Digital media are any media that are encoded in machine-readable formats.Digital media can be created, viewed, distributed, modified and preserved on digital electronics devices.
Examples of digital media include software, digital images, digital video, video games, web pages and websites, social media, digital data and databases, digital audio such as MP3, and electronic books. Digital media often contrasts with print media, such as printed books, newspapers and magazines, and other traditional or analog media, such as photographic film, audio tapes or video tapes.
Digital media has had a significantly broad and complex impact on society and culture. Combined with the Internet and personal computing, digital media has caused disruptive innovation in publishing, journalism, public relations, entertainment, education, commerce and politics. Digital media has also posed new challenges to copyright and intellectual property laws, fostering an open content movement in which content creators voluntarily give up some or all of their legal rights to their work. The ubiquity of digital media and its effects on society suggest that we are at the start of a new era in industrial history, called the Information Age, perhaps leading to a paperless society in which all media are produced and consumed on computers.However, challenges to a digital transition remain, including outdated copyright laws, censorship, the digital divide, and the spectre of a digital dark age, in which older media becomes inaccessible to new or upgraded information systems. Digital media has a significant, wide-ranging and complex impact on society and culture.
Codes and information by machines were first conceptualized by Charles Babbage in the early 1800s. Babbage imagined that these codes would give him instructions for his Motor of Difference and Analytical Engine, machines that Babbage had designed to solve the problem of error in calculations. Between 1822 and 1823, Ada Lovelace, mathematics, wrote the first instructions for calculating numbers on Babbage engines. Lovelace's instructions are now believed to be the first computer program. Although the machines were designed to perform analysis tasks, Lovelace anticipated the possible social impact of computers and programming, writing. "For in the distribution and combination of truths and formulas of analysis, which may become easier and more quickly subjected to the mechanical combinations of the engine, the relationships and the nature of many subjects in which science necessarily relates in new subjects, and more deeply researched […] there are in all extensions of human power or additions to human knowledge, various collateral influences, in addition to the primary and primary object reached." Other old machine readable media include instructions for pianolas and weaving machines.
It is estimated that in the year 1986 less than 1% of the world's media storage capacity was digital and in 2007 it was already 94%.The year 2002 is assumed to be the year when human kind was able to store more information in digital than in analog media (the "beginning of the digital age").
Though they used machine-readable media, Babbage's engines, player pianos, jacquard looms and many other early calculating machines were themselves analog computers, with physical, mechanical parts. The first truly digital media came into existence with the rise of digital computers.Digital computers use binary code and Boolean logic to store and process information, allowing one machine in one configuration to perform many different tasks. The first modern, programmable, digital computers, the Manchester Mark 1 and the EDSAC, were independently invented between 1948 and 1949. Though different in many ways from modern computers, these machines had digital software controlling their logical operations. They were encoded in binary, a system of ones and zeroes that are combined to make hundreds of characters. The 1s and 0s of binary are the "digits" of digital media.
In 1959, the metal–oxide–silicon field-effect transistor (MOSFET, or MOS transistor) was invented by Mohamed Atalla and Dawon Kahng at Bell Labs.It was the first truly compact transistor that could be miniaturised and mass-produced for a wide range of uses. The MOSFET led to the development of microprocessors, memory chips, and digital telecommunication circuits. This led to the development of the personal computer (PC) in the 1970s, and the beginning of the microcomputer revolution and the Digital Revolution.
While digital media did not come into common use until the late 20th century, the conceptual foundation of digital media is traced to the work of scientist and engineer Vannevar Bush and his celebrated essay "As We May Think," published in The Atlantic Monthly in 1945.Bush envisioned a system of devices that could be used to help scientists, doctors, historians and others, store, analyze and communicate information. Calling this then-imaginary device a "memex", Bush wrote:
The owner of the memex, let us say, is interested in the origin and properties of the bow and arrow. Specifically he is studying why the short Turkish bow was apparently superior to the English long bow in the skirmishes of the Crusades. He has dozens of possibly pertinent books and articles in his memex. First he runs through an encyclopedia, finds an interesting but sketchy article, leaves it projected. Next, in a history, he finds another pertinent item, and ties the two together. Thus he goes, building a trail of many items. Occasionally he inserts a comment of his own, either linking it into the main trail or joining it by a side trail to a particular item. When it becomes evident that the elastic properties of available materials had a great deal to do with the bow, he branches off on a side trail which takes him through textbooks on elasticity and tables of physical constants. He inserts a page of longhand analysis of his own. Thus he builds a trail of his interest through the maze of materials available to him.
