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Audio & Visual Media
Audio & Visual Media

Digital media (as opposed to analog media) usually refers to electronic media that work on digital codes. An analog or analogue signal is any continuous signal for which the time varying feature (variable of the signal is a representation of some other In Communication, media (Singular Medium) are the storage and transmission tools used to store and deliver Information Electronic media are media that utilize Electronics or Electromechanical energy for the End user ( Audience) to access the content In Communications a code is a rule for converting a piece of Information (for example a letter, Word, Phrase, or Today, computing is primarily based on the binary numeral system. The binary numeral system, or base-2 number system, is a Numeral system that represents numeric values using two symbols usually 0 and 1. In this case digital refers to the discrete states of "0" and "1" for representing arbitrary data. Computers are machines that (usually) interpret binary digital data as information and thus represent the predominating class of digital information processing machines. A computer is a Machine that manipulates data according to a list of instructions. Information as a concept has a diversity of meanings from everyday usage to technical settings Digital media ("Formats for presenting information" according to Wiktionary:Media) like digital audio, digital video and other digital "content" can be created, referred to and distributed via digital information processing machines. Digital audio uses Digital signals for Sound reproduction. This includes analog-to-digital conversion, digital-to-analog conversion, storage Digital video is a type of Video recording system that works by using a Digital rather than an analog video signal A digital system uses discrete (discontinuous values usually but not always Symbolized Numerically (hence called "digital" to represent information for Digital media represents a profound change from previous (analog) media. An analog or analogue signal is any continuous signal for which the time varying feature (variable of the signal is a representation of some other

Digital data is per se independent of its interpretation (hence representation). An arbitrary sequence of digital code like "0100 0001" might be interpreted as the decimal number 65, the hexadecimal number 41 or the glyph "A". The decimal ( base ten or occasionally denary) Numeral system has ten as its base. In Mathematics and Computer science, hexadecimal (also base -, hexa, or hex) is a Numeral system with a See also: ASCII, Code. American Standard Code for Information Interchange ( ASCII) In Communications a code is a rule for converting a piece of Information (for example a letter, Word, Phrase, or

Florida's digital media industry association, Digital Media Alliance Florida, defines digital media as "the creative convergence of digital arts, science, technology and business for human expression, communication, social interaction and education".

Contents

History

The history of digital starts with the development of the number 0 (see 0 (number)) by the Babylonians about 2000BC. Early use of something like zero by the Indian scholar Pingala (circa 5th-2nd century BC), implied at first glance by his use of binary numbers, is only the modern binary representation using 0 and 1 applied to Pingala's binary system, which used short and long syllables (the latter equal in length to two short syllables), making it similar to Morse code. [5][6] Nevertheless, he and other Indian scholars at the time used the Sanskrit word śūnya (the origin of the word zero after a series of transliterations and a literal translation) to refer to zero or void. [7]. Around 1620, Francis Bacon researches the first binary alphabet for representing numbers and alphabetic characters. Francis Bacon 1st Viscount St Alban KC QC (22 January 1561 – 9 April 1626 was an English Philosopher, Statesman, and author The intended use was to establish secret communication for e. g. cities under siege and armies abroad. Leibniz was the first mathematician to develop calculations in the binary system. According to some sources, John Napier had developed binary calculations even earlier. For other people with the same name see John Napier (disambiguation. Yet, it remains to Leibniz to first think about automating calculations using the newly developed binary arithmetics. Around 1830, Carl Friedrich Gauss first electrifies binary information in his telegraphy experiments. Johann Carl Friedrich Gauss (ˈɡaʊs, Gauß Carolus Fridericus Gauss ( 30 April 1777 – 23 February 1855) was a German He replaces "1" with "+" and "0" with "-" and thus translates binary information into electric currents.

There is a rich history of non-binary digital media and computers. A numeral system (or system of numeration) is a Mathematical notation for representing numbers of a given set by symbols in a consistent manner A computer is a Machine that manipulates data according to a list of instructions.

Electronic Business Media

Main article: Electronic Business Media. Electronic Business Media According to Schmid, media can basically be defined as follows They are enablers of interaction i

According to Schmid,[1] media can basically be defined as follows: They are enablers of interaction, i. e. they allow for exchange, particularly the communicative exchange between agents. Such interaction enablers can be structured into three main components:

First, a physical component (C-Component) allows for the actual interaction of physical agents. This component can also be referred to as carrier medium or channel system. Second, a logical component (L-Component) comprises a common “language”, i. e. symbols used for the communication between agents and their semantics. Without such a common understanding, the exchange of data is possible (with the help of the C-Component), but not the exchange of knowledge. Third, an organizational component (O-Component) defines a structural organization of agents, their roles, rules which impact the agents’ behavior as well as the process-oriented organization of agents’ interactions.

