There are numerous trends that are shaping the future of digital media technologies. Consider the following scenario:
Ubiquitous computing and the Internet of Things are ideas promoted by some researchers and industries about how computers will be integrated in our future lives. Instead of a single, clunky box (which we currently know as the personal computer) dominating our lives, computers will be embedded seamlessly into our everyday reality so that we hardly notice all the tough, complex computation that these hidden machines do in order to make our lives easier and more interesting. Your garden could be equipped with sensors and tiny computers that will alert you when your plants need watering. Your refrigerator could be smart enough to know which of your favorite food items you are running low on and send you a text message when you are next in the grocery store. This is also an example of locative media, which takes into account the geographical position of a user to deliver information that is deemed to relevant to them. Another example of locative computing: as you are walking down the street in some city somewhere in the world, you begin to feel hungry. You take out your mobile phone, which alerts you to what restaurants are nearby. Since your phone also keeps track of what your food allergies are, as well as how much money you have in the bank and therefore how much you ought to spend for a meal, it suggests a nearby restaurant that suits your budget and your food preferences. Thanks to augmented reality technologies, your phone comes equipped with a tiny LCD projector that can be used to project images directly onto your eyeglasses and shows you the route to your restaurant as a digital overlay to the real world. You find the restaurant and wait for the server to come. While waiting, you play a game on your phone; what you don't realize is that the game is actually helping medical researchers answer difficult problems on protein folding. This exemplifies yet another twist in the frontiers of computing research: human-based computation. Meanwhile, the people in charge of creating the semantic web promise to revolutionize your life by organizing the mind-boggling complexity of data on the Internet, while the people who advocate for blockchain technology claim that it will solve many of the world's problems.
This, at least, is the dream: technology should make your life easier and more meaningful. But will it? Consider the following "counter-scenario" to the previous narrative:
The software embedded in your smart fridge needs product updates, but it turns out that its wireless signal receiver is incompatible with the WiFi router you have in your home. Since your mobile phone has access to the Internet, it could act as a modem that your fridge can connect to. Problem is, your mobile phone service provider would charge you a fee every time you do so. Frustrated, you go the mobile phone manufacturer's website and try to send them an email, but you can't remember your login information; you're beginning to lose track of all the passwords and user logins that you keep for the various web sites you have a membership with. Meanwhile, you realize that the semantic web is premised on the idea that everything can be neatly categorized, and that everyone will agree on the categories. While you grapple with how digital technology has made your life both simpler and more complex, you agree that it has made it more interesting. But you're not even giving a second thought to the fact that all digital equipment requires that hardware are produced using toxic chemicals, using metals that have been largely unsustainably mined by powerful mining companies that leave the area they've mined completely unusable for any other purpose, and using ever-dwindling supplies of petroleum to power the hardware production process.
The future of digital multimedia is in dynamic and uncertain. How do we navigate this ever-shifting landscape? What principles can help us prepare for the rapid changes in the media and technology landscape? We examine some concerns regarding the future of multimedia.
The future is already here – it's just not evenly distributed.
- William Gibson, quoted in The Economist (2001)
One issue of concern for the future is what is known as the digital divide, which refers to the fact that not everyone has equal access to multimedia tools and technologies, and it is almost certain that this will still be the case in the future. Activity 18.1 asks you to consider the issue of the digital divide from two different perspectives.
Allot 1 hour
Watch Greg Wyler's talk about the digital divide (Video 18.1), recorded from the World Government Summit in 2019.
Listen to the episode A Little Less Conversation from the podcast series, The Secret History of the Future (Audio 18.1). What do you think this episode has to do with the digital divide?
Compare and contrast the points of view between these two resources. Share your thoughts with the class.
The two resources presented in Activity 18.1 provides two contrasting view regarding connectivity: the first is that it is important to connect as many people as possible in order to maximize human potential; the second is that mere connectivity isn't going to solve fundamental problems that humans face in terms of getting along with each other. Can you think of other examples of social or political problems in which adding technology could (but not necessarily will) help?
