Digital media

from Wikipedia, the free encyclopedia
E-book and smartphone as carriers of digital media

Under digital media (more rarely Computer Media ) refers to electronic media , the digital encoded. Analog media form the opposite . The term “digital media” is also used as a synonym for “ new media ”.

Digital media are communication media that function on the basis of information and communication technology (e.g. the Internet ). On the other hand, technical devices for digitization , calculation , recording , storage , data processing , distribution and presentation of digital media content are referred to as digital media . The digitalization of the media began in the second half of the 20th century. Digital media represent a profound change in terms of both production and use compared to earlier, analogue media.

The computer technology is the basis for digital media. Computer systems are based primarily on the basis of the binary number system . In this case, “digital” refers to the discrete states of “0” and “1” for the representation of any data. Computers are machines that interpret binary data as digital information.

The recording and storage of media content as digital data, such as a piece of music or a video sequence, is usually a technically highly complex process and belongs to the field of digital signal processing . In modern data-compressing processes for digital processing of images, video or audio signals such as JPEG , MPEG-4 or MP3, methods of higher mathematics such as the Fast Fourier Transformation play a central role.

If digital media are published on the Internet, i.e. made available online , one also speaks of online media .

history

Digital codes, like binary codes, can be changed without reconfiguring mechanical parts

Code and machine information were first conceived by Charles Babbage in the early 1800s. Between 1822 and 1823, Ada Lovelace, Mathematics, wrote the first instructions for calculating numbers on Babbage engines. Lovelace's instructions are considered the first computer program today. Although the machines were designed for analysis, Lovelace anticipated the potential social impact of computers and programming, writing. "For in the distribution and combination of truths and formulas of analysis which can be more easily and quickly subjected and more deeply explored to the mechanical combinations of the engine, the relationships and the nature of many subjects to which science necessarily refers in new subjects. ..] there are various collateral influences in all extensions of human power or additions to human knowledge, in addition to the primary and primary object achieved ". Other ancient machine readable media include instructions for pianos and looms.

It is estimated that in 1986 less than 1% of the world's media storage capacity was digital and in 2007 it was 94%. It is believed that 2002 was the year mankind was able to store more information in digital than in analog media (the "beginning of the digital age").

Digital computers

Although they used machine-readable media, Babbage's motors, player pianos, jacquard looms, and many other early calculating machines were themselves analog computers with physical, mechanical parts. The first truly digital media emerged with the advent of digital computers. Digital computers use binary code and Boolean logic to store and process information so that one machine can perform many different tasks in a configuration. The first modern, programmable digital computers, the Manchester Mark 1 and the EDSAC, were invented independently between 1948 and 1949. Although they differed from modern computers in many ways, these machines had digital software that controlled their logic. They were encoded in binary, a system of ones and zeros combined into hundreds of characters. The 1s and 0s of the binary system are the "digits" of digital media.

In 1959, the metal-oxide-silicon field effect transistor (MOSFET or MOS transistor) was invented by Mohamed Atalla and Dawon Kahng in Bell Labs. It was the first truly compact transistor that could be miniaturized and mass-produced for a variety of applications. The MOSFET led to the development of microprocessors, memory chips and digital telecommunication circuits. This led to the development of the personal computer (PC) in the 1970s and thus to the beginning of the microcomputer revolution [14] and the digital revolution.

As We May Think

While digital media did not become commonplace until the late 20th century, the conceptual basis of digital media goes back to the work of scientist and engineer Vannevar Bush and his acclaimed essay "As We May Think," published in 1945 in The Atlantic Monthly . Bush envisioned a system of devices that would help scientists, doctors, historians, and others store, analyze, and communicate information. Bush called this imaginary device a "memex":

The owner of the Memex is interested in, say, the origin and properties of the bow and arrow. In particular, he examines why the Turkish shortbow appeared to be superior to the English longbow in the skirmishes of the Crusades. He has dozens of potentially pertinent books and articles in his memex. First, he goes through an encyclopedia, finds an interesting but sketchy article, and has it projected. Next, he finds another relevant article in a story and connects the two. So he goes and creates a trail of many objects. Occasionally he will add his own comment by either linking it to the main path or connecting it to a specific item through a secondary path. When it turns out that the elastic properties of the available materials have a great deal to do with the arch, it branches off onto a bypass that leads him through textbooks on elasticity and tables of physical constants. He inserts a page with its own longhand analysis. So he builds a trace of his interest through the labyrinth of materials available to him.

