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I! .- 58,51...“ \xl’ltt '40:}. vfy :53... u...‘ ...tl.74.i¢w...xx!c$§|?.9 4. \..:.l.\‘iv ’51 v n . lllllllllllllllllllllllllllllllllllllllll!llllllllllllllllllll 302074 2015 Lseaanv Michigan State University This is to certify that the thesis entitled INTERNET AS AN ALTERNATIVE DISTRIBUTION MEDIUM FOR TRADITIONALLY MARGINALIZED VISUAL CONTENT CREATORS presented by Simon Kim has been accepted towards fulfillment of the requirements for MA Jegree in Telecommunication 71/“ Major professor Date (/‘f/a' 0-7639 MS U is an Affirmative Action/Equal Opportunity Institution PLACE IN RETURN BOX to remove this checkout from your record. TO AVOID FINE return on or before date due. MAY BE W with earlier due date if requested. DATE DUE DATE DUE DATE DUE iiii‘r'20380200 moo (:ICIRCJDuoDmpes-p.“ INTERNET AS AN ALTERNATIVE DISTRIBUTION MEDIUM FOR TRADITIONALLY MARGINALIZED VISUAL CONTENT CREATORS BY Simon Kim A THESIS Submitted to Michigan State University in partial fulfillment of the requirements for the degree of MASTER OF ARTS Department of Telecommunication 2000 ABSTRACT INTERNET AS AN ALTERNATIVE DISTRIBUTION MEDIUM FOR TRADITIONALLY MARGINALIZED VISUAL CONTENT CREATORS BY Simon Kim The digital revolution is redefining the rules of the traditional media. The Internet shows a promising future as an alternative distribution medium for traditionally marginalized visual content creators. Now, creators are equipped with the means to realize their visions. This thesis research attempts to prove with empirical data that the distribution of an independently produced single visual content can be effectively promoted over the Internet. The results show that the Internet can be an effective distribution medium, which transcends the spatial and temporal limitations of the traditional media. Copyright by SIMON KIM 2000 TABLE OF CONTENTS LIST OF TABLES ............................................................... Vi LIST OF FIGURES ............................................................ Vii INTRODUCTION ................................................................. 1 CHAPTER 1 WHY BOTHER WITH THE MARGINALIZED CREATORS ......................................................................................... 5 Overview .................................................................. 5 Theoretical Framework ............................................... 5 Purpose ..................................................................... 9 CHAPTER 2 TECHNOLOGY ...................................................................... 14 Overview .................................................................. 14 Multimedia Architecture .......................................... 15 Compression ............................................................. 18 Spatial vs. Temporal Compression ............................ 2l Streaming ............................................................... 22 Summary .................................................................. 26 CHAPTER 3 CURRENT TRENDS ............................................................... 28 Overview ................................................................. 28 Quality Issue ......................................................... 30 Voices from Filmmakers: Pros and Cons ..................... 32 Doug Block ...................................................... 32 Helmut Kobler .................................................. 35 S. D. Katz ...................................................... 37 Summary .................................................................. 40 CHAPTER 4 RESEARCH ........................................................................ 42 Research Questions ................................................. 42 Online Promotion ............................................. 42 iv i. Production ...................................... 44 ii. Promotion ....................................... 45 Audience Profile ............................................ 48 Method ................................................................... 49 Results .................................................................. 51 Online Promotion ............................................ 51 Audience Profile ............................................ 55 Discussion ............................................................ 58 Evaluation ............................................................ 65 Conclusion ............................................................ 67 APPENDICES Appendix A: Glove Script ....................................... 70 Appendix B: Sample E-mail Sent to List—servs to Promote Glove ................................................ 84 Appendix C: Online Survey Questionnaire ............... 85 Appendix D: Audience Profile: Survey Results ........ 87 BIBLIOGRAPHY ................................................................ 9 3 LI ST OF TABLES Table 1 Target Architecture for 12 Major Online Screening Sites ...................................................................................... 