While literacy is 'simply' the ability to read, functional literacy is a useful measure of literacy which defines a functional literate person to be one "who can engage in all those activities in which literacy is required for effective function of his or her group and community and also for enabling him or her to continue to use reading, writing and calculation for his or her own and the community's development" (UNESCO, 2002). Others have proposed an even more succinct definition of functional literacy: it is the ability to "read well enough to function in a complex society".
One of the central concepts in media literacy lies in the understanding that media forms and products are always created to achieve a specific purpose, and that purpose may be at odds with the purposes of the user viewing, listening, or otherwise experiencing these media forms and products. Activity 18.2. unpacks these ideas in more detail.
Allot 20 minutes
Read pages 44 through 59 only of the report, Core concepts and key questions in media literacy (Thoman and Jolls, 2008) published by the Center for Media Literacy. After reading, consider the following questions and answer them for yourself:
The Center for Media Literacy points out that we maintain a relationship to media by being "active participants", which is different from being media consumers and media producers (page 44 of the reading). What do they mean?
What do you think are the barriers towards promoting media literacy today? What can you do in your everyday life that would help overcome the challenge of fostering media literacy?
Given everything we have discussed in this module about the future of multimedia, what do you think will be the barriers towards promoting media literacy in the future?
Recall how we initially defined multimedia as the simultaneous presentation of two or more media modalities, the experience of which can be altered through user interaction. Basically, multimedia = multiple media modalities + interaction according to our initial definition. We can thus began thinking about the future of multimedia by considering two basic questions: "What is the future of media modalities?" and "What is the future of interactivity?" Let us attack the first question in an indirect way, by asking a different question, as you will see in Activity 18.3.
Allot 10 minutes
When we talk about the human senses, we typically talk about vision, hearing, taste, smell, and touch. But scientists believe that there are many more. Search the Web for answers to the following questions and discuss your discoveries with the class:
What different kinds of senses do we have? For example, what are interoceptive and exteroceptive senses?
How many senses are there?
What do you think are the implications of the number of senses to the future of multimedia? (Hint 1: Could there be more media modalities in the future than currently exist? Hint 2: Look up 4D/5D/7D/9D cinema, cross reality, and tactile technologies, for instance.)
Look for interesting examples of sensory technologies that go beyond sight and sound. One example, an experimental "smell display", is shown in video 18.2.
The strategies we use to consume and interact with digital media in the future might be much more varied than we do today, and might impact our lives in ways we cannot yet foresee clearly. Consider for instance how livestreaming has made an impact not only in the the way we share our lives with other people (Bryan, 2016) but even how we can regard our everyday life as monetizable experiences that we can sell to other people (BLMP, 2018).
Activity 18.4. is a case study on imagining the future of one aspect of interactivity: gestural interactions.
Allot 15 minutes
Video 18.1. is an example of a design fiction video (also known as speculative design video) (Bleeker, 2009). In Video 18.1, a whole array of imaginary, potential, or "near-future" interactive technologies are portrayed, by focusing on how we might see people behaving when using with them. You can watch many more design fiction videos on Vimeo.
Here's how Near Future Laboratory (the authors of Video 18.3) describe their project of which their film is part:
The project was about gestures, postures and digital rituals that typically emerged with the use of digital technologies (computers, mobile phones, sensors, robots, etc.): gestures such as recalibrating your smartphone doing an horizontal 8 sign with your hand, the swiping of wallet with RFID cards in public transports, etc. These practices can be seen as the results of a co-construction between technical/physical constraints, contextual variables, designers intents and people’s understanding.
Can you describe the features of the imaginary technologies inferred in the video?
Does the video paint a utopic or dystopic vision of the future of technology? Why do you say so?
Why do you think design fiction videos might be useful?
Imagine that you were to choose make a design fiction video for your MMS 200 project. What would your design fiction video be about?
Throughout the course, we've explored a complex association of ideas, examples, theories, and topics related to the idea of 'multimedia'. We used the metaphor of a four-layer cake to organize the complexity of digital multimedia into a framework that allows us study it as a set of technical, creative, individual, and social concerns. And yet we have barely begun to scratch the surface of the topic.
