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Showing posts with label Automated. Show all posts
Showing posts with label Automated. Show all posts

Wednesday, 6 November 2013

The unnatural interface

Today's generation have developed and 'updated' alongside the computer screen interface. By learning the functions of the window interface from a young age, users integrate with the technology until the point where interaction becomes second nature. Debra Shaw notes this connection between the body and interface, "My computer and I constitute a cybernetic system"(Shaw, 2008,pg.90). How we automatically know when to click, scroll, drag, how to search and select the content we want though the interface design, " making the interfaces "transparent" and therefore more "natural""(Bolter, 2000,pg.32). Through constant "contact with the interface" the user "learns to read, just as she would read any hypertext", the language and shared knowledge that makes up the interface experience (Bolter, 2000,pg.33)

This however identifies that though we are automated within the technological interface, we are aware it is unnatural. The "obviously mediated" functionality of the interface, the buttons, the links, the irritating Microsoft animated paperclip clearly defines the computer window from the real world. The interface is constricted by the physicality of the technological medium it is contained in. Although this lack of "the real" only furthers our desires for "immediacy", as mediation "tries to reproduce the rich sensorium of human experience" (Bolter, 2000,pg.34). There is a constant negotiation of the "visual space as mediated and as "real", a conflict between the surface and the deeper cultural meaning (Bolter, 2000,pg.41). A real life example is that of as the Disney World theme park, where fictional media content clashes with physical reality.

As Huthtamo notes "hypermediacy can also provide an authentic experience", the audience may acknowledge the unnaturalness of the medium and yet it doesn't diminish the experience (Bolter, 2000,pg.42). This is illustrated in the rise of online worlds such as "WoW" (World Of Warcraft), although the game is obviously constructed through programming and is contained within the material screen of the medium. Users still recognise it as an authentic experience, some have argued that the line between reality and the game interface has been blurred by the users "point of view". Shaw notes how we try to escape "the meat", our body's through cyberspace but we can't yet escape the reality of the medium (Shaw, 2008,pg.86).

Bolter, J.D. (2000) Remediation: Understanding New Media (Cambridge, Mass.; London: MIT Press)

Shaw, D, (2008) Technoculture: The key Concepts (Oxford: Berg Press)

Wednesday, 16 October 2013

Computerization

Computing and Media Technologies begin as two separate entities converging together overtime through, film, photography and binary information. These technologies are developing through experimentation and the format in which the cultural collective forms for the needs of mass.
New media can be broken down into two distinct layers, Cultural Layer and Computer layer. The understanding of the cultural layer is to be known as the input information (user generated), whereas the computer layer is generated from the input information through automation and variations of the same. This transition from the user generated information to the media form and the transcoding for computer or digital information.

During the text of 'Language of New Media' as Manovich speaks of transcoding he states that "computerization turns media into computer data"  (Manovich, 2002, p.63). The computer storing and re distributing the media that it has been given. "In new media lingo, to “transcode” something is to translate it into another form." (Manovich, 2002 p.64)


Transcoding doesn't happen without another 4 principles of new media such as numerical representation, modulation, automation, variability. Each of which cross one path or another. Computerization requires numerical or coded information, binary or otherwise, Modulation through mixed mediums being digitized, automation, the process of creating the binary and coding into a visual or piece of spectral information. Variability the changing of the medium e.g. photograph into a video format. Although suggesting that all within the cultural layer has to be of human origin Manovich states a database "originally a computer technology to organize and access data, is becoming a new cultural form of its own" (Manovich, 2002 p.64), can be consequence of the principle transcoding. 

Manovich suggests that the "computer layer and media/culture layer influence each other" (Manovich, 2002 p.64) rather than have computer layer overpowering the cultural layer, they converge to develop each other further. With the development of computer and digital technology, new media continues to grow along side rather than being the technology. Is it suggestible that transcoding is changing the development of software and the skills required?


Bibliography

Manovich, L., The Language of New Media (Cambridge, Mass.: The MIT Press, 2001)

Automated media, rise of the machines?

Lev Manovich has identified how factors, such as computerisation, have changed medias function and social significance while new media takes its place as the staple of the digital age. Manovich "reduces all principles of new media to five: numerical  representation, modularity, automation, variability and cultural transcoding", identifying the key factors which differentiate old and new media (Manovich, 2002, pg.44). All new media is now made up of "digital code" and so "becomes programmable", allowing computers to store, produce and distribute our media (Manovich, 2002, pg.49). Before technology was just a tool for media, just a calculator which aided us but with technological advancements it now shares in the creative production process.

Manovich notes how "human intentionally can be removed from the creative process, at least in part", software such as Photoshop, creates, edits and filters our content for us at the click of a button, taking most human interaction out of new media (Manovich, 2002, pg.53). Are we being limited by computers? By relying on automated technology, we take a back seat in creating media compared to the manual processes of old media. We live in a society "now concerned as much with accessing and re-using existing media as with creating new one" (Manovich, 2002, pg.55). If everyone is re-using existing media, this may stunt the creative possibility's of new media, leaving us with ideas that will never be imagined.

Artificial intelligence becomes ever more real, as computerised controls such as "software agents" filters our media for what it deems relevant, using our information and profiles to adapt new media around us (Manovich, 2002, pg.55). Creating a Big Brother mentality, as we are being monitored, controlled and restricted by computer technology. Although as seen in video games, this control is merely an illusion  by "AI engines" which "use a variety of approaches to simulate human intelligence", restricting our own choices to fit within the rules of its own digital world (Manovich, 2002, pg.54). Though digitization has also given the user more control over time and media, such as through "random access"(Manovich, 2002, pg.67). By rejecting the "human-centered" order of old media such as the fixed order of videotapes, it allows time to be "managed, analysed and manipulated more easily"(Manovich, 2002, pg.67).

Bibliography
Manovich, L. (2002) The Language Of New Media, (Cambridge, Mass, :London MIT Press)


Automated Media

Lev Manovich has shown us how media function has changed through the years and how media actually first begun. From the daguerreotype to computerisation, media has come a long way in this time. Manovich "reduces all principles of new media to five: numerical representation, modularity, automation, variability and cultural transcoding" (Manovich, 2002, p.44). Computers were invented at first to be used as a calculators and store date but now they are used to store, make, view and distribute  media and data etc. Media back then when computers where just calculators hadn't crossed paths with computers until they met when "The tape Zuse used was actually discarded 35mm movie film" (Manovich, 2002, p47) This was kind of the beginning f the "new media revolution" (Manovich, 2002, p.43).

Humans are no longer needed to actually make media forms as we have been replaced as the 'new media revolution' takes over and we are being surrounded by programs that used to do what we do and at the click of the button we can edit any photo in anyway or we make a film without really doing much due to templates and other sorts of editing.

Automated media has come to be the most revolutionary part of media development as we are seeing a computer communicate with us in real life and it can also "guess user's emotional state and to adjust the style of interaction accordingly." (Manovich, 2002, pg54) this means that people are now able to game and communicate in many different ways now as they can play against 'someone' without their actually being anyone with you or playing online you can now play against the computer as it is called "AL (Artificial life) software" (Manovich, 2002, pg53).

 Without Media access we would basically be lost because think about the amount of times you have needed a picture for a picture and you have just simply gone to 'google images'. We all have the most remarkable ability to just pull a picture off the internet without having to contribute to it in anyway financially or creatively.  This is what Is the automated revolution contributing to the new media revolution.