Digital Rhetoric
James P. Zappen

Media Remix and Convergence

A. Principles of New Media

1. Numerical Representation: "All new media objects, whether created from scratch on computers or converted from analog media sources, are composed of digital code; they are numerical representations. This fact has two key consequences:
  1. A new media object can be described formally (mathematically). For instance, an image or a shape can be described using a mathematical function.
  2. A new media object is subject to algorithmic manipulation. For instance, by applying appropriate algorithms, we can automatically remove 'noise' from a photograph, improve its contrast, locate the edges of the shapes, or change its proportions. In short, media becomes programmable." (27)

2. Modularity: "This principle can be called 'the fractal structure of new media.' Just as a fractal has the same structure on different scales, a new media object has the same modular structure throughout. Media elements, be they images, sounds, shapes, or behaviors, are represented as collections of discrete samples (pixels, polygons, voxels, characters, scripts). These elements are assembled into larger-scale objects but continue to maintain their separate identities. The objects themselves can be combined into even larger objects—again, without losing their independence." (30)

3. Automation: "The numerical coding of media (principle 1) and the module structure of a media object (principle 2) allow for the automation of many operations involved in media creation, manipulation, and access. Thus human intentionality can be removed from the creative process, at least in part." (32)

4. Variability: "A new media object is not something fixed once and for all, but something that can exist in different, potentially infinite versions. This is another consequence of numerical coding of media (principle 1) and the modular structure of a media object (principle 2)." (36)

5. Transcoding: "The fifth and last principle of cultural transcoding aims to describe what in my view is the most substantial consequence of the computerization of media. As I have suggested, computerization turns media into data. While from one point of view, computerized media still displays structural organization that makes sense to human users . . . from another point of view, its structure now follows the established conventions of the computer's organization of data . . . different data structures such as lists, records, and arrays; the already-mentioned substitution of all constants by variables; the separation between algorithms and data structures; and modularity." (45)

6. "To understand the logic of new media, we need to turn to computer science. It is there that we may expect to find the new terms, categories and operations that characterize media that became programmable. From media studies, we move to something that can be called 'software studies'from media theory to software theory." (48)

7. The Myth of the Digital. "This idea acts as an umbrella for three unrelated concepts—analog-to-digital conversion (digitization), a common representational code, and numerical representation. Whenever we claim that some quality of new media is due to its digital status, we need to specify which of these three concepts is at work . . . . [However,] numerical representation is the only really crucial concept of the three. Numerical representation turns media into computer data, thus making it programmable. And this indeed radically changes the nature of media." (52)

8. The Myth of Interactivity. "In relation to computer-based media, the concept of interactivity is a tautology . . . . Once an object is represented in a computer, it automatically becomes interactive. Therefore, to call computer media "interactive" is meaningless—it simply means stating the most basic fact about computers." (55)

9. "When we use the concept of 'interactive media' exclusively in relation to computer-based media, there is the danger that we will interpret 'interaction' literally, equating it with physical interaction between a user and a media object (pressing a button, choosing a link, moving the body), at the expense of psychological interaction. The psychological processes of filling-in, hypothesis formation, recall, and identification, which are required for us to comprehend any text or image at all, are mistakenly identified with an objectively existing structure of interactive links." (57)

10. "Before we could look at an image and mentally follow our own private associations to other images. Now interactive computer media asks us instead to click on an image in order to go to another image. Before, we could read a sentence of a story or a line of a poem and think of other lines, images, memories. Now interactive media asks us to click on a highlighted sentence to go to another sentence . . . . If the cinema viewer, male and female, lusted after and tried to emulate the body of the movie star, the computer user is asked to follow the mental trajectory of the new media designer." (61)

Lev Manovich, The Language of New Media, Leonardo (Cambridge: MIT Press, 2001), 27, 30, 32, 36, 45, 48, 52, 55, 57, 61.

11. "Reading this statement [see 6 above] today, I feel some adjustments are in order. It positions computer science as a kind of absolute truth, a given which can explain to us how culture works in software society. But computer science is itself part of culture. Therefore, I think that Software Studies has to investigate both the role of software in forming contemporary culture, and cultural, social, and economic forces that are shaping development of software itself."

