Author Archives: mstanton

The Chronology of New Media: The 1980s

1980

  • Tim Berners-Lee writes a notebook program, “Enquire-Within-Upon-Everything,” which allows links to be made between arbitrary nodes. Each node has a title, a type, and a list of bidirectional typed links.
  • Sony Walkman introduced, changing music into a more exclusive/singular experience.
  • IBM licenses DOS from Microsoft.
  • Namco’s Pac-Man hits coin-operated arcades worldwide.
  • Ted Turner’s Cable News Network (CNN) begins broadcasting.

1981

  • IBM introduces the IBM Personal Computer on August 12; the single disk drive, 16k RAM PC sells for about $1,600. This PC debut’s MS-DOS 1.0, a new operating system from Microsoft.
  • Motorola and American Radio telephone test a cellular phone system in the Washington/Baltimore area.
  • Adam Osbourne completes the first portable computer, the Osbourne 1, weighing 24 pounds at a cost of $1,795. However, although the unit sells well at first, Osbourne openly promotes the power of his company’s next generation computer. Consumers become anxious for the Osbourne 2 and opt to wait for it, causing sales of the Osbourne 1 to dry up and put Osbourne out of business. This sort of suicidal marketing becomes known in the technology business as the Osbourne Effect.
  • MTV debuts.

1982

  • Gannett Corp. begins publishing USA Today, the first newspaper marketed specifically to a nationwide audience.
  • Lotus announces 1-2-3 for the IBM PC.
  • Disney releases the movie Tron, featuring groundbreaking computer-generated images throughout most of the movie.
  • Atari develops the data glove.
  • In the United States, the FCC finally authorizes commercial cellular service.
  • TCP/IP (Transmission Control Protocol/Internet Protocol) is established at the protocol suite for ARPANET.
  • Sun Microsystems is incorporated with just four employees.

1983

  • IBM introduces the XT, an “extended” PC with a built-in 10 MB hard drive and 128K RAM.
  • Apple debuts a new computer called Lisa, a forerunner to the Macintosh.
  • The movie WarGames popularizes the “hacker hero” character.
  • Compact Discs debut as a popular format for music albums, computer data storage, and multimedia.

1984

  • Apple Computers buys airtime during Super Bowl XVII to preview its next new personal computer, the Macintosh. The 30-second commercial, directed by Ridley Scott, is broadcast only once but becomes a milestone in television advertising history.
  • The first Macintosh released later in January features a 3.5-inch floppy drive, 128k of RAM, a built-in 9-inch black and white screen and speakers – no internal hard drive. A 512K Mac is released in September.
  • In December, Apple gives free Macintosh computers to Michael Jackson, Mick Jagger, Andy Warhol and other strategic celebrities.
  • Paul Mockapetris of USC releases proposals for the Domain Name System to route traffic over networks.
  • William Gibson’s book Neuromancer wins several science fiction awards and puts the term “cyberspace” into popular use.

1985

  • On May 24, Quantum Computer Services is incorporated in Delaware. The company will later change its name to America Online.
  • On Nov. 20, Microsoft ships Windows 1.0, a DOS shell which looks very similar to the new Macintosh “desktop” GUI (graphic user interface).
  • Apple introduces a laser printer with built-in PostScript controller.
  • In September, Steve Jobs resigns from Apple to form NeXT.
  • The Commodore Amiga debuts as the first true multimedia computer.
  • Fed up with current versions of Unix, Richard Stallman publishes the “GNU Manifesto” calling for “anticopyrighted” (later called open source) programs.
  • Ninendo Entertainment System (NES) comes to the United States.
  • Max Headroom: 20 Minutes Into The Future movie airs on British television. (An American TV series on ABC debuts the following year.)
  • Attributed to Nathan J. Mehl: Around this time a new user disrupts a text-based online adventure game by continually submitting the word “SPAM” to other players. The story of “that asshole who spammed us” gets passed around the Internet and eventually becomes associated with the type of “junk” e-mail which clutters up users’ accounts. The original joke stems from a Monty Python comedy sketch in which Vikings loudly sing the word “Spam” over and over to drown out all conversation in a restaurant specializing in the canned meat product. (Note: Other sources date the “spamming” of this online game as sometime in 1991.)

