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[[File:Innansicht Festplatte 512 MB von Quantum.jpg|thumb|[[Hard drive]]s store information in [[binary numeral system|binary]] form and so are considered a type of physical digital media.]]
[[File:Innansicht Festplatte 512 MB von Quantum.jpg|thumb|[[Hard drive]]s store information in [[binary numeral system|binary]] form and so are considered a type of physical digital media.]]
[[File:Augmented GeoTravel.jpg|thumb |Augmented reality, a form of digital media, playing on an [[iPhone]]]]
[[File:Augmented GeoTravel.jpg|thumb |Augmented reality, a form of digital media, playing on an [[iPhone]]]]
'''Digital media''' refers to any [[media]] that are encoded in a [[machine-readable]] format. Digital media can be composed, read, distributed, preserved, and modified on [[computer]]s or other electronic devices. Combined with the rise of the [[Internet]] and the [[World Wide Web]], as well as the spread of [[personal computer]]s, digital media has caused massive disruption in publishing, journalism, entertainment, education and commerce. Digital media has also posed new challenges to [[copyright]] and [[intellectual property]] laws. Digital media is frequently contrasted with analog, traditional, or [[print media]], such as printed books and periodicals. The spread of digital media has fostered the concept of a [[paperless society|paperless]] or fully digital society.
'''Digital media''' is a form of [[electronic media]] where data are stored in [[Digital data|digital]] (as opposed to [[analog signal|analog]]) form. It can refer to the technical aspect of [[data storage device|storage]] and [[data transmission|transmission]] (e.g. [[hard disk drive]]s or [[computer network]]ing) of information or to the "end product", such as [[digital video]], [[augmented reality]], [[digital signage]], [[digital audio]], or [[digital art]].


==Digitization==
Florida's digital media industry association, Digital Media Alliance Florida, defines digital media as "the creative convergence of digital arts, science, technology and business for human expression, communication, social interaction and education".

There is a rich history of [[Numeral system|non-binary]] digital media, computers, and their rise to prominence over the last couple decades.

