Chapter 1 New Media Technology: An Industry Overview New Media Technology New Ways to Communicate Project Candide Tony Padovano Drew Fellman Mike Bettison Robert Thomas Christine McKenna Journalist Photographer Producer Producer Journalist Conceptual Map of New Media Technology Production Distribution Display Production Technology Gather and Process Information Computer Digital Camera Optical Scanner Remote sensing devices, etc. Distribution Technologies Transmission and Movement of Electronic Data Radio, Citizen Band (CB), Mobile Radio Asynchronous Transfer Mode (ATM), ISDN, ADSL Coaxial Cable Satellite Wireless transmission Electrical Power Lines Display devices Present Electronic Information Data to End Users audio video text data convergent devices By Nokia, the Mediascreen utilizes digital Television (DVB-T), Internet and Mobile Phone technology Storage technologies Devices Used to House Electronic Information Data Floppy Magnetic Diskette Compact Disc-Read Only Memory (CD-ROM) CD-I Digital Video Disk (DVD) Personal Digital Assistants (PDA), etc. Are There Consequences for the Development of New Media Technologies? Communication Professionals Nature of the product or content Structure of Communication Industries Nature of media audience/society at large Transformation of Technology 1400s Movable Type/Typewriter 1565 Pencil 1835-1837Camera/Movie Camera 1929 Television 1945 Magnetic Tape Recorder Transformation of Technology 1835-Photographic Negative on Paper William Henry Fox Talbot 1800-1877 In Britain, Talbot made the earliest known surviving photographic negative on paper in the late summer of 1835, a small photogenic drawing of the oriel window in the south gallery of his home, Lacock Abbey: this rare item is now in the photographic collection of the Science Museum at the National Museum of Photography, Film and Television at Bradford. Transformation of Technology 1826-Photograph Joseph Nicéphore Niepce 1765-1833 In 1826 the first photographa by camera obscura in the world was taken by a man named Joseph Nicephore Niepce, at his home in France. Heliography was the process he used, and the image is a view of the rooftops outside the artist's workroom window. The photo is a part of the Gernsheim Collection. Image discovered by Helmut Gernsheim (photo-historian) in 1952. (Harry Ransom Center, Unv. Of Texas, Austin ) Transformation of Technology First Camera Louis Jacques Mandé Daguerre (1789 -1851) Made his first Daguerreotype in 1837 using a polished silver-plated copper plate, sensitised with vapourised iodine and developed with the fumes of mercury and later was able to mass produce a camera box to take daguerreotype photos. Main Users of New Media Technologies Communication Professionals Newspaper, Radio, Television, & Cyber Journalist Public Relations Advertisers Administrative & Media Personnel, etc. Newsroom Developments Greater Access to Data Improved Efficiency Speed New Demands Due to New Media Technologies New Staffing Additional Training for Current Staff Additional Staff - More Technical Work Clear Examination of Ethics Caution: Graphics/Manipulation/Recreation Technology Critics Interject Caution - Toward the Growth of New Media Technologies Will written & verbal literacy be affected? What Happens to Photo-realism? New Digital Editors Availability of News/Loosing Penny Press Decentralized Communication Workers New Media Technology Constituents Audience Social Environments Intellectual Environments “Emoticons” Changing Players (i.e. Owners) International Multimedia Stealth Monopolies What’s at Stake with the Development of New Media Technologies Money Control Economic Forces (growth/strength) Industry Overview of New Media Technologies Revenues are Up Electronic Information, Data Processing, Network Servicing Users/Subscribers are Up Cellular Phones, Fiber Optics, Wireless Communication Employment in Sector is Up Estimates top 5 million for 1996 Distribution and Projections Chapter 4 The Technology New Media Technology Map The Creation Machines Computer Electronic Information Processing Technologies (NT, WebTV, PC, Workstations, mainframes, mini- & supercomputers, etc.) What’s so special about computers Photographic and Sensing Devices Digital Camera,camcorder, satellites, remote sensing devices, etc. Why are these devices important New Media Technology Map New Transmission Systems NII Over-air-transmission Switched communication Coaxial and fiber optical cable Power lines Name specific companies that either maintain or use the above for On-ramps to the Information Superhighway Access and Display PDA Pocket notebook/Organizers/Address books/record keepers, etc. Displays LCD, LED, Diamond-Coated High-definition Television Interactive TV On-ramps to the Information Superhighway Access and Display Full Service Network (FSN) Video on Demand/Shopping on-line Interactive TV Playing TV game shows while the are on (i.e. Playing jeopardy while Jeopardy! Is on.) Tele-TV VR Optical Revolution: Improved storage capabilities CD-ROM DVD Lasercard VCR Chapter 2 The Internet: Today’s Information Superhighway Information Superhighway Interconnected Networks some 100,000 Use a common language or protocol • Transmission Control Protocol/Internet Protocols Origins of the Internet Department of Defense’s Advanced Research Projects Agency (ARPAnet) Developments- that helped MIT Digitalization, Packet-switching and TCP/IP Information Superhighway Intranet World Wide Web (WWW) HTML Primer Browser Wars Mosaic, Netscape, and Beyond (NCSA) Jim Clark & Marc Andereessen Java James Gosling Information Superhighway cont’d Cookies Search engines Yahoo, Webcrawler, excite, infoseek, lycos New media content Radio TV Newspaper Streaming VDOlive, Vivio, Xing, M-Bone, CU-SeeMe, QuicktimeTV and Quicktime- Chapter 5 Convergence Technology From Convergence to the Information Superhighway Convergence all electronic mediated communication in digital form, driven by computers, accessed by network