6,639 research outputs found

    Analysis of the Influence of Internet TV Station on Wikipedia Page Views

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    We aim to investigate the influence of television on the web; if the influence is strong, a viral effect may be expected. In this paper, we focus on the Internet TV station and on Wikipedia use as exploratory behavior on the web. We analyzed the influence of Internet TV station on Wikipedia page views. Our aim is to clarify the characteristics of page views as related to Internet TV station in order to index outward impact and develop a prediction model. The results indicate that there is a correlation between TV viewership and page views. Moreover we find that the time lag between TV and web gradually reduce as broadcasts begin after 9:00; after 23:00, page views tend to be maximized during the broadcast itself. We also differentiate between page views on PC and on mobile and find that PC pages tend to be accessed more during the daytime. In addition, we consider the number of broadcasts per program, and observe that viewership tends to stabilize as the number of broadcasts increases but that page views tend to decrease.Comment: The 3rd International Workshop on Application of Big Data for Computational Social Science (ABCSS2018

    Contextual queries and situated information needs for mobile users

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    The users of mobile devices increasingly use networked services to address their information needs. Questions asked by mobile users are strongly influenced by contextual factors such as location, conversation and activity. We report on a diary study performed to better understand mobile information needs. Participants’ diary entries are used as a basis for discussing the geographical and situational context in which mobile information behaviour occurs. The suitability of user queries to be answered by a portable knowledge collection and web search are also considered. We find that the type of questions recorded by participants varies across their locations, with differences between home, shopping and in-car contexts. These variations occur both in the query terms and in the form of desired answers. Both the location of queries and the participants’ activities affected participants’ questions. When information needs were affected by both location and activity, they tended to be strongly affected by both factors. The overall picture that emerges is one of multiple contextual influences interacting to shape mobile information needs. Mobile devices that attempt to adapt to users’ context will need to account for a rich variety of situational factors

    Beyond Microsoft: Intellectual Property, Peer Production and the Law’s Concern with Market Dominance.

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    The Circus Comes to Town: The Media and High-Profile Trials

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    Meeting the digital challenge: reforming Australia's media in the digital age

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    The Media, Entertainment & Arts Alliance welcomes the opportunity to make a submission to the Department of Communications, Information Technology and the Arts (DCITA) in response to the discussion paper on media reform options, MEETING THE DIGITAL CHALLENGE Reforming Australia’s media in the digital age (Discussion Paper)

    Our Space: Being a Responsible Citizen of the Digital World

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    Our Space is a set of curricular materials designed to encourage high school students to reflect on the ethical dimensions of their participation in new media environments. Through role-playing activities and reflective exercises, students are asked to consider the ethical responsibilities of other people, and whether and how they behave ethically themselves online. These issues are raised in relation to five core themes that are highly relevant online: identity, privacy, authorship and ownership, credibility, and participation.Our Space was co-developed by The Good Play Project and Project New Media Literacies (established at MIT and now housed at University of Southern California's Annenberg School for Communications and Journalism). The Our Space collaboration grew out of a shared interest in fostering ethical thinking and conduct among young people when exercising new media skills

    Communication modes in Nigeria and their contributions to tourism development in Enugu State, Nigeria

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    Communication networks have over time become instrumental in tourism development, especially in the face of globalisation and modern technological advancement. Their importance in tourism sector is notable and due to the nature of the industry, various high tech communication technologies (wireless communication networks, visual, audio and print media) are employed in the sector around the world. They are used to advertise tourism products and create awareness of services, tourism product development, marketing, distribution and training of tourism personnel. The increasing competitiveness in the global tourism market encourages tourism operators to invest more in promotion, knowledge and quality in order to achieve satisfactory growth. Therefore, it is extremely important to be in touch with the latest technological trends and have the knowledge required to effectively respond to the challenges of global competition. In order to project the paramount role that communication networks play in the tourism industry in Nigeria, this study uses Enugu State as a case study and examines the different communication network outfits obtainable in the state. To adequately prosecute the study, ethnographic method of data collection was used by conducting semi-structured in-depth interviews with the management of the different communication outfits in Enugu Metropolis as well as the users of these networks within the study area. A total of 500 residents were selected and interviewed to get their views on the different communication networks that are used for tourism development. Findings revealed that the communication networks in the state have not been fully utilised because of high cost of access to information, low living standard of the populace, and low educational standard (high illiteracy level) among others. The study concludes that even in the face of these challenges, the Nigerian tourism industry should embrace the use of modern communication networks because of the technological advancement they afford in this twenty first century, and because of the fragmented nature of the tourism industry

    Digital Media Battleground

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    Current digital media distribution platforms continue their march towards streaming service-based infrastructures, delivering content to users when and where they want it: laptops, set top boxes, home entertainment systems, and the new ubiquity: mobile devices. This model was first demonstrated by utilizing the multicast backbone technology in the early 1990s and took the better part of a decade to make inroads in changing the way individuals consume broadcast, mainstream, and syndicated video media. It took the advent of streaming technology, high-speed internet adoption, and a willingness from content owners to license their treasured content with upstart streaming media platform companies. Digital music distribution showed consumers, content owners, and distribution channels what can happen when one player effectively creates a new, disruptive technology platform, i.e. Apple’s iTunes Music Store. Now content owners are afraid of a single distributor dictating the methods, prices, and channels by which their content reaches consumers. Today, streaming technology is making a play against the incumbent iTunes transactional model of Buy, Download, and Own digital distribution by providing varies models to consumers: integrated advertising-based, subscription-based, and traditional cable “packages” with integrated on-demand streaming, all of which retain no permanence or ownership for the end user. Content owners are treading carefully, trying to avoid the single, dominant point of distribution that Apple achieved in music distribution. The results of this are less optimal from both a market standpoint and especially the experience for consumers. Media companies frequently change the terms of their licenses, or drastically increasing their licensing costs, causing radical fluctuations in the long-term viability of the nascent distribution platforms. Consumers interact with this environment through complicated, multiparty subscriptions, multiple applications or web interfaces, umpteen logins, various bills, and a nebulous understanding and ability to sit down and watch premium content when and where they want it. The entire market is in its juvenile form, stretching, growing, and trying to find that balance of monetization and the critical mass of consumer adoption required to truly transform media consumption from the real-time, over-the-air broadcast format it has been since television’s inception, to a time-shifted, choose your own, content delivery system based around the internet as the delivery medium. In this paper we idealize the situation by analyzing the largest incumbents for each of the monetization models, provide input into their strength and weaknesses and finally analyze and postulate what we believe will the trends and concerns moving forward into this new digital media panacea

    Interactive Food and Beverage Marketing: Targeting Children and Youth in the Digital Age

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    Looks at the practices of food and beverage industry marketers in reaching youth via digital videos, cell phones, interactive games and social networking sites. Recommends imposing governmental regulations on marketing to children and adolescents
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