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Introduction to
Digital Media & New
Media
William J. Moner
September 5, 2012
RTF 319 – Intro to Digital Media
Reading Due Today
• Manovich, L. (2002). The Language of New
  Media. pp. 43 – 74
• Sefton-Green, J. (2005). ―Timelines,
  Timeframes and Special Effects: software
  and creative media production.‖
HOUSEKEEPING
• Moner’s office hours are now
  MONDAY 9 – 12, CMA A6.117
• Labs begin next week
  (Tuesday/Wednesday)
• Introduction to Classes shared drive
TODAY
• Introduction to NEW MEDIA
• Discussion of SOFTWARE STUDIES as part
  of MEDIA STUDIES
• Characteristics of DIGITAL MEDIA
Lev Manovich
Professor at the Visual Arts
Department, University of
California - San Diego
(UCSD)


Director of the Software
                                   Specializations:
Studies Initiative at California
Institute for                      digital art and history
Telecommunications and             theory of digital culture
Information Technology.            digital humanities
(CALIT2).
               http://www.manovich.net
Julian Sefton-Green



Principal Research Fellow, London School of
Economics, University of London, Department of
Media and Communications
  Specializations in youth media and technology
  Community and education policy
  Creativity, learning, and arts research
  http://www.julianseftongreen.net/
Lev Manovich (2002)

THE LANGUAGE OF NEW MEDIA
NEW MEDIA
• Convergence of two distinct historical
  trajectories
 • COMPUTATIONAL MEDIA
    • Babbage’s early computer
    • Information systems, computers
 • AUDIOVISUAL MEDIA
    •   Daguerreotypes
    •   Photographs, movies
    •   Recording technologies
    •   Transmission: television, radio
The Language of New Media
• The arts and media have distinct visual languages
 • strategies to organize information and viewers’
   experiences
• Material properties of the computer
 • its use in modern society, the structure of its interface
   and key software applications
• Contemporary visual culture
 • The internal organization, iconography, iconology and
   viewer experience of various visual sites in our culture
• Contemporary information culture
 • maps, wayfinding, navigation, visual cues
Representation in New Media
• Any new media object represents, as well as
  helps to construct, some outside referent
 • a physically existing object; historical information
   presented in other documents; a system of categories
   currently employed by culture as a whole or by some
   social groups or interests.
• New media representations are also always
  biased.
 • They represent / construct some features of physical
   reality at the expenses of others, one world view
   among many, one possible system of categories
   among numerous others possible.
Principles of New Media: Numeric
 All new media objects are composed of digital
 code (bits: 0s and 1s)
   • Can be described formally
   • Subject to algorithmic manipulation
Principles of New Media: Modularity
  • Founded on various ―discrete samples‖
   • Image = ―pixels‖ (picture elements, 1x1 square)
   • 3D image = ―polygons‖ (triangles + for meshes)
   • 3D object = ―voxels‖ (3D elements, 1x1x1 cube)
  • Objects can be combined into new media
    compositions without losing their individual
    characteristics
Principles of New Media: Automation
  • Role of programming, scripting, and
    sequencing
  • Algorithmic in nature
  • ―Automatic‖ rendering of scenes,
    backgrounds, etc.
  • In computer games, enemies can only
    perform certain actions in reaction to the
    avatar’s movements (avatar = on-screen
    representation of user)
Automation…
• Web and distributed systems rely on
  automation
• Consider how Google *exists*
• What does Google *do*?
From Manovich (2002)
―By the end of the twentieth century, the problem became
no longer how to create a new media object such as an
image; the new problem was how to find the object which
already exists somewhere.‖

―This led to the next stage in media evolution: the need for
new technologies to store, organize and efficiently
access these media materials. These new technologies
are all computer-based.‖