16 Table 2 Number of Successfully Loaded Pages (hits) for Glove Web Site between January 29 and April 21 of 2000 (82 ays) ...................................................................................... 51 Table 3 Overall Number of QuickTime Movie Files Requested ”.u.".52 Table 4 Different Versions of Glove Requested ........................... 53 Table 5 Domain Report (excerpt) ................................................ 54 Vi LIST OF FIGURES Figure 1 Hourly Summary of the Requests ..................................... 56 Figure 2 Daily Report of the Requests ........................................ 57 Figure 3 (Audience Profile: Survey Result) Sex ........................... 87 Figure 4 (Audience Profile: Survey Result) Age .......................... 88 Figure 5 (Audience Profile: Survey Result) Education ................. 88 Figure 6 (Audience Profile: Survey Result) Occupation/Type of Industry .......................................... 89 Figure 7 (Audience Profile: Survey Result) Average time spent on—line per DAY .............................. 90 Figure 8 (Audience Profile: Survey Result) Average time spent viewing on—line video per WEEK ....... 90 Figure 9 (Audience Profile: Survey Result) Where did you learn about GLOVE? ................................. 91 vii INTRODUCTION One of the most important aspects, which is also the most neglected, in amateur/independent film and Video production is distribution. The traditional distribution schemes, such as television or theatrical release, fail to recognize such productions. After all, in an environment where market driven commercialism is the priority, the amateur/independent film and video production is inevitably marginalized: "Here’s a sad fact: scores of films are made every year, and never get distribution beyond some very obscure film festivals" (Kobler). To a degree, it illustrates the case of an incomplete cycle of communication, in which a cultural product is left without an audience. Is it the fate of amateur/independent productions to be put away on a forgotten corner of the producer's shelf, accumulating dust? Not anymore! The digital revolution, along with the development of the Internet, promises a future with many possibilities. Some even call this "...the democratization of tools" (Peterson 14). Bart Cheever, executive producer of the Digital Film Festival, an organization in the forefront of the digital film revolution, explains: "Abbie Hoffman once said that freedom of the press only applies to those who can afford a printing press. Today anyone with a PC and a copy of Microsoft Word has, in effect, a printing press on their desktop. This same phenomenon is coming to the world of filmmaking as for the first time in history extremely powerful, extremely high-quality filmmaking tools become available on a mass level." The prediction is that the digital technology will redefine the production and distribution processes to empower marginalized filmmakers to realize their vision. Cheever predicts the following about the digital revolution and the filmmaking process: 0 Low Cost. The low cost/high quality equation of digital filmmaking means that a much wider range of people will be able to make film. Many more stories will be told. 0 Ease of use. Most digital film and animation software is relatively easy to learn. Powerful software can be learned in days instead of years. 0 Ubiquity. With computers now in 43% of American homes powerful filmmaking tools are for the first time within the reach of a large section of society. 0 Digital Auteurs. Technology is allowing one person to do what once took an entire team: write, shoot, mix sound, create graphics and visual effects and edit. 0 Distribution. The internet will allow filmmakers to connect directly with their audience and bypass traditional "filters": Major Studios and Networks. In other words, this new digital technology will provide more power and flexibility to the content creators than ever. Moreover, with the distribution over the Internet, the creators will no longer be bound to the hegemony of the traditional media outlets. Rather, it will provide a possibility to bypass the traditional distribution schemes to enable direct interaction between the creators and the audience. Already, the Internet has demonstrated a strong possibility to become an effective alternative distribution medium for visual content: a cyber forum for direct communication with the audience. In his manifesto, Rutledge observes the revolutionary possibilities of the Internet: The Internet is redefining communication, including static concepts we have grown accustomed to: concepts like advertising, television, research, shopping, mail, and games. Previously 'known' industries are being pulled apart by a shift in empowerment. Existing forms of distribution will soon give way to a new paradigm —- where you decide what you want from the wealth of entertainment available on the Net, where the down—streaming form of those digital files are fluid and constantly evolving, surging to fill your television screen or computer monitor or VR glasses, whatever