Search This Blog

Thursday 7 November 2013

HYPERMEDIACY

Hypermediacy is a logic which is about how a certain type of media represents itself in a way that reminds the viewer of the medium. It is also where video graphics, audio and hyperlinks intertwine, like on a website where there would be many different texts, images and videos all on the one page for you to look at. "It is a media that offers random access"(Bolter, Pg 31, 2000), from this texts the theorist is trying to point out that the media has changed from the command-line interface to the graphical interface. Command-line interfaces consisted of text only and there was no random access about it because text was simply the only thing in it where as a graphical interface can consist of many things like text, video, audio and hyperlinks or a lot of the time they consist of all of these which makes the interface look like it is not there so that browsing these sites feels more natural and flowing rather than stiff and rigid(Bolter, Pg 31, 2000).

Hypermediacy is an example of our overall interest in the medium itself. "an entirely new kind of media experience born from the marriage of TV and computer technologies."(Bolter, Pg 31, 2000) We have become so fascinated in the medium that it spreads all over our media, like in the film "True lies" where a man has a double life, one as a normal guy in an office and then the other as a spy which is nearly surreal and us as an audience love this which shows our expression of desire to be the likes of spy. Video games are another source to which we show our extreme fascination of the media in and as new games come out that are better and more crisp than the last, it becomes even harder to put the controller down. Take the game "The Last Of Us" for example, Naughty Dog were well known for their compelling stories in the Uncharted series but no one expected them to create a game like this, it had more drama and close to tears moments than most films and the story and graphics were so good, that you could of mistaken it for a film and this is an example of how people can be so fascinated by the media.

Remediation: Medium inside Medium

"Remediation is a defining characteristic of new media." (Bolter, 2000: pp.45). Bolter talks of how mediums constantly remediate each other, as technology moves on mediums adapt by using old mediums to 'evolve' from.
This happens all the time in our lives, take a popular film that you have saw, for example the recent release of Alan Taylor's 'Thor: The Dark World'. This film was remediated from a Marvel comic book series of the same name. The words and images may not match exactly, although it is definitely following the printed comic's storyline.




If we take a closer look at one subject and analyse it for remediation we can truely see the process at work. 'Transformers' started as toy vehicles that transformed into robots, toy company 'Hasbro' bought the rights to these toys and then went on to co-produce a television cartoon from them. As the cartoon grew in popularity Hasbro wanted to release new toys for the fans to buy, their way of introducing a mass batch of new toys was to have a feature length theatrical film release that killed off most of the current characters and introduce a whole new set to the audience. Transformers went on as a television cartoon although had many generations of it. As technology progressed computers were used to create the cartoons instead of them being hand drawn, this was seen in 'Transformers: Beast Wars'. Technology kept improving as did the quality of the new generations series of Transformers cartoons.
In 2007 'Transformers' made an entirely new step into 'live action' film. The story, that had been revamped already many times, was again revamped and a new breed of transformers, taking heavy influence from the previous cartoons took shape. Actors were used and state of the art sfx teams made these Transformers come to life. Bolter stated that "The new medium remains dependant on the older one" (Bolter, 2000: pp.47) and in the case of Transformers this can be seen to be very true.



Mediums taking influence from other mediums for remediation is one thing, although we can also see some mediums in their current fields taking a greater influence and actually incorporating content into it's own form to create something new. This can be seen in music videos and is called 'visible remediation'. An example being 'Linkin Park's music video for their track called 'Iridescent'. It takes clips from 'Transformers: Dark of the Moon' (2011) and uses them very obviously throughout the music video.

Wednesday 6 November 2013

The relationship between Transparent Immediacy and Virtual Reality

The aim of virtual reality is to merge seamlessly into the users real life. It's efforts to be as undetectable as possible, "means that it is a medium whose purpose is to disappear." (Bolter: 2000, 21) This immediacy can only truly be represented through total invisibility. 

Bolter states that in Hollywood, the stuntman is increasingly being replaced by digital compositing, to fulfil the desire for immediacy. He even argues that eventually the actors will themselves be replaced too. Much of the time it is hard for the viewer to distinguish between what is CGI and what is not. The computer desktop is another everyday reflection of the integration between real life and virtual reality. Whilst several decades ago, a physical office would have contained files, folders and a waste-basket, Bolter points out that today, this has been replaced completely by virtual counterparts, yet they are used in the exact same way. 