1986

  • Intel ships the 80386 CPU.
  • The Academic American Encyclopedia becomes the first CD-ROM encyclopedia.
  • Larry Wall creates the Perl scripting language to create reports for his boss. Perl later becomes the dominant Web scripting language used throughout the 1990s on many Web servers.

1987

  • Apple announces the Mac II with 1 MB of RAM.
  • U.S. Robotics unveils a 9600 bps modem which sells for $495.
  • Apple Human Interface Guidelines: The Apple Desktop Interface is published.
  • 3M introduces a 2MB 3.5-inch floppy disk.
  • Andrew S. Tanenbaum creates Minix, an open-source clone of Unix.
  • CompuServe introduces the GIF image file format.
  • Apple debuts Hypercard, Bill Atkinson’s hypertext-linking multimedia program.
  • Adobe Illustrator released.

1988

  • Apple sues Microsoft for copyright infringement of its OS GUI. Courts later side with Microsoft.
  • Starting on Nov. 3, Robert Tappan Morris’s self-replicating Internet Worm infects servers all over the world.
  • Macromind (later renamed Macromedia) releases Director.

1989

  • Tim Berners-Lee writes “Information Management: A Proposal” and circulates it for comment at CERN.
  • MCI mail and Compuserv create the first relays between the Internet and a commercial e-mail carrier.
  • In September, Quantum Computer Services launches a new service called “America Online” available for Macintosh and Apple II users.

The Chronology of New Media: The 1970s

1971

  • Ted Hoff invents the microprocessor.
  • First edition of the UNIX operating system released from Bell Labs. (Various varieties of UNIX follow.)
  • Computer engineer Ray Tomlinson sends the first e-mail message and designates “@” as the locator symbol for electronic addresses.

1972

  • Nolan Bushnell founds Atari and introduces Pong, the first modern commercial video game. (In 1976, Bushnell sells Atari for $28 million. A year later he opens the first Chuck E. Cheese’s restaurant, which he also later sells.)

1974

  • MITS releases the first successful personal computer, the Altair. Elsewhere, the 64K RAM mouse-equipped Alto is developed at the Xerox Palo Alto Research Center (PARC). The Alto would later inspire Steve Jobs at Apple Computers to create the Macintosh.
  • Motion Pictures Product Group forms.

1975

  • Bill Gates and Paul Allen adapt BASIC to run on the Altair 8800 and sell the interpreter to MITS. By November, Gates and Allen found a new company called Micro-soft.
  • The term “data highway” is used in some articles to describe global networking.
  • Sony Betamax video cassette recorder released.

1976

  • Steve Wozniak and Steve Jobs found Apple Computers and introduce the Apple II, the first PC to use color graphics.

1977

  • AT&T and Bell Labs construct a prototype cellular phone system; public trials happen a year later.
  • JVC VHS videocassettes introduced.
  • Atari Video Computer System (VCS/2600) released.
  • The first Star Wars movie debuts.

1978

  • Taito’s Space Invaders coin-operated videogame sweeps Japan; Bally Midway releases the game in the United States.
  • Video laser disc introduced.

1979

  • On April 12, Kevin MacKenzie suggests to the MsgGroup they start using text to suggest emotions, like 😉 for meaning something is meant tongue-in-cheek. Despite an initial poor reaction, emoticons become widely used.
  • USENET and newsgroup protocols are created by Tom Truscott, Jim Ellis and Steve Bellovin.
  • Tokyo becomes the market for the first commercial cellular telephone system.

