3) is that it is 'a society whose social structure is
made up of networks powered by micro-electronics-based
information and communications technologies.'
Network society is the expression coined in 1991 related to the
social, political, economic and cultural changes caused by the spread of
networked, digital information and communications technologies. The
intellectual origins of the idea can be traced back to the work of early
social theorists such as Georg Simmel who analyzed the effect of
modernization and industrial capitalism on complex patterns of
affiliation, organization, production and experience.
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A term used to characterize the changes in a society brought about by the
Internet communication technologies and in which individuals and groups
organised around digital information networks.
A network society is a conception of society based on advanced networking
capability to support anytime, anywhere, life-long engagement where all
members of society have access to high-quality content.
“A society in which a combination of social and media networks shapes its
prime mode of organization and most important structures at all levels
(individual, organizational and societal)” (Van Dijk, 2005).
It is a society which the structure of social, political, economic, and cultural have
changed by the spread of networked, digitalization and communication
systems.
The current configuration of society in which human activities, experiences and
power are affected by the network nature of the Internet.
• Van Dijk has defined the idea "network society" as a form
of society increasingly organizing its relationships in media
networks gradually replacing or complementing the social
networks of face-to-face communication. Personal and
social-network communication is supported by digital
technology. This means that social and media networks are
shaping the prime mode of organization and most
important structures of modern society.
Characteristics of Network Society
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Characteristics of the Network Society
An informational economy in which sources of productivity and competitiveness for firms, regions,
countries depend, more than ever, on knowledge, information and the technology of their
processing, including the technology of management and the management of technology.
A global economy that is not the same as a world economy, and is a new reality. At its core it has
strategically dominant activities which have the potential of working as a unit in real time on a
planetary scale.
National, regional and local economies depend ultimately on the dynamics of the global economy
to which they are connected through networks and markets.
The network enterprise is a new form of organisation characteristic of economic activity, but
gradually extending its logic to other domains and organisations.
The transformation of work and employment; the flexi-workers. There is no major surge in
unemployment (except in Western Europe) but there is great anxiety and discontent about work.
Power relations have shifted in favour of capital with much downsizing, subcontracting and
networking of labour, inducing flexibility and individualisation of contractual arrangements. There is
a growth of self employment, temporary work, and part-time, particularly for women.
Social polarisation and social exclusion – processes of globalisation, business networking and
individualisation of labour all weaken social organisations and institutions that represented/
protected workers in the information age, particularly labour unions and the welfare state.
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The culture of real virtuality – the emergence of a similar pattern of networking, flexibility and
ephemeral symbolic communication in a culture organised around the electronic media. The media
are extremely diverse and send targeted messages to specific segments of audiences and to specific
moods of audiences. They form a culture of real virtuality in which our symbolic environment is, by
and large, structured in an inclusive, flexible, diversified hypertext, in which we navigate every day.
The virtuality of this test is in fact our reality, the symbols from which we live and communicate.
The enclosure of communication in the space of flexible media and the media become the
essential space of politics.
Politics now needs to occupy media space if actors and ideas are not to be marginalised. The media
has become the essential space of politics, particularly television. Media politics needs to simplify
the message; the simplest message is an image; the simplest image is a person; the most effective
political weapons are negative messages; the most effective negative message is character
assassination of opponents’ personalities; the politics of scandal and spin; political marketing, PR and
corruption; crisis of political legitimacy.
Timeless time – time and space are related in society as is nature and their meanings and
manifestations in social practice evolve throughout histories and across cultures. The network
society is organised around new forms of time and space: timeless time and the space of flows.
The space of flows is the material organisation of time-sharing social practices that work through
flows. The space of places continues to be the predominant space of experience. In the Network
Society a fundamental form of social domination is the prevalence of the logic of the space of flows
over the space of places and induces a metropolitan dualism and a form of social/territorial
exclusion which bypasses and marginalises people and places. A new spatial dynamics is resisted/
opposed by new social movements that appropriate technologies and penetrate segments of the
space of flows with forces of resistance and expressions of personal experience.
Online Communities
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A virtual community or online community is a group of people that may or may not
primarily or initially communicate or interact via the Internet. Online communities have also
become a supplemental form of communication between people who know each other in
real life. The dawn of the information age found groups communicating electronically rather
than face to face. A Computer-mediated community (CMC) uses social software to regulate
the activities of participants. An online community such as one responsible for
collaboratively producing open source software is sometimes called a development
community. Significant socio-technical change has resulted from the proliferation of Internetbased social networks.
A virtual place where people with similar characteristics meet on a regular basis.
online space where groups of people share words & ideas using web-based technology
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A group of individuals with common interests who interact with one another on the Internet.
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An online space in which members of the community interact with each other and share at
least one common belief, aim or concern.
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An online community is a group of people with common interests, and who use the Internet
tools and spaces (e.g., blogs, websites, and email) to communicate, create something together,
and pursue common interests over time. According to Weber (1963) , the community to
which people belong nowadays is no longer the community of place, but a community of
interest which, within a freely communicating society, needs not to be spatially determined, as
individuals are able to interact with each other wherever they are located.
A community whose members conduct its communications and activities over a computer
network.
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A community that exists online, mainly on the Internet, where its members with similar
interests, experience, or shared values take part in social interactions such as share information,
knowledge, and experience with other members.
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A collective of individuals who engage in mutually-supportive activities
using information and communication technologies such as the Web.
Members of an online community may be located in the same place or
not, but they communicate primarily electronically.
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A community of people sharing common interests, ideas, and feelings
over the Internet or other collaborative networks.
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Community exists within cyberspace but is also interconnected with
off-line reality. Included are any communities in cyberspace that
interplay with off-line reality through off-line communication
components, such as face-to-face meetings, off-line flash gatherings, or
any forms of off-line activity.
Types of online communities
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Social networks and communities
Professional or work-based communities
Project and interest based communities
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Social networks and communities A social networking site encourages
members to share interests, stories, thoughts, photos & videos with
other members of the community. Users are able to post personal
information, photos, videos, etc. Primary objective is socialising. Most
content generated doesn’t add to knowledge bank of internet. No real
governance over what they post into these communities.
Personal Profile Sites personal profile sites allow users to create: Profile
page which includes the wall, information, photos & videos. Egs. Of are
Facebook, Google wave, Myspace
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Professional or work-based communities Eg, websites, discussion areas,
mailing lists Clear purpose Established to facilitate learning & discussion
kept to on topic Membership is often closed & requiring verification to
access Usernames reflect real names and don’t hide behind avatars
Rely on quality content and regular participation from members to
drive the community
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Project and interest based communities Created by enthusiastic
individuals and often managed by volunteers Open to the public Have
free m/ship Encourage the exchange of ideas through tutorials, advice,
etc. Eg. clubs, eg. Morris Minor Car Club; project-based communities,
Handmade Help blog
Internet and its Beginnings
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The Internet is a vast network that connects computers all over
the world. Through the Internet, people can share information
and communicate from anywhere with an Internet connection.
The Internet consists of technologies developed by different
individuals and organizations. Important figures include Robert W.
Taylor, who led the development of the ARPANET (an early
prototype of the Internet), and Vinton Cerf and Robert Kahn,
who developed the Transmission Control Protocol/Internet
Protocol (TCP/IP) technologies.
How does the Internet work?
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The Internet works through a series of networks that connect devices
around the world through telephone lines. Users are provided access
to the Internet by Internet service providers. The widespread use of
mobile broadband and Wi-Fi in the 21st century has allowed this
connection to be wireless.
What is the Dark Web?
The Dark Web refers to a series of Web sites that require special
decryption and configuration tools to access. It is most commonly
used for purposes that require strict anonymity, including illegal sales
(e.g., of weapons and drugs), political dissent in countries with
heavy censorship, and whistle blowing.
Web 2.0
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Social media uses Web 2.0 applications of the internet. Web 2.0 refers to the
second generation of the World Wide Web which allows people to interact
with each other. Web 2.0 has changed the one way communication approach
of internet and made possible of multi-way communication among the users.
Social media is based on user generated content which means the users
themselves develop the content on the social media platforms. For instance,
social media users can post any update in Facebook, upload video in YouTube
and also create your own blogs. Therefore, it allows more participation and
freedom of expression for the users in comparison to the conventional mass
media such as television, radio, newspaper, etc. It is because; in social media your
content is not filtered by any gatekeepers unlike the other forms of media.