―The emergence of new media coincides with this second
stage of a media society, now concerned as much with
accessing and re-using existing media as with creating
new one.‖ (p. 55)
Principles of New Media: Variability
• Closely connected to automation and
   modularity
 • Automation: ―instead of identical copies a
   new media object typically gives rise to
   many different versions … in part
   automatically assembled by a computer.‖
 • Modularity: ―media elements maintain their
   separate identity and can be assembled into
   numerous sequences under program
   control.‖
Variability
• Media elements are stored in a database
• Can separate ―content‖ from interface (think
  of the Yelp website versus the Yelp app)
• User information can lead to automatic
  customization (think Yelp’s geographic
  awareness)
Variability
• Branching interactivity
  • pathways emerge from user interactive choices
• Hypermedia experiences assembled through
  different pathways
  • think of how your experience differs from that of
    someone else’s when playing Sims Online or
    browsing YouTube
Variability
• Periodic updates ensure the user experience
  is never quite the same from version to
  version or moment to moment
• Scalability in the visual and informational
  sense
 • Think of all of the information contained in Google
   Maps versus the way we interface with a
   traditional paper map
 • Except in virtual worlds, we could zoom infinitely!
From Manovich (2002)
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. Rather than pushing the same
objects/information to a mass audience, marketing
now tries to target each individual separately.‖

New social logic: ―Every visitor to a Web site
automatically gets her own custom version of the
site created on the fly from a database. The
language of the text, the contents, the ads
displayed — all these can be customized‖ by
interpreting data. (p. 60)
Variability
• In new media (particularly interactive media),
  the user rests control from the storyteller
• ―By passing these choices to the user, the
  author also passes the responsibility to
  represent the world and the human condition
  in it.‖ (p. 62)
Principles of New Media: Transcoding
 New media’s structures now follow the
 established conventions of computer's
 organization of data.

 The examples of these conventions:
   • data structures such as lists, records and arrays
   • substitution of all constants by variables
   • separation between algorithms and data
     structures
   • modularity
Implications for storytelling
Two distinct layers: the “cultural layer” and
the “computer layer.”

Cultural layer:           Computer layer:
   • Encyclopedia and a     • process and packet
      short story             transmission
   • Story and plot         • sorting and matching
   • Composition and        • function and variable
      point of view         • computer language and
   • Mimesis and              a data structure
      catharsis
   • Comedy and
      tragedy
Manovich’s Project
• Distinguish ―digital‖ from ―new media‖
• Establish a domain of study called
  software studies
 • Moves beyond traditional media studies domains
   (radio, television, film, media industries, media
   technology) to introduce the logic of
   computerization, digital communication, and
   human-computer interface (HCI)
 • Finds a middle ground between HCI and
   media/cultural studies
PRODUCTION SOFTWARE
Software Functions
• Cut and paste
• Creating new / opening / saving documents
• Image manipulation includes:
 •   Cropping
 •   Rotating
 •   Resizing
 •   Framing
Creative Media Production
• Sefton-Green asserts that mastery of
  Photoshop is a core or key digital production
  skill
• Competency in digital imaging becomes an
  important concern in media literacy
• The image (creation, manipulation)
  underpins nearly all digital media production
  endeavors
Filtering
• Addition of special effects to digital images
• Blurs, warps, distortions
• Preset options and customizations available
Filters in other software
• Audio effects (envelopes, distortion, reverb,
  autotune)
• Video filters (lighting and gels, diffusion)
• Motion graphics (motion blurs, tweening)
QUESTION:
• Do you believe that once you’re familiar with
  one production suite, you can easily map the
  software skills to other production suites?
• (e.g. once you know Final Cut, do you think
  you could master Maya more easily?)
Photoshop and Layers
• Key concept
• Layers can be used to ―stack‖ elements of
  an image
• Also, you can:
 • Blend layers using various algorithms
 • Mix light sources and colors together
 • Combine and merge layers into a single layer
From Layers to Timelines
• Timelines are suited for image sequences
  played back in rapid fashion frame by frame
 • VIDEO, ANIMATION
• Timelines are also suited for audio editing
  and sequencing
Channels and Tracks
• In audio, layers may be referred to as
  channels or tracks in an homage to
  traditional audio editing practices
• In video, layers may be referred to as
  channels
The Takeaway
• Software for digital production bear the burden
  of using traditional metaphors for their given
  spaces