==Data conversion==
{{main|Analog-to-digital converter}}
{{main|Analog-to-digital converter}}
The transformation of [[data]] to [[digital data]] via an analog-to-digital converter is called "[[digitizing]]" for either [[Static spacetime|static]] o45r [[Dynamical system|dynamic]] data, or "[[sampling (signal processing)|sampling]]" specifically when converting [[analog signal]] to [[digital signal]]. Most digital media are based on translating analog data into digital data and vice-versa (see [[digital recording]], [[digital video]], [[television]] versus [[digital television]]). It is estimated that in the year 1986 less than 1% of the world's technological capacity to store information was digital and in 2007 it was already 94%.<ref name="HilbertLopez2011">[http://www.sciencemag.org/content/332/6025/60 "The World’s Technological Capacity to Store, Communicate, and Compute Information"], especially [http://www.sciencemag.org/content/suppl/2011/02/08/science.1200970.DC1/Hilbert-SOM.pdf Supporting online material], Martin Hilbert and Priscila López (2011), [[Science (journal)]], 332(6025), 60-65; free access to the article through here: martinhilbert.net/WorldInfoCapacity.html</ref> The year 2002 is assumed to be the year when human kind was able to store more information in digital than in analog format (the "beginning of the [[digital age]]") . In 2007, humankind was able to store 2.9 × 10 20 optimally compressed bytes, communicate almost 2 × 10 21 bytes, and carry out 6.4 × 10 18 instructions per second on general-purpose computers. General-purpose computing capacity grew at an annual rate of 58%.<ref name="Hilbertvideo2011">[https://www.youtube.com/watch?v=iIKPjOuwqHo "video animation on The World’s Technological Capacity to Store, Communicate, and Compute Information from 1986 to 2010]</ref>
The transformation of [[data]] to [[digital data]] via an analog-to-digital converter is called "[[digitizing]]" for either [[Static spacetime|static]] o45r [[Dynamical system|dynamic]] data, or "[[sampling (signal processing)|sampling]]" specifically when converting [[analog signal]] to [[digital signal]]. Most digital media are based on translating analog data into digital data and vice-versa (see [[digital recording]], [[digital video]], [[television]] versus [[digital television]]). It is estimated that in the year 1986 less than 1% of the world's technological capacity to store information was digital and in 2007 it was already 94%.<ref name="HilbertLopez2011">[http://www.sciencemag.org/content/332/6025/60 "The World’s Technological Capacity to Store, Communicate, and Compute Information"], especially [http://www.sciencemag.org/content/suppl/2011/02/08/science.1200970.DC1/Hilbert-SOM.pdf Supporting online material], Martin Hilbert and Priscila López (2011), [[Science (journal)]], 332(6025), 60-65; free access to the article through here: martinhilbert.net/WorldInfoCapacity.html</ref> The year 2002 is assumed to be the year when human kind was able to store more information in digital than in analog format (the "beginning of the [[digital age]]") . In 2007, humankind was able to store 2.9 × 10 20 optimally compressed bytes, communicate almost 2 × 10 21 bytes, and carry out 6.4 × 10 18 instructions per second on general-purpose computers. General-purpose computing capacity grew at an annual rate of 58%.<ref name="Hilbertvideo2011">[https://www.youtube.com/watch?v=iIKPjOuwqHo "video animation on The World’s Technological Capacity to Store, Communicate, and Compute Information from 1986 to 2010]</ref>
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==Data processing==
==Data processing==
{{main|Digital signal processing}}
{{main|Digital signal processing}}
Once digitized, media may be processed in a variety of ways using standard [[computer hardware]] and software or, where performance is critical, in high-performance digital hardware such as an [[ASIC]]. Processing can include [[editing]], [[Filter (signal processing)|filtering]] and [[Digital content creation|content creation]],
Once digitized, media may be processed in a variety of ways using standard [[computer hardware]] and software or, where performance is critical, in high-performance digital hardware such as an [[ASIC]]. Processing can include [[editing]], [[Filter (signal processing)|filtering]] and [[content creation]].
access control devices


==See also==
==Digital media and Global Communication==


According to the article by Lars Qvortrup on the European Journal of Communication published in 2006, [[Chaos Theory]] has been widely acknowledged as the reality within the field of [[media (communication)|media]] and [[communications]]. However, if this is actually true then the theory made by Manuel Castellis on global network societies would be made true. There are many critics who would argue against this case. Lars Qvortrup believes that the society we live in is not an anthropocentric society, which is to say, there is no rational man in a control room pulling all the strings. He believes that we actually live in a poly-centric society where many people control how things function.
Some people believe that we do not live in a single global society, but that there are many loosely coupled networks that influence and disturb one another. With this in mind, the cartoon theories in the Danish newspaper affect cultural and social networks in Libanon and Syria, but this in itself is an exception. Only under very special circumstances can a wave of self-perpetuating interference occur.<ref>{{cite journal|last=Qvortrup|first=Lars|title=Understanding New Digital Media: Medium Theory or Complexity Theory?|journal=European Journal of Communication|date=September 2006|pages=345–356}}</ref>

==Post-Network Era==
This is the fast pace era through the use of technology. Home recording of television increasingly advanced this medium. Digital programming can be downloaded instantly. This technology enables broadcasters to use the digital technologies available today to create numerous channels. Service providers offer on-demand that gives people the opportunity to have the power of when and where they watch or hear their media. Digital technology has converged television and computers into one single medium.<ref name="Lotz">{{cite book|last=Lotz|first=Amanda D.|title=The Television Will Be Revolutionized|year=2007|publisher=New York University Press|location=New York and London, NY|isbn=978-0-8147-5219-7|pages=53–54}}</ref>

== Companies ==

===Several design houses are active in this space, prominent names being===
* [[Publicis]]
* [[McCann Erickson]]
* [[Tribal DDB]]

