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Showing papers on "Digital media published in 1999"


Book
01 Jan 1999
TL;DR: In this paper, the authors propose a theory of immediacy, hypermediacy and remediation mediation and network of remediation networks of networked self conclusion for virtual reality mediated spaces.
Abstract: Part 1 Theory: immediacy, hypermediacy and remediation mediation and remediation networks of remediation. Part 2 Media: computer games digital photography photorealistic graphics digital art film virtual reality mediated spaces television the World Wide Web ubiquitous computing convergence. Part 3 Self: the remediated self the virtual self the networked self conclusion.

3,393 citations


01 Jan 1999
TL;DR: An expert survey on different acceptance factors, on the future development of media usage behavior, on network infrastructure and terminal devices as well as on the expected market development in Germany is conducted.
Abstract: For the acceptance of future network-based media services the technical advancement of the man-machine interface is of great importance. The Fraunhofer Institute for Systems and Innovation Research (ISI) in Karlsruhe has conducted an expert survey on different acceptance factors, on the future development of media usage behavior, on network infrastructure and terminal devices as well as on the expected market development. Drawing on the results we point out perspectives in the light of today’s user needs and the technical possibilities. Over the last two decades progress in software engineering and hardware miniaturization have turned the computer from a large device that could only be operated by specialists into a common consumer good that can be found in almost all areas of private and business life. The IBM Personal Computer (1981) and the Apple Macintosh (1984) were important early milestones on the way to the computer as a useful product for everyone. Today it is much more than a simple calculating machine or tool. With the establishment and commercialization of computer networks since the early 1990’s the computer became a new medium fulfilling information and communication needs [Friedewald 1999]. According to expert opinion online media services will lead to a substantial expansion of financial and time expenditure of private households for the use of media. Network-bound media offerings like Internet or online services enable easy access to conventional media contents, for example newspaper articles, music titles, and video sequences at each time of day. The most important progress however is the possible integration of different types of media as well as their linkage to additional services. This includes communication with other users, the handling of transactions, e.g. electronic shopping, and even interactive television. Supported by the German Federal Ministry for Education, Science, Research and Technology and in co-operation with a research association focussing on media education (Medienpadagogischer Forschungsverbund Sudwest) the Fraunhofer Institute for Systems and Innovation Research (ISI) in Karlsruhe has conducted a survey on the expected future development of media usage behavior, on network technology and terminal devices, as well as on market development in Germany. 13 The survey is part of the research project “Development of Media Services“ (DeMeS) about the future media use in the private sector [Harnischfeger et al. 1999]. 281 experts have participated, 40 % of whom belonged to the German industrial sector (media industries, information and communication technology). In addition, experts were chosen from German Institutions, who either have a scientific interest in media or who are concerned with the shaping of the media sector and its social, political and economic conditions (politics, churches and unions, as well as professional organizations). The survey was conducted by mailing questionnaires. Most of the questions were closed, showing a variety of possible answers to be ticked. The experts were not asked to justify their estimates. However several questions focusing on related topics allowed a check for consistency. Furthermore comparison of estimates by experts from different professional backgrounds showed no significant difference concerning the results discussed below. In combination with the 1998 Delphi study questioning more than 2,000 experts on the global development of science and technology [Cuhls et al. 1998], this data allows a thorough view on what users require from future terminal equipment, and what technical developments can be expected. 1 Diffusion of Terminal Devices While in the middle of the 1970 there were no more than 165,000 computers world-wide, this number grew up to 200 million devices in 1997 [Phister et al. 1983, Kelly 1997]. Today a personal computer is available in more than 40 % of the US-American and in approximately 30 % of the Western European households. It is expected that in Europe this number will increase by further 10 % up to the year 2001 [Zerdick et al. 1999, EITO 1999]. Until recently stationary PCs were the only devices for using online services. In the future a multiplicity of new devices will appear: e. g. Network PCs that receive their software via network connection, television sets with computer functions or enhanced mobile phones. Because of particular features, such as the small display of mobile phones, the mode of interaction has to be adjusted for a number of new terminal devices [Oliphant 1999]. Media services based on the Internet Protocol Suite offer new application perspectives even for those users, who in the past did not see a reason for buying a PC with its stand-alone applications. Altogether the experts expect that the share of households with terminal devices for the use of online services will rise from 9 % today to more than 40 % in 2015. The growth will be even faster with mobile devices, which at present constitute a share of less than 1 %. It is expected that in 2015 almost 17 % of the households will be using mobile equipment (Fig. 1) [Harnischfeger et al. 1999]. The crucial point for this development is the users acceptance. Before discussing the technical factors with respect to acceptance it is worth mentioning that the social environment and the user competence are central as well. More than 80 % of the experts regard vocational practice with multimedia technologies, the integration of multimedia into the educational context, a highquality and reasonable priced customer service as well as personal non-commercial help in case of problems as important or very important for the acceptance. These findings illustrate that the formation of user competence by self-instruction or “trial and error” that is still often practiced today will not be sufficient for a broad acceptance and future diffusion in the view of the experts. 14 0 5 10 15 20 25 30 35 40 45 1995 200