PHOTOSHOP = DARKROOM EDITING
AUDACITY = TAPE-BASED AUDIO STUDIO
ENGINEERING
AVID = REEL-TO-REEL VIDEOTAPE EDITING
Moving beyond metaphors
PROGRAMMING AND SCRIPTING
• Adobe Flash permits (and, quite frankly,
  requires) a level of aptitude in programming
  to unlock the value of the IDE (integrated
  development environment) using
  Actionscript
• After Effects (a timeline-based visual
  effects editing app) permits use of
  Javascript for common scripting behaviors
  (looping, randomization)
Programming
• Flash makes use of objects which emerge
  from a class of items (think Object =
  baseball; Class = ball)
• Objects can possess properties and have
  methods (or actions) associated with them
• Object-oriented programming becomes a
  fundamental competency when creating
  modern games, interactive environments,
  and sequences
Interactivity
With the advent of software and gaming, the
communicative capabilities of the internet
(communication protocols), the visual nature of
the web (HTML/CSS) and now with the
abundance of multi-touch screens (HCI,
UX/UI), interactivity becomes a new mode of
thinking about visual experiences and
storytelling
Databases
How do we organize digital materials?
• Libraries of common sound effects
• Archival footage
• Attaching tags, labels, information to media

Digital technologies work via the logic of
data
Synaesthesis / Translation /
 Comparative Effects
• Be aware / ―beware‖ of metaphors
• iTunes does not just sell ―tunes‖
• Channels in Photoshop refer to channels of
  light (Red/Green/Blue)
• Metaphors may be a ―head fake‖
 • Translation of experiences between one discipline to
   another
 • Be cognizant of the differences
For Monday
• Read Manovich (2002) (pp. 43-74; 115 –
  160)
 • [the entire text is recommended reading]
• Read Kleinrock (2010)

[RECOMMENDED]
 • Read Okin (2005) & Jordan (1999)

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Principles of New Media [Fall 2012 RTF 319 Session 02]

