DEGITAL MEDIA

         INTRODUCTION TO DIGITAL MEDIA

An Introduction to Digital Media is a clear and comprehensive account of

the development and future possibilities of digital media by one of their

most authoritative analysts. Tony Feldman addresses fundamental

questions about digital media and their potential use in our everyday

lives. What are digital media? What is special about them? How do digital

media systems work, technologically and commercially? And where is

the digital media revolution taking us?

Tony Feldman considers the new digital media in two distinct but

increasingly converging areas: the world of packaged ‘offline’ media such

as CD-ROM and the world of transmitted media, including digital

broadcasting and interactive online services. He begins with an overview

of the digital media landscape, and goes on to describe the impact of CDbased media and the development of a consumer market for multimedia

products. Feldman then traces the equally dramatic growth of online

services and the Internet in particular, assessing myths and realities

about the information superhighway and its commercial possibilities.

An Introduction to Digital Media concludes with an assessment of the

strategic implications of going digital for media industries such as

publishing, broadcasting, cinema and music, and considers the key role

that individuals will play in determining the course of the digital

revolution.

Tony Feldman, one of Europe’s leading digital media consultants, is a

founding director of the highly respected media and convergence

analysts Informed Sources International. A prolific writer, his recent

books include Multimedia (1994) and Electronic Media Markets (1992, with

Julian Dickens). He also edits the authoritative European newsletter

Interactive Media International. 


                        CONTENTS

 Foreword viii

 Abbreviations xiv

1 WHAT DIGITAL REVOLUTION? 

Analogue and digital information 

Speaking the language of computers 

Commercialising electronic media 

What is interactivity? 

Designing and implementing interactivity 

Capturing hearts and mind 

Do we need interactivity? 

2 MULTIMEDIA 

What is multimedia? 

Digital video 

Compressing digital information 

Compression by redundancy

Compression in hardware and software

Maverick compression schemes

3 THE COMPACT DISC ARRIVES

The beginnings of optical media

How does a compact disc work?

The evolution of CD-ROM markets

The consumer market emerges

Multimedia entertainment in the home

CD video

The digital video disc

Using video in CD media

The distribution nightmare

European markets emerge

Developments in distribution channels

Evading the log jam

CD-ROM’s end game

4 MYTH AND REALITY ON THE SUPERHIGHWAY

The broadband vision

Taking cable online

Making broadcasting interactive

Paying for the superhighway

Interactive television

5 ONLINE NETWORKS

How online publishing works

The uniqueness of online networks

The evolution of the online industr

The making of a consumer market

Consumer online networks

Consumer online services in Europe

The Internet

The rise and rise of the Internet

The World Wide Web

Commercialising the Web

6 WEB COMMERCE

The Web consumer

Surfing the Web

Content and online success

Commercialising a Web site

The impact on proprietary networks

Security and Web payments

The changing face of the Web

7 WHAT DOES IT ALL MEAN?

Content in the digital world

What is digital content?

Whose content is it, anyway?

New content or old?

Strategies for exploiting content

The vision thing

                              Index 

FOREWORD

Writing about digital media is worse than painting the Forth Bridge.

British readers will know the old story of the trials and tribulations of

keeping the great bridge properly painted to protect it from the

depredations of the Scottish weather. There is so much ironwork that no

sooner has the paint dried on the last spar and buttress than the whole

process has to begin again at the other end. Writing about the so-called

digital revolution is like this but more so. No sooner has the ink dried

than the words already written need revision. But not for the same reason

that dooms those poor bridge painters to repeat the same exercise over

and over again. Words lose their currency in this subject not because it

takes so long to say them but because the technological and commercial

landscape that they describe changes so swiftly.