Companies offering training in Digital Media:
* [[Joint Information Systems Committee|JISC]] Digital Media
* [[Digital Media Academy]]
* [[Giant Campus]]
* [[John Lennon Educational Tour Bus]]
* [[Sterling Ledet & Associates]]

==See also==
* [[Analog media]]
* [[Analog media]]
* [[Content delivery]]
* [[New media]]
* [[Cybertext]]
* [[Paperless society]]
* [[Digital Billboards]]
* [[Digital humanities]]
* [[eRhetoric|Digital rhetoric]]
* [[Electronic publishing]]
* [[List of artistic media]]
* [[Media psychology]]
* [[MIDI]]
* [[New Media]]
* [[Fresh Paint|Digital Art by Microsoft]]


==References==
==References==
{{reflist}}
{{reflist}}


==Further reading==

=== Articles ===
* [[Timothy Binkley]] (1988-1889). "The Computer is Not A Medium", ''Philosophic Exchange''. Reprinted in ''EDB & kunstfag'', Rapport Nr. 48, NAVFs EDB-Senter for Humanistisk Forskning. Translated as "L'ordinateur n'est pas un médium", ''Esthétique des arts médiatiques'', Sainte-Foy, Québec: Presses de l'Université du Québec, 1995.

=== Books ===
* Wolfgang Coy, "Analog/Digital". In: Warnke, Martin et al. (2005): ''Hyperkult II - Zur Ortsbestimmung analoguer und digitaler Medien'' (in German), Bielefeld: transcript Verlag, 2005. ISBN 3-89942-274-0.
* Jörg Pflüger, "Wo die Quantität in Qualität umschlägt". In: Martin Warnke ''et al.'', Hyperkult II - Zur Ortsbestimmung analoguer und digitaler Medien (in German), Bielefeld: transcript Verlag, 2005. ISBN 3-89942-274-0.
* Paul Long and Tim Wall, [http://www.doingmediastudies.com ''Media Studies: Text, Production and Context''], Pearson Education, 2009.
* ''Dictionary of the digital medias'', trilingual edition in English, French (''Dictionnaire des médias numériques'') and German (''Lexikon der digitalen Medien''), Swiss Media, 2002, 280 pages.
* Ted Nelson, ''Literary Machines'', Sausalito: Mindful Press, 1990.


[[Category:Digital media|*]]
[[Category:Digital media|*]]

Revision as of 23:21, 27 March 2014

Hard drives store information in binary form and so are considered a type of physical digital media.
File:Augmented GeoTravel.jpg
Augmented reality, a form of digital media, playing on an iPhone

Digital media refers to any media that are encoded in a machine-readable format. Digital media can be composed, read, distributed, preserved, and modified on computers or other electronic devices. Combined with the rise of the Internet and the World Wide Web, as well as the spread of personal computers, digital media has caused massive disruption in publishing, journalism, entertainment, education and commerce. Digital media has also posed new challenges to copyright and intellectual property laws. Digital media is frequently contrasted with analog, traditional, or print media, such as printed books and periodicals. The spread of digital media has fostered the concept of a paperless or fully digital society.

Digitization

The transformation of data to digital data via an analog-to-digital converter is called "digitizing" for either static o45r dynamic data, or "sampling" specifically when converting analog signal to digital signal. Most digital media are based on translating analog data into digital data and vice-versa (see digital recording, digital video, television versus digital television). It is estimated that in the year 1986 less than 1% of the world's technological capacity to store information was digital and in 2007 it was already 94%.[1] The year 2002 is assumed to be the year when human kind was able to store more information in digital than in analog format (the "beginning of the digital age") . In 2007, humankind was able to store 2.9 × 10 20 optimally compressed bytes, communicate almost 2 × 10 21 bytes, and carry out 6.4 × 10 18 instructions per second on general-purpose computers. General-purpose computing capacity grew at an annual rate of 58%.[2]

Data processing

Once digitized, media may be processed in a variety of ways using standard computer hardware and software or, where performance is critical, in high-performance digital hardware such as an ASIC. Processing can include editing, filtering and content creation.

See also

References