  • 1. Introduction to Digital Media & New Media William J. Moner September 5, 2012 RTF 319 – Intro to Digital Media
  • 2. Reading Due Today • Manovich, L. (2002). The Language of New Media. pp. 43 – 74 • Sefton-Green, J. (2005). ―Timelines, Timeframes and Special Effects: software and creative media production.‖
  • 3. HOUSEKEEPING • Moner’s office hours are now MONDAY 9 – 12, CMA A6.117 • Labs begin next week (Tuesday/Wednesday) • Introduction to Classes shared drive
  • 4. TODAY • Introduction to NEW MEDIA • Discussion of SOFTWARE STUDIES as part of MEDIA STUDIES • Characteristics of DIGITAL MEDIA
  • 5. Lev Manovich Professor at the Visual Arts Department, University of California - San Diego (UCSD) Director of the Software Specializations: Studies Initiative at California Institute for digital art and history Telecommunications and theory of digital culture Information Technology. digital humanities (CALIT2). http://www.manovich.net
  • 6. Julian Sefton-Green Principal Research Fellow, London School of Economics, University of London, Department of Media and Communications Specializations in youth media and technology Community and education policy Creativity, learning, and arts research http://www.julianseftongreen.net/
  • 7. Lev Manovich (2002) THE LANGUAGE OF NEW MEDIA
  • 8. NEW MEDIA • Convergence of two distinct historical trajectories • COMPUTATIONAL MEDIA • Babbage’s early computer • Information systems, computers • AUDIOVISUAL MEDIA • Daguerreotypes • Photographs, movies • Recording technologies • Transmission: television, radio
  • 9. The Language of New Media • The arts and media have distinct visual languages • strategies to organize information and viewers’ experiences • Material properties of the computer • its use in modern society, the structure of its interface and key software applications • Contemporary visual culture • The internal organization, iconography, iconology and viewer experience of various visual sites in our culture • Contemporary information culture • maps, wayfinding, navigation, visual cues
  • 10. Representation in New Media • Any new media object represents, as well as helps to construct, some outside referent • a physically existing object; historical information presented in other documents; a system of categories currently employed by culture as a whole or by some social groups or interests. • New media representations are also always biased. • They represent / construct some features of physical reality at the expenses of others, one world view among many, one possible system of categories among numerous others possible.
  • 11. Principles of New Media: Numeric All new media objects are composed of digital code (bits: 0s and 1s) • Can be described formally • Subject to algorithmic manipulation
  • 12. Principles of New Media: Modularity • Founded on various ―discrete samples‖ • Image = ―pixels‖ (picture elements, 1x1 square) • 3D image = ―polygons‖ (triangles + for meshes) • 3D object = ―voxels‖ (3D elements, 1x1x1 cube) • Objects can be combined into new media compositions without losing their individual characteristics
  • 13. Principles of New Media: Automation • Role of programming, scripting, and sequencing • Algorithmic in nature • ―Automatic‖ rendering of scenes, backgrounds, etc. • In computer games, enemies can only perform certain actions in reaction to the avatar’s movements (avatar = on-screen representation of user)
  • 14. Automation… • Web and distributed systems rely on automation • Consider how Google *exists* • What does Google *do*?
  • 15. From Manovich (2002) ―By the end of the twentieth century, the problem became no longer how to create a new media object such as an image; the new problem was how to find the object which already exists somewhere.‖ ―This led to the next stage in media evolution: the need for new technologies to store, organize and efficiently access these media materials. These new technologies are all computer-based.‖ ―The emergence of new media coincides with this second stage of a media society, now concerned as much with accessing and re-using existing media as with creating new one.‖ (p. 55)
  • 16. Principles of New Media: Variability • Closely connected to automation and modularity • Automation: ―instead of identical copies a new media object typically gives rise to many different versions … in part automatically assembled by a computer.‖ • Modularity: ―media elements maintain their separate identity and can be assembled into numerous sequences under program control.‖
  • 17. Variability • Media elements are stored in a database • Can separate ―content‖ from interface (think of the Yelp website versus the Yelp app) • User information can lead to automatic customization (think Yelp’s geographic awareness)
  • 18. Variability • Branching interactivity • pathways emerge from user interactive choices • Hypermedia experiences assembled through different pathways • think of how your experience differs from that of someone else’s when playing Sims Online or browsing YouTube
  • 19. Variability • Periodic updates ensure the user experience is never quite the same from version to version or moment to moment • Scalability in the visual and informational sense • Think of all of the information contained in Google Maps versus the way we interface with a traditional paper map • Except in virtual worlds, we could zoom infinitely!