Web 2.0 technology of internet, it was Web 1.0 which only allowed one
dimensional communication process. It was the first stage of evolution of World
Wide Web when only static HTML was possible. People could not take part in
content development. This disadvantageous feature of Web 1.0 resulted in this
second generation of World Wide Web called Web 2.0. The term Web 2.0 was
coined by Darcy DiNucci in 1999 in the article entitled “Fragmented Future”.
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This new technology has enhanced the communication process by
allowing people to participate in creating web content and also
information sharing. In other words, we can say that it began with just
reading the content on websites but now users give their input and
increase the scope of the content. The different kinds of these
applications are forums, blogs, bookmarks, social networks, Wikipedia,
etc.
The difference between traditional Web and Web 2.0 is that the
communication between the users of internet and the supplier of
content is much faster.
Elements of Web 2.0
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User generated content: Web 2.0 enables users to generate contents as well as
facilitates collaboration in developing web content.
Ajax (Asynchronous JavaScript and XML): User generated content in Web 2.0 is
possible through the method called Ajax i.e. Asynchronous JavaScript and XML. Ajax is
the combination of different programming tools including JavaScript, dynamic HTML
(DHTML), Extensible Markup Language (XML), cascading style sheets (CSS), the
Document Object Model (DOM), and the , XML Http Request, etc. Ajax makes a web
page dynamic and it automatically updates the users’ action on the web page and makes
it interactive through processing the command.
Wiki software: It is a type of collaborative software which allows users to develop
content on the website, edit the content and also collaborate with multiple users. An
example of website using wiki software is Wikipedia, where you can write and also edit
the content available in the website. It is based on computer language called markup
language which uses tag to develop content in the website. Tags in markup language
indicates what should be displayed on the screen when the page loads, e.g. . Examples of
markup languages are HTML (hypertext markup language) and XML (Extensible Markup
Language).
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Mash-up: Mash-ups are web page or applications which combine the elements
from more than one source. It means this application uses information from
different sources and integrates the same in one particular page. You have
heard about mash-up songs; similarly mash-up in webpage mixes contents from
different sources to create a new and unique content. Trendsmap.com is an
example of such website using mash-up application integrating location specific
trending twitters with google map.
Social Networking: It is a significant element of Web 2.0 which enables users to
establish contacts with people from different parts of the world. Facebook,
Twitter, LinkedIn are examples of social networking sites which help the users
to establish connections in multiple ways.
What is alternative journalism?
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According to the Oxford English Dictionary alternative (in this context) means
available as another possibility or different from what is usual or traditional.
alternative media is ‘another possibility to the mainstream media’. Alternative
media can be any medium - newspaper, magazine, newsletter, radio, TV, films,
new media, wall paintings, graffiti, street art which provides an alternative to the
mainstream media. In other words we can say when the mainstream media
creates discontent and dissatisfaction; the audience look for alternative sources
of information (media) which provides them relevant information and different
interpretation. They either become the producer or the consumer of the
alternative media.
The rise of smart phones
Public becoming reporters
Changing media landscape
Alternative Media in India
• Folk Media
• Small Scale Newspapers
• Community Media (Newspapers, Radio)
• Citizen Journalism
NEW MEDIA AND ALTERNATIVE
MEDIA
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Alternative media very much involves the various mass media
forms; it reaches the masses and generate asymmetrical
interaction. Whereas the content of the alternative media is ‘deprofessional’; it is not presented professionally as it is in mass
media.
The mainstream media is run by highly skilled professionals
whereas alternative media lacks skilled professionals.
Independent News Websites
Social Media as Alternative Media
UGC- User Generated Content
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User generated content is essentially any content created by unpaid contributors. It
can include anything from pictures, videos, and blog posts to testimonials and
discussion boards. User generated content is typically created or uploaded online,
where it is easily shared.
User-generated content (UGC) refers to any digital content that is produced and
shared by end users of an online service or website. This includes any content that is
shared or produced by users that are members or subscribers of the service, but it
is not produced by the website or service itself.
Some forms of UGC include:
Images
Videos
Status updates/tweets
Infographics
Comments
Blogs
Online ads
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marketers are increasingly incorporating UGC
campaigns as part of their content marketing strategy due
to the benefits UGC provides. These include:
increasing sales
building customer trust
strengthening brand/customer relationships
increasing social followers
expanding social reach
boosting authenticity/credibility
building SEO value
Advantages of User Generated Content
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Cost/resource savings: UGC can save your organization time and financial resources by
outsourcing content creation to users.
Content Curation: UGC falls within the content curation family. Content curation involves
sourcing, annotating, and sharing the best and most relevant third-party content with your
audience.
Social Media Reach and Growth: Social media platforms work great for UGC campaigns, given
both are typically based on dialogue. So executing a UGC campaign on social channels such as
Facebook and Twitter is an excellent strategy to strengthen brand/customer relationships.
SEO Perks: Positive customer reviews can raise your SEO ranking. And analyzing the most
frequently used words and phrases your audience uses can improve your keyword optimization
research.
Audience Insights :This advantage of UGC is often overlooked. You can gain key insights by
analyzing the content your audience shares. This helps you better understand your audience and
what they find engaging.
Unique Content: Your audience will produce (often markedly) different content from your
marketing team. This is a significant advantage.
What Is Media Ecology? (Neil Postman)
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Media ecology looks into the matter of how media of communication affect human
perception, understanding, feeling, and value; and how our interaction with media facilitates
or impedes our chances of survival.
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The word ecology implies the study of environments: their structure, content, and impact
on people.
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An environment is, after all, a complex message system which imposes on human beings
certain ways of thinking, feeling, and behaving.
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It structures what we can see and say and, therefore, do.
It assigns roles to us and insists on our playing them.
It specifies what we are permitted to do and what we are not. Sometimes, as in the case
of a courtroom, or classroom, or business office, the specifications are explicit and formal.
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The Media Ecology Theor y is
commonly known as the Medium
Theory
• Its defined by “the study of media as
environments” or how the media directly
effects society
• The idea or phrase “media ecology”
was introduced by Neil Postman in 1960
• Then proposed by the for theorist Mcluhan for big emphasis on how
electronic technology effects society at
1964
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Media Ecology is often defined as the both the study of media as environments
and the study of environments- like situation or contexts- as media.
Marshall McLuhan, Walter Ong, Neil Postman and Joshua Meyrowitz are
media ecology foundation theorists.
Media as environment is the idea that technology and techniques, modes of
information and codes of communication play a leading role in human affairs.
Media ecology tries to uncover the implicit intrinsic structures of different media
and their impact on human perception, understanding, and feeling. McLuhan
also looks at the influence that numbers, games and money can have on
society.
Marshall McLuhan- Canadian Scientist
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Media Ecology theory is best known by McLuhan’s catchphrase the Medium is the message. A
message affects our conscious state, it is the medium that largely affects our unconscious state.
McLuhan describes the Hot Media as high definition communication that demands little
involvement from a viewer, listener or reader as the meaning is already provided by the
medium. Ex. Film, Radio, Digital Photographs.
Cool media requires a high degree of participation, they are low definition. Little is provided by
the medium, so much has to be filled in by the audience.
Cool media require audiences to create meaning through sensory and imaginative involvement.
Ex. Seminar, conferences, cartoons.
Media enhance or amplify the society. Like the telephone enhanced the spoken word. Radio
amplified the voice across distance. Television amplified the word and visual across continents.
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According to McLuhan the media with and through which we
interact with the world around us are in extensions of our
sensory apparatus. From this perspective, the study of media is
therefore the study of our extensions.
Films, telescope, and the microscope enable us to see things in
many ways that our naked eyes cannot. The radio, dvd players
allows us to experience sounds, in ways that our ears cannot
provide.
Joshua Meyrowitz
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Every media has a unique set of symbolic forms, features, or
characteristics for encoding, representing, and or decoding
content. Meyrowitz calls this media grammar. Media literacy tries
to understand the production values of different media.
According to him, television has caused the blurring of
boundaries between private and public and even male and
female roles. Political figures are also brought much closer home.
He argues space is not just physical.
Neil Postman
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He first used the term Media Ecology. He introduced the term
Technopoly. It is a society where culture seeks its authorization in
technology, finds its satisfactions in technology, and takes its
orders from technology.