Transparent immediacy does not have to be found solely in high-tech, computer generated simulations. Contrary, it can be witnessed in more traditional mediums, demonstrating that we have been moving towards indistinguishable virtual reality for centuries. Classical paintings can demonstrate this. Theorist Alberti argues that he could draw a simple rectangle on a canvas, and still have the viewer transported beyond the image and into the subject that it is conveying. Bryson mentions how in the nineteenth century, artists would try to erase their brush stokes to attempt to 'hide' the fact that the picture was an artificial creation. 

What designers continue to strive for is an "Interfaceless interface," (Bolter: 2000, 23) effectively ridding the display of any trace of the typical elements to be expected of a virtual interface. The user will interact with simulations as if they would their real life counterpart.  This will create an immediate relationship with the simulation. Transparent immediacy will allow us to smoothly integrate out lives alongside the technology we use, regardless of the implications. Luxury lifestyle items like the Oculus Rift and Google Glasses are already making that a reality. In the future, we may be wholly unable to distinguish between what is real and what is not. 


BIBLIOGRAPHY: 

Bolter, J | 2000 | Remediation: Understanding of New Media | MIT Press 

Remediation

'We call the representation of one medium in another remediation, and we will argue that remediation is a defining characteristic of new media.' (Bolter, 2000, P.45)

Remediation is the representation of one medium, in another medium. For example, films are sometimes remediation's of books, the content has been 'borrowed' (Bolter, 2000) but the film has its own adaptation. Bolton examines the fact that remediation ensures that the 'older medium cannot be entirely effected, the new medium remains dependent on the older one in acknowledged or unacknowledged ways.' (Bolter, 2002, P.47)

Bolter states that television and the internet are in competition with one another 'in which each now seeks to remediate the other.' (Bolter, 2000, P.47) We can now access internet on smart televisions and we can watch TV on the internet. This is because of digital new media, new technology enables even more content to be provided and it is also enables interactivity. When this book was written in 2000, film was also trying to incorporate digital technology in its production and editing. Thirteen years later it is very seldom that we watch a movie without it being digitally enhanced or used special effects within the film. With special effects and other digital constructions the goal was to make them look as 'natural' as possible so that the audience would watch the film and not think about watching a movie, but watching, or living, real life. This is the concept of transparent immediacy, which looks at making the screen, the computer or television disappear and make characters and what is happening on screen look as real as possible. (Bolter, 2000)

Virtual reality such as video games remediate television, the World Wide Web and film. Because of the ability to see/play through the eyes of your character, so that you can see what they see and experience what they do. 'Virtual reality won't merely replace TV. It will eat it alive.' (Bolter, 2000, P.48) Virtual reality enables us to escape to different places, become different people and live different lives. But for some people, because of virtual reality being transparent immediacy, they get so caught up in playing a video game that they can forget they are actually playing a game. The game becomes reality to them.

Bibliography:
Bolter, J.D., (2000). 'Remediation: Understanding New Media, New Ed.', MIT Press


Remediation of New Media

 "Remediation is a defining characteristic of new digital media." (Bolter, 2000, p45)When we start to say about new media and remediation, we must start with technology.Current technology is changing and developing fastly. In this process , new media dont be just name of "new" media and new media must be developed the technology. Greek philosopher Herakleitos say that "the only thing that constant is change." because process of changing is very effective. For example, if  something didnt change other form or situation, it is changed or be passive by force. The new media is included this process and some part of media is change and other part is passivization. For example , when radio is lanched first time, lots of people buy the radio and place great importance. Afterthat television and other media tool increased radio's important and radio is just antique or application in the mobile phone.

 "We need to transcend the old to discover completely new worlds of expression." (Bolter, 2000,p45) ıf people depend on just one or a few tool, they  cant invent new things. People who want to become part of innovation must broad their horizon. when first camera phone release, people think that this thing is high technology's product and it can be last function of phone and scientist  cant add more function but internet , navigation and etc added.

 All these changed affect film industry such as photoshop or adobe premier. When this program changed the reality,  screen show this changed stage and people who watch movie is affected. This manipulation create delusion. for example sometimes film which didnt changed with adobe premier audience says that this part is manipulated or the exact opposite situation.Finally, developing technology is changing people's mind and the perspection of accuracy.

Bibliography
Bolter, J.D. (2000) Remediation: Understanding New Media New Ed. (MIT Press)

Immediacy and Virtual Reality

Immediacy is a quality that enables the user of a medium to feel as if they are participating and controlling the story or the actions even though they are not actually involved; instead they are involved in a "virtual reality".