Bush hoped that the creation of this memex would be the work of scientists after World War II.Though the essay predated digital computers by several years, "As We May Think," anticipated the potential social and intellectual benefits of digital media and provided the conceptual framework for digital scholarship, the World Wide Web, wikis and even social media. It was recognized as a significant work even at the time of its publication.
Practical digital multimedia distribution and streaming was made possible by advances in data compression, due to the impractically high memory, storage and bandwidth requirements of uncompressed media.The most important compression technique is the discrete cosine transform (DCT), a lossy compression algorithm that was first proposed as an image compression technique by Nasir Ahmed at the University of Texas in 1972. The DCT algorithm was the basis for the first practical video coding format, H.261, in 1988. It was followed by more DCT-based video coding standards, most notably the MPEG video formats from 1991 onwards. The JPEG image format, also based on the DCT algorithm, was introduced in 1992. The development of the modified discrete cosine transform (MDCT) algorithm led to the MP3 audio coding format in 1994, and the Advanced Audio Coding (AAC) format in 1999.
Since the 1960s, computing power and storage capacity have increased exponentially, largely as a result of MOSFET scaling which enables MOS transistor counts to increase at a rapid pace predicted by Moore's law.Personal computers and smartphones put the ability to access, modify, store and share digital media in the hands of billions of people. Many electronic devices, from digital cameras to drones have the ability to create, transmit and view digital media. Combined with the World Wide Web and the Internet, digital media has transformed 21st century society in a way that is frequently compared to the cultural, economic and social impact of the printing press. The change has been so rapid and so widespread that it has launched an economic transition from an industrial economy to an information-based economy, creating a new period in human history known as the Information Age or the digital revolution.
The transition has created some uncertainty about definitions. Digital media, new media, multimedia, and similar terms all have a relationship to both the engineering innovations and cultural impact of digital media.The blending of digital media with other media, and with cultural and social factors, is sometimes known as new media or "the new media." Similarly, digital media seems to demand a new set of communications skills, called transliteracy, media literacy, or digital literacy. These skills include not only the ability to read and write—traditional literacy—but the ability to navigate the Internet, evaluate sources, and create digital content. The idea that we are moving toward a fully digital, paperless society is accompanied by the fear that we may soon—or currently—be facing a digital dark age, in which older media are no longer accessible on modern devices or using modern methods of scholarship. Digital media has a significant, wide-ranging and complex effect on society and culture.
The impact of the digital revolution can also be assessed by exploring the amount of worldwide mobile smart device users there are. This can be split into 2 categories smart phone users and smart tablet users. Worldwide there are currently 2.32 billion smartphone users across the world.This figure is to exceed 2.87 billion by 2020. Smart tablet users reached a total of 1 billion in 2015, 15% of the world's population. The first mobile phone was released in 1973 by a senior engineer in Motorola and was only affordable by the incredibly wealthy. The fact that such a large proportion of the world's population own smart devices demonstrates the rapid level of growth achieved throughout the digital revolution.
The statistics evidence the impact of digital media communications today. What is also of relevance is the fact that the numbers of smart device users is rising rapidly yet the amount of functional uses increase daily. A smartphone or tablet can be used for hundreds of daily needs. There are currently over 1 million apps on the Apple Appstore.These are all opportunities for digital marketing efforts. A smartphone user is impacted with digital advertising every second they open their Apple or Android device. This further evidences the digital revolution and the impact of revolution.
Compared with print media, the mass media, and other analog technologies, digital media are easy to copy, store, share and modify. This quality of digital media has led to significant changes in many industries, especially journalism, publishing, education, entertainment, and the music business. The overall effect of these changes is so far-reaching that it is difficult to quantify. For example, in movie-making, the transition from analog film cameras to digital cameras is nearly complete. The transition has economic benefits to Hollywood, making distribution easier and making it possible to add high-quality digital effects to films.At the same time, it has affected the analog special effects, stunt, and animation industries in Hollywood. It has imposed painful costs on small movie theaters, some of which did not or will not survive the transition to digital. The effect of digital media on other media industries is similarly sweeping and complex.