Technology leads to context-free information. It is one in which
the tie between information and human purpose has been cut
off. Information appears indiscriminately, directed at no one in
particular. Technology negatively changes the fabric of society.
Walter Ong
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Walter Ong’s Orality and Literacy explores differences
between oral and literate societies in terms of
communication and cognition. The discovery of writing
and the word helped humans develop a sense of
individuality and interpersonal communication.
The Telephone: Speech without walls
The photograph: museum without walls
The electric light: space without walls
The movie, radio and TV: classroom without walls.
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Transmedia is the technique of telling
a single story or story experience
across multiple platforms and formats
using current digital technologies.
Transmedia engages the audiences on
multiple platform and are
synchronized to enhance the story
experience.
In transmedia, elements of a story are
disper sed systematically across
multiple media platforms, each
making their own unique contribution
to the whole.
Transmedia
storytelling
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Jeff Gomez “ The art of conveying a rich message, theme or storyline
to a mass audience using multiple media platforms, such as ads,
books, videogames, comics and movies”
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Henry Jenkins “Transmedia storytelling represents a process where
integral elements of a fiction get dispersed systematically across
multiple delivery channels for the purpose of creating a unified and
coordinated entertainment experience”
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Tstoryteller.com “In transmedia storytelling, engagement with each
successive media heightens the audience’ understanding, enjoyment
and affection for the story”
The Matrix is a great example of transmedia.
The series of Animatrix animas greatly enhanced the world and fleshing out characters.
Enter the Matrix allows the player to play as side characters which play very small role in the movie, but important
parts.
The Matrix online allows the players to immerse into the world of the Matrix
We tell
stories to
entertain, to
persuade and
to explain.
Our minds do
not like
random facts
or objects and
so they create
their own
stories to
make sense of
otherwise
discrete,
isolated
events and
items. We
naturally and
often
subconsciousl
y connect the
dots. And dots
connected in
a stimulating
way we call
great stories.
Great stories
win hearts
and minds.
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We tell stories across multiple media because no
single media satisfies our curiosity or our
lifestyle.
We are surrounded by an unprecedented
ocean of content, products and leisure
opportunities. The people we wish to tell our
stories to have the technology to navigate the
ocean and can choose to sail on by or stop and
listen.
Technology and free markets have allowed
unprecedented levels of customization,
personalization and responsiveness such that a
policy of “one size fits all” is no longer expected
or acceptable.
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Elements
of
Transmedia
Telling a story
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• Using a variety of story forms
• Across multiple media platforms
• Within a unified story world
• Encourages audience participation
• Embedded game mechanics
• A social experience
• Designed for multiple levels of engagement
Telling a story
• This means we need a beginning, middle and end in a
transmedia project. It is this overarching narrative that
provides the engine or drive to the experience. Without an
overall narrative that signals the start and end of the
project, we risk having a conglomeration of story fragments
that may be thematically resonant, but do not give our
audience the satisfaction that we get from following a true
dramatic arc replete with set-ups, conflict, dramatic tension
and a final payoff.
Using a variety of story forms
• A variety of story forms means using different ways to tell a
story. For example, we can use anything, including still and
moving images, audio, digital and printed
text, live performances… pretty much anything we can use
to tell a story is fair game in transmedia.
Across multiple media platforms
• These platforms can include film, television, the internet,
mobile devices, radio, games, and when we say games that
could include console games, social games, casual games.
Transmedia encompasses the entire spectrum of media
platforms as well as live events and installations.
Within a unified story world
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A unified story world is what really makes the difference
between a story that is simply cut up and put on different
platforms and a story that is designed from the inception to
work across multiple media platforms in a way that respects the
conventions of each platform. In a truly unified storyworld, the
stories that play out across each platform are ‘woven’ together
using hooks really brings the story together and incentivizes fluid
movement by the audience from one platform to the next.
Encourages audience participation
• When we design a transmedia concept, instead of defining
the total experience from start to finish, we design a
storyworld framework. I like to think of it kind of like a
house where we can leave the door open and invite the
audience inside, where our story takes place, to participate
in the story and potentially influence its outcome. Different
types of engagement include : voting, comments, UGC,
collaborative problem solving and taking part in social
activism.
Embedded game mechanics
• It’s not enough simply to provide opportunities for the
audience to participate, we also need game mechanics to
incentivize and reward participation in the story world.
Examples of game mechanics include points, prizes, social
status, solving a mystery, learning a new skill, and gaining
power and privileges within the story world.
A social experience
• Making transmedia a social experience means we need to
give our audience ways to meet with, connect with, and
interact with other members of the audience who are also
participating in that story experience. An obvious way to
do this is by linking in with existing social media platforms
such as Facebook and Twitter and also by tapping into
locally-oriented and interest-specific platforms that may be
even more relevant to our story participants.
Designed for multiple levels of
engagement
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Designing for multiple levels of participation means that all
members of our audience do not necessarily have to be deeply
involved in the story to enjoy the transmedia experience. Some
portion of our audience might want to passively sit back and
watch the story unfold, whereas others might want to be
challenged by our story, and participate in a hands-on way. By
giving those people who want to be deeply involved something
to do, we gain an incredibly loyal audience who are typically the
people who will go out and become the word-of-mouth army
for our transmedia experience.
Digital Storytelling
• Digital storytelling is a form of entertainment in which
game includes a dramatic storyline through actions, either
by the storys protagonist, or other characters in the
narrative.
• Connecting stories through the multiple mediums of digital
imagery, text, voice, sound, music and animation in games.
Game is “an interactive structure of endogenous meaning
that requires players to struggle toward a goal”
Elements
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A Point of View
A Dramatic Question
Emotional Content
The Voice
Soundtrack
Balance
Pacing
A Point of View
• All stories are told to make a point.
• The designer, need to figure out what you intend the
viewer to “get.” What message are you trying to convey? In
other words, what is the theme?
A Dramatic Question
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A good story has a “hook” that will hold the attention of
the audience until the story is over.
Emotional Content
• A story that deals with our emotions, (such as loss, love,
loneliness, courage, acceptance, rejection, hardship, etc.) will
help the audience maintain their attention.
The Voice
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The way narrator use the voice can impact the story. –
Tone of Voice: Slow, Fast, Loud, Soft (The tone of the
storyteller’s voice provides the drama and sets the mood,
while engaging the reader. It draws the reader into the plot
development through the use of story elements.)
Soundtrack
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Music sets the mood.
The goal is to match the music to the story.
Instrumental music, without words, works the best to
create an appropriate mood.
The focus should be the narration and the music should
support and enhance the storytelling.
Balance
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The selection of pictures and drawings should illustrate the
theme without becoming a distraction.
Too many images tend to confuse the audience.
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Use the least amount of images required to tell the story.
Digital Games
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A digital game is an interactive program for one or more players, meant to provide
entertainment at the least, and quite possibly more.
An adaptation of 'traditional' game systems, with rules, player representation, and environment
managed through electronic means.
Any game that involves electronics in some way.
A digital game is any game played on a digital device.
digital game: any type of electronic environment that can be controlled or manipulated by a
human user for entertainment purposes
A digital game is a set of rules and goal(s) abstracted by a digital medium.
A digital game is a compelling user controlled experience on a microprocessor controlled
device.
A digital game is played on an electronic device and is rule-governed and goal-driven.
A digital game is a piece of software, embedded or otherwise, meant to entertain its users by
presenting some challenge to overcome.
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Digital game - a game that can be played and is interactive on electronic devices such as
consoles and computers.
Digital games is a bad term, because digital really means "of or relating to digits" which
includes number, fingers, toes, etc. Digital games are any sort of interface designed to be fun
that is controlled by a computer processor. A digital game doesn't necessarily have to be
interactive, but it helps.
A digital game is any game (where a game is something fun) played on a digital device such as
a computer or a cellphone.
A digital game is a system that enables a human and a computer to interact according to set
of both implicit and explicit rules, in an electronically powered domain for the purpose of
recreation or instruction.
A digital game is a game played using digital technology.
A digital game is an electronic stimulation for educational or entertainment purposes.
A digital game is any form of electronically mediated game. A game is a form of
entertainment with competitive or role-playing elements. An activity that is not interactive
and doesn't have a goal cannot be defined as a game.
A digital game is any game that is mediated by an electronic form - a PC, a console, a cell
phone, etc.
An interactive electronic media with a set goal(s) or intent(s) for users to attempt to
accomplish.
