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Digital media

About: Digital media is a research topic. Over the lifetime, 17508 publications have been published within this topic receiving 266693 citations. The topic is also known as: machine-readable data.


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Book
12 Mar 2004
TL;DR: One that will refer to break the boredom in reading is choosing professional content management systems handling digital media assets as the reading material.
Abstract: Introducing a new hobby for other people may inspire them to join with you. Reading, as one of mutual hobby, is considered as the very easy hobby to do. But, many people are not interested in this hobby. Why? Boring is the reason of why. However, this feel actually can deal with the book and time of you reading. Yeah, one that we will refer to break the boredom in reading is choosing professional content management systems handling digital media assets as the reading material.

81 citations

Book Chapter
01 May 2002
TL;DR: Location Based Services (LBS) are becoming an integral part of this fabric and these reflect yet another convergence between geographic information systems, global positioning systems, and satellite remote sensing.
Abstract: Since the invention of digital technology, its development has followed an entrenched path ofminiaturisation and decentralisation with increasing focus on individual and niche applications. Computerhardware has moved from remote centres to desktop and hand held devices whilst being embedded invarious material infrastructures. Software has followed the same course. The entire process has convergedon a path where various analogue devices have become digital and are increasingly being embedded inmachines at the smallest scale. In a parallel but essential development, there has been a convergence ofcomputers with communications ensuring that the delivery and interaction mechanisms for computersoftware is now focused on networks of individuals, not simply through the desktop, but in mobilecontexts. Various inert media such as fixed television is becoming more flexible as computers and visualmedia are becoming one.With such massive convergence and miniaturisation, new software and new applications define the cuttingedge. As computers are being increasingly tailored to individual niches, then new digital services areemerging, many of which represent applications which hitherto did not exist or at best were rarely focusedon a mass market. Location based services form one such application and in this paper, we will bothspeculate on and make some initial predictions of the geographical extent to which such services willpenetrate different markets. We define such services in detail below but suffice it to say at this stage thatsuch functions involve the delivery of traditional services using digital media and telecommunications.High profile applications are now being focused on hand held devices, typically involving information onproduct location and entertainment but wider applications involve fixed installations on the desktop whereservices are delivered through traditional fixed infrastructure. Both wire and wireless applications definethis domain. The market for such services is inevitably volatile and unpredictable at this early stage but wewill attempt here to provide some rudimentary estimates of what might happen in the next five to tenyears.The ?network society? which has developed through this convergence, is, according to Castells (1989,2000) changing and re-structuring the material basis of society such that information has come todominate wealth creation in a way that information is both a raw material of production and an outcome ofproduction as a tradable commodity. This has been fuelled by the way technology has expanded followingMoore?s Law and by fundamental changes in the way telecommunications, finance, insurance, utilitiesand so on is being regulated. Location based services are becoming an integral part of this fabric and thesereflect yet another convergence between geographic information systems, global positioning systems, andsatellite remote sensing. The first geographical information system, CGIS, was developed as part of theCanada Land Inventory in 1965 and the acronym ?GIS? was introduced in 1970. 1971 saw the firstcommercial satellite, LANDSAT-1. The 1970s also saw prototypes of ISDN and mobile telephone and theintroduction of TCP/IP as the dominant network protocol. The 1980s saw the IBM XT (1982) and thebeginning of de-regulation in the US, Europe and Japan of key sectors within the economy. Finally in the 1990s, we saw the introduction of the World Wide Web and the ubiquitous pervasion of business andrecreation of networked PC?s, the Internet, mobile communications and the growing use of GPS forlocational positioning and GIS for the organisation and visualisation of spatial data. By the end of the 20thcentury, the number of mobile telephone users had reached 700 million worldwide. The increasingmobility of individuals, the anticipated availability of broadband communications for mobile devices andthe growing volumes of location specific information available in databases will inevitably lead to thedemand for services that will deliver location related information to individuals on the move. Suchlocation based services (LBS) although in a very early stage of development, are likely to play anincreasingly important part in the development of social structures and business in the coming decades.In this paper we begin by defining location based services within the context we have just sketched. Wethen develop a simple model of the market for location-based services developing the standard non-linearsaturation model of market penetration. We illustrate this for mobile devices, namely mobile phones in thefollowing sections and then we develop an analysis of different geographical regimes which arecharacterised by different growth rates and income levels worldwide. This leads us to speculate on theextent to which location based services are beginning to take off and penetrate the market. We concludewith scenarios for future growth through the analogy of GIS and mobile penetration.

81 citations

01 Jan 2008
TL;DR: In this article, a case study on console video game preservation is shown utilizing the PLANETS preservation planning approach for evaluating preservation strategies in a documented decision-making process, while previous case studies concentrated on migration, compared emulation and migration using a requirements tree.
Abstract: The amount of content from digital origin permanently increases. The short lifespan of digital media makes it necessary to develop strategies to preserve its content for future use. Not only electronic documents, pictures and movies have to be preserved, also interactive content like digital art or video games have to be kept “alive” for future generations. In this paper we discuss strategies for the digital preservation of console video games. We look into challenges like proprietary hardware and unavailable documentation as well as the big variety of media and non-standard controllers. Then a case study on console video game preservation is shown utilizing the PLANETS preservation planning approach for evaluating preservation strategies in a documented decisionmaking process. While previous case studies concentrated on migration, we compared emulation and migration using a requirements tree. Experiments were carried out to compare different emulators as well as other approaches first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works in principle very well for early console video games, various problems exist for the general use as a digital preservation alternative. It also shows that the PLANETS preservation planning workflow can be used for both emulation and migration in the same planning process and that the selection of suitable sample records is crucial.

81 citations

Patent
29 May 2014
TL;DR: In this paper, a digital media device can be configured or controlled by a mobile device, e.g., a smart mobile phone, which can provide user preferences of the mobile device as well as credentials for accessing and downloading remote content.
Abstract: Techniques for automatically configuring and controlling a digital media device are described. A digital media device can be configured or controlled by a mobile device, e.g., a smart mobile phone. When the digital media device is being configured, the digital media device can broadcast a signal, indicating that the digital media device is requesting configuration information from a mobile device. A mobile device located in proximity of the digital media device, upon detecting the signal, can perform various security checks to determine that the request is legitimate, and then open a communication channel with the digital media device. The mobile device can provide user preferences of the mobile device, as well as credentials for accessing and downloading remote content, to the digital media device through the communication channel. Upon receiving the configuration information, the digital media device can use parameters in the configuration information as its settings.

81 citations

Journal ArticleDOI
TL;DR: The authors explored how international students in Australian higher education from China and India use local and transnational media to experience, thus produce, Melbourne as a place, and found that for this generation of international students their senses of both home and Australia are fragmented, deterritorialized and syncretic, woven in and through each other.
Abstract: Recent scholarship across a range of disciplines has sought to understand how people’s relationship with place is increasingly produced by their interactions with digital entertainment and communications media. This scholarship has pointed to the capacity of social media to foster new ways of experiencing locality, culture and belonging, including for mobile populations and transnational communities. In this article, we draw upon original qualitative research to explore how international students in Australian higher education from China and India use local and transnational media to experience, thus produce, Melbourne as a place. We show how for this generation of international students their senses of both home and Australia are fragmented, deterritorialized and syncretic, woven in and through each other, as the Australia that they inhabit is fundamentally conditioned by the fluctuating mediated co-presence of home, derived from the simultaneity offered by digital media. Such a proposal goes beyond argu...

81 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
20241
2023400
2022944
20211,133
20201,363
20191,221