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Introduc)on to New Media 
Lecture 4 
Mixed media art and comprehension 
    What perhaps has been 
most surprising and 
consequen4al about new 
technologies has been not so 
much what such innova4ons 
were originally designed to 
do, as what users have 
chosen to use them to 
accomplish.                                 
Harrison & Barthel, 2009 
Topics 
•  The levels of visual media and examples 
•  New media, crea)on and art 
•  Comprehension of new media 
Ques)ons 
•  Draw a concept map of comprehension and 
interac)on with new media (with mixed media 
types that allow par)cipatory interac)ons) 
•  For essay: Mixed media percep)on – how we 
may perceive one new media applica)on? 
The levels for visual media 
•  Lev Manovich The Language of New Media 
(2001) 
•  Manovich is looking new media at five levels: 
– Numerical representa)on & programmability 
– Modularity at code level 
– Automa)za)on of opera)ons in crea)on, 
manipula)on and access 
– Variability and branching type of interac)vity 
– Transcoding at the cultural interface level 
Lev Manovich The Language of New Media (2001) 
Digital images 
•  Computer‐based image is discrete, since it is 
broken into pixels. This makes it more like a 
human language (but not in the semio)c 
sense of having dis)nct units of meaning). 
•  Computer‐based image is modular, since it 
typically consists from a number of layers 
whose contents oSen correspond to 
meaningful parts of the image. 
Lev Manovich The Language of New Media (2001) 
Digital images 
•  Computer‐based images are typically compressed 
using lossy compression techniques, such as 
JPEG. Therefore, presence of noise (in a sense of 
undesirable ar)facts and loss of original 
informa)on) is its essen6al, rather than 
accidental, quality. 
Lev Manovich The Language of New Media (2001) 
Digital images 
•  Variability and 
automa6on, these general 
principles of new media, 
also apply to images.  
•  For example, using a 
computer program a 
designer can automa)cally 
generate infinite versions 
of the same image which 
can vary in size, resolu)on, 
colors, composi)on and so 
on. 
Lev Manovich The Language of New Media (2001) 
Technologies have disappeared behind 
the metaphor of pain)ng, enabling 
others to use them within the familiar 
frame of tradi)onal ar)s)c prac)ce 
(from Lehmann, 2009).  
Digital images 
•  Computer‐based image consists from two levels, a 
surface appearance and the underlying code (which 
may be the pixel values, a mathema)cal func)on or 
HTML code). 
•  In terms of its “surface,” an image par6cipates in the 
dialog with other cultural objects. The surface‐code 
pain can be related to signifier — signified, base — 
superstructure, unconscious — conscious pairs. So, just 
as a signifier exists in a structure with other signifiers 
of a language, a “surface” of an image, i.e. its 
“contents” enters in dialog with all other images in a 
culture. 
•  In terms of its code, an image exist on the same 
conceptual plane as other computer objects. 
Lev Manovich The Language of New Media (2001) 
Digital images: image interfaces 
Lev Manovich The Language of New Media (2001) 
•  An image acquires the new role of an interface 
‐ image becomes image‐interface. 
•  In this role it func6ons as a portal into 
another world 
•  Rather than staying on its 
surface, we expect to go 
“into” the image. 
•  Image can func)on as an 
interface because it can be “wired” to 
programming code; thus clicking on the image 
ac)vates a computer program (or its part). 
An image‐interface may be 
interac)vely manipulated 
image as image‐interface  
•  The new role of an image as image‐interface 
competes with is older role as representa6on.  
•  Therefore, conceptually, a computer image is 
situated between two opposing poles: an 
illusionis6c window into a fic6onal universe and 
a tool for computer control.  
•  The task of new media design and art is learn 
how to combine these two compe6ng roles of 
an image. 
Lev Manovich The Language of New Media (2001) 
image‐instruments 
•  computer images also 
func6ons as image‐
instruments.  
•  If image‐interface 
controls a computer, an 
image‐instrument 
allows the user to 
remotely affect physical 
reality in real 6me. 
