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<ul><li>media history </li></ul><ul><li>recap: concurrent media exposure </li></ul><ul><li>recap: media are pervasive and ...
ultimate remix media: culture jamming
 
media today: where are we now?
 
 
some observations on media today: urban, conversational, cacophony, branded content and experience
 
 
media dilemma: provide content or build relationships?
media today: how did we get here?
baby steps: the remote control (1950s)
 
 
 
the big leap: videorecording (1960s)
 
 
 
a long time coming: the joystick (1970s)
 
 
 
 
 
the computer mouse (1970s)
 
 
and… the mobile phone (1980s)
 
 
 
1967: Cordless telephones enter the phone system. 1968: First digital wireless network,  Linkabit , created in San Diego. ...
1998: Music industry up in arms as fans download MP3 sound files for free. 1998: Sony's  Everquest  multiplayer online gam...
<ul><li>Converged </li></ul><ul><li>Interactive </li></ul><ul><li>Personalized </li></ul><ul><li>Screen-based </li></ul><u...
future media devices and what we may do with them…
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Media History

Media Life is a course intended for undergraduate students across campus. Its goal is to make people aware of the role that media play in their everyday life. The key to understanding a "media life" is to see our lives not as lived WITH media (which would lead to a focus on media effects and media-centric theories of society), but rather IN media (where the distinction between what we do with and without media dissolves).

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Media History

  1. 1. <ul><li>media history </li></ul><ul><li>recap: concurrent media exposure </li></ul><ul><li>recap: media are pervasive and ubiquitous </li></ul><ul><li>recap: media are remixed </li></ul><ul><li>utopian vs. dystopian views on media </li></ul><ul><li>“ new” media remediate “old” media </li></ul><ul><li>media today: where are we now, how did we get here? </li></ul><ul><li>structural trends in (new) media </li></ul>
  2. 2. ultimate remix media: culture jamming
  3. 4. media today: where are we now?
  4. 7. some observations on media today: urban, conversational, cacophony, branded content and experience
  5. 10. media dilemma: provide content or build relationships?
  6. 11. media today: how did we get here?
  7. 12. baby steps: the remote control (1950s)
  8. 16. the big leap: videorecording (1960s)
  9. 20. a long time coming: the joystick (1970s)
  10. 26. the computer mouse (1970s)
  11. 29. and… the mobile phone (1980s)
  12. 33. 1967: Cordless telephones enter the phone system. 1968: First digital wireless network, Linkabit , created in San Diego. 1970: FM stations target population segments, introducing &quot;narrowcasting&quot;. 1971: Cellphone is invented. 1972: Polaroid camera can focus by itself. 1976: Sony's Betamax and JVC's VHS battle for home market. Sony will lose. 1978: Space Invaders , the first video game to reach mainstream public. 1979: News groups arrive on the Internet 1979: Sony Walkman tape player starts a fad. 1981: The laptop computer is introduced by Tandy. 1982: Pac-Man attracts girls as well as boys to home video games. 1983: Audio music cassettes outsell LP records. 1984: Portable compact disc player arrives. 1986: Japanese introduce Game Boy , with 8-bit operating system. 1988: Jarkko Oikarinen writes Internet Relay Chat software program. 1989: Vacationers can buy single use, throwaway cameras. 1991: 3 out of 4 U.S. homes own VCRs 1992: Text-based browser opens World Wide Web for general usage. 1993: Nokia sends text messages between mobile phones. 1996: The shooter game Quake allows users to create their own levels. 1997: The first weblogs, or ‘blogs’ 1997: From Kodak, the first point-and-shoot digital camera.
  13. 34. 1998: Music industry up in arms as fans download MP3 sound files for free. 1998: Sony's Everquest multiplayer online game attracts thousands worldwide. 1998: Net users are judges of a TV sports event: world champion ice skating. 1999: Also at the movies: The Matrix 2000: 3G (3rd generation) licenses sold for wireless internet. 2001: Personal headsets display movies, video games, spreadsheets. 2001: The iPod music player 2001: Start of Wikipedia , a free collaborative encyclopedia 2002: Cheap, hand-held computers are a big sales item. 2004: Survey: U.S. women spend more online game time than men, teens. 2005: Valve Software (makers of Half-Life ) starts Valve Developer Community 2006: Microsoft introduces XNA Game Studio Express : players create games 2006: Nintendo game controller responds to hand, body movements 2006: Study reports growing loneliness of Americans 2006: In a year and a half, YouTube posts 100 million videos; adds 70,000 daily 2006: DirecTV experiment lets viewers choose baseball game camera angles 2007: iPhone surfs Web, emails, makes phone calls, takes pictures, A/V player 2007: Cell phone can now tune into television programs 2007: More than six million “residents” of Second Life 2008: Young Japanese women (mostly) write texting novels on cellphones 2008: Apple presents MacBook Air (0.16-0.76 inches thick) 2008: more than ten million subscribers to World of Warcraft 2009: introduction internet-enabled televisions 2009: cellphone carriers warn for “digital traffic jam” during Obama inauguration
  14. 35. <ul><li>Converged </li></ul><ul><li>Interactive </li></ul><ul><li>Personalized </li></ul><ul><li>Screen-based </li></ul><ul><li>Wireless </li></ul><ul><li>Networked </li></ul><ul><li>Miniaturized </li></ul>
  15. 36. future media devices and what we may do with them…
  • kayodett

    Sep. 27, 2016
  • game123me

    Aug. 9, 2011
  • ninanougat

    Sep. 16, 2009
  • HenrikMortensen

    Sep. 8, 2009

Media Life is a course intended for undergraduate students across campus. Its goal is to make people aware of the role that media play in their everyday life. The key to understanding a "media life" is to see our lives not as lived WITH media (which would lead to a focus on media effects and media-centric theories of society), but rather IN media (where the distinction between what we do with and without media dissolves).

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