10,328 research outputs found

    What's Going on in Community Media

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    What's Going On in Community Media shines a spotlight on media practices that increase citizen participation in media production, governance, and policy. The report summarizes the findings of a nationwide scan of effective and emerging community media practices conducted by the Benton Foundation in collaboration with the Community Media and Technology Program of the University of Massachusetts, Boston. The scan includes an analysis of trends and emerging practices; comparative research; an online survey of community media practitioners; one-on-one interviews with practitioners, funders and policy makers; and the information gleaned from a series of roundtable discussions with community media practitioners in Boston, Chicago, Minneapolis/St. Paul, and Portland, Oregon

    "A step into the abyss" Transmedia in the UK Games and Television Industries

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    This article uses a media industries studies perspective to investigate the current state of transmedia production in the UK. Analysing the discursive statements of a range of industry participants from both UK television and games industries, the article reveals a series of contradictions and misunderstandings that may be limiting the effectiveness of multi-platform projects. By comparing overlapping discursive patterns around attitudes to risk, measures of success, authorship between the two industries, and repeated concerns over the balance of creative and commercial imperatives, the article argues that existing hierarchies of power between media industries threaten to derail future convergence

    Taking Social TV Beyond Chatting: How The TV Viewer Adds Value To The Network

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    In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research area: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular disciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that builds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance of chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and highlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further research in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way

    Inviting the Audience – Interactive, Participatory, and Social Television in Finland