  • 20. From Manovich (2002) 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. Rather than pushing the same objects/information to a mass audience, marketing now tries to target each individual separately.‖ New social logic: ―Every visitor to a Web site automatically gets her own custom version of the site created on the fly from a database. The language of the text, the contents, the ads displayed — all these can be customized‖ by interpreting data. (p. 60)
  • 21. Variability • In new media (particularly interactive media), the user rests control from the storyteller • ―By passing these choices to the user, the author also passes the responsibility to represent the world and the human condition in it.‖ (p. 62)
  • 22. Principles of New Media: Transcoding New media’s structures now follow the established conventions of computer's organization of data. The examples of these conventions: • data structures such as lists, records and arrays • substitution of all constants by variables • separation between algorithms and data structures • modularity
  • 23. Implications for storytelling Two distinct layers: the “cultural layer” and the “computer layer.” Cultural layer: Computer layer: • Encyclopedia and a • process and packet short story transmission • Story and plot • sorting and matching • Composition and • function and variable point of view • computer language and • Mimesis and a data structure catharsis • Comedy and tragedy
  • 24. Manovich’s Project • Distinguish ―digital‖ from ―new media‖ • Establish a domain of study called software studies • Moves beyond traditional media studies domains (radio, television, film, media industries, media technology) to introduce the logic of computerization, digital communication, and human-computer interface (HCI) • Finds a middle ground between HCI and media/cultural studies
  • 26. Software Functions • Cut and paste • Creating new / opening / saving documents • Image manipulation includes: • Cropping • Rotating • Resizing • Framing
  • 27. Creative Media Production • Sefton-Green asserts that mastery of Photoshop is a core or key digital production skill • Competency in digital imaging becomes an important concern in media literacy • The image (creation, manipulation) underpins nearly all digital media production endeavors
  • 28. Filtering • Addition of special effects to digital images • Blurs, warps, distortions • Preset options and customizations available
  • 29. Filters in other software • Audio effects (envelopes, distortion, reverb, autotune) • Video filters (lighting and gels, diffusion) • Motion graphics (motion blurs, tweening)
  • 30. QUESTION: • Do you believe that once you’re familiar with one production suite, you can easily map the software skills to other production suites? • (e.g. once you know Final Cut, do you think you could master Maya more easily?)
  • 31. Photoshop and Layers • Key concept • Layers can be used to ―stack‖ elements of an image • Also, you can: • Blend layers using various algorithms • Mix light sources and colors together • Combine and merge layers into a single layer
  • 32. From Layers to Timelines • Timelines are suited for image sequences played back in rapid fashion frame by frame • VIDEO, ANIMATION • Timelines are also suited for audio editing and sequencing
  • 33. Channels and Tracks • In audio, layers may be referred to as channels or tracks in an homage to traditional audio editing practices • In video, layers may be referred to as channels
  • 34. The Takeaway • Software for digital production bear the burden of using traditional metaphors for their given spaces PHOTOSHOP = DARKROOM EDITING AUDACITY = TAPE-BASED AUDIO STUDIO ENGINEERING AVID = REEL-TO-REEL VIDEOTAPE EDITING
  • 35. Moving beyond metaphors PROGRAMMING AND SCRIPTING • Adobe Flash permits (and, quite frankly, requires) a level of aptitude in programming to unlock the value of the IDE (integrated development environment) using Actionscript • After Effects (a timeline-based visual effects editing app) permits use of Javascript for common scripting behaviors (looping, randomization)
  • 36. Programming • Flash makes use of objects which emerge from a class of items (think Object = baseball; Class = ball) • Objects can possess properties and have methods (or actions) associated with them • Object-oriented programming becomes a fundamental competency when creating modern games, interactive environments, and sequences
  • 37. Interactivity With the advent of software and gaming, the communicative capabilities of the internet (communication protocols), the visual nature of the web (HTML/CSS) and now with the abundance of multi-touch screens (HCI, UX/UI), interactivity becomes a new mode of thinking about visual experiences and storytelling
  • 38. Databases How do we organize digital materials? • Libraries of common sound effects • Archival footage • Attaching tags, labels, information to media Digital technologies work via the logic of data
  • 39. Synaesthesis / Translation / Comparative Effects • Be aware / ―beware‖ of metaphors • iTunes does not just sell ―tunes‖ • Channels in Photoshop refer to channels of light (Red/Green/Blue) • Metaphors may be a ―head fake‖ • Translation of experiences between one discipline to another • Be cognizant of the differences
  • 40. For Monday • Read Manovich (2002) (pp. 43-74; 115 – 160) • [the entire text is recommended reading] • Read Kleinrock (2010) [RECOMMENDED] • Read Okin (2005) & Jordan (1999)

Notes de l'éditeur

  1. Strategies for organizing information and the viewer’s experience