Bolter and Grusin argue that the aim of New Media is to create interactive technologies that remove their presence from the viewer, creating a virtual reality that is indistinguishable from the reality.

This virtual reality feels extremely realistic due to the "transparent interface" which Bolter claims attempts to "erase itself" causing the user to deny his confrontation to the medium and consequently, the user feels involved. (Bolter: 2000: pg. 24) Another sense of virtual reality could be the emotions that one encounters while watching a movie that engages greatly with its audience, allowing them to experience the same emotions as the characters on screen where the viewer may cry.

In other words, the psychological state that is generated by immediacy is that the viewer is under the impression that the medium no longer exists, and that he/she is participating in the event. The viewer is authentically experiencing the matter, in his beliefs, as reality. Hodges states that "the viewer should forget that she is in fact wearing a computer interface and accept the graphic image that it offers as her own visual world." ( Hodges: 1994: pg. 22)

Bolter claims that "virtual reality is immersive, which means that it is a medium whose purpose is to disappear". (Bolter: 2000: pg. 22) We enter virtual reality as we interact with technology, for example video games. Through this interactivity, we can experience things beyond our imagination, for example, like Jaron Lanier suggests, one can "visit the world of the dinosaur, then become a Tyrannosaurus. Not only can you see DNA, you can experience what it's like to be a molecule". (Bricken: 1991: 372) 

REFERENCE:

Bolter, J,  2000,  Remediation: Understanding New Media pg. 20-50

Transparent Immediacy & Virtual Reality

"Virtual reality is immersive, which means that it is a medium who purpose is to disappear. This disappearing act, however , is made difficult by the apparatuses that virtual reality requires" (Bolter, 2000, p.22). Bolter talks here of transparent immediacy, this transparency refers to the way the designers of such technologies make them an almost interfaceless interface, a piece of technology with no recognizable electronic tools often used by conventional media platforms. Immediacy refers to the users desire for immediate access to interact and understand the medium. Bolter states that with this technology the user will move through this virtual space interacting with the objects naturally in the same way they would in the physical world.
(Bolter, 2000, p. 23)

Active participation within a world which they control makes the user feel truly involved. Bolter states "The transparent interface is one more manifestation of the need to deny the mediated character of digital technology altogether" (Bolter, 2000, p.24). Users do not simply want to use technology to participate but to fell as if their own actions are making a difference, that they are engaging with the content. For example a viewer is not simply watching a film so much as that are emotionally connecting with the characters in the film, these characters have meaning the viewer wishes to identify themselves with. "A transparent interface would be one that erases itself, so that the user is no longer aware of confronting a medium, but instead stands in an immediate relationship to the contents of that medium". (Bolter, 2000, p.24)

These interfaceless interfaces are at work in modern day society in a variety of ways. Developers seek to immerse consumers in open ended worlds filled with unique experiences without the constraints of technology holding them back. Microsoft has made an attempt at this with thier 'Kinect' add-on for Xbox. The Kinect removes the need for a traditional controller and instead places the user as the controller, allowing them to use their body to dictate whats happens on screen. Another attempt at manufacturing this 'Virtual Reality' comes in the form of the Oculus Rift. The rift is a virtual realty headset which truly immerses the user in the world which they are viewing. The user forgets that they are here in a physical sense and instead exist on a virtual plane, blurring the lines between our physical bodies and virtual identities.

Bibliography
Bolter, J., 2000. Remediation: Understanding New Media. [Online]
Available at: https://learning.ulster.ac.uk/webapps/portal/frameset.jsp?tab_group=courses&url=%2Fwebapps%2Fblackboard%2Fcontent%2FcontentWrapper.jsp%3Fcontent_id%3D_1811421_1%26displayName%3DLinked%2BFile%26course_id%3D_62517_1%26navItem%3Dcontent%26attachment%3Dtrue%26href%3Dhttps%253A%252F%252Flearning.ulster.ac.uk%252Fbbcswebdav%252Fpid-1811421-dt-content-rid-4330030_1%252Fxid-4330030_1
[Accessed 4th November 2013]

Transparent Immediacy


When describing transparent immediacy, Bolter and Gusin state that “Virtual reality is immersive, which means that is a medium whose purpose is to disappear” (Bolter: 2000, pg 22) This shows that virtual reality aims to be as transparent as possible so that the user makes the technology apart of their body. In this text, the authors state that creators of technology strive to to make “virtual reality should come as close as possible to our daily experience” (Bolter: 2000,pg 22) One example of technology doing this would be ‘Google Glass’. Google Glass is described as a wearable computer that we can wear 24/7 and make it a new addition to our human body. Although still shaped like a pair of glasses, this piece of technology is the best example of transparent immediacy as of yet. If in 2013, Google Glass can produce a piece of technology that will change how people work, eat, and interact with others it makes us wonder how far can this product grow and develop and in the near future all it could be is a contact lense that turns the human into a cyborg like character.