Indeed, armed with a richer appreciation of the topic, you are now in a better position to revisit and entirely rethink the answer to the question: what is multimedia? We can revisit the original question and arrive at a somewhat different set of answers by looking at a term that evolved from the original concept of multimedia: new media. In many ways, 'multimedia' and 'new media' refer to many of the same things. The term 'new media' after all is a direct descendant (so to speak) of 'multimedia' .
However, 'new media' carries with it an acknowledgement that the digital nature of much of contemporary media (which you studied in Unit 2) opens a whole range of properties to multimedia beyond interactive, multiple media modalities, as you will see in Activity 18.5.
Allot 45 minutes
Read the section What is New Media? (pp. 43-70) in Lev Manovich's book, The Language of New Media (2001).
As you read through the text, reflect on any or all of the following questions and discuss your thoughts in class:
What are the five principles of new media? How do these five principles differ from the definition of multiple media modalities + interaction.
According to Manovich, what distinguishes the computer revolution from other technological (media-based) revolutions?
Perhaps it may be a surprise to you that the invention of the computer is fundamentally linked to textiles. Were you previously aware of this relationship? Summarize the relationship.
According to Manovich, why is it not surprising that computers and new media forms evolved side by side? What did they enable the state to do?
Manovich suggests another link between the arts and computers, namely between cinema and computational thinking (for instance, the Turing Machine). Describe this link, and recount the various examples Manovich offers to support his theory.
The computer is the convergence of four different technologies that represent two different historical lineages. What machines were they and what lineages do they represent? How does this convergence lead to the development of new media?
According to Manovich, the fact that new media objects are numerically represented allows us to do what to them? Give examples.
Is film (cinema) an example of old media or new media?
What does modularity mean as a principle of new media? What does it afford in terms of the creation or editing of new media materials?
Manovich lays out the principles of new media in a sequential fashion. Automation follows from numerical representation and modularity; why?
Why is variability a consequence of automation and modularity?
How does variability lead to new types of art? Recount the examples that Manovich uses, and provide other examples from your own experience or research.
Manovich points out that when we new media is "digital", we are actually referring to three separate qualities. What are those three qualities?
According to Manovich, digitization does not necessarily lead to an inevitable loss of information. Why? Can you give additional examples that support or disprove his point?
Manovich suggests that new media are governed by the five fundamental principles:
Numerical representation: in new media, content is represented digitally
Modularity: the discrete nature of digital representation means that the representations can be partitioned into discrete chunks, and can thus be combined and recombined
Automation: because content can broken up into discrete chunks and is represented numerically, it is subject to algorithmic manipulation
Variability: because content is easily replicated (because of numerical representation), recombined (because of modularity), and transformed (through algorithmic manipulation), new media is highly variable
Transcoding: the kind of media content we generate is shaped by what our technologies afford us. This means (with respect to our current (2018) technologies) we will begin to make more content that is numerically represented, modular, subject to automation, and amenable to variation.
You might be wondering: where is the idea of interactivity in way of understanding new media or multimedia? As you would come noticed from Activity 18.1, Manovich suggests that 'interactivity' is not a useful term, in part because interactivity is simply the natural consequences of numerical representation and modularity. (You might have to read more of the book to fully capture his argument.)
You might be asking yourself, "So what?" Why does Manovich's way of defining new media or digital media matter? And what does this have to do with the future? I will leave you to discuss this with your classmates, and perhaps you will come to appreciate it better throughout your study at BAMS (and particularly in MMS 194, New Media Art).
One of the interesting points from the Manovich's book is his assertion that the invention of the computer is linked to developments in textile production. Innovation always comes from somewhere, and its sources of inspiration may be found in the most unlikely places. Artistic practice is one such place, which is why courses such as MMS 194 and ARTS 1 (Critical Perspective in the Arts) are important to your BAMS studies. Indeed, at various points in the course, you may have noticed the role that the arts have played in the evolution of new media. (Recall the the website From Wagner to Virtual Reality from Activity 9.2 in particular.) Activity 18.6 asks you to reflect on this further.