12. "In other words, our contemporary society can be characterized as a software society and our culture can be justifiably called a software culture—because today software plays a central role in shaping both the material elements and many of the immaterial structures which together make up 'culture.' As just one example of how the use of software reshapes even most basic social and cultural practices and makes us rethink the concepts and theories we developed to describe them, consider the 'atom' of cultural creation, transmission, and memory: a 'document' (or a 'work'), i.e. some content stored in some media. In a software culture, we no longer deal with 'documents,' 'works,' 'messages' or 'media' in a 20th century terms. Instead of fixed documents whose contents and meaning could be full determined by examining their structure (which is what the majority of twentieth century theories of culture were doing) we now interact with dynamic 'software performances.' I use the word 'performance' because what we are experiencing is constructed by software in real time. So whether we are browsing a web site, use Gmail, play a video game, or use a GPS-enabled mobile phone to locate particular places or friends nearby, we are engaging not with pre-defined static documents but with the dynamic outputs of a real-time computation. Computer programs can use a variety of components to create these 'outputs': design templates, files stored on a local machine, media pulled out from the databases on the network server, the input from a mouse, touch screen, or another interface component, and other sources. Thus, although some static documents may be involved, the final media experience constructed by software cant be reduced to any single document stored in some media. In other words, in contrast to paintings, works of literature, music scores, films, or buildings, a critic can't simply consult a single 'file' containing all of work's content."

Lev Manovich, Software Takes Command, http://lab.softwarestudies.com/2008/11/softbook.html.

B. Media Remix

1. Consumers versus Producers of Culture. "John Philip Sousa was obviously not offering a prediction about the evolution of the human voice box. He was describing how a [recording and distribution] technology—'these infernal machines'—would change our relationship to culture. These 'machines,' Sousa feared, would lead us away from what elsewhere he praised as 'amateur' culture. We would become just consumers of culture, not also producers. We would become practiced in selecting what we wanted to hear, but not practiced in producing stuff for others to hear." (25)

2. RO versus RW Culture. "In the language of today's computer geeks, we could call the culture that Sousa celebrated a 'Read/Write' ('RW') culture; in Sousa's world (a world he'd insist included all of humanity from the beginning of human civilization), ordinary citizens 'read' their culture by listening to it or by reading representations of it (e.g., musical scores). This reading, however, is not enough. Instead, they (or at least the 'young people of the day') add to the culture they read by creating and re-creating the culture around them. They do this re-creating using the same tools the professional uses—the 'pianos, violins, guitars, mandolins, and banjos'—as well as tools given to them by nature—'vocal cords'" . . . .
   Sousa's fear was that this RW culture would disappear, be displaced by—to continue the geek-speak metaphor—an increasingly 'Read/Only' ('RO') culture: a culture less practiced in performance, or amateur creativity, and more comfortable (think: couch) with simple consumption." (28)

3. Remix Culture. "Remix is an essential act of RW creativity. It is the expression of a freedom to take 'the songs of the day or the old songs' and create with them. In Sousa's time, the creativity was performance. The selection and arrangement expressed the creative ability of the singers. In our time, the creativity reaches far beyond performance alone. But in both contexts, the critical point to recognize is that the RW creativity does not compete with or weaken the market for the creative work that gets remixed. These markets are complementary, not competitive." (56)

4. Remixed Text. "These three layers [blogs and comments, tagging systems, ranking systems], then, work together. There would be nothing without the content. But there would be too much to be useful were there only the content. So, in addition to content, content about content—tags, and recommendations—combined with tools to measure the influence of content. The whole becomes an ecosystem of reputation." (61)

5. Remixed Media. "These RW media [images, music, video] . . . remix, or quote, a wide range of 'texts' to produce something new. These quotes, however, happen at different layers. Unlike text, where the quotes follow in a single line—such as here, where the sentence explains, 'and then a quote gets added'—remixed media may quote sounds over images, or video over text, or text over sounds. The quotes thus get mixed together. The mix produces the new creative work—the 'remix.'" (69)

6. Cultural Reference. "But why, as I'm asked over and over again, can't the remixer simply make his [or her] own content? Why is it important to select a drumbeat from a certain Beatles recording? Or a Warhol image? Why not simply record your own drumbeat? Or paint your own painting?
   The answer to these questions is not hard if we focus again upon why these tokens have meaning. Their meaning comes not from the content of what they say; it comes from the reference, which is expressible only if it is the original that gets used . . . . And it is this 'cultural reference' . . .  that 'has emotional meaning to people.'" (74-75)

7. Significance. "There are two goods that remix creates, at least for us, or for our kids, at least now. One is the good of community. The other is education." (76-77)

Lawrence Lessig, Remix: Making Art and Commerce Thrive in the Hybrid Economy (New York: Penguin Press, 2008), 25, 28, 56, 61, 69, 74-77.

