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Digital Culture

Digital Culture

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Digital Culture

Digital Culture

Uploaded by

technican
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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International Journals of Advanced Research in Research Article June

Computer Science and Software Engineering 2017


ISSN: 2277-128X (Volume-7, Issue-6)

Digital Culture
Matthew N. O. Sadiku, Mahamadou Tembely, and Sarhan M. Musa
Roy G. Perry College of Engineering, Prairie View A&M University,
Prairie View, TX 77446, United States

Omonowo D. Momoh
College of Engineering, Technology, and Computer Science, Indiana University-Purdue University,
Fort Wayne, IN 46805, United States
DOI: 10.23956/ijarcsse/V7I6/01613

Abstract— Digital cultures refer to practices and cultures emerging from digital technologies. Technologies are not
just means of human connection, but an integral part of human exchange and communication process. Digital
culture is an emerging value system as expressed in the information media. This paper provides a brief introduction to
digital cultures.

Keywords—Digital cultures, Cybercultures, Internet cultures

I. INTRODUCTION
Without doubt, the new digital media are changing many aspects of the political, social, cultural, and economic lives
of people around the globe. Digital technologies (from email, file sharing, mobile phones, online gaming, ecommerce,
GPS systems) are becoming commonplace and part of our social and personal lives [1]. The Internet connects millions of
people all around the world that reflects a diverse range of cultures and ideas. It allows people to meet each other beyond
the confines of space and culture.
Today, a revolution is taking place—the shift of culture to computer-mediated forms of production, distribution, and
communication. This culture is invariably known as digital culture, cyberculture, Internet culture, information culture, etc.
Culture is the shared norms, practices, values, and expectations of a set of human beings. Digital culture is an expression
of norms, values and expected ways of going things due to ever-increasing computerization and digitalization of society
[2].
Digital culture is the several ways people engage in digital media and technologies in their daily lives. Young people
especially in the Western and urban area have experienced the intersection of new media technologies and globalization
[3]. Digital culture has changed drastically over the past recent years. The amount of information required to be “literate”
within a media-rich culture is changing.

II. PROPERTIES OF DIGITAL CULTURE


There are different characteristics of digital culture [4]:
Digital literacy: This involves using the new information and communication media to evaluate and sort out
information.
Permanence: Whatever we do in the digital world leaves a trace.
Copiability: Digital information and products are easily copied and reproduced.
Instantaneousness: In the digital environment, we send and receive information instantly.
Interconnectivity: This creates the opportunity for constant access.
Identity: Identity is a field of tensions, dilemmas, and creativity. Displays of digitally remixed culture are used to enact
identity.
Multitasking: This means that several tasks are managed at the same time. Media consumption and entertainment are
typical examples.
Situations that arise in digital culture result in the mutual interaction of these elements. The dual circle of digital
culture is shown in Figure 1.

III. DIGITAL CULTURE PRODUCTS


Digital culture participants are using and creating digital media products (or digital culture goods) such as digital
images, songs, videos, movies, and computer games. Digital culture goods can be easily reproduced and easily
distributed allowing consumers to co-create products. Digital remix of culture goods involves sampling, manipulation,
and release [5]. The spread of smartphones brought about the chat culture which is a good example of dual games in
digital culture. Computer games are one of the areas for exploring and being immersed in digital culture. Another
successful application for every day use is weblogs. Weblogs are considered to be similar to the way we behave.

IV. EDUCATION IN DIGITAL CULTURE


An academic degree in digital culture will give students a multitude of digital tools and help them understand the
impact of technologies on life and culture. It will involve the integration of knowledge across humanities, science, social

© www.ijarcsse.com, All Rights Reserved Page | 33


Sadiku et al., International Journals of Advanced Research in Computer Science and Software Engineering
ISSN: 2277-128X (Volume-7, Issue-6)
sciences, design, arts and engineering. For example, Arizona State University offers a bachelor degree in digital culture
through its Arts Media and Engineering School [6]. Digital culture provides a new interpretation of the concept of
education. University of Edinburgh offered a massive online five-week course on E-learning and digital cultures. It was
developed on the impact of the “digital” on education and popular culture [7].

V. CONCLUSION
The global shift from the 19th century print culture to the 21st century digital culture is well known. The digital culture
is the mixing of culture and computer. It has just started to have a far-reaching impact on our lives. It is posed to bring
radical cultural and economic changes in the next future. The dream of everyone having the right to speak can be realized
in a digital culture.

REFERENCES
[1] A. Broeckman and A. Jaimes,“Digital culture, art, and technology,” IEEE Multimedia, 2015, pp. 9-11.
[2] M. Deuze, “Participation, remediation, bricolage: considering principal components of a digital culture,” The
Information Society, vol. 22, no. 2, 2006, pp. 63-75.
[3] M. Pathak-Shelat and C. DeShano, “Digital youth cultures in small town and rural Gujarat, India,” New Media
& Society, vol. 16, no. 6, 2014, pp. 983-1001.
[4] A. Rab, “Slow-tuning digital culture,” Acta Univ. Sapientiae, Social Analysis, vol. 5, no. 1, 2015, pp. 15-27.
[5] K. R. Lang, R. D. Shang, and R. Vragov, “Designing markets for co-production of digital culture goods,”
Decision Support Systems, vol. 48, 2009, pp. 33-45.
[6] A. Spanias et al., “A new signal processing course for digital culture,” IEEE Frontiers in Education Conference,
2015, pp. 1-4.
[7] J. Knox, “Digital culture clash: “massive” education in the E-learning and digital cultures MOOC,” Distance
Education, vol. 35, no. 2, 2014, pp. 164-177.

AUTHORS

Matthew N.O. Sadiku is a professor in the Department of Electrical and Computer Engineering at Prairie View A&M
University, Prairie View, Texas. He is the author of several books and papers. His areas of research interest include
computational electromagnetics and computer networks. He is a fellow of IEEE.

Mahamadou Tembely is a Ph.D student at Prairie View A&M University, Texas. He received the 2014 Outstanding MS
Graduated Student award for the department of electrical and computer engineering. He is the author of several papers.

Sarhan M. Musa is a professor in the Department of Engineering Technology at Prairie View A&M University, Texas.
He has been the director of Prairie View Networking Academy, Texas, since 2004. He is an LTD Spring and Boeing
Welliver Fellow.

Omonowo D. Momoh is an associate professor at the College of Engineering, Technology, and Computer Science,
Indiana University-Purdue University, Fort Wayne, Indiana. His research interests include power systems analysis and
control, electrical machines and drives, renewable energy technology, and numerical techniques in electromagnetics.

© www.ijarcsse.com, All Rights Reserved Page | 34

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