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Samenvatting - Digital Media and Technology - S0P72a

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This summary includes all the subject matter (lectures + course notes) for the Digital Media and Technology exam given by Prof. Zarouali

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DIGITAL MEDIA & TECHNOLOGY
LECTURE 1: INTRODUCTION TO DIGITAL MEDIA & TECHNOLOGY

INTRODUCTION TO DIGITAL MEDIA & TECHNOLOGIES

DIGITAL MEDIA & TECHNOLOGY
 Digital media are infiltrating a lot of domains, they are integral to everyday life (work,
socializing, entertainment)
 Understanding requires analysis of ... contexts:
o Social  we are interacting with them, users give meaning to it
o Cultural  in Asia vs. Europe it’s used differently
o Political  social media are very powerful, influencing elections
 Social sciences aims to understand the relation between technology and society
o How do they influence each other?
o How do they co-evolve?

THE DIGITAL ENVIRONMENT
 Digital media are highly pervasive (e.g., computers, smartphones, etc.)  digital media
are everywhere, we’re taking it for granted, only when they’re absent we realize how
important they are
o Temporal  at every time of the day they’re there
o Spatial  everywhere: at work, in the car,...
o Social  in different social contexts: in your couch, at the bar,…

Mediatization = increasing presence of media in all aspects of life
 “the increasing temporal, spatial and social spread of mediated
communication”

Digital condition = a state in which computer networks have become

 “the key infrastructure for virtually all aspects of life”

 Digital tech is reshaping how we produce, distribute, and consume information
 This challenge traditional concepts of democracy, work, and power
 Democracy has never been more challenged  vb. Political advertisements influencing
the election
o Evolution:
 80’s: everything started (Personal computers)
 00’s: internet (Now in Belgium: 95% has an internet connection at home)
 ’00-’10: smartphones, online cloud, big data  social media platforms
 ’10-’20: AI, internet of things,…  intelligent technologies
 Things are evolving very quickly

NEW MEDIA AND OLD MEDIA
 Initially, NEW MEDIA reffered to ICTs based on digital code, distinguishing them from "old
media" (TV, radio, newspapers)  late 20th century
 This concept soon became problematic
o E.g., smartphone a new medium?  boundaries are not always clear
o Digital media are not “new” anymore

, o Lineair evolution where new media ”phased out” old media


 Remediation = Often, new media do not replace old media; instead, they re-work or
change them into a different format (e.g., e-readers transformed physical books into e-
books, but didn’t replace them)
 Identity crisis and domestication:
o New media often face uncertainty and contested meanings upon introduction,
everyone’s afraid of new media
o Over time, they become normalized and integrated into everyday life
(“domestication”)
 Zombie media = Media technologies that were “dead”, are brought back to life with
new meanings (e.g., vinyl records, polaroid camera)

DIGITAL MEDIA
 To understand the broader societal impact of digital media, we need to go beyond the
technical aspects of digital media
 Important features that mark a difference with how it used to be: convergent,
hypertextual, distributed, pervasive, algorithmic, asymmetric, and both ephemeral and
permanent

1. CONVERGENT
 `with digital media, you have everything in one medium/device (e.g. smartphone vs.
paper news letter)  Digital media merge different content types (text, audio, visual)
onto single platforms
 Devices like computers and smartphones serve multiple functions (TV, radio, calculator,
alarm, GPS, etc.)
o “Universal machines”
 Media production and consumption no longer require distinct hardware

2. HYPERTEXTUAL
 Hypertext = texts that contains links (hyperlinks) to other content, enabling easy
access and navigation between them
 Hypertexts on the web allow for a customizable, non-linear reading experience 
reading experience is completely customizable ( traditional books)
 Users can jump between various types of content (e.g., text, video) within a single
platform

3. DISTRIBUTED
 Traditional mass media are centralized and unidirectional (e.g., broadcasting company)
 one centralized hub who chooses what we all see e.g. vtm
 Digital media follow a distributed model, with thousands of interconnected nodes
(information on servers)  now we’re all distributed  there’s no one central place
who creates all the content
 With user‐generated content on social media, users now also create content
 Horizontal communication via media platforms

4. PERVASIVE
 Mobile technologies allow people to access and post information at any time and from
any location
 Thus, they allow real-time, location-based interactions and communication
 However, this also means that companies can track and surveil user behavior at an
unprecedented scale  ability to modify and extend our social networks