Lev Manovich The Language of New Media (2001) 
Ini)a)ng 
Social art 
ac)vity 
Mixed body parts 
•  I came up with the idea of new narra)ve using parts of 
bodies in urban environment and trace the dimension 
of urban hybrid being, thus research how different 
people perceive and par)cipate.  
•  For this experiment common tag besides 
#narra)veecology is  mixedbodies and then for 
par)cular images ‐ head, foot, torso, arm.  
•  In flickr you can easily organise photos in a batch 
(rotate, add tags, geo loca)on to all needed pictures at 
once and send them to the group sets ;). 
Mixed body parts 
It is not easy to trigger par)cipa)on 
The flickr group is created 
and you are welcome to 
add your body parts. 
Hyperlinked images 
•  A computer image is frequently hyperlinked to 
other images, texts, and other media 
elements.  
•  Rather than being a self‐enclosed en)ty it 
points, leads to, directs the user outside of 
itself towards something else. 
•  Hyperlinked image, and hypermedia in 
general, “externalizes” Pierce’s idea of infinite 
semiosis 
Lev Manovich The Language of New Media (2001) 
Nelson: ”hyperfilm” and “hypermedia” 
•  Nelson introduced the terms hyperfilm and 
hypermedia:  
•  Films, sound recordings, and video recordings 
are also linear strings, basically for mechanical 
reasons. But these, too, can now be arranged as 
non‐linear systems – for instance, laFces – for 
educa6onal purposes, or for display with 
different emphasis… 
•  The hyperfilm – a browsable or vari‐sequenced 
movie – is only one of the possible hypermedia. 
Lev Manovich The Language of New Media (2001) 
A database of images as a cultural unit 
•  From a single image which represented the 
“cultural unit” of a previous period we move 
to a database of images as “cultural units” . 
•  Today the problem is no longer how to create 
the right image, but how to find already 
exis)ng one. 
Lev Manovich The Language of New Media (2001) 
hhp://mayron.net/liam/pub/mayron_disserta)on.pdf 
A database of images as a cultural unit 
Sunsets by )me: )me graphs (Photographs mapped by )me.) 
hhp://www.flickr.com/photos/krazydad/4992355/in/set‐140323/ 
The deepest "dip" in the wave formed by the images is the Summer Sols)ce. 
A database of images reveals paherns 
of interac)on with space 
hhp://liSlab.com/think/fabien/2006/12/13/tracing‐the‐visitors‐eye/ 
A trace consists in an 
ordered set of geotagged 
images taken by one 
person in one day and 
downloaded to Flickr.  
There might be a 
poten)al to define and 
confirm paherns of how 
tourists navigate the 
urban space  
A database of images as a cultural unit 
reveals niches 
•  Invisible Ci)es maps 
geocoded ac)vity 
from online services 
such as Twiher and 
Flickr, both in real‐
)me and in 
aggregate to 
another: an 
immersive, three 
dimensional space 
crea)ng hills and 
valleys represen)ng 
areas with high and 
low densi)es of 
data. 
hhp://www.chris)anmarcschmidt.com/invisibleci)es/ 
Storytelling in databases is 
collabora)ve 
Iden)fying narra)ve paherns have always been one of our main 
strategies for understanding the world 
hhp://jilltxt.net/txt/Walker‐AoIR‐3500words.pdf 
Storytelling in databases reveals niches 
Film 
•  Cinema erases any traces of its own 
produc6on process, including any indica6on 
that the images which we see could have 
been constructed rather than recorded 
•  It denies that the reality it shows oSen does 
not exist outside of the film image 
•  It pretends to be a simple recording of an 
already exis6ng reality 
Lev Manovich The Language of New Media (2001) 
the shiS to digital film 
•  digital film = live ac6on material + pain6ng + 
image processing + composi6ng + 2D computer 
anima6on + 3D computer anima6on 
•  film obtains the plas6city which was previously 
only possible in pain6ng or anima6on ‐ "elas6c 
reality.” 
•  The result: a new kind of realism, which can be 
described as "something which looks is intended 
to look exactly as if it could have happened, 
although it really could not." 