the case may be (Rutledge, Manifesto). To explore the exciting possibilities of this new medium, the following chapters will discuss theories to support the rationale of web—delivery, the technologies that enable such delivery, and current trends in online delivery of visual content. Furthermore, research will be conducted to test the validity of the premise behind the Internet delivery of visual content. Ultimately, the research attempts to examine the new possibilities of the Internet as an alternative medium that could overcome the hegemony of the traditional distribution methods. CHAPTER 1 WHY BOTHER WITH THE MARGINALIZED CREATORS? Overview Before exploring the new model of alternative distribution, the following questions need to be addressed: why do the marginalized creators deserve such an opportunity? What is the significance of experiencing such marginalized productions in this new, alternative medium? Why even bother with them? In this chapter, discussion of cultural theories by Newcomb and Hirsch will provide the rationale behind the Internet delivery of Visual content for the traditionally marginalized amateur and independent productions. Specifically, the discussion will compare two competing communication theories, the transmission and the ritual View. Based on this discussion, the idea of a cultural forum will be introduced, as a space in which cultural representations are examined to construct, maintain, and transform culture. Theoretical Framework The basis for Newcomb and Hirsch’s argument is in the ritual View of communication. Specifically, they quote Carey, who compares two distinct ideas of communication: transmission and ritual. The transmission View suggests that ”...communication is a process whereby messages are transmitted and distributed in space for the control of distance and people" (Carey 15). The transmission view of communication presupposes the existence of a message distinct from reality, which in turn can be distributed. It also assumes the communication structure of sender, message, and receiver, in which the meaning of a message is consistent throughout the communication process. In mass media research, it is also referred as the Magic Bullet Theory, which states that "a media message would reach every eye and ear in the same way, like a symbolic 'bullet,‘ immediately bringing about the same changes of thought and behavior in the entire audience" (Lowery and DeFleur 13). The assumption here is that reality can be put into a message that can be duplicated to manipulate the audience. Therefore, the transmission view implies that reality exists independent from the communication process. On the other hand, the ritual view suggests that ”...communication is directed not toward the extension of messages in space but toward the maintenance of society in time; not the act of imparting information but the representation of shared belief” (Carey 18). It assumes that reality is not a given fact, but is shaped and molded through communication: ”...a ritual view conceives communication as a process through which a shared culture is created, modified, and transformed” (Carey 43). Therefore, unlike the transmission view, the ritual view assumes that reality is the product of communication, not a given fact separate from the communication process. Therefore, “reality is brought into existence...by communication" (Carey 25). Goodman’s writing is helpful in exploring the ideas of communication and reality presented in the ritual view of communication. He probes the idea of representation in Languages of Art: ”...representing is a matter of classifying objects rather than of imitating them, of characterizing rather than of copying...." (Goodman 31). In other words, representation is based on organization by the means of classifying and characterizing, rather than a mere duplicate of reality. In this line of thought, if representation is organization, it is no longer a representation as the transmission View might suggest: the message is not just duplicated and extended in space and time. Rather, representation is a construction because it has been molded and provided identity by the organizer who classified and characterized the events of the world. This is the idea that reality is perception: events of the world are classified and characterized, and therefore given a unique identity, by the perceiver. This implies that everyone experiences, or classifies and characterizes, the events of the world in his/her own unique way. Therefore, what one perceives to be reality may not necessarily be what others perceive to be reality; your truth may not necessarily be my truth and my truth may not necessarily be your truth. However, the transmission view does not acknowledge the uniqueness of perception in communication: the duplicated messages are simply distributed and received. Therefore, the meaning of the message is singular, which stays consistent before, during, and after the communication. The ritual View, on the other hand, suggests that reality (meaning) is a constructed perception of the events of the world by the