Culture

03.12.1997

Kim H. Veltman

Frontiers in Electronic Media

"Frontiers in Electronic Media", Interactions Journal of the ACM, New York, July- August 1997, pp. 32-64.

1. Introduction
2. Recording Devices
3. Replacing Traditional Writing and Drawing Devices
4. New Liberties in Editing
5. Revision Control
6. Collaborative Work and Design
7. Advertising and Selling
8. Computers, Smart Objects and Ubiquity
9. Space and Geography as Integrating Metaphors
10. From Packaged Software to On-Line Applications
11. From Quantity to Quality
12. Universal Libraries
13. Translation, Reconstruction and Interpretations as New Industries
14. Interfaces and Conceptual Navigation
15. Agents
16. Transformations in Publishing, Entertainment and Knowledge
17. Conclusions.

1. Introduction

In the film, Disclosure (released December 1994), the production manager of the high tech firm, Digicom, provides an intriguing glimpse into the potentials of new media. He stands in a space between two posts, puts on a head-mounted display and enters into a virtual reality environment called the corridor that bears an uncanny resemblance to Saint Peter's Basilica in the Vatican recently produced in virtual reality by Infobyte (Rome) with support from the Italian electrical company, ENEL. He then moves into a room with a series of virtual file-cabinets built into the wall as shelves, each of which lights up in turn to indicate different centres of operations, notably, Seattle and Malaysia. He touches the cabinet marked Malaysia, which opens to reveal a series of virtual documents each of which he then reads in turn. The documents include video clips of video-conferencing as well as electronic copies of letters.

Is this truly a model for the future? Will the new technologies merely translate traditional methods of storing information into a new medium? Or will they bring completely new approaches? This paper offers a survey of some present trends, notably in the realm of new recording devices; collaborative work and design, universal libraries, translations, reconstructions, interpretations, conceptual navigation and agents, before suggesting how new media will transform publishing and entertainment.


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