263,243 research outputs found

    Media, crime and punishment in the digital age

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    Crime in the Evolved Digital Age

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    Media, crime and punishment in the digital age

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    DEKONSTRUKSI KOMUNIKASI POLITIK DI ERA DIGITAL (Studi Analisis Wacana Kritis Fairclough)

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    Research entitled "Fairclough’s Critical Discourse Analysis in exposing the Crime of Political Communication in The Digital Ag" is motivated by crime issues that have developed into various social crimes, such as cyber crime, psychological crime, economic crime, and political crime. In the digital age, the crime of political communication is new because this form of crime is sublimated in e-commerce which tends to appeal to all ages. Critical discourse analysis offers a critical perspective in addressing the latest phenomena facing humans in the Digital Age. Especially the phenomenon of technology whose development is increasingly fast and uncontrollable. The purpose of this study is to reveal various forms of political communication crime through critical discourse analysis. The method used in this research is the library method. The results showed that the crime of political communication in the Digital Age occurred through the medium of the Digital Market as a medium of political communicatio

    Open-Access Crime Maps as Digital Rhetoric and Crime Reporting in Chicago: Using New Aesthetic Overlaps to Change Journalism and Citizen Interaction

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    When data mining meets the rhetoric of maps and crowdsourcing in the age of digital journalism, we can use the abundance of data to change, modify or reinforce particular reporting behaviors or journalism policies. We also live in an age of overlapping boundaries of technologies, algorithms and human interfaces---it is within these overlaps that we find anomalies, glitches , and digital errata that can expose different perceptions of the same artifacts and algorithms. The overlapping of the heterogeneous network, as James Bridle calls it, is known as The New Aesthetic. It is not a movement, but a series of artifacts ... which recognize differences, the gaps in our distant but overlapping realities . One real life example is the exploration of Chicago crime reporting via the Chicago Tribune, compared to the police-sourced CrimeReports.com, and how metadata might reshape the nature of how crime is reported, using digital crime mapping analysis and digital rhetorical analysis to find glitches and anomalies---where our communications with the mathematical, visual and computational facets of technology often produce surprising results. In turn, the public will receive a new perspective and offer a feedback loop to the newspaper. Crowd-sourced citizen reporting augments police reports, creating a collaborative set of data, change the face of sensationalism and return crime reporting to a basic data-driven level. In short, crime reporting will become organic, and one outcome might be that the citizens will put more trust back into established newspapers for the production of mass data and innovative practices. Additionally, the use of digital cartography is explored here as yet another tool to engage the social media user, while benefitting the news media source

    THE EFFECTIVENESS OF MODULE DIGITAL YOUTH (DY) AS YOUTH EMPOWERMENT THROUGH CRIME AWARENESS: A CASE STUDY OF SOUTH MALAYSIA

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    Throughout the world, crime is predominantly devastating among the youth age group, and such is the case in the Malaysian context. Studies have shown that some youth get involved in crime unknowingly especially crimes involving cyberbullying, spousal physical violence, forced intimacy, and verbal abuse simply because of lack of knowledge on what is considered a crime. The issue of crime affects the youth themselves, their families, and the community at large. It is against this background that the study shares the concept of raising awareness on crime amongst youth’s cybercrime, drug abuse, and sexual abuse through the digital youth program. The study was guided by the structural functionalism theory. The research took a quantitative quasi-cross-sectional study design and raised awareness among 100 students between the ages of 18-23 (emerging adults) at College Genius, Klang, Selangor, divided into the experimental group and the control group. The ratings of awareness projects can be assessed before and after using police standardized crime awareness appraisal questionnaire. Results of the study show a significant difference in crime knowledge before and after intervention for the experimental group and no difference significant for the control group after the intervention highlighting the Digital Youth Program to be significant in raising awareness on crime to the youth. The study recommends for future studies to expand the Digital Youth Program to various parts of Malaysia among the youth

    Estimating the Age of a Bloodstain using Droplet Digital PCR

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    Biological evidence is extremely valuable in the investigation of a crime due to the presence of DNA. DNA evidence is considered the gold standard in court cases due to its ability to link a suspect to a piece of evidence. In addition to DNA evidence, biological stains have the potential to provide a temporal link between an individual and a crime scene. Previous studies have shown that relative rates of RNA degradation can be used in order to estimate the age of bloodstains. Here, we examined the ability of droplet digital PCR to be used in place of quantitative PCR in such an assay. Droplet digital PCR was unsuccessful in estimating the age of a bloodstain due to the difficulty associated with multiplexing linked targets. We also found that comparing rates of mRNA to rRNA degradation was not possible due to the large difference in abundance of the two types of RNA and the dynamic range of the instrument. Although droplet digital PCR was unsuccessful as a tool to estimate the age of a bloodstain, this work still provides valuable information for the refinement of an assay that can estimate the age of biological fluid stains

    String Lights

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    String Lights is a nonfictional, creative exploration of relationships. Themes in this collection include digital communication, the cultural influence of music and music retailers, coming of age, sex, love, true crime, and travel

    Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis

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    OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. MATERIALS AND METHODS: Adolescents were recruited through school to complete a survey on narrative preferences in digital games. The survey included questions on sociodemographic information, frequency of gameplay, and an open-ended question on what could be an appealing narrative for them. Data were analyzed in a mixed-methods approach, using thematic analysis and chi-square analyses to determine narrative preferences and the associations between game narrative elements and player characteristics (gender, SES, and frequency of gameplay). RESULTS: The sample consisted of 446 adolescents (12-15 years old) who described 30 narrative subthemes. Preferences included human characters as protagonists; nonhuman characters only as antagonists; realistic settings, such as public places or cities; and a strong conflict surrounding crime, catastrophe, or war. Girls more often than boys defined characters by their age, included avatars, located the narrative in private places, developed profession-related skills, and included a positive atmosphere. Adolescents of nonacademic education more often than adolescents of academic education defined characters by criminal actions. Infrequent players more often included human characters defined by their age than frequent players. After performing a Bonferroni correction, narrative preferences for several gender differences remained. CONCLUSION: Different narrative elements related to subgroups of adolescents by gender, SES, and frequency of gameplay. Customization of narratives in serious digital health games should be warranted for boys and girls; yet, further research is needed to specify how to address girls in particular
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