6,251 research outputs found
Anime Studies: media-specific approaches to neon genesis evangelion
Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Making Neon Genesis Evangelion (Shin Seiki Evangerion, 1995-96) its central case and nodal point, this volumen forground anime as a media with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses
Presentation, Technology, and Content â Studies on Consumer Behaviour in Journalism
The goal of this thesis is to extend the understanding of the effects the presentation and visuality of journalism can have on users and consumers. Further, this thesis makes a case that a focus on the presentation and visuality of journalism is a possibility for audience orientation without compromising journalistic quality. The visual presentation of journalism has become very important because of technological developments that make the reproduction of design, pictures, layout and any other relevant presentation modes so much easier. While practitioners are handling this on a daily basis, management researchers are just starting to empirically investigate related phenomena, especially in the context of journalism.
Along five empirical studies conducted in the journalism field, this thesis establishes links between the presentation, technology and content of journalism and consumer behaviour. It further identifies frameworks to approach the presentation of journalism and theoretically explains how the presentation can provide a possibility for audience orientation without compromising content. Thereupon, this research derives recommendations for theory and practitioners in order to uphold the business viability of news production
A Survey on Data-Driven Evaluation of Competencies and Capabilities Across Multimedia Environments
The rapid evolution of technology directly impacts the skills and jobs needed in the next decade. Users can, intentionally or unintentionally, develop different skills by creating, interacting with, and consuming the content from online environments and portals where informal learning can emerge. These environments generate large amounts of data; therefore, big data can have a significant impact on education. Moreover, the educational landscape has been shifting from a focus on contents to a focus on competencies and capabilities that will prepare our society for an unknown future during the 21st century. Therefore, the main goal of this literature survey is to examine diverse technology-mediated environments that can generate rich data sets through the usersâ interaction and where data can be used to explicitly or implicitly perform a data-driven evaluation of different competencies and capabilities. We thoroughly and comprehensively surveyed the state of the art to identify and analyse digital environments, the data they are producing and the capabilities they can measure and/or develop. Our survey revealed four key multimedia environments that include sites for content sharing & consumption, video games, online learning and social networks that fulfilled our goal. Moreover, different methods were used to measure a large array of diverse capabilities such as expertise, language proficiency and soft skills. Our results prove the potential of the data from diverse digital environments to support the development of lifelong and lifewide 21st-century capabilities for the future society
Audience Reception of the Marketing of Japanese Role-playing Games: Comments on English Trailers of Shin Megami Tensei V
Games developed in Japan are a historically notable part of the game industry. The genre of Japanese role-playing games has been studied increasingly in recent years, but there are still gaps in the field of study, such as angles related to fandoms formed around the games. Similarly, video game marketing, which includes trailers, has not received much scholarly attention, despite its importance in the industry. This thesis examines the marketing of Shin Megami Tensei V, a Japanese role-playing game, to English-speaking audiences, and how those audiences react to trailers on YouTube in the comment section. The main research question is: How are the English trailers of Shin Megami Tensei V received by their YouTube audiences? The aim is to uncover issues related to culture, fandom, and communication on social media platforms.
A total of 150 comments across the comment sections of three trailers were analyzed using thematic analysis. The method was chosen due to its compatibility with this type of data, such as its usefulness in qualitatively finding and tracking trends among a large dataset. Comments were studied, assigned codes, and finally combined into themes by the author.
This thesis identifies three main themes in the comments: First-timers vs. Veterans, Characters, and Demons. First, connections and tensions in the Shin Megami Tensei media mix are brought up by newcomers to the main series and its older fans. Second, the human characters of the game are commented on, with interpretation and expectations focusing on their role in the story. Third, the recruitable creatures of the game called demons are discussed, as users were excited about their favorites appearing in the trailers, as well as how they looked visually. Commenters mostly included fans, either those of Shin Megami Tensei or other Japanese media, and the reception to the trailers was positive
Reorienting Toward Queerness: Learning with Virtual Reality and Multi-Agent Simulations of Gender and Sexuality
In the fields of science, technology, engineering, and mathematics (STEM) and STEM education, the predominant body of technoscientific scholarship is largely cisheteronormative, leaving queer and trans perspectives underrepresented. The new technology designs presented in this dissertation, across virtual reality and multi-agent simulations, offer productive ways to reorient technology design toward queer and trans perspectives while developing public understanding of critical perspectives in gender and sexuality. This manuscript-based dissertation explores the design and research of technologies that aim to reorient computing education from its roots in cisheteronormative ideologies and toward addressing LGBTQ+ marginalization. First, in a critical review of the literature, I highlight the historical cisheteronormativity in computer science, queer and trans theories of computing, queer game studies, the technological regulation of LGBTQ+ bodies and identities, and possibilities for queering computing and computing education. I offer ways forward by proposing queer coding and computing architectures, working in active solidarity with LGBTQ+ people in designing computational artifacts, and foregrounding LGBTQ+ embodiments, epistemologies, and axiologies in designing virtual reality and computational simulations. Next, I investigate how participants engage with a VR experience designed to deepen their understanding of gender and sexuality-based marginalization in STEM learning environments. The findings reveal how participants, in interaction with the VR experience, produced ideological stances and emotional configurations that reoriented them to marginalized perspectives grounded in critical queer and trans perspectives. Finally, I analyze how the design of a multi-agent simulation of gender and sexuality-based marginalization and resilience can support conversations about the complex, emergent nature of marginalization. The findings demonstrate how the simulation supported multi-level, emotional, and embodied sense-making about emergent experiences of harm and support. I also show how Flocking QT Stories is an essential departure from previous work on multi-agent systems by analyzing how stories in the simulation served as scaffolds to help participants make sense of the simulation and encourage personal storytelling to make deeper, personal connections. Across these papers, this dissertation offers insights into how we can design and research queer technologies that foreground queer and trans embodiments, epistemologies, and axiologies and better support learning about gender and sexuality and encourage learners to challenge cisheteronormativity
LIPIcs, Volume 274, ESA 2023, Complete Volume
LIPIcs, Volume 274, ESA 2023, Complete Volum
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