perceiver who experiences them through classification and characterization. Therefore, there can be multiple meanings to a message. Based on the idea of ritual view of communication, Newcomb and Hirsch develop the notion of culture as a forum. In specific, they argue that the creators and the viewers of television are the cultural bricoleurs who seek and create ”...new meaning in the combination of cultural elements with embedded significance” (Newcomb and Hirsch 505). These bricoleurs are situated in the liminal stage (the process of communication) in which ”rules may be broken or bent, when roles may be reversed, when categories may be overturned” (Newcomb and Hirsch 505). In other words, Newcomb and Hirsch look at television as a forum (liminal stage) where creators and viewers (cultural bricoleurs) test out their ideas and examine themselves. In so doing, reality is constructed, maintained, and transformed. In summary, based on the ritual View of communication, Newcomb and Hirsch suggest that events are classified and characterized by the cultural bricoleurs (perceivers) who in turn construct reality (meaning) through communication in the liminal stage where different realities are examined. Unlike the transmission View, which would argue that a singular meaning is inherent in the message, the ritual View argues that multiple meanings arise during the communication process. P112088 The important argument in the ritual view of communication is that reality is shaped by the communication process (cultural forum). In other words, the cultural representations, which trigger the communication process, function as the crucial determinant in constructing reality. Therefore, it is essential for the cultural forum to embrace a variety of cultural representations to construct a reality that is representative and fair. Just as the idea of democracy, equal opportunity of representation is necessary to ensure fair and impartial construction of reality. However, the current media environment only allows certain type of cultural representations to be consumed. Specifically, commercially driven mainstream cultural products from giant media conglomerates dominate the culture of today. For example, cultural products of Hollywood not only rule the domestic but also the global market, ensuring the cultural domination of certain types of cultural representation around the world. In this environment, fair and impartial construction of reality is impossible. This kind of cultural dictatorship only ensures the reproduction of dominant ideology rather than fair representation. Therefore, as creators of cultural and symbolic representations of the world, traditionally marginalized producers are entitled to a cultural forum to help construct broad and legitimate representation of the culture. 10 Indeed, the traditional distribution schemes do not effectively serve this goal. Many marginalized productions do not even get a chance to be presented to any type of audience. In other words, the ideals of communication, the fair construction of reality and culture, are impractical in traditional means. Clearly, the traditional distribution process is ineffective for marginalized productions in achieving the cultural forum in meaningful ways. However, the dawn of the new digital technology seems to promise many exciting opportunities. Although the technology is not quite there yet for high quality, full screen, real time video delivery, the use of the Internet as a distribution tool for visual content is slowly taking place. As Leland reports, this trend was evident as far back as 1998: "The emergence of the video web as both a marketing and distribution channel for independent producers was apparent at NAB '98.... [What was] evident was the Web's role as an alternative to traditional broadcasting, and the Internet's continuing use as a tool to enhance the production process" (146). Already, some Internet sites are devoted to the web delivery of visual content. The success of such online screening sites as Ifilm.com and AtomFilms.com proves the trend, in which independently produced film/video contents ll are consumed in large quantities, which could not have had any exposure with traditional distribution. These movies are viewed, criticized, and commented on by visitors from everywhere. For example, as of March of 2000, a short animated film entitled More has been viewed about 50,000 times and voted as the highest rated film on the Ifilm.com site. Moreover, the reviews from the visitors enable the site to function as an interactive forum transcending temporal and spatial boundaries of traditional media. Such an environment, filled with rich interaction, which the Internet is able to provide, both in quantity and quality, is truly revolutionary. With the fast growing technology of today, the Internet as a viable distribution tool for high quality visual content is only a matter of time. In the end, the future of technology promises a day when online, high quality, full—screen, real—time delivery of visual content could be possible for a mass audience. Moreover, "Someday the internet will give independent filmmakers the power to distribute films themselves — creating a direct connection between filmmaker and viewer. A film uploaded from a filmmaker's living room in Sao Paolo or Indiana becomes instantly available to anyone with net access, anywhere on earth, 24 hours a day" (Film on the Net). 