Bolter, Jay David, and Richard Grusin. Remediation: Understanding New Media. The MIT Press, In chapter one of this text, the authors discuss immediacy, hypermediacy, and remediation. Fittingly, they offer the disclaimer that they make no claim that any of these three concepts are universal truths, but rather that they are practices of specific groups at specific times. Transparent Immediacy Discussion of this term should really consider each word separately.
|Published (Last):||27 February 2016|
|PDF File Size:||11.2 Mb|
|ePub File Size:||16.24 Mb|
|Price:||Free* [*Free Regsitration Required]|
Immediacy is the feeling of being present. Some examples of immediacy ar e watching movies, going on the computer, and virtual gaming. In virtual gaming, the players experience the feelings as if they were in the game and forget that what they are experiencing is mediated. These games may be filled of people and other life forms as well as food, creates, and weapons. Images, sound, text, animation, and video can be brought together in any combination.
Each text window displays its own texts, images, sounds, and videos. Its interface is both automatic and interactive. Remediation is borrowing th e content but not appropriating or quoting the medium. Digital cameras are a good example of remediation in that they have revolutionized documenting still events, but they now capture pictures in the form of videos recording.
The new models are not the same as the old models, but they have taken something from the originals and transformed that idea into something new. Your email address will not be published. Skip to content Uncategorized. Leave a Reply Cancel Your email address will not be published.
Immediacy, Hypermediacy, and Remediation by Bolter, Jay David + Richard Grusin
The paper highlights how remediation operates under cultural assumptions about immediacy and hypermediacy, and touches on all three subjects. Bolter and Grusin make the point that these three concepts did not get their start with the digital age. Rather, they have existed long before that in various different forms of media. The first section of the paper focuses exclusively on immediacy. Immediacy is our need to have media that reflects our reality as close as possible.
Immediacy, Hypermediacy, and Remediation
Immediacy is the feeling of being present. Some examples of immediacy ar e watching movies, going on the computer, and virtual gaming. In virtual gaming, the players experience the feelings as if they were in the game and forget that what they are experiencing is mediated. These games may be filled of people and other life forms as well as food, creates, and weapons. Images, sound, text, animation, and video can be brought together in any combination. Each text window displays its own texts, images, sounds, and videos.
Immediacy, Hypermediacy, Remediation
Authors Bolter, Jay David, and Richard Grusin used Immediacy, Hypermediacy, and Remediation to convey several ideas about how new technologies remediate the old media and how new media cannot completely get rid of old media as nothing is fully novel in this day and age. The logic of immediacy is the idea that technology should closely reflect the real world in order to create a sense of presence The desire for immediacy is the desire for an experience without mediation. A demand for immediacy then demands transparency-- an interface that erases itself so that the user can stand "in an immediate relationship to the contents of the medium" An example of immediacy would be Apple's Facetime, which attempts to erase the mediation of the phone and makes it appear as if you are having a face-to-face conversation. The viewer is aware of the medium on which they are observing. Hypermediacy is comprised of a combination of images and sounds and text and video in order to construct multiple representations within a heterogeneous space
A Brief Glossary of Remediation Remediation is the process whereby computer graphics, virtual reality, and the WWW define themselves by borrowing from and refashioning media such as painting, photography, television, and film. It is the anxiety of influence acted out in the poetics of technology:. Immediacy is the perfection, or erasure, of the gap between signifier and signified, such that a representation is perceived to be the thing itself. It is a consequence of what Kenneth Burke calls "naive verbal realism" whereby the symbol is simply perceived to be a window to the real.