Tuesday, 6 May 2008
Thursday, 1 May 2008
Discuss How far young people's use of media technologies differs from that of their rents...
The Global Villiage is also a detrement to the film industry, with pre-released material, from america for example. Can be passed on and find itself in a multitude of countries and continents within seconds. Days, weeks or even months before it's release there. There is a plan to stamp the effect of the global village in this instance out, the plan is to release films, music and games, world wide, on the same day. This will DRASTICLY reduce piracy, however it will not end it by any means. The piracy is not just a 'youth' thing, there is alot of potential money in it and other generations in the 'underground scene' have put their fingers in yet another pie.
To Be Continued.......................................oh yeah...
Monday, 28 April 2008
Media Magazine 'The perils of new media technologies' by Gavin Luhrs (Issue 11, 2005)
It is a central concept because NMT's are driven by consumerism. Over the years, the average spending on NMTs has seen a dramatic rise. This may been seen in your own household, for instance, how many televisions are there altogether? How many mobile phones do you have as a family? How many games consoles do you have in total? Mobile phones, multi-channel TV, broadband subscriptions, and online gaming subscriptions are all products and services which 10 years ago either didn’t exist or were considered luxuries are now ‘essentials’ for modern existence. Time has gone on, and the level of expectation both of the consumer and manufacturers of aspirational products has gone sky high! So much so that there may be a divide of people that do have a certain product and those that dont. This may be the cause of the 'negative technological determinists' theory of social fragmentation.
How do we often 'unwittingly give up our privacy'?
A supposidly sinister aspect of NMT's is the power they offer to others to monitor our activities. For example, google has the power to remember every search you've ever made, and amazon remembers the items you've browsed on it's site. many institutions are concerned about the security implications of mobile phones and PDAs as they may be used to steal valuable information, given their excistence combined with their ability to be everywhere and improved features such as data storage and good quality camera functions. Radio Frequency Identification (RFID) tags are another innovation that could have consequences for civil liberties. It would be useful to your studies to research possible media applications. RFID tags can be almost invisible to the naked eye, yet are capable of reporting on the exact location of the object to which they are attached. Retail makes biggest use of them at the moment, but who knows how else they could be employed.
How have NMT's criminalised audiences?
What health and invironmental issues do NMT's pose?
Monday, 21 April 2008
Leaps forward in technology from generation to generation of gaming consoles
Both Playstations, at the time of release, were and are at the leading front of gaming technology. The PS2 was the first games console to converge with the DVD player. It was also the first possible up-right console. It had a rotational emblem depending on whether it was laid flat or standing up. Then we get to the technical stuff. The game play and graphics had been greatly improved since the original Playstation. It had been given a fresh new look, a brand new colour (away from the dingy grey block that was it's predecessor) & a new edge.
The playstation 3, just released, is once again a huge leap forward in both technology and design. Instead of the PS2's matte black finish, Sony decided go with a style that was selling INCREDIBLY well in the television market. Samsung's R88 series of televisions with the piano black gloss finish are this years top sellers by a million miles. Seeing what the audience like, Sony follow, and are planning to do the same finish with a ceramic white, and stunning silver.
Once again, they change the shape of their latest console. Giving it was can only be described as veluptuous curves! They did however keep the winning idea of having a console that can stand or be laid down. Then we get to the actual game play. There has been an enormous step up in this technology. This has come around purely because of the new Blu-Ray disk. This new format of disk is massively advantagious in comparison to the bog-standard DVD. It os read by a Blue coloured lazer, hence the name. However the disks can store upto 10X more information than a DVD. Also, in comparison to their rivals, it can hold 4X more than that of an HDDVD used in the Xbox 360. This gives game designers and manufacturers much more room for incredibly intrecate games. Games like the new GTA IV released on the 27th of April will eventually be developed into the next GTA and the possiblility for a bigger game (more than 3 islands) and definately the possiblility of some mind blowing intrecacy in the detail used. All down to the stubble on a characters chin. The new GTA is the most comprehensive one yet. With content above and beyond any previous 'free roam' game before it. It has been reported than even though this has been said. There is still more room on the disk for yet more additional detail or islands with the next GTA. The possiblilities are endless.