This is probably a very bad way to start a book of any kind. It hardly

instils confidence to say it is going to be out of date even before the

printer has printed it. There is, however, a genuine way round the

problem of delivering a static snapshot of a fast-changing subject. The

current work, and earlier ones on which it is based, aim to deliver a

foundation of material—ideas, insights and demystifications—which

remain current far longer than the superstructure of detail which makes

up the day-to-day helter-skelter of change. While sudden technological

breakthroughs can, of course, upset the apple cart completely, it is

broadly possible to sketch the logical geography of digital media so the

result delivers (hopefully) some lasting value. Even Multimedia, the book

published in 1994 which the current work effectively supplants, retains

some of its original value because it presents underlying concepts which

—while not quite eternal—are at least a fairly firm, long-term foundation

for making sense of the bigger picture with all its plethora of fastchanging detail.

There is, however, a more subtle problem which is personal to any

author writing in this field. Not only do the realities of technologies and

their commercialisation change from day to day, but also our

understandings of the implications of these processes change. Not only isthe real world a moving target. So is our perception of it. The reason is

simple. 

No one has a monopoly on the understanding of what the headlong

rush into digital media means. There are no real gurus, only a great many

people grappling with what all the complex interplays of new

technologies, new business models and new social responses to media

and information add up to. The day of the expert is over. Everyone has a

legitimate viewpoint and should feel confident enough to express it. What

books like this one try to do, therefore, is not to dictate a point of view as

if cast in stone but to think through what is happening and come up with

some models for making sense of it. But a process of thinking it through—

like keeping the Forth Bridge free of rust—is actually a task without end.

In other words, if you do ever think you have reached a final conclusion,

it is probably the wrong one! So a book like this one has to be the author’s

take on the world at a given moment in time. It is not only a snapshot of a

real world of events and activity but also a snapshot of an internal world

of mental models, ideas, perceptions and—it has to be admitted—doubts

and uncertainties.

Few things spring new and fully formed into the world, least of all

books like this. The immediate antecedents are obvious. In 1990, I was

asked by the British Library to write a study in the British National

Bibliography Research Fund series. The idea was to focus on a new word

in the information and publishing industry and to examine what the term

meant and what implications the technology embodying it contained for

the publishing, bookselling and library community. The new word was

‘multimedia’ and the research study was eventually published in 1991 by

the British Library under the title Multimedia in the 1990s.

The study began by reflecting that ‘if the history of our technological

age is just a flicker of time, then multimedia, amidst all the bustle of

change is a word still forming on our lips. It is an embryonic concept in a

fast-changing environment and we have to be realistic about the limits of

our power to forecast or even speculate about its future’. Five years later,

this book deliberately avoids using multimedia in its title because it has

become both an over-used industry cliché and a false focus for our

thinking. Yesterday it was a word still forming on our lips ready to take

centre stage. Today it is just one word among the many we need to

interpret the wide-ranging processes of change and development that are

reshaping the media and information industries.

Within two years of its publication, I was asked by the British Library

to revise the original study and the result was then published early in

1994 by the Blueprint division of Chapman and Hall as Multimedia. The

new book—focused as it was upon offline, predominantly compact disc

(CD) based multimedia—has rapidly grown into a mild anachronism. Not

because it has entirely lost currency but because it treats CD multimedia as the important focus instead of placing it in its proper context as an

important fragment of a much bigger picture. Consequently, even if

this new work continues to owe some of its sections to earlier writings, it

is essentially an attempt to sketch the bigger picture and to do so in

simple, easily assimilable terms. It is a work of introduction rather than a

definitive treatise. In presenting it, the aim is to shape a mental map of

the digital media world which will be an aid to those embarking on all

the varied journeys that people tend to take in their different sectors of

interest and activity.

Because this book is motivated by a desire to demystify, to keep things

simple, some compromises are made. First, the book does not pretend to

be comprehensive. It sets out to provide the headlines and supporting

explanation from many key sectors of the digital media world but it will

not detail every avenue or look at the subject from every media

orientation. Second, it may—from time to time—play fast and loose with

technical rigour. The reason is that comprehension is higher on the agenda

than the fine tuning of technological cause and effect. This is not a book

about technology but about its implications and we need to understand

technology only so far as that understanding accurately informs our

insight into those implications.

