learning objectives
After reading this chapter you should be able to define the notion of multimedia, recount the history of digital entertainment, explain the concept of digital convergence, discuss the future of cyberspace, and speculate about the commercial viability of mobile multimedia.
We live in the digital era,
Some of us watch televion on our PCs, and may be even looking forward to watch television on their mobile phone. This is multimedia. For others, the PC is still a programmable machine. Being able to program it might earn you a living. Understanding multimedia, however, might even provide you with a better living.
In this chapter, we study what trends may currently be observed in the creation and delivery of multimedia information, and we explore what impact the digital revolution may have from a commercial perspective.
levels of meaning
cultural convergence
The cultural convergence of art, science, and technology provides ample opportunity for artists to challenge the very notion of how art is produced and to call into question its subject matter and its function in society.
standardization and uniformity
The barriers between TV, movies, music, videogames and the Internet are crumbling.
Audiences are fetting new creative options. Here is what entertainment could become if the technological and legal hurdles can be cleared ...
there is no business without show business
evolution of digital entertainment
experience is fundamental to human life
The
desire to share experiences will be the motivating factor in the development of exciting multimedia technology in the foreseeable future.
television, video cassettes, video tape-recorder/players, video games, and personal computers all form an encompassing electronic system whose various forms interface to constitute an alternative and absolute world that uniquely incorporates the spectator/user in a spatially decentered, weakly temporalized and quasi-disembodied state.
virtual reality
virtual reality (is) when and where the computer disappears and you become the
'ghost in the machine' ...
the union of audio, video and data communication into a single source, received on a single device, delivered by a single connection
subsidiary convergences
convergence
acronyms
TV or PC
The roadblock to the Entertainment PC could be the PC itself. Even a cheap TV doesn't crash or freeze. The best computers still do.
distribution
technological determinism
technological determinism was not the answer, ... more attempts were to be made to provide answers about the social consequences of television than had ever been asked about radio.
information
Information became a major concern anywhere during the late 1960 and 1970s where there was simultaneous talk both of 'lack of information' and 'information saturation'.
[ Briggs and Burke (2001)] , p. 555
Peter Greven 23/3/2001 (Volkskrant)
new media sucks
-- people like new technology.
they don't like new media.
streaming media (audio and video), interactive gaming, virtual reality and 3D animation, interactive TV programming, interactive advertising, video on-demand, webcasting and multimedia
strategic questions
the players
Alltel, AT&T Wireless, AtomShockwave, Cingular Wireless, Clear Channel, HitHive, Ifilm, Infinity, KDDI, Liquid Audio, LMIV, Mannesmann, MP3.com, MTV, NetCom, Myplay, Nortel Networks, NTT DoCoMo, Omnitel, Sprint, Telefonica, Telstra, Vitaminic, Verizon Wireless, Virgin Megastores, Vodafone, Voicestream.
information society
the new term 'information society' gave form to a cluster of hitherto more loosely related aspects of communication -- knowledge, news, literature, entertainment, all exchanged through different media and different media materials -- paper, ink, canvas, paint, celluloid, cinema, radio, television and computers.
From the 1960s onwards, all messages, public and private, verbal and visual, began to be considered as 'data', information that could be transmitted, collected, recorded, whatever their point of origin, most effective through electronic technology.
Second Life seems to be overtaking the world. In the whole range of cummunity-building platforms, Second Life stands out as an immersive 3D world with an almost stunning adoption, by both individuals, companies and institutions, followed attentively by the Press. Not entirely without an understanding of the value of press coverage, the VU University Amsterdam decided to create presence in Second Life, by creating a virtual campus, to realize a (virtual) community of learners,
[ Eliens et al. (2007)] . And, indeed, we succeeded in being the first university in The Netherlands with presence in Second Life and, as hoped, this was covered in the 8 o'clock nation-wide TV news.
success factors (1/2)
success factors (2/2)
reference model
critical theory
attempt(s) to link the arts, literature, media studies, politics, sociology, antropology, philosophy and technology in an interdisciplinary search for relevant concepts and frameworks with which to understand the current world.
contemporary perception(s)
... in the contemporary world, the perceptual task has changed, in both leisure and work, to monitor data displays, ready for events.
californian dream(s)
... the new faith has emerged from a bizarre fusion of the cultural bohemianism of San Francisco with the high-tech industries of Silocon Valley...
and, to further de-construct the digital utopianism:
... the californian ideology promiscuously combines the freewheeling spirit
of the hippies and the entrepeneurial zeal of of the yuppies
digital class
... the shadow side of the digital class's freedom and individuality is a lack of connection ... and an unrealized acceptance of work as the main life value.
cyberfeminism(s)
... empowerment of women in the field of new electronic media can only result from the demystification of technology and the appropriation of access to (these) tools.
concepts
technology
As a project, consider
the development of a Java-based mobile game
using J2ME, see