Online Games
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Online games refer to games that are played over some form of computer network, most
often the Internet. Online games can range from simple textbased games to games incorporating complex graphics and virtual worlds populated by many
players simultaneously.
Internet games (also known as online games) are games that are played online via the Internet.
They are distinct from video and computer games in that they are normally platform
independent, relying solely on client-side technologies. Normally all that is required to play
Internet games are a Web browser and the appropriate “plug-in.”
There are many ways for users to play games online. This includes free games found on the
internet, games on smartphones, tablets and handheld consoles, as well as downloadable and
boxed games on PCs and consoles such as the PlayStation, Nintendo Wii or Xbox. Here are
some of the most common devices on which online games are played.
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Consoles: These games are played on home entertainment consoles designed to work with a TV.
Consoles are capable of connecting to the internet via a home network just like other devices. This
allows users to purchase and download games, purchase additional content for games (eg extra
levels, characters, features) as well as playing online, although a subscription may be required to
use a particular gaming network. The main manufacturers (Nintendo, Sony and Microsoft) include
parental controls in their consoles that are linked to age ratings systems.
Mobile App Games: Mobile games can be free or chargeable and are downloadable through app
stores like Google Play or Apple App Store. There may be costs associated with mobile gaming as
within some games, even free ones, there are opportunities to purchase added functionality such
as ‘in-app’ purchases. However, these functions can be deactivated, either through settings on a
device or via settings on an account used to access the app store.
Handheld Games: Handheld games are played on small portable consoles. As with other devices,
handheld games are also internet enabled. This allows gamers to download games, purchase
additional content, get new features and play and chat to other gamers.
Web Games: Some games are accessed through unique websites hosting hundreds of
different games. Many of these games are free of charge online, although some may have
paid-for components. These sites have become hugely popular with many young people as
they often offer a creative element which allows a user to create their own games.
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PC Games: These games are played on a computer the same way as other
software programmes. There are also a large number of ‘free games’
available to download and play that offer limited features with an option to buy
extra features or unlock all features via a monthly subscription. Many PC
games make use of the internet, and many ‘Massively Multiplayer
Online’ (MMO) games, where gamers interact together in virtual spaces, are
PC games.
Augmented Reality (AR): This is an element of games where a live view of the
real-world environment is altered to include moveable graphics allowing
players to experience digital game play in the real world. It is usually achieved
by using the camera on a mobile device and can be seen in games like
Pokémon Go where Pokémons appear to be actually stood in front of you.
Virtual Reality (VR): This is immersive wearable technology which creates
environments and allows you to explore them as if you are actually there.
Experiences can vary but most contain sensors which allow you to mimic your
movements in the virtual world. This is usually achieved through wearing
headsets, which range in terms of price and experience. Inexpensive
cardboard structures have also been developed which allow you to turn your
smart phone into a VR headset by downloading an app. Manufacturers are
currently recommending that under 12s are to be supervised by an adult when
using a VR headset.
Online gaming, the risks
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Content: inappropriate material is available to children online. The quality of graphics in
many games is very sophisticated and realistic. Some games might not be suitable for your
child’s age as they might contain violent or sexually-explicit content or scenes intended to
invoke horror or fear.
Contact: potential contact from someone online who may wish to bully or abuse them. If
your child takes part in multiplayer games on the internet (where they play against other
people, potentially from all around the world) they might be at risk of hearing offensive
language from other players, being bullied, or making themselves vulnerable to contact by
those with a sexual interest in children if they give out their personal details. Bullying on
games is known as ‘griefing’. This is when players single out others specifically to make
their gaming experience less enjoyable by sending hurtful messages or destroying parts of
their gaming world.
Conduct: children may be at risk because of their own and others’ online behaviour, such as
the personal information they make public. Specific conduct risks for gamers include
excessive gaming use to the detriment of other aspects of their lives. This is sometimes
referred to as ‘addiction’. Some websites might not have the game owner’s permission to
offer a game as a download i.e. copyright infringement, the same as for music and film, and
by downloading it the user might be breaking the law.
• Commercialism: young people’s privacy can be invaded
by aggressive advertising and marketing schemes.
Children and young people can get themselves into
difficulty by inadvertently running up bills when playing
games online. Some online games offer enticing ‘in app’
purchases, eg buying more lives or gems to complete a
level.
New Media Art
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New Media Art is a comprehensive term that encompasses art forms that
are either produced, modified, and transmitted by means of new media/
digital technologies or, in a broader sense, make use of “new” and emerging
technologies that originate from a scientific, military, or industrial context.
Along with its emphasis on the “new,”
New Media Art signifies an explicit difference—or différance—with art
practices that make use of traditional, in other words, “old,” visual media.
Hence, much of New Media Art indicates a concern with and reflection of
new media and its ever-changing, complex modes of expression. A list of
genres that are related to New Media Art showcases the large spectrum
of this term—among others, it (commonly) includes virtual art, software
art, Internet art, game art, glitch art, telematic art, software art, bio art,
computer animation, interactive art, and computer graphics, as well as
practices in the field of art and activism, such as hacktivism and tactical
media.
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New media art refers to all forms of contemporary art made,
altered, or transmitted using new forms of media technology. This
includes digital art, interactive art, internet art, and virtual art, as
well as works of art made using robotics, video games,
biotechnology, 3D printing, and computer animation. New media
art is a category that defies static categorization as the form
continues to expand and new media technologies are invented
and explored by artists.
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New Media Art
Art which uses digital tools
Multimedia Art- Art which uses digital versions of traditional media
Non-Linear Editing- Art of filmmaking using digital video
Digital Painting Art of painting using digital tools (e.g. photoshop)
Web Design Art of graphic design using web page as canvas
Interface Design Art of graphic design to create software interfaces
Computer Graphics Art using computer modeling and rendering to create virtual scenes
Interactive Art - Art involving human-interaction
Indirect Interactive Art in which cameras and detectors passively record human motion
Directly Interactive Art in which direct manipulation is required of the viewer
Video Games Art which is bi-directional, narrative and exploratory.
Internet Art Art using the internet, or web site, as medium
Information Art Art using databases and social or statistical information as a source.
Algorithmic Art Art using a mathematical formula or algorithm as the source of form or structure.
Characteristics of New Media Art
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New media art is a very broad term that encapsulates many kinds
of art forms. Some of its defining artistic practices include:
Digital technologies: New media art often takes advantage of digital
technologies, such as computer graphics, artificial intelligence, or
virtual reality.
Multimedia: A common tactic of new media artists is to combine
different types of media in one art piece.
Interactivity: Digital media forms, such as virtual reality, social media,
and video games, allow viewers to interact with the artwork directly.
Digital culture: Many new media artworks engage with digital
culture, questioning how we interact online and the way that new
media increasingly shapes our everyday lives.
Characteristics of New Media Art
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New media art is a very broad term that encapsulates many kinds
of art forms. Some of its defining artistic practices include:
Digital technologies: New media art often takes advantage of digital
technologies, such as computer graphics, artificial intelligence, or
virtual reality.
Multimedia: A common tactic of new media artists is to combine
different types of media in one art piece.
Interactivity: Digital media forms, such as virtual reality, social media,
and video games, allow viewers to interact with the artwork directly.
Digital culture: Many new media artworks engage with digital
culture, questioning how we interact online and the way that new
media increasingly shapes our everyday lives.
CYBER CRIME
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Digital Crime is any illegal activity involving an information technology
infrastructure, including: unauthorized or illegal access, interception (by
technical means of transmissions of computer data to, from or within a
computer system), data interference (unauthorized damaging, deletion,
deterioration, alteration or suppression of computer data), systems
interference (interfering with the functioning of a computer system by
inputting, transmitting, damaging, deleting, deteriorating, altering or
suppressing computer data).
Definition of Cyber Crime as per IT ACT 2000 - Cyber crime refers to
all the activities done with criminal intent in cyber space or using the
medium of Internet. These could be either the criminal activities in the
conventional sense or activities, newly evolved with growth of the new
medium. Any activity, which basically offends human sensibilities, can be
included in the ambit of Cyber Crime.
TYPES OF CYBER CRIME
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HACKING :- Hacking in simple terms means an illegal intrusion into a
computer system and/or network . It is also known as CRACKING.