C. Media Convergence

1. Convergence. "By convergence, I mean the flow of content across multiple media platforms, the cooperation between multiple media industries, and the migratory behavior of media audiences who will go almost anywhere in search of the kinds of entertainment experiences they want. Convergence is a word that manages to describe technological, industrial, cultural, and social changes depending on who's speaking and what they think they are talking about . . . .
   In the world of media convergence, every important story gets told, every brand gets sold, and every consumer gets courted across multiple media platforms." (2-3)

2. Participation. "This circulation of media content—across different media systems, competing media economies, and national borders—depends heavily on consumers' active participation . . . .
   The term participatory culture contrasts with older notions of passive media spectatorship. Rather than talking about media producers and consumers as occupying separate roles, we might now see them as participants who interact with each other according to a new set of rules that none of us fully understands." (3)

3. Collective Intelligence. "Convergence does not occur through media appliances, however sophisticated they may become. Convergence occurs within the brains of individual consumers and through their social interactions with others . . . .
   None of us can know everything; each of us knows something; and we can put the pieces together if we pool our resources and combine our skills. Collective intelligence can be seen as an alternative source of media power." (3-4)

4. An Illustration. "Call me old-fashioned. The other week I wanted to buy a cell phone—you know, to make phone calls. I didn't want a video camera, a still camera, a Web access device, an MP3 player, or a game system. I also wasn't interested in something that could show me movie previews, would have customizable ring tones, or would allow me to read novels. I didn't want the electronic equivalent of a Swiss army knife. When the phone rings, I don't want to have to figure out which button to push. I just wanted a phone. The sales clerks sneered at me; they laughed at me behind my back. I was told by company after mobile company that they don't make single-function phones anymore. Nobody wants them. This was a powerful demonstration of how central mobiles have become to the process of media convergence." (4-5)

5. Convergence and the Forces of Stability and Change. "Much writing about the so-called digital revolution presumed that the outcome of technological change was more or less inevitable. [Ithiel de Sola] Pool, on the other hand, predicted a period of prolonged transition, during which the various media systems competed and collaborated, searching for the stability that would always elude them: 'Convergence does not mean ultimate stability or unity. It operates as a constant force for unification but always in dynamic tension with change . . . . There is no immutable law of growing convergence; the process of change is more complicated than that.' [Compare Bakhtin's centripetal and centrifugal forces of language.]
   As Pool predicted, we are in an age of media transition, one marked by tactical decisions and unintended consequences, mixed signals and competing interests, and most of all, unclear directions and unpredictable outcomes." (11)

6. Media as Technology and as Cultural Practice. "To define media, let's turn to historian Lisa Gitelman, who offers a model of media that works on two levels: on the first, a medium is a technology that enables communication; on the second, a medium is a set of associated 'protocols' or social and cultural practices that have grown up around that technology. Delivery systems are simply and only technologies; media are also cultural systems. Delivery technologies come and go all the time, but media persist as layers within an ever more complicated information and entertainment stratum." (13-14)

7. The Black Box Fallacy. "Sooner or later, the argument goes, all media content is going to flow through a single black box into our living rooms (or, in the mobile scenario, through black boxes we carry around with us everywhere we go) . . . . Part of what makes the black box concept a fallacy is that it reduces media change to technological change and strips aside the cultural levels we are considering here . . . .
   Keep this in mind: convergence refers to a process, not an endpoint. There will be no single black box that controls the flow of media into our homes. Thanks to the proliferation of channels and the portability of new computing and telecommunications technologies, we are entering an era when media will be everywhere." (14-16)

