The term metamedia, coined by Alan Kay and Adele Goldberg, refers to new relationships between form and content in the development of new technologies and new media. [1]
In the late 20th and early 21st centuries, the term was taken up by writers such as Douglas Rushkoff and Lev Manovich. Contemporary metamedia, such as at Stanford, has been expanded to describe, "a short circuit between the academy, the art studio and information science exploring media and their archaeological materiality." [2] Metamedia utilizes new media and focuses on collaboration across traditional fields of study, melding everything from improvisational theatre and performance art, to agile, adaptive software development and smart mobs.
The new avant-garde is no longer concerned with seeing or representing the world in new ways but rather with accessing and using in new ways previously accumulated media. In this respect new media is post-media or meta-media, as it uses old media as its primary material.
Stanford University Humanities Lab and MIT currently run research labs investigating metamedia. [2] [3] The MIT lab's mission is to provide a flexible online environment for creating and sharing rich media documents for learning on core humanities subjects. [4] It is led by Kurt Fendt (co-Principal Investigator and Manager of the Metamedia project) and Henry Jenkins. [5]
Stanford's lab is principally facilitated by Michael Shanks (archaeologist) with other collaborators, including Howard Rheingold, Fred Turner (academic), and Christopher Witmore. In its mission statement, it describes itself as a "creative studio and laboratory space for experimenting and taking risks...a democratic and collaborative assembly of archaeologists, anthropologists, classicists, communications experts, new media practitioners, performance artists, sociologists, software engineers, technoscientists, and anyone else who wants to join." [6] A recent project is Life Squared (aka Life to the Second Power), an animated archive of the work of artist Lynn Hershman in the online world Second Life. Life Squared is one endeavor of The Presence Project, a live metamedia performance art project within the Metamedia lab. [7]
New media are communication technologies that enable or enhance interaction between users as well as interaction between users and content. In the middle of the 1990s, the phrase "new media" became widely used as part of a sales pitch for the influx of interactive CD-ROMs for entertainment and education. The new media technologies, sometimes known as Web 2.0, include a wide range of web-related communication tools such as blogs, wikis, online social networking, virtual worlds, and other social media platforms.
The MIT Media Lab is a research laboratory at the Massachusetts Institute of Technology, growing out of MIT's Architecture Machine Group in the School of Architecture. Its research does not restrict to fixed academic disciplines, but draws from technology, media, science, art, and design. As of 2014, Media lab's research groups include neurobiology, biologically inspired fabrication, socially engaging robots, emotive computing, bionics, and hyperinstruments.
Peter Lunenfeld is a critic and theorist of digital media, digital humanities, and urban humanities. He is a professor and the Vice Chair of the Design Media Arts department at UCLA, director of the Institute for Technology and Aesthetics (ITA), and founder of mediawork: The Southern California New Media Group.
Lev Manovich is an artist, an author and a theorist of digital culture. He is a Distinguished Professor at the Graduate Center of the City University of New York. Manovich played a key role in creating four new research fields: new media studies (1991-), software studies (2001-), cultural analytics (2007-) and AI aesthetics (2018-). Manovich's current research focuses on generative media, AI culture, digital art, and media theory.
Mizuko Itō, sometimes known as Mimi Ito, is a Japanese cultural anthropologist who is a Professor in Residence and Director of the Connected Learning Lab in the Department of Informatics, Donald Bren School of Information and Computer Sciences at the University of California, Irvine. Her main professional interest is young people's use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities.
Tamás Waliczky (born in 1959, in Budapest, Hungary), is a Hungarian artist and animator, known for his new media art.
Adrian Ward is a software artist and musician. He is known for his generative art software products released through his company Signwave, and as one third of the techno gabba ambient group, Slub. His theoretical approach to generative and software art guides his practice, including contributing to the early principles of the livecoding movement.
Digital humanities (DH) is an area of scholarly activity at the intersection of computing or digital technologies and the disciplines of the humanities. It includes the systematic use of digital resources in the humanities, as well as the analysis of their application. DH can be defined as new ways of doing scholarship that involve collaborative, transdisciplinary, and computationally engaged research, teaching, and publishing. It brings digital tools and methods to the study of the humanities with the recognition that the printed word is no longer the main medium for knowledge production and distribution.
Jeffrey Schnapp is an American university professor who works as a cultural historian, designer, and technologist. Until joining the Harvard University in 2011, he was the director of the Stanford Humanities Lab from its foundation in 1999 through 2009. At Harvard, he holds the Carl Pescosolido Chair in Romance and Comparative Literatures in the Faculty of Arts and Sciences and also teaches in the Department of Architecture at Harvard's Graduate School of Design. Effective June 2015, he assumed the position of Chief Executive Officer and co-founder of Piaggio Fast Forward, the robotics division of the Piaggio. In 2018 he transitioned to the role of Chief Visionary Officer, handing over the role of CEO to his co-founder Greg Lynn. In October 2021, Piaggio Fast Forward launched a second product, gita mini.
Golan Levin is an American new media artist, composer, performer and engineer interested in developing artifacts and events which explore supple new modes of reactive expression.
One of the principal features defining traditional cinema is a fixed and linear narrative structure. In Database Cinema however, the story develops by selecting scenes from a given collection like a computer game in which a player performs certain acts and thereby selects scenes and creating a narrative.