 "in this sense, a transparent interface would be one that erases its self, so that the user is no longer aware of confronting a medium, but instead stands in an immediate relationship to the contents of that medium." (Bolter: 2000, pg 23-24)

 Another example of how virtual reality is incorporated into our lives is video games such as The Sims. We all have a curiosity and desire to see what its like living a completely different life and games like The Sims allows to do so. The freedom and opportunity to do what we want do gives the user a thrill and an escape from everyday life. This effect doesn’t just happen with the state of the art video games as Rheingold states “It is remarkable how easily a player can project herself into a computer game” (Bolter: 2000, pg 29) We ourselves have control over this technology but we choose to let the technology to control us. As Bolter states ‘the marvelling could not have happened unless the logic of immediacy has a hold on the viewers” (Bolter: 2000, pg 31)

Bibliography:
Bolter. D and Grusin. R (2000) - Remediation: Understanding New Media

Virtual reality and Immediacy

Immediacy lets the user of a medium feel as if they are in control or connecting with the medium that they are using. They may not actually be involved in the medium but they are involved in a virtual reality. A virtual reality in which they can control and have an affect on what happens in their virtual reality.

'The viewer should forget that she is in fact wearing a computer interface... Virtual reality should come as close to our daily visual experience' (Bolter: 2000 pg,23) This is to get the user under the impression that the virtual reality is their reality and to further more question their beliefs to the point were they are unsure if it is their actual reality or not.

In other words the user in a virtual reality should not acknowledge that they are in a virtual reality. The virtual reality should show no differences from real life experiences. Bolter claims that its the 'transparent interface' (Bolter: 2000) pg,23) that makes the virtual reality so life like and almost indistinguishable to real life. A virtual reality can also be engaged when a person is watching a film in active participation. The film is so real to the viewer that they are entranced in the film and the viewer expresses the same emotions as the characters or actors in the film. 'The desire for immediacy is apparent in the increasing popularity of the digital composition of film and in Hollywood's interest in replacing stunt men' (Bolter: 2000 pg,24) This can also be the case with reading a book, watching a television series or playing a video game. To achieve this interactivity the medium they provide them with a faceless interface to try and deceive the user into a virtual reality.

'A virtual reality is immersive, which means that its a medium whose purpose is to disappear' (Bolter 2000 pg,22) When in a virtual reality we interact with all sorts of different types of technology. When reading a book or watching a film the viewer is in a virtual reality when interacting and connecting with the character in the book or film. A larger interactivity of virtual reality would be in video games where you the user are connected with the environment you are virtually in. You can experience a world beyond your imagination 'You can visit the world of the dinosaur, then become a tyrannosaurus' (Bolster 2000:pg,24)

Immediacy is consistently growing in all sectors of new media and will continue to grow as virtual reality's become more and more consistent to our every day lives.

Bibliography:

Bolter. D and Gruson. R 2000 Remediation: Understanding New Media







 

Immediacy, Hypermediacy and Remediation



In the first chapter, the authors Bolter and Grusin mention immediacy, hypermediacy, and remediation. Appropriately, they offer up that they make no assertion that any of these three concepts are universal truths. Instead they are practices of certain groups at specific times. "We do not claim that Immediacy, Hypermediacy and Remediation are universal or aesthetic truths; rather, we regard them as practices of specific groups in specific times." (Bolter 2000, pg:22)


http://www.aviationnews.eu/blog/wp-content/uploads/2012/11/ATR-pilot-trainer.jpgI would like to focus on the concept of Transparent Immediacy. First I think we need to understand the two concepts separately to gain better understanding of the both together. Transparency refers to the goal of interface designers and developers to make a '"interfaceless" interface'(Bolter 2000, pg:23) This meaning to make it so natural in its feel and look it eases itself on the user. The goal is "to foster in the viewer a sense of presence; the viewer should forget that she is in fact wearing a computer interface and accept the graphic image that it offers as her own visual world (Hodges et al. 1994)" (Bolter 2000, pg:20). Take pilots in training to fly an aircraft, the point of the virtual spaces is to make the whole procedure seem real in every way, the reason for this is that although the student pilot is not actual thousands of feet in the air he/she must feel like they are to gain a benefit from the training in order to attain a pilots license. On the other hand, not all transparent immediacy has such a positive outcome and can result in the user becoming so immersed that they lose their sense of reality.