The Chronology of New Media: The 1960s

1960s

  • Doug Engelbart prototypes an “oNLine System” (NLS) which does browsing among linked documents, editing and email. He invents the mouse for helping perform these tasks.
  • Influenced by Engelbart and Bush, Ted Nelson begins work about a form of non-sequential writing he calls hypertext. Nelson also imagines Xanadu, a global chain of public access “Silver Stands” which enable people to pull information from hypertext documents all over the world.

1962

  • Launch of Telstar, the first orbital communications satellite.
  • MIT programmers use a DEC PDP-1 (the world’s first minicomputer) to create Spacewar, the first video game. Soon similar versions of the game are created on campuses around the nation.

1964

  • Gordon Moore, co-founder of Intel, predicts the number of transistors that can be built on a piece of silicon will double every 18 months. This axiom becomes known as Moore’s Law.

1965

  • IBM introduces the word processor.

1966

  • On Sept. 8, Star Trek debuts on NBC.
  • Ralph Baer’s Odyssey, produced by Magnavox, becomes the first commercial computer game.

1969

  • Xerox PARC founded.
  • First use of computer-generated graphics in a commercial, an ad for IBM.
  • Alan Kay at Xerox develops the graphical user interface (GUI).
  • Spin-off technologies from NASA’s moon mission include laptop computers, small solid-state lasers, cordless power tools, solar power cells, liquid crystals, and Tang.
  • And now, for something completely different: Monty Python’s Flying Circus debuts on BBC-1.

The Chronology of New Media: Early 20th Century

1900s

  • Nickelodeons become popular in the United States.

1901

  • Guglielmo Marconi perfects a wireless radio system that transmits Morse code over the Atlantic Ocean.

1903

  • German scientist Arthur Korn invents the fax machine.
  • The Great Train Robbery becomes the first feature film.

1912

  • David Sarnoff, a Marconi wireless operator in New York, receives the SOS from the sinking H.M.S. Titanic. (Sarnoff later goes on to create RCA and its spinoff, NBC.)

1914

  • Teletype is introduced; journalism no longer requires knowledge of Morse Code.

1915

  • Transcontinental telephone service is established between New York and San Francisco.

1920

  • KDKA-AM radio signs on the air in Pittsburgh to becomes the world’s first commercial radio station.

1922

  • Time becomes the first weekly news magazine.

1926

  • J.L. Baird demonstrates the first practical television system based on designs created in 1884 by German scientist Paul Nipkow. Baird debuts the first color TV two years later.
  • NBC becomes the first radio network.

1927

  • Philo Farnsworth transmits the first electronic TV picture. Bell Telephone Laboratories tests wireless TV broadcasts.

1928

  • WGY in Schenectady, New York, becomes the first experimental television station.

1935

  • Germany begins airing regular public TV broadcasts.

1936

  • German aircraft engineer Konrad Zuse creates the first binary computer, the Z1 mechanical calculator.
  • Life becomes the first American magazine using photographs.

1937-1942

  • At Iowa State University, professor John Atanasoff and graduate student Clifford Berry develop the Atanasoff-Berry Computer, or ABC, the first electronic digital computer.

1937

  • While the Hindenburg explodes in flames above Lakehurst, New Jersey, Herbert Morrison delivers the first U.S. coast-to-coast radio broadcast (“Oh, the humanity”).

1938

  • Edward R. Murrow, later dubbed “the father of broadcast journalism,” begins making war reports from Europe for CBS.

1939

  • Konrad Zuse completes the Z2, the first fully-functioning electro-mechanical computer.

1941

  • NBC and CBS launch commercial television stations in New York City.

1945

  • Vannevar Bush writes “As We May Think,” an article in August’s The Atlantic Monthly, describing a photo-electrical-mechanical device called Memex (from memory extension). Bush’s device in theory could make and follow links between documents called microfiche.
  • On Dec. 5, Konrad Zuse completes the Z3, the first electronic, fully programmable computer. A year later Zuse writes Plankalkul, the first algorithmic programming language, which Zuse later uses to create a chess-playing program.

