219,265 research outputs found
Analyzing Australian SME Instagram Engagement via Web Scraping
Background: Social media has grown into a prominent marketing and communication tool, and Instagram is a leader in this regard due to its distinctive supports for medial rich contents. Due to the challenges faced by Small-and-medium-enterprises (SMEs), they are suggested to embrace social media technology. Previous studies in Interactive value creation theory (IVF) indicated that SMEs-followers co-creation processes enable Instagram engagement. However, little is known of how to promote the value co-creation process via practical Instagram micro-practices that SMEs can employ regarding their constraints. This study is among the first to examine SMEs\u27 practices for Instagram engagement via the process of value co-creation.
Method: We collected data regarding Instagram engagements of 10 Australian SMEs in eight months period using Instagram API. Qualitative analysis is conducted based on 2110 contents in a Poisson regression model. Content analysis and time-series visualizations are employed to investigate the uniqueness of several outliners in the dataset.
Results: Findings imply that SMEs should bank on @Tagging instead of #Hashtags to get more engagement as contents with @Tagging show higher levels of inclusiveness and trustworthiness. Also, customized postings for the loci-specific audience effectively encourage followers to participate in conversations, while commercial intensive posting style shows adverse effects due to its low level of credibility. Rich media contents would not necessarily reel in more engagement; the commitment and consistent postings amassed a considerable number of followers over time, leading to a higher engagement rate.
Conclusions: This study confirmed the benefits of data scraping in building business intelligence and validate the IVF framework as the theoretical background to investigate the effectiveness of Instagram micro-practices. IVF should be considered in designing social media practices to enable SMEs and followers\u27 collaborations for business value generation. This study provides extra interpretations of the interrelationships between IVF, visual-rich contents, and social media engagement
Open and commercial tools to generate a digital interactive story in journalism: systematic review and features analysis
This is an Accepted Manuscript version, accepted for publication in New Review of Hypermedia and Multimedia.The constant technological advances are transferred to the area of journalism with signi!cant contributions to the production of innovative formats adapted to the multimedia, interactive and multiplatform scenario. Since interactive narrative journalism is one of the trends of digital journalism, it is necessary to approach the o"er of services that facilitate the journalistic creation of dynamic and interactive journalistic contents. The main objective is to analyze web programs and applications for the creation and publication of interactive digital narratives. Based on the PRISMA systematic review methodology, a total of 15 programs and web applications were identi!ed after reading 28 articles and examination of 54 webpages with value in interactive digital journalism. Five are open-source applications, which invite the community to continue developing improvements that make these tools innovative and adaptable to future changes. Our study reveals the highly valued functionalities, such as the capacity for data analysis and teamwork, among others that allow the integration of 360° multimedia, the management of the interaction map, the preview in di"erent output formats, such as tablet or mobile. However, there is a lack of journalistic roles in these tools that let them coordinate and optimise the publication process to produce the !nal news.This article has been prepared within the framework of the project Digital-native media in Spain:
Strategies, competencies, social involvement and (re)definition of practices in journalistic production
and diffusion (PID2021-122534OB-C21), funded by the Spanish Ministry of Science and Innovation,
the Spanish State Research Agency and the European Regional Development Fund (ERDF). The author
Iván Otero-González is a beneficiary of predoctoral contracts for the training of doctors (PRE2019-
087367).S
Service Platform for Converged Interactive Broadband Broadcast and Cellular Wireless
A converged broadcast and telecommunication
service platform is presented that is able to create, deliver, and
manage interactive, multimedia content and services for consumption
on three different terminal types. The motivations of
service providers for designing converged interactive multimedia
services, which are crafted for their individual requirements, are
investigated. The overall design of the system is presented with
particular emphasis placed on the operational features of each
of the sub-systems, the flows of media and metadata through the
sub-systems and the formats and protocols required for inter-communication
between them. The key features of tools required for
creating converged interactive multimedia content for a range of
different end-user terminal types are examined. Finally possible
enhancements to this system are discussed. This study is of particular
interest to those organizations currently conducting trials
and commercial launches of DVB-H services because it provides
them with an insight of the various additional functions required
in the service provisioning platforms to provide fully interactive
services to a range of different mobile terminal types
Media Culture 2020: collaborative teaching and blended learning using social media and cloud-based technologies