Immediacy is the users’ reference for immediacy in access as well as interaction and understanding. In other words, the users want an instant connection with the medium. “The automatic or deferred quality of computer programming promotes in the viewer a sense of immediate contact with the image” (Bolter 2000, pg:28). Bolter is saying here that when a person/user is in use of the video to converse with another, they have an equivalent or better sense of this immediate contact, accept with the individual that appears in the virtual reality world. 

My understanding of transparent immediacy is a person that removes themselves so that the user is no conscious that they are confronting a medium, but stands in an immediate relationship to the contents of that medium. 

Bibliography:
Bolter. D and Grusin. R (2000) - Remediation: Understanding New Media
Image available at:
http://www.aviationnews.eu/blog/wp-content/uploads/2012/11/ATR-pilot-trainer.jpg

 




 



Immediacy, Hypermediacy and Re-mediation

"Virtual reality is immersive, which means that it is a medium whose purpose is to disappear"(Bolter, 2000, PG. 22)

With this statement and the other text, I have gathered that this means that with users engaging in virtual reality, they have 'disappeared' from their daily lives and are now far more interacted with whatever virtual reality they have chosen. as each viewer of gamer has been given a 'identity' as such when playing as a character, they can become far more emerged in the game play. it gives me the understanding that virtual reality should come as close to real life as possible.

As far as being immersive goes, this story (http://kotaku.com/i-played-the-oculus-rift-for-five-hours-straight-987568701/999890560) tells of a man who was so immersed in reality game play that he had actually forgotten he was in his living room at the time. he said there was even a point when in the game, a character jumped into 'his' warms, he actually raised his arms to catch her. This gives me the impression that this virtual reality game play can be a far more endearing means of engaging yourself with game play.

"The transparent interface is one more manifestation of the need to deny the mediated character of digital technology altogether"(Bolter,2000,PG.24)

I understand that for many of these virtual reality gamers, they are using the computer as a way of surpassing other technologies to bring their view of the world into different realities. In the sense of computers graphics, they have came a long way , but also so has the graphics for Television and even photography. Are they saying that these computer generated graphics are going to surpass older technologies? Hopefully not, because these older technologies such as Television have certain gains with people to engage them with their own 'virtual reality'. people can be immersed with Television just as a gamer can be with the newest shoot-em-up game.



References - Bolter, 2000 -  Remediation: Understanding New Media 

Tuesday 5 November 2013

A Faceless Virtual Reality

At the very start of this chapter Bolter and Grusin throw down the disclaimer that these three concepts are not universal truths.

"We do not claim that Immediacy, Hypermediacy and Remediation are universal or aesthetic truths; rather, we regard them as practices of specific groups in specific times." (Bolter: 2000, pg 22)


The concept of Immediacy is something that points towards a user having immediacy access with a medium and also with their desire to interact with this medium. Basically users want a more immediate connection with this medium and feel that they are a part of it and connected with it. When Bolter talks about Immediacy he talks about Transparent Immediacy, to understand this fully we take each word separately. When Bolter says transparent he refers to the goal of developers and interface designers where they strive to make a Interfaceless Interface.


"in this sense, a transparent interface would be one that erases its self, so that the user is no longer aware of confronting a medium, but instead stands in an immediate relationship to the contents of that medium." (Bolter: 2000, pg 23-24)

There are a few different mediums in which a user can feel connected to something, for example a user can be watching a television show, reading a book or playing a video game and they well get this connection with a character and they feel as if they are in the situation with them and feel what they are feeling and react in an emotional way, this is a sense of Immediacy. But the biggest medium form that allows a user to feel connect and involved is Virtual Reality. The purpose of Virtual Reality is to bring the user into an environment and allow them to interact in a real or physical way. This sort of interactivity with the user is achieved with providing the user with a faceless interface in which it tries to deceive the user from believing they are interacting with a medium to achieve this reality.

"Virtual Reality is immersive, which means that it is a medium whose purpose is to disappear" (Bolter: 2000, pg 22)


Bibliography:

Bolter. D and Grusin. R (2000) - Remediation: Understanding New Media

Websites:

Barrow. T 2010 - Immediacy, Hypermediacy and Remediation