44,649 research outputs found

    I Heard it through the... Vine: A Look into Virality and its Importance

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    Making the FTC â˜ș: An Approach to Material Connections Disclosures in the Emoji Age

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    In examining the rise of influencer marketing and emoji’s concurrent surge in popularity, it naturally follows that emoji should be incorporated into the FTC’s required disclosures for sponsored posts across social media platforms. While current disclosure methods the FTC recommends are easily jumbled or lost in other text, using emoji to disclose material connections would streamline disclosure requirements, leveraging an already-popular method of communication to better reach consumers. This Note proposes that the FTC adopts an emoji as a preferred method of disclosure for influencer marketing on social media. Part I discusses the rise of influencer marketing, the FTC and its history of regulating sponsored content, and the current state of regulation. Part II explores the proliferation of emoji as a method of communication, and the role of the Unicode Consortium in regulating the adoption of new emoji. Part III makes the case for incorporating emoji as a method of disclosure to bridge compliance gaps, and offers additional recommendations to increase compliance with existing regulations

    Will Sony’s Fourth Playstation Lead to a Second Sony v. Universal?

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    Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law

    Will Sony’s Fourth Playstation Lead to a Second Sony v. Universal?

    Get PDF
    Sony has included a “share” button on the next version of their popular PlayStation video game system. This feature is meant to allow players to record and share videos of their gameplay. This service shares similarities with the controversial “record” button that Sony included with its Betamax players over thirty years ago. The Betamax player was the subject of the landmark case Sony v. Universal, a foundational case for the modern application of copyright law to new technology. This Issue Brief examines how this “share” feature would fare under the framework laid out by Sony v. Universal and other evolutions in copyright law

    Listening to Garhwali Popular Music in and out of Place

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    Listening to popular music is a central means by which people construct their place in the world, both literally and figuratively. For Garhwalis living inside and outside of the Himalayas, listening to vernacular popular music has been one way in which they imagine themselves to be part of a specific place and a larger cultural region. Displacement is a major theme of these songs, and practices of listening underline the mobile and trans-local aspects of life for many Garhwalis. In order to assess the impact of popular music consumption on notions of place, and vice versa, this article provides ethnographic vignettes of musical consumption in Garhwali villages and small towns, Garhwali pilgrimage sites, and migrant contexts outside of Garhwal. I suggest that much of the emotional salience and enduring popularity of Garhwali gīt derive from the emotional and physical displacement of married women and male migrants

    Mobility is the Message: Experiments with Mobile Media Sharing

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    This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system – Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today. Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffman’s understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhan’s way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility. While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in people’s everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like

    How May I Impress You? A Content Analysis of Online Impression Management Tactics of YouTube Beauty Vloggers

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    This research aims at investigating how YouTube beauty vloggers utilize impression management tactics to convey the intended image in an online environment by analyzing their self-presentational behaviors. Two individual coders coded one hundred videos that top trending on YouTube, featuring some single human vloggers who used English as the primary presentation language. Results revealed that first, vloggers had engaged with all four self-presentational behavioral strategies (verbal expressions, nonverbal cues, artifactual displays, and purposive behaviors) in the seemingly amateur videos. Second, a commonly shared feature of top trending vlogs was that they were all designed with abundant and diverting content, indicating that viewers favored the content more than the structure of the vlog. Third, most presenters demonstrated extraverted and likeable personality traits. Fourth, viewers preferred to watch the vlogs with natural props and in simpler environmental settings. Lastly, vloggers chose to use more acquisitive impression management tactics than protective ones in top trending vlogs, and the results showed that viewers also displayed consent to receiving more positive framing
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