256 citations


Book
01 Jan 1999
TL;DR: The Digital Diolectic is an interdisciplinary jam session about the authors' visual and intellectual cultures as the computer recodes technologies, media, and art forms, with contributions by scholars, artists, and entrepreneurs who combine theoretical investigations with hands-on analysis of the possibilities (and limitations) of new technology.
Abstract: From the Publisher: The Digital Diolectic is an interdisciplinary jam session about our visual and intellectual cultures as the computer recodes technologies, media, and art forms. Unlike purely academic texts on new media, the book includes contributions by scholars, artists, and entrepreneurs, who combine theoretical investigations with hands-on analysis of the possibilities (and limitations) of new technology. The key concept is the digital dialectic: a method to ground the insights of theory in the constraints of practice. The essays move beyond journalistic reportage and hype into serious but accessible discussion of new technologies, new media, and new cultural forms.

191 citations


Proceedings ArticleDOI
07 Jun 1999
TL;DR: Data hiding techniques for copyright protection of still images are reviewed and some recent research results in this field are described.
Abstract: Usage of digital media has witnessed a tremendous growth during the last decades, as a result of their notable benefits in efficient storage, ease of manipulation and transmission. However these features make digital media vulnerable to copyright infringement, tampering and unauthorized distribution. In the last five years the protection of digital information has received significant attention within the digital media community, and a number of techniques that try to address the problem by hiding appropriate information (e.g. copyright or authentication data) within digital media have been proposed. In this paper we review data hiding techniques for copyright protection of still images and describe some recent research results in this field.

108 citations


Patent
03 Sep 1999
TL;DR: In this article, the authors propose a process and system for flexibly adding supplemental digital program content such as transactional advertising content, games, polls, contests, interactive music videos, and e-commerce content generally and the like, into pre-prepared digital media files for playback by digital playback apparatus.
Abstract: A novel process and system for flexibly adding supplemental digital program content such as, for example, transactional advertising content, games, polls, contests, interactive music videos, and e-commerce content generally and the like, into pre-prepared digital media files, such as an MP3 audio file or the like, for playback by digital playback apparatus, wherein the pre--prepared media file is modified by embedding therein executable code representing such supplemental program content, and enabling the playback apparatus to decode and execute the presentation of the supplemental program material as an addition to the playback of the pre-prepared media file content.

99 citations


Proceedings ArticleDOI
07 Nov 1999
TL;DR: This work analyze and describe the unique aspects of tape drawing, and uses this knowledge to design and implement a digital tape drawing system that retains the fundamental interaction and visual affordances of the traditional media while leveraging the power of the digital media.
Abstract: Tape drawing is the art of creating sketches on large scale upright surfaces using black photographic tape. Typically used in the automotive industry, it is an important part of the automotive design process that is currently not computerized. We analyze and describe the unique aspects of tape drawing, and use this knowledge to design and implement a digital tape drawing system. Our system retains the fundamental interaction and visual affordances of the traditional media while leveraging the power of the digital media. Aside from the practical aspect of our work, the interaction techniques developed have interesting implications for current theories of human bimanual interaction.