1946

  • John Mauchly and John Presper Eckert develop ENIAC I (Electrical Numerical Integrator And Calculator), a massive computer using vacuum tubes to perform calculations for the U.S. military.

1947

  • AT&T proposes idea of cellular phones to the Federal Communications Commission. The FCC responds by limiting frequencies for only 23 possible phone conversations, so AT&T drops research for decades.

1948

  • The transistor is invented at Bell Telephone Laboratories.

1950s

  • Computer technology is used in flight simulators, arguable the first application of computer interactivity.

1951

  • The first U.S. coast-to-coast television broadcast takes place as President Harry S Truman addresses the opening of the Japanese Peace Treaty Conference in San Francisco.

1953

  • In order to raise funds, Stanford University in California starts leasing nearby land to high-tech companies. Varian Associates puts up the first building in Palo Alto’s new Stanford Industrial Park, part of the area soon to become known as “Silicon Valley.”

1958

  • Willy Higinbotham builds a computer-generated tennis-like game which almost becomes the first video game, but the idea fails to gain popular support.

1959

  • Debut of the integrated circuit.

The Chronology of New Media: Before The 20th Century

c. 3000 B.C.

  • Chinese entertainers use firelight to project silhouettes of puppets onto a screen. Fundamentally, movies and video representations throughout all future technologies rely on this same principle: casting light onto a flat surface to communicate visually.

165

  • Egyptian astronomer Ptolemy proves the phenomena of rapidly moving still pictures appearing as one moving image. This idea had originally been conceived by the Roman poet Lucretius in 65 B.C.

793

  • Caliph Haroun-el-Raschid employs Chinese workmen to found a paper factory in Baghdad.

c. 1450

  • Johann Gutenberg invents movable type, allowing mass production of documents.

1771

  • England’s Parliament formally concedes the right of journalists to cover its proceedings.

1776

  • Americans spread the cause of the revolution by distributing printed copies of the Declaration of Independence and Thomas Paine’s Common Sense.

1791

  • The First Amendment of the United State Constitution guarantees freedom of speech and freedom of the press.

1834

  • Charles Babbage designs the first automatic digital computer, the Analytical Engine. (A working model is not built until 1991.)

1837

  • Samuel Morse debuts the telegraph, connecting Philadelphia and Washington D.C. and revolutionizing long-distance communication.

1848

  • Six U.S. newspapers pool their resources to establish The Associated Press. The partnership is designed to defray the costs of sending news via telegraph.

1858

  • North America and Europe are temporarily linked by transatlantic telegraph cable, but the connection is not permanent until 1866.

1875

  • Despite objections from Western Union, The Associated Press leases its own telegraph line from New York to Washington, D.C.

1876

  • Alexander Graham Bell invents the telephone.

1877

  • Thomas Ava Edison invents the Phonograph. Two years later he invents the light bulb.

1880

  • While tabulating the 1880 U.S. census, statistician Herman Hollerith invents an electro-mechanical machine that reads holes in perforated cards.

1889

  • Fusajiro Yamauchi begins manufacturing “Hanafuda” playing cards in Kyoto, Japan. Over the next four generations, the Yamauchi family business will evolve from playing cards into electronic games, becoming the modern Nintendo Company Ltd.

1896

  • Herman Hollerith founds the Tabulating Machine Company, which later becomes International Business Machines Corporation (IBM).

Selected Topics Syllabus 454-34070 / New Media Design

This syllabus was written in the fall of 2000 for a journalism course taught by former UW-Oshkosh Department of Journalism adjunct faculty member Matthew Stanton. Note that many of the recommend links below now go to dead sites, but are included here for reference back on the coursework of the time.

SUMMARY:

Spring 2001 instruction for this course will be done by Matthew Stanton from 5:20 p.m. to 9:30 p.m. on Wednesdays in Clow 128. Additional class information will be posted online.

Students will be be exposed to the basics of current design techniques for online media. Particular focus will be given to Web sites aimed at editorial journalism, advertising and public relations. In-class workshops and out-of-class projects will be used to give students experience in the design and marketing of their own Web content.

