Monday, 31 March 2008

Key Terms & Digital TV

Convergence: New ideas of interactive TV are repeated throughout the market for digital TV eg. TV on demand, the red button etc.

Personalisation: Different packages come with different providers, and automatically recording programs so the audience can pause, rewind, and watched at any time of the day.

Interactivity: New 'TV on demand' technology allows it to become a 'pull' media, where the audience is actively interacting with the technology. The viewer chooses what to watch, how they watch it (pausing etc.) and when they watch it.

Linear-Non Linear: Since pausing, and skipping parts of TV show is now possible with new utilities on digital TV, shows don't have to be in a set order.

Democratisation: polls on the TV, allow us to express our opinions, even if we don't have to. Everyone has the right to a vote, and democratises the whole interactivity of TV.

Digitalisation: All TVs changing digital in 2010. The set of 0's and 1's can make the broadcasting of the signal clearer, and easier to transmit.

Since there is more interactivity to Digital TV, there is more demand for choice and audiences mostly expect there to be a choice. But with these choices comes some moral panics; obesity from lack of exercise caused by the obsession of TV, and so many channels to choose from limiting boredom, creating a vicious cycle.

Wednesday, 26 March 2008

New Media Technologies

I will be studying the topic of gaming, and i think some interesting topics to retrieve information on are;

  1. The new remote control feature on the wii
  2. Violence in gaming
  3. Second life and the new interactivity in which gamers can experience playing it
  4. Moral panics caused by MMORPG's (obsession & addiction)

1) Endism is the perspective that when new media technologies appear, older ones are replaced and forgotten.

2) Our 'media ecosystem' is the collection of media in our society eg. the UK's media ecosystem includes Digital TV, Radio, Gaming, The Internet, and everything else prevalent in our society. Other areas of the world could not have the same media ecosystem since they do not have the same resources we do.

3) 'Narrowcasting' is a TV channel, probably a digital channel, which specialises in one topic, to attract audiences interested in that specific topic. (eg. sports channels(sky sports) cooking channels (uktv food) and comedy channels (uktv gold).

4) The Internet is the whole online system in which the web is one kind of traffic on, the world wide web only consists of the large part of the Internet that are websites.

5)'Push and pull' media are appearing now we have the interactivity we do. 'Push' media is the kind of media you experience every day by simply turning on a TV channel, the broadcaster and personnel associated with the channel choose what to give air time, and what not to. Oppositely, 'Pull' media is appearing through TV on demand, the audience chooses what to watch at any time they want to watch, more commonly appearing throughout the array of digital channels.

6) One positive aspect of blogging is the explosion of ideas that can be read and experimented with throughout the entire world. Blogging software gave the people who had ideas a platfomr so they can share it with the world, so now it is not just up to the people who choose whether to broadcast something or not.

Thursday, 21 February 2008

Feedback #1

Well done Alex - this is thorough, detailed research. You organise your research well, including links and summarising in your own words.



Keep up the good work!



B/1

Friday, 8 February 2008

Digital Technology and Film Industry

1. Production - how has digital technolgy changed the way films are shot? How has it made the process more creative? Think about on set and post-production?

I read a few articles:
Film postproduction
A step-by-step state of the post world at today's hottest facilities as they learn to hustle and workflow.By Debra Kaufman

FILM vs. DIGITAL VIDEO

I think that the introducion of CGI and other digital technology has enhanced the film-making procedure, being that more believable and almost eye-popping effects can be composited into the shot, making the cinema or home cinema a more pleasurable experience. The viseral pleasure of these shots and the effectiveness of them has spread very rapidly, from around only 5 films in the 1970's using CGI, to many more in the present day, with very few having no CGI or special effects included. These digital effects can be changed post production, so that colours or don't fit in with the actors, the digital effects can be changed however and whenever the producers want to change it, being the greatest advantage of the digital technology.

2. Distribution - how do we access films now? How do the films get distributed to the cinemas? How is this changing?

Hollywood’s threat to your local cinema

The article is about the decline in cinema popularity and the 'local' cinemas closing down because of the decrease in popularity.
'Chewing gum, mobile phone ringtones and long advertisements' (Nick Louth MSN Oct 2005)
The article explores the reasons for this decline in the number of local cinemas in Britain. The main reason was money. The overpriced admission is not all; the expensive snacks and food means the monthly cinema visit becomes a luxury, setting you back about £20 if you've got company. This strapped-for-cash nation can't afford visits to the cinema often, because of the high prices on top of actually getting to the cinema.
Also, long advertisements only bore viewers, and the ever-growing market of a home-cinema is growing rapidly, the cost of DVD's less than the cost of seeing the film once. Sure the atmosphere may not be the same, but at least you get to watch the film more than once.

3. Exhibition - how do we experience films? Is the cinema experience changing? Is it under threat with home cinema technology?

In relation to the last question, the home cinema system is getting ever popular, with imports of films into Britain down 1% from 2002-03, and the exports of British films also down 1% in the same year. The home cinema is getting ever popular because of the decreasing cost of the technology and the 'feel', and the atmosphere is the same with the dulling of the lights, the clear sounds and the family experience together is some more motivation for the instalation of more of this equipment.