12 Without a doubt, the Internet could open more doors to the liminal stage to enable cultural forum, in which the inefficient traditional delivery methods can be overcome to enable meaningful communication. In fact, it means a possibility of exponential expansion of the cultural forum full of rich interaction between the traditionally marginalized content creators and the audience. In the end, the Internet will revolutionize the way people perceive and experience visual media. 13 CHAPTER 2 Technology Overview Just a few years ago, delivering video over the Internet was simply unthinkable. Now, it is slowly starting to take place, developing a segment of industry dedicated to the delivery of visual content. Truly, the Internet technology of today is changing rapidly; so much so that, sometimes, it is even hard to predict the immediate future. Today, the delivery of visual content over the Internet relies on certain technological foundations. Specifically, multimedia architecture, compression technology, and streaming technology are important to understand the new medium. Although these technologies may seem immature at this time, the rate and the quality of their developments have been more than impressive. To better understand the web delivery of visual content, the following discussion will focus on the three technologies. Due to the vast scope of these topics, in-depth discussion will not be feasible. Instead, this chapter will focus on the conceptual understanding of each technology. 14 multimedia Architecture Before discussing the specifics, definition of the terms is in order. Multimedia is defined as "...media presentations which combine various elements such as sound, graphics, and video" (Glossary of Terms). Multimedia architecture, then, is defined as "software including system extensions, plug—ins, servers, etc. which provides for the creation storage and playback of synchronized multiple media types" (Glossary of Terms). The following illustrates a common confusion associated with multimedia architecture: Architectures are often called "formats", which is misleading. A format is the actual file description in which files are stored, and are part of an architecture. For example, the QuickTime architecture has a QuickTime movie file format. However, an architecture is much more than just a format.... For example, QuickTime controls how dynamic media is handled by the computer, including how movies are displayed to the screen, file conversions, and much more. So, in a nutshell, a format is a subset of an architecture; they are not the same thing. While the various architectures have a lot in common, there are also quite a few differences between them. Some are dedicated to playback via the WWW, while others are stronger at CD—ROM. Many work best on a specific range of computers. There is no one "best" architecture; choosing between them depends on your application and needs. (Introduction to Multimedia Architectures and Codecs) Currently, QuickTime, RealPlayer, and Windows Media comprise the three most popular multimedia architectures lS for web—delivery. Table 1 shows the target architecture for 12 online screening sites. Currently, both QuickTime and RealPlayer seem to be the choice over Windows Media. Table 1 Target Architecture for 12 Major Online Screening Sites* Online Screening Sites Target Architecture dfilm.com QuickTime ifilm.com RealPlayer, Windows Media, QuickTime atomfilms.com RealPlayer ifmp.net QuickTime inetfilm.com QuickTime minutemovies.com RealPlayer shortfilmnetwork.com QuickTime, RealPlayer thebitscreen.com RealPlayer, Flash uxoomi.com QuickTime shortbuzz.com RealPlayer hollywooddigital.com Windows Media reelmind.com Windows Media *This information was complied by the researcher. l6 QuickTime seems to be the choice of many multimedia producers over other architectures due to its versatility. The following testimonials reveal the definite preference of QuickTime by many online screening site administrators: ...this site is 100% quicktime and has always been, because we think they have the best codec out there. -— Bart Cheever, dfilm.com (Cheever, Re: Questions for a research) We chose QuickTime, because of reliability and best quality available. —— Editor, inetfilm.com (Editor) QuickTime, because RealPlayer is profoundly limited and phoney. —— Steve Bennett, ifmp.com (Bennett) Developed in 1991 by Apple, QuickTime is the earliest commercially available multimedia architecture. Over the years, QuickTime has matured into a powerful multi-platform multimedia software that has became the industry standard for authoring and delivering timeubased data over the Internet, CD—ROM, DVD, and other media venues. The versatility of QuickTime is evident in its multiple applications other than video, such