1) New media can be defined as digital media that are interactive, networked, and integrated into daily life via devices like computers, mobile phones, and game consoles.
2) Key concepts of new media include user participation, openness, conversation, community, and connected networks.
3) Characteristics of Web 2.0 include user publication and broadcasting, dialogue and collaboration, networking, sharing, using tags and RSS, and combining content through mash-ups.
5. Transcoding
• Interfacets/computerbilledets to sider
• menneskelige side i dialog med humanvidenskabelig betydning
• maskinelle/datalogiske side i dialog med andre computerfiler
"The ways in which computer models the world, represents data and allows
us to operate on it; the key operations behind all computer programs (such as
search, match, sort, filter); the conventions of HCI — in short, what can be
called the computer’s ontology, epistemology and pragmatics — influence the
cultural layer of new media: its organization, its emerging genres, its
contents."
6. Transcoding
• Transcoding som kulturel dynamik:
• computerens logik trænger ind i kulturen
• kulturen fortolker og påvirker computeren (det kulturelle interface)
• Ny digital kultur
• Ny teori om udtrykket
12. O’Reillys syv principper
1.The Web as Platform
2.Harnessing Collective Intelligence
3.Data is the Next Intel Inside
4.End of Software Release Cycle
5.Lightweight Programming Models
6.Software Above the Level of a Single Device
7.Rich User Experiences
14. compact definition? [O’Reilly]
I said I'm not fond of definitions, but I woke up this morning
with the start of one in my head: Web 2.0 is the network as
platform, spanning all connected devices; Web 2.0
applications are those that make the most of the intrinsic
advantages of that platform: delivering software as a
continually-updated service that gets better the more people
use it, consuming and remixing data from multiple sources,
including individual users, while providing their own data and
services in a form that allows remixing by others, creating
network effects through an "architecture of participation," and
going beyond the page metaphor of Web 1.0 to deliver rich
user experiences.
http://radar.oreilly.com/archives/2005/10/
15. The Machine is Us/ing Us
‣ http://www.youtube.com/watch?v=6gmP4nk0EOE
16. Cluetrain Manifesto
http://www.cluetrain.com/book/95-theses.html
# Markets are conversations.
# Markets consist of human beings, not demographic
sectors.
# Conversations among human beings sound human. They
are conducted in a human voice.
# Whether delivering information, opinions, perspectives,
dissenting arguments or humorous asides, the human
voice is typically open, natural, uncontrived.
# People recognize each other as such from the sound of
this voice.
# The Internet is enabling conversations among human
beings that were simply not possible in the era of mass
media
21. Mash-ups
‣ DJ Dangermouse: The Grey Album (2004)
‣ mash-up/bastard pop
‣ http://www.youtube.com/watch?v=3zJqihkLcGc
‣ http://video.google.com/videoplay?docid=6805063692754011230&q=george
+bush+sunday+bloody+sunday &
‣ http://www.atmo.se/?pageID=4&articleID=389
22. O’Reilly: succeskriterier
‣ Services, not packaged software, with cost-effective scalability
‣ Leveraging the long tail through customer self service
‣ Harnessing collective intellegence
‣ Trusting users as co-developers
‣ Control over unique, hard-to-recreate data sources that get richer
as more people use them
‣ Software above the level of a single device
‣ Lightweight user interfaces, development models, AND business
models