37,544 research outputs found

    A sense of physical books in our digital society

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    Digital vs. Print: Reading Comprehension and the Future of the Book

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    The future of books and libraries is put into question by the increasing popularity of e-books and the use of computers as text platforms. In an effort to anticipate which reading platform—print, e-readers, or computers displays—will dominate in the coming years, recent research and experimental data on the suitability of each reading platform for reading comprehension will be considered, from the perspectives of optical issues, cognition, and metacognition. It will be shown that, while printed books are most conducive to learning from longer, more difficult texts, e-readers and computer displays offer convenience and some distinct advantages to readers in particular situations. This synthesis of current research will be helpful to librarians working in digital and print book purchasing and collection development, as well as those making long-range planning decisions

    Print Media vs. Digital Manifest Destiny

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    Every communications medium reflects and reinforces intellectual habits and content patterns unique to the medium. A digital/internet hegemony is a paradoxical foreclosure on breadth of mind since digital formats do not reflect or reinforce the intellectual habits and content patterns unique to other media, especially books. A credible educational process w ill take appropriate advantage of digital media without allowing its influence to repress breadth of mind

    Mobile information access in the real world: A story of three wireless devices

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThe importance of the user perspective to the wireless information access experience cannot be understated: simply put, users will not indulge in devices that are perceived to be difficult to use and in technologies that do not offer quality infotainment – combined information and entertainment – content. In this paper, we investigate the impact that mobile devices have on the user wireless infotainment access experience in practice. To this end, we have undertaken an empirical study placed in a ‘real-world’ setting, in which participants undertook typical infotainment access tasks on three different wireless-enabled mobile devices: a laptop, a personal digital assistant and a head mounted display device. Results show that, with the exception of participants’ level of self-consciousness when using such devices in public environments, the user wireless information access experience is generally unaffected by device type. Location was shown, though, to be a significant factor when users engage in tasks such as listening to online music or navigation. Whilst the interaction between device and environment was found to influence entertainment-related tasks in our experiments, the informational ones were not affected. However, the interaction effects between device and user type was found to affect both types of tasks. Lastly, a user’s particular computing experience was shown to influence the perceived ease of wireless information access only in the case of online searching, irrespective of whether this is done for primarily informational purposes or entertainment ones

    Will mobile video become the killer application for 3G? - an empirical model for media convergence

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    Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor

    Spartan Daily, November 2, 2017

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    Volume 149, Issue 31https://scholarworks.sjsu.edu/spartan_daily_2017/1072/thumbnail.jp

    Colin Mochrie vs. Jesus H. Christ: Messages About Masculinities and Fame in Online Video Conversations

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    With the availability of relatively easy-to-use tools for online video creation and distribution, people are increasingly producing videos not just for artistic expression, but also as a form of communication. This article examines two types of online video conversations, one within a specific online subculture, and one a series of responses to one particularly wellknown video. Videos lend themselves to the expression of ambiguity, contradictory meanings, taboo topics, and emotions. Within these two video conversations, topics include discussions of masculinity, identity, and fame.published or submitted for publicationis peer reviewe

    The Big Picture on Small Screens Delivering Acceptable Video Quality in Mobile TV

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    Mobile TV viewers can change the viewing distance and (on some devices) scale the picture to their preferred viewing ratio, trading off size for angular resolution. We investigated optimal trade-offs between size and resolution through a series of studies. Participants selected their preferred size and rated the acceptability of the visual experience on a 200ppi device at a 4: 3 aspect ratio. They preferred viewing ratios similar to living room TV setups regardless of the much lower resolution: at a minimum 14 pixels per degree. While traveling on trains people required videos with a height larger than 35mm
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