as "still images, animated images (sprites), vector graphics, multiple sound channels, MIDI music, 3D objects, virtual reality panoramas and objects, and even text" (QuickTime 4 API Documentation). The following is the official definition of QuickTime from Apple: 17 QuickTime is a package of system—level code, with C and Pascal programming interfaces, that higher— level software can use to control time—based data. In QuickTime, a structure of time—based data is called a movie. With QuickTime, applications can create, display, edit, copy, and compress movies and movie data in most of the same ways that they currently manipulate text and still-image graphics (QuickTime 4 API Documentation). Due to its wide-range of possible applications, it is "...used by software developers, hardware manufacturers, and content creators to author and publish a wide range of media" (QuickTime). Compression The development of compression technology is crucial to the Internet delivery of any multimedia because of today's low bandwidth infrastructure. This is especially true for visual content such as video, which carries a large amount of data: "Uncompressed video takes up huge amounts of space (approximately 27 MB/sec), which is more data than most systems can handle" (Introduction to Multimedia Architectures and Codecs). The following analogy provides a good illustration: Compression is like making orange juice concentrate. Fresh oranges go in one end and concentrate comes out the other. The concentrated orange juice takes up less space, is easier to distribute, and can be easily reconstituted by the consumer. Video compression takes a large 18 file and makes it smaller. The smaller files require less hard disk space, less memory to run, and less bandwidth to play over network or the internet (Sorenson Video 2 User Guide 10). The software element that enables the compression of media is typically referred as a codec, short for compressor/decompressor. The examples of video codec include Animation, Video, Component Video, Media 100, Avid QuickTime, Sorenson, and Cinepak; the examples of audio codec include Qdesign Music, IMA, and Purevoice. Essentially, a codec performs both authoring and delivery functions. On one hand, a codec functions as a compressor during the authoring process (capture, save as or export command, for example) to create a smaller file 'using a unique algorithm. A codec also decompresses the ;previously compressed file and rebuilds it during the delivery process (playback of the compressed clip on the desktop, for example). In their practical applications, codecs are further categorized into authoring codecs and delivery codecs based CH1 their unique capabilities. Relatively speaking, evithoring codecs are designed for high quality output, and ruot specifically concerned with reducing the file size. TTnarefore, they are more suitable for the production of nuthimedia. The following provides examples of such codecs: l9 Authoring codecs, such as M—JPEG and the Media 100, are used during the capture and creation of content, and not used for actually distributing material to viewers. They are essentially an "intermediate" production and storage format.... For capturing your video, you should use the codec specified in your capture system's documentation. Generally you'll use a system specific codec, such as the Avid Media Composer codec, or Media 100 codec.... During editing and effects, you should generally use your specific capture system's codec [Avid Media Composer codec or Media 100 codec]. For truly lossless productionmthe Animation codec at 100% quality is also often used (Media Cleaner 4 User Manual 164). On the other hand, delivery codecs are concerned more with the file size, data—rate, and streaming capability to cope with low bandwidth and less powerful computer processors. Typically, these codecs eliminate parts of the data (lossy compression), and therefore are not suitable for settings that require high—quality outputs. Sorenson Video codec is the most powerful delivery codec today for the web-based application, which delivers "...excellent quality at low data rates" (Media Cleaner 4 User Manual, 165). Here are some tips in using delivery codecs: For progressive download delivery over a network, you should generally use Sorenson Video. For true streaming delivery, either Sorenson Video or H.263 are often used.... For delivery on CD—ROM, you generally should use Sorenson Video unless you need viewers to be able to View the video with slower machine. For slower CPUs, Cinepak is often the best choice (Media Cleaner 4 User Manual 164). 