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the equivalent of producing a talk show using a single home
video camera. And the contents will remain varied.
Naturally, marketing content (sites) will remain an expensive
art. Sites will also be richer or poorer, in accordance with
the investment made in them.
Non Linearity and Functional Modularity
The Internet is the first medium in human history that is non-linear and totally modular.
A television program is broadcast from a transmitter, through
the airwaves to a receiver (=the television set). The viewer
sits opposite this receiver and passively watches. This is an
entirely linear process. The Internet is different:
When communicating through the Internet, there is no way to
predict how the information will reach its destination. The
routing of information through the network is completely
random, very much like the principle governing the telephony
system (but on a global scale). The latter is not a point-to-point linear network. Rather, it is a network of networks. Our
voice is transmitted back and forth inside a gigantic maze of
copper wires and optic fibres. It seeps through any available
wire - until it reaches its destination.
It is the same with the Internet.
Information is divided to packets. An address is attached to
each packet and - using the TCP/IP data transfer protocol - is
dispatched to roam this worldwide labyrinth. But the path from
one neighbourhood of London to another may traverse Japan.
The really ingenious thing about the Internet is that each
computer (each receiver or end user) indeed burdens the system
by imposing on it its information needs (as is the case with
other media) - but it also assists in the task of pushing
information packets on to their destinations. It seems that
this contribution to the system outweighs the burdens imposed
upon it.
The network has a growth potential which is always bigger than
the number of its users. It is as though television sets
assisted in passing the signals received by them to other
television sets. Every computer which is a member of the
network is both a message (content) and a medium (active
information channel), both a transmitter and a receiver. If
30% of all computers on the Net were to crash - there will be
no operational impact (there is enormous built in redundancy).
Obviously, some contents will no longer be available
(information channels will be affected).
The interactivity of this medium is a guarantee against the
monopolization of contents. Anyone with a thousand dollars can
launch his/her own (reasonably sophisticated) site, accessible
to all other Internet users. Space is available through home
page providers.
The name of the game is no longer the production - it is the
creative content (design), the content itself and, above all,
the marketing of the site.
The Internet is an infinite and unlimited resource. This goes
against the grain of the most basic economic concept (of
scarcity). Each computer that joins the Internet strengthens
it exponentially - and tens of thousands join daily. The
Internet infrastructure (maybe with the exception of
communication backbones) can accommodate an annual growth of
100% to the year 2020. It is the user who decides whether to
increase the Internetโs infrastructure by connecting his
computer to it. By comparison: it is as though it were
possible to produce and to broadcast radio programmes from
every radio receiver. Each computer is a combination of studio
and transmitter (on the Internet).
In reality, there is no other interactive medium except the
Internet. Cable TV does not allow two-way data transfer (from
user to cable operator). If the user wants to buy a product -
he has to phone. Interactive television is an abject failure
(the Sony and TCI experiments were terminated). This all is
notwithstanding the combining of the Internet with satellite
capabilities (VSAT) or with the revenant digital television.
The television screen is inferior when compared to the
computer screen. Only the Internet is there as a true two-way
possibility. The technological problems that besieged it are
slowly dissipating.
The Internet allows for one-dimensional and bi - dimensional
interactivity.
One-dimensional interactivity: fill in and dispatch a form,
send and receive messages (through e-mail or v-mail).
Two-dimensional interactivity: to talk to someone while both
parties work on an application, to see your conversant, to
talk to him and to transfer documents to him for his perusal
as the conversation continues apace.
This is no longer science fiction. In less than five years
this will be as common as the telephone - and it will have a
profound effect on the traditional services provided by the
phone companies. Internet phones, Internet videophones - they
will be serious competitors and the phone companies are likely
to react once they begin to feel the heat. This will happen
when the Internet will acquire black box features. Phone
companies, software giants and cable TV operators are likely
to end up owning big chunks of the lucrative future market of
the Net.
The Solitary Medium
The Internet is NOT a popular medium. It is the medium of
affluent executives who fully master the English language, as
part of a wider general education.
Alternatively, it is the medium of academia (students,
lecturers), or of children of the former, well-to-do group. In
any case, it is not the medium of the โwide publicโ. It is
also a highly individualistic medium.
The Internet was an initiative of the DOD (Department of
Defence in the USA). It was later โrequisitionedโ by the
National science Fund (NSF) in the USA. This continuous
involvement of the administration came to an end in 1995 when
the medium was โprivatizedโ.
This โprivatizationโ was a recognition of the civilian roots
of the Internet. It was - and is still being - formed by
millions of information-intoxicated users. They formed
networks to exchange bits and pieces of mutual interest. Thus,
as opposed to all other media, the Internet was not invented,
nor was its market. The inventors of the telephone, the
telegraph, the radio, the television and the compact disc -
all invented previously non-existent markets for their
products. It took time, effort and money to convince consumers
that they needed these โgadgetsโ.
