12,124 research outputs found
"Spice", "Kryptonite", "Black Mamba": An overview of brand names and marketing stragtegies of Novel Psychoactive Substances on the Web
Novel Psychoactive Substances (NPSs) are often sold online as âlegalâ and âsaferâ alternatives to International Controlled Drugs (ICDs) with captivating marketing strategies. Our aim was to review and summarize such strategies in terms of the appearance of the products, the brand names, and the latest trends in the illicit online marketplaces. Methods: Scientific data were searched in PsychInfo and Pubmed databases; results were integrated with an extensive monitoring of Internet (websites, online shops, chat rooms, fora, social networks) and media sources in nine languages (English, French, Farsi, Portuguese, Arabic, Russian, Spanish, and Chinese simplified/traditional) available from secure databases of the Global Public Health Intelligence Network. Results: Evolving strategies for the online diffusion and the retail of NPSs have been identified, including discounts and periodic offers on chosen products. Advertisements and new brand names have been designed to attract customers, especially young people. An increased number of retailers have been recorded as well as new Web platforms and privacy systems. Discussion: NPSs represent an unprecedented challenge in the field of public health with social, cultural, legal, and political implications.Web monitoring activities are essential for mapping the diffusion of NPSs and for supporting innovative Web-based prevention programmes.Peer reviewedSubmitted Versio
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Olfaction-enhanced multimedia: Perspectives and challenges
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 Springer VerlagOlfactionâor smellâis one of the last challenges which multimedia and multimodal applications have to conquer. Enhancing such applications with olfactory stimuli has the potential to create a more complexâand richerâuser multimedia experience, by heightening the sense of reality and diversifying user interaction modalities. Nonetheless, olfaction-enhanced multimedia still remains a challenging research area. More recently, however, there have been initial signs of olfactory-enhanced applications in multimedia, with olfaction being used towards a variety of goals, including notification alerts, enhancing the sense of reality in immersive applications, and branding, to name but a few. However, as the goal of a multimedia application is to inform and/or entertain users, achieving quality olfaction-enhanced multimedia applications from the usersâ perspective is vital to the success and continuity of these applications. Accordingly, in this paper we have focused on investigating the user perceived experience of olfaction-enhanced multimedia applications, with the aim of discovering the quality evaluation factors that are important from a userâs perspective of these applications, and consequently ensure the continued advancement and success of olfaction-enhanced multimedia applications
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Art museums and the incorporation of virtual reality: Examining the impact of VR on spatial and social norms
Art museums implicate established spatial and social norms. The norms that shape these behaviours are not fixed, but rather subject to change as the sociality and physicality of these spaces continues to develop. In recent years, the re-emergence of virtual reality (VR) has led to this technology being incorporated into art museums in the form of VR-based exhibits. While a growing body of research now explores the various applications, uses and effects of VR, there is a notable dearth of studies examining the impact VR might be having on the spatial and social experience of art museums. This article, therefore, reports on an original research project designed to address these concerns. The project was conducted at Anise Gallery in London, United Kingdom, between June and July 2018 and focused on the multisensory, and VR-based, exhibition, Scents of Shad Thames. The research involved 19 semi-structured interviews with participants who had just experienced this exhibition. Drawing on scholarly literature that surrounds the spatial and social norms pertaining to art museums, this study advances along three lines. First, the research explores whether the inclusion of VR might alter the practice of people watching, which is endemic of this setting. Second, the research explores whether established ways of navigating the physical setting of art museums might influence how users approach the digital space of VR. Third, the research examines whether the incorporation of VR might produce a qualitatively different experience of the art museum as a shared social space
Theory of the Avatar
The internet has given birth to an expanding number of shared virtual reality spaces, with a collective population well into the millions. These virtual worlds exhibit most of the traits we associate with the Earth world: economic transactions, interpersonal relationships, organic political institutions, and so on. A human being experiences these worlds through an avatar, which is the representation of the self in a given physical medium. Most worlds allow an agent to choose what kind of avatar she or he will inhabit, allowing a person with any kind of Earth body to inhabit a completely different body in the virtual world. The emergence of avatar-mediated living raises both positive and normative questions. This paper explores several choice models involving avatars. Analysis of these models suggests that the emergence of avatar-mediated life may increase aggregate human well-being, while decreasing its cross-sectional variance. These efficiency and equity effects are contingent on the maintenance and protection of certain rights, however, including the right of agents to free movement, unbiased information, and political participation.information and internet services, computer software, equity, justice, inequality, synthetic worlds
The celebrity factory: new modes of fashion entrepreneurship
The aim of the paper is to analyze the contribution of celebrity culture to the re-shaping of the fashion
industry, distancing from an oppositional view while embracing a systemic one, where celebrity is
considered a fundamental engine of the contemporary cultural production of fashion and a global consumerist
culture. The scope of our paper tries to overcome the endorsement point of view to address
the relationship between celebrity and fashion as a two-way relationship which is re-wiring the fashion
industry. The paper will explore the multiple manifestations of the so-called celebrity brand labels, from
Kim Kardashian to Victoria Beckham
An online collaborative learning system : designing for evaluation of students' learning
This paper will discuss work-in-progress in the development and evaluation of an online collaborative learning system. The context is a study of a course in an on-campus weekend part-time program attended by students who share similar professional engineering backgrounds but living far apart from each other with no opportunities to meet for discussions between weekends. The course requires students to tackle problems based on real life scenarios within small online groups after having attended lectures over the weekend. The research will look at ways in which group work can be conducted, and the contribution of the instructor. The approach to be taken will be an interpretive case study using questionnaire survey, text analysis and interviews. The main findings from the study will be reported, with focus on the strengths of, and difficulties in, using the research methods
FACEBOOK, THE SPICE OF LIFE?
Facebook is both a social and commercial entity. The large revenues generated by Facebookâs context-based advertising system ($600 million in 2009), attest to the fact that people go to Facebook not just to socialize but also to learn about new products and services. When Facebook friends discuss commercial products, Facebook is providing the social platform for a commercial context. Since Facebook has features that expose people to new products, forms of entertainment, and social settings, it provides users with a great deal of variety of experience. The findings of this study show that feelings of satiation in oneâs life motivate people to seek out variety on Facebook. Facebookâs ability to mediate this variety-seeking behavior is used to explain the dual nature of Facebook usage as both a commercial and social platform
Context-induced creativity and the figurative use of taste terms
For reasons of space, we only discussed one text in which the metaphors used seem to take their root in the context in which it has been written. One text is definitely not enough to make any definite claims on how widespread this phenomenon is. Given what we know about the two domains - Food and taste - one has reasons to believe that when speakers/conceptualisers (e.g. journalists) describe something which stands in some relation to both, they may intuitively be reaching for taste metaphors of the kind described above on the premise that this kind of âornamentationâ will add some spice to what the addressee might otherwise consider a trivial (and boring) topic. At the same time, taste is only one among many properties a particular item of food or a substance (e.g. sugar) has. In consequence, one may well imagine contexts in which it is not its taste, but other properties (e.g. what Harbottle [1997:183] refers to as its 'pure white and deadlyâ image) that will make the conceptualiser reach for a particular linguistic or conceptual metaphor
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