35 research outputs found

    Embodied Tuning: Interfacing Danish Radio Heritage

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    Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery space. We implemented a simple, low-cost prototype system called Exaudimus, allowing users to search for the audio streams using their own bodies as a metaphorical radio-tuning dial. We tested the concept in a public exhibition at the Media Museum in Denmark. A small, qualitative user study conducted during the exhibition shows promise for this type of immersive experience. The users, however, tended to perceive it as

    Empati med nyhedsredaktøren: En spilbaseret tilgang til undervisning i journalistiske nyhedsværdier

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    There is often a mismatch between our perception of the role of journalism in society characterized by idealistic notions and the actual journalism that we encounter in news outlets. The article presents results from an experiment in teaching, where this mismatch was addressed via a digital game in a course for undergraduates. It is a case of action research that theoretically adopts a game-based learning approach. Methodologically the article is based on a mixed-method research design with quantitative data from two surveys and qualitative observations from the teaching situation itself. The analysis shows that most students consider the game a constructive learning activity that has contributed to their understanding of commercial and practice aspects of journalism. Further, the game elicits transformational play, where students through role-taking and shift in perspective, can achieve a more empathetic understanding of the role as news editor. The article argues for the value in designing curricular learning games and ends by bringing forth the main insights from the experiment for other teachers interested in experimenting with designing game-based learning.Der opstår ofte et misforhold mellem vores opfattelse af journalistikkens samfundsrolle præget af idealistiske forestillinger og den faktiske journalistik, som vi møder i medierne. Artiklen præsenterer resultater fra et eksperiment i undervisningen, hvor dette misforhold blev adresseret via et digitalt spil på et kursus for bachelorstuderende. Der er tale om aktionsforskning, der teoretisk benytter en spilbaseret læring-tilgang. Metodisk baserer artiklen sig på et mixed-methods undersøgelsesdesign med kvantitative data fra to surveys samt kvalitative observationer fra selve undervisningen. Analysen viser, at de fleste studerende vurderer spillet som en konstruktiv læringsaktivitet, der har øget deres forståelse for kommercielle og praksisaspekter af journalistik. Desuden giver spillet anledning til transformerende spil (transformational play), hvor studerende gennem rolletagning og perspektivskifte kan opnå en mere empatisk forståelse af rollen som nyhedsredaktør. Artiklen argumenterer for, at det er indsatsen værd at designe læringsspil, og slutter af med at fremdrage de væsentligste erfaringer af eksperimentet for undervisere, der vil eksperimentere med at designe spilbaseret læring

    Media and Communication in Asia in Early 21st Century: Changes, continuities, and challenges

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    Asia has some of the largest, most dynamic, diversified, and complicated media industries in the world (McKinsey & Company, 2015). Entering the 21st Century, the rapid economic and political developments of Asia further energize the growth of media locally and globally (for general discussion, see, e.g., Keane [2006]; Thussu [2006], specific discussions on the cases of Korea [Kim, 2013], Japan [Iwabuchi, 2004], China [Sun, 2009]). In a reflection on the increasing importance of Asian players in global communication industry, Keane describes that “Asianness is colonizing international communications markets” (2006: 839-840) with the impacts ranging from the production of hardware (i.e., East Asian technology) to content (e.g., Japanese manga, anime and TV formats and South Korean popular culture) and from the cross-over of directors and actors from Asia to Hollywood and the world. Yet, a lack of timely understanding of media and communication in a fast-changing Asia is hindering not only our interpretation of the significance of media in social transformation in Asia, but also the efforts to de-westernize (e.g., Park & Curran, 2000; Wang, 2010) or internationalize communication studies (Lee, 2014)

    Editorial

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    Media and communication in Asia in early 21st century: Changes, continuities, and challenges

    Get PDF
    Asia has some of the largest, most dynamic, diversified, and complicated media industries in the world (McKinsey & Company, 2015). Entering the 21st Century, the rapid economic and political developments of Asia further energize the growth of media locally and globally (for general discussion, see, e.g., Keane [2006]; Thussu [2006], specific discussions on the cases of Korea [Kim, 2013], Japan [Iwabuchi, 2004], China [Sun, 2009]). In a reflection on the increasing importance of Asian players in global communication industry, Keane describes that “Asianness is colonizing international communications markets” (2006: 839-840) with the impacts ranging from the production of hardware (i.e., East Asian technology) to content (e.g., Japanese manga, anime and TV formats and South Korean popular culture) and from the cross-over of directors and actors from Asia to Hollywood and the world. Yet, a lack of timely understanding of media and communication in a fast-changing Asia is hindering not only our interpretation of the significance of media in social transformation in Asia, but also the efforts to de-westernize (e.g., Park & Curran, 2000; Wang, 2010) or internationalize communication studies (Lee, 2014)