Statistics:

At the start of 2005, there were around 300 cinemas in the world with digital projectors. By January 2006, it will be 2,000, and this is anticipated to grow dramatically into the future.

A celluloid print run costs around £100,000, while for a digital distribution the cost could be cut to one-hundredth of that, around £1,000.

The cinema has to pay for all of this equipment and then upgrade it roughly every three years.

from http://news.bbc.co.uk/1/hi/technology/4681859.stm

Monday, 7 January 2008

Second Life-moral panics

I read an article about virtual worlds and social networking sites that appeared in the Daily Mail newspaper on Saturday 5th January, called “VIRTUAL NIGHTMARE”. It was from the point of view from the older generation, and how this might affect the internet and how we use it. The article was also stressing the moral values and humanity that was lacking from the virtual realities. Some main concerns about the development of the websites is that more and more illegal activities are popping up all over the virtual worlds; gambling child pornography, some avatars are dressing up as children and offering virtual sex. The problem controlling this is there is not enough restrictions and not enough people to stop this happening; sometimes one person governing 150 million ‘avatars’, an avatar being your appearance in the game, which you choose, customise, and create. Another problem in Second life specifically, is the age boundaries. The rules are that you are not allowed to enter the adult grid if you are under 18, and vice versa for the Teen grid, but there is no feasible way checking everyone’s age reliably.
The way that Second life and social networking sites have changed the way we meet and discuss. More and more young people are getting involved in these sites, meaning that less people are on the streets, and the older people, maybe being left behind, because they might not have as easy access as the internet, or because they actively choose not to participate. Some businesses are having board meetings in Second Life, because the advantages are numerous; people can text chat privately without anyone ‘hearing’, the 3-D giving people more capability, and the increasing ease to connect to the internet.
One of these board meetings was interrupted by a ‘terrorist’, who shot everyone dead, and the teenager who stole virtual furniture from ‘Habbo Hotel’, another virtual world. These panics reflect in the real world in that people are taking themselves off the streets and putting themselves on virtual worlds, where illegal activity comes with it.

Friday, 4 January 2008

Guardian Article Dec 2007 Questions

1. Who is Chris De Wolfe and what does he say is the future for social networking? What impact will portable hardware have on this area of technology?

A: Chris De Wolfe is a CEO and a co-founder of the social networking website MySpace. He says that more than ever, people are logging on to these social networking sites and contacting each other, also affecting other industries, such as music and advertising. He also says that the future of the social networking web is more personalised and the realtionships formed or developed through this technology will grow closer and closer.

2. Who is Chad Hurley and what does he say is his company's goal? Is he a positive or negative technological determinist?

A: Chad Hurley is the CEO and co-founder of the popular video-sharing website YouTube. He outlines the growth of the media, saying his company's goal is to include everyone to simple accessible technology, and to make it almost second nature to us (referring to his comparison with making a phone call). He is a posotive technological determinist becuase he describes this technology as almost in awe of it, and doesn't mention anything negaitve about this technology.

3. What does Maurice Levy say is the challenge for advertisers and what is 'liquid media' compared to 'linear media'?

A: He compares the digital and analogue media, and says that the boom of popularity belittles the latter, and the possibilites of the digital advertising is much greater than the traditional advertising. Linear media is the old way of advertising, with no interactivity in it. Liquid media, which Maurice describes as "seamless", can interact, change settings, jump and skip parts of playlists, and many other options. It is the new digital media.

4. What parallels does Norvig draw between Edison inventing electricity and the development of online technology in terms of searching for information? (tricky question - read this section carefully)

A: He explains that Edison inventing electricity, was almost the flood gates, opening to whole new range of ideas and possibilites. Furthermore, he also describes how that the current technology will enable us to advance out technology and biuld faster, better machines with what Edison invented.

5. What are the issues for the developing world? How is this evidence of a 'digital divide'? (socio-economic divide due to access to technology)

A: The economic divide between 1st world and 3rd world, countries means that the poorer nations will not have the technology that the U.S or the U.K has, meaning a divide has occured between them. For exmaple, the first internet connection in Africa was in 1991, while more econmically developed countries, had this connection before this.
This was also evident in the podcast; the teacher explains that African countries will not have the technological access that our society has got. Lastly, the last paragraph on the developing world also says that internet development in Africa will be limited until 2012, so no bridge of the "digital divide" will appear.

Podcast- Jan 2008

The teacher on the podcast spoke about various media terminology, described what they meant, and how the products and new media technologies influenced the audiences lives. Here are some of the things I learnt from the podcast:
digitality- new way of encoding info.(1 or 0, on or off)
interactivity- new ability to work with technology
convergions- how some companies merge and work together to make new technology. New gadgets are getting smaller because of increased ability to make more powerful electrical devices.

The teacher also discusses issues related to audience, control and regulation, and ownership.
Here are some questions related to these topics:
audience- Do new technologies change the audience?
Have audience demanded these changes?
Who doesn't have access?

control- Who/What is controlling?
Impact from government?
Should be/Is/Possible to be controlled?

ownership- Market share/Funding?
Competition?
Organisation?