In journalism, digital media and citizen journalism have led to the loss of thousands of jobs in print media and the bankruptcy of many major newspapers.But the rise of digital journalism has also created thousands of new jobs and specializations. E-books and self-publishing are changing the book industry, and digital textbooks and other media-inclusive curricula are changing primary and secondary education. In academia, digital media has led to a new form of scholarship, called digital scholarship, and new fields of study, such as digital humanities and digital history. It has changed the way libraries are used and their role in society. Every major media, communications and academic endeavor is facing a period of transition and uncertainty related to digital media.
Digital media has also allowed individuals to be much more active in content creation.Anyone with access to computers and the Internet can participate in social media and contribute their own writing, art, videos, photography and commentary to the Internet, as well as conduct business online. The dramatic reduction in the costs required to create and share content have led to a democratization of content creation as well as the creation of new types of content, like blogs, memes and video essays. Some of these activities have also been labelled citizen journalism. This spike in user created content is due to the development of the internet as well as the way in which users interact with media today. The release of technologies such mobile devices allow for easier and quicker access to all things media. Many media production tools that were once only available to a few are now free and easy to use. The cost of devices that can access the internet is dropping steadily, and now personal ownership of multiple digital devices is becoming standard. These elements have significantly affected political participation. Digital media is seen by many scholars as having a role in Arab Spring, and crackdowns on the use of digital and social media by embattled governments are increasingly common. Many governments restrict access to digital media in some way, either to prevent obscenity or in a broader form of political censorship.
User-generated content raises issues of privacy, credibility, civility and compensation for cultural, intellectual and artistic contributions. The spread of digital media, and the wide range of literacy and communications skills necessary to use it effectively, have deepened the digital divide between those who have access to digital media and those who don't.
The rising of digital media has made the consumer's audio collection more precise and personalized. It is no longer necessary to purchase an entire album if the consumer is ultimately interested in only a few audio files.
As the internet becomes more and more prevalent, more companies are beginning to distribute content through internet only means. With the loss of viewers, there is a loss of revenue but not as bad as what would be expected. Cisco Inc released its latest forecast and the numbers are all trending to internet news to continue to grow at a rate where it will be quadruple by 2018.
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Digital mediapose several challenges to the current copyright and intellectual property laws. The ease of creating, modifying and sharing digital media makes copyright enforcement a challenge, and copyright laws are widely seen as outdated. For example, under current copyright law, common Internet memes are probably illegal to share in many countries. Legal rights are at least unclear for many common Internet activities, such as posting a picture that belongs to someone else to a social media account, covering a popular song on a YouTube video, or writing fanfiction. Over the last decade the concept of fair use has been applied to many online medias.
To resolve some of these issues, content creators can voluntarily adopt open or copyleft licenses, giving up some of their legal rights, or they can release their work to the public domain. Among the most common open licenses are Creative Commons licenses and the GNU Free Documentation License, both of which are in use on Wikipedia. Open licenses are part of a broader open content movement that pushes for the reduction or removal of copyright restrictions from software, data and other digital media.
Additional software has been developed in order to protect digital media. digital rights management (DRM) is used to digitally copyright material and allows users to use that media for specific cases. For example, DRM allows a movie producer to rent a movie at a lower price than selling the movie, restricting the movie rental license length, rather than only selling the movie at full price. Additionally, DRM can prevent unauthorized sharing or modification of media.
Digital Media is numerical, networked and interactive system of links and databases that allows us to navigate from one bit of content or webpage to another.