Benchmark skills will include: familiarity with Web browsers, following good information architecture, creating compelling and functional graphic Web layouts, knowledge of HTML, experience with Photoshop, and understanding of the strengths and weaknesses of various online media formats.

REQUIRED TEXTS:

Web Design in a Nutshell by Jennifer Niederst
(1998, O’Reilly & Associates; ISBN 1565925157; Amazon | B&N.com).

Designing Web Usability: The Practice of Simplicity by Jakob Nielsen
(1999, New Riders; ISBN: 156205810X; Amazon | B&N.com).

Visual QuickStart Guide Photoshop 5.5 for Windows and Macintosh by Elaine Weinmann and Peter Lourekas
(1999, Peachpit Press; ISBN 0201699575; Amazon | B&N.com).

In addition to textbooks, students must also purchase Zip disks to save their work. Saving work on multiple Zip disks is highly recommended.

COMPUTER COMPETENCY:

Students are expected to understand the following concepts before the course:

  • launching applications, opening and saving files on a Macintosh (or Windows PC)
  • finding files on disks, creating folders and subfolders (aka directories, subdirectories)
  • click vs. double-click vs. click-and-drag
  • using pull-down menus in programs, knowing basic keyboard shortcuts (save, open, new)
  • using the desktop clipboard (cut-and-paste, copy-and-paste) and related keyboard shortcuts
  • using click-and-drag to make a selection of text or pixels of an image

GRADING:

Points toward a final grade will be awarded based on the following:

  • weekly quizzes (1 point each; 10% of grade)
  • midterm exam (30 points; 30% of grade)
  • in-class project due at end of course (30 points; 30% of grade)
  • final exam (30 points; 30% of grade)

A final letter grade will be given based on the student’s total points:

  • A: 90 to 100
  • A, B: 87 to 89
  • B 83 to 86
  • B, C: 78 to 82
  • C: 73 to 77
  • C, D: 68 to 72
  • D: 60 to 67
  • F: below 60

Students will be permitted to confer with each other on all in-class exercises except for quizzes, midterms and final exams. University guidelines regarding academic dishonesty, including policies for punishments, will be adhered to in this course.

ABSENCES:

Students are encouraged to attend all classes. Much of the learning will take place through classroom practice of production techniques. However, because it is understood that sometimes factors such as illness will prevent attendance, students will be permitted to miss two graded exercises without penalty. (This does not, however, apply to the two tests and the final project, which must be made up in event of illness or other problems.) If exceptional circumstances force them to miss more than two classes, students will be expected to discuss their absence with the instructor within a week of the absence, and makeup work will be assigned if appropriate. Failure to do so will result in failing grades for those assignments. Because it is assumed students will attend class if they are able to do so, no bonuses will be given for perfect attendance. Guest speakers or special presentations may be added without prior notice.

SCHEDULE:

Note: Times listed below may be subject to change throughout the course.