The Media Culture 2020 project was considered to be a great success by all the partners, academics and especially the students who took part. It is a true example of an intercultural, multidisciplinary, blended learning experience in higher education that achieved it goals of breaking down classroom walls and bridging geographical distance and cultural barriers. The students with different skills, coming from different countries and cultures, interacting with other enlarges the possibilities of creativity, collaboration and quality work. The blend of both synchronous and asynchronous teaching methods fostered an open, blended learning environment, one that extended the traditional boundaries of the classroom in time and space. The interactive and decentralized nature of digital tools enabled staff and students to communicate and strengthen social ties, alongside participation in the production of new knowledge and media content. For students and lecturers, the implementation of social media and cloud platforms offered an innovative solution to both teaching and learning in a collaborative manner. By leveraging the interactive and decentralised capabilities of a range of technologies in an educational context, this model of digital scholarship facilitates an open and dynamic working environment. Blended teaching methods allow for expansive collaboration, whereby information and knowledge can be accessed and disseminated across a number of networked devices
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Supporting Story Synthesis: Bridging the Gap between Visual Analytics and Storytelling
Visual analytics usually deals with complex data and uses sophisticated algorithmic, visual, and interactive techniques. Findings of the analysis often need to be communicated to an audience that lacks visual analytics expertise. This requires analysis outcomes to be presented in simpler ways than that are typically used in visual analytics systems. However, not only analytical visualizations may be too complex for target audience but also the information that needs to be presented. Hence, there exists a gap on the path from obtaining analysis findings to communicating them, which involves two aspects: information and display complexity. We propose a general framework where data analysis and result presentation are linked by story synthesis, in which the analyst creates and organizes story contents. Differently, from the previous research, where analytic findings are represented by stored display states, we treat findings as data constructs. In story synthesis, findings are selected, assembled, and arranged in views using meaningful layouts that take into account the structure of information and inherent properties of its components. We propose a workflow for applying the proposed framework in designing visual analytics systems and demonstrate the generality of the approach by applying it to two domains, social media, and movement analysis
The Role of Public Service Broadcasters in the Era of Convergence A Case Study of Televisió de Catalunya
The development of the convergence process has several implications in the reconfiguration of the media landscape. Public services broadcasters have new opportunities to fulfil their public service duties in a new competitive environment, which involves developing new applications on new platforms. Televisió de Catalunya, the public service broadcaster (PSB) of Catalonia, has developed a clear strategy in this new convergent environment, applying its traditional know-how to new interactive and digital media according to its public mission and getting positive feedback.convergence; public service broadcasting; interactive TV; bandwidth; 3G services; multimedia and digital divide
Semi-automated creation of converged iTV services: From macromedia director simulations to services ready for broadcast
While sound and video may capture viewers’ attention, interaction can captivate them. This has not been available prior to the advent of Digital Television. In fact, what lies at the heart of the Digital Television revolution
is this new type of interactive content, offered
in the form of interactive Television (iTV) services. On top of that, the new world of converged networks has created a demand for a new type of converged services on a range of mobile terminals (Tablet PCs, PDAs and mobile phones). This paper aims at presenting a new approach to service creation that allows for the semi-automatic translation of simulations and rapid prototypes created in the accessible desktop
multimedia authoring package Macromedia Director
into services ready for broadcast. This is achieved by a series of tools that de-skill and speed-up the process of creating digital TV user interfaces (UI) and applications for mobile terminals.
The benefits of rapid prototyping are essential for the production of these new types of services, and are therefore discussed in the first section of this paper.
In the following sections, an overview of the
operation of content, service, creation and management sub-systems is presented, which illustrates why these tools compose an important and integral part of a system responsible of creating, delivering and managing converged broadcast and telecommunications services.
The next section examines a number of metadata
languages candidates for describing the iTV services user interface and the schema language adopted in this project. A detailed description of the operation of the two tools is provided to offer an insight of how they can be used to de-skill and speed-up the process of creating digital TV user interfaces and applications for mobile terminals. Finally, representative broadcast oriented and telecommunication oriented converged service components are also introduced, demonstrating how these tools have been used to generate different types of services
SCRATCH LANGUAGE OF PROGRAMMING VS ENGLISH LANGUAGE: COMPARING MATHEMATICAL AND LINGUISTIC FEATURES
This paper focuses on Scratch language of programming and traces its math and linguistic features. From a complex consideration about Scratch language programming in linguistic paradigm, focusing on structural, semantic and syntactic features and logic of its narration, this research attempts to clarify specifics of the language and correlate it with the English language features. Global integration of ideas and sciences underline the crucial importance of programming and language conglomerate. Human-computer interfaces, software systems, and development of various programming languages depend on well-balanced structure, shape, logic, and appearance of the actual code. Dynamic characteristics of the Scratch programming environment sustain the creation of interactive and media-rich projects. Ad expansion of Scratch for mediation of animated stories, music videos, science projects, tutorials, and other contents necessitates multifaceted analysis of this programming environment and evokes the interest of researching Scratch from the math and linguistic perspective as one possible projection on various aspects of the considered programming language
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