Multimedia studies

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Multimedia studies is an interdisciplinary field of academic discourse focused on the understanding of technologies and cultural dimensions of linking traditional media sources with ones based on new media to support social systems.

Contents

History

Multimedia studies as a discipline came out of the need for media studies to be made relevant to the new world of CD-ROMs and hypertext in the 1990s. Revolutionary books like Jakob Nielsen's Hypertext and Hypermedia lay the foundations for understanding multimedia alongside traditional cognitive science and interface design issues. [1] Software like Authorware Attain, now owned by Adobe, made the design of multimedia systems accessible to those unskilled in programming and became major applications by the end of the 1990s [2]

Recent challenges

The Internet age that has been growing since the launch of Windows 98 has brought new challenges for the discipline including developing new models and rules for the World Wide Web. Areas such as usability have had to develop specific guidelines for website design [3] and traditional concepts like genre, narrative theory, and stereotypes have had to be updated to take account of cyberculture. [4] [5] Cultural aspects of multimedia studies have been conceptualised by authors such as Lev Manovich, [6] [7] Arturo Escobar and Fred Forest. [8]

The increase in Internet trolling and so-called Internet addiction has thrown up new problems. Concepts like emotional design [9] and affective computing [10] are driving multimedia studies research to consider ways of becoming more seductive and able to take account of the needs of users.

Media studies 2.0

Some academics, such as David Gauntlett, have preferred the neologism, "Media Studies 2.0" to multimedia studies, in order to give it the feel of other fields like Web 2.0 and Classroom 2.0. [11] [12] [13] [14] [15] The media studies 2.0 neologism has received strong criticism. Andy Medhurst at Sussex University for instance wrote of the media studies 2.0 neologism introduced by David Gauntlett, "Isn't it odd that whenever someone purportedly identifies a new paradigm, they see themselves as already a leading practitioner of it?"

Issues and concepts

  1. Media ecology and information ecology
  2. Cybercultures and new media
  3. Online communities and virtual communities
  4. Internet trolling and Internet addiction
  5. Captology

Universities offering degrees in multimedia studies

Further reading

Related Research Articles

Hypertext Text with references (links) to other text that the reader can immediately access

Hypertext is text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typically activated by a mouse click, keypress set, or screen touch. Apart from text, the term "hypertext" is also sometimes used to describe tables, images, and other presentational content formats with integrated hyperlinks. Hypertext is one of the key underlying concepts of the World Wide Web, where Web pages are often written in the Hypertext Markup Language (HTML). As implemented on the Web, hypertext enables the easy-to-use publication of information over the Internet.

Ted Nelson American pioneer of information technology, philosopher, and sociologist

Theodor Holm Nelson is an American pioneer of information technology, philosopher, and sociologist. He coined the terms hypertext and hypermedia in 1963 and published them in 1965. Nelson coined the terms transclusion, virtuality, and intertwingularity. According to a 1997 Forbes profile, Nelson "sees himself as a literary romantic, like a Cyrano de Bergerac, or 'the Orson Welles of software'."

This article presents a timeline of hypertext technology, including "hypermedia" and related human–computer interaction projects and developments from 1945 on. The term hypertext is credited to the author and philosopher Ted Nelson.

The Aspen Movie Map was a revolutionary hypermedia system developed at MIT by a team working with Andrew Lippman in 1978 with funding from ARPA.

Hypermedia, an extension of the term hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia, which may include non-interactive linear presentations as well as hypermedia. It is also related to the field of electronic literature. The term was first used in a 1965 article written by Ted Nelson.

New media are forms of media that are computational and rely on computers for redistribution. Some examples of new media are computer animations, computer games, human–computer interfaces, interactive computer installations, websites, and virtual worlds.

Internet culture, or cyberculture, is a culture that describes the many manifestations of the use of computer networks for communication, entertainment, and business, and recreation. Some features of Internet culture include online communities, gaming, social media, and more, as well as topics related to identity and privacy. Due to the internet’s large scale use and adoption, the impacts of internet culture on society and non-digital cultures have been widespread. Additionally, because of the all encompassing nature of the internet and internet culture, different facets of internet culture are often studied individually rather than holistically, such as social media, gaming, specific communities, and more.

Lev Manovich

Lev Manovich is an author of books on new media theory, and professor of Computer Science at the Graduate Center, City University of New York. Manovich's research and teaching focuses on digital humanities, social computing, new media art and theory, and software studies.