Allot 5-20 minutes
Watch as many videos as you wish from the TED Playlist, Art Made of Data.
How does Manovich's five principles make data-driven art possible?
How could data-driven, digital, and new media art influence the future of multimedia on a wider scale?
You might also wish to consider the value of reviewing the past in order to anticipate and prepare the future. For instance, the Economist and Slate collaborated on a podcast series called the Secret History of the Future. Two episodes from this series were required material in Activities 13.2. (Why digital and social media is addictive: other theories) and 15.2 (Digital photography, "selfies", and cultural change). The series is based on the premise that to anticipate the problems of the future, we would do well to look into the past and, in doing so, realize that what we might think of are modern problems actually have bases in the past. For instance, when do you think the first cyber-attack happened? One of the episodes from the series offers a surprising answer: 1834!
Why does this matter? This matters because what we may think of as problems of technology are actually not about technology at all, but are rather fundamentally related to being human. Douglas Rushkoff--previously one of the most ardent advocates of digital technologies--reflects on this theme in Video 18.4.
Perhaps we should look at the evolution of digital media technologies not as an inevitable march towards progress, but as a series of experiments that may need to be revisited when we realize that happens when they are pushed towards an extreme (as we had covered in the discussion of McLuhan's tetrad theory from Module 17).
Case in point, social media and archiving tools such as Archive.org have enabled us to endlessly save any and all information published on the Web, creating a deep and persistent memory of the humanity's activities. This seems like a good thing, doesn't it? As the philosopher George Santayana once argued, "those who cannot remember the past are condemned to repeat it" (Santayana, 2011). But might there actually be instances when the remembering is not the most productive? This is at the heart of "right to be forgotten" debate (Stone, 2018), which was compellingly examined in a Radiolab podcast from 2019 (embedded in this page).
Congratulations on completing MMS 100, and welcome both to the BAMS program and to UPOU! I hope that this course has helped prepare you for (and gotten you excited about) the challenges and opportunities ahead of you. I would like to encourage you to take some time after MMS 100 reflect on how well the BAMS program and the learning environment provided by UPOU are suited to your interests and goals, and to your personal situation.
In the spirit of the commitment to lifelong learning on which UPOU is founded, instead of ending MMS 100 with a final, definitive statement, I would like to instead conclude with an activity (Activity 18.7) that will encourage you to take the learning beyond the formal program of study that you will be taking up at BAMS.
A successful BAMS graduate should be able to keep abreast of developments in the field of multimedia studies and other related fields and disciplines; this activity prepares you for this.
Allot 5-10 minutes
Subscribe or sign up to at least one email newsletter, podcast, mailing list, academic journal, or other resource that will help you keep track of the latest developments in the world of digital technology and multimedia. If you're having trouble finding a resource to subscribe or to which you can sign up:
Refer to this list of recommended resources. (My personal recommendation is the Radiolab podcast!)
Ask your classmates for their personal recommendations.
Search the Web. For podcasts, check out the reviews by other users in whatever podcast app or app store you use.
Share with the class which resource(s) you chose and why you think it trustworthy or relevant (and not just a clever or sneaky way to sell you something).
(Optional) Over the course of the term, you may have gotten to know your classmates a bit better through the discussion forum posts they have made. Recommend a resource that you think one or more of your classmates might find particularly interesting or relevant!