The developments have been sensational, please watch the video to see just how much has changed in just one generation.
While it's no longer as sexy as it used to be in consumer eyes, the PS2 is a profit machine for Sony. The system, which still sells for $129 in the U.S. and €149 in Europe, is not sold at a loss (unlike the PS3, on which Sony reportedly loses more than $200 per unit). Additionally, since "God of War 2" was developed in-house, the company will pocket a larger percentage of each game sale. So it is still making sony A LOT of £££'s!
Sunday, 20 April 2008
Whats the high definition gaming about? What is it doing for audiences?
Back to the technology. HD can only be viewed in full using an HDMI cable, these can vary in quality, the highest form should be able to support the new technology called 1080p. This is how fast a television scans the picture that it displays. At this moment in time there is no better viewing experience than a 1080p. HOWEVER <>OR a high def games console. Which is where the gaming industry comes in. The newest generation games consoles (the 360 & PS3) are those HD sources. Playing games, and films in HD. Being competing companies, and having such a cutting edge technological ability, Sony went with their own form if HD hardware & soft ware (Blu-ray) and microsoft opted to converge with toshiba to introduce HDDVD into their Xbox 360 games console. Both having their dis/advantages, the audience went crazy for the new HD technology. Xbox hit a sales boom releasing their HD console first, yet the consumers are unaware that the PS3's technology will eventually render the Xbox's obsolete. Also some consumers are blissfully unaware that to gain the promised HD gaming, and film viewing, they might just need a new HD ready tv... thats what i call forcing the technology forward. Attachements can be brought to connect an HDMI cable to a scart connection, but the picture quality will not be as good.
The PS3 was released at a perfect stage to boost sales. as manufacturers were doubting Blu-Ray's eligiblity to sell, with "stupidly high" prices, some set reaching 799 pounds. The PS3 was released at 425 pounds, so it was a no brainer for most potential blu ray buyers. Needless to say, sales shot up, with Blu-Ray beating toshiba's HDDVD. Toshiba withdrew and Xbox face a dilemma... they now, to keep up with the high definition revolution, have decided to release a Blu-Ray version for future models. Xbox have dented pride, but they keep on battling.
Additional and not really well known advantages to the PS3 is that it can be used as part of a home theatre kit (surround sound) with the cheapest reatiling Blu-Ray home theatre kit in stores for around 1000 pounds. Just an optical cable with a different kit can save people up to 600 pounds! (inc. a new ps3) 900 pounds excluding.
All Blu-Ray players up-scale all DVDs, so there is no need to scrap all the old'uns.
Now-a-days Xbox and Playstation have similar game titles, different exclusives and features. But one thing matters and stands alone above all others, opinion of the gaming audiences are paramount. Reputations of games and consoles matter, so there is supreme competition to win the hearts of audiences. So we get back round to profit driven, gadget packed consoles. Yet as audiences, we love it!
Case study feedback #3
Remove all cut and pasted info from the blog
CF
Advances in sport due to gaming technology
http://freshf1.com/brundell-drives-williams-f1-simulator/2007/07/11/
Martin Brundell visits Williams F1 team in a pre race feature for ITV1. He, being a previous formula one driver, wanted to see for himself the advances and differences in the sport since he 'retired'.
Before he is trusted in one of their cars, he is fitted for comfort and safety, and then plunged into a simulator, which externally is identical to the actual car.
The simulator is connected up to the mock up chassis and electrics. All of the bumps in the track, sloping turns, apex, are all felt by the driver of the simulator.
The aspects of the simulator to car are exact on the inside of the simulator. All of this has come about from the first steering wheel-game link up available from playstation over 12 years ago.
Now, it is an innovation in the pinnacle sport of motor racing for testing and creation.