By contrast, the Internet was invented by its own consumers
and so was the market for it. Only when the latter was fully
forged did producers and businessmen join in. Microsoft began
to hesitantly test the internet waters only in 1995!
On Line Memories
The Internet is the only medium with online memory, very much
like the human brain. The memories of these two - the Net and
the Brain - are immediately accessible. In both, it is stored
in sites and in both, it does not grow old or is eliminated.
It is possible to find sites which commemorate events the same
way that the human mind registers them. This is Net Memory.
The history of a site can be reviewed. The Library of Congress
stores the consecutive development phases of sites. The
Internet is an amazing combination of data processing
software, data, a record of all the activities which took
place in connection with the data and the memory of these
records. Only the human brain is recalled by these capacities:
one language serves all these functions, the language of the
neurones.
There is a much clearer distinction even in computers (not to
mention more conventional media, such as television).
Raw English - the Language of Raw Materials
The following - apparently trivial - observation is critical:
All the other media provide us with processed, censored,
โcleanโ content.
The Internet is a medium of raw materials, partly well
organized (the rough equivalent of a newspaper) - and partly
still in raw form, yesterdayโs supper.
This is a result of the immediate and absolute access afforded
each user: access to programming and site publishing tools -
as well as access to computer space on servers. This leads to
varying degrees of quality of contents and content providers
and this, in turn, prevents monopolization and cartelization
of the information supply channels.
The users of the Internet are still undecided: do they prefer
drafts or newspapers. They frequent well designed sites. There
are even design competitions and awards. But they display a
preference for sites that are constantly updated (i.e. closer
in their nature to a raw material - rather than to a finished
product). They prefer sites from which they can download
material to quietly process at home, alone, on their PCs, at
their leisure.
Even the concept of โinteractivityโ points at a preference for
raw materials with which one can interact. For what is
interactivity if not the active involvement of the user in the
creation of content?
The Internet users love to be involved, to feel the power in
their fingertips, they are all addicted to one form of power
or another.
Similarly, a car completely automatically driven and navigated
is not likely to sell well. Part of the experience of driving
- the sensation of power (โpower stirringโ) - is critical to
the purchase decision.
It is not in vain that the metaphor for using the Internet is
โsurfingโ (and not, letโs say, browsing).
The problem is that the Internet is still predominantly an
English language medium (though it is fast changing). It
discriminates against those whose mother tongue is different.
All software applications work best in English. Otherwise they
have to be adapted and fitted with special fonts (Hebrew,
Arabic, Japanese, Russian and Chinese - each present a
different set of problems to overcome). This situation might
change with the attainment of a critical mass of users (some
say, 2 million per non-Anglophone country).
Comprehensive (Virtual) Reality
This is the first (though, probably, not the last) medium
which allows the user to conduct his whole life within its
boundaries.
Television presents a clear division: there is a passive
viewer. His task is to absorb information and subject it to
minimal processing. The Internet embodies a complete and
comprehensive (virtual) reality, a full fledged alternative to
real life.
The illusion is still in its infancy - and yet already
powerful.
The user can talk to others, see them, listen to music, see
video, purchase goods and services, play games (alone or with
others scattered around the globe), converse with colleagues,
or with users with the same hobbies and areas of interest, to
play music together (separated by time and space).
And all this is very primitive. In ten years time, the
Internet will offer its users the option of video conferencing
(possibly, three dimensional, holographic). The participantsโ
figures will be projected on big screens. Documents will be
exchanged, personal notes, spreadsheets, secret counteroffers.
Virtual Reality games will become reality in less time.
Special end-user equipment will make the player believe that
he, actually, is part of the game (while still in his room).
The player will be able to select an image borrowed from a
database and it will represent him, seen by all the other
players. Everyone will, thus, end up invading everyone elseโs
private space - without encroaching on his privacy!
The Internet will be the medium of choice for phone and
videophone communication (including conferencing).
Many mundane activities will be done through Internet:
banking, shopping for standard items, etc.
The above are examples to the Internetโs power and ability to
replace our reality in due time. A world out there will
continue to exist - but, more and more we will interact with
it through the enchanted interface of the Net.
A Brave New Net
The future of a medium in the making is difficult to predict.
Suffice it to mention the ridiculous prognoses which
accompanied the PC (it is nothing but a gaming gadget, it is a
replacement for the electric typewriter, will be used only by
business). The telephone also had its share of ludicrous
statements: no one - claimed the โexpertsโ would like to avoid
eye contact while talking. Or television: only the Nazi regime
seemed to
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