5dcinema. (2015, August 19). What is the difference between 4D, 5D, 6D, 7D, 8D, 9D, XD, movies? | Xindy Animation Inc. Retrieved March 13, 2019, from http://www.7dcine.com/what-is-the-difference-between-4d-5d-6d-7d-8d-9d-xd-movies.html
BLMP. (2018, April 6). How to Monetize Live Streaming. Retrieved March 17, 2019, from https://medium.com/@BLMPNetwork/how-to-monetize-live-streaming-717d8df415d4
BristolIG lab. (2014). SensaBubble: A Chrono-Sensory Mid-Air Display of Sight and Smell. Retrieved from https://www.youtube.com/watch?v=JGUmf4HqTxM
Burgess, M. (2018, February 16). What is the Internet of Things? WIRED explains. Wired UK. Retrieved from https://www.wired.co.uk/article/internet-of-things-what-is-explained-iot
Choi, S., & Kuchenbecker, K. J. (2013). Vibrotactile Display: Perception, Technology, and Applications. Proceedings of the IEEE, 101(9), 2093–2104. https://doi.org/10.1109/JPROC.2012.2221071
Goode, L. (2019, January 5). Get Ready to Hear a Lot More About “XR.” Wired. Retrieved from https://www.wired.com/story/what-is-xr/
Hall, A. (2018, April 16). Immersive 4D cinema with smells and moving chairs opens in London. Retrieved March 13, 2019, from https://www.independent.co.uk/news/uk/4d-cinema-london-open-4dx-cineworld-west-end-smells-moving-chairs-a8307011.html
Institute for the Future (IFTF). (2016). Understand the Blockchain in Two Minutes. Retrieved from https://www.youtube.com/watch?v=r43LhSUUGTQ
Julian Bleecker. (2009). Design Fiction: A short essay on design, science, fact and fiction. Near Future Laboratory. Retrieved from http://drbfw5wfjlxon.cloudfront.net/writing/DesignFiction_WebEdition.pdf
Kramer, B. (2016, February 24). How Live-Streaming is Going to Crush it in 2016. Retrieved March 17, 2019, from https://www.socialmediatoday.com/social-networks/how-live-streaming-going-crush-it-2016
Laboratory, N. F. (2014). Curious Rituals: A Digital Tomorrow. Retrieved from https://vimeo.com/92328805
Nova, N., Miyake, K., Chiu, W., & Kwon, N. (2012). Curious Rituals: Gestural Interaction in the Digital Everyday. Near Future Laboratories. Retrieved from http://curiousrituals.wordpress.com
Rushkoff, D. (2018). How to be “Team Human” in the digital future. Retrieved from https://www.ted.com/talks/douglas_rushkoff_how_to_be_team_human_in_the_digital_future?language=en
Santayana, G. (2011). The life of reason, or, The phases of human progress (Critical ed; M. S. Wokeck, M. A. Coleman, K. W. Frost, J. E. Resler, D. E. Spiech, W. G. Holzberger, & H. J. Saatkamp, Eds.). Cambridge, Mass: MIT Press.
Slate Magazine, & The Economist. (n.d.). The Secret History of the Future. Retrieved March 17, 2019, from https://itunes.apple.com/us/podcast/the-secret-history-of-the-future/id1422830638?mt=2
Stone, T. (2018, September 17). Do We Have a Right to Be Forgotten Online? Retrieved August 26, 2019, from RightsInfo website: https://rightsinfo.org/do-we-have-the-right-to-be-forgotten-online/
TED. (n.d.). Art made of data. Retrieved March 17, 2019, from https://www.ted.com/playlists/201/art_from_data
The Economist. (2001, June 21). Broadband blues. The Economist. Retrieved from https://www.economist.com/business/2001/06/21/broadband-blues
The Economist. (n.d.). Little Less Conversation. Retrieved from https://soundcloud.com/theeconomist/the-secret-history-of-the-9
The Simulation Centre. (n.d.). 9D Cinema. Retrieved March 13, 2019, from http://thesimulationcentre.com.au/9d-cinema
UNESCO Institute for Statistics. (2002, November 29). Functional literacy. Retrieved May 26, 2010, from http://www.uis.unesco.org/ev.php?ID=5014_201&ID2=DO_TOPIC
(Various). (n.d.). Design fiction and speculative design / Videos. Retrieved March 17, 2019, from https://vimeo.com/groups/designfictions/videos
Webster, M., & Habte, B. (n.d.). Right to be Forgotten. In Radiolab. Retrieved from https://www.wnycstudios.org/story/radiolab-right-be-forgotten
Wyler, G. (2019, February). Bridging The Digital Divide: Access for All. Presented at the World Government Summit. Retrieved from https://www.youtube.com/watch?v=FP6qsdHAQB4