One form of digital media that is becoming a phenomenon is in the form of an online magazine or digital magazine. What exactly is a digital magazine? Due to the economic importance of digital magazines, the Audit Bureau of Circulations integrated the definition of this medium in its latest report (March 2011): a digital magazine involves the distribution of a magazine content by electronic means; it may be a replica.This is an outdated definition of what a digital magazine is. A digital magazine should not be, in fact, a replica of the print magazine in PDF, as was common practice in recent years. It should, rather, be a magazine that is, in essence, interactive and created from scratch to a digital platform (Internet, mobile phones, private networks, iPad or other device). The barriers for digital magazine distribution are thus decreasing. At the same time digitizing platforms are broadening the scope of where digital magazines can be published, such as within websites and on smartphones. With the improvements of tablets and digital magazines are becoming visually enticing and readable magazines with it graphic arts.
Digital television (DTV) is the transmission of television audiovisual signals using digital encoding, in contrast to the earlier analog television technology which used analog signals. At the time of its development it was considered an innovative advancement and represented the first significant evolution in television technology since color television in the 1950s. Modern digital television is transmitted in high definition (HDTV) with greater resolution than analog TV. It typically uses a widescreen aspect ratio in contrast to the narrower format of analog TV. It makes more economical use of scarce radio spectrum space; it can transmit up to seven channels in the same bandwidth as a single analog channel, and provides many new features that analog television cannot. A transition from analog to digital broadcasting began around 2000. Different digital television broadcasting standards have been adopted in different parts of the world; below are the more widely used standards:
Electronics comprises the physics, engineering, technology and applications that deal with the emission, flow and control of electrons in vacuum and matter. This distinguishes it from classical electrical engineering as it uses active devices to control electron flow by amplification and rectification rather than just using passive effects such as resistance, capacitance and inductance. The identification of the electron in 1897, along with the subsequent invention of the vacuum tube which could amplify and rectify small electrical signals, inaugurated the field of electronics and the electron age. This distinction started around 1906 with the invention by Lee De Forest of the triode, which made electrical amplification of weak radio signals and audio signals possible with a non-mechanical device. Until 1950, this field was called "radio technology" because its principal application was the design and theory of radio transmitters, receivers, and vacuum tubes.
The memex is the name of the hypothetical proto-hypertext system that Vannevar Bush described in his 1945 The Atlantic Monthly article "As We May Think". Bush envisioned the memex as a device in which individuals would compress and store all of their books, records, and communications, "mechanized so that it may be consulted with exceeding speed and flexibility". The memex would provide an "enlarged intimate supplement to one's memory". The concept of the memex influenced the development of early hypertext systems and personal knowledge base software. The hypothetical implementation depicted by Bush for the purpose of concrete illustration was based upon a document bookmark list of static microfilm pages and lacked a true hypertext system, where parts of pages would have internal structure beyond the common textual format. Early electronic hypertext systems were thus inspired by memex rather than modeled directly upon it.
Telephony is the field of technology involving the development, application, and deployment of telecommunication services for the purpose of electronic transmission of voice, fax, or data, between distant parties. The history of telephony is intimately linked to the invention and development of the telephone.
The Information Age is a historic period beginning in the 20th century and characterized by the rapid shift from traditional industry that the Industrial Revolution brought through industrialization to an economy primarily based upon information technology. The onset of the Information Age can be associated with the development of transistor technology, particularly the MOSFET, which revolutionized modern technology and became the fundamental building block of digital electronics in the information age.
Electronic publishing includes the digital publication of e-books, digital magazines, and the development of digital libraries and catalogues. It also includes an editorial aspect, that consists of editing books, journals or magazines that are mostly destined to be read on a screen.
A digital video recorder (DVR) is an electronic device that records video in a digital format to a disk drive, USB flash drive, SD memory card, SSD or other local or networked mass storage device. The term includes set-top boxes with direct to disk recording, portable media players and TV gateways with recording capability, and digital camcorders. Personal computers are often connected to video capture devices and used as DVRs; in such cases the application software used to record video is an integral part of the DVR. Many DVRs are classified as consumer electronic devices; such devices may alternatively be referred to as personal video recorders (PVRs), particularly in Canada.
The history of computing is longer than the history of computing hardware and modern computing technology and includes the history of methods intended for pen and paper or for chalk and slate, with or without the aid of tables.
A video camera is a camera used for electronic motion picture acquisition, initially developed for the television industry but now common in other applications as well.