Government websites are the hot target of the hackers due to the
press coverage, it receives. Hackers enjoy the media coverage. Motive
behind the crime called HACKERS Motive behind the crime called
hacking greed power, publicity, revenge, adventure desire to access
forbidden information destructive mindset wants to sell n/w security
services.
CHILD PORNOGRAPHY : The Internet is being highly used by its
abusers to reach and abuse children sexually, worldwide. As more
homes have access to internet, more children would be using the
internet and more are the chances of falling victim to the aggression of
Pedophiles. How Do They Operate : How do they operate Pedophiles
use false identity to trap the children , Pedophiles connect children in
various chat rooms which are used by children to interact with other
children.
CYBER CRIME
• DENIAL OF SERVICE ATTACKS : This is an act by the criminals
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who floods the bandwidth of the victims network or fills his Email box with spam mail depriving him of the service he is
entitled to access or provide. Many DOS attacks, such as the ping
of death and Tear drop attacks.
VIRUS DISSEMINATION : Malicious software that attaches itself
to other software. VIRUS , WORMS, TROJAN HORSE ,WEB
JACKING, E-MAIL BOMBING etc.
COMPUTER VANDALISM : Damaging or destroying data rather
than stealing or misusing them is called cyber vandalism. These
are program that attach themselves to a file and then circulate.
• CYBER TERRORISM : Terrorist attacks on the Internet is by
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distributed denial of service attacks, hate websites and hate
E-mails , attacks on service network etc.
SOFTWARE PIRACY : Theft of software through the illegal
copying of genuine programs or the counterfeiting and
distribution of products intended to pass for the original.
Some Examples of Cyber Crime
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E-mail Account Hacking
E-mail Spoofing
E-mail Bombing
Cyber Stalking
Cyber Defamation
Online Gambling
Credit Card Fraud
Online Share Trading Fraud
Source Code Theft
Tax Evasion & Money Laundering (- to transfer illegal money online)
Theft of Confidential Info.
Pornography
Online Sale of Illegal Articles
Usenet Newsgroup (Forums)
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Virus Dissemination
Web Defacement
Web Jacking
Email Frauds
Software Piracy
Music Piracy
Intellectual Property Crimes
Drug Trafficking
Proxy Scan
Cyber Terrorism
Social Engineering Scams
Forgery
Data Diddling (altering the raw data)
Denial of Service Attack
Salami Attacks
Trojans & Key loggers
Tools and Techniques used to
Commit Cyber Crimes
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Cyber Crimes make use of various tools and techniques and
many of these tools are used for the commission of the
cybercrimes and are installed on the victim’s systems through exploitation of the vulnerabilities in the systems / networks or by
surreptitiously gaining access to the victim’s systems which may
include physical access or by making use of the intermediary
systems or by deceiving the victim to allow access to his system
or by gathering the victim information.
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Buffer Overflow: The condition when a program or process tries to store
more data in a buffer (temporary data storage area) than it was intended
to hold. Since buffers are created to contain a finite amount of data, the
extra information - which has to go somewhere - can overflow into
adjacent buffers, corrupting or overwriting the valid data held in them.
Cracking: Cracking is breaking into someone else’s computer system, often
on a network; bypassing passwords or licenses in computer programs; or
in other ways intentionally breaches computer security. A cracker can be
doing this either for profit, or maliciously, or for some purpose or cause.
Data Didling: Involves altering the raw data just before a computer
processes it and then changing it back after processing is completed.
Malware: A program that is inserted into a system, usually covertly, with
the intent of compromising the confidentiality, integrity, or availability of
the victim’s data, applications, or operating system or of otherwise
annoying or disrupting the victim.
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Phishing: Using spoof E-mails or directing the people to fake web sites to deceive them
into divulging personal financial details so that criminals can access their accounts.
Rootkit: A set of tools that enables continued privileged access to a computer, while
actively hiding its presence from the administrator. Typically, a cracker installs a rootkit on a
computer after first obtaining user-level access, either by exploiting a known vulnerability
or cracking a password. Once the rootkit is installed, it allows the attacker to mask
intrusion and gain root or privileged access to the computer and, possibly, other machines
on the network
Salami Attack: A programmed attack which is implemented in small (meant to be
unnoticeable) increments. This attack involves making alteration so insignificant that it is
easily concealed and would go completely unnoticed. Attacks are used for commission of
financial crimes.
Sniffer: A program and/or device that monitors data traveling over a network. Sniffers can
be used both for legitimate network management functions and for stealing information
off a network. Unauthorized sniffers can be extremely dangerous to a network’s security
because they are virtually impossible to detect and can be inserted almost anywhere.
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Social Engineering: A hacker term which involves non-technical intrusion
for deceiving or manipulating unwitting people into giving out information
about a network or how to access it.
Spoofing: Refers to a situation in which the incoming information from an
attacker is masked as one that appears to come from a trusted source to
the recipient or to the recipient network. Often the messages from the
fraudster appearing to be from a genuine source (like bank), seeks
personally identifiable information to perpetrate fraud on the victim
Spyware: It is a type of malware that is secretly or surreptitiously installed
into an information system to gather information on individuals or
organisations without their knowledge; a type of malicious code.
Steganography: The art and science of writing hidden messages in such a
way that no one, apart from the sender and intended recipient, suspects
the existence of the message. An image file may contain hidden messages
between terror groups, which will be known only to the intended recipient
and the sender.
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Trojan: A malicious program that masquerades as a benign
application and can take complete control of the victim’s
computer system.
Virus: A self-replicating program that runs and spreads by
modifying other programs or files. A self-replicating, selfpropagating, self-contained program that uses networking
mechanisms to spread itself. A program that is installed on a
system to cause it to attack other systems.
Assignment
Search for the 5 famous
cyber crimes
Cyber Terrorism definitions
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Cyberterrorism is the premeditated, politically motivated attack against
information, computer systems, computer programs, and data which result in
violence against noncombatant targets by sub-national groups or clandestine
agents. - by TechTarget
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Cyberterrorism is the convergence of cyberspace and terrorism. It refers to
unlawful attacks and threats of attacks against computers, networks and the
information stored therein when done to intimidate or coerce a government or
its people in furtherance of political or social objectives. - by Gabriel Weiman in
United Institute of Peace report.
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The premeditated use of disruptive activities, or the threat thereof, against
computers and/or networks, with the intention to cause harm or further social,
ideological, religious, political or similar objectives. Or to intimidate any person in
furtherance of such objectives. - Wikipedia
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Cyber Terrorism
• Significant economic damage
• Disruptions to communications
• Disruptions in supply lines
• General degradation of the national infrastructure
• All possible via the Internet
Economic Attacks
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Cyber attacks cause economic damage:
• Lost files and records
• Destroyed data
• Stolen credit cards
• Money stolen from accounts
• Time the IT staff spends cleaning up
Motivations of Cyber-Terrorists
There are various reasons why cyber attacks are an attractive choice for
terrorists.
Few of them are:
• No need to cross physical barrier.
• Identity is kept a secret.
• Easy to attack.
• Fast flow of information.
• Little or no regulation.
• Huge audience.
Cyber hacking
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The Process of attempting to gain or successfully gaining,
unauthorized access to computer resources is called Hacking.
In the computer security context, a hacker is someone who seeks
and exploits weaknesses in a computer system or computer
network.
The term hacker is reclaimed by computer programmers who argue
that someone breaking into computers is better called a cracker.
Hacking is the gaining of access(wanted or unwanted) to a
computer and viewing, copying, or creating data(leaving a trace)
without the intention of destroying data or maliciously harming the
computer.
Hacking is a broad term used to describe many complex activities
wherein the end goal is typically to obtain access to a computer
system's servers, database(s), or stored files. This access may be any
combination or desired or undesired, and legal or illegal.
Why do hackers hack ?
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Just for fun.
Show off.
Hack other systems secretly.
Notify
Steal many people their thought. important information.
Destroy enemy’s computer network during the war.
Types of hacker
• Hackers are of three types:
• White hat hacker
• Gray hat hacker
• Black hat hacker
Types of Hacking
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Website Hacking
Network Hacking
Ethical Hacking
Email Hacking
Password Hacking
Online Banking Hacking
Computer Hacking
Website Hacking
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Hacking a website means taking control from the website owner to a
person who hacks the website.
Network Hacking- Network Hacking is generally means gathering
information about domain by using tools like Telnet, Ns look UP, Ping,
Tracert, Netstat, etc… over the network.
