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the creation and use of symbol systems that convey information and meaning |
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the symbols of expression that individuals, groups, and societies use to make sense of daily life and to articulate their values |
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cultural industries - the channels of communication - that produce and distribute songs, novels, TV shows, news papers, movies, video games, Internet services, and other cultural products to large numbers of people |
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the process of designing cultural messages and stories and delivering them to large and diverse audiences through media channels as old and distinctive as the printed book and as new and converged as the Internet |
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images, texts, and sounds are converted (encoded) into electronic signals (represented as varied combinations of binary numbers - ones and zeros) that are then reassembled (decoded) as a precise reproduction of a TV picture, a magazine article, a song, or a telephone voice |
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describes all the changes currently occurring in media content and within media companies - one referring to technology and one to business - and has a great impact on how media companies are charting a course for the future |
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business model that involves consolidating various media holdings, such as cable connections, phone services, television transmissions, and Internet access, under one corporate umbrella |
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authors, producers, and organizations |
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programs, texts, images, sounds, and ads |
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newspapers, books, magazines, radio, television, or the internet |
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readers, viewers, and consumers |
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news editors, executive producers, and other media managers |
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citizens and consumers returning messages to senders or gatekeepers through letters-to-the-editor, phone calls, e-mail, Web postings, or talk shows |
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people seeking messages and producing meanings that correspond to their own cultural beliefs, values, and interests |
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roots in the Industrial Revolution of the nineteenth century and extending until about the mid-twentieth century. |
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roughly the mid-twentieth century to today |
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tries to appeal to ordinary people by highlighting or even creating a conflict between "the people" and "the elite." |
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attaining knowledge and understanding of mass media |
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steps of description, analysis, interpretation, evaluation, and engagement |
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origins as a military communications network in the 1960s, allows immediate two-way communication and one-to-many communication |
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original internet, enabled military and academic researchers to communicate on a distributed network system |
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invented in 1971 by computer engineer Ray Tomlinson, who developed software to send electronic mail messages to any computer on ARPAnet |
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miniature circuits that process and store electronic signals |
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featuring thin glass bundles of fiber capable of transmitting thousands of messages simultaneously (via laser light), became the standard for transmitting communication date speedily in the mid-1980s |
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developed in the late 1980s by software engineer Tim Berners-Lee at the CERN particle physics lab in Switzerland to help scientists better collaborate, initially a text data-linking system that allowed computer-accessed information to associate with, or link to, other information no matter where it was on the Internet |
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HTML (hypertext markup language) |
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the written code that creates Web pages and links, is a language that all computers can read, so computers with different operating systems, such as Windows or Macintosh, can communicate easily |
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the software packages that help users navigate the Web |
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Internet service provider |
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connects home users to its proprietary Web system through dial-up access |
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faster than dial-up, quickly downloads multimedia content |
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allow users to enter key words or queries to locate related Web pages |
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rely on people to review and catalogue web sites, creating categories with hierarchical topic structures that can be browsed |
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enables all media content to be created in the same basic way. An image, text, or sound is converted into electronic signals represented as a series of binary numbers - ones and zeros -which are then reassembled as a precise reproduction of an image, text, or sound |
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massively multiplayer online role-playing games (MMORPGs) |
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role-playing games are set in virtual worlds |
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Telecommunications Act of 1996 |
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overhauled the nation's communication regulations, most regional and long-distance phone companies and cable operators have competed against one another in the Internet access business |
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information profiles that are automatically collected and transferred between computer servers whenever users access Web sites |
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unethical gathering of data |
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unethical gathering of data |
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information-gathering software that is often secretly bundled with free downloaded software |
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would require Web sites to obtain explicit permission from consumers before the sites can collect browsing history data |
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involves phony e-mail messages that appear to be from official Web sites -such as eBay, PayPal, or the user's university or bank -asking customers to update their credit card numbers, account passwords, and other personal information |
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growing contrast between the "information haves," those who can afford to purchase computers and pay for Internet services, and the "information have-nots," those who may not be able to afford a computer or pay for Internet services |
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programmers openly sharing program source codes and their ideas to upgrade and improve programs |
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