93 citations


Patent
03 Sep 1999
TL;DR: In this article, a process and system for enabling seamless and facile embedding of relatively large quantities of supplemental digital data into pre-prepared digital media files (audio, image, video, 3D, volumetric and multimedia and the like) by compressing such files and encoding them into sets of coefficient representations (preferably frequency-domain coefficient representations) of the pre-processed media file information, and embedding bits of the supplemental data at selected coefficients, preferably, though not exclusively, using the least significant bit of the selected coefficients.
Abstract: A novel process and system for enabling the seamless and facile embedding of relatively large quantities of supplemental digital data into pre-prepared digital media files (audio, image, video, 3D, volumetric and multimedia and the like) by compressing such files and encoding them into sets of coefficient representations (preferably frequency-domain coefficient representations) of the pre-prepared media file information, and embedding bits of the supplemental digital data at selected coefficients, preferably, though not exclusively, using the least significant bit of the selected coefficients, and with stenographic encoding processes.

74 citations


Book ChapterDOI
29 Sep 1999
TL;DR: Here a trusted third party (judge) compares the ownership claims of disputing parties to resolve the ownership in disputes which may arise after a misuse has been detected.
Abstract: Protection of digital property has become crucial in the widespread and rapidly growing use of digital media. Making the misuse of copyrighted works detectable, and thus deterring people from misuse, is the most promising measure currently known. To achieve this, most proposals apply watermarking techniques and focus on resolving the ownership in disputes which may arise after a misuse has been detected. Here a trusted third party (judge) compares the ownership claims of disputing parties. However, this does not necessarily imply determining the rightful owner, since she might not be participating in the dispute. Moreover, in contrast to disputes, one is in practice often confronted with only a single claim of ownership, e.g., in electronic market places where buyers intend to purchase digital items from someone claiming to be the rightful copyright holder. Proof of ownership is highly desirable in such situations because on the one hand, the buyers are ensured not to buy digital items from fake copyright holders and on the other hand, the copyright holders are protected against unauthorized reselling of their digital works.

71 citations


Proceedings ArticleDOI
15 May 1999
TL;DR: A description and video demonstration of mediaBlocks' function are presented, and the work is considered as a beginning towards alleviating the abstraction and complexity endemic to traditional computational interfaces.
Abstract: MediaBlocks is a tangible interface for physically capturing, transporting, and retrieving online digital media, as well as for physically and digitally manipulating this media. We present a description and video demonstration of mediaBlocks' function, and consider the work as a beginning towards alleviating the abstraction and complexity endemic to traditional computational interfaces.

66 citations


Book
27 Sep 1999
TL;DR: This work examines the methaphors through which culture comprehends new media, such as cyberspace, the information superhighway, the computer virus, and hot and cool media.
Abstract: This work examines the methaphors through which culture comprehends new media, such as cyberspace, the information superhighway, the computer virus, and hot and cool media. It also gives a history of metaphor in oral, writing, print, and electronic media.

61 citations


Proceedings ArticleDOI
12 Dec 1999
TL;DR: A pilot study to create a collaborative discussion space anchored in captured classroom lectures to provide a mechanism for asynchronous collaboration that is anchored in class contexts and a means for treating class activity as persistent learning medium for later comment and collaborative extension.
Abstract: Collaborative environments typically provide a medium for realizing or capturing discussion. While valuable, the discussion is often decontextualized from the situation in which it makes sense. Anchored collaboration environments provide a mechanism for connecting collaboration to digital media content, such as Web-based syllabi and assignment descriptions. The most significant learning context in most classes is still the face-to-face whole class lecture or discussion. The Classroom 2000 project at Georgia Tech is capturing classroom experiences in multiple media: audio, video, presenter's slides, presenter's whiteboard markings, and students' notes. By connecting the Classroom 2000 captured lectures to a persistent collaboration space, we provide (a) a mechanism for asynchronous collaboration that is anchored in class contexts and (b) a means for treating class activity as persistent learning medium for later comment and collaborative extension. This paper describes a pilot study to create a collaborative discussion space anchored in captured classroom lectures.

Book
Charles Petzold1
29 Sep 1999
TL;DR: Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold provides non-programmers an illuminating narrative for anyone who's ever wondered about the secret inner life of computers and other smart machines.
Abstract: From the Publisher: What do flashlights, the British invasion, black cats, and seesaws have to do with computers? In Code, they show us the ingenious ways we manipulate language and invent new ways to communicate with each other. And through Code, we see how this ingenuity-and our very human compulsion to communicate-have driven the technological innovations of the past two centuries. Using everyday objects and familiar language systems such as Braille and Morse code, author Charles Petzold provides non-programmers an illuminating narrative for anyone who's ever wondered about the secret inner life of computers and other smart machines. It's a cleverly illustrated and eminently comprehensible story-and along the way, you'll discover that you've gained a real context for understanding today's world of PCs, digital media, and the Internet. No matter what your level of technical savvy, Code will charm you-and perhaps even awaken the technophile within.