Ethical Hacking - Ethical hacking is where a person hacks to find
weaknesses in a system and then usually patches them.
Email Hacking - Email hacking is illicit access to an email account or
email correspondence.
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Password Hacking -Password Hacking Password cracking is the process
of recovering secret passwords from data that has been stored in or
transmitted by a computer system.
Online Banking Hacking - Online banking Hacking Unauthorized
accessing bank accounts without knowing the password or without
permission of account holder is known as Online banking hacking.
Computer Hacking - Computer Hacking is when files on your
computer are viewed, created, or edited without your authorization.
HACKING TECHNIQUES:
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KEYLOGGER:
KEYLOGGER IS A SIMPLE SOFTWARE THAT RECORDS THE
KEY SEQUENCE AND STROKES OF YOUR KEYBOARD INTO
A LOG FILE ON YOUR MACHINE. THESE LOG FILES MIGHT
EVEN CONTAIN YOUR PERSONAL EMAIL IDS AND
PASSWORDS.
KEYLOGGER IS ONE OF THE MAIN REASONS WHY
ONLINE BANKING SITES GIVE YOU AN OPTION TO USE
THEIR VIRTUAL KEYBOARDS.
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DENIAL OF SERVICE ATTACK:
A DENIAL OF SERVICE ATTACK IS A HACKING TECHNIQUE
TO TAKE DOWN A SITE OR SERVER BY FLOODING THAT
SITE OR SERVER WITH A LOT OF TRAFFIC THAT THE
SERVER IS UNABLE TO PROCESS ALL THE REQUESTS IN THE
REAL TIME AND FINALLY CRASHES DOWN.
FOR DDOS ATTACKS, HACKERS OFTEN DEPLOY BOTNETS
OR ZOMBIE COMPUTERS WHICH HAVE GOT THE ONLY
WORK TO FLOOD YOUR SYSTEM WITH REQUEST
PACKETS.
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WATERHOLE ATTACKS:
IF YOU ARE A BIG FAN OF DISCOVERY OR NATIONAL GEOGRAPHIC CHANNELS,
YOU COULD RELATE EASILY WITH THE WATERHOLE ATTACKS. TO POISON A
PLACE, IN THIS CASE, THE HACKER HITS THE MOST ACCESSIBLE PHYSICAL POINT
OF THE VICTIM.
FOR EXAMPLE, IF THE SOURCE OF A RIVER IS POISONED, IT WILL HIT THE ENTIRE
STRETCH OF ANIMALS DURING SUMMER. IN THE SAME WAY, HACKERS TARGET
THE MOST ACCESSED PHYSICAL LOCATION TO ATTACK THE VICTIM. THAT
POINT COULD BE A COFFEE SHOP, A CAFETERIA ETC.
ONCE HACKERS ARE AWARE OF YOUR TIMINGS, THEY MIGHT CREATE A FAKE
WI-FI ACCESS POINT AND MODIFY YOUR MOST VISITED WEBSITE TO REDIRECT
THEM TO YOU TO GET YOUR PERSONAL INFORMATION.
• FAKE WAP:
• EVEN JUST FOR FUN, A HACKER CAN USE SOFTWARE
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TO FAKE A WIRELESS ACCESS POINT. THIS WAP
CONNECTS TO THE OFFICIAL PUBLIC PLACE WAP.
ONCE YOU GET CONNECTED THE FAKE WAP, A
HACKER CAN ACCESS YOUR DATA, JUST LIKE IN THE
ABOVE CASE.
EX: TOOL: WI-FI PUMPKIN
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EAVESDROPPING (PASSIVE ATTACKS):
UNLIKE OTHER ATTACKS WHICH ARE ACTIVE IN NATURE,
USING A PASSIVE ATTACK, A HACKER JUST MONITORS THE
COMPUTER SYSTEMS AND NETWORKS TO GAIN SOME
UNWANTED INFORMATION.
THE MOTIVE BEHIND EAVESDROPPING IS NOT TO HARM
THE SYSTEM BUT TO GET SOME INFORMATION WITHOUT
BEING IDENTIFIED.
• Cyber crimes punishable by law
• Hacking • Unauthorised attempts to bypass the security
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mechanisms of an information system to gain access to
programmes, data and network resources.
Punishment under IT (Amendment) Act, 2008:
imprisonment upto three years or fine, upto five lakh
rupees or both.
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Hacking earlier used to refer to a crime under section 43 of the IT Act
but at the same time, ethical hacking or better known as white collar
hacking was considered legal. Ethical hacking is also being taught by
various professionals at schools and colleges. So a need was felt to
differentiate between good and bad hacking. Under the amendment IT
Act in 2008, the word ‘hacker was removed from the act. The reason
for the same was that ethical hacking is taught by a lot of professionals
at various schools and colleges, and colleges cannot teach anything
illegal. So the same word should not be used. The amendment
rephrased section 66 and section 43 by removing the word hacking
from the Act.
Hacker Vs Cracker
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There is a very slight line of demarcation drawn between the two
words- hacking and cracking after the amendment of the IT act in 2008.
Hackers are those people who are very good at computer
programming and use their skills in a constructive way to help the
government and various other organizations to protect their important
information and company secrets.
They try to discover loopholes in the software and find reasons for the
same. They constantly try to improve the programs to improve the
programming. They never intentionally damage the data.
Whereas cracker id the one who intentionally breaks into the
computer programs of others without having the authority to do so
and has a malicious intention to harm the network security. However,
there is a huge misconception about the two and both the terms are
used interchangeably in today’s context even when they mean different.
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Chapter XI Section 66 of IT Act, 2000 particularly deals with the
act of hacking. Section 66(1) defines a hack as, any person,
dishonestly or fraudulently, does any act referred to in Section 43
is called hacking, and Section 66(2) prescribes the punishment for
it. Hacking is a punishable offense in India with imprisonment up to
3 years, or with fine up to two lakh rupees, or with both.
Chapter IX Section 43 of IT act, 2000 prescribes a penalty for the
damage to computer or computer system. It is a common thing
which happens whenever a computer system is hacked. Black hats
damage the system that they hack and steal the information. This
enumerative provision includes a lot of activities.
Chapter XI Section 65 of the said act makes tampering with
computer source documents an offense. Section 72 of the same
chapter makes the breach of confidentiality and privacy, a
punishable offense. This is the most common aftermath of hacking.
The liability of the cracker
• Civil liability
• Section 43A of the IT Act deals with the civil liability of cyber
offenders. The section deals with the compensation that should
be made for failure of protection of the data. This was introduced
under the amendment of the act in 2008. The corporate
responsibility for data protection is greatly emphasized by
inserting Section 43A whereby corporate are under an obligation
to ensure adoption of reasonable security practices. Further, what
is sensitive personal data has since been clarified by the central
government vide its Notification dated 11 April 2011 giving the
list of all such data which includes password, details of bank
accounts or card details, medical records, etc.
Penal liability
• Penal liability of cracking arises when the intention or the
liability of the cracker to harm the system or steal any
important information gets established. If the cracker only
trespasses the system without any intention to harm, it only
remains a form of civil liability under section 43A. The
criminal trespass can also result in other penal activities
punishable under Indian Penal Code like cyber theft that
can be punishable under section 378 of Indian Penal Code.
Laws on hacking in India
• Section 43 and section 66 of the IT Act cover the civil and
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criminal offenses of data theft or hacking respectively.
Under section 43, a simple civil offense where a person
without permission of the owner accesses the computer and
extracts any data or damages the data contained therein will
come under civil liability. The cracker shall be liable to pay
compensation to the affected people. Under the ITA 2000,
the maximum cap for compensation was fine at Rs. One
crore. However in the amendment made in 2008, this ceiling
was removed. Section 43A was added in the amendment in
2008 to include corporate shed where the employees stole
information from the secret files of the company.
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Section 66B covers punishment for receiving stolen computer
resource or information. The punishment includes imprisonment
for one year or a fine of rupees one lakh or both. Mens rea is an
important ingredient under section 66A. Intention or the
knowledge to cause wrongful loss to others i.e. the existence of
criminal intention and the evil mind i.e. concept of mens era,
destruction, deletion, alteration or diminishing in value or utility of
data are all the major ingredients to bring any act under this
Section.2
.The jurisdiction of the case in cyber laws is mostly disputed. Cyber
crime does not happen in a particular territory. It is geography less
and borderless. So it gets very difficult to determine the
jurisdiction under which the case has to be filed. Suppose a person
works from multiple places and his data gets stolen from a city
while he resides in someother city, there will be a dispute as to
where the complaint should be filed.
