Wednesday, April 13, 2011

Online communication

Online communication


Today Online communications means more than a snazzy website and good resources around. 
    Online communication is the use of communication technologies to pass and receive information online, facilitating interaction, discussion and communication.
   Online chat can refer to any kind of communication over the Internet, primarily meant to refer to direct one-on-one chat or text-based group chat.
                 There are two types of online communication environments: synchronous or asynchronous. The first, synchronous communication, takes place in “real-time,” or at the same time. To be online at the same time as your peers and interact with them is to communicate synchronously. Chat and instant messaging are two examples of synchronous communication tools. Chat sessions and instant messaging can have a lively, immediate feel, and may feel casual or conversational in tone.
The second type of communication, asynchronous communication, takes place over time, not requiring group members to be online simultaneously. Email, discussion forums, and bulletin boards are examples of asynchronous communication often used in online courses. With asynchronous communication tools, you browse, read, and respond at your own pace to what others have already sent or posted.

 Definition of online communications

There are numerous ways people communicate with each other over the Internet, including e-mail, instant messaging (IM), feedback on blogs, contact forms on Web sites, industry forums, chat rooms and social networking sites.


The Advantages of Online Communication:

·       Flexibility: accessible 24×7, any place as long as you have an internet connection.
·       To get involved in the discussions while people are at work.
·       Reserved people who usually don’t speak up can say as much as they like while “loud” people are just another voice and can’t interrupt.
·       “Democratization” of the thoughts, ideas, suggestions, value statements etc that occurs through mystery.
·       Documented: unlike verbal conversation, online discussion is lasting and can be revisited.
·       Encourages reflection: participants don’t have to contribute until they’ve thought about the issue and feel ready.
·       Relevance: provides a place for real life examples and experience to be exchanged
·       Choice: a quick question or comment, or a long reflective account are equally
Possible.
·       Limitless: you can never predict where the discussion will go; the unexpected often results in increased incidental learning
·       Community: over time can develop into a supportive, stimulating community which participants come to regard as the high point of their course.

·       Limitless: you can never predict where the discussion will go; the unexpected often results in increased incidental learning.


The Disadvantages of Online Communication:

·       Text-based: Predominantly relies on inputting text which can be challenging for those who don’t like to write or have poor keyboard skills, but with the advance of broadband connectivity and voice and video conference technology – this will be less of an issue.

·       No physical cues: without facial expressions and gestures or the ability to retract immediately there’s a big risk of misunderstanding.

·       Information overload: a large volume of messages can be overwhelming and hard to follow, even stress-inducing.
·       Threads: logical sequence of discussion is often broken by users not sticking to the topic (thread)
·       Isolation: some learners prefer to learn on their own and don’t participate in the discussions
·       Directionless: participants used to having a teacher or instructor telling them what to do can find it a leaderless environment and that’s where tutors come in.
·       Inefficient: it takes longer than verbal conversation and so it’s hard to reply to all the points in a message, easily leaving questions unanswered.
·       Time lag: even if you log on daily, 24 hours can seem like a long time if you’re waiting for a reply; and then the discussion could have moved on and left you behind.


The Feature of Online Communication:

Distance education 
Direct communication
Time saving
Size of community
Immediate messaging 
Language
Variety
Level of message

The Medium of Online Communication:

The necessity of Online Communication:
New media is a broad term in Media that emerged in the later part of the 20th century to encompass the amalgamation of traditional media such as film, images, music, spoken and written word, with the interactive power of computer and communications technology, computer-enabled consumer devices and most importantly the Internet. There are many promises related to the term.
     For example, new media holds out a possibility of on-demand access to content any time, anywhere, on any digital device, as well as interactive user feedback, creative participation and community formation around the media content. Another important promise of New Media is the "democratization" of the creation, publishing, distribution and consumption of media content.        
   What is distinguishing new media from traditional media is the digitizing of content into bit. There is also a dynamic aspect of content production which can be done in real time.
          Thus, a high-definition digital television broadcast of a film viewed on a digital plasma TV is still an example of traditional media, while an "analog" paper poster of a local rock band that contains a web address where fans can find information and digital music downloads is an example of New media communication.
         Wikipedia, an online encyclopedia, is one of the best examples of the new media phenomenon, combining Internet accessible digital text, images and video with web-links, creative participation of contributors, interactive feedback of users and formation of a participant community of editors and donors.
         Most technologies described as "new media" are digital, often having characteristics of being manipulated, net workable, dense, compressible, and interactive.[1] Some examples may be the Internet, websites, computer multimedia, computer games, CD-ROMS, and DVDs. New media is not television programs, feature films, magazines, books, or paper-based publications - unless they contain technologies that enable digital interactivity.