,  Tool to strengthen social ties  have the power to extend our social networks, extend
the offline network

 Wide spread, you can’t miss them




5. ALGORITHMIC
 Most digital technologies are based on algorithms
 Data from our behaviors & interactions (“datafication”) are analyzed and then used to
make choices (e.g., on what to show us)
 However, they are not “neutral” nor “objective”
 Many algorithms are powered by machine learning, where people contribute to training
these algorithms (e.g., CHATGPT)  we are training ChatGPT to get better and better
with every interaction

 Process of datafication = everything we do online can be tracked and commodified

6. ASSYMETRIC
 Digital media are dominated by a few large corporations
 Uneven distribution of power = users do not have access to the information these
corporations collect
 Digital media are black boxes that hide the underlying operations
o Unequal balance of information and power  we have a couple of big platforms
(meta, google,…)  they have so much power, they know a lot about us
(monitoring), but we have very little power over them (we don’t have access to
the data they’re collecting about us)  are black boxes
 Digital media can used for mass surveillance (social and political control)
o In certain countries there are technologies who are used to surveille people (e.g.
with facial recognition-  used to sanction them

7. EPHEMERAL OR PERMANENT?
 Different media have different durations and persistence (e.g., paper book  you can
read a paper book over 100 years but the cd is dying, digital media usually are short-
lived)
 Usually, digital media storage are short-lived
 Digital software is often updated and evolving, making long-term data preservation
challenging
 HOWEVER: Even “short-lived” messages can be stored for years (so careful with what
you share) => e.g., IG story (24h hours?)

Quiz question:
Which of the following best describes the concept of "convergent" in digital media?
a. Digital media are produced by a small group of core hubs and transmitted to a large
audience
b. Different types of content (e.g., text, audio, video) are accessible on a single
platform, such as a computer or smartphone
c. Digital media are always permanent and cannot be erased or modified once posted
d. Algorithms in digital media are completely neutral and objective, unaffected by
human influence

, DIGITAL INFRASTRUCTURES
Digital media are built on global networks of interconnected nodes, not centralized hubs
 Digital media & the internet are:
1. A redundant system = the ability to send information through multiple pathways
(e.g., in case of disruption, alternative route)  e.g. if the server of Netflix goes down
it’s no problem, there are multiple routes = open system
2. An open system = anyone with internet access can access it (unlike TV channels or
newspapers, which are “closed”)



 Digital media infrastrastructure consists four layers:
o Physical (hardware): the cables, satellites, servers, antennas, etc.
o Logical (software): the software for websites, social media, etc.
o Content: information that is produced and exchanged within digital media
o Legal: laws and policies about functioning of digital networks and the behavior of
their users

TECHNOLOGY & SOCIETY
3 main perspectives/ approaches/…
 Technological determinism
= This views technology as an independent and disruptive force that shapes society,
influencing interactions, structures, and cultural norms  We can’t do anything about
is, it’s something external that has power of us
 Social construction of technology
= This argues that societal values, needs, and choices influence the development and
meaning of technology, shaping its form and function  Society shapes technology,
users define what technology is
 Co-evolution of technology and society
= This suggests that technology and society mutually influence each other in a
continuous process, leading to the evolution of both  Mix

A DAY IN THE LIFE WITH DIGITAL MEDIA

INTRODUCTION
 The chapter explores how media is integrated into the routine structure of an ordinary
day, from morning to night
 Focuses on how digital media, especially smartphones, transform daily navigation and
routines
 Conducted interviews with 50 diverse Norwegian respondents
 Investigates the tension between digital connection and disconnection in everyday life

MEANINGFUL AND MUNDANE
 Media use is often taken for granted, with its true value realized only in its absence
 Berelson’s 1945 study highlighted how people missed the ritual comfort and social
connection provided by newspapers during a strike
 They missed being informed & the ritual comfort
 Similar patterns observed in modern studies (70 years later)
 People perform ritualistic media checks to confirm the world’s order before moving on
with their day (“approximately informed and occasionally monitorial”  vagely, quick
check)
 Relying on digital media for practicalities (GPS, calculator, agenda)
 Smartphones have become the central platform for all these daily rituals
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