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1 Introduction and Background |
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1 | (8) |
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2 | (1) |
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1.2 Definitions of Media and Digital Media |
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2 | (1) |
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1.3 Origins of Digital Media |
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3 | (1) |
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1.4 Implications of Digital Media |
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3 | (2) |
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1.5 Creating and Using Digital Media |
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5 | (1) |
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5 | (4) |
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6 | (1) |
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6 | (3) |
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2 Key Historical Visions for the Future of Computing and Digital Media |
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9 | (12) |
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9 | (1) |
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2.2 What Could a Computer Do? |
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10 | (1) |
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2.3 Higher Level Interfaces to Computers |
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11 | (1) |
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2.4 The Rate of Growth of Computer Power |
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11 | (1) |
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2.5 The Networked Computer |
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11 | (1) |
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2.6 The Interactive Computer |
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12 | (1) |
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2.7 The Personal Computer |
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12 | (1) |
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13 | (1) |
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13 | (1) |
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2.10 Summary of the Key Historical Visions |
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14 | (1) |
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2.11 Key Visions Historical and Current Which Are Relevant to Digital Media |
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14 | (2) |
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16 | (5) |
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19 | (1) |
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19 | (2) |
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3 Collaboration on Digital Media |
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21 | (8) |
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21 | (1) |
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3.2 Creative Collaboration |
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22 | (1) |
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3.3 Antidisciplinary Research |
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22 | (1) |
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3.4 Advantages and Difficulties of Interdisciplinary Research and Development |
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23 | (4) |
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23 | (2) |
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25 | (2) |
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27 | (2) |
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27 | (1) |
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27 | (2) |
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29 | (16) |
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4.1 History and Introduction |
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30 | (1) |
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31 | (1) |
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31 | (2) |
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4.4 The Motion Picture Industry |
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33 | (1) |
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4.5 Archival and Preservation |
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34 | (1) |
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35 | (1) |
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4.7 Special Effects Companies |
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36 | (2) |
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4.7.1 Visual Effects Techniques and Companies |
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36 | (1) |
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4.7.2 Industrial Light and Magic (ILM) |
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36 | (1) |
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37 | (1) |
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4.8 Image Manipulation Software |
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38 | (2) |
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4.8.1 Commercial Versus Public Domain |
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38 | (1) |
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4.8.2 Commercial Image Manipulation Software |
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39 | (1) |
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4.8.3 Public Domain Image Manipulation Software |
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39 | (1) |
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40 | (1) |
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40 | (2) |
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4.11 Ongoing Considerations with Regard to Digital Imaging |
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42 | (3) |
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42 | (1) |
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43 | (2) |
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45 | (8) |
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45 | (1) |
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5.2 Digital Media Considerations |
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46 | (1) |
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5.3 Initial Developments in Digital Libraries |
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46 | (2) |
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5.4 Large Scale Digital Libraries - The Google Digitization Project |
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48 | (1) |
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5.5 Long Term Preservation of Digital Information |
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49 | (1) |
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50 | (3) |
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50 | (1) |
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51 | (2) |
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6 Applications of Digital Media |
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53 | (12) |
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53 | (1) |
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6.2 Digital Media Application Areas |
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54 | (1) |
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6.3 Applications Areas at MIT Media Laboratory |
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54 | (2) |
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56 | (3) |
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6.4.1 Digital Michelangelo Project |
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56 | (2) |
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6.4.2 Making a £Million from an Independently Published Digital Novel |
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58 | (1) |
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6.4.3 Virtual Interactive Studio Television Application Using Networked Graphical Supercomputers |
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58 | (1) |
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6.4.4 Video Logs and Short Films -- Casey Neistat |
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59 | (1) |
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6.5 Disruptive Effect of Digital Technology on Traditional Businesses |
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59 | (2) |
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61 | (4) |
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61 | (1) |
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62 | (3) |
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7 Social Media and Cultural Implications |
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65 | (10) |
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7.1 Introduction and Background |
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66 | (1) |
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66 | (2) |
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68 | (1) |
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7.4 Traditional Media and Social Media |
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69 | (1) |
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7.5 Utilization of Facebook, Twitter, YouTube, and Instagram |
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70 | (1) |
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7.6 Challenges of Social Media Environments |
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70 | (1) |
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71 | (1) |
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72 | (3) |
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72 | (1) |
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72 | (3) |
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75 | (8) |
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75 | (1) |
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8.2 Trends in Digital Media |
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76 | (1) |
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77 | (1) |
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8.4 Digital Rights Management |
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78 | (1) |
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8.5 Preservation of Digital Archives |
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79 | (1) |
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79 | (1) |
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8.7 Content Delivery Networks |
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79 | (1) |
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8.8 Golden Rules of Interface Design |
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80 | (3) |
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80 | (1) |
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81 | (1) |
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81 | (2) |
Rationale for Bibliographic References |
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83 | |