Together, these basic three components have been identified to constitute various kinds of media. Among others, it is appropriate to describe electronic media such as those deployed to support cross-organizational collaboration. Based on these components which already represent a first, scientific approach to modeling, understanding and reorganizing media, a layer/ phase reference model has been introduced as well.

The Media Reference Model (MRM)[2] comprises four different layers (which all represent dedicated views on media) and structures the use of media into four sequential phases. Similar to the emerging field of software engineering in the software context, the MRM aims to provide a comprehensive, coherent and systematic framework for the description and analysis of various media.

The Community View (first layer) thereby accounts for the set of interacting agents, the organization of the given agents’ population, i. e. the specific roles of involved stakeholders, the situations in which they act as well as the objects with which they deal. Summing up, it models the structure of the social community sphere in a situation-dependent, but static fashion. The Process View (Implementation Aspects) deals with the modeling of the process-oriented organization of agents and can also be referred to as "Interaction Programming". It is also called implementation view as it connects the needs of the community with the means provided by the carrier medium and thus implements the "community-plot" on the basis of the carrier medium. The Service View (Transaction View) models the services provided by the carrier medium which can be used in the different interaction steps to reach the respective interactions’ goals. The Infrastructure View models the production system, which creates the services provided by the service view, i. e. in the case of electronic media the actual underlying information technology.

The above discussed three major components can seamlessly be integrated into the MRM: The upper two views (Community Aspects and Implementation Aspects) represent the organizational component (O-Component) which accounts for the structural as well as process-oriented organization. The lower two layers are mapped to the physical component (C-Component) which focuses on the creation and provision of services. Last, the logical component (L-Component) concerns all four layers as it ensures that interaction of agents is based on a common understanding of exchanged symbols.

Digital and analog data

Main article: Analog-to-digital converter. An analog-to-digital converter (abbreviated ADC, A/D or A to D) is an electronic integrated circuit which converts continuous signals to

The transformation of an Analog signal to Digital information via an Analog-to-digital converter is called sampling. An analog or analogue signal is any continuous signal for which the time varying feature (variable of the signal is a representation of some other A digital system uses discrete (discontinuous values usually but not always Symbolized Numerically (hence called "digital" to represent information for In Signal processing, sampling is the reduction of a Continuous signal to a Discrete signal. According to information theory, sampling is a reduction of information. Most digital media are based on translating analog data into digital data and vice-versa (see digital recording, digital video, television versus digital television). In digital recording, the analog signal of Video or Sound is converted into a stream of Discrete numbers representing the changes in Air Digital video is a type of Video recording system that works by using a Digital rather than an analog video signal Television ( TV) is a widely used Telecommunication medium for sending ( Broadcasting) and receiving moving Images, either monochromatic Digital television (DTV is the sending and receiving of moving images and sound by discrete ( digital) signals in contrast to the analog signals used by

Working with digital media

Main article: digital signal processing. Digital signal processing ( DSP) is concerned with the representation of the signals by a sequence of numbers or symbols and the processing of these signals

As opposed to analog data, digital data is in many cases easier to manipulate, and the end result can be reproduced indefinitely without any loss of quality. Mathematical operations can be applied to arbitrary digital information regardless of its interpretation (you can add "2" to the data "65" and interpret the result either as the hexadecimal number "43" or the letter "C"). In Mathematics and Computer science, hexadecimal (also base -, hexa, or hex) is a Numeral system with a A number is an Abstract object, tokens of which are Symbols used in Counting and measuring. Thus, it is possible to use e. g. the same compression operation onto a text file or an image file or a sound file. The foundations of operation on digital information are described in digital signal processing.

Unconsciously, you do work in digital media these days. In the near future, your careers will depend upon your ability to use digital media to you advantage. It's not just the creative department or media; it will drive how every person in the company creates and operates, from human resources to accounting. Today, digital is not a department-it's a competitive advantage. In order for you to navigate this transition easier, here are some guides. First, you have to stop resisting it. It's happening. Or should I say, it happened. No longer is digital a "department" within an agency-it's an essential competitive advantage for everyone in the company. It is time to get on with it. Second, you might want to create a “first. ” It was easier to discover new lands back in the days when guys like Christopher Columbus could accidentally bump into continents. Today, countless uncharted digital territories still await. Now is your chance to conquer one. Third, you should get outside your comfort zone. The best way to get smart about the digital space is to constantly expand into new forms of media by actually working with them. Take on assignments outside your area of expertise. Become a generalist in thinking, with specialist application as needed. Fourth, you might want to embrace technology in your personal life. You shouldn't spend life tethered to a BlackBerry, but you also don't want to become known as the slowpoke that can't access e-mail out of the office. Don't allow personal resistance to technology to become a pain in the ass for the people you work with. In this case, it's not OK for the cobbler's child to go barefoot.

Examples of digital media

The following list of digital media is based on a rather technical view of the term media. Other views might lead to different lists.

