59,074 research outputs found
Challenges of digital innovations : a set-top box based approach
The chapter analyses the challenges of digital technology for television audience measurement systems. First, the current state of audience measurement in Belgium is described. In the Belgian case, the traditional television audience measurement system is contested by small broadcasters and challenged by the opportunities that the emergence of digital television and, more specifically, the widespread diffusion of set-top boxes provide. Second, three major challenges for traditional measurement techniques are analysed. This section deals with peopleâs changing viewing habits, for example on-demand and time-shifted viewing, the provision of more accurate data by set-top boxes, and the increasing interests of platform operators acting as gatekeepers to access to this data. In the final section, conclusions are made
Flaunting it on Facebook: Young adults, drinking cultures and the cult of celebrity
Copyright © Antonia Lyons; Tim McCreanor; Fiona Hutton; Ian
Goodwin; Helen Moewaka Barnes; Christine Griffin; Kerryellen
Vroman; Acushla Dee OâCarroll; Patricia Niland; Lina Samu
Print publication available from: http://www.drinkingcultures.info/Young adults in Aotearoa/New Zealand (NZ) regularly engage
in heavy drinking episodes with groups of friends within
a collective culture of intoxication to âhave funâ and âbe
sociableâ. This population has also rapidly increased their use
of new social networking technologies (e.g. mobile camera/
video phones; Facebook and YouTube) and are said to be
obsessed with identity, image and celebrity. This research
project explored the ways in which new technologies are
being used by a range of young people (and others, including
marketers) in drinking practices and drinking cultures in
Aotearoa/NZ. It also explored how these technologies
impact on young adultsâ behaviours and identities, and how
this varies across young adults of diverse ethnicities (Maori
[indigenous people of NZ], Pasifika [people descended
from the Pacific Islands] and Pakeha [people of European
descent]), social classes and genders.
We collected data from a large and diverse sample of young
adults aged 18-25 years employing novel and innovative
methodologies across three data collection stages. In total
141 participants took part in 34 friendship focus group
discussions (12 Pakeha, 12 Maori and 10 Pasifika groups)
while 23 young adults showed and discussed their Facebook
pages during an individual interview that involved screencapture
software and video recordings. Popular online
material regarding drinking alcohol was also collected (via
groups, interviews, and web searches), providing a database
of 487 links to relevant material (including websites, apps,
and games). Critical and in-depth qualitative analyses across
these multimodal datasets were undertaken.
Key findings demonstrated that social technologies play a
crucial role in young adultsâ drinking cultures and processes
of identity construction. Consuming alcohol to a point of
intoxication was a commonplace leisure-time activity for
most of the young adult participants, and social network
technologies were fully integrated into their drinking cultures.
Facebook was employed by all participants and was used
before, during and following drinking episodes. Uploading
and sharing photos on Facebook was particularly central to
young peopleâs drinking cultures and the ongoing creation of
their identities. This involved a great deal of Facebook âworkâ
to ensure appropriate identity displays such as tagging (the
addition of explanatory or identifying labels) and untagging
photos.
Being visible online was crucial for many young adults,
and they put significant amounts of time and energy into
updating and maintaining Facebook pages, particularly with
material regarding drinking practices and events. However
this was not consistent across the sample, and our findings
revealed nuanced and complex ways in which people from
different ethnicities, genders and social classes engaged
with drinking cultures and new technologies in different
ways, reflecting their positioning within the social structure.
Pakeha shared their drinking practices online with relatively
little reflection, while Pasifika and Maori participants were
more likely to discuss avoiding online displays of drinking
and demonstrated greater reflexive self-surveillance. Females
spoke of being more aware of normative expectations around
gender than males, and described particular forms of online
identity displays (e.g. moderated intake, controlled selfdetermination).
Participants from upper socio-economic
groups expressed less concern than others about both
drinking and posting material online. Celebrity culture
was actively engaged with, in part at least, as a means of
expressing what it is to be a young adult in contemporary
society, and reinforcing the need for young people to engage
in their own everyday practices of âcelebritisingâ themselves
through drinking cultures online.