Bush hoped this memex would be the work of scientists after World War II. Although the paper preceded digital computers by several years, As We May Think anticipated the potential social and intellectual benefits of digital media and provided the conceptual framework for digital science, the World Wide Web, wikis, and even social media. It was recognized as an important work at the time of its publication.

Digital multimedia

Convenient digital multimedia distribution and streaming have been made possible by advances in data compression that stem from the impractically high storage, storage, and bandwidth requirements of uncompressed media. The primary compression technique is the Discrete Cosine Transform (DCT), a lossy compression algorithm first proposed as an image compression technique by Nasir Ahmed at the University of Texas in 1972. The DCT algorithm was the basis for the first practical video coding format, H.261. Other DCT-based video coding standards followed, especially the MPEG video formats from 1991. In 1992, the JPEG image format, which is also based on the DCT algorithm, was introduced. The development of the modified MDCT algorithm (Modified Discrete Cosine Transform) led to the audio coding format MP3 in 1994 and to the Advanced Audio Coding (AAC) format in 1999.

Examples

The following list of examples of digital media is based on a more technical view:

Screen related applications:

Interactive objects and installations:

Interactive environments (spaces defined by media):

  • Showroom, also multimedia

Interactive architecture (especially communication in public space):

And other interactive media .

Effects

The digital revolution

Since the 1960s, computing power and storage capacity have increased exponentially, largely due to the scaling of MOSFETs, which allows the number of MOS transistors to increase at the rate predicted by Moore's Law. Computers and smartphones give billions of people the ability to access, modify, store and share digital media. Many electronic devices, from digital cameras to drones, are capable of creating, transmitting, and displaying digital media. In conjunction with the World Wide Web and the Internet, digital media has transformed 21st century society in ways that are often compared to the cultural, economic and social impact of the printing press. The change has been so rapid and so far-reaching that it has ushered in an economic transition from an industrial economy to an information-based economy, creating a new period in human history known as the information age or digital revolution.

The transition has created some uncertainty about the definitions. Digital media, new media, multimedia and similar terms all relate to both the technical innovations and the cultural impact of digital media. The mixing of digital media with other media and with cultural and social factors is sometimes referred to as new media or "the new media". These skills include not only the ability to read and write - traditional literacy skills - but also the ability to navigate the Internet, rate sources, and create digital content. The notion that we are moving towards a fully digital, paperless society goes hand in hand with the fear that soon - or even now - we may face a digital dark age in which older media is no longer using modern devices or modern scientific methods are accessible. Digital media have a significant, far-reaching and complex impact on society and culture.

A senior engineer at Motorola named Martin Cooper was the first person to make a phone call on April 3, 1973. He decided that the first phone call to a rival telecommunications company should be "I'm talking on a cell phone". However, the first commercial mobile phone was launched by Motorola in 1983. It was succeeded by Nokia in the early 1990s, with the Nokia 1011 being the first mass-produced mobile phone and the Nokia Communicator 9000 becoming the first smartphone because it was equipped with an Intel 24 MHz CPU and had a solid 8 RAM MB decreed. The number of smartphone users has risen sharply over the years. The countries with the highest number of users currently include China with over 850 million users, India with over 350 million users and in third place the United States with around 260 million users as of 2019. While Android and iOS dominate the smartphone market. A study by Gartner found that in 2016 around 88% of the world's smartphones were Android, while iOS had a market share of around 12%. About 85% of sales in the cellular market came from cell phone games.

The effects of the digital revolution can also be assessed based on the number of global users of mobile intelligent devices. This can be divided into 2 categories: smartphone users and smart tablet users. There are currently 2.32 billion smartphone users worldwide. This number is expected to rise to over 2.87 billion by 2020. Smart tablet users reached a total of 1 billion in 2015, 15% of the world's population.

The statistics show the influence of digital media communication today. Also of importance is the fact that the number of users of smart devices is increasing rapidly, while the number of functional uses is increasing daily. A smartphone or tablet can be used for hundreds of daily needs. There are currently over 1 million apps in the Apple Appstore. These are all opportunities for digital marketing efforts. Every second a smartphone user opens their Apple or Android device, they are influenced by digital advertising. This is further evidence of the digital revolution and the effects of the revolution. This has resulted in a total of $ 13 billion paid out to the various app developers over the years. This growth has fueled the development of millions of software applications. Most of these apps are capable of generating revenue through the promotion of apps, with gross revenue estimated at around $ 189 million in 2020.

