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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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Patent
29 Sep 1995
TL;DR: In this article, a system for allowing media content to be used in an interactive digital media (IDM) program has Frame Data for the media content and object mapping data (N Data) representing the frame addresses and display location coordinates for objects appearing in the media contents.
Abstract: A system for allowing media content to be used in an interactive digital media (IDM) program has Frame Data for the media content and object mapping data (N Data) representing the frame addresses and display location coordinates for objects appearing in the media content. The N Data are maintained separately from the Frame Data for the media content, so that the media content can be kept intact without embedded codes and can be played back on any system. The IDM program has established linkages connecting the objects mapped by the N Data to other functions to be performed in conjunction with display of the media content. Selection of an object appearing in the media content with a pointer results in initiation of the interactive function. A broad base of existing non-interactive media content, such as movies, videos, advertising, and television programming can be converted to interactive digital media use. An authoring system for creating IDM programs has an object outlining tool and a object motion tracking tool for facilitating the generation of N Data. In a data storage disk, the Frame Data and the N Data are stored on separate sectors. In a network system, the object mapping data and IDM program are downloaded to a subscriber terminal and used in conjunction with presentation of the media content.

369 citations

Journal ArticleDOI
TL;DR: The design and operation of the The Observer Video-Pro system is described, illustrated with a case study from research on Repetitive Strain Injury (RSI).
Abstract: The Observer Video-Pro is a system for collecting, managing, analyzing, and presenting observational data. It integrates The Observer software with time code and multimedia hardware components. It extends the functionality of a conventional real-time event recording program in various ways. Observational data can be collected, reviewed, and edited with synchronized display of the corresponding video images. For optimal visual feedback during coding, one can display the video image in a window on the computer screen. Video playback from either a VCR or a digital media file can be controlled by the computer, allowing software-controlled jog, shuttle, and search functions. Besides a wide range of VCRs, The Observer Video-Pro supports all major digital video file formats. The software allows the user to summarize research findings in numerical, graphical, or multimedia format. One can create a time--event plot for a quick glance at the temporal structure of the observed process, or run specific analysis procedures and generate reports with statistics. An Event Summary function is available for exploratory and qualitative analysis. Video material can be summarized in a Video Play List, which allows on-screen summary presentations or the creation of highlight compilations on tape, CD, or other media. Video images can be captured and saved as disk files, for use as illustrations in documents, slides for presentations, and so forth. In this paper we describe the design and operation of the system, illustrated with a case study from research on Repetitive Strain Injury (RSI).

368 citations

Journal Article
TL;DR: The plan was to approach this work from it historical development to its modern day perspective, and the definition of social media, its concept and application in the 21st century were looked at.
Abstract: IntroductionThis paper examines the history of social media. The plan was to approach this work from it historical development to its modern day perspective. The authors also looked at the definition of social media, its concept and application in the 21st century. In the decade of information systems, social media has played a vital role in transforming business and communications. We believe that the fastest way to grow a business entity is through social media and networking. In 2000, many social networking sites emerged to ease interaction with people that share common interest in music, education, movies and so on. This also affected how businesses conducted their transactions and advertisements, and also their products.It is difficult to study social media without encountering the phrase social networking. Therefore, both concepts are discussed in this article. The Merriam- Webster dictionary defines social media as "forms of electronic communication (as Web sites for social networking and blogging) through which users create online communities to share information, ideas, personal messages, and other content (as videos)." The same source defines networking as "the exchange of information or services among individuals, groups, or institutions; specifically: the cultivation of productive relationships for employment or business."There are many ideas about the first occurrence of social media. "Throughout much of human history, we've developed technologies that make it easier for us to communicate with each other" (Carton, 2009). The earliest information encountered by the writers of this article referred to 1792 and the use of the telegraph to transmit and receive messages over long distances (Ritholz, 2010). Emile Durkheim, a French sociologist known by many as the father of sociology, and Ferdinand Tonnies, a German sociologist, are considered pioneers of social networks during the late 1 800s. Tonnies believed that social groups could exist because members shared values and beliefs or because shared conflict. His theory dealt with the social contract conceptions of society. Durkheim combined empirical research with sociological theory. Also, in the late 1800s, the radio and telephone were used for social interaction, albeit one-way with the radio (Rimskii, 20 11, Wren, 2004).Social networks have evolved over the years to the modern-day variety which uses digital media. However, the social media isn't that new. In addition, it didn't start with the computer but instead the telephone. During the 1950s, phone phreaking, the term used for the rogue searching of the telephone network, began. This process was accomplished through the use of homemade electronic devices that facilitated unauthorized access to the telephone system to make free calls. Phreaks were able to find telephone company test lines and conference circuits to complete their task. Brett Borders stated phreaks were able to hack into corporate unused voice mailboxes to host the first blogs and podcasts (Borders, 2010).During the 1960s, the public saw the advent of email (Borders, 2010). However, the internet was not available to the public until 1991. Email was originally a method to exchange messages from one computer to another, but both computers were required to be online. Today, email servers will accept and store messages which allow recipients to access the email at their convenience. In 1969, ARPANET, created by Advanced Research Projects Agency (ARPA), a U.S. government agency, was developed. ARPANET was an "early network of time-sharing computers that formed the basis of the internet." CompuServe, the third development of the 1960s, was also created in 1969 with a mission to provide time-sharing services by renting time on its computers. With very high fees, this service was too expensive for many (Rimskii, 201 1; Ritholz, 2010).Computer TechnologiesSocial media was further developed during the 1970s. …

365 citations

Journal ArticleDOI
TL;DR: This paper reviewed a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications, and highlighted the distinctive trends in the digital strand, identifying common patterns across new literacy practices through crosscomparisons of ethnographic research in digital media environments.
Abstract: Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century.

365 citations

Journal ArticleDOI
TL;DR: In this paper, the authors demonstrate how the notion of "phatic communion" has become an increasingly significant part of digital media culture alongside the rise of online networking practices, arguing that the social contexts of individualization and network sociality, alongside the technological developments associated with pervasive communication and connected presence, has led to an online media culture increasingly dominated by phatic communications.
Abstract: This article will demonstrate how the notion of 'phatic communion' has become an increasingly significant part of digital media culture alongside the rise of online networking practices. Through a consideration of the new media objects of blogs, social networking profiles and microblogs, along with their associated practices, I will argue, that the social contexts of 'individualization' and 'network sociality', alongside the technological developments associated with pervasive communication and 'connected presence' has led to an online media culture increasingly dominated by phatic communications. That is, communications which have purely social (networking) and not informational or dialogic intents. I conclude with a discussion of the potential nihilistic consequences of such a culture.

364 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