957 research outputs found

    Visual-Based Transmedia Events Detection

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    International audienceThis paper presents a visual-based media event detection system based on the automatic discovery of the most circulated images across the main news media (news websites, press agencies, TV news and newspapers). Its main originality is to rely on the transmedia contextual information to denoise the raw visual detections and consequently focus on the most salient transmedia events

    ‘Welcome to London’: Spectral Spaces in Sherlock Holmes’s Metropolis

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    This article examines the burgeoning tourist trade for locations featured in fictional narratives in popular culture. Symptomatic of a postmodern, hyperlinked culture referencing a vast reservoir of texts, such tourism produces a convergence of effects which render places ambivalent. Through a case study of Sherlock Holmes tourism in London, I argue that the city is constructed as seething with the spectral in which there is tension and slippage between paratexts, past and present, history and fiction, the observable and imperceptible. The tourist seeks out embodied experiences of their own secret London(s) which reside somewhere in-between the multiplicitous topographies

    Transmedia Narratives in Education: The Potentials of Multisensory Emotional Arousal in Teaching and Learning Contexts

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    The role of the teacher has radically changed with the introduction of digital media in the different stages of the educational process. The teacher is not the deposit of knowledge anymore but acts as a dramatist that creates transmedia narratives to engage students in their access to knowledge. Teaching and learning experiences are a complex formed at least by visual, auditory, and verbal stimuli combined in specific modes stimulating multilayered sensitive emotional experiences. These experiences should be conceptualized as one interconnected complex as far as students need to develop tools for interpretation, negotiation, and meaning-making of the information they are constantly exposed to. This contribution presents an interdisciplinary pedagogical project that used transmedia narratives in the field of art education, stressing on the potentials of multisensory emotional arousal that increases the likelihood of memory consolidation, the process of creating a permanent record of the encoded information

    A Broken Mirror Held to History’s Face On the Narrative Use of Computer Screens, Multi Screen Experiences, and a Transmedia Theoretical Console in the Popular Assassin’s Creed Series

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    This paper presents media theorist Nanna Verhoeff’s concept of the theoretical console, as a popular and overt form of transmedia narrative. The theoretical console is taken to be a transmedia assemblage that draws attention to itself, as comprising diverse and meaningful media objects, that can be connected in a shared narrative. My main examples of this concept here are those popular video games that spatially juxtapose several types of computer screens and computer uses, with a narrative emphasis. With extensive references to theory on screened media and on transmedia narratives, Assassin’s Creed IV: Black Flag is my main example case study. Specifically, this game and its series peers encourage historiographic contemplations, by assembling a theoretical console across several media forms. Other popular video games from that series provide variations of this same transmedia constellation, this “theoretical console”. In its transmedia constellation, with a second screen mobile phone app, and other complementary screen media, the fictionalized history of Assassin’s Creed IV: Black Flag implicates elements from its actual reality, across various forms of engagement. Assassin’s Creed IV: Black Flag presents a high fidelity historical fiction, to be comprehensively enacted. It mirrors the player’s use of differing computer screens diegetically within playable frame story sections. In addition, the complementary affordances of the mobile phone app, and integrated social media websites, all encourage its player to stay involved in this fictional world, even outside immediate play. With this, the game draws many activities into a single transmedial fiction constellation. Moreover, the game diegetically references online repositories for both its fictionalized history, and actual history. This use of computer screens, to form a transmedia constellation in the form of an overt theoretical console, is shown to complement this popular game’s hypermediative narrative of a fictional shadow war secretly driving actual human history, which then meaningfully posits how to theorize history in our everyday lives

    XR Academia:Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe

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    The book XR Academia: Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe, has at its core the objective of making immersive technology accessible and visible worldwide, with the simultaneous breaking-down of linguistic barriers. Both European and Latin American authors can read each other’s work(s), allowing knowledge and experience in extended reality to be shared. Another important aspect of XR Academia is its attempt to introduce an open science contribution to the issues of immersive technologies, in order to inspire new generations that do not have access to increasingly expensive publications. This volume includes fourteen selected chapters from presenters from the 2020 and 2021 events. These chapters describe research and experiences on a wide range of XR applications, which include entertainment, health, narration, education, psychotherapy, guidance, language, culture and arts. Considering that great inventions and innovations are developed in Latin America but fail to be published internationally, our aim was to open a door to allow the permanent exchange between two languages: Spanish and English

    News, Networks and Users in the Hybrid Media system: 2nd Seminar Report

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    86 p.During the last few months, the COVID-19 pandemic and its associated issues have monopolized the debate on the media and social networks. Thus, the news actors in the hybrid media system have incorporated the fight against the infodemic and disinformation as another priority in a society that has demanded constant and reliable information in multiple formats and media. But in this environment in which borders are increasingly blurred, the need for citizens to receive up-to-date and truthful information on issues of high social impact is superimposed on the dynamics of social media, which can contribute to feeding back discourses that promote polarization. The information saturation typical of an information ecosystem in which information actors and sources multiply has, therefore, as a paradoxical reverse, the increased risk of misinformation. In this context, this report includes the main contributions made by the researchers of the project News, networks and users in the Hybrid Media System (RTI2018-095775-B-C41/42/44) in the 2nd Newsnet Seminar, which was held in Bilbao on November 16, 2021.News, networks and users in the Hybrid Media System (Newsnet) is a research project funded by the Spanish Ministry of Science, Innovation and Universities (RTI2018-095775-B-C41/42/44

    Entertainment Education in the New Media Landscape

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