Advances in sport due to gaming technology
Major Companies within the gaming industry
Founded : Standard Games (1940); Service Games (May 1952)
Headquarters : Ōta, Tokyo, JapanInternational: San Francisco, California, US Chiswick, London, UK Sydney, New South Wales, Australia
Key people: Hajime Satomi, CEO Sega Corp, Naoya Tsurumi, CEO SOA and SE; Simon Jeffery, COO and President SOA; Mike Hayes, COO and President SE; Yu Suzuki, Yuji Naka notable game designers
Industry : Video games, former video game console manufacturer
Products : ( GAMES ) Sonic the Hedgehog, Total War, Virtua Fighter, Virtua Tennis, Shenmue, House of The Dead
( CONSOLES ) Master System, Genesis/Mega Drive, Game Gear, Sega 32x, Sega CD, Nomad, Sega Pico, Saturn, Dreamcast
Revenue : US$800.127 million (2004)
Employees : 10,760
Website : Sega Corporation (Japan)Sega of AmericaSega EuropeSega Mobile
Major Companies within the gaming industry
Headquarters : Redmond, Washington, United States
Key people : Bill Gates, Co-founder and Executive Chairman; Paul Allen, Co-founder;Steve Ballmer, CEO;Ray Ozzie, Chief Software Architect
Industry : Computer softwarePublishingResearch and developmentComputer hardwareVideo games
Products: Microsoft Windows, Microsoft Office, Microsoft Servers, Developer Tools, Business Solutions, Games & Xbox, Windows Live, Windows Mobile, Zune
Revenue : ▲ US $51.12 billion (2007)
Operating income : ▲ US $18.25 billion (2007)
Net income : ▲ US $14.06 billion (2007)
Employees : 79,000 (2007)
Major Companies within the gaming industry
Founded :September 23, 1889[1]
Headquarters : KyotoInternational Offices: Redmond, Washington Richmond, British Columbia Großostheim, Germany Scoresby, Victoria Suzhou (as iQue, Ltd.) Seoul Costa del Este (as Latamel Inc.) Monrovia, Liberia
Key people : Satoru Iwata: President & CEOReggie Fils-Aime: President & COO of NOAShigeru Miyamoto: Game DesignerGunpei Yokoi (deceased): Creator of Game Boy, Game & Watch, and MetroidHiroshi Yamauchi: Former President & ChairmanMinoru Arakawa & Howard Lincoln: Former heads of NOASatoru Shibata: President of NOE
Industry : Card games (previously) Video games (now)
Products : Game Boy line, Color TV Game, NES, SNES, Nintendo 64, Nintendo GameCube, Nintendo DS, Wii, and various video game titles.
Revenue : ▲ USD$10.42 billion (2008)Forbes 2000 ranking: 620
Net income : ▲ USD$1.4 billion (2006)
Employees : 3,586 (2007)
Website : Nintendo JapanNintendo of AmericaNintendo EuropeNintendo Australia
Major Companies within the gaming industry
Type
Subsidiary of Sony Corporation
Founded November 16, 1993 by Sony
HeadquartersMinami-Aoyama, Minato, Tokyo, Japan
Key people
Kazuo Hirai: President & Group CEO, SCEIJack Tretton: President & CEO, SCEADavid Reeves: President & CEO, SCEEKen Kutaragi: Honorary Chairman, SCEI
Industry: Video game consoles, Video games
Products: PocketStation, PlayStation, PlayStation 2, PSX, PSP, PlayStation 3
Revenue: ▲ ¥1,016.8 billion (FY2006) [4,912,367.495 pounds]
Operating income: ▼-¥232.3 billion (FY2006)
Owner: Sony Corporation
Website: scei.co.jp
Compact Portable Games Consoles and the near future developments
Product Name: PlayStation Portable (PSP)
Color: Black
Dimensions:170 mm (L) x 74 mm (W) x 23 mm (D)
Weight: 260 g (including battery)
Main Memory: (32MB card included)
Embedded DRAM: 4MB
Display: 4.3 inch, 16:9 widescreen TFT LCD, 480 x 272 pixel (16.77 million colors)
Speakers: Built-in stereo speakers
Main Input/Output: IEEE 802.11b (Wi-Fi), USB 2.0 (Target), Memory Stick™ PRO Duo, IrDA, IR Remote (SIRCS)
Disc Drive: UMD Drive (Playback only)
Profile: PSP Game, UMD Audio, UMD Video
Main Connectors: DC OUT 5V, Terminals for charging built-in battery, Headphone/Microphone/Control connector