Health effects

The rapid development of the new media in the last few decades also brought a new clinical picture with it - media addiction . Media addiction, like shopping or gambling addiction, is one of the substance-independent addictions. These dependencies are not yet classified in international registers such as the ICD 10 and are therefore often assigned to the disorder 'abnormal habits with disorders of impulse control' (ICD 10 - F63) in terms of differential psychology. However, the media dependency shows some diagnostic differences to this disorder - there is a centering of all life contents around the respective addictive substance, whereby a higher development of tolerance towards the addictive substance can be observed. In contrast to other compulsive acts, media addiction is usually not perceived as unpleasant. At the end of 2016, the Association for Media Dependency therefore spoke out in favor of including internet-related disruptions in the revision of the ICD 10 expected in 2018.

According to studies on clinical samples as well as imaging studies using standardized paradigms, there is a nosological localization between internet-related disorders and addiction disorders (see e.g. Kuss & Griffiths, 2012; Wölfling et al., 2013). The concept of substance-independent addiction disorders (behavioral addiction model) can therefore be transferred to the group of internet-related disorders. The behavioral addiction model follows a biopsychosocial approach and sees internet-related disorders as a dynamic interplay between organic, psychological and social factors.

Results of the PINTA study, as well as the follow-up survey PINTA-DIARI (prevalence of internet addiction) by the University of Lübeck from 2013, found a prevalence of internet-related disorders of 1% in the age group 14 to 64 years in Germany. In contrast, the prevalence in the 14 to 16 age group was 4%.

In a study by the Südwest Media Education Research Association (KIM study 2014), 79% of children between the ages of six and 13 stated that they watch television every or almost every day. 38% of people in this age group use smartphones and the Internet 25% every day.

The BLIKK study by the drug commissioner of the federal government, Marlene Mortler, from 2017 shows that the excessive use of media does not remain without consequences for the development of children. It found significant correlations (prevalences significantly exceeded) for different age groups. Feeding and falling asleep disorders were found in children aged one month to one year when the mother used digital media while caring for the baby. This in turn indicates an attachment disorder .

The children between the ages of two and five showed motor hyperactivity and difficulty concentrating while using digital screen media . In children who use digital screens every day, language development disorders were also found and their behavior showed psychological abnormalities (restlessness, distractibility). 69.5% of parents also stated that their children could not work independently for more than two hours without using digital media. Children between eight and 13 years of age also showed motor hyperactivity and poor concentration with an increased digital media usage time of more than 60 minutes daily. In this age group, an increased consumption of sweet drinks and sweets was also found, which was reflected in an increased BMI . The children also stated that they had problems controlling their own internet use independently, which had negative consequences in their everyday life.

The risk of developing digital media addiction is therefore particularly increased among young people. But although there is a connection between intensive media use and developmental disorders, it does not have to be causal. Other sources (cf. Scientific Services of the German Bundestag, media and computer game addiction, elaboration WD 9 - 3000 - 37/2009) indicate a possible comorbidity with other mental disorders ( depression , ADHD ). Other risk factors for developing an internet- related disorder are social neglect, low self-esteem , negative stress assessments and unfavorable coping styles.

Study education

Digital media is taught at universities, in dual training occupations and at vocational schools.

