Media changes drastically over short periods of time because of digital convergence. Just in the past decades it has become much more advanced and useful for people all around the world. There has been an extreme advance in media technology, especially that used in film industry. This includes the creation of analog-to-digital converters, technology convergence, and the changes in the media industry and audiences. In this article, I will analysis how digital convergence impact on the film industry structure, forms of consumption with the innovation of revenue models and cultural production.
Industry Structure
In the digital era of convergent media, the most obvious about the change of cinema is the storage which rely on celluloid that you can touch in the past. Now, however, it is stored as electronic packets of 1s and 0s which is virtual. The changes of the cinema is not only about the film storage, but also the production,post-production, exhibition and distribution which is the main part of the film industry structure. In the era of celluloid, the four steps of movie is relatively independent and has its sequence. In digital movie, whereas, the connection and integration among four parts of industry structure are ever close.
Production & Post-production
Post-production is overlapping with production.The digital non-linear system replaced linear taped-based process reducing the cost of editing. The parallel process not only saves editing time but also develops the
Our expertises are not just limited to one aspect of production, as we offer the wide range of production solutions, for film, TV and
Convergence is a top-down corporate-driven process and a bottom-top consumer-driven process. Media organizations are figuring out the method to quicken the stream of media substance crosswise over conveyance channels to extend income openings, widen advertises and fortify watcher responsibilities. They are battling for the privilege to join more in their way of life, also to control the stream of media in their lives and to talk back to the mass market content. Infrequently, these two strengths strengthen each other, making nearer, more fulfilling, relations between producers and consumers. Once in a while, these two strengths are at war and those battles will rethink the substance of American pop culture. The media organizations are not carrying
Like its importance in relation to the new forms of production, the cost is a factor of how digital is influential in traditional big budget filmmaking like Dawn of the Planet of the Apes. Following the capture of the actor’s movements digital animation is required to complete the transformation to an ape. While the cost of motion capture itself is relatively high as it is a newer technology the cost of the animation is now comparably cheap to when it was first introduced. Evidence of this can be seen in the technologies convergence in television. Here the budget is naturally more limited than a Hollywood blockbuster, so the production methods have to be somewhat cost-effective and time-efficient. This is particularly true in children’s television, where there is also a need to appeal to a young audience. Hence, the convergence of popular digital technology is visible here, providing a way of seeing what has become accepted and so over time more cost-efficient, allowing its use in smaller scale moving image making. For instance, many remakes of classic children 's TV shows are now digitally animated, suggesting this, due to a move from puppets, stop-motion animation, and hand-drawn animation. A perfect example is the digital remake of Thunderbirds, which was animated with the assistance of WETA Workshop, the special effects company responsible for Dawn of the Planet of the Apes motion capture (Thunderbirds Are Go: 2015) (Licence! Global: 2016). These older technologies were
In recent years, digital technologies have changed dramatically, consequentially having a significant impact on the music industry, who have been forced to alter their methods of production; to counteract the increased fickleness of music audiences, whose tastes are ever-changing and seek instant gratification. The evolution of the music industry has been acutely influenced by the developments in technology. It could be argued that technology has been a significant challenge for style of cultural production, the economic relationships within these, and of course... the law.
The technological advances in filmmaking and photography have helped artists and cinematographers create beautifully colorful stories without the burden of editing reels upon reels of celluloid. But with digital cinematography there are other issues that require attention and innovation, and this paper delves into one of those issues the ever-growing need for archiving digital movies and HD television production safely and effectively. This paper also proposes potential solutions for those issues.