Alcohol companies employed social media to market
their products to young people in sophisticated ways that
meant the campaigns and actions were rarely perceived as
marketing. Online alcohol marketing initiatives were actively
appropriated by young people and reproduced within their
Facebook pages to present tastes and preferences, facilitate
social interaction, construct identities, and more generally
develop cultural capital. These commercial activities
within the commercial platforms that constitute social
networking systems contribute heavily to a general âculture
of intoxicationâ while simultaneously allowing young people
to âcreateâ and âproduceâ themselves online via the sharing of
consumption âchoicesâ, online interactions and activities
Responsible research and innovation in science education: insights from evaluating the impact of using digital media and arts-based methods on RRI values
The European Commission policy approach of Responsible Research and Innovation (RRI) is gaining momentum in European research planning and development as a strategy to align scientific and technological progress with socially desirable and acceptable ends. One of the RRI agendas is science education, aiming to foster future generations' acquisition of skills and values needed to engage in society responsibly. To this end, it is argued that RRI-based science education can benefit from more interdisciplinary methods such as those based on arts and digital technologies. However, the evidence existing on the impact of science education activities using digital media and arts-based methods on RRI values remains underexplored. This article comparatively reviews previous evidence on the evaluation of these activities, from primary to higher education, to examine whether and how RRI-related learning outcomes are evaluated and how these activities impact on students' learning. Forty academic publications were selected and its content analysed according to five RRI values: creative and critical thinking, engagement, inclusiveness, gender equality and integration of ethical issues. When evaluating the impact of digital and arts-based methods in science education activities, creative and critical thinking, engagement and partly inclusiveness are the RRI values mainly addressed. In contrast, gender equality and ethics integration are neglected. Digital-based methods seem to be more focused on students' questioning and inquiry skills, whereas those using arts often examine imagination, curiosity and autonomy. Differences in the evaluation focus between studies on digital media and those on arts partly explain differences in their impact on RRI values, but also result in non-documented outcomes and undermine their potential. Further developments in interdisciplinary approaches to science education following the RRI policy agenda should reinforce the design of the activities as well as procedural aspects of the evaluation research
A case study of MMO2's Madic: A framework for creating mobile internet systems
Mobile Internet applications on ubiquitous mobile networks allows real-time, anywhere, anytime connectivity to services. Due to its scalability and potential cost savings, mobile communication is being increasingly applied in the business and consumer communities to create innovative data and voice application, which run over the Internet infrastructure. This paper reports on a case study at an organisation that created an innovative approach to developing mobile applications developed by third party independent developers. A conceptual wireless reference model is presented that was used to define the various system components required to create effective mobile applications
Barriers and enablers in integrating cognitive apprenticeship methods in a Web-based educational technology course for K-12 (primary and secondary) teacher education
The purpose of this study is to investigate the integration of a cognitive apprenticeship model into an educational technology Webâbased course for preâservice primary through secondary teacher education. Specifically, this study presents an overview of methods, tools and media used to foster the integration of a cognitive apprenticeship model, and presents the types of barriers and enablers encountered when attempting to participate in a computerâmediated cognitive apprenticeship. The methodological framework for this investigation is a qualitative case study of an educational technology course for preâservice primary through secondary teacher education. The findings of this study reveal that various tools, methods and media were used to varying degrees of success to foster cognitive apprenticeship methods in a Webâbased learning environment. The goal of this study was to better understand the pragmatics, suitability, affordances and constraints of integrating cognitive apprenticeship methods in a Webâbased distance education course for teacher education
Interactive Food and Beverage Marketing: Targeting Children and Youth in the Digital Age
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
A framework for design engineering education in a global context
This paper presents a framework for teaching design engineering in a global context using innovative technologies to enable distributed teams to work together effectively across international and cultural boundaries. The DIDET Framework represents the findings of a 5-year project conducted by the University of Strathclyde, Stanford University and Olin College which enhanced student learning opportunities by enabling them to partake in global, team based design engineering projects, directly experiencing different cultural contexts and accessing a variety of digital information sources via a range of innovative technology. The use of innovative technology enabled the formalization of design knowledge within international student teams as did the methods that were developed for students to store, share and reuse information. Coaching methods were used by teaching staff to support distributed teams and evaluation work on relevant classes was carried out regularly to allow ongoing improvement of learning and teaching and show improvements in student learning. Major findings of the 5 year project include the requirement to overcome technological, pedagogical and cultural issues for successful eLearning implementations. The DIDET Framework encapsulates all the conclusions relating to design engineering in a global context. Each of the principles for effective distributed design learning is shown along with relevant findings and suggested metrics. The findings detailed in the paper were reached through a series of interventions in design engineering education at the collaborating institutions. Evaluation was carried out on an ongoing basis and fed back into project development, both on the pedagogical and the technological approaches
Locating image presentation technology within pedagogic practice
This article presents data gathered through a University for the Creative Arts Learning and Teaching Research Grant (2009-2010); including a study of existing image presentation tools, both digital and non-digital; and analysis of data from four interviews and an online questionnaire. The aim of the research was to look afresh at available technology from the point of view of a lecturer in the visual arts, and to use the information gathered to look more critically at the available technology
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