Digital vs Analogue.

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Presentation transcript:

Digital vs Analogue

Digital vs Analogue Analogue: Devices which record data linearly from one point to another. Analogue devices read the media, such as tapes or records, by scanning the physical data off the media. Digital: Devices which perform all calculations using ones and zeros. This method of computing is referred to as the "binary system“. Digitized information is recorded in binary code of combinations of the digits 0 and 1, also called bits, which represent words and images. Digital technology enables immense amounts of information to be compressed on small storage devices that can be easily preserved and transported

Sectors and Platforms Sectors: An area or portion of the media that is distinct from others (i.e. filmmaking, audio, publishing, games, websites, etc.). Digital Media Platforms: A digital way for media to be distributed and accessed. Digital distribution includes TV broadcasts, pay-per-view, theatrical/cinema release, digital download, radio broadcasts, DVDs, CDs. It can also include online content such as webpages and streaming. Devices used to access digital media include mobile phones, PCs, laptops, MP3 players, MP4 players, games consoles and handheld devices, radio and tablets.

Sectors Moving Image Audio Publishing Websites Gaming PS 1 The Creative Media Industry is made up of a number of different sectors which make a range of media products. Here are some examples of the types of sectors that exist. Moving Image – for example the TV and Film Industry Audio – includes radio broadcasting Publishing – covers a wide range of areas such as newspapers, magazines and books Websites – are part of the interactive media sector Games – is a growth sector and includes games produced for PC’s, consoles and can even include phone apps. All of these sectors produce a range of products. Ask learners to give some examples of products from each of these sectors.

Platforms and Devices Accessing digital media can be done in a range of ways. Radio programmes can be listened to on a digital radio or through other formats such as PCs, laptops and tablets. Digital products allow users more diversity in the way in which they consume the products. This is called convergence. PS4 Remind learners that there are other digital products that can be consumed through a range of formats other than the example described. Ask learners the following: Can you name two other products that can be consumed in this way? What platforms can they be consumed through? What are the benefits to the consumer?

Convergence Convergence means we now have greater access to media products and choice about as and when we want to consume them. Examples of convergence include: BBC iPlayer ITV Player 4OD Demand 5 PS 5 As a modern consumer you will already be used too, and make use of, convergence in order to consume media products. As you can see from the example here convergence allows us to access media products at any times through a range of mediums. Ask learners What medium do you use the most? How often do you access things like iplayer and 4OD and why do you do it? Would you say you more often listened to music on the radio or through the internet?

Platform and Devices Platform Device TV broadcasts, pay-per-view, theatrical/cinema release, digital download, radio broadcasts, DVDs, CDs. It can also include online content such as webpages and streaming. mobile phones, PCs, laptops, MP3 players, MP4 players, games consoles and handheld devices, radio tablets.

Interactivity and Personalisation Interactivity is where the audience can become actively involved with the media product they are consuming. For example, viewers can use the red button on their remote control to vote for their favourite acts on some programmes or they can live text a programme to give their opinions. Personalisation allows the consumer to select their preferences on their TV’s, mobile or internet searches. This allows us as consumers to quickly select and consume our preferred products However! It also allows media producers to gain an insight into our consumption preferences, that data is then used to target us with similar products. PS 6 Interactivity and personalisation are a large part of our everyday lives as consumers of media products. Over time more and more products are produced that allow us to interact or personalise our preferences; the more we do this the more data media producers can gather on our consumption preferences allow them to better target their production output. Can you give an example of when you have used an interactive media product and why you used it? How much of your media consumption do you personalise? Why do you do this and how does it benefit you as a consumer?

Moving image Publishing Games Websites