Here is a thumbnail sketch of the book’s structure. First, we consider

what we mean by digital information in the first place and why it has the

power to reshape our experience of media so profoundly. These are basic

foundations on which all digital media activity stands. Next, we outline

the digital media landscape by crudely dividing it into two broad sectors:

offline, packaged media such as CD-ROM (compact disc read only

memory), and transmitted media—both passive and interactive—

delivered by a range of electromagnetic and physical pipes making up

the different forms of digital networks. Then—just to confound this

simplification—we show how offline and transmitted media do not exist

in isolation from one another but are rapidly merging to create powerful,

new hybrid channels of delivery. We look closely at the evolution of

online electronic services and, in particular, study the rise of the Internet.

A particular focus here is the commercialisation of the World Wide Web

and which business models and technological infrastructures are

emerging to make it possible. Finally, we end where perhaps we should

always begin: with the customer, the only person who will ever pay the bill

for all the human and technological resource deployed to make the digital

revolution deliver the goods. The key question is what goods do such

customers want to buy and how are they responding to the present

outpourings of new media products and services? We look at today’s

realities and consider what may lie around the corner.

You will notice as—and if—you read on that there is a distinctly

commercial emphasis throughout. The reason for this has nothing to do with value judgements about commercial motivations. It is merely a

reflection of the fact that technology will do what it can ultimately do

only if someone is prepared to pick up the bill. This is another way of

saying that not everything that can be, will be. Although this is a simple

and uncontentious proposition, much analysis of the digital future

throws it to the winds in favour of a kind of intoxication, an

undisciplined, unrealistic love affair with the potential of technological

advance to deliver all sorts of wonders without considering whether

those wonders carry with them any compelling commercial logic.

This is familiar territory because the idea that ‘what can be, will be’ is

an established view of how the technological future will pan out. There is

even a good pedigree for it. In the world of physics, for example, ‘what

can be, will be’ is an established principle, understood as a fundamental

characteristic of the natural world. Even if the event has only the tiniest

probability of taking place—sometime, somewhere—it will take place.

Things do not happen only if they are forbidden by a basic, underlying

physical law. This has some disquieting but illuminating consequences.

For example, the room you are sitting in is filled with molecules of air

buzzing around at thousands of miles an hour, colliding with one

another and bouncing about in a chaotic mêlée. There is—I fear to report

—a tiny but finite probability that, as you read these words, all the

molecules will suddenly rush into the far corner of the room, leaving you

to die horribly of asphyxiation! The good news, however, is that the

statistical probability of this happening, while not zero, is not much

greater than zero. In other words, if you need cheering up, just consider

that it is vastly more likely you will be run over by a bus than die through

lack of oxygen through a statistically freak event. The point, however, is

that the world of physics does not view such unlikely events as things

that may happen but as events that will definitely take place at some

time. Not only can the improbable happen, it will happen. If you wait

long enough, the least likely things in the universe will happen. Those

monkeys tapping away at the keyboards of their wordprocessors will

eventually write the entire works of Shakespeare word for word. In other

words: ‘what can be, will be’.

This same principle, consciously or unconsciously, is often made a part

of the logic of technology forecasting. We tend to believe that 3D

television, virtual love making and matter transfer (‘beam me up Scotty!’)

will arrive one day simply because we believe that the remorseless

advance of technology will necessarily deliver it. In other words, if

technology can do it, it will happen. This ‘what can be, will be’ principle

works well in physics but is fatally flawed when we try to apply it to

human beings and what they do with their society. For sure, technology

must be capable of delivering 3D television and other wonders before we 

can have it. But it will emerge as a reality in our lives only if we are all

prepared to pay for it. We will have it only if we want it enough to buy it.

In other words, the engine of change in digital media is not

underlying technology in itself but clever technology married to

customers prepared to pay money to enjoy the fruits of its cleverness. The

key to creating the digital age, therefore, lies in the hands of those able to

envisage ways of putting the technology to work to generate products

and services that users will—whether they know it or not beforehand—

want to buy. So commerce is good. Indeed, it is the only thing that drives

the digital age forward.