Lev Manovich The Language of New Media (2001) 
Future for digital films 
•  cinema)c forms which are not linear narra6ves: music 
video, CD‐ROM‐based games, computer mul)media 
•  non‐narra6ve films 
•  New Temporality: Loop as a Narra)ve Engine (Lola, 
run) (adopted from peep show), arranging the 
trajectory of every character through space as a loop 
•  The loop gave birth not only to cinema‐ computer 
programming involves altering the linear flow of data 
through control structures, such as "if/then" and 
"repeat/while"; the loop is the most elementary of 
these control structures. 
Lev Manovich The Language of New Media (2001) 
A game 
•  A game is an ar6s6cally simplified representa6on of a 
phenomenon. 
•  The game designer simplifies deliberately in order to focus 
the player's aRen6on on those factors the designer judges 
to be important. 
•  A game is collec)on of parts which interact with each 
other, oSen in complex ways. It is a system in which 
interac6ve element is a crucial factor 
•  The subjec6ve reality and objec6ve reality are intertwined 
– it is a subset of reality. A game is a safe way to experience 
reality 
•  The player's fantasy is the key agent in making the game 
psychologically real. 
The Art of Computer Game Design by Chris Crawford 
A game 
•  While a story is a vehicle for represen)ng 
reality, not through its facts per se, but through 
the cause and effect rela)onships suggested by 
the sequence of facts,  
•  the game presents a 
branching tree of 
sequences and allows 
the player to create his 
own story by making 
choices at each branch 
point,  
•  a game is dynamic. 
The Art of Computer Game Design by 
Chris Crawford 
A game 
•  Game‐playing requires two components: a game 
and a player. 
•  A game acknowledges the player's existence and 
reacts to the player's personality and transforms 
the nature of the challenge from a passive 
challenge (defined by someone) to an ac)ve 
challenge (defined by me) 
•  Interac)on injects a social or interpersonal 
element into the event and transforms the 
challenge of the game from a technical one to an 
interpersonal one. 
The Art of Computer Game Design by Chris Crawford 
A game 
•  Conflict is fundamental to all games 
•  If an intelligent agent from the game ac)vely 
blocks the player's ahempts to reach his goals, 
and purposefully responds to the player’s 
ahempts, the conflict between the player and the 
agent is inevitable. 
•  Without ac)ve response, there can be no 
interac)on. Thus, expunging conflict from a 
game inevitably destroys the game. 
•  It is possible to include coopera)ve elements by 
shiSing the conflict 
The Art of Computer Game Design by Chris Crawford 
spa)al narra)ve  
•  In general, spa)al montage would involve a 
number of images, poten6ally of different sizes 
and propor6ons, appearing on the screen at the 
same 6me. 
•  Its up to the filmmaker to construct a logic which 
drives which images appear together, when they 
appear and what kind of rela)onships they enter 
with each other 
•  The same principle made computer programming 
possible: a computer program breaks a tasks into 
a series of elemental opera)ons to be executed 
one at a )me. 
Lev Manovich The Language of New Media (2001) 
Spaces of cultural par)cipa)on 
•  Television programs or website interfaces: 
– User prac)ces are structured by pre‐exis)ng 
socially and ideologically defined spaces within 
which ac)ons are performed 
– User ac)ons may nego)ate and transform the 
very conven)ons and limits of a given mediated 
space 
– The social power to construct such spaces and to 
define the frameworks for ac)on is not shared 
equally within a society 
Lev Manovich The Language of New Media (2001) 
Example: Interac)ve television 
•  Loops controlled by 
sms 
•  Akvaario program and 
Sheep TV in Finland. 
•  Repe))ve ac)on can 
be basis for new 
rou)ne 
A story between stories: algorithmic and audience control of video segments in an 
experimental interac)ve television programme. Chris Hales; Teijo Pellinen; Markus 
CastrénDigital Crea)vity 2006, Vol. 17, No. 4, pp. 234–242 
Interac)ve television 
•  Online video‐sharing sites such as YouTube, are 
examples of how the corporate media industry invests 
in digital technologies to redefine the rela6onship 
between the spheres of produc6on and consump6on: 
–  by seducing the audience to contribute to a website, new 
sources of revenue are created;  
–  users gain access to encrypted live streaming;  
–  users contribute their own content without monetary 
compensa)on;  
–  and whenever they do go online and interact, users 
produce data valuable for targeted marke)ng and mass 
customiza)on. 
