Digital Activism Introduction Research Question Scholars frequently assert that participation is a key feature of our interaction with digital media. For example, Mark Deuze argues that ‘[p]articipation must be seen as a defining principle of digital culture’ (2006, p. 67). Increasingly accessible and manipulable digital media formats – and means of publication – point toward expanding opportunities for participation in what scholars have called ‘cultural citizenship’. Does ‘digital culture’ facilitate an enhanced opportunity for ‘cultural citizenship’? Digital Culture Digital Culture has been called many names by different theorists, cyberculture, information culture, internet culture, virtual culture in cyber society (Deuze, 2006) and so on.
Unit three: Principles of managing information and producing documents Assessment Section 1 – Understand the purpose of information technology in a business environment 1. In relation to your current business environment (or one that you are familiar with), identify at least two different types of information technology that may be used when completing work tasks. • Computer software including word processing, database, spreadsheets, and presentation programmes. • Communications such as emails, text messaging and fax 2. What are the benefits to businesses (and others) of using information technology for doing work tasks?
Watermarking has been considered for many copy prevention and copyright protection applications. In copy prevention, the watermark may be used to inform software or hardware devices that copying should be restricted. In copyright protection applications, the watermark may be used to identify the copyright holder and ensure proper payment of royalties. Although copy prevention and copyright protection have been major driving forces behind research in the watermarking field, there are a number of other applications for which watermarking has been used or suggested. These include broadcast monitoring, transaction tracking, and authentication.
LOW COST DEXTEROUS TELEOPERATION HUMANOID ROBOTIC HAND WITH WEARABLE REMOTE CONTROLLER A.Salman1, A.Seeni2 and Y.M.T.Yapa Bandara3 1 Pioneer Institute of Business & Technology (PIBT), Sri Lanka. Email: salmanzcabana@gmail.com 2 Pioneer Institute of Business & Technology (PIBT), Sri Lanka. Email: markaraze@gmail.com 3 Pioneer Institute of Business & Technology (PIBT), Sri Lanka. Email: tybandara@gmail.com ABSTRACT Humanoid robotic mechanisms are widely utilized to improve the efficiency and speed of industrial applications. The field is improving with the current tendency towards custom 3D printing and advancements in wearable technology.
Evaluate the impact of growth and increasing diversity of the new media in society ‘New media’ is a term, which is constantly evolving, and on a daily basis, encompassing more as well as newer and innovative elements in it. In simple terms, it is the opposite of ‘traditional media’, which includes print, television and film, and radio. According to New Media Basics, new media is effectively interactive, and it includes a host of communication mechanisms that revolve around the Internet, and include features such as e-mail, social networks, websites, blogs, online videos and pictures etc. And new media also includes new media devices and technologies such as laptops, tablets, mobile phones, and a host of other devices, which also includes smartphones. The new media has reformed society as the delivery of media content has caused the growth and increased diversity in society.
HOW THE INTERNET AND DIGITAL CULTURE IMPACTED ON THE PRACTICE OF GRAPHIC DESIGN INTRODUCTION In today’s modern world, it could be said that most forms of mass media communication are produced, and increasingly, distributed digitally. These forms of media, as Charlie Gere (2008. pp. 13-14) explains are ‘beginning to converge with digital forms, such as the Internet, the World Wide Web, and video games, to produce a seamless digital mediascape.’ This essay will explore and discuss how this metastasis from traditional methods of mass media communication have impacted on the practice of graphic design, arguing both the positive and negative impact that digital culture has had upon this discipline. Arguments are to be structured around key topics such as historical perspective on pre-internet communicative practices and the impact of graphic design related social spaces. Furthermore, there will be analysis on the transition of graphic design from old media to new media and its state of continuity, the role of the designer within online simulation, and finally, to interaction; discussing how design has progressed from traditional methods and their continued orientation towards digital interaction, and the impact this has on graphic design as a discipline.
First, we will examine the traditional production chain of the industry. Secondly, there will be an analysis of current changes in the industry caused by digitalization. In the final part of the essay, we will try to predict the future of the way the industry is functioning illustrated by two new business models. Along the way we will touch upon several economic aspects of the cultural industries, such as experience goods, the lock-in effect, industry structure and many others. As becomes clear from this proposed structure, we will mainly focus on the production side of the industry.
Digital media refers to any form of electronic medium that can be digitally stored. It functions as binary technology, not bound by materiality that has identical methods of distribution regardless of content & has potentially changed all aspects of the media industry. Furthermore, Digital media convergence is the process by which media forms, industries, cultures & practices of use have merged; which has seen existing media platforms revolutionise into new fields. It is through convergence with various forms of digital media, abetted by the advert of internet broadband that has encouraged music video to spawn to new phenomenon’s. This essay will outline how Music Video converged with the Internet has transcended the ‘isolated’ artist into the cross over performer, which has brought upon new styles, models & genres of music.
Introduction Multimedia developers and the music industry are major contributors when it comes to intellectual property. With advancement in business technology organization should be concern about intellectual property (IP) and how it could affect their business. There are many aspects of intellectual property that a business or individual should be concerned with, materials that are protected, IP laws, advantage IP business advantage, how important intellectual property is to businesses, intellectual property issues, and how IP affects the value of technology. They should have a clear understand why IP is becoming a critical part of business and the technology that they use. “The earliest use of the term "intellectual property" appears to be an October 1845 Massachusetts Circuit Court ruling in the patent case Davoll et al.
Over the past decade, learning has been evolved from its traditional classroom based forms in a way that is leading to new forms of learning based on technology and distance, moving from a simple idea into a real mainstream. Garrison and Kanuka (2008) showed that the new learning forms using Educational Technology (eLearning) matured into several types of Technology Enhanced Learning, Blended Learning and Online Learning. Different terms for learning through technology have recently come into use, including e-learning, distributed learning, distance learning, web-based learning, tele-learning, and networked learning (Ally, 2004). It is now obvious that the internet has altered the learning models of educational institutions in schools, academies,