Keys/Switches: Directional buttons (Up/Down/Right/Left)Analog pad, Enter keys (Triangle, Circle, Cross, Square), Left, Right keys START, SELECT, HOME, POWER On/Hold/Off switch, Brightness control, Sound Mode, Volume +/-, Wireless LAN On/Off switch, UMD Eject
Power: Built-in lithium-ion battery, AC adaptor
Access Control: Region Code, Parental Control
Available Accessories: Stand, Headphone with remote commander, Headphone with remote commander and microphone, External battery pack, Case, Strap
Type - Handheld
Weight - 0.217 kg
Dimensions - 133x72x21mm
Colour - Black or white
Memory - Game
Sound
Input Device
Input device type - D-pad; four buttons plus shoulder buttons and select and start buttons; stylus on lower touch screen
Display
Display resolution - 256x192pixels
Power
Mains - Yes
Battery - Rechargeable
Communications
Wi-Fi - Yes
Friday, 18 April 2008
Sales figures of the Wii, 360 & PS3
And the PS3? VG Chartz puts it on 4.11m units, 1.08m in Japan, 1.78m in the US and 1.25m elsewhere.
All three compare poorly to the 46.83m DS handhelds the site reckons have been bought globally and the 22.37m PSPs consumers have acquired from Sony. So this poses the question, is handheld the way tho go? Is that where the new market is? This is my next area to investigate.
The above information and statistics were siurced from registerhardware.co.uk
Case study feedback #2
This is a start - looking at what the technology does but you are not yet addressing any of the case study questions. You must significantly add to this blog before Monday.
CF
Thursday, 10 April 2008
Online Gaming (Networked via the consoles)
basically... its a neworking system that can allow all owners of Xbox 360s and an internet connection to play anyone else in the world on the same game. (For a small fee annually)
PlayStation Network, often abbreviated to PSN in the gaming community, is Sony's free online service provided for use with their PlayStation 3 (PS3) and PlayStation Portable (PSP) video game consoles. As of February 14, 2008, there are over 2.9 million registered PlayStation Network accounts in North America.
The Wii console is able to connect to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter, with both methods allowing players to access the established Nintendo Wi-Fi Connection service. Wireless encryption by WEP, WPA (TKIP/RC4) and WPA2 (CCMP/AES) are supported. AOSS support was discreetly added in firmware update 3.0. Just as for the Nintendo DS, Nintendo does not charge fees for playing via the service and the 12 digit Friend Code system controls how players connect to one another. Each Wii also has its own unique 16 digit Wii Code for use with Wii's non-game features. This system also implements console-based software including the Wii Message Board. One can also connect to the internet with third-party devices.
The service has several features for the console including the Virtual Console, WiiConnect24, Internet Channel, Forecast Channel, Everybody Votes Channel, News Channel and the Check Mii Out Channel. The console can also communicate and connect with other Wii systems through a self-generated wireless LAN, enabling local wireless multiplayer on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multiplayer between two or more televisions.
So in simple terms... wii users can connect to the internet. As with the PS3 the service is free, and users can play and compete against other same console users for highest ranks or just for fun!
Wireless online networking has revolutionised the gaming world. Connecting gamers with same interests and influences all over the world. Multiplayer no longer means forcing your (bored and unenthusiastic) relatives to play against you. It is now combining with the online instant messaging too. Players can use company constructed (eg. EA sports messenger) instant messaging services similar to the world renouned windows live messenger (MSN messenger).