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    The television and the ways it has invited the audience to take part have been changing during the last decade. Today’s interaction, or rather participation, comes from multiplatform formats, such as TV spectacles that combine TV and web platforms in order to create a wider TV experience. Multiplatform phenomena have spread television consumption and traditional coffee table discussions to several different devices and environments. Television has become a part of the bigger puzzle of interconnected devices that operates on several platforms instead of just one. This thesis examines the Finnish television (2004–2014) through the notion of audience participation and introduces the technical, thematic, and social linkages as three different phases, interactive, participatory, social, and their most characteristic features in terms of audience participation. The aim of the study is also to focus on the idea of a possible change by addressing the possible and subtler variations that have taken place through the concept of digital television. Firstly, Finnish television history has gone through numerous trials, exploring the interactive potential of television formats. Finnish SMS-based iTV had its golden era around 2005, when nearly 50% of the television formats were to some extent interactive. Nowadays, interactive television formats have vanished due to their negative reputation and this important part of recent history is mainly been neglected in the academic scope. The dissertation focuses also on the present situation and the ways television content invites the audience to take part. “TV meets the Internet” is a global expression that characterises digital TV, and the use of the Web combined with television content is also examined. Also the linkages between television and social media are identified. Since television can nowadays be described multifaceted, the research approaches are also versatile. The research is based on qualitative content analysis, media observation, and Internet inquiry. The research material also varies. It consists of primary data: taped iTV formats, website material, and social media traces both from Twitter and Facebook and secondary data: discussion forums, observations from the media and Internet inquiry data. To sum up the results, the iTV phase represented, through its content, a new possibility for audiences to take part in a TV show (through gameful and textual features) in real-time. In participatory phase, the most characteristic features from TV-related content view, is the fact that online platform(s) were used to immerse the audience with additional material and, due to this, to extend the TV watching enjoyment beyond the actual broadcast. During the Social (media) phase, both of these features, real-timeness, and extended enjoyment through additional material, are combined and Facebook & Twitter, for example, are used to immerse people in live events (in real-time) via broadcast-related tweets and extra-material offered on a Facebook page. This thesis fills in the gap in Finnish television research by examining the rapid changes taken place on the field within the last ten years. The main results is that the development of Finnish digital television has been much more diverse and subtle than has been anticipated by following only the news, media, and contemporary discourses on the subject of television. The results will benefit both practitioners and academics by identifying the recent history of Finnish television.Yleisö mukaan – interaktiivinen, osallistava ja sosiaalinen televisio Suomessa 2004–2014 Television sanotaan läpikäyneen useita muutoksia 2000-luvulle tultaessa, erityisesti digitaalisuuden näkökulmasta.Tutkimus esittelee, miten televisio on aktivoinut ja kutsunut ihmisiä ottamaan osaa TV-tarjontaan – niin teknologian, temaattisen sisällön kuin sosiaalisuudenkin kautta. Suomalaisen TV:n lähihistoriaan kuuluu olennaisena osana interaktiivisen TV-viihteen aikakausi. iTV-viihteellä oli kulta-aikansa v. 2005, jolloin peruskanavien tarjonnasta lähes 50% oli jollakin tasolla interaktiivista. Se piti sisällään SMS-pohjaiset TV-chatit, TV-mobiilipelit sekä interaktiiviset soittovisat. Nykyään lähes kaikki ITV-viihteen muodot ovat hävinneet ruudusta. Kattavaa akateemista tutkimusta ei TV:n viimeisten 10 vuoden ajalta kuitenkaan ole - väitöstyö vastaa tähän tarpeeseen. Tutkimus keskittyy kuitenkin myös TV:n nykytilaan. Nykypäivän interaktio/vuorovaikutus tai pikemminkin osallistuminen näyttäytyy erilaisten multiplatform-formaattien (elävät eri alustoilla samanaikaisesti) myötä. TV-spektaakkelit kutsuvat yleisön ottamaan osaa TV-sisältöön, esim. äänestämällä Idolsissa ja Euroviisuissa tai osallistumalla sisältöihin Internetissä/sosiaalisessa mediassa maksutta. Tutkimusaineisto on monipuolista ja se koostuu muun muassa iTV-formaattien nauhoituksista, Internetsivumateriaalista sekä sosiaalisen median, Facebook ja Twitter, taltioinneista. Lisämateriaalina käytetään keskustelupalstamateriaalia, Internetkysely-dataa ja mediassa esillä olleita artikkeleita. Tutkimusote on laadullinen ja työssä on pääosin toteutettu sisällön analyysia sekä havainnoivaa tutkimusta. Työn päätuloksena esitetään, että suomalaisen digitaalisen television aikakausi on huomattavasti monisyisempi ja monipuolisempi kun on aiemmin ajateltu. Tutkimuksessa käsitelty 10 vuoden ajanjakso voidaan jakaa kolmeen: 1) interaktiivisuuden, 2) osallistavuuden ja 3) sosiaalisen median vaiheisiin. On selvää, että aikakaudet limittyvät keskenään, mutta kukin vaihe pitää kuitenkin sisällään piirteitä, jotka ovat erityisiä juuri sille aikakaudelle. Interaktiivisuuden aikakautta määrittävät tekstiviestipohjainen iTV-viihde eli chatit, mobiilipeleineen ja hyperventiloivine juontajineen. Osallistavuuden aikakaudella Internet alkoi toimia yhä enemmän TV-lähetysten vastinparina tarjoamalla extra-materiaalia ja lisäinformaatiota. Sosiaalisen median myötä mm. Internetin ohjelmakohtaisten keskustelupalstojen luoma sosiaalisuus on siirtynyt live-lähetysten ympärille Twitter-tweettien myötä. Ajankohtaisen materiaalin jako taas on siirtynyt Facebookin piiriin jättäen ohjelmakohtaiset nettisivut lähinnä online-arkistoiksi. Väitöskirja suhtautuu kuitenkin televisioon projisoituihin diskursseihin sekä muutoksen käsitteeseen kriittisesti. Nykypäivän television on usein katsottu, osittain utopistisestikin, kehittyvän yhä vuorovaikutteisempaan ja sosiaalistavampaan suuntaan. Interaktiivisen TV:n kokeiluja on kuitenkin nähty jo television alkuajoista asti ja sosiaalisen median mukaan tulo ei automaattisesti tee TV:n kuluttamisesta sosiaalisempaa. Suomalaisen TV:n lähihistoria ja digitaalisen television aikakausi sisältää huomattavasti monisyisempiä kehitysvaiheita, mitä diskurssien pohjalta esittäytyy. Tämä väitöstyö tarjoaa tärkeän, aiemmin puuttuneen, palasen suomalaisen TV-tutkimuksen nykykentälle ja saatuja tuloksia voidaan hyödyntää niin akateemisessa kuin käytännön konteksteissakin.Siirretty Doriast

    The Impact of Television and Short Message Service Advertising on Customer Behaviour and Brand Attitude

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    Marketing, advertising, and communications processes have changed to strategically capitalize on an increasingly digitally transformed, technologically empowered, globally interconnected consumer, or what service-dominant logic refers to as actors that are resource integrators. Customers are co-creators of value in the collaborative or sharing economy, and seek to actively reap the benefits of new knowledge growing at an exponential rate. However, developing models of customer behavior, especially the influence of a new kind of advertising based on the integrated use of television, web, and social networks, is a challenge. Our study starts from a preliminary empirical observation of the impact of television cooking shows on the variations of potential demand (queries on Google) and the purchase of branded/unbranded culinary products used on the show. Neural networks were used to determine significant correlations, which resulted in an operative Marketing 3.0 model. This model clearly explicates this impact factor on the consumer-purchasing process generated by a new mode of creating information and communications technology–based communication. Keywords: Customer behavior, knowledge management, online advertising, smart consumer, value co-creatio