Example: Youtube 
•  YouTube and  Google Video create a space of 
par)cipa)on in which users maintain more control over 
the space 
–  Liberty: any one who owns the technological means can 
record and upload a video film and share it online 
–  Restric6ons: ‘protocols’ and copyright regula)ons 
–  Commercial: markets for customized adver6sing; the 
adver)sers with data reveal any individual user’s online 
ac)vi)es, his or her cultural preferences, and the 
communi)es in which he or she par)cipates; ‘consumers’ of 
a ‘tube of plenty’; viral videos 
–  Interac6vity: ‘snippets’: ‘prerecorded, rerecorded, )nkered, 
and self‐produced audiovisual content’ that is not finished 
invites users to appropriate, 6nker with and respond to it; 
‘channel’ to which other users can subscribe 
Example: Youtube 
•  Nine prototypes of users (YouTube 4 You, Miller 
2007): 
–  the ‘recorder/sharer’,  
–  the ‘historian/enthusiast’, 
–  the ‘home movie maker’,  
–  the ‘video blogger’,  
–  the ‘instructor’,  
–  the ‘reporter’,  
–  The ‘performer’,  
–  the ‘aspiring film director’ 
–  the ‘online business’  
Find one example for each type from Youtube videos 
You know your meme: Drama)c Chipmunk 
and other varia)ons in Youtube 
hhp://knowyourmeme.com/ 
‘FormaFng’ in reference to the adapta)on of interna)onally 
circula)ng television programs, in which the format details how a 
program should be produced but at the same )me allows 
producers to adapt it to the local culture. 
Loca)ve interac)ve videos 
•  Can be focusing on: 
–  Geographical loca)ons ‐ places with loca6ve film 
content might bring forth interac6ons and ac6vi6es 
with the film or between people 
(see Michael Naimark projects – Aspen moviemap 
hhp://www.naimark.net/projects/aspen.html)  
–  Narra)ves – story from place, anecdote; user‐
configured perspec)ves can be chosen from the pool 
of thumbnails of videos as a pool of the space  
(see projects from Medialab Europe 
hhp://medialabeurope.org/ ) 
–  Aesthe)c, landscape tradi)ons 
–  Social use of space  
In search of Oldton 
hhp://www.oldton.com/our_oldton.html 
Chris Hales 
•  Structure for the interac)ve videomaking process: 
–  Building projects of the place.  
One method: walk around and find a place of hanging around, make 
some basic films, interviews of the place, which other places you 
hang around – go to the second place and repeat the process. 
–  Constraints will be needed: 
‐ broad range of subject to fixed loca)ons; fix theme and film it in 
wider range of loca)ons (eg. movement etc.).  
‐ geographical architecture of city (add visitors’ viewpoints or 
interviewing local residents, this could work with the older 
genera)on: memory‐based approach) 
‐ social ac)vi)es related to the place  
‐ all the factors involved in the place 
–  Examples: hhp://csw.art.pl/new/99/7e_heldl.html 
–  hhp://www.youtube.com/watch?v=4va2dwRl6dU 
–  See Smartlab projects 
hhp://smartlab.uel.ac.uk/2projects/index.htm 
Criteria defining par)cipatory culture 
•  ‘Low barriers to ar)s)c expression and civic 
engagement’ 
•  ‘Strong support for crea)ng and sharing one’s 
crea)ons with others’ 
•  ‘Informal mentorship whereby what is known by 
the most experienced is passed along to novices’  
•  The belief ‘that their contribu)ons maher’  
•  The belief ‘members feel some degree of social 
connec)on with one another’ (Jenkins et al. 
2006) 
Jenkins, Henry, Ka)e Clinton, Ravi Purushotma, Alice J. Robison, and Margaret Weigel. 
2006. Confron)ng the challenges of par)cipatory culture: Media educa)on for the 21st 
century. MacArthur Founda)on. hhp://www.digitallearning.macfound.org/ay/cf/% 
7B7E45C7E0‐A3E0‐4B89‐AC9C‐E807E1B0AE4E%7D/JENKINS_WHITE_PAPER.PDF. 