The age itself is going to be one of radical change in our lives. After all,

the way we experience information, entertainment and education shapes

us as individuals and—on a grander scale—shapes the character of whole

societies. There is justification, then, in talking about the move to digital

media as a kind of revolution. However, one person’s revolution is really

another person’s evolution. If events move quickly and carry dramatic

change with them, they are likely to be called revolution. If the same

events unfold more slowly and carry less obviously radical implications,

they are likely to be called evolution. However, rapid or slow, the

processes of change—all change—do not spring from sudden

discontinuities of development, isolated breakthroughs with no link to

anything that has gone before. Even if some events—a very, very few—

which shape our technological world are stumbled upon seemingly by

chance, the interpretation of that chance event and its eventual

application is based on understandings that have been built up over

decades, even centuries of previous technological development. So,

however profound its long-term implications, the move towards digital

media is far from being a revolution. It is happening quickly but is an

organic process of development: a logical, step-by-step progress into an

extraordinary new future. So extraordinary, perhaps, that we can talk

about going digital as a process of evolution with revolutionary

implications.

This is more than playing with words. Seeing digitisation as evolution

encourages us to believe we can look ahead, even guide and influence the

pace and direction of its impact on our lives. Evolution is predictable and

is therefore something worth analysing. True revolution—if there is ever

such a thing—is impossible to call. So, if we agree that we are presiding

over digital evolution, we can at least take a stab at understanding where

it is taking us and how it might get there. This book, after all, is worth

attempting!

A fundamental belief in an evolutionary world returns us to the idea

that books—like the digital age—are built on antecedents. Some of this

book’s past has already been outlined. But it is worth concluding with the

antecedents that cannot be crystallised so easily. During the fifteen years  have been involved in digital media, I have learned an immense

amount from industry colleagues. Many have been untiringly generous

with their time, explaining aspects of digital media development that

have been difficult for me to grasp. To all of those many people—past

and present—all colleagues and friends in the same basic endeavour, I

would like to express warm thanks and appreciation. I hasten to add that

the good bits in this book are due to their aid and the errors and

omissions are entirely my own responsibility!

I also acknowledge with thanks the kindness of my newsletter

publishers. To Interactive Media Publications, thanks for allowing me to

make some use of articles I have written for Interactive Media International,

the monthly publication I have had the delight of editing with my valued

colleague, David Powell, since 1990. To Pira International, similar thanks

for permitting me to draw upon some of my regular contributions to

their periodical, Publishing Technology Review.

Lastly, I must thank my children, Sam and Hannah, for reminding me

daily that there is a sense in which the world is invented afresh every

time the sun rises and that there is no end—nor should there be—to the

pleasures of exploring and discovering that world. 


ABBREVIATIONS

ADPCM adaptive differential pulse code modulation

ADSL asymmetric digital subscriber loop

AOL America Online

ARPA (US Department of Defense) Advanced Research Projects

Agency

BT British Telecom

CCITT (European Commission) Consultative Committee on

International Telephony and Telegraphy

CD compact disc

CD-I compact disc interactive

CD-ROM compact disc read only memory

DAT digital audio tape

DCT discrete cosine transform

DOS disk operating system

DVD digital video disc

ELDA European Laser Disc Association

EPOD European Platform for Optical Discs

FTP file transfer protocol

GUI graphical user interface

HARC Houston Advanced Research Centre

HDTV high-definition television

HTML hypertext markup language

HTTP hypertext transfer protocol

iKP Internet keyed payments

IP Internet protocol

ISDN Integrated Services Digital Network

ISO International Standards Organisation

ISP Internet service provider

ITV interactive television

JPEG Joint Photographic Experts Group

MPC multimedia personal computer

MPEG Motion Picture Experts Group 

MSN Microsoft Network

NCSA National Center for Supercomputing Applications

NTSC National Television System Committee

NVOD near-video-on-demand

OEM original equipment manufacturer

PAL phase alternation line

PC personal computer

PCM pulse code modulation

RTOS real-time operating system

SSL secure socket layer (protocol)

STT secure transaction technology

TCI Telecommunications Inc.

TCP transmission control protocol

UKOL UK Online

URL universal resource locator

VGA video graphics array

VOD video-on-demand

VRML Virtual Reality Modelling Language


CHAPTER 1

WHAT DIGITAL REVOLUTION?