technology. Compression the process of condensing large amounts of data by removing redundant information in one digital/video frame to the next. From Convergence to the Information Superhighway Digitalization Hypertext - non-linear text Term coined by Ted Nelson in 1962. Interactivity Reciprocal influence Cyberspace Term coined by William Gibson in 1984 From Convergence to the Information Superhighway What is the information superhighway? Most exciting application of computing technology AI - Artificial Intelligence Virus - self replicating computer organism Name some commercial application on the WWW. From Convergence… Five Killer Application Video-on-demand ASDL 1894 Pay-broadcast-Electrophone Company of London Home shopping Video games Programming Direct-response advertising Information Superhighway converging media... Electronic Mail 1992 reached White house 1994 who typed in “Let’s get started.” from the White House Electronic Bulletin Boards Mult-user Domains (MUDs) Multi-User Dungeons-at least two participants play on-line games The Race for Content Chapter 6 Masters of the Universe Global Players Media Companies Telecommunication companies Computer and electronic companies New Media Technology companies The Big Investors RBOCs NII Computing & Information appliances Communication networks Information and computing resources Skilled, well-trained people Media Producers Electronic Arts, Inc./Broderbund Software, Inc. Acclaim Entertainment Software Toolworks Support Cast IBM Apple MicroSoft Rising Stars TCI Tele-TV Ameritech, BellSouth, GTE, and SBC Entrepreneurial Spirit Walt Disney Ted Turner Rupert Murdoch And others see book p177 From Cave Paintings to the Information Superhighway Print Radio Television Satellites Computer revolution Bugs in the machine Transistor and a revolution in computing From Cave Paintings to the Information Superhighway Creating a sexy robot Railway Mexican revolution Lost in cyberspace New ways of writing and reporting Chapter 7 Rewriting the Editorial and Creative Process Rewriting: Creative and Editorial Process in Cyberspace Hypertext Multimedia Communication Interactive Multi-user Networks Concepts of Finality Rewriting: Creative and Editorial Process in Cyberspace Design in a new media product Information Presentation Electronic Publishing Shovel-ware Management Style/Organization Rewriting: Creative and Editorial Process in Cyberspace CD-ROM Digitalization Graphics Style A New Hair Club for Men Rewriting: Creative and Editorial Process in Cyberspace Pornography Disney Classics Journalists Cyberjournalists Marketing Electronic Publications First ask questions publishing multimedia desktop market CD-ROM titles Games Arts and Entertainment Software Refrence Training and Education Chapter 8 Marketing Electronic Publications Marketing Electronic Publications Packaged products Desktop products CD-ROM (& eventually DVD): • In the Future--Throw away your phone books • Games- Most powerful home computing device – process full-motion video and high quality graphics in real time – Who introduced the video game market – Atari Marketing Electronic Publications Other Players in the market Nintendo & Sega Arts & Entertainment, Software, Reference, Training and Education Marketing Electronic Publications : CD-ROM Books Games Placing the PC-Where will the Media Technology be located-infers usage WebTV Portable Market Electronic Books Strategic Consideration Pricing Books CD-i CD-ROM Video Cartridge On-line Services Web Adopters of New Technology Gender Generation Socioeconomic Implication for advertisers Chapter 9 The Legeal and Regulatory Environment The Legal and Regulatory Environment FCC Federal Communication Commission PUC Public Utility Commission ITU International Telecommunication Union WIPO World Intellectual Property Organization The Legal and Regulatory Environment: Deregulation A decade since the judgement-AT & T Courts Clinton Administration Encouraging/Promoting/New Reg./OpenAccess/Universal Clinton Administration Build it and they will come Telecommunication Act 1996 National Research and Education Network Deconstruction the FCC comm.carriers mass media bureau wireless cable/international/investigation/technology Clinton Administration Encryption Government Fears Codes for Kids Privacy Hackers Digital Signatures Copyright Laws/Royalties Chapter 10, part 1: pages284-312 Social and Cultural Consequences Social Consequences of New Media Technology: Enduring Issues Improvements in Social Institutions Communication Medicine society Democracy Information Society computers make faster flow of information new activities, processes and products social and political change, global thought Social Consequences of New Media: Case Study WebTV & the Global Village Shared Viewing Experiences (3TV>500ci+) Virtual Communities New Forums Isolation Electronic Mob-Immediate Access-on Politics Violence-Information Warfare Institutional Consequences of New Technology Changing the way we do business- Faster Decentralization Multi-directional communication Political System Education System Chapter 10, part 2: pages312-335 Social and Cultural Consequences Sociological Perspective on New Media Technology Telecommuting InfoZone Computer Dirty Work Cutting People Out of the System Connected Networked For Emergency Chapter 11 The Future: Age of Random Access On the Holodeck Media Landscape WWW Wireless communication Digital Digital Video The Companies-Access/Locked Out User Control & User Choice: New & Improved Media Video on demand from Media control to user control of choice fiber in the sky from CellularVision Parallel and Divergent Universe-Costs Consequences of Convergence Better/Worse/Cost for Whom/TimeChange Challenges Bandwith Digital Publishing Security Content Providers - Who?? Verifying Information - Digital Finger Print Information vs Entertainment Tomorrow’s News Limits to digital space Challenges Sonofication Artificial Life Children and Technology