Concept: Produsage 
•  Bruns (2006) has coined the term ‘produsage’ to 
describe a new form of produc6on arising in the 
transi)on of media users from audience and 
consumers to ‘produsers’ enabled by new 
technologies. 
•  ‘Produsers tend to collaborate’ (Bruns, 2006) 
because they are simultaneously consumers of 
content produced by others which they then use 
as raw material for their own content 
construc6on to be consumed and subsequently 
acted upon by others. 
Bruns, A. (2006) ‘Towards Produsage: Futures for User‐led Content Produc)on’, in 
F. Sudweeks, H. Hrachovec and C. Ess (eds) Proceedings: Cultural AItudes towards 
Communica4on and Technology 2006, pp. 275–84. Perth: Murdoch University. 
New media for crea)on and art 
Art explores and expresses our aesthe6c 
rela6on to our environment and ourselves.  
•  Ar)s)c opportuni)es are expanding into: 
individual expressiveness and collec6ve 
ac6vism (Harrison & Barthel, 2009).  
•  Using social soSware everybody can 
simultaneously be an ar6st and the audience, 
and this is the ground where both may be 
mutually inspiring for par6cipa6on.  
Wielding new media in Web 2.0: exploring the history of engagement with the 
collabora)ve construc)on of media products 
Teresa M. Harrison; Brea Barthel (2009) 
Community’s par)cipa)on in art  
•  Five modes of crea)ve control are (Brown, 
2005): 
– inven6veness  
– interpre6ve acts of self‐expression 
– curatorial acts of selec)ng organizing and 
collec)ng   
– observa6onal arts experience that one chooses  
– ambient arts experiences that are encountered 
unconsciously  
Brown, A. (2005) Presenta)on of Neighborhood Survey Results for Philadelphia–
Camden Cultural Par)cipa)on Benchmarking Project 
Par)cipa)on inside? User ac)vi)es between design and appropria)on 
Mirko Tobias Schäfer 
Implementa)on of crea)ve user 
ac)vi)es into commercial applica)ons 
Accumula)ng and aggrega)ng 
Mixing and remixing media for art 
•  Portwiture” – 
the applica)on 
that aggregate 
Twiher and 
Flickr accounts 
of user, making 
visual 
representa)on 
of last Twiher 
posts of the 
user.  
Par)cipa)ng for art: archiving and 
accumula)on 
Mikrogalleri.es – the project of ZKM Media Museum in 
Karlsruhe. “Visitors to the museum or anyone with an 
Internet connec)on can upload images which are 
manipulated and published with other user‐supplied images”. 
The project goes further than Flickr: it does not only network 
the data of digital cameras as par)cipatory images, but also 
the cameras itself and with them their physical and ar)s)c 
context, place or space. The museum’s website supplies 
direc)ons for crea)ng a display of Internet images that can be 
projected at remote loca)ons and on the Internet. As ZKM 
proclaims, this network of par)cipatory produc)on is a 
further step from ‘user generated content’ to ‘user created/
shared media,’ a preview to the new genera)on of the web: 
the Internet of Things” (Yang & Roch, 2007).  
Cosntruc)on and sharing: Rhizome.org 
Swarming for art 
•  Twee6ng Colors by Brian Piana ‐ a public webpage 
consisted of “ver)cal color bars created by special tweets 
from Twiher users” (Piana, 2009). Any Twiher user can add 
bars by pos)ng special tweet as shown in the direc)ons.  
•  Mobotag, by Marta Lwin, “reveals the hidden layers of a 
city through an ac)ve exchange of loca)on based media 
and text messages via the cellphone” (Lwin, 2009). It is a 
collabora)ve phone tagging of the city. Part virtual graffi), 
part walking tour, “mobotag” creates a spontaneous and 
easy way for tagging a neighborhood via the cellphone. 
Par)cipants may respond with their mobile media “in the 
crea)ve expression and mapping of their neighborhood” by 
sending and view messages, images, videos and sounds. A 
unique geocoding feature of Mobotag is uncovering other 
messages exis)ng in people’s local area.  
