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Cultural phenomenon brought by mobile digital media

Digital media technology itself contains the components of multimedia technology, so the information and cultural connotation spread by digital media must not be limited to words.

1, the spoof culture in the form of images

The form of "runaway comics" is now widely known. Its images use simple stick figures and classic faces of some celebrities to form exaggerated and funny expression pictures to express different attitudes and emotions. In the era of digital mobile media, in order to convey information better and more completely, long pictures and GIF pictures are widely used to expand information that is difficult to express in words.

When people brush Weibo every day, they often see GIF pictures and long pictures, such as "runaway comics" and original comics. GIF pictures and long pictures are well integrated, so that the information elements that the picture author needs to convey can be well spread.

2. The spoof culture with sound as the carrier.

This kind of spoof is mainly manifested in three aspects: first, it is reflected in the spoof of music. For example, some classic songs in blues style, classical style and pop music are changed into DJ music, or some songs are adapted and reinterpreted to form interesting music for secondary creation.

The spoof in radio plays deeply depicts the personalities of various characters through dialogue and tone, and makes fun of them with ridicule, contempt or other language expressions, or is characterized by fast speech and fierce "spitting", or combined with the language of a local dialect, with a lot of content.

The function of uploading recordings is mainly embodied in various social networks. Take Renren.com as an example. Renren users can express their personal feelings or share stories with friends by recording voice, or they can choose to attach photos. This function has been sought after since its launch, and some people use it to spoof, such as explaining their own experiences in a quick way, and adding the characteristics of users' own dialects, which makes the whole voice full of ridicule and humor.

3. Video-based spoof culture.

This kind of spoof is the most common. For example, "A Bloody Case Caused by a Steamed Bread", which caused a frenzy and controversy among netizens in 2006, is a typical spoof culture with video as the carrier, but video spoofing was not popular at that time.

With the development of technology, every internet and computer user can freely master the video mixing technology, innovate and reorganize the existing stories, and label them with spoof dissatisfaction or banter to form spoof videos. Others remake the MV of classic songs and make their own spoof works.

Especially in recent years, with the development of podcasts, short videos, micro-movies and experimental short films, more and more people use their digital devices and social networks at their fingertips to create spoofs. This form "the greatest satisfaction for the people is to make the audience an active participant" and "give the people the right to speak". In theory, as long as you have an internet computer and a microphone, you can master the right to speak. "

Mobile media

The three key words of digital mobile media are media, digital and mobile. It is particularly important to emphasize that the media is not only the media, but also refers to social organizations that rely on the influence of media to produce and sell. This should be the most critical concept to understand new media, which must not be equated with new media. This is the first concept.

The second concept introduces numbers. The so-called digital concept is different from the traditional concept, which is the plant protection that distinguishes us from the new media. The third concept is mobile, which is different from fixed. Technically, it should be wireless transmission. In this case, starting is not a change, and moving is not a simple flow. The concept of movement will be briefly explained later. From the demand point of view, it is also the common demand of receiving information anytime and anywhere.