WEEK 1 – INTRODUCTION/OVERVIEW
  • Course introduction, handout of syllabus; help e-mail; course URLs
  • Discussion: Class expectations, students’ favorite Web sites
  • Lecture: Overview of new media (CD-ROM, e-mail, Web, wireless, Palm); history of Internet formats, files and media; new media skills, jobs and salaries
  • In-class Exercise: Features of Netscape and Internet Explorer; W3C, browser incompatibilities, screen real estate
  • Lecture: How interactive media differs from print and broadcast; user experience design vs. content design; death-to-download ratios, design vs. user patience
  • In-class Exercise: Quick walk-through of Photoshop, Dreamweaver
  • Related Web sites:
WEEK 2 – INTRODUCTION TO HTML
  • Quiz: Strengths and weakness of new media vs. old media
  • Preclass Homework: Read Niederst, pp. 1-260; bring copy of resume
  • Lecture: HTML vs. dHTML vs. XHTML vs. XML vs. WAP vs. ????; just text, no need to compile; parts of an HTML document – <HEAD> vs. <BODY>; metatags; text structure and presentation tags, Cascading Style Sheets
  • In-class exercise: Reformatting sample text file into a Web page using Dreamweaver
  • Lecture: Hypertext links, in-line images, imagemaps, simple tables, frames; the future of XML
  • In-class exercise: Creating Web page resume in Dreamweaver, submitting resumes to Monster.com
  • Related Web sites:
WEEK 3 – INTRODUCTION TO PHOTOSHOP
  • Quiz: HTML tag usage
  • Preclass homework: Read Niederst, pp. 265-303, Weinmann and Lourekas, pp. 1-262, 307-370
  • Lecture: GIF vs. JPEG vs. PNG vs. SWF; pixels vs. picas, 72 dpi; Web-safe colors, dithering, anti-aliasing
  • In-class exercise: Walk-through of Photoshop tools and features, editing an image (student’s photo), color correcting, saving
  • Lecture: Walk-through of ImageReady tools and features, animation formats and techniques, optimizing images
  • In-class exercise: Create animated banner ad; create and slice animated cityscape; place sliced images with text on Web page
  • Related Web sites:
WEEK 4 – ELECTRONIC MEDIA DESIGN AND PRODUCTION
  • Quiz: Image formats and colors for the Web
  • Preclass Homework: Read Nielsen: pp. 2-160
  • Lecture: User habits online, adcult and competition for attention, building and protecting brand (Nike vs. Union Carbine), online marketing (B2B vs. B2C)
  • In-class exercise: Three-stage production of breaking news for a Web site
  • Lecture: Viral marketing, cookies, ad banner networks, other ad models; banner ads, clickthroughs, campaigns; E-commerce, online auctions vs. brick-and-mortar stores; public relations and the Internet
  • In-class exercise: Outline e-mail/Web promotion strategy for new product or idea; create banner ads; create art images for future promotions or news feature
  • Special in-class exercise: Wisconsin Free Community Papers Web Site Design evaluations. For more information, see Dr. James C. Tsao (tel. 920.424.0352; email Tsao@uwosh.edu).
  • Related Web sites:
WEEK 5 – INFORMATION ARCHITECTURE
  • Quiz: Strengths and weaknesses of e-mail/Web as mass media
  • Preclass Homework: Read Nielsen: pp. 161-390
  • Lecture: Build on what users know, expect; labeling systems and metaphor; navigation elements; case study – a public library; searching systems and research tools
  • In-class exercise: Pick a target niche/demographic, describe how/why audience will be targeted, storyboard a (news/ad/pr) Web site, create labels for sections
  • Lecture: Learning discipline and editing, using focus groups, heuristics and interface standards (Windows vs. Palm vs. ????)
  • In-class exercise: Create a Web-based project tracking outline
  • Related Web sites:
WEEK 6 – ADVANCED PHOTOSHOP AND ANIMATION
  • Quiz: Information architecture fundamentals
  • Preclass Homework: Review Weinmann and Lourekas, pp. 1-262, 307-370.
  • Lecture: Automated actions in Photoshop 5.5 / ImageReady 2.0, using filters and layer effects, monotones for the Web, importing EPS and Illustrator files
  • In-class exercises: Create thumbnail page of photo gallery, create illustration from pieces of stock art
  • Lecture / In-class exercise: Pre-midterm Q & A and review, preview of course final projects
  • Related Web sites:
WEEK 7 – MIDTERMS
  • Quiz: Photoshop and ImageReady, animation
  • In-class multiple choice test (closed book); in-class competitive design exercise (open book)
  • In-class exercise: The Web for fun, Shockrave and MP3, video games as models of user interface, networked / online games
  • Movie: Max Headroom: 20 Minutes Into The Future
WEEK 8 – DYNAMIC HTML AND STYLESHEETS
  • Quiz: General topics
  • Lecture: Complex layout using tables; Flash, sounds, video, JavaScript, forms, CGI, server-side includes; dynamic HTML, Cascading Style Sheets; the Document Object Model (DOM); Active Server Pages, SQL, PHP, Perl, ColdFusion, Java; WAP and Palm markup; when too many bells and whistles kill a site
  • In-class exercise: Create a response form for use on a Web site; create a frameset; create a JavaScript pull-down menu
  • Lecture: Colored tables as graphics, Cascading Style Sheet/dHTML positioning (layers); Java applets; real-life JavaScripts (pop-up windows)
  • In-class exercise: Create an image for use in a rollover (something which lights up); use JavaScript to create a rollover effect for navigation
  • Related Web sites:
WEEK 9 – PROJECT MANAGEMENT
  • Quiz: Review of cutting-edge technologies
  • Preclass Homework: Create a SWOT analysis for final project; turn in list of existing Web sites which could serve as models, rivals
  • Lecture: Creating a project profile, scheduling production, setting milestones
  • In-class exercise: Create project profile for final project, create content checklist, discuss SWOT analysis findings with other groups
  • Lecture: Working with hosting vendors; working with application service providers; working with contract services and freelancers; working with clients from heaven; working with clients from hell
  • Related Web sites:
WEEKS 10, 11, 12, 13 – FINAL PROJECTS
WEEK 14 – FINAL EXAM AND PROJECT DEADLINE
  • In-class multiple choice test (closed book), in-class competitive design exercise (open book)
  • In-class presentations of final projects (live demos)