Swarming for art 
Hybrid & augmented reality art 
The object is oversized 3‐
dimensional computer 
cursor (pointer). Placed in 
a public space and 
embedded with GPS 
device it could be touched 
and moved even further 
the special “screen based” 
territory.  
Coordinates were mapped in 
Google Maps.  
Par)cipants could also 
upload photos of the 
cursor at the website. 
(Campion, 2009).  
hhp://www.urbancursor.com/ 
Urban Cursor is a project facilita)ng “social 
interac)on and play”.  
Cogni)ve informa)on‐processing 
model 
•  We need to consider, how humans process 
informa)on in order to predict the effect of new 
media and develop new media applica)ons 
Percep)on 
•  Inputs is received from perceptual organs:  
‐  Eyes: Visual input (graphics, text) (visual 
percep)on) 
‐  Ears: Auditory input (sound, speech)  
‐  Skin: Somato‐sensory input (hap)c percep)on) 
‐  Tongue: Gustatory input 
‐  Nose: Olfactory input 
hhp://www.medical‐look.com/human_anatomy/systems/Sensory_organs.html 
Technology can extend human senses 
•  McLuhan: any technology can extend human 
senses and bodies 
•  In which way technology can extend the sense 
organ? How does using such technology change 
our behavior? 
–  Sensor technology 
–  Wearable displays 
–  Seamless interfaces 
–  Ergonomics 
•  Robots to simulate human senses 
Percep)on 
Perceptual informa)on is kept 1 sec in perceptual 
registers of the sensory memory, this is an 
unconscious process 
Memory, stored schemata, and past experience 
play an important role in percep)on. 
Interface and interac)on 
Percep)on 
•  Percep)on is a media)onal process ‐ “mental 
processes” (cogni)ve ac)va)on from memory) are 
needed to enable the pick up of the relevant informa)on 
•  Cultural interface and cogni6ve processing in working 
memory influence what we perceive when using new 
media. 
•  Selec6ve aRen6on requires us to select those items 
which will enable us to succeed in our task from within 
an informa)on‐rich environment. 
•  Divided aRen6on refers to the parallel or concurrent 
informa)on processing opera)ons mobilized 
simultaneously in order to accomplish the task. 
Seven records of eye movements 
by the same subject. Each record 
lasted 3 minutes.  
1)  Free examina)on. Before 
subsequent recordings, the 
subject was asked to:  
2)  es)mate the material 
circumstances of the family;  
3)  give the ages of the people;  
4)  surmise what the family had 
been doing before the arrival 
of the "unexpected visitor;”  
5)  remember the clothes worn 
by the people;  
6)  remember the posi)on of 
the people and objects in the 
room;  
7)  es)mate how long the 
"unexpected visitor" had 
been away from the family 
Yarbus, A. L. (1967).Eye movements during percep)on of complex objects, in L. A. Riggs, 
ed., `Eye Movements and Vision', Plenum Press, New York, chapter VII, pp. 171‐196. 
Working memory  
•  Working memory is based on the classic defini)on of 
this memory structure (Baddeley, 1986; Paivio, 1986) 
which the authors believe to be:  
–  (a) composed of two different systems for short‐term 
informa6on processing (one for graphic informa)on and 
one for verbal informa)on) and an aRen6onal component 
which selects the informa6on to be processed,  
–  (b) endowed with a limited capacity to process new, 
complex informa)on,  
–  (c) capable of having parts of its capacity freed up by 
certain specific configura)ons of the mul)media 
presenta)on 
Components of working memory 
Informa)on processing theory 
explana)ons 
– Cogni)ve theory of mul)media learning (Clark & 
Paivio, 1991; Mayer, 2001)  
– Cogni)ve load theory (Sweller, 2003) 
– Model of text and graphics comprehension (1993; 
Schnotz & Bannert, 2003); 
Clark & Paivio (1991): Dual‐coding 
theory 
•  Informa)on is processed through one of two generally 
independent channels.  
•  One channel processes verbal informa)on such as text 
or audio. The representa)ons of informa)on processed 
by this system are known as logogens.  
•  The other channel processes nonverbal images such as 
illustra)ons and sounds in the environment. The 
representa)ons of informa)on processed by this 
system are known as imagens. 