    Beyond simple nostalgia: Transforming visitors' experience of retro-gaming and vintage computing in the museum

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    Retro culture is often criticised for its ahistorical and aestheticized assembling of the past. Nostalgia is considered a prevalent attitude in the domains of retro-gaming and vintage computing in terms of a romanticising view of the past. Thus, the phenomena of retro-gaming and vintage computing can seem unfit for museums as arbiters of History. However, what if the affective appeal of nostalgia could be harnessed and the romanticised approach to the past simultaneously tempered with more reflection? This article focuses on the possible transformation, via participatory exhibition design, of museum visitors’ simple nostalgia into reflective nostalgia. The article accounts for two exhibitions of retro-gaming culture at the Media Museum that deployed two participatory approaches: 1) Enabling the visitors to participate by using the technology on display and playing games. 2) Including retrogaming fans in a co-creative exhibition design process. We argue that there is a considerable potential for affective engagement of museum visitors in retro-gaming culture, which can serve as a platform of interest for scaffolding further reflection on gaming past and present. Interviews with visitors show that the interactivity of playing games and the tactile handling of original gaming artefacts are effective in fostering visitors’ reflectionRetrokultur bliver ofte kritiseret for en ahistorisk og æstetiserende tilgang til fortiden, og nostalgi bliver anset for at være en udbredt attitude inden for domænerne retrospil og antikke computere i form af et romantiserende syn på fortiden. Derfor kan retrospil og antikke computere virke som upassende emner for museer, som varetagere af Historien. Men hvad nu hvis nostalgiens affektive appel kunne udnyttes, og den romantiske tilgang til fortiden samtidig modereres af mere refleksion? Denne artikel fokuserer på den mulige transformation af de museumsbesøgendes simple nostalgi til refleksiv nostalgi gennem deltagende tilgange til udstillingsdesign. Den redegør for to udstillinger af retrospilkultur på Mediemuseet med to forskellige deltagelsesstrategier: 1) Give de besøgende mulighed for at interagere med den udstillede teknologi ved at spille spil. 2) Inkludere fans af retrospil i en samskabende designproces af udstillingen. Vi argumenterer for, at der er et anseeligt potentiale for affektivt engagement af museumsbesøgende i retrospilkultur, som kan tjene som en platform af interesse for yderligere refleksion over spilkultur før og nu. Interviewene viser, at interaktiviteten i at spille spil samt den taktile omgang med originale spilartefakter er effektive igangsættere af refleksion hos de besøgende

    Medier pĂĄ museum

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    Media play three distinct roles in museum communication. First, media are found at the physical museum as tools for communication. Examples include labels, screens and audioguides. Second, media are used by museums for communication outside the physical museum such as online on social networking sites. Third, media are sometimes exhibited as objects in their own right. In this article these three relationships between museums and media are explored. In some cases, media are drivers of creating a museum experience. In other cases, the museum creates the experience of media as objects of cultural significance

    "I love Skagen Museum":Patterns of Interaction in the Institutional Facebook Communication of Museums

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    Facebook has often been hailed for affording participation and thus for representing an opportunity for institutions to interact with the public. However, research concerning how institutions are actualizing this communicative opportunity is still scarce. In this article, we seek to address this gap by investigating empirically how one type of institution, namely museums, and their Facebook followers, actually communicate. Our approach is innovative in combining analytical tools from speech act theory and Conversation Analysis (CA) to a corpus of activities from the Facebook pages of nine Danish museums of different types and sizes collected during eight consecutive weeks in 2013. This approach enables us to both investigate communicative actions as isolated speech acts and the micromechanics of the interaction that potentially arise from these actions. Our findings indicate that certain kinds of speech act are used more than others and that certain speech acts lead to more interaction than others. By analyzing a fairly standard example of museum/follower interaction, we show how different kinds of micro conversational dynamics play out. In light of this analysis, we ask what modes of participation the interaction affords and we discuss the implications of our findings for recent debates about how museums can adapt to the participatory paradigm underlying institutional Facebook communication. Key Words: Social media communication, Facebook, speech acts, conversation analysis, institutional communication, museum
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