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One of the earliest mentions is on 2004 when an academic and blogger was expelled for commenting on how the Sims Online Computer game based in the city of Alphaville had become a digital dystopia controlled by "president" Donald Meacham and corrupt faction of robot nobles had become a digital dystopia with crime, cyber-sex prostitution and ...
Ambient media are out-of-home products and services determined by some as non-traditional or alternative media. Examples are messages on the backs of car park receipts , on hanging straps in railway carriages , posters inside sports club locker rooms and on the handles of supermarket trolleys .
Mixed media art can be differentiated into distinct types, [7] some of which are: Collage: This is an art form which involves combining different materials like ribbons, newspaper clippings, photographs etc. to create a new whole.
The quadruple and quintuple innovation helix framework describes university-industry-government-public-environment interactions within a knowledge economy.In innovation helix framework theory, first developed by Henry Etzkowitz and Loet Leydesdorff [1] [2] and used in innovation economics and theories of knowledge, such as the knowledge society and the knowledge economy, each sector is ...
The original Betacam format was launched on August 7, 1982. It is an analog component video format, storing the luminance, "Y", in one track and the chrominance, on another as alternating segments of the R-Y and B-Y components performing Compressed Time Division Multiplex, or CTDM. [3]
A digital environment is an integrated communications environment where digital devices communicate and manage the content and activities within it. The concept is based on digital electronics systems which are integrated and implemented for a global community. [ 1 ]
Digital labor markets are websites or economies that facilitate the production, trade, and selling of digital content, code, digital products, or other ideas or goods emerging from digital and technological environments.
The DQ Institute was born through a project named Shaping Future Implications of Digital Media for Society in association with the World Economic Forum, having identified the need for improved digital media literacy or "digital intelligence (DQ)" across various demographics and more critically in youth. [26]