We have already dispatched the idea of revolution and settled for seeing

the move to digital media as a process of evolution with potentially

revolutionary impact on our lives. But the word ‘revolution’ remains on

all our lips. Leaving the semantics aside, what we are really expressing

with the use of the word is not an analysis of whether digitisation is the

result of a discontinuity in technological development but a less rigorous,

general sense that something truly remarkable is taking place which is

likely to transform all our lives and—perhaps, more profoundly—the

lives of our children. The idea of digital revolution is implicitly an image

of humankind stepping through a doorway into an unknown and

fundamentally changed future. And it is a one-way journey, a doorway

through which we can never step back to return to the comfortable media

certainties of the past.

However, we need to begin any inquiry about the future impacts of

digital media by understanding the starting point of the whole process. It

can be summed up in a very few words. The digital revolution is being

forged by an accelerating move from a world familiar with analogue media

to a world that will be increasingly dominated by digital media. This,

then, is the key—a shift from analogue to digital. To make sense of that

simple statement, however, we need to know what analogue and digital

mean and, most important, why they are different. After all, the

revolution is in the difference.

ANALOGUE AND DIGITAL INFORMATION

A good way of getting a sense of what analogue information and digital

information are is to imagine ‘analogue’ as an expression of our

experience of the real world while ‘digital’ expresses a world belonging

exclusively to computers.

Whether we know it or not, therefore, we are all familiar with analogue

information. Typical examples of it are the continuously varying

intensities of natural light, the meanders in an audio record’s groove, the

variations in an electrical current and the mechanical fluctuations in the

2 WHAT DIGITAL REVOLUTION?
air which we interpret as sound. The information embedded in an
analogue signal therefore is always built into some continuously varying
value which can be measured. By measuring it and responding to its
continuous variation, we extract the information it contains. When we
listen to music, for example, our eardrums vibrate with the rhythm of
changing air pressure. This creates a signal in the auditory nerves which
is interpreted by our brain as the pleasing notes of an orchestra. Vision is
a response to changing values in the intensity and wavelengths of light
on the retina of our eye and transmitted to our brain by our optic nerves
for decoding and interpretation.
Another familiar example is an old-fashioned wristwatch. When we
glance down at its face we see hands sweeping across the dial at various
speeds. They move continuously, covering every part of the dial at some
stage of their journey. We judge the time of day by the relative positions
of the hands against the scale of hours, minutes and seconds printed on
the watch face. This kind of information display is analogue. We read the
message of our watch by looking at a constantly changing display. There
are no gaps in the information. It is a continuous flow. This is the
fundamental nature of the analogue world.
Digital information is different. Its character is essentially
discontinuous. Far from reflecting continuously varying values, digital
information is based on just two distinct states. In the digital world, things
are there or not there, ‘on’ or ‘off’. There are no in-betweens. Digital
computers talk in a language called binary code. It consists of just two
symbols, the digits 0 and 1. Everything a computer does, it does in this
starkly simple language. Significance in the information is created by
placing the symbols in different orders. In other words, the sequence
00011000 means something different from 00010100. A rich and powerful
language is built up in this way. In computer jargon, each of these binary
symbols, either 0 or 1, is known as a bit (a contraction of ‘binary digit’). A
character of computer information—the smallest information element
carrying significance in itself—usually consists of eight bits arranged in a
characteristic sequence. The overall sequence is called a byte.
To contrast analogue and digital information further, we can return to
our wristwatch parallel. You can always tell when people are using a
digital watch. Ask them the time and they will invariably say something
like, ‘It’s 4.41’. How often do you really need to know the time to the
exact minute? An analogue watch user will just glance at the timepiece
and say, ‘It’s about a quarter to five’. In digital timekeeping it is always
one time or another. It is never ‘about’ anything. However, there is an
instant when a digital watch is speechless. When the display flashes from
one second to the next there is a tiny gap in the information. So, although
the watch seems to supply a constant and exact reading of time, it is in
AN INTRODUCTION TO DIGITAL MEDIA 3
fact a discontinuous display sampling individual moments of time and
displaying them.
It is worth noting that although today we take for granted that
computers are entirely digital, it was not always so. The earliest
electronic computers were actually based on the measurement of
analogue quantities. For example, an analogue computer would do its
sums by passing an electrical current of a known value across a wire
which would put up a known amount of resistance to the passage of the
current. Because a basic law of physics tells us that voltage is always the
result of multiplying the size of a current by the resistance of its carrier,
we can effectively perform a simple multiplication just measuring the
voltage across the wire in the computer. This simple idea of measuring
related analogue quantities was the basis of analogue computing and it
worked. But it worked slowly and laboriously. Digital computers are
vastly more efficient. They work by just measuring whether electronic
switches or ‘gates’ inside them are either open or closed. The condition of
either being ‘open’ or ‘closed’ creates the two distinct states needed for
binary code language. Adding up numbers in this way—which is all
computers really do—is dramatically faster than stitching together
calculations by trying to measure currents, resistances and voltages
thousands of times every second. Indeed, today’s most powerful
machines can process millions of instructions every second to carry out
the behest of their programmers. In other words, digital computers are
not merely fast. They are faster than we can possibly imagine.
So—although it was not always true—today when we go digital, we
are speaking the exclusive language of computers.
SPEAKING THE LANGUAGE OF COMPUTERS
Why is the distinction between analogue and digital information so
important in digital media technology? The answer lies in what you can
do easily with digital information that you cannot readily do with its
analogue counterpart. In other words, the digital revolution is founded
on the distinctive characteristics of digital information that set it apart
from the real world of analogue experience. The unique features of
digital information are the key to its commercialisation and, ultimately, to
its potential impact on our lives. What, then, is uniquely special about
digital information? There are five key factors.
• Digital information is manipulable
• Digital information is networkable
• Digital information is dense
• Digital information is compressible
• Digital information is impartial