Software studies is an emerging interdisciplinary research field, which studies software systems and their social and cultural effects. The implementation and use of software has been studied in recent fields such as cyberculture, Internet studies, new media studies, and digital culture, yet prior to software studies, software was rarely ever addressed as a distinct object of study. To study software as an artifact, software studies draws upon methods and theory from the digital humanities and from computational perspectives on software. Methodologically, software studies usually differs from the approaches of computer science and software engineering, which concern themselves primarily with software in information theory and in practical application; however, these fields all share an emphasis on computer literacy, particularly in the areas of programming and source code. This emphasis on analysing software sources and processes often distinguishes software studies from new media studies, which is usually restricted to discussions of interfaces and observable effects.
Glorianna Davenport is a New York-born media maker. A co-founder of the MIT Media Lab, Davenport directed the Interactive cinema research group from 1987–2004 and the Media Fabrics research group from 2004-2008. Davenport retired from the Massachusetts Institute of Technology in the Summer of 2008. From 2008 to the present, she has managed the transition of Tidmarsh Farms, a former 610 acre cranberry farm in Plymouth Massachusetts, into conservation and wetland restoration. In 2011, Davenport founded Living Observatory, a non-profit, learning collaborative that focuses on documenting and sharing the long term story of wetland restoration of former cranberry farms. In this work, Davenport returned as a visiting scientist at the MIT Media Lab where she works closely with the Responsive Environments Group.
The California Institute for Telecommunications and Information Technology (Calit2, previously Cal(IT)2), also referred to as the Qualcomm Institute (QI) at its San Diego branch, is a $400 million academic research institution jointly run by the University of California San Diego (UC San Diego) and the University of California, Irvine (UCI); in January 2022, plans were announced to add University of California, Riverside to the consortium. Calit2 was established in 2000 as one of the four UC Gray Davis Institutes for Science and Innovation. As a multidisciplinary research institution, it is conducting research discovering new ways in which emerging technologies can improve the state's economy and citizens' quality of life. Keeping in mind its goal of addressing large-scale societal issues, Calit2 extends beyond education and research by also focusing on the development and deployment of prototype infrastructure for testing new solutions in real-world environments. Calit2 also provides an academic research environment in which students can work alongside industry professionals to take part in conducting research and prototyping and testing new technologies.
Cultural analytics refers to the use of computational, visualization, and big data methods for the exploration of contemporary and historical cultures. While digital humanities research has focused on text data, cultural analytics has a particular focus on massive cultural data sets of visual material – both digitized visual artifacts and contemporary visual and interactive media. Taking on the challenge of how to best explore large collections of rich cultural content, cultural analytics researchers developed new methods and intuitive visual techniques that rely on high-resolution visualization and digital image processing. These methods are used to address both the existing research questions in humanities, to explore new questions, and to develop new theoretical concepts that fit the mega-scale of digital culture in the early 21st century.
Micha Cárdenas, stylized as micha cárdenas, is an American visual and performance artist who is an assistant professor of art and design, specializing in game studies and playable media, at the University of California Santa Cruz. Cárdenas is an artist and theorist who works with the algorithms and poetics of trans people of color in digital media.
New media art includes artworks designed and produced by means of electronic media technologies, comprising virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts. New Media art has origins in the worlds of science, art, and performance. Some common themes found in new media art include databases, political and social activism, Afrofuturism, feminism, and identity, a ubiquitous theme found throughout is the incorporation of new technology into the work. The emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally. New media art may involve degrees of interaction between artwork and observer or between the artist and the public, as is the case in performance art. Yet, as several theorists and curators have noted, such forms of interaction, social exchange, participation, and transformation do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice. Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media per se. New Media art involves complex curation and preservation practices that make collecting, installing, and exhibiting the works harder than most other mediums. Many cultural centers and museums have been established to cater to the advanced needs of new media art.
Critical code studies (CCS) is an emerging academic subfield, related to software studies, digital humanities, cultural studies, computer science, human–computer interface, and the do-it-yourself maker culture. Its primary focus is on the cultural significance of computer code, without excluding or focusing solely upon the code's functional purpose. According to Mark C. Marino, it
is an approach that applies critical hermeneutics to the interpretation of computer code, program architecture, and documentation within a socio-historical context. CCS holds that lines of code are not value-neutral and can be analyzed using the theoretical approaches applied to other semiotic systems in addition to particular interpretive methods developed particularly for the discussions of programs.
Matthew Fuller is an author and Professor of Cultural Studies at the Department of Media and Communications, Goldsmiths, University of London. He is known for his writings in media theory, software studies, critical theory and cultural studies, and contemporary fiction.
New media studies is an academic discipline that explores the intersections of computing, science, the humanities, and the visual and performing arts. Janet Murray, a prominent researcher in the discipline, describes this intersection as "a single new medium of representation, the digital medium, formed by the braided interplay of technical invention and cultural expression at the end of the 20th century". The main factor in defining new media is the role the Internet plays; new media is effortlessly spread instantly. The category of new media is occupied by devices connected to the Internet, an example being a smartphone or tablet. Television and cinemas are commonly thought of as new media but are ruled out since the invention was before the time of the internet.