Authorship
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The author in copyright history, especially before the Statute of
Anne , had been regarded as a separate entity from the printer or
publisher of a work. The distinguishable rights of a book owner over
the manuscript as a physical object made out of ink and parchment
from the rights of an author over the text itself indicated an early
separation between the person who created the work and the
person who invested in publishing it.
In fact, early forms of copyright practiced by the book trade showed
more of an economic interest by the book sellers in the physical
embodiment of a text rather than the text itself . Printing privileges
that were given to printers in the year 1400s allowed books to be
printed in large quantities and distributed.
This encouraged a capitalistic enterprise in the form of the book
trade to develop though not creative endeavors through
autonomous authorship. Authors were given separate privileges but
it appeared from the privileges granted to authors, editors,
translators and printers that even in fifteenth century Venice, a
fusion of authorship and the print business existed.
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The provisions of acquiring copyright ownership are defined under Section 17 of the
Act. According to which, the first owner of copyright is defined as under:
Subject to the provisions of this Act, the author of a work shall be the owner of
copyright therein. Section 17 statutorily recognizes the author of the work to be the
first owner of the copyright. The author is defined under the Act for various works,
which come under the law of copyright.
Section 2(d) defines author, it says “Author” means, –
In relation to a literary or dramatic work, the author of the work;
In relation to a music work, the composer;
In relation to artistic work other than a photograph, the artist;
In relation to photograph, the person taking the photograph, the artist;
In relation to a cinematograph film or sound recording, the producer; and
In relation to any literary, dramatic, musical or artistic work which is computergenerated, the person who causes the work to be created
However, this provision is subject to certain exceptions.
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Section17 (a) provides that where a work is made by the author
in the course of his employment by the proprietor of a
newspaper, magazine or a periodical under a contract of service
or apprenticeship for the purpose of publication in a newspaper,
magazine or periodical, the said proprietor, in the absence of any
agreement to the contrary will be the first owner of the
copyright in the work in so far as it relates to the publication of
the work in any newspaper, magazine or similar periodical or to
the publication of the work for the purpose of being so
published. Except in such cases, the author will be the first owner
of the copyright in the work
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Section 17(b) provides that where a photograph is taken or a painting or a
portrait drawn, or an engraving or a cinematograph film made, for valuable
consideration at the instance of any person, such person, in the absence of any
agreement to the contrary, shall, be the first owner of the copyright therein.
Section 17 (c) provides that in the case of work made in course of the author’s
employment under a contract of service or apprenticeship, to which clause (a)
or clause (b) does not apply, the employer shall, in the absence of any
agreement to the contrary, be the first owner of the copyright therein. An
author may create a work independently, or he may create a work under a
contract of service or contract for service.
Copyright Act
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its an exclusive right of the copyright holder. its a right to
copy or reproduce the work for which the author has got
the copyright. its a right to do or authorizing others to do
certain acts . its a product of human skill & his mental
capacity to do something creative.
cinematography
artistic works
dramatic works
musical works
literary
sound recording
computer programs .etc
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after independence Indian government passed the Copyright act in the
year 1957 . subsequently this act was amended many times due the
influence of many international treaties for which India was a signatory .
The treaties which has influenced the change in the above act is : 1.The
Berne convention 1886. 2.The Universal Copyrights convention 1940 .
3.The WIPO Copyright treaty .etc
Copyright : copyright has its origin in the 20th century . copyright is a
form of intellectual property, which deals with protecting the rights of a
copyright holder. just like other intellectual properties even copyright
can be sold, mortgaged, leased etc .
Objectives of copyright act
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Its main objective is to encourage the authors, music
composers ,singers to create their original piece of works by granting
them exclusive rights .
to stop the misuse of copyrights .
it helps in protecting the rights of the person who holds the copyright.
the copyright holder is give both the civil remedies and the criminal
remedies in case of infringement .
further it provides methods of acquiring the copyrights. the copyright
protection is given for a longer period of time .
Copyleft
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Copyleft is a strategy of utilizing copyright law to pursue the policy goal
of fostering and encouraging the equal and inalienable right to copy,
share, modify and improve creative works of authorship. Copyleft (as a
general term) describes any method that utilizes the copyright system
to achieve the aforementioned goal. Copyleft as a concept is usually
implemented in the details of a specific copyright license, such as the
GNU General Public License (GPL) and the Creative Commons
Attribution Share Alike License. Copyright holders of creative works
can unilaterally choose these licenses for their own works to build
communities that collaboratively share and improve those copylefted
creative works.
Open Source
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In production and development, open source is a philosophy, or a
methodology that promotes free redistribution and access to products
design or ideas and implementation details.
open as in free
open as in access
open as in over time
open as in not closed
open as in reuse and change
open as in any place and for anyone
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View/Modify the source code of an application or software.
Open source software is released to the development
community and undergoes a secondary phase of evolution, but
closed source software is developed in isolation with a small
team of developers.
Developer support and large community to help.
Open Source is more secure and bugs and vulnerabilities are
fixed often.
ADVANTAGES OF OPEN SOURCE
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Availability of source code
Source code to understand and learn from
Do not have to re-invent the wheel
Free as in “freedom”
Does not depend on vendor
Can choose additional support
Can fix bugs and adapt to change in requirements as well as technology
Quality and Customizability in open source is better.
Costs much less than proprietary counterparts.
DISADVANTAGES OF OPEN
SOURCE
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Not generally straightforward to use and requires a certain
learning curve to use and get accustomed.
Incompatibility issue with software and hardware. (3rd party
drivers)
Bad Codes, and some unqualified people who uses it.
Software quality assurance process is widely not transparent
No financial incentive.
Headlines for the web
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Make the reader want to find out more by reading the article
Create curiosity
Promise answers to a questions or solutions to a problem
Include a key benefit
Use present tense , Wildcats defeat Tigers
Use active verbs O Survey reveals students fed up
Don’t use “be” verbs
Leave out articles (a, an, the) Use comma in place of and Keep
all parts of a verb on one line O Winning students to travel to
moon
Headlines for the web
• Keep adjectives and the nouns they modify on the same
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line. O Avoid double meanings
Use plain, simple words , Avoid names
Be active, not passive, Lines should be the same length O
Use downstyle--only capitalize the first word and proper
Steps for writing headlines:
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READ the article; identify the underlying theme.
Express the theme in an active voice using as few words as possible
Active verbs lend immediacy to a story
Active verbs attract readers
Keep the headline in present tense
Keep it simple.
Provide enough information to give the reader an impression of the
entire story
Basics of Online Reporting
• Multimedia
• Open Ended
Styles of online reporting
1. Open source reporting: where a reporter announces the topic,
inviting readers to submit leads, tips, sources and ideas. In the end,
the reporter will sift through all the information provided and
come up with the final story.
2. Distributed news reporting: This is Open source reporting 2.0.
Here the readers in the community write the stories themselves,
adding to a varied and multi-faceted body of work, often covering
all the sides of the story.
3. Traditional Reporting done online: Using the traditional
journalist's process - A. Interviews B. Observation C. Looking
through documents D. Reading Online - offering opinion E.
Reading Online - aggregating opinion.
Through digital Story Development,
various skill sets are practiced by the story developers.
These include the following (Saponaro, 2014):
a) Research: Story developers do extensive research on
the selected topics of interest so as to reach the target
audience.
b) Resource Selection: Story developers select the most
appropriate content, images, video-clips and the best
media for presentation.
c) Script-Writing: Story developers work on the script
writing skill sets to improve them drastically.
d) Voice-overs: Story developers select the best voiceover for narration of the script which in turn adds
authenticity to the videos.
e) Technical Skill Development: Story developers work
much on their technical skills by spending many hours on
editing videos, selecting the best image, adding voiceovers and much more. This in turn helps them to create
the best videos that develop the interest of the target
audience.
f) Collaboration: Story Development is a gradual learning
process for all developers wherein they get the
opportunity to practice various social skills. Various other
skills also include content management and organization
of new ideas from time to time.
g) Presentation: Story developers present their stories to
the real target audience in various forms such as
podcasts, films, e-portfolios and much more. All the
aspects and parameters related to Story Development
are exercised to the best of potential and capabilities.
h) Creativity Expression: As mentioned before, creative
use of digital media is the most interesting aspect of
Story Development in this era of advanced technology
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Linear stories.