Rise, Fall, Change and Rise Again of a Meme

From the Wikipedia entry:

Memes, analogously to genes, vary in their aptitude to replicate; successful memes remain and spread, whereas unfit ones stall and are forgotten. Thus memes that prove more effective at replicating and surviving are selected in the meme pool.

Memes first need retention. The longer a meme stays in its hosts, the higher its chances of propagation are. When a host uses a meme, the meme’s life is extended. The reuse of the neural space hosting a certain meme’s copy to host different memes is the greatest threat to that meme’s copy.

A meme which increases the longevity of its hosts will generally survive longer. On the contrary, a meme which shortens the longevity of its hosts will tend to disappear faster. However, as hosts are mortal, retention is not sufficient to perpetuate a meme in the long term; memes also need transmission.

Life-forms can transmit information both vertically (from parent to child, via replication of genes) and horizontally (through viruses and other means). Memes can replicate vertically or horizontally within a single biological generation. They may also lie dormant for long periods of time.

Memes reproduce by copying from a nervous system to another one, either by communication or imitation. Imitation often involves the copying of an observed behavior of another individual. Communication may be direct or indirect, where memes transmit from one individual to another through a copy recorded in an inanimate source, such as a book or a musical score. Adam McNamara has suggested that memes can be thereby classified as either internal or external memes (i-memes or e-memes).

Some commentators have likened the transmission of memes to the spread of contagions. Social contagions such as fads, hysteria, copycat crime, and copycat suicide exemplify memes seen as the contagious imitation of ideas. Observers distinguish the contagious imitation of memes from instinctively contagious phenomena such as yawning and laughing, which they consider innate (rather than socially learned) behaviors.

Thought Contagion

As noted in Aaron Lynch’s 1996 book Thought Contagion: How Belief Spreads Through Society (New York: BasicBooks, p. 208, ISBN 0-465-08467-2), the author identifies seven general patterns of meme transmission:

1. Quantity of parenthood: an idea that influences the number of children one has. Children respond particularly receptively to the ideas of their parents, and thus ideas that directly or indirectly encourage a higher birthrate will replicate themselves at a higher rate than those that discourage higher birthrates.

2. Efficiency of parenthood: an idea that increases the proportion of children who will adopt ideas of their parents. Cultural separatism exemplifies one practice in which one can expect a higher rate of meme-replication—because the meme for separation creates a barrier from exposure to competing ideas.

3. Proselytic: ideas generally passed to others beyond one’s own children. Ideas that encourage the proselytism of a meme, as seen in many religious or political movements, can replicate memes horizontally through a given generation, spreading more rapidly than parent-to-child meme-transmissions do.

