Film And Media In The Digital Age Essay

PAGES
5
WORDS
1449
Cite
Related Topics:

Media Film & Media in the Digital Age

Remediation & Convergence

The first section of the paper will explain two terms or concepts within the context of film & media in the digital age: remediation and convergence. These two concepts are quite closely related. Remediation can be when two or more forms of media combine as a new form of media or when one (or more) form of media is reappropriated, altered, or remixed to a point where it is reborn within a new form. Remediation can be the collapse of media into intermedia or multimedia forms, and it can also be changing a media form into another media form. An example of remediation can be when a book is changed into a screenplay, which is then produced into a film. Remediation can be when a book turns into a digitized version of itself and instead of holding a book, a reader can read this same information on an iPad or a Kindle. Remediation may also be when a clip from the film based on the book, is extracted as part of an art installation, and the artist recontextualizes the clip with music or other imagery that has no direct connection to the book or too the film.

Convergence, especially within the digital or information age, is inevitable. There has been substantial evidence of media convergence already, even just within the past twenty years. Media convergence when forms of media, formally separate and distinct, are mashed together or constructed together such that the finished product represents each individual media form with the new form of media. Many filmmakers and film professionals have argued that the digital age has obliterated the idea of and production of a single media form. Consider the following:

Imagine a place without books, photographs, movies, televisions, stereo systems, letters, post cards, billboards, telephones, and fax machines. That place is not Europe in the Dark Ages but the world that most people in the twenty-first century will inhabit. In lieu of the media that we now take for granted there will be the one great digital medium that replaces the current Internet. The process by which all these separate media become digital and come to be delivered via the global network...

...

(EMCPP, 2012)
The Internet is a wondrous invention. It is one of the most incredible examples of convergence. The above quotation suggests that within a definite time period, possibly within the lifetimes of people born as far back as the mid 20th century, may see the next form of convergence that will be even greater and better quality than the Internet, as it exists now. This is a mind boggling assertion. Yet, we can see the logic and probability of such an occurrence.

Smart phones have progressed several generations within their short existence. Smart phones are great examples of portable convergence. Most phones can play music, record video, watch movies, take pictures, use the Internet, and use applications that may or may not require the Internet that let users perform post production on the media they have captured with their phones, and much more. Imagine what kind of smart phones will exist by the year 2025, which is not that far ahead. Convergence is a sort of by product of remediation. "Media convergence brings together the "three Cs" -- computing, communications, and content." (Encyclopedia Brittanica, 2012) In the many iterations of remediation, some remediations become popular and produced repeatedly to the point where they become normative, such as text and graphic effects on news broadcasts. Modern viewers may perceive a news broadcast as cheap or too simple without motion graphics, logos, and text streaming along the sides of the frame. Such items were not recorded or created at the same time as the broadcast. The broadcast aired on the news is a product of remediation, brought to viewers as a from of convergence, which they have now come to expect.

Section 2 -- Digitization, Editing, and Diversity of Devices

Digitization is a process by which media or information capture by nondigital means are transformed into digital information such that this media or information can now be treated like any other form of digital information.

To a computer, not much. Properly transformed, each of these items is to a computer simply a collection of 1s and 0s. Through the magic of sampling (the process of choosing…

Sources Used in Documents:

References:

Dargis, M. 2010. Talking About a Revolution (for a Digital Age). The New York Times, Web, http://www.nytimes.com/2010/01/31/movies/31dargis.html?_r=0. 2012 December 01.

EMC Paradigm Publishing. 2012. Get Ready for Digital Convergence: A Primer on Life in the 21st century. Web, http://www.emcp.com/intro_pc/reading7.htm. 2012 December 01.

Encyclopedia Brittanica. 2012. Media Convergence. Web, http://www.britannica.com/EBchecked/topic/1425043/media-convergence. 2012 December 01.

Pavlik, J.V. 2008. Chapter 2 -- Devices to Access Digital Media. Media in the Digital Age. Columbia University Press: New York.
Pyudik, K. 2010. New Frontier 2010: Convergence of Film, Art and New Media Technology (Part 1). Examiner, Web, http://www.examiner.com/article/new-frontier-2010-convergence-of-film-art-and-new-media-technologies-part-i. 2012 December 01.


Cite this Document:

"Film And Media In The Digital Age" (2012, December 06) Retrieved April 19, 2024, from
https://www.paperdue.com/essay/film-and-media-in-the-digital-age-106110

"Film And Media In The Digital Age" 06 December 2012. Web.19 April. 2024. <
https://www.paperdue.com/essay/film-and-media-in-the-digital-age-106110>

"Film And Media In The Digital Age", 06 December 2012, Accessed.19 April. 2024,
https://www.paperdue.com/essay/film-and-media-in-the-digital-age-106110

Related Documents

digital age include worlds that are highly imaginative (eg. Harry Potter films). Films are sometimes conceived in a literary form and then turned into a script and a film. Films since the 1920s and into the 21st century have used physical models and stage properties of some kind (eg. Metropolis, Blade Runner, 2001: A Space Odyssey and Harry Potter). In the digital age, visual effects are created by composite

In fact, this is something that Obama discusses openly in his book, Dreams of My Father. In that book, Obama discusses the fact that his stepfather is Muslim and how he believes his stepfather's religion helped shape the man that he is. However, that book, written before Obama came into the national spotlight and certainly before his presidential bid, does not say anything about Obama being Muslim. It is

This did not end the matter, of course, and appeared to be addressed more at the copier than at sites facilitating sharing, which would become the next target. File Sharing Services Napster was the best known but hardly the only website devoted to facilitating file sharing among subscribers. After the courts caused Napster to shut down, at least in its original form, other sites emerged to take its place. A court

Digital Rights
PAGES 8 WORDS 2611

Digital Copyright problem of the Digital Age is that while information is easy and economical to publish and disseminate, exploitation of digital copyright and intellectual property rights remains a contentious issue. The question of who owns the right to digital information is one of the most hotly contested issues on the Web today. The subject of intellectual and digital copyright is fast becoming a topic that is expected to have

Yes, the Oedipus complex aspect of Shakespeare it gives us and which in turn invites us to think about the issue of subjectivity, the myth and its relation to psychoanalytic theory. (Selfe, 1999, p292-322) Hemlet and Postcolonial theory Postcolonial theory was born as a result of the publication of the famous work of Edward Said, Orientalism (1978). This theory claim that some authors (Paul Gilroy, Achille Mbembe, Francoise Verges, etc.) and

digital games is quite relaxing, as no adequate research has been carried out yet, so nearly anything goes. Writing, in general, about gaming and games is also very much similar. Sadly, and with startling cumulative consequences, games are under-theorized. Although there is the work of authors such as Ehrmann, Huizinga, and Caillois, game theory, philosophical ideas such as the work of Wittgenstein, and libraries teeming with research on board