Linear storytelling is the most widely used and accepted format in animation. It develops with a
beginning, progresses into a middle and then goes off to a resolution at the end. At the
beginning a situation is shown along with a problem arising in the middle of the story and it
ends with a resolution or a solution to the story. Linear stories can also work in reverse as seen
in Piet Kroon’s short film T.R.A.N.S.I.T. The movie begins as a man is moving away to Argentina
after a murder. The movie then goes into a flashback showing the interconnections in the
characters’ past and how this situation was inevitable and unavoidable.
Non Linear stories.
Whereas non-linear movies aren’t based on structural outlines, they’re based on setting a
mood or an effect. Non linear movies basically consist of experimental short films. Waking
Life is a rare example of a full fledged feature film of a non linear pattern. The story revolves
around dreamy logic and it builds up over time. Instead of being a carefully assembled narrative.
However both of these type of stories will require extensive pre-production work. Although
non linear stories might not need character development as much as linear stories to attains it’s
desired effects. If you’re wanting to create a non linear film, you must concentrate on the
moods, effects and emotions. Try out different artistic styles, color, sound, music and effects that
will impact the audiences in the required and necessary manner.
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Linear writing tends to be the more standard approach to novel-writing. It tends to be
more organized than non-linear writing and will create a finished product in less time.
Because it forces the writer to figure out all the ins and outs of their story as they go,
there tends to be less massive revision and changes. However, since the writer needs to
work where they are and not skip ahead, when inspiration strikes for a different scene
they tend to wait until they get there to write it.
Non-linear writing is a slave to inspiration. This is when the writer gets a brilliant idea
for a scene and writes it and then has to build a story around it. Writing when fueled
with inspiration lends itself to awesome prose and satisfying creative experiences.
However, a non-linear writer will shy away from scenes that they don’t feel the
inspiration to write and stick to the ones they are passionate about. When it comes time
to assemble these scenes into a story there tends to be a disconnect between them and
it takes lots of hard work to bring the story to completion.
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Contextual stories tend to focus on the big picture, providing context for other
news. If the conventional story is a well-cropped, tightly focused shot, the
contextual story uses a wide-angle lens. It is often explanatory in nature,
sometimes appearing beside conventional stories to complement the dry, ‘just
the facts’ versions of that day’s events. Sometimes, newspapers label contextual
stories ‘news analysis’, as if to head off anticipated criticism that these stories
mix interpretation with facts.
Contextual stories are often written in the present tense, since they describe
processes and activities that are ongoing rather than events that have been
both initiated and completed in the preceding hours or days. Alternatively, they
may be written in the past tense, if their purpose is to give historical context.
Contextual stories are not all alike. They may be explanatory stories that help
readers better understand complicated issues. They may be trend stories, using
numerical data that show change over time on matters of public interest like
high school graduation rates, population growth or unemployment. Trend
articles in the later years of our sample often included charts or graphs.
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Contextual journalism refers to providing ‘relevant’ background, perspectives,
depth and hindsight for audience to better understand news. Context in news
reporting is the trend in today’s dynamic, sophisticated world with evolving
stories that resonate across the globe. News context could apply to both local
and international stories. Context makes it easier for the audience to
understand the news better, not based on the incident that happened but on
the circumstances that led to the incident. It is the little more information
needed to make a story more meaningful to the audience.
Context is the background narrative necessary for the audience to better
understand the news. You might say contextual journalism is another name for
interpretative reporting, indepth reporting, or just providing background to a
story. Well, even if you don’t do outright interpretation, the extra facts create
context for the audience members to do the interpretation by themselves.
Context provides relevance to a story, depending on the subject. Terry Heaton,
in an article, described context as the new flavor in journalism.
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contextual journalism is still very relevant to make sense out of
complex and evolving news breaks in modern society. News context
tries to provide an atmosphere of understanding for the story, such as
what led up to it, what could happen as a result, or similar events.
Contextual journalism can, when dealing with technical fields, attempt
to simplify concepts for the average viewer. It makes the audience
‘informable’ as it gives them background or basis to form opinion on an
incident. Much as contextual journalism could lead to bias, fact-checking
by journalists to present relevant build up to an incident is very
essential in modern journalism.
Factors that could influence news context
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Much as journalism preaches objectivity and professionalism, certain covert factors could
influence news context. Context could be based on such factors as media ownership,
philosophy, political or ideological affiliation. This is primarily why context for BBC, CNN
and Sky News could be different on certain news stories. While the CNN which is seen
to be objective towards activities of Donald Trump for instance, might condemn him for
what they feel he has not done right, BBC (which is owned by an allied nation that wants
to maintain a good relationship with Trump) night be careful with the context provided
on that same story. Sky News is also a British company which might have a different
context for CNN.
Basically the difference in context between media houses could be dependent on the
difference in ideology of the channels, the way they perceive an issue, their attachment to
the key players in the story (for International news) and probably to an extent, the
philosophy of the station, that is, what they believe is the best way to practice journalism.
Difference in context has little to do with professionalism in journalism (especially on
international news involving political issues). It is more of ideological leaning. But when
talking about non-political news, professionalism plays a role in news context because it is
only a well-informed, well-trained journalist that will understand the value of contextual
journalism and provide the most appropriate background foundation for audience to
understand an incident.
Video conferencing
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Video conferencing
Video conferencing in its most basic form is the transmission of
image (video) and speech (audio) back and forth between two or
more physically separate locations.”
It is simply a vehicle for interactive communication, enables one set
of people to see and hear people in a different location, in its most
basic form is the transmission of image (video) and speech (audio)
back and forth between two or more physically separate locations.
Video Conferencing is using a computer, video camera, and network
such as the Internet, to conduct a live conference between two or
more people. Video conferencing in its most basic form is the
transmission of image (video) and speech (audio) back and forth
between two or more physically separate locations.
FEATURES
• Very straightforward approach.
• Calls can be made locally, nationally or across the world.
VIDEO CONFERENCING
COMPONENTS
• Camera
• Microphone
• Speakers
• TV or Monitor
VIDEOCONFERENCING TYPES
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Point-to-point- A videoconference that connects two locations.
Each site sees and hears the other sites at all times.
Multi-point- A videoconference that connects to more than two sites
through the use of a multi-point control unit( MCU ) or video hub.
Participants at all sites can hear one another at all times and see the
site that is currently speaking. ( Voice activated switching)
This is a bridge that interconnects calls from several sources.
SKYPE
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Skype, A free software program that you can download from
Skype.com that allows you to make free calls over the Internet to other
Skype users over the world, through VoIP.
Skype is a fantastic free tool for online instant communication with
friends, family, and coworkers. It’s the number one online
communication tool in the world.
Keeping in touch with people
Develop a closer relationships with your friends or your coworkers
Educational purposes
What is IPTV (Internet Protocol
television)?
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The term IP stands for Internet Protocol, hence, the IPTV full form is Internet Protocol
Television. Therefore, when someone mentions IPTV to you, it simply means a TV that
can operate with the help of the internet. Naturally, you will need to have a fast
broadband connection to ensure that your IPTV is operating properly.
IPTV is quite different from the normal TVs that you can get from the stores. It sets itself
aside from the traditional satellite TV or cable TV that you have come across while
growing up. By providing a constant streaming service, IPTV has created a new genre of a
TV all by itself. Therefore, everything that you see is either happening live or on demand.
You could say there are a lot of similarities between an IPTV and YouTube or Netflix.
However, at the same time, there are differences between the two which helps in clearer
differentiation.
How does IPTV (Internet Protocol
television) work?
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These TVs with the help of a broadband connection. Although it will work
on traditional cable networks, it is advisable to watch IPTV with the help
of fiber broadband. Why? A Fiber broadband connection is the best
option, if you want to watch IPTV – the constant connectivity, great speed
and low downtime does help to amp up your entertainment needs.
Types of IPTV
There are three different types of an IPTV:
Video on demand – With these devices, you go to the website of a
streaming service, pay for the specific movie or TV show, and enjoy!
Time-shifted – These IPTVs are based on time, and you can enjoy the
content on them, anytime you want. It enables you to watch regular
broadcasts at a time of your convenience.
Live – This is the form of IPTV that broadcasts programs as and when
they are happening.
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