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Principles New Media

The document discusses 6 principles of new media: 1) Numerical representation - new media objects can be described mathematically and are subject to algorithmic manipulation. 2) Modularity - new media has a fractal, modular structure at different levels of granularity from pixels to entire applications. 3) Automation - new media allows for automated processes like filters, effects, search engines, and software wizards. 4) Variability - new media supports multiple versions for different platforms, user-generated content, and constant updating. 5) Transcoding - new media translates cultural concepts and categories into computer-based formats. 6) Reference - the document cites a book by Lev

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0% found this document useful (0 votes)
119 views18 pages

Principles New Media

The document discusses 6 principles of new media: 1) Numerical representation - new media objects can be described mathematically and are subject to algorithmic manipulation. 2) Modularity - new media has a fractal, modular structure at different levels of granularity from pixels to entire applications. 3) Automation - new media allows for automated processes like filters, effects, search engines, and software wizards. 4) Variability - new media supports multiple versions for different platforms, user-generated content, and constant updating. 5) Transcoding - new media translates cultural concepts and categories into computer-based formats. 6) Reference - the document cites a book by Lev

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Johnnybass38
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© Attribution Non-Commercial (BY-NC)
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MSc Multimedia 2009

Principles of New Media


1) Numerical Representation

• A new media object can be described formally – this


usually means mathematically.
1) Numerical Representation

• A new media object can be described formally


(mathematically).

• A new media object is subject to algorithmic


manipulation.
1) Numerical Representation

• A new media object can be described formally


(mathematically).

• A new media object is subject to algorithmic


manipulation.

• In other words, media becomes programmable.


2) Modularity

• This principle can be called the 'fractal structure of new media.'


Just as a fractal has the same structure on different scales, a new
media object has the same modular structure throughout.
http://www.youtube.com/watch?v=WAJE35wX1nQ
http://www.ted.com/talks/blaise_aguera_y_arcas_demos_photosynth.htm
http://www.youtube.com/watch?v=s-DqZ8jAmv0
http://vimeo.com/6496886
2) Modularity

Different levels of granularity:


• Pixels, samples, polygons, scripts, and vectors combine
into images, models, buttons, sounds, etc..
• Images, movies, text, and sounds combine into 'pages'.
• Pages combine into larger objects like programs,
applications, websites, etc..
Principles 3, 4 & 5 are dependent upon Principles 1 & 2.
3) Automation

For example: Photoshop filters, Blogger, Pro Tools fader


automation/noise reduction/strip silence, AI, 3D dynamic
FX, FCP video crossfades/dissolves, search engines,
software 'wizards', OSs, etc., etc..
4) Variability

• Multiple versions for different delivery platforms,


remixes of songs, user-generated web pages, skinning.
4) Variability

• Multiple versions for different delivery platforms,


remixes of songs, user-generated web pages, skinning.
• Because the Internet can be thought of as one huge
distributed multimedia database, it becomes possible to
separate the levels of 'content' (data) and interface. A
number of different interfaces can be created from the
same data. A new media object can be defined as one
or more interfaces to a multimedia database.
4) Variability

• Multiple versions for different delivery platforms, remixes of songs,


user-generated web pages, skinning.
• Because the Internet can be thought of as one huge distributed
multimedia database, it becomes possible to separate the levels of
'content' (data) and interface. A number of different interfaces can be
created from the same data. A new media object can be defined as one
or more interfaces to a multimedia database.
• Information about the user can be used to automatically customize
the media composition as well as to create the elements themselves.
4) Variability

• In hypermedia, the multimedia elements making a


document are connected through hyperlinks. Thus the
elements and the structure are independent of each
other, rather than hard-wired together as in traditional
media. We can think of all possible paths through a
hypermedia document as being different versions of it.
4) Variability

• In hypermedia, the multimedia elements making a document


are connected through hyperlinks. Thus the elements and the
structure are independent of each other, rather than hard-
wired together as in traditional media. We can think of all
possible paths through a hypermedia document as being
different versions of it.
• New media objects can be the subject of constant revision
and updating.
4) Variability

• In hypermedia, the multimedia elements making a document are


connected through hyperlinks. Thus the elements and the structure are
independent of each other, rather than hard-wired together as in
traditional media. We can think of all possible paths through a
hypermedia document as being different versions of it.
• New media objects can be the subject of constant revision and
updating.
• Scalability (e.g. differing quality QT movies for different connection
speeds).
4) Variability

"In industrial mass society everyone was supposed to enjoy the same
goods—and to share the same beliefs. This was also the logic of
media technology. A media object was assembled in a media factory
(such as a Hollywood studio). Millions of identical copies were
produced and distributed to all the citizens. Broadcasting, cinema,
and print media all followed this logic. In a post-industrial society,
every citizen can construct her own custom lifestyle and 'select' her
ideology from a large (but not infinite) number of choices. The logic
of new media technology reflects this new social logic."
4) Variability

New media programmer always try "to use variables rather


than constants.
If we apply this principle to culture at large, it would mean that
every choice responsible for giving a cultural object a unique
identity can potentially always remain open.
By passing on these choice to the user, the author also passes
on the responsibility to represent the world and the human
condition in it."
5) Transcoding

"In new media lingo, to 'transcode' something is to translate it into


another format. The computerization of culture gradually
accomplishes similar transcoding in relation to all cultural
categories and concepts. That is, cultural categories and concepts
are substitutes, on the level of meaning and/or language, by new
ones that derive from the computer's ontology, epistemology, and
pragmatics. New media thus acts as a forerunner of this more
general process of cultural reconceptualization."
6) Reference

Manovich, L. (2001) The Language of New Media.


Cambridge, London: The MIT Press.

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