Electronic literature or digital literature is a genre of literature encompassing works created exclusively on and for digital devices, such as computers, tablets, and mobile phones. A work of electronic literature can be defined as "a construction whose literary aesthetics emerge from computation", "work that could only exist in the space for which it was developed/written/coded—the digital space". This means that these writings cannot be easily printed, or cannot be printed at all, because elements crucial to the text are unable to be carried over onto a printed version. The digital literature world continues to innovate print's conventions all the while challenging the boundaries between digitized literature and electronic literature. Some novels are exclusive to tablets and smartphones for the simple fact that they require a touchscreen. Digital literature tends to require a user to traverse through the literature through the digital setting, making the use of the medium part of the literary exchange. Espen J. Aarseth wrote in his book Cybertext: Perspectives on Ergodic Literature that "it is possible to explore, get lost, and discover secret paths in these texts, not metaphorically, but through the topological structures of the textual machinery".

George Paul Landow is Professor of English and Art History Emeritus at Brown University. He is a leading authority on Victorian literature, art, and culture, as well as a pioneer in criticism and theory of Electronic literature, hypertext and hypermedia. He also pioneered the use of hypertext and the web in higher education.

Intermedia was the third notable hypertext project to emerge from Brown University, after HES (1967) and FRESS (1969). Intermedia was started in 1985 by Norman Meyrowitz, who had been associated with earlier hypertext research at Brown. The Intermedia project coincided with the establishment of the Institute for Research in Information and Scholarship (IRIS). Some of the materials that came from Intermedia, authored by Meyrowitz, Nancy Garrett, and Karen Catlin were used in the development of HTML.

<i>Computer Lib/Dream Machines</i>

Computer Lib/Dream Machines is a 1974 book by Ted Nelson, printed as a two-front-cover paperback to indicate its "intertwingled" nature. Originally self-published by Nelson, it was republished with a foreword by Stewart Brand in 1987 by Microsoft Press.

Interactive design

Interactive design is a user-oriented field of study that focuses on meaningful communication of media through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface.

As coined by Alan Kay and Adele Goldberg, metamedia refers to new relationships between form and content in the development of new technologies and new media.

Wendy Hall British computer scientist

Dame Wendy Hall is a British computer scientist. She is Regius Professor of Computer Science at the University of Southampton.

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.

Cybermethodology is a newly emergent field that focuses on the creative development and use of computational and technological research methodologies for the analysis of next-generation data sources such as the Internet. The first formal academic program in Cybermethodology is being developed by the University of California, Los Angeles.

New media art

New media art includes artworks designed and produced by means of new 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. This 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.

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.

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.

References

  1. Nielsen, J. (1990). Hypertext and Hypermedia. Saunders College Publishing/Harcourt Brace. ISBN   0125184107
  2. Schifman, R.S. (1999). The Ultimate Authorware Tutorial. Springer-Verlag. ISBN   3540641238
  3. Nielsen, J. & Tahir, M. (2001). Homepage Usability: 50 Websites Deconstructed. ISBN   073571102X
  4. Herring, S.C., Scheidt, L.A. ; Bonus, S. ; Wright, E. (2004). Bridging the gap: a genre analysis of Weblogs. In: Proceedings of the 37th Annual Hawaii International Conference on System Sciences, 2004.
  5. Robinson, K.M. (2001). Unsolicited Narratives from the Internet: A Rich Source of Qualitative Data. Qual Health Res 11 (5), 706-714
  6. Manovich, Lev (2003). "New Media from Borges to HTML" (PDF). In Noah Wardrip-Fruin, Nick Montfort (ed.). The New Media Reader. MIT Press. pp. 13–25. Archived from the original (PDF) on 10 December 2006. Retrieved 6 May 2007.
  7. Manovich, Lev (2001). The Language of a New Media. MIT Press. ISBN   978-0-262-63255-3.
  8. Forest, Fred. "Pour un art actuel, l'art à l'heure d'Internet".Cite journal requires |journal= (help)
  9. Norman, D.A. (2005). Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books.
  10. Picard, R. (2000). Affective Computing. MIT Press. ISBN   0262661152
  11. British Film Institute, Media Studies Conference 2007 Archived 2007-11-07 at the Wayback Machine , 4–6 July 2007
  12. Transforming Audiences International Conference, 6–7 September 2007
  13. Andy Ruddock (2008), 'Media Studies 2.0? Binge Drinking and Why Audiences Still Matter', Sociology Compass, Volume 2 Issue 1 Page 1-15, January 2008.
  14. 'Towards a Brave New World? The Media Studies 2.0 Debate' Archived 2011-10-03 at the Wayback Machine , presentation by Geoff Lealand, University of Waikato, at AMES conference, May 2007
  15. Blog/forum about Media Studies 2.0 by William Merrin
  16. Bachelor or Arts in Multimedia Studies
  17. https://www.ciit.edu.ph/bachelors-degree/