8. Consumer Participation versus Corporate Control. "Convergence, as we can see, is both a top-down corporate-driven process and a bottom-up consumer-driven process. Corporate convergence coexists with grassroots convergence. Media companies are learning how to accelerate the flow of media content across delivery channels to expand revenue opportunities, broaden markets, and reinforce viewer commitments. Consumers are learning how to use these different media technologies to bring the flow of media more fully under their control and to interact with other consumers . . . . Sometimes, corporate and grassroots convergence reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes, these two forces are at war, and those struggles will redefine the face of American popular culture." (18)

9. Entrenched Institutions versus Collective Intelligence. "Entrenched institutions are taking their models from grassroots fan communities, and reinventing themselves for an era of media convergence and collective intelligence . . . . The advertising industry has been forced to reconsider consumers' relations to brands, the military is using multiplayer games to rebuild communications between civilians and service members, the legal profession has struggled to understand what 'fair use' means in an era when many more people are becoming authors, educators are reassessing the value of informal education, and at least some conservative Christians are making their peace with newer forms of popular culture. In each of these cases, powerful institutions are trying to build stronger connections with their constituencies and consumers are applying skills learned as fans and gamers to work, education, and politics." (22)

10. Beyond Popular Culture. "Convergence culture represents a shift in the ways we think about our relations to media, that we are making that shift first through our relations with popular culture, but that the skills we acquire through play may have implications for how we learn, work, participate in the political process, and connect with other people around the world." (22-23)

Henry Jenkins, Convergence Culture: Where Old and New Media Collide (New York: New York University Press, 2006), 2-5, 11, 13-16, 18, 22-23.

11. Digitization and Convergence. "Where it was once assumed that digitisation and convergence would result in a mono-media world it is now recognised that digitisation has instead resulted in a dramatic expansion and diversification of media platforms, devices and activities. Digitisation and the media convergence process it produces are changing the shape and contours of contemporary mediascapes, but far from the media world becoming simplified as a result, it has become increasingly complex. Rather than concentrating media in one device, the current expression of convergence addresses multiple devices, wireless access and continuous connectivity to individually preferred networks of personal and work contacts, and leisure and entertainment resources." (20)

12. Deconstruction. "The dismantling and reformulation of traditional business structures" [e.g., newspapers]. (23)

13. Disintermediation. A "total transformation" of business that occurs "when technology allows for the richness/reach curve to be displaced, allowing new players to offer greater reach and richness simultaneously [e.g., advertising]." (23)

13. Internetization and Mediatization. A process of convergence whereby "the Internet is mediatising itself, and the traditional media are internetising." (24)

14. User-Generated Content and Copyright. "An abundance of user-generated content indicates a vibrant and active online site membership. The problem is that Internet users are disinclined to pay for content they can access for free, and that they enjoy repurposing copyright material. So the possibility that user-generated content might infringe copyright or censorship law or other national or international content regulation is emerging as an area of concern for those who develop and manage file-sharing sites. There is ongoing tension between traditional (or 'old') media and the emerging entrepreneurial culture of the World Wide Web." (27)

15. User-Generated Content and Corporate Control. "The content problem challenging convergence therefore reflects the lack of fit between the free-flowing digital environment where users feel free to create, access and recycle amateur content, the tightening of industry control over copyright and professionally produced media content, and the repercussion of the commoditisation of user-generated content. As the mediatisation of the Internet continues, however, it is becoming obvious that traditional media approaches to audience segmentation are creeping into the online environment." (31)

Virginia Nightingale, "New Media Worlds? Challenges for Convergence," in New Media Worlds: Challenges for Convergence, ed. Virginia Nightingale and Tim Dwyer, 19-36 (Melbourne: Oxford University Press, 2007), 20, 23-24, 27, 31.

D. Links

Larry Lessig A Fair(y) Use Tale: http://www.youtube.com/ (Search Larry Lessig A Fair(y) Use Tale.)

Everything is a Remix: http://www.everythingisaremix.info/

World's Most Important 6-Sec Drum Loop: http://www.youtube.com/watch?v=5SaFTm2bcac

Augmented Reality GPS Tour Beyond Tomorrow: http://www.youtube.com/watch?v=5JZLWMHrenY

Latest Update: 2011-09-24


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