Digital art

Comic book artists in the past would generally sketch a drawing in pencil before going over the drawing again with India ink, using pens and Winsor-Newton brushes. A Compact Disc (also known as a CD) is an Optical disc used to store digital data, originally developed for storing digital audio Digital video is a type of Video recording system that works by using a Digital rather than an analog video signal Digital television (DTV is the sending and receiving of moving images and sound by discrete ( digital) signals in contrast to the analog signals used by An e-book (for electronic book: also ebook) is the Digital media equivalent of a conventional printed Book. The Internet is a global system of interconnected Computer networks A MiniDisc ( MD) is a Magneto-optical disc-based Data storage device initially intended for storage of up to 80 minutes of digitized audio A video game is a Game that involves interaction with a User interface to generate visual feedback on a video device. The World Wide Web (commonly shortened to the Web) is a system of interlinked Hypertext documents accessed via the Internet. Interactive media refers to media that allows for active participation by the recipient hence Interactivity. Magazine illustrators often worked with India ink, acrylics or oils. Currently, an increasing number of artists are now creating digital artwork.

Digital Artists do, simply, what centuries of artists have always done by exploring and adopting a culture's new technology toward the making of a personal imagery. In doing so the culture is also reflected in the artwork as is the artist's personal vision. As our culture becomes increasingly digitized, digital artists are leading the way in exploring and defining this new culture. Digital Artists use a medium that is nearly immaterial, that being binary information which describes the color and brightness of each individual pixel on a computer screen. Taken as a whole an image consisting of pure light is the feedback devise that tells an artist what is being made and simultaneously stored on the computer's hard drive. Digital Artists employ many types of user interfaces that correspond to the wide variety of brushes, lenses or other tools that traditional artist use to shape their materials. Rather than manipulating digital code directly as math, these electronic brushes and tools allow an artist to translate hand motions, cutting and pasting, and what were formerly chemical dark room techniques into the mathematical changes that effect the arrangement of screen pixels and create a picture.

Digital Art is created and stored in a non-material form on the computer's memory systems and must be made physical, usually in the form of prints on paper or some other form of printmaking substrate. In addition, digital art may be exchanged and appreciated directly on a computer screen in gallery situations or simultaneously in every place on the globe with access to the web. Being immaterial has its advantages and with the advent of high quality digital printing techniques a very traditional long lasting print of this artwork can also be produced and marketed.

The list of digital artists continues to lengthen:

See also

References

  1. ^ UNISG Professor Beat Schmid. David Álvarez (born c1972 in San Juan Puerto Rico) is the creator of the comic strip " Yenny " and illustrator and storyboard artist for DC Comics Brian Bolland (born 1951 is a British Comics Artist, known for his meticulous detailed linework and eye-catching compositions JD King is an American Artist best known for his Commercial art illustrations for companoes including Absolut Vodka, Atlantic Records Roger Langridge (born 14 February 1967 is a New Zealand -born Comics Writer / Artist / Letterer, currently living in Britain Jim McDermott ( June 24, 1960, Lowell Massachusetts) is a New Hampshire-based artist who has illustrated for animation David Tench McKean (born 29 December 1963 in Maidenhead, Berkshire) is an English Illustrator, Photographer, Shawn McManus (b June 30, 1958, Brookline Massachusetts) is an American Artist who entered the Ariel Olivetti (born November 15 1967 in Buenos Aires) is an Argentine comic book artist and Penciller best known for Zina Saunders (born August 30, 1953) is a Manhattan-based artist-writer best known for Overlooked New York, a collection of interviews profiles and Barclay Shaw (born 1949 is an American professional artist best known for his Fantasy and Science fiction artwork James Steranko (born 5 November, 1938, Reading Pennsylvania, United States) is an American Graphic artist, Comic Michael Whelan (born June 29, 1950) is a multiple-award-winning American artist specializing in Science fiction and Fantasy illustration Andrew Wildman (sometimes credited as Andy Wildman) is a British artist best known for his work in comics mainly An analog-to-digital converter (abbreviated ADC, A/D or A to D) is an electronic integrated circuit which converts continuous signals to Content delivery describes the delivery of Digital media "content" such as Digital audio or Digital video or Computer software Digital Asset Management consists of tasks and decisions surrounding ingesting annotating cataloguing storage and retrieval of Digital assets such as Digital photographs Digital signal processing ( DSP) is concerned with the representation of the signals by a sequence of numbers or symbols and the processing of these signals Multimedia is media and content that utilizes a combination of different content forms.
  2. ^ Schmid, Beat F.  ; Lindemann, Markus; (1998). "Elements of a Reference Model for Electronic Markets". . Proceedings of the Thirty-First Annual Hawaii International Conference on System Sciences-Volume, IEEE Computer Society Retrieved on 2008-02-21. 2008 ( MMVIII) is the current year in accordance with the Gregorian calendar, a Leap year that started on Tuesday of the Common Events 362 - Athanasius returns to Alexandria. 1245 - Thomas, the first known Bishop of Finland

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