Streaming television is the digital distribution of television content, such as TV shows, as streaming video delivered over the Internet. Streaming TV stands in contrast to dedicated terrestrial television delivered by over-the-air aerial systems, cable television, and/or satellite television systems. The use of streaming television by consumers has seen a dramatic increase ever since the launch of sites like YouTube and Netflix.
The history of computer science began long before our modern discipline of computer science, usually appearing in forms like mathematics or physics. Developments in previous centuries alluded to the discipline that we now know as computer science. This progression, from mechanical inventions and mathematical theories towards modern computer concepts and machines, led to the development of a major academic field, massive technological advancement across the Western world, and the basis of a massive worldwide trade and culture.
The history of telecommunication began with the use of smoke signals and drums in Africa, Asia, and the Americas. In the 1790s, the first fixed semaphore systems emerged in Europe. However, it was not until the 1830s that electrical telecommunication systems started to appear. This article details the history of telecommunication and the individuals who helped make telecommunication systems what they are today. The history of telecommunication is an important part of the larger history of communication.
A computer is a machine that can be instructed to carry out sequences of arithmetic or logical operations automatically via computer programming. Modern computers have the ability to follow generalized sets of operations, called programs. These programs enable computers to perform an extremely wide range of tasks. A "complete" computer including the hardware, the operating system, and peripheral equipment required and used for "full" operation can be referred to as a computer system. This term may as well be used for a group of computers that are connected and work together, in particular a computer network or computer cluster.
The Digital Revolution is the shift from mechanical and analogue electronic technology to digital electronics which began anywhere from the late 1950s to the late 1970s with the adoption and proliferation of digital computers and digital record keeping that continues to the present day. Implicitly, the term also refers to the sweeping changes brought about by digital computing and communication technology during the latter half of the 20th century. Analogous to the Agricultural Revolution and Industrial Revolution, the Digital Revolution marked the beginning of the Information Age.
A digital media player (DMP) is a type of consumer electronics device designed for the storage, playback, or viewing of digital media content. They are typically designed to be integrated into a home cinema configuration, and attached to a television and/or AV receiver.
In computing, bandwidth is the maximum rate of data transfer across a given path. Bandwidth may be characterized as network bandwidth, data bandwidth, or digital bandwidth.
Digital rights management (DRM) tools or technological protection measures (TPM) are a set of access control technologies for restricting the use of proprietary hardware and copyrighted works. DRM technologies try to control the use, modification, and distribution of copyrighted works, as well as systems within devices that enforce these policies.
The Digital Millennium Copyright Act (DMCA) is a 1998 United States copyright law that implements two 1996 treaties of the World Intellectual Property Organization (WIPO). It criminalizes production and dissemination of technology, devices, or services intended to circumvent measures that control access to copyrighted works. It also criminalizes the act of circumventing an access control, whether or not there is actual infringement of copyright itself. In addition, the DMCA heightens the penalties for copyright infringement on the Internet. Passed on October 12, 1998, by a unanimous vote in the United States Senate and signed into law by President Bill Clinton on October 28, 1998, the DMCA amended Title 17 of the United States Code to extend the reach of copyright, while limiting the liability of the providers of online services for copyright infringement by their users.
Telecommunication is the transmission of signs, signals, messages, words, writings, images and sounds or information of any nature by wire, radio, optical or other electromagnetic systems. Telecommunication occurs when the exchange of information between communication participants includes the use of technology. It is transmitted through a transmission medium, such as over physical media, for example, over electrical cable, or via electromagnetic radiation through space such as radio or light. Such transmission paths are often divided into communication channels which afford the advantages of multiplexing. Since the Latin term communicatio is considered the social process of information exchange, the term telecommunications is often used in its plural form because it involves many different technologies.
An online video platform (OVP), provided by a video hosting service, enables users to upload, convert, store and play back video content on the Internet, often via a structured, large-scale system that can generate revenue. Users generally will upload video content via the hosting service's website, mobile or desktop application, or other interface (API). The type of video content uploaded might be anything from shorts to full-length TV shows and movies. The video host stores the video on its server and offers users the ability to enable different types of embed codes or links that allow others to view the video content. The website, mainly used as the video hosting website, is usually called the video sharing website.
The relative simplicity and low power requirements of MOSFETs have fostered today's microcomputer revolution.