New Media by using eight simple and concise propositions:
1.   New Media versus Cyber-culture Cyber-culture is the various social phenomena that are associated with the Internet and network communications (blogs, online multi-player gaming), whereas New Media is concerned more with cultural objects and paradigms (digital to analog television, iPhones).
2.   New Media as Computer Technology Used as a Distribution Platform - New Media are the cultural objects which use digital computer technology for distribution and exhibition. e.g. (at least for now) Internet, Web sites, computer multimedia, Blu-ray disks etc. The problem with this is that the definition must be revised every few years.
3.   New Media as Digital Data Controlled by Software - The language of New Media is based on the assumption that, in fact, all cultural objects that rely on digital representation and computer-based delivery do share a number of common qualities. New media is reduced to digital data that can be manipulated by software as any other data. Now media operations can create several versions of the same object.            Example:  an image stored as matrix data which can be manipulated and altered according to the additional algorithms implemented, such as color inversion, gray-scaling, sharpening, rasterizing, etc.
4.   New Media as the Mix Between Existing Cultural Conventions and the Conventions of Software - "New Media today can be understood as the mix between older cultural conventions for data representation, access, and manipulation and newer conventions of data representation, access, and manipulation. The "old" data are representations of visual reality and human experience, and the "new" data is numerical data. The computer is kept out of the key "creative" decisions, and is delegated to the position of a technician." e.g. In film, software is used in some areas of production, in others are created using computer animation.
5.   New Media as the Aesthetics that Accompanies the Early Stage of Every New Modern Media and Communication Technology - "While ideological tropes indeed seem to be reappearing rather regularly, many aesthetic strategies may reappear two or three times...In order for this approach to be truly useful it would be insufficient to simply name the strategies and tropes and to record the moments of their appearance; instead, we would have to develop a much more comprehensive analysis which would correlate the history of technology with social, political, and economical histories or the modern period."
6.   New Media as Faster Execution of Algorithms Previously Executed Manually or through Other Technologies - Computers are a huge speed-up of what were previously manual techniques. e.g. calculators. "Dramatically speeding up the execution makes possible previously non-existent representational technique." This also makes possible of many new forms of media art such as interactive multimedia and computer games. "On one level, a modern digital computer is just a faster calculator, we should not ignore its other identity: that of a cybernetic control device."
7.   New Media as the Encoding of Modernist Avant-Garde; New Media as Metamedia - Manovich declares that the 1920s are more relevant to New Media than any other time period. Meta-media coincides with postmodernism in that they both rework old work rather than create new work. New media avant-garde "is about new ways of accessing and manipulating information" (e.g. hypermedia, databases, search engines, etc.). Meta-media is an example of how quantity can change into quality as in new media technology and manipulation techniques can "recode modernist aesthetics into a very different postmodern aesthetics."
8.   New Media as Parallel Articulation of Similar Ideas in Post-WWII Art and Modern Computing - Post WWII Art or "combinatorics" involves creating images by systematically changing a single parameter. This leads to the creation or remarkably similar images and spatial structures. "This illustrates that algorithms, this essential part of new media, do not depend on technology, but can be executed by humans."

Digital media
The word digital comes from the same source as the word digit and digitus (the Latin word for finger), as fingers are used for discrete counting. It is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography.
   Digital system is a data technology that uses discrete (discontinuous) values. By contrast, non-digital (or analog) systems use a continuous range of values to represent information. Although digital representations are discrete, the information represented can be either disconnected such as numbers, letters or icons, or continuous, such as sounds, images, and other measurements of continuous systems.
       Digital media are usually electronic media that work on digital codes. Today, computing is primarily based on the binary numeral system. In this case digital refers to the discrete states of "0" and "1" for representing arbitrary data. Computers are machines that (usually) interpret binary digital data as information and thus represent the predominating class of digital information processing machines. Digital media like digital audio, digital video and other digital contentcan be created, referred to and distributed via digital information processing machines. Digital media represents a profound change from previous (analog) media.

  

 Digital noise

When data is transmitted, or indeed handled at all, a certain amount of noise enters into the signal. Noise can have several causes: data transmitted wirelessly, such as by radio, may be received inaccurately, suffer interference from other wireless sources, or pick up background noise from the rest of the universe. Microphones pick up both the intended signal as well as background noise without discriminating between signal and noise, so when audio is encoded digitally, it typically already includes noise.

  The following list of digital media
·       Cellular phones
·       Compact discs
·       Digital video
·       Televisions
·       e-books
·       Internet
·       Video games
·       e-Commerce
·       Game consoles
·       Computers
·       Interactive media
       Digital media may be used in the classroom in a variety of ways. Digital images can be used in a Power Point presentation, inserted in to Word, Excel, and even SMART Notebook.  Digital video can also be used in a PowerPoint or Movie Maker presentation.  Student produced video can empower students with the tools, skills and confidence to take creative control of their research and presentation projects.

1 comment:

  1. Hello dear..
    This article very interesting, make me want to know further about online communication,
    would you willing to help me to give some references e-book?
    Thank you :)

    ReplyDelete