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Non-linear media is a move away from traditional linear media, in which content is selected by the publisher to be consumed and is then done so passively. [1][2][3] There is no single specific form of non-linear media; rather, what might be considered non-linear changes as technology changes. Following the development and rise of digital non ...
Nonlinear narrative, disjointed narrative, or disrupted narrative is a narrative technique where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line.
e. Hypermedia, an extension of hypertext, is a nonlinear medium of information that includes graphics, audio, video, plain text and hyperlinks. This designation contrasts with the broader term multimedia, which may include non-interactive linear presentations as well as hypermedia. The term was first used in a 1965 article written by Ted Nelson ...
Non-linear editing is a form of offline editing for audio, video, and image editing. In offline editing, the original content is not modified in the course of editing. In non-linear editing, edits are specified and modified by specialized software. A pointer-based playlist, effectively an edit decision list (EDL), for video and audio, or a ...
Non-linear uses interactivity to control progress as with a video game or self-paced computer-based training so that the actions made will be based on how the user interacts within the simulated world. Hypermedia is an example of non-linear content. Multimedia presentations can be live or recorded:
Linear video editing is a video editing post-production process of selecting, arranging, and modifying images and sound in a predetermined, ordered sequence. [1] Regardless of whether it was captured by a video camera, [2] tapeless camcorder, or recorded in a television studio on a video tape recorder (VTR) the content must be accessed sequentially.
Hypertext fiction is a genre of electronic literature characterized by the use of hypertext links that provide a new context for non-linearity in literature and reader interaction. The reader typically chooses links to move from one node of text to the next, and in this fashion arranges a story from a deeper pool of potential stories.
Another contrast is between linear and non-linear models. Most early models of communication are linear models. They present communication as a unidirectional process in which messages flow from the communicator to the audience. Non-linear models, on the other hand, are multi-directional: messages are sent back and forth between participants.