There are six main characteristics of new media found in the book “New
Media – A critical Introduction – Second Edition” by Martin Lister, Jon Dovey,
Seth Giddings, Iain Grant, and Kieran Kelly.
As media continues to grow and evolve, it is important to be
able to understand the characteristics as they change and develop over time. In
the book that we studied the main characteristics include the following:
Digital
Interactivity
Hypertextual
Virtual
Networked
Simulated
Digital
Media data is transformed into binary codes. Binary code
allows people to access data in a way that is easier and faster. Everything
digital is made up of Binary Code – or zeros and ones. The data can be found as
an output. As an output form it can be seen as online sources, digital disks,
or memory drives. These outputs are to be decoded and received as screen
displays.
The opposite of digital is analogue. Analogue refers to the
process of storing physical properties in another physical form – like old
newspaper archives.
Analogue media is fixed – it does not change. Whereas,
digital media is in a constant state of flux. It is constantly flowing,
changing, and improving.
Wireless connections between computers, servers, and
networks are becoming more common. Despite this, many connections still depend
on cables and telephone lines. These connects have to be physically dug into
the Earth.
Interactivity
It is a two way form of communication. People are able to
make individualized lifestyle choice from endless possibilities offered by the
market.
People are no longer just on the receiving end. New media
allows consumers and users to get more involved. This can be seen in simple
acts like commenting on news pieces or writing a review for a place.
Interactivity includes: hypertextual navigation, immersive
navigation, registrational interactivity, interactive communications, and
interactivity and problems of textual interpretations.
It is a “key value” characteristic of new media.
Interactivity is a powerful representation of user engagement with media texts.
It is also a more independent relation to sources of knowledge, individualized
media use, and greater choice.
Hypertextual
It is a reference to non-sequential connections between all
kinds of data facilitated by the computer. For example the hyperlinks that
you’ve seen me use in previous posts.
It is also an important part of the history of computing,
especially in the way that hypertexts address ideas about the relation of
computer operation systems, software, and databases to the operations of the
human mind.
Networked
This characteristic is the availability of sharing content
through the internet. This involves consumption. A prime example would be our
consumption of media texts, and how now we have a large number of highly
differentiated texts available in various ways.
Virtual
This characteristic embodies a virtual world that is created
by immersion or engagement in an environment constructed with computer graphics
and digital video. The users have control over their interaction. For example
video games give people a virtual stage where they can interact and somewhat
control their virtual lives to an extent.
Simulation
You could link this to previous points in regards to video
games. Simulation games manage to immerse people in a “virtual life” that is
represented or simulated through digital technology.
The definition of simulation is any synthetic or counterfeit
creation. It is the creation of an artificial world that represents a real one.
This is done through a mathematical model, combined with a set of initial
conditions, that allows predictions and visualizations as time unfolds.
It takes the place of more established concepts. Simulations
can be sued as an imitation or representation of things that are more complex. Today
we have flight simulations, driving simulations, and even ship steering
simulations – one can be found at the AAST Abu Qir campus in the Maritime
department.
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