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Journalism 1010 Chapter 6 Notes

by: Abbey Marshall

Journalism 1010 Chapter 6 Notes JOUR 1010

Abbey Marshall
GPA 4.0

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About this Document

Notes for Thursday quiz and exam #2
The Future of Media
Robert Stewart
Class Notes
journalism, Media, media convergence, video games, virtual reality, augmented-reality
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This 3 page Class Notes was uploaded by Abbey Marshall on Tuesday September 27, 2016. The Class Notes belongs to JOUR 1010 at Ohio University taught by Robert Stewart in Fall 2016. Since its upload, it has received 5 views. For similar materials see The Future of Media in Journalism and Mass Communications at Ohio University.

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Date Created: 09/27/16
Week 6 Notes Lecture Guest Speaker: Kyle Kondik Author of “The Bellwether: Why Ohio Picks the President” and former editor of The Post Chapter 6 Notes Interactive Media: The Internet, video games, and augmented reality  User interface (UI): junction between a medium and the people who use it  Interactivity: for digital media purposes, it consists of three main elements o A dialog that occurs between a human and a computer program o A dialog affects the nature or type of feedback or content received, changing as the dialog continues o The audience has some measure of control over what media content it sees and in what order  The dialogic nature of interactive media can personalize our relationship with content and make it more relevant and compelling Interfaces Television:  TV remote is one of the most important transformation technologies in television Intuitive interfaces  Multitasking: doing several activities at once with a variety of programs  Human-computer interaction: any interaction between humans and computers, either through devices such as keyboards, mice, and touch screens or through voice recognition  Keyboards: o First typewriters used alphabetically arranged keys o This was a poor design because some keys were used more often than others and if typed too quickly would jam o Christopher Latham Sholes developed the QWERTY keyboard in which the most frequently typed keys are spread far apart, slowing down the used and thus discouraging jamming o Dvorak model designed for efficient typing never adopted  Computer Mouse: o In 1968, Douglas C. Engelbart invented the computer mouse, made or wood and used with a companion keyboard o May become an artifact with increase of touch-sensitive screens on computers and mobile devices  Touch screens: o In 1974, PLATO was introduced (the first computer system to have a touch- sensitive video display terminal) o Before tablet computers, ATMs were the most common example of touch- sensitive screens  Natural Input Methods: o First computer to accept handwriting with electronic stylus was sold in 1979, but was not translated into computer-readable text until 12 years later o Speech recognition Graphical User Interfaces  Three developments helped make desktop computers capable of full multimedia o The development of greater computing power and increased storage capacity o The addition of audio and video o The creation of graphical user interface  Graphical User Interface: computer interface that shows graphical representations of file structures, files, and applications in the form of folders, icons, and windows History of Internet  Internet created in 1969  Email was next important development, invented in 1971 Internet Protocol  Transmission Control Protocol: a part of the main protocol for the internet that allows computers to easily communicate with each other over a network  internet: connected set of networks using TCP/IP  Internet: set of connected internets World Wide Web  Invented in 1991 by Tim Berners-Lee  Hypertext transfer protocol (HTTP): a protocol that enables the standardized transfer of text, audio, and video files, as well as email from one address to another  Hypertext Markup Language (HTML): a coding format that describes how information should look on the Web Broadband  Bandwidth: the carrying capacity and speed of telecommunication networks that determine how much information can be sent and how fast it can travel over the networks  Broadband: a network connection that enables a large amount of bandwidth to be transmitted, which allows for more information to be sent be in shorter period of time Distribution dynamics:  Peer-to-peer (P2P): the basis of file-sharing services, a computer communications model and network whose computers are considered equal peers who can send, store, and receive information equally well  Decentralization of distribution means a loss of control for media companies  Swarming: the process used by some P2P systems in which multiple downloads of the same file are temporarily coordinated to accelerate the downloading process Video Games  Machinima: a combination of machine and cinema that uses 3D animation techniques and characters from popular video games to make movies  Mods: short for “modifications”, user-created code changes that alter how video games are played or look  Video sales have eclipsed US domestic movie box office receipts since 2001  Social games: online or mobile games that are played in real time with others that encourage simultaneous group playing  Serious games: games created to be fun and educational that use game dynamics to instruct players on topics  Gamification: the use of game-like mechanics in nongame settings, such as earning points, badges, or rewards for performing certain actions Augmented Reality  Augmented reality: digital overlays of information on a screen that correspond to what is being looked at in the real world through the screen o Will have a greater impact than VR  Virtual reality: digital overlays of information on a screen that correspond to what is being looked at in the real world through the screen  First experimented with in the 1960s


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