Thursday, 3 April 2008
PS3 Vs. Xbox 360
Nintendo are now self proscribed 'family' consoles, leaving the 'serious' gaming to Microsoft and Sony. There are so many biased views and opinions...so one can only let others decided for themselves. Which is what im going to do, just have a look at the videos below and let me know you opinion... lets run a poll! Leave me a comment after watching the videos which one looks better overall ps3 or 360? :)
http://www.youtube.com/watch?v=Fd0f_1JY-EE&feature=related (fair comparison)
http://www.youtube.com/watch?v=KXKnhAFnwXw (diffeence between ps3 and ps2 gameplay)
http://www.youtube.com/watch?v=zRaYXHHCgxo (facts and stats of the two)
DO the poll! leave a comment!
much love xxx
Thursday, 27 March 2008
New Media Technology-G4M1N9!
- Games console sales
- New 'ground-breaking' technology in the gaming industry
- Major Contributing Companies
- Institutions affected by new gaming technology
- Audience & Stats
- The Key Concepts of the Gaming industry
- Product Convergance
- Product Personalisation
- Product Interactivity
- Is the media Linear or non-linear?
- Democratisation (the ability of communication e.g blogging or MSN [instant messaging] )
- Digitisation (going back to the most basic digital form)
All of these areas will be key to a good quality case study. All must be covered in depth, and with clear examples to clarify and make each section clear.
Wednesday, 5 March 2008
Are Newspapers in Decline?
- What is the Fourth Estate??? : The four estates are said to be; The Courts, Religion, Parliment and the fourth estate is the press. Edmund Burke argued that the fourth estate acted as a check on the abuses if power made by the other three estates, by holding them accountable to the electorate and providing information to ensure democracy is allowed to oporate efficiently. The evidence to whether this is entirely true was never fully proven or accepted, however the press still manage to uncover government corruption.
- Is new media technology responsible for the decline in newspapers? : The article believes that the new media technology is responsible for the downfall of the newspaper sales and industry. It says that it is possible that The Times has been a loss maker for many years. In attempt to combat the undisputed force of the internet, most of the big newspapers have got an online format for readers to view, free of charge.
- What does it mean "maybe the internet is already the cyberspace of the fourth estate"? : Nick Lacey is saying that the internet is becoming a fourth estate in it's own right, as like newspapers, people can gain news, and much much more. The one major advantage is that news can get updated instantly online, and can be around the world in a few minutes or even a few seconds. The original forth estate is dying, so is this the new version? At that time, the newspaper and the word of mouth were the only way to let news travel, now, everything can be done on the internet.......
Tuesday, 26 February 2008
Tuesday, 19 February 2008
Blu-ray sales hit 2m mark
Blu-ray is winning the data format war in Europe with sales topping two million and four out of five consumers choosing the technology over its rival, technology website pocket-lint.co.uk reports. Latest sales figures released by Media Control Gfk International show 2.4 million units were sold, which translates to 79 per cent of customers opting for the Blu-ray technology instead of a HD-DVD player. Blu-ray's bundling with the Sony Play Station 3 is also reflected in the successful sales figures. Chairman of the BDA European Promotions Committee, Frank Simonis, says that the take up of the new technology is faster than that of its DVD predecessor. "Our challenge now is to move Blu-ray Disc into the mainstream. As a format, Blu-ray Disc is proving more attractive than even DVD Video at the same time in its development," he told the website. David Bishop, president of Sony Pictures Home Entertainment, said that the Blu-ray story is getting stronger and that the sales figures will see Blu-ray concentrate more on the needs of its consumers instead of trying to win a format war. Blu-ray technology has been locked in a struggle with HD-DVD over the format of future entertainment data such as games and movies.
Tuesday, 12 February 2008
DiGiTaL TeChNoLoGy aNd ThE FiLm iNdUsTrY
Capture : "As of 2007 the most common acquisition medium for digitally projected features is 35 mm film scanned and processed at 2K or 4K via digital intermediate. Most digital features to date have been shot at 1920x1080 HD resolution using cameras such as the Sony CineAlta or Thomson Viper. New cameras such as the Arriflex D-20 and Silicon Imaging's SI-2K can capture 2K resolution images. Thus the future of digital cinema can be expected to have as a standard 4K capture and 4K projection. Currently in development are cameras capable of recording 4K RAW, such as the RED One and Dalsa Corporation's Origin"
Post Production: Film is scanned from camera-original film negatives into a digital format on a scanner or high-resolution telecine. Data from digital motion picture cameras may be converted to a convenient image file format for work in a facility. All of the files are 'conformed' to match an edit list created by the film editor, and are then color corrected under the direction of the film's staff. The end result of post-production is a digital intermediate used to record the motion picture to film and/or for the digital cinema release.