See also

literature

Individual evidence

  1. "Computermedien, Bildungsmedien" (source: https://www.lmz-bw.de/fileadmin/user_upload/Medienbildung_MCO/fileadmin/bibliothek/roell_computermedien/roell_computermedien.pdf Franz Josef Röll)
  2. ^ Keyword authority file: "New Media" , queried on August 3, 2011.
  3. "Digital Media. All media that function on the basis of digital information and communication technology (e.g. Internet). ”(Source: Gabi Reinmann / Martin Eppler: Wissenswege, Bern 2008 ( Memento of the original from February 1, 2009 in the Internet Archive ) Info: The archive link was inserted automatically and has not yet been checked. Please check the original and archive link according to the instructions and then remove this notice. ). @1@ 2Template: Webachiv / IABot / www.persoenliches-wissensmanagement.com
  4. THE WORLD'S TECHNOLOGICAL CAPACITY TO STORE, COMMUNICATE, AND COMPUTE INFORMATION. Retrieved July 22, 2020 .
  5. ^ Martin Hilbert: World info capacity animation. In: YouTube. Retrieved July 22, 2020 .
  6. ^ The Modern History of Computing. Retrieved July 22, 2020 .
  7. Sci / Tech Pioneers recall computer creation. Retrieved July 22, 2020 .
  8. 12 Projects You Should Know About Under the Digital India Initiative. Retrieved July 22, 2020 .
  9. 1960: METAL OXIDE SEMICONDUCTOR (MOS) TRANSISTOR DEMONSTRATED. Retrieved July 22, 2020 .
  10. transistor. Retrieved July 22, 2020 .
  11. ^ Triumph of the MOS transistor. In: YouTube. Retrieved July 22, 2020 .
  12. a b As We May Think. Retrieved July 22, 2020 .
  13. As we may think: the legacy of computing research and the power of human cognition. Retrieved July 22, 2020 (English).
  14. ^ Scalable Continuous Media Streaming Systems. In: Google Books. Retrieved July 22, 2020 .
  15. Streaming Media Architectures, Techniques, and Applications. In: Google Books. Retrieved July 22, 2020 .
  16. ^ How I Came Up with the Discrete Cosine Transform. Retrieved July 22, 2020 .
  17. INFORMATION TECHNOLOGY - DIGITAL COMPRESSION AND CODING OF CONTINUOUS-TONE STILL IMAGES - REQUIREMENTS AND GUIDELINES. Retrieved July 22, 2020 .
  18. ^ The Use of FFT and MDCT in MP3 Audio Compression. Retrieved July 22, 2020 .
  19. ^ Transistors Keep Moore's Law Alive. Retrieved July 23, 2020 .
  20. ^ The Information Age and the Printing Press. Retrieved July 23, 2020 .
  21. Contending with Terms: “Multimodal” and “Multimedia” in the Academic and Public Spheres. Retrieved July 23, 2020 .
  22. What is Digital Literacy? Retrieved July 23, 2020 .
  23. ^ We Need to Act to Prevent a Digital 'Dark Age'. Retrieved July 23, 2020 .
  24. a b THE HISTORY OF MOBILE PHONES FROM 1973 TO 2008. Retrieved July 23, 2020 .
  25. Number of smartphone users by country as of September 2019. Retrieved on July 23, 2020 .
  26. Current Trends And Future Prospects Of The Mobile App Market. Retrieved July 23, 2020 .
  27. Number of smartphone users worldwide from 2016 to 2021. Retrieved on July 23, 2020 .
  28. Tablet Users to Surpass 1 Billion Worldwide in 2015. Accessed July 23, 2020 .
  29. https://www.theverge.com/2013/10/22/4866302/apple-announces-1-million-apps-in-the-app-store. Retrieved July 23, 2020 .
  30. https://www.smashingmagazine.com/2017/02/current-trends-future-prospects-mobile-app-market/. Retrieved July 23, 2020 .
  • 4. Deutsches Ärzteblatt (PP 7, February 2008 edition, page 71): ADDICTION WITHOUT SUBSTANCE: Classification as “behavioral addiction”? https://www.aerzteblatt.de/archiv/59090/SUBSTANZUNGEBUNDENE-SUeCHTE-Klassifikation-als-Verektivensucht (June 27, 2017)
  • 5th Association for Media Dependence eV (2016): An addiction problem on the way to recognition? http://www.fv-medienabhaengigkeit.de/fileadmin/images/Dateien/Publikationen/FVM_Standortbestetzung_2016.pdf (June 27, 2017)
  • 6. Kiss, DJ, & Griffiths, MD (2012). Online gaming addiction in children and adolescents: A review of empirical research.
  • 7. Wölfling, K., Jo, C., Bengesser, I., Beutel, ME, & Müller, KW (2013). Computer game and internet addiction. A cognitive-behavioral treatment manual. Stuttgart: Kohlhammer .
  • 8. Bischof, G., Bischof, A., Meyer, C., John, U., & Rumpf, HJ (2013). Prevalence of Internet addiction diagnostics and risk profiles (PINTA-DIARI). Lübeck: Compact report to the Federal Ministry of Health v .
  • 9th Media Education Research Association Southwest: KIM Study 2014. Children and Media, Computer and Internet. https://www.mpfs.de/fileadmin/files/Studien/KIM/2014/KIM_Studie_2014.pdf (June 27, 2017)
  • 10th BLIKK study (2017), drug commissioner of the federal government http://www.drogenbeauftragte.de/presse/pressekontakt-und-mitteilungen/2017/2017-2-quartal/results-der-blikk-studie-2017- presented. html (June 27, 2017)
  • 11. Scientific services of the German Bundestag, media and computer game addiction, elaboration WD 9 - 3000 - 37/2009 https://www.bundestag.de/blob/411990/c6c797252393bfb4b64b16048cd99338/wd-9-037-09-pdf-data. pdf (June 27, 2017)