BookDOI
03 Nov 1999
TL;DR: In this article, the authors present an essential text for students on journalism courses and professionals looking for a reference that covers the skill, technology and knowledge required for a digital and converged media age.
Abstract: Provides the practical techniques and theoretical knowledge that underpin the fundamental skills of a journalist. It also takes a highly modern approach, as the convergence of broadcast, print and online media require the learning of new skills and methods. The book is written from an international perspective - with examples from around the world in recognition of the global marketplace for today's media. This is an essential text for students on journalism courses and professionals looking for a reference that covers the skill, technology and knowledge required for a digital and converged media age. The book's essence lies in the way essential theories such as ethics and law, are woven into practical newsgathering and reporting techniques, as well as advice on management skills for journalists, providing the wide intellectual foundation which gives credibility to reporting.

01 Jan 1999
TL;DR: Applications to dance and theater which augment the traditional performance stage with images, video, music, text, able to respond to movement and gesture in believable, esthetical, and expressive manners are shown.
Abstract: This paper describes motivations and techniques to extend the expressive grammar of dance and theatrical performances. We first give an outline of previous work in performance, which has inspired our research, and explain how our technology can contribute along historical directions of exploration. We then present real-time computer vision based body tracking and gesture recognition techniques which is used in conjunction with a Media Actors software architecture to choreograph digital media together with human performers. We show applications to dance and theater which augment the traditional performance stage with images, video, music, text, able to respond to movement and gesture in believable, esthetical, and expressive manners. Finally, we describe a scenario and work in progress, which allow us to apply our artistic and technological advances to street performance.

Patent
06 Nov 1999
TL;DR: In this article, a family of removable digital media devices ( 310, 320, 330, 340, 350, 360 and 360 ) are described. And the form factors of the devices in the family and the connector system used by the devices are compact for minimizing the volume of space occupied in portable devices and for easy storage.
Abstract: Each device of a family of removable digital media devices ( 310, 320, 330, 340, 350 and 360 ) may be plugged into a host to permits the host to store data in it or to retrieve data from it. The form factors of the digital media devices in the family and the connector system used by the digital media devices are compact for minimizing the volume of space occupied in portable devices and for easy storage. Some embodiments ( 310, 320, 330, 350 and 360 ) provide an elongated compact form factor that provides easy and firm grasping for insertion and removal. The digital media devices of the family have respective body portions ( 312, 322, 332, 342, 352 and 362 ) preferably of a rigid or semi-rigid material. Preferably, the digital media devices of the family use serial memory requiring few power and signal lines, so that few electrical contacts are required. In particular, a small number of durable contact pads form the contact arrays ( 314, 324, 334, 344, 354 and 364 ) on the digital media devices, which in conjunction with corresponding contact pads mounted into a suitable socket provide for easy and convenient insertion and removal and for robust and reliable electrical contact over a long insertion lifetime. Preferably, the digital media devices of the family incorporate flash memory, which permits low voltage operation, low power consumption, and high capacity non-volatile data storage. Preferably, the digital media devices of the family are fabricated using surface mount techniques ( 310 and 320 ) or particularly inexpensive “Chip on Board” techniques ( 330, 340, 350 and 360 ). The digital media devices interface to the host either directly or through adapters. Access is handled either by a dedicated controller or other logic residing in the adapter or on the host, or by software running on the host.

Journal ArticleDOI
John R. Smith1
TL;DR: This report investigates some of the recent technologies for handling video in digital video libraries and reviews the NGII's planned advancements in network communications technologies in order to examine their impact on deployingdigital video libraries on the Internet.
Abstract: Digital video libraries are positioned to be a major driving application for the Next Generation Internet Initiative. Likewise, the advancements in the communications infrastructure will be of great benefit to digital video libraries. This report investigates some of the recent technologies for handling video in digital video libraries and reviews the NGII's planned advancements in network communications technologies in order to examine their impact on deploying digital video libraries on the Internet.