Digital Mastering: When all of the sound, picture, and data elements of a production have been completed, they may be assembled into a Digital Cinema Distribution Master (DCDM) which contains all of the digital material needed for a show. The images and sound are then compressed, encrypted, and packaged to form the Digital Cinema Package (DCP)
Distribution:
Digital Cinema Distribution (DCD) is the process of transmitting the DCP to theater servers via different methods that may include: hard drives, LTO data tapes, DVD-ROMs, or satellite.
Each method of distribution faces its own unique challenges and there is currently much debate regarding preferred methods. The issue can become hotly debated by advocates for the various methods and media. Currently, there is no industry or de-facto standard for distribution. This issue will likely be decided by market forces and business models. There is some testing of the various methods going on that may provide empirical data and objective analysis in the future.
Exhibition:
The Way in which the film industry, and the way we watch our movies today is changing. This is due to the advances in the technology within the industry, HD or High Definition is now the pinnacle of the viewing experience and technology.
The home cinema systems are becoming such good quality that less and less people are visiting the cinemas around the uk. In addition, the cinemas have too compensate for their loss in profit by inflating prices. So the combination of these two have aided in the decline of the cinema. The greatest fight the cinemas face is against the internet, and the illegal download industry. Programs such as limewire are reported to by destroying not only the film industry but also, more destructive in the music industry. This tends to be free and very quick to complete. Are the public slowly cutting out the middle man?
See below for the fight of the millenium...the beta-max vs. vhs is redone in the 21st century, this time its bigger...
Friday, 8 February 2008
Home Entertainment Exhibition Development
Monday, 7 January 2008
The Key Issues for Audiences and Institutions
Digitality: a binary system of enconding, a series of 0’s or 1’s using an on and off electrical pulse. It is a small code used in compuers and now television and radio.
Interactivity: Streaming of inforation through air / isdn cable (broadband) / phone line. It uses compression so that more information can be transferred at one time. We can interact with everyone, the information can go both ways so that we can easily converse. We can now upload and download music, images, videos etc.
Hypertextuality: Text is no longer linear. We can change the order that we use any media, jump scenes like on a dvd (different to a vhs). Jump from different media, sound to video etc. We can also jump out of somebodies media, into someone elses.
Dispersal: how information is shared. Market size and use effects how it is shared. Access users have, maybe on a wide network, would increase the profit.
Virtuality: linking with the real world, representational. Mimicking our world.
Convergance: This is a big issue in media! New technologies converge/merge into one form. For example, Mp3 players that can show photos on. Camcorders with a hard-drive to make it easier to edit. Mobiles with web (WAP) , pictures, videos, email etc. Convergance, before, was exceptionally hard purely because of the size that converged items would be. Size of the gadgets as they converge, get a lot smaller nowadays.
In the final section of the podcast, it asks questions of the concepts.
Audience: How do we use it? Do we actually use it? Does it change the way we use it? Did we use it before? Has it changed from a newer version? Has it developed form consumer demand or has it been led by the industry? Have they (the industry) influenced us? Who has actually got access? Does the global village cover the whole world!? Who’s disenfranchised (Who’s not getting the internet?) How do they get the audience to keep buying new things?
Regulation and Control: Who’s doin the controlling? Should there be any control? What do they do about copyright issues? (proxy servers) Implications of control? What is the impact on producers? Does the fact that downloading is easier, cheaper take money from the producers?
Impact on the government?
Ownership: Who owns the technology? (Brand names?) Do certain brands close out the market ( Nintendo Wii / Xbox360/ Sony PS3, console manufacturing) Do brand names affect sales?
The questions are food for thought and i shall be investigating them...