By Tony Feldman
During this transparent and hugely obtainable publication, Tony Feldman offers an account of the evolution and alertness of electronic media. Clarifying its underlying applied sciences, he identifies its great advertisement and human power. utilizing as a place to begin a simplification which considers new media in designated sectors; packaged "off-line" media comparable to CD-ROMs; and the realm of transmitted media together with electronic broadcasting and interactive on-line providers, Feldman offers a finished review of the electronic media panorama. concentrating on multimedia and the leisure media he describes and analyses the unbelievable upward thrust of CD-based details and the both innovative improvement of the net and on-line providers. Set inside a advertisement context, readers can determine the aptitude to generate profit and take advantage of the recent media. An creation to electronic Media concludes with a strategic overview of the consequences of going electronic for people, businesses and firms.
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Additional resources for An introduction to digital media
In their excellent evergreen CD-I Designers’ Guide (McGraw-Hill 1992), Signe Hoffos together with Dr Graham Sharpless, Phillip Smith and Nick Lewis make this point in the course of their own struggle with definitions: The word multimedia has already acquired diverse meanings in various technical fields. Some computer buffs use multimedia to describe the hardware which allows computer data to be sent from one machine to another. Many audio visual specialists remember when multimedia meant presentations which combine still images from slide projectors with a soundtrack.
In practice—depending on the video footage involved—digital producers can go as low as 15 frames per second and still retain much of the quality of full motion, even if the video gets a little jerky when the action hots up. If you want to take risks, you can also cut the data still further by reducing the amount of colour data in the images and making do with a grainy greyness instead of sharp, contrasty video quality. A trade off among frame rate, picture size and (possibly) colour resolution, therefore, can substantially reduce the technical demands of digital video.
In other words, they remain gadgets for enthusiasts rather than the mainstream of media and information users. None of this matters if you are selling multimedia via a proprietary settop box or stand-alone multimedia player. While these are computers of a kind, they are not general purpose devices. They are specifically created to decode and deliver digital satellite broadcasts, for example, or to play videos or video-rich interactive games from a compact disc. In other words, these devices are proprietary systems customised to a particular commercial purpose.