•  Referen6al processing is ac6va6on that goes across 
the two representa6onal systems. Informa)on 
processed through both channels has an addi6ve 
effect on recall. 
Clark & Paivio (1991): Dual‐coding 
theory 
Clark, J.M., & Paivio, A. (1991). Dual Coding Theory and Educa)on. Educa)onal 
Psychology Review, 3, 149‐210. 
Cogni)ve theory of mul)media 
learning  (R.Mayer) 
•  Subjects learning in a mul)media se•ng 
mobilize three successive cogni6ve processes:  
– selec6on (permi•ng the construc)on of the text 
and graphic base),  
– organiza6on (permi•ng the crea)on of models 
based on the textual and graphic material)  
– integra6on (permi•ng the establishment of 
connec)ons between the corresponding events in 
the models based on the verbal and graphic 
material). 
How do these cogni)ve processes influence new media ac)vi)es such as remixing/
percep)on of remixes or percep)on of aggregated and interac)ve new media? 
Cogni)ve theory of mul)media 
learning  (R.Mayer) 
A benefit can be gained from the dual coding of the informa)on 
Cogni)ve load (Sweller) 
•  Cogni)ve load is the total amount of cogni)ve 
ac)vity imposed on working memory at an 
instance in )me. 
On the table is plate, in the leS of plate there is a cup. On the right of the plate are 
spoon and fork. 
Chunking informa)on in working memory: Low and high interac)vity 
Processing in working memory: 
unconscious and conscious 
•  Joint ac)on of two dis)nct processes in 
informa)on processing (Sweller, 2003):  
– an automa6c process of "similarity processing" 
which permits the automa)c retrieval of 
informa)on from long‐term memory,  
– and a controlled process for the processing of 
differences, the role of which is to process new or 
contradictory informa)on. 
Cogni)ve cost of informa)on 
processing 
•  Sweller (2003) believes that split aRen6on 
occurs when subjects have to process mul)ple 
sources of informa)on which they have to 
integrate at the mental level in order to infer 
the meaning from the presented material. 
•  The cogni)ve load theory has been used to 
suggest that the processes of spliFng 
aRen6on and mentally integra6ng the 
material are cogni6vely costly 
Principles derived from Cogni)ve 
theory of mul)media learning  
•  The modality effect: elimina)ng the split ahen)on 
effect improves learning by reducing the working 
memory load (Jeung, Chandler & Sweller, 1997) 
•  The redundancy effect: The addi)on of redundant 
informa)on impairs learning. The modality effect 
should be used only if it is necessary to process 
disparate informa)on in order to reduce working 
memory load.  
•  The element interac6vity effect: the effects of 
modality and redundancy are observed if and only if 
the material for processing is cogni)vely demanding, if 
it possesses a large number of interac)ng elements. 
Principles derived from Cogni)ve 
theory of mul)media learning  
•  The isolated interac6ng elements effect: 
when a learner has to process a very complex 
situa)on, processing can be facilitated by 
ini)ally isola)ng the elements of which it 
consists of 
•  The exper6se reversal effect: when dealing 
with advanced learners, almost all the effects 
described above cease to operate. 
Does interface output influence how 
users interact with it? 
•  When the system uses text or speech, users 
tend to use speech.  
•  When the system uses graphics then users 
tend to use poin6ng gestures on the touch 
screen 
•  It seems that each modality has a kind of 
influence power and when the modali6es are 
combined their influence powers are 
combined too. 
hhp://www.limsi.fr/Individu/jps/research/daS/doc/09.A_INTERACT‐bellik.
23august09.pdf 
Does interface output influence how 
users interact with it? 
hhp://www.limsi.fr/Individu/jps/research/daS/doc/09.A_INTERACT‐bellik.23august09.pdf 
If the output is mixed media,  
How do users interact with the systems? 
Essay ques)ons 
•  Mixed media percep)on – how we may 
perceive one new media applica)on? 
– For this task choose one new media applica)on 
that is largely based on mixed media informa)on. 
– How can you explain the effect of new media on 
people, using this new media applica)on as an 
example?   

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