8,596 research outputs found

    Capability in the digital: institutional media management and its dis/contents

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    This paper explores how social media spaces are occupied, utilized and negotiated by the British Military in relation to the Ministry of Defence’s concerns and conceptualizations of risk. It draws on data from the DUN Project to investigate the content and form of social media about defence through the lens of ‘capability’, a term that captures and describes the meaning behind multiple representations of the military institution. But ‘capability’ is also a term that we hijack and extend here, not only in relation to the dominant presence of ‘capability’ as a representational trope and the extent to which it is revealing of a particular management of social media spaces, but also in relation to what our research reveals for the wider digital media landscape and ‘capable’ digital methods. What emerges from our analysis is the existence of powerful, successful and critically long-standing media and reputation management strategies occurring within the techno-economic online structures where the exercising of ‘control’ over the individual – as opposed to the technology – is highly effective. These findings raise critical questions regarding the extent to which ‘control’ and management of social media – both within and beyond the defence sector – may be determined as much by cultural, social, institutional and political influence and infrastructure as the technological economies. At a key moment in social media analysis, then, when attention is turning to the affordances, criticisms and possibilities of data, our research is a pertinent reminder that we should not forget the active management of content that is being similarly, if not equally, effective

    From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum

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    Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work

    Developing Email Interview Practices in Qualitative Research

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    This article describes using email as a kind of interview. In a sociological study of professional career transition into law, on several occasions in that study, interview participants suggested using emails rather than face-to-face interviews. This \'irregularity\' set off reflection whether email interviews counted as \'proper\' interviews. Discussing examples of email interviews clarifies differences from other uses of email in research, and assists exploration of advantages and disadvantages of email interviews as a qualitative research method. A preliminary framework is suggested for evaluation the suitability of email interviews. Present-day limitations point to continuing development in this area of social research. Current indications are that emergent media technologies such as email interviews, like other new media innovations, do not diminish older forms, but rather enrich the array of investigatory tools available for social research today.Email Interview; Email Research; Interview Methodology; Mixed Method

    CGAMES'2009

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    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    Abstracts: HASTAC 2017: The Possible Worlds of Digital Humanities

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    The document contains abstracts for HASTAC 2017

    Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web

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    The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability

    D1.3 List of available solutions

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    This report has been submitted by Tempesta Media SL as deliverable D1.3 within the framework of H2020 project "SO-CLOSE: Enhancing Social Cohesion through Sharing the Cultural Heritage of Forced Migrations" Grant No. 870939.This report aims to conduct research on the specific topics and needs of the SO-CLOSE project, addressing the available solutions through a state-of-the-art digital tools analysis, applied in the cultural heritage and migration fields. More specifically the report's scope is:To define proper tools and proceedings for the interview needs -performing, recording, transcription, translation. To analyse potential content gathering tools for the co-creation workshops. To conduct a state-of-the-art sharing tools analysis, applied in the cultural heritage and migration fields, and propose a critically adjusted and innovative digital approach

    The role of consumer-brand engagement in a digital marketing era

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    The purpose of this thesis is to understand the role of consumer-brand engagement in a digital marketing era. We explore the consumer-brand engagement construct in relation to consumers as the engagement subjects, and brands (i.e., brand/companies) as the engagement objects. Our intention is to contribute to advancing the theoretical knowledge of this subject and to provide useful insights that can be used by practitioners, particularly companies that use interactive platforms to create consumer-brand relationships.O objetivo desta tese é o de compreender o papel do compromisso entre o consumidor e a marca nesta nova era de marketing digital. Exploramos nesse sentido o constructo do compromisso entre o consumidor e a marca, sendo o consumidor o sujeito do compromisso e a marca (isto é, marcas ou empresas) o objeto desse compromisso. É nosso objetivo contribuir para o avanço teórico do conhecimento sobre esta área do saber, bem como fornecer novos conhecimentos que possam ser úteis e utilizados pelos gestores nas empresas, nomeadamente no que diz respeito a empresas que utilizem plataformas interativas para criar relacionamentos entre os consumidores e as marcas

    Exploring digital fiction as a tool for teenage body image bibliotherapy

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    This article reflects on the findings of the interdisciplinary ‘TransForm’ project, which ran between 2012 and 2014 and aimed to explore how reading and writing digital fictions (DFs) might support young women in developing frameworks for more positive thinking regarding their body image. The project comprised the following stages: (1) a review and compilation of DFs thematising and/or problematising female corporeality; (2) a series of cooperative inquiries with 3 groups of young women (aged 16–19 years) over a period of 5 weeks, examining participants’ responses to a selection of the previously compiled DFs, as well as the challenges these young women face in relation to body image and (3) an interventionist summer school in which participants aged 16–19 explored body image issues via writing DFs. This article reports on the main observations and findings of each stage, and draws conclusions for future research needs in this area
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