4. Preservational: ideas that influence those that hold them to continue to hold them for a long time. Ideas that encourage longevity in their hosts, or leave their hosts particularly resistant to abandoning or replacing these ideas, enhance the preservability of memes and afford protection from the competition or proselytism of other memes.

5. Adversative: ideas that influence those that hold them to attack or sabotage competing ideas and/or those that hold them. Adversative replication can give an advantage in meme transmission when the meme itself encourages aggression against other memes.

6. Cognitive: ideas perceived as cogent by most in the population who encounter them. Cognitively transmitted memes depend heavily on a cluster of other ideas and cognitive traits already widely held in the population, and thus usually spread more passively than other forms of meme transmission. Memes spread in cognitive transmission do not count as self-replicating.

7. Motivational: ideas that people adopt because they perceive some self-interest in adopting them. Strictly speaking, motivationally transmitted memes do not self-propagate, but this mode of transmission often occurs in association with memes self-replicated in the efficiency parental, proselytic and preservational modes.

Full version with cited sources: https://en.wikipedia.org/wiki/Meme

What is a Meme? What is Memetics?

Before the word meant putting sarcastic phrases in big white letters over images of animals and people, the definition of a meme — and its study, memetics — held a very different meaning.

Explanation from Richard Dawkins, creator of the word:

Further details from the Wikipedia entry:

A meme is “an idea, behavior, or style that spreads from person to person within a culture” [per Merriam-Webster Dictionary]. A meme acts as a unit for carrying cultural ideas, symbols, or practices that can be transmitted from one mind to another through writing, speech, gestures, rituals, or other imitable phenomena with a mimicked theme. Supporters of the concept regard memes as cultural analogues to genes in that they self-replicate, mutate, and respond to selective pressures.

Proponents theorize that memes are a viral phenomenon that may evolve by natural selection in a manner analogous to that of biological evolution. Memes do this through the processes of variation, mutation, competition, and inheritance, each of which influences a meme’s reproductive success. Memes spread through the behavior that they generate in their hosts. Memes that propagate less prolifically may become extinct, while others may survive, spread, and (for better or for worse) mutate. Memes that replicate most effectively enjoy more success, and some may replicate effectively even when they prove to be detrimental to the welfare of their hosts.

A field of study called memetics arose in the 1990s to explore the concepts and transmission of memes in terms of an evolutionary model. Criticism from a variety of fronts has challenged the notion that academic study can examine memes empirically. However, developments in neuroimaging may make empirical study possible. Some commentators in the social sciences question the idea that one can meaningfully categorize culture in terms of discrete units, and are especially critical of the biological nature of the theory’s underpinnings. Others have argued that this use of the term is the result of a misunderstanding of the original proposal.

The word meme originated with Richard Dawkins’ 1976 book The Selfish Gene. Dawkins’s own position is somewhat ambiguous: he welcomed N. K. Humphrey’s suggestion that “memes should be considered as living structures, not just metaphorically” and proposed to regard memes as “physically residing in the brain”.

Full version with cited sources: https://en.wikipedia.org/wiki/Meme

Share: Blackmore’s The Power of the Meme Meme

From Skeptic June 1997, Vol 5, #2, 43-49, archived on http://www.susanblackmore.co.uk/Articles/skeptic%201997.htm

Why not? The basic idea is very simple. If Dawkins is right then everything you have learned by imitation from someone else is a meme. This includes all the words in your vocabulary, the stories you know, the skills and habits you have picked up from others and the games you like to play. It includes the songs you sing and the rules you obey. So, for example, whenever you drive on the right (and I on the left!), eat a hamburger or a pizza, whistle “Happy Birthday to You” or “Mama I love you” or even shake hands, you are dealing in memes. Memetics is all about why some memes spread and others do not.

Full version: http://www.susanblackmore.co.uk/Articles/skeptic%201997.htm