4 WHAT DIGITAL REVOLUTION?
DlGITAL INFORMATION IS MANIPULABLE
By taking information out of the analogue world—the ‘real’ world,
comprehensible and palpable to human beings—and translating it into the
digital world, we make it infinitely changeable. In the analogue world,
the reshaping of a page of information or a physical object requires some
exercise of brute force. Usually, however careful we are, the change
inflicted causes damage. The process is difficult, slow and untidy. More
important, if we take something apart in the real world it is often
difficult, if not impossible, to put it back together again.
If we translate analogue information into a digital form, however, we
translate it into a medium which is infinitely and easily manipulable. We
are able at a stroke to reshape the information freely—whatever it
represents in the real world—in almost any way we wish and we can do
it quickly, simply and perfectly. Then, when we are ready, we can
reconstitute and display it as new information which human beings can
once again perceive and comprehend.
An important point here is not merely the inherent manipulability of
digital information in itself but the fact that digital information has this
manipulability at all stages: from the moment it is created or captured in
digital form to the moment it is delivered to its user and beyond. In
particular, consider the significance of media being manipulable at the
point of delivery because it suggests nothing less than an unprecedented
new paradigm for publishing and media distribution.
The fact that media are manipulable at their point of delivery means
something quite extraordinary: users of the media can shape their own
experience of it. This means that manipulable information can be
interactive information. We will examine the notion of interactivity in
more detail later (pp. 13–17) but for now it is enough to understand it as a
means of providing a dynamic experience, one which is controllable and
influenced by its user’s own preferences. Potentially, for example, a new
generation of interactive products will offer users a way of finding their
own path through material or of tackling it at a pace that suits them or of
retrieving what they want quickly by making cross-referenced searches
or important correlations. This is a dramatic contrast to the traditional
passive, linear experience of media that characterises the analogue world.
And it suggests a powerful new model for publishing and media
distribution. To understand why, consider our past experience of media
products.
Until the arrival of digital media, publishers and distributors of
information, education and entertainment have enjoyed a single great
privilege. They have been able to dictate what customers will view or
read with only a modicum of selectivity left to the customer’s discretion.
Television scheduling has created the notion of ‘channels’ and ensured
                                         
                                           Roshanlal Srivastav

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