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www.yourlegalconsultants.com [email protected] Internet/Digital Content Creations General Concepts

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General introduction to Digital Contents

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Page 1: Digital content creations

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Internet/Digital Content Creations

General Concepts

Page 2: Digital content creations

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´DIGITAL CONTENT CREATIONS Cost-free information

1. WHAT IS DIGITAL CONTENT?

2. DIGITAL CONTENT STORAGE

3. PARADIGM SHIFT

4. DIGITAL CONTENT CATEGORIES

5. SPECIFIC QUALITIES

6. DIGITAL CONTENT CONTRIBUTION

7. WHAT DIGITAL CONTENT SHOULD BE LIKE

8. DIGITAL CONTENT SECURITY

9. DIGITAL CONTENT GROWTH

Page 3: Digital content creations

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DIGITAL CONTENT CREATION

Cost-free information

Page 4: Digital content creations

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1. WHAT IS DIGITAL CONTENT?

Digital content is any form of data or information in digital form (electronic files), as opposed to physical form. Digital content can be anything, from a simple graphic to photos, video, research documents, articles, reports, statistics, databases, business planes, e-books, music, etc.

In other words, digital content is any sort of content turned into bits and bytes. Digital content has special characteristics with regard to its storage, classification, publication, access and reproduction.

Page 5: Digital content creations

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2. DIGITAL CONTENT STORAGE

Unlike printed content, for example, digital content is stores in bits and bytes.

Current technology allows billions of these bits and bytes to be stored in a very small space, which keeps getting smaller. A hard drive with 1000 GB (1 TB) of memory can fit in the palm of your hand, and yet it can hold millions of pages of digital content.

This allows digital content to be stored in large amounts, and to be reproduced for security purposes.

Page 6: Digital content creations

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3. PARADIGM SHIFT

A paradigm shift is occurring as the result of the expansion of the digital content industry.

This industry has done nothing but grow in recent years in our country and around the world, awakening greater interest among citizens every day and forcing companies to adapt to new forms of information exchange, offering services and customer relations.

Digital content develops quickly. To give an example, activities such as reading blogs or weblogs are done at any time by more than 70% of active Internet users, and the videogames sector had an average annual growth rate of 15.4% between 2003 and 2007.

Within the content sector, in the publications market it is the on-line press sub-sector that presents the most significant growth, both in revenue and in readers, and with advertising as its only source of income. Despite this, on-line advertising is still only a very small percentage compared to the total size of the sector

Page 7: Digital content creations

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4. DIGITAL CONTENT CATEGORIES

The aspects of use and application and the work represented by its creation are determinants when dividing digital content into three categories:

• Informative content: This includes documents containing useful information without any prior educational aims, and it can range from a theory to specific data and key concepts. Their reference framework is by theme. Example: Encyclopaedias, treatises, reports, articles and news.

• Educational support: This is a range including information that promotes knowledge acquisition but does not imply direct teaching. Example: Study guides, assessment tasks, handbooks and notes.

• Educational processes: This content acts as an access route to information for education and learning using language appropriate for the user to whom it is addressed. Example: Tutorials and on-line courses.

Page 8: Digital content creations

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5. SPECIFIC QUALITIES (1/3)

Regardless of its function or volume, the content can be interpreted depending on its form of expression associated with the language and medial access with which the data is recovered. The considered variants are:

• Text.- This is the use of written words.

• Hypertext.- This links the text between different sentences.

• Audio.- This refers to audio files, whether music, voice or background noise.

• Visual.- Still or moving images.

• Audiovisual.- This is the combination of visual and audio files with or without synchronisation.

• Hypermedia.- This links text, audio, visual and audiovisual information.

• Multimedia.- This integrates text, visual, audio and audiovisual information.

• Virtual Reality.- This represents artificial space and time

• Dynamic.- This includes or interprets information provided by users.

• Interactive.- Information is exchanged as a result of data handling.

Page 9: Digital content creations

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5. SPECIFIC QUALITIES (2/3)

Digital content should contribute to:

1- Promoting use of and access to Internet for all users with the aim of supporting their professional, social and cultural

development.

2- Ensuring utilisation of the maximum potential of digital content by users.

3- Creating favourable conditions for increasing the distribution and use of digital content on the Internet, adapting the

cultural and linguistic aspects of its users in the best way possible.

Page 10: Digital content creations

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5. SPECIFIC QUALITIES (3/3)

Digital content should be:

1- Practical. It should provide practical and realistic information.

2- Contextualised. They should equate to the socio-economic, cultural and linguistic circumstances of users.

3- Well written. Its writing should be accurate and unambiguous, and without repetition and vagueness.

4- Exemplified. In other words, it should provide examples, case studies and authentic and relevant scenarios.

Page 11: Digital content creations

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6. DIGITAL CONTENT SECURITY

Threats can be divided into two main groups:

Trojans and malware are harmful programs that self-replicate and spread via different channels such as e-mail or vulnerabilities in the operating system or in other programs such as the Adobe Flash player or file-sharing programs like eMule or BitTorrent.

The best way of preventing this type of problem is by installing good antivirus software.

Attacks made from Internet are normally known as distributed denial-of-service DDOS attacks, which consist of saturating an Internet connection with more data than it is capable of handling, rendering it ineffective.

Having a Firewall program will help protect against these threats.

Page 12: Digital content creations

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7. DIGITAL CONTENT GROWTH

According to the Digital Content Industry report drawn up by the Spanish National Telecommunications and Information Society Observatory (ONTSI) presented at the International Digital Content Forum (FICOD 2010), digital content have done nothing but grow.

The digital format grew by 116 per cent between 2005 and 2009, with an annual compound growth rate of 21.3%. Turnover in this sector practically trebled between 2003 and 2009 (growth higher than 196%).

Last year, the Digital Content Industry turnover exceeded 8.004 billion euros with year-on-year growth of 32.7%. Its importance has reached a level where it is now accounts for 45.5% of the total turnover of content producing industries.

One of the key sectors of the digital content industry is that of videogames, which reached a turnover in 2009 of 638 million euros for sales of videogames for PCs and consoles.

Page 13: Digital content creations

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Thank you for your interest

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