Digital media (as opposed to analog media) usually refers to electronic media that work on digital codes. Today, computing is
primarily based on the binary numeral system. In this case digital refers to the
discrete states of "0" and "1" for representing arbitrary data. Computers are machines that
(usually) interpret binary digital data as information and thus represent the predominating
class of digital information processing machines. Digital media ("Formats for presenting information" according to Wiktionary:Media) like digital audio, digital video and other digital "content" can be created, referred to and
distributed via digital information processing machines. Digital media represents a profound change from previous
(analog) media.
Digital data is per se independent of its interpretation (hence representation). An arbitrary sequence of digital code like
"0100 0001" might be interpreted as the decimal number 65, the hexadecimal number 41 or the glyph "A". See also: ASCII, Code.
Florida's digital media industry association, Digital Media Alliance Florida, defines digital media as the creative
convergence of digital arts, science, technology and business for human expression, communication, social interaction and
education.
History
The history of the digital starts with the development of the number 0 (see 0 (number)) by
the Babylonians about 2000BC. Around 1620, Francis Bacon researches the first binary
alphabet for representing numbers and alphabetic characters. The intended use was to establish secret communication for e.g.
cities under siege and armies abroad. Leibniz was the first mathematician to develop
calculations in the binary system. According to some sources, John Napier had developed
binary calculations even earlier. Yet, it remains to Leibniz to first think about automating calculations using the newly
developed binary arithmetics. Around 1830, [Carl Friedrich Gauss] first electrifies binary information in his telegraphy
experiments. He replaces "1" with "+" and "0" with "-" and thus translates binary information into electric currents.
There is a rich history of non-binary digital media and computers.
Digital and analog data
- Main article: Analog-to-digital converter.
The transformation of an Analog signal to Digital
information via an Analog-to-digital converter is called sampling.
According to information theory, sampling is a reduction of information. Most digital media are based on translating analog data
into digital data and vice-versa (see digital recording, digital video, television versus digital television).
Working with digital media
- Main article: digital signal processing.
As opposed to analog data, digital data is in many cases easier to manipulate, and the end result can be reproduced
indefinitely without any loss of quality. Mathematical operations can be applied to arbitrary digital information regardless of
its interpretation (you can add "2" to the data "65" and interpret the result either as the hexadecimal number "43" or the letter
"C"). Thus, it is possible to use e.g. the same compression operation onto a text file
or an image file or a sound file. The foundations of operation on digital information are described in digital signal
processing.
Examples of digital media
The following list of digital media is based on a rather technical view of the term media. Other views might lead to different
lists.
Digital art
Comic book artists in the past would generally sketch a drawing in pencil before going over the drawing again with India ink,
using pens and Winsor-Newton brushes. Magazine illustrators often worked with India ink, acrylics or oils. Currently, an
increasing number of artists are now creating digital artwork.
The list of digital artists continues to lengthen:
See also
References
- Coy, Wolfgang (2005): Analog/Digital. In: Warnke, Martin et al. (2005): Hyperkult II - Zur Ortsbestimmung analoger und
digitaler Medien (in German), Bielefeld: transcript Verlag, ISBN 3-89942-274-0
- Nelson, Ted (1990): Literary Machines, Sausalito: Mindful Press.
- Pflüger, Jörg (2005): Wo die Quantität in Qualität umschlägt. In: Warnke, Martin et al. (2005): Hyperkult II - Zur
Ortsbestimmung analoger und digitaler Medien (in German), Bielefeld: transcript Verlag, ISBN 3-89942-274-0
Articles
External links
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