Journal ArticleDOI
TL;DR: This paper explored the impact on learning of digital technologies and media practices across the secondary curriculum, with a particular emphasis on non-linear video editing in a specialist media technology school, observing the making of a trailer for Psycho by a group of Year 11 girls, asking how the advent of this very new technology enables new kinds of reading of visual texts, as well as new kind of textual production dependent upon new IT-based literacies.
Abstract: This article explores the impact on learning of digital technologies and media practices across the secondary curriculum, with a particular emphasis on non-linear video editing in a specialist media technology school. It observes the making of a trailer for Psycho by a group of Year 11 girls, asking how the advent of this very new technology enables new kinds of reading of visual texts, as well as new kinds of textual production dependent upon new IT-based literacies. It suggests that we need to find an adequate language of the visual, and to understand how this relates to other ‘grammars’ and semiotic systems; to understand how these competencies are rooted in wide-ranging cultural allegiances and pleasures, embracing popular as well as ‘classic’ texts; and to understand the classroom as a site both of encounter with popular culture, and of increasingly professional audiovisual production.

Journal ArticleDOI
TL;DR: A sober process of assessing where computers, networks, and digital media are and aren't useful is taking place as discussed by the authors, where exaggerated predictions of boom and doom are giving way to a more sober process.
Abstract: Exaggerated predictions of boom and doom are giving way to the more sober process of assessing where computers, networks, digital media are and aren't useful. Selective appropriation of technology ...

Proceedings ArticleDOI
01 Mar 1999
TL;DR: In this article, the authors compare the performance and quality of common digital formats, analyze 851,770 queries from an Excite database, and present the results of a study that explores the value of digital video in an educational environment.
Abstract: Digital Video is an exciting new medium with the potential to revolutionize the way organizations train their employees. However, there are questions that must be answered. How practical is video? What is the demand? What is the best use of video? In this paper, we compare the performance and quality of common digital formats, analyze 851,770 queries from an Excite database, and present the results of a study that explores the value of digital video in an educational environment.

Journal ArticleDOI
TL;DR: The results suggest that gatekeeping theory is a valuable approach for studying individuals responsible for the mediation of messages in the emerging online media.
Abstract: Eight college and university Webmasters in three midwestern states were interviewed to explore their communications practices and activities by applying a traditional mass media gatekeeping perspective. The results suggest that gatekeeping theory is a valuable approach for studying individuals responsible for the mediation of messages in the emerging online media. Webmasters’ personal characteristics and attitudes were found to influence their media content decisions, they share common values used to determine content and design, and they face a variety of organizational and related constraints, some exclusive to Web gatekeepers in an academic setting. Examples of gatekeeping activity and observations by the informants are presented, and suggestions for future research are included.

Patent
29 Dec 1999
TL;DR: In this paper, a software-based method that enables the automated creation, modification, and editing of digital video movies from digital data items searched in, and retrieved from, digital media databases is presented.
Abstract: A software-based method that enables the automated creation, modification, and editing of digital video movies (76) from digital data items searched in, and retrieved from, digital media databases (74). This is done through the use of software tools, specific to each video movie, which are called templates (70). A template (70) includes user-selected parameters which are part of the digital video items that are to form the movie (76), or that effect these items. Some of these parameters are used by a software program for the search and the retrieval of the those digital video items, while other parameters are used by that software program for the adaptation of the selected items during editing, leading to flexibility and adaptability in the creation of the video movies (76).


Journal ArticleDOI
Ulrika Sjöberg1
TL;DR: The title of this article ‘The rise of the electronic individual’ tries to grasp several of those changes which young people in today’s Western society are confronting in a new digital media environment.

Journal ArticleDOI
TL;DR: MP3, or MPEG Layer 3 Audio, is a format for compressing digital audio developed by the Motion Picture Experts Group, a standards organization that has developed a number of digital standards for video and audio.
Abstract: MP3, or MPEG Layer 3 Audio, is a format for compressing digital audio developed by the Motion Picture Experts Group, a standards organization that has developed a number of digital standards for video and audio. MP3 has become a very popular format for storing music digitally. Fueled by the explosive growth of the Internet, MP3 has become the most popular format for music files, both legal and illegal (unauthorized digital copies of copyrighted works).