    Communication technology and education

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    Probably as far back as people can remember, education has drawn on communication technologies, either to teach students how to use them effectively or to make use of those technologies in the educational process itself. In the former instance, the educational sector typically follows a cultural valuation that regards a given technology as so essential that people cannot leave its use or teaching to chance—reading and writing provide the clearest examples here, with schools teaching both the mechanics of writing and reading (forming or deciphering letters, spelling properly, adhering to a common grammar, and so on) and the composition of texts, arguments, expositions, explanations, essays, etc. In the latter instance, schools use communication technology to provide information or to connect with their students: again, books provide an historical example as does educational television more recently. A great deal of existing research in pedagogy, learning theory, and classroom management examines how learning with technology occurs and how to measure its impact (Jonassen, 2004). Similarly, a great deal of writing addresses the practical issues of making the best use of communication in or for the classroom. This review will not address the learning theory or the pedagogy, except indirectly as it appears in other studies; it will focus instead specifically on the communication technology—a very wide field— and how educators incorporate the various means of communication in the schooling of a younger generation. These typically occur in two ways: distance education and supplemental education. Distance education refers to the use of communication technology to reach students who cannot or do not physically attend a school. Supplemental education refers to the use of communication technology to supplement face-toface or in-school programs. Looking at the recent past (the last 10 years or so), this review will examine published studies discussing communication in or for schools as well as some more accessible online materials describing current work.

    Actores implicados en la consolidaciĂłn del documental interactivo

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    The emergence of new formats sets out challenges for research, specially in an initial phase. The difficulty to map the early evolution of the incipient media places the studies in a delicate situation when not approaching a global vision, difficulting the classification, as well as its definition and analysis. This phenomenon is primarily visible in the areas of communication related to new storytelling and applications of technology, such as interactive documentary. This article presents a list of actors involved in the consolidation of the format in its production, distribution and circulation phases, prepared from an exploratory study from 2015 to 2018. The identification of repositories, festivals, awards, academic events, institutions, producers and other types of spaces that promote the interactive documentary will serve as a tool for the investigation of the object of study in the future. The set of initiatives around the interactive documentary allows us to understand the universal nature of its emergence and study one of the formats that narrate facts in the digital eraLa emergencia de nuevos formatos plantea retos para la investigación, especialmente en una fase inicial. La dificultad para mapear la evolución temprana de los medios incipientes coloca los estudios en una situación delicada los estudios al no abordar una visión global, dificultar la clasificación, así como su definición y análisis. Este fenómeno es especialmente visible en las áreas de la comunicación relacionadas con nuevos relatos y aplicaciones de la tecnología, como el documental interactivo. Se presenta en este artículo una relación de actores implicados en la consolidación del formato en sus fases de producción, distribución y difusión, elaborada a partir de un estudio exploratorio desde 2015 a 2018. La identificación de repositorios, festivales, premios, eventos académicos, instituciones, productoras y otro tipo de espacios que promueven el documental interactivo servirá de herramienta para la investigación del objeto de estudio en el futuro. El conjunto de iniciativas alrededor del documental interactivo permite comprender el carácter universal de su emergencia y estudiar uno de los formatos que narran los hechos en la era digitalThis article has been developed within the research project Uses and informative preferences in the new media map in Spain: journalism models for mobile devices (Reference: CSO2015-64662-C4-4-R) funded by the Ministry of Economy and Competitiveness (Government of Spain) and co-funded by the ERDF structural fund, as well as it is part of the activi- ties promoted through the International Research Network of Communication Management – XESCOM (Reference: ED341D R2016/019), supported by Consellería de Cultura, Educación e Ordenación Universitaria of Xunta de Galicia. The author Jorge Vázquez-Herrero is a beneficiary of the Faculty Training Program funded by the Ministry of Science, Innovation and Universities (Government of Spain)S

    ImTV: Towards an Immersive TV experience

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    3rd International Workshop on Future Television: Making Television Integrated and Interactive, Adjunct Proceeding of EuroiTVThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360Âş video.info:eu-repo/semantics/publishedVersio
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