Once, long ago, culture revolved around the spoken word. The oral skills of memorization, recitation and rhetoric instilled in societies a reverence for the past, the ambiguous, the ornate and the subjective. Then, about 500 years ago, orality was overthrown by technology.
Idea Lab - Becoming Screen Literate - NYTimes.com - 0 views
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We are now in the middle of a second Gutenberg shift — from book fluency to screen fluency, from literacy to visuality.
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The overthrow of the book would have happened long ago but for the great user asymmetry inherent in all media. It is easier to read a book than to write one; easier to listen to a song than to compose one; easier to attend a play than to produce one. But movies in particular suffer from this user asymmetry. The intensely collaborative work needed to coddle chemically treated film and paste together its strips into movies meant that it was vastly easier to watch a movie than to make one. A Hollywood blockbuster can take a million person-hours to produce and only two hours to consume. But now, cheap and universal tools of creation (megapixel phone cameras, Photoshop, iMovie) are quickly reducing the effort needed to create moving images. To the utter bafflement of the experts who confidently claimed that viewers would never rise from their reclining passivity, tens of millions of people have in recent years spent uncountable hours making movies of their own design. Having a ready and reachable audience of potential millions helps, as does the choice of multiple modes in which to create. Because of new consumer gadgets, community training, peer encouragement and fiendishly clever software, the ease of making video now approaches the ease of writing.
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User assymetry- for example, it takes hundreds of hours to produce a CD or a movie, but it only takes 3 minutes to listen to a song or 2 hours to watch a movie. Industries have come up with ways to reduce the time needed to produce something, by creating cheap and unviersal tools such as iMovie, Photoshop or phone cameras.
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Cloud computing - Wikipedia, the free encyclopedia - 0 views
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Cloud computing is a paradigm of computing in which dynamically scalable and often virtualized resources are provided as a service over the Internet.[1][2] Users need not have knowledge of, expertise in, or control over the technology infrastructure in the "cloud" that supports them.[3]
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