Book
01 Jan 1999
TL;DR: A survey of the two decades of the Ars Electronica festival in Linz, Austria that draws on the resources of its publications and archives to represent the ongoing debate about the effects of digital media on creativity and culture is presented in this article.
Abstract: A survey of the two decades of the Ars Electronica festival in Linz, Austria that draws on the resources of its publications and archives to represent the ongoing debate about the effects of digital media on creativity and culture. Three different sections address the history, theory and practice of electronic art. Co-founder H. Leopoldseder gives an overview of each year of the festival and its chosen theme from 1979 to1999. Biographical notes. 353 bibl. ref.

Journal ArticleDOI
TL;DR: a variety of philosophies and motivations, ranging from creative ’self expression’ through to technical and vocational training, are considered, albeit often an uneasy and contradictory one.
Abstract: a variety of philosophies and motivations, ranging from creative ’self expression’ through to technical and vocational training. Within formal Media Studies courses, student production has often been perceived as merely an adjunct to (or an illustration of) the theory; although most teachers would now recognise it as an indispensable aspect of the subject. Meanwhile, both in schools and in informal settings, media production has also been seen as a valuable means of developing young people’s social and communication skills. In practice, most media production courses are based on a combination of these different rationales albeit often an uneasy and contradictory one.2 2

Book
01 Jan 1999
TL;DR: Real World Digital Photography is the only book available that addresses the wide range of topics surrounding digital photography with up-to-date descriptions of the latest digital cameras, expert advice for shooting better photographs, and tips and techniques for preparing images for print and Web output.
Abstract: From the Publisher: Real World Digital Photography is the only book available that addresses the wide range of topics surrounding digital photography with up-to-date descriptions of the latest digital cameras, expert advice for shooting better photographs, and tips and techniques for preparing images for print and Web output.

Book ChapterDOI
TL;DR: This chapter will focus on digital libraries, starting with a discussion of the historical visionaries, definitions, driving forces and enabling technologies and some key research issues, and some of the emerging techniques for building large-scale digital libraries.
Abstract: The location and provision of information services has dramatically changed over the last ten years There is no need to leave the home or office to locate and access information now readily available on-line via digital gateways furnished by a wide variety of information providers, (eg libraries, electronic publishers, businesses, organizations, individuals) Information access is no longer restricted to what is physically available in the nearest library It is electronically accessible from a wide variety of globally distributed information repositories—“digital libraries” In this chapter we will focus on digital libraries, starting with a discussion of the historical visionaries, definitions, driving forces and enabling technologies and some key research issues We will discuss some of the US and international digital library projects and research initiatives We will then describe some of the emerging techniques for building large-scale digital libraries, including a discussion of semantic interoperability, the “Grand Challenge” of digital library research Finally, we offer our conclusions and a discussion of some future directions for digital libraries


01 Jan 1999
TL;DR: It is concluded that play as a theme encourages greater degree of participation and comprehension in design media projects with a playful element as a counterpart to more step-by-step descriptive exercises.
Abstract: Are there better ways of getting a student to learn? Getting students to play at learning can encourage comprehension by engaging their attention. Rather than having students' fascination with video games and entertainment limited to competing against learning, we can direct this interest towards learning computer graphics. We hypothesize that topics having a recreational component increase the learning curve for digital media instruction. To test this, we have offered design media projects with a playful element as a counterpart to more step-by-step descriptive exercises. Four kinds of problems, increasing in difficulty, are discussed in the context of computer aided architectural design education: 1) geometry play, 2) kit of parts, 3) dreams from childhood and 4) transformations. The problems engage the students in different ways: through playing with form, by capturing their imagination and by encouraging interaction. Each type of problem exercises specific design skills while providing practice with geometric modeling and rendering. The problems are sequenced from most constrained to most free, providing achievable milestones with focused objectives. Compared to descriptive assignments and more serious architectural problems, these design-oriented exercises invite experimentation by lowering risk, and neutralize stylistic questions by taking design out of the traditional architectural context. Used in conjunction with the modeling of case studies, they engage a wide range of students by addressing different kinds of issues. From examining the results of the student work, we conclude that play as a theme encourages greater degree of participation and comprehension.