In the text, Manovich explains that there are some major
differences between old and new media. He attempts to explain these differences
with a list of five principles. These principles do not apply to every example
of new media, but most. (Basically, they’re not rules, they’re more like
guidelines.)
The first of these principles is numerical representation.
This principle states that objects of new media are, at least initially,
composed of numbers, what we call code. A new media object can be described
using numbers or mathematical formulas. They can also be programmed. Any new
media object is susceptible and subject to change. Manovich uses the examples
of photo and film, which are made up of smaller numerical units (pixels and
scenes). I thought of a webpage. What we see is on the screen is actually a
long string of numbers, letters, symbols, a kind of formula to produce a
webpage. Since it is this way, it can be easily changed and reprogrammed.
The second principle is called modularity. Basically, this
principle states that each “independent” object in new media is made up of many,
smaller “independent” objects. He uses the example of a webpage, which is
populated by images, videos, links, etc. Each of these can exist on their own.
Another example would be an audio file, such as an MP3. Although the file is an
independent object, it is made up of many different tracks, each track made of
different sounds, each sound made by a different string, pedal, stick, or key.
Third is the principle of automation, which is made possible
by the first two principles. Because of the numerical representation and the modularity,
certain functions can be developed that allow a new media object to act on its
own in different ways. Manovich explains that certain photo applications can do
auto-corrections or generate certain images. I thought of YouTube, which
gathers information from the videos a viewer has watched and the channels he/she
is subscribed to and automatically creates a “What to Watch” playlist catered
to those interests, requiring no continual effort from the viewer.
The fourth principle is variability. This principle explains
the fact that a new media object is not fixed or static; it can be recreated or
changed and can either do away with the original or maintain it. One example of
this is Microsoft Word, which has been through numerous versions, all basically
the same but simultaneously very different. Another example is a video game,
which undergoes frequent updates and through different versions. While it is
still the same game, features are added and changed. A person can choose to
update to the latest version, or they can continue playing on the previous version,
allowing for a variety of experiences among users.
Lastly, we see the principle of transcoding. This is
basically the transfer of information from a “human language” to a “computer
language” or vice versa. This is important because of the fact that it happens
both way, and each influences the other. Our culture is constantly evolving,
and our media need to follow suit. Likewise, our methods of programming are
always improving and updating, and our culture adapts to keep in step.
Manovich seems to feel that this is the most important
principle, and it is only made possible by the previous four, and I agree. This
principle can be seen occurring all around us, especially within the last few
years when so many leaps and bounds have been made in the technological world. Culture
and new media develop side-by-side, simultaneously.
I like your ideas on variability. I have to deal with this at my work right now. Our original software was built 7 years ago and cannot run with the latest JAVA update. I also choose not to update my iTunes to the latest version because of the terrible layout they have instituted. Without the variability in order to choose to remain with the older version, certain products for me would become unused and discarded.
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ReplyDeleteYeah, I agree. I don't know why they keep messing with iTunes. I haven't updated mine in years.
ReplyDeleteI like your example of YouTube. I find it funny whenever I look at youtube on my laptop because my stepson uses my laptop to watch minecraft youtube videos. So I have game videos mixed in with my Dr Quin fan videos. So YouTube generates some pretty strange videos to advertise to me at times. I guess that is an example of variability!
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