The television and film industries have always had a fascinating relationship. Television was first seen as a threat to the film industry. Eventually, though, the television industry became a medium with multiple goals while the film industry established itself as an almost exclusive form of entertainment. These two separate yet connected industries have experience both fragmentation and convergence issues throughout their lifetimes. The interesting thing about these two industries is, they have in the past and continue to use each other in different manners that both display fragmentation and convergence together and in their respected industry. A form of convergence for the film industry is when a movie is played on television. Here is content being distributed over a completely different technological medium. When television shows a movie commercial, this is an example of fragmentation as the television is giving audience different kinds of commercial that appeal to a wider audience and is not catered to specific audience but implemented as a popular choice, rather than a specific type of commercial such as a car commercial or a beer commercial. Unlike the music industry, the response to the internet from both industry has been quite different.
This report is an unbiased, informative guide to the creative industry, my aims in this report are to inform and explain the major projects, key players, trends, innovative technologies that are prominent in the industry and review how they are being implemented. The purpose is to convey the progress and growth that the industry is making. Additionally I aim to focus on the film industry as it is such massive part of the creative industries and is currently verge of huge change and technological advancements.
Some theorists believe cinema must be realistic and may only be seen as art if it remains in its original form—a static image on film stock. Others, however, argue that cinema is an important and relevant art medium no matter its form. Digital cinema, while making use of new and different technologies such as animation, is the next step in the evolution of film. Contrary to what certain theorists believe, it is the most efficient and most artistically inclined way to create films as it offers a world of possibilities. This is elaborated on in “Digital Cinema and the History of a Moving Image,” an excerpt from “What Is Cinema?” the sixth chapter of The Language of New Cinema, a book penned by Lev Manovich. Indeed, the author describes how
With the movie industry on the rise in the 21th century, there are a lot of studios that have been known for making great movies like Lucasfilm, Pixar, and Lions Gate, but now Marvel Studios join the hall of fame with the rest of the giants in the movie business. Marvel Studios is known for pushing the story narrative and also making c-list heroes into movie stars(Comicbookcast2,2016). Marvel Studios’ films has not released a critically bad movie, and they beat out the gold standard that Pixar has maintained(T.V. Junkie, 2016). Marvel Studios has been steamrolling all of the movies that the other studios(T.V. Junkie, 2016). Marvel Studios has been known at making decades worth of emotional, dramatic, entertaining movies, but in order to
This thesis identifies two of the major media industries: Books and music and investigates the future of digital media and its implications on the printed media.
These advancements are changing the landscape of how media is distributed as business models adapt to diversifying technology and changing consumer behaviour. As a result, more traditional methods of distribution, outlined in figure 1, have been affected.
The world wide movie business with its incredibly large cultural and economic impact is mainly driven by its regional growth and exports. The organization of the film industry is undergoing a significant transformation trough globalization.
The statement "New media does not replace old media it just changes it" is completely true. One of the most lucid manifestations of this assertion is via online cinema and how the Internet has changed the experience of watching both home movies and the rate of attendance of people to movie theatres. This paper will attempt to demonstrate that has technology has become sleeker and more advanced, it's also become smaller more handheld and more able to be possessed by the user. Smartphones, iPads and laptops are all clear examples of this trend. This trend generally reflects the notion that in order for technology to be most useful to the consumer, it needs to be easily contained. Other trends in technology have been speed the more advanced a gadget is, the faster it's expected to run. However, with the progress of technology, it's been easier than ever to watch and stream movies instantly from the comfort of one's home for viewing on one's flat screen television or computer. Old media in many ways represents the centralized broadcast mode of information to the decentralized networked model of the information age (Flew, 2002).
I will divide this into the three aspects: interactivity in convergence culture, convergence of old and new media, structural changes in audience’s cultural rights, analyzing the relationship between media and audience in contemporary media convergence, exploring the interactive culture rights between media producers and media consumers.
The media industry has changed in the past twenty years in so many ways, most for the better but, in some cases, for negative reasons. Since the late 1990’s, society has witnessed the blow up of the internet allowing people from all over the world to access and research many different things, the influx of mobile phones and the advantage it has had on the people, the many different game consoles around and other things such as the transition between VHS to DVD’s and the introduction of BluRay and Bluetooth.