Samenvatting Foundations of New Media
HC 1 – New Media
Medium
= Outlet & tools used to store and deliver information or data
- A middle place
- A physical connection between two places
- An analogical connection through communication technologies
- A representative
- An environment in which cultures or individuals dwell
- An instrument to accomplish some purpose
Shannon-Weaver Model (1948)
= Information sender (encodes) message (noise) receiver (decodes) feedback
back to sender (encodes)
- No message without a medium
- Medium > content, because of influences, thinking, feeling, acting and perceiving
Dead media
= Obsolete or forgotten
- 80’s video games, pianola
Old media
= Forms of analogue, still in use
- Newspaper, tv, radio
Remediation
= Integratie kenmerken oude media in nieuwe
- Tekst uit theater in film, layout krant op online website
New media
= Computational, rely on computers for redistribution
- Smartphones, social robots
Emerging media
= New new, now being developed
- Butterfly advertisement Nike
History synaesthetic media
= Vermenging zintuigen
- Bouba/kik association
1
,- Starts with a theory that’s socially unacceptable
- Painting to music or film, but difficult to go beyond the canvas
- Need for new ways of creating
- Visual jockeys make accessible data everywhere
- AI
Digital transformation
- Enables nog nooit voorgekomen/meer dan ooit info access, making, sharing and automation
- Computers, wearables, internet, etc.
- Consequences: media = mathematical, algorithmic (manipulation) and programmable
Digital convergence samenvloeiing, naar elkaar toe
= Data accessible through computers + flow of content over multiple media platforms
- Kritiek: overestimation computers, limitation control en sommige aspecten media gaan
verder dan computer technologie
Digital divide
= No vs perfect access computer technology
- Is an ethical dilemma
New media designing
= Problem solving, making a difference
- On trend, needs, gedrag, values of people, societal challenges, technologies
HC 2 – Interactivity I
= “speaking back”, involving actions or input of a user/3 or more messages between sender
and receiver, that carry on topic
- Action reaction interaction
Sociological origins
= Mutual relations between two or more people who perceive and try to orient their actions
- Symbolic: sharing “symbols” that carry a commonly shared message
- Albert Heijn
- Sensemaking: giving meaning to experiences, understanding need, values, goals, identity,
culture
2
, Human-Computer Interaction (HCI) origins
= “Dialogue”/relationships between humans and computers
- Aim to receive feedback
- Communication = to developer of the system
- Engineering + study the dialogue
Interactive media
= Method where output comes from input of its own users, with user’s participation
- Smart phone, robot
Interactivity is multidimensional
1. Attribute of technological systems
- Speed and timing: wait for response, not the same as face to face
- Temporal and spatial difference: messages and feedback can be delivered at same/different
place and time
- Depends on network & storage
- Selection and modification: amount and type of options to select and modify messages
- Depends on transfer rules, can be programmed by developer
- Sensory complexity: “richness” of media systems, technicological
= Amount of senses that can be stimulated
2. Of human perception
= Not only depends on technology, but also on motivation and abilities of people to perceive
(and use) the potential
- Perceived speed: influenced by onder andere actual time, amount of actions, systems
freezing up
- Perceived navigation: ability to use all the selection and modification options
- Consider features en limieten mensen cognitive, onder ander: cognitive load,
familiarity en memory
- Sensory activation: user decides what sensory channels to use
- Consequenties f + l human perception, onder andere prioriteit betekenisvolle stimuli
processen + arousing (stressvolle) stimuli, masking effects
- Feelings and emotions: play role on how interactions via/with new medium are experiences
- Immersion, proximity, presence & connectedness
- Values and norms: determine (dis)use of new media
3. Of the communication process
= Focus on conditions and outcomes
- Balancing exchange, dialogue, discourse and multidirectionality
Interaction design (IxD)
= Set of practices that give form, behaviours and capabilities
3
HC 1 – New Media
Medium
= Outlet & tools used to store and deliver information or data
- A middle place
- A physical connection between two places
- An analogical connection through communication technologies
- A representative
- An environment in which cultures or individuals dwell
- An instrument to accomplish some purpose
Shannon-Weaver Model (1948)
= Information sender (encodes) message (noise) receiver (decodes) feedback
back to sender (encodes)
- No message without a medium
- Medium > content, because of influences, thinking, feeling, acting and perceiving
Dead media
= Obsolete or forgotten
- 80’s video games, pianola
Old media
= Forms of analogue, still in use
- Newspaper, tv, radio
Remediation
= Integratie kenmerken oude media in nieuwe
- Tekst uit theater in film, layout krant op online website
New media
= Computational, rely on computers for redistribution
- Smartphones, social robots
Emerging media
= New new, now being developed
- Butterfly advertisement Nike
History synaesthetic media
= Vermenging zintuigen
- Bouba/kik association
1
,- Starts with a theory that’s socially unacceptable
- Painting to music or film, but difficult to go beyond the canvas
- Need for new ways of creating
- Visual jockeys make accessible data everywhere
- AI
Digital transformation
- Enables nog nooit voorgekomen/meer dan ooit info access, making, sharing and automation
- Computers, wearables, internet, etc.
- Consequences: media = mathematical, algorithmic (manipulation) and programmable
Digital convergence samenvloeiing, naar elkaar toe
= Data accessible through computers + flow of content over multiple media platforms
- Kritiek: overestimation computers, limitation control en sommige aspecten media gaan
verder dan computer technologie
Digital divide
= No vs perfect access computer technology
- Is an ethical dilemma
New media designing
= Problem solving, making a difference
- On trend, needs, gedrag, values of people, societal challenges, technologies
HC 2 – Interactivity I
= “speaking back”, involving actions or input of a user/3 or more messages between sender
and receiver, that carry on topic
- Action reaction interaction
Sociological origins
= Mutual relations between two or more people who perceive and try to orient their actions
- Symbolic: sharing “symbols” that carry a commonly shared message
- Albert Heijn
- Sensemaking: giving meaning to experiences, understanding need, values, goals, identity,
culture
2
, Human-Computer Interaction (HCI) origins
= “Dialogue”/relationships between humans and computers
- Aim to receive feedback
- Communication = to developer of the system
- Engineering + study the dialogue
Interactive media
= Method where output comes from input of its own users, with user’s participation
- Smart phone, robot
Interactivity is multidimensional
1. Attribute of technological systems
- Speed and timing: wait for response, not the same as face to face
- Temporal and spatial difference: messages and feedback can be delivered at same/different
place and time
- Depends on network & storage
- Selection and modification: amount and type of options to select and modify messages
- Depends on transfer rules, can be programmed by developer
- Sensory complexity: “richness” of media systems, technicological
= Amount of senses that can be stimulated
2. Of human perception
= Not only depends on technology, but also on motivation and abilities of people to perceive
(and use) the potential
- Perceived speed: influenced by onder andere actual time, amount of actions, systems
freezing up
- Perceived navigation: ability to use all the selection and modification options
- Consider features en limieten mensen cognitive, onder ander: cognitive load,
familiarity en memory
- Sensory activation: user decides what sensory channels to use
- Consequenties f + l human perception, onder andere prioriteit betekenisvolle stimuli
processen + arousing (stressvolle) stimuli, masking effects
- Feelings and emotions: play role on how interactions via/with new medium are experiences
- Immersion, proximity, presence & connectedness
- Values and norms: determine (dis)use of new media
3. Of the communication process
= Focus on conditions and outcomes
- Balancing exchange, dialogue, discourse and multidirectionality
Interaction design (IxD)
= Set of practices that give form, behaviours and capabilities
3