2O More in—depth information on codecs with excellent examples can be found in CodecCetral at http://www.terran.com/ CodecCentral. Spatial vs. Temporal Compression As discussed, the basic idea behind compression is to remove redundant data to decrease the overall file size. Different codecs use different algorithms to remove such redundancies. In general, however, there are two types of compression schemes in video compression: spatial and temporal. Spatial compression attempts to remove redundancies within an image: Spatial refers to compression applied to a single frame of data. This frame is compressed independently of any surrounding frames. Compression can be lossless or lossy. A spatially compressed frame is often referred to as an "intraframe" (Sorenson Video 2 User Guide 11). An example of spatial, or intraframe, compression may be a footage that includes a large area of solid color, such as a blue sky; in this case, the coordinates of the blue area and the color blue is saved, rather than the pixels of the entire area. In other words, one pixel of blue can represent a large area that has blue in the image. 21 On the other hand, temporal compression, often called interframe, is concerned with the relationship between successive frames in the video: Temporal compression identifies the differences between frames and stores only those differences. Unchanged areas are simply repeated from the previous frame(s) (Sorenson Video 2 User Guide 11). An example would include a footage that contains a static interview in which the person's mouth is the only moving part of the image; in this case, frame 1 can store the image in its entirety as a keyframe, and frame 2, 3, 4, and 5 can store only the information regarding the changing mouth. Then, when the footage is decompressed, or reconstructed for delivery, the information stored in the frame 1 would fill the missing part of the image in frame 2, 3, 4, and 5, making them a complete image. Both spatial and temporal compression seek to reduce the redundant information, whether they be within the frame (intraframe) or between the frames (interframe). Streaming Prior to streaming technology, the whole content had to be downloaded over the Internet in order to be viewed. This can be an excruciating experience, especially if one is dealing with a large file size content over a slower 22 connection speed. Moreover, the lack of immediate access can discourage the visitors from further exploration. However, development of the streaming technology changed all this, providing a possibility of an immediate access to the contents regardless of the file size. In fact, it is what made the Internet an appealing delivery medium for visual contents. John Molinari, CEO of Media 100 Inc., notes: "Streaming media is really transforming the Web into a broadcasting medium. This means every personal computer user can distribute television programs themselves using the internet." Indeed, the immediate access to any visual material over the Internet promises many extraordinary possibilities for visual content creators. Currently, there are two types of delivery methods over the Internet: progressive download and true streaming. They are often referred to simply as streaming due to their similarities, but each has its own advantages and Movies and Film > Titles > Independent. In this case, one can assume that those who searched Glove via Yahoo were interested in films in general, and especially independent films. However, this does not provide who they are beyond their interest in independent films. The list—serv and :newsgroups carries the same dilemma. Who are the people searching the Internet for visual contents such as Glove? ‘What are they like? The research combined both qualitative and ( 8 co \/ 9 2x .6 y. no no 0 J» Y no no 0 J. >1 J. >« J. as J. «v J. .6 so / / / / ,« J. )« J. 21 .6 Umnm WHDCHm w UmHHK meOHn Om arm wmncmmnm mOCHom" 2mg mmH over 50 (. (%) Figure 4. Age In highschool now Completed highschool In college now 2 year college degre 4 year college degre Masters degree(* Doctoral degreei‘ Otheri. <%n Figure 5. Education 88 F) F) Arts and Entertainme ( Internet/Multimedia. Construction/Buildin .“"""W Consultant/Contracto . Education., Financial services . Healthcare/Medicine. Fitness/Nutrition! Hospitality.‘ Law. Professional Svcs Public Service/Govt Sales Social Services Travel/Leisure Other. (%0 Figure 6. Occupation/Type of Industry 89 50 w: \n‘ Less than 1 hour 2 hours ’33 I 3 hou r S ”“:*"-‘/~w>o-w 4 hours 5 hours 6 hours 7 hours more than 8 hours o 10 20 30 4o (%) Figure 7. Average time spent on—line per DAY none: 18 I WW. . Less than 1 hour ”meV/IWW >»:ot¢xv-:vw:-\n bif/A'é‘dn' ‘1 MW!’AVI\VAVWI‘-WM~I 12 ”Dome-sow. . 2 hours 1 3 hours I: l 4 hours a ' we. 5 hours . 6 hours more than 8 hours u o 10 2o 30 4o 50 60 7o (%) Figure 8. Average time spent viewing on—line video per WEEK 90 Internet—searc engi 1" i 3. ',. 1". “' 25 Internet—links y'4 Internet—list—serv ‘ Internet—newsgroup - : ‘ V F.178 Film Festival . 4 Otheru” , b f'.=.'-22~ 0 16 2'0 30 (%) Figure 9. Where did you learn about GLOVE? 91 BIBLIOGRAPHY 92 BIBLIOGRAPHY Bakker, Jurjen. The Glove Feedback. [Online] Available email: kimsimon@msu.edu from jurjenb@worldonline.nl, March 25, 2000. Bapscene. Re: Visit the online screening of GLOVE, a digital short film. [Online] Avaliable email: kimsimon@msu.edu from Bapscene@aol.com, March 13, 2000. Bennett, Steve. Re: Questions for a research. [Online] Available email: kimsimon@msu.edu from ifmp1@worldnet.att.net, March 19, 2000. Carey, James W. 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