255 results on '"cross-media"'
Search Results
2. Superdiversità a scuola. Testi e linguaggi per educare nelle classi ad alta complessità, Davide Zoletto, Brescia, Editrice Morcelliana Scholé, 2023
- Author
-
Nicoletta Apolito
- Subjects
superdiversity ,interculturality ,cross-media ,Education ,Education (General) ,L7-991 - Published
- 2024
- Full Text
- View/download PDF
3. Propagation Characteristics of Rectangular Hermite-Gaussian Array Beams Through Oceanic and Atmospheric Turbulence
- Author
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Hao Du, Guixuan Ding, Xing Du, Zhenyang Xiong, Sheng Wang, Qiang Liu, Hui Feng, and Simeng Wang
- Subjects
Atmospheric turbulence ,cross-media ,Hermite- Gaussian beam ,oceanic turbulence ,under water optical communication ,Applied optics. Photonics ,TA1501-1820 ,Optics. Light ,QC350-467 - Abstract
This study investigates the propagation characteristics of rectangular Hermite-Gaussian array beams (RHGABs) through the oceanic and atmospheric turbulence considering ocean waves. Firstly, a theoretical model for the RHGABs in seawater-to-air propagation path is proposed. Secondly, we derive the expressions of the mean squared beam width and angular spread of RHGABs by using the extended Huygens-Fresnel principle and Rytov approximation. Finally, the effects of turbulent mediums on the RHGABs spreading are studied by analyzing the Rayleigh range. Our findings suggest that the Rayleigh range increases with the beam order of RHGABs. And the mean squared beam width of RHGABs in oceanic turbulence increases significantly higher than that in atmospheric turbulence. The results of this research can be applied to underwater optical communication systems.
- Published
- 2023
- Full Text
- View/download PDF
4. Development of Popular Science Journalism in the Cross-Media Context
- Author
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Lidia K. Lobodenko and Elena V. Davletshina
- Subjects
media space ,popular science journalism ,cross-media ,reposting ,rewriting ,social media ,media content ,media text ,Literature (General) ,PN1-6790 - Abstract
The development of information and communication technologies and the digitalization of the media space create new opportunities for the popularization of scientific knowledge. There is an objective need to study popular science journalism as an activity that develops a multimedia network format and various media content distribution channels. The work is aimed at analyzing the features of the development of popular science journalism on the Internet in the context of cross-media. The study employed general scientific methods (analysis and synthesis), a method of studying documents with elements of content analysis, a comparative method that includes a comparison of different types of content, as well as data from social network and messenger analytics services. The authors studied media channels and ways to promote media content, its ideological, thematic, and structural characteristics, the features of its transformation on high citation index ratings scientific-oriented platforms Nplus1.ru and Naked-science.ru. As a result of the conducted research, it was discovered that the audience involved in the studied online media is carried out through a differentiated cross-media presence, the use of rewriting, and reposting processes. Particular attention was focused on the comparative analysis of the media content of official websites, accounts in the social network VKontakte, and Telegram messenger.
- Published
- 2021
- Full Text
- View/download PDF
5. The Study, Its Design and Its Social Pre-conditions
- Author
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Ibrus, Indrek, author
- Published
- 2019
- Full Text
- View/download PDF
6. Cross-Media Alliances to Stop Disinformation: A Real Solution?
- Author
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Bella Palomo and Jon Sedano
- Subjects
alliance ,collaboration ,collaborative journalism ,cross-media ,disinformation ,fact-checking ,newsroom ,Communication. Mass media ,P87-96 - Abstract
Social networks have surpassed their intermediary role and become gatekeepers of online content and traffic. This transformation has favored the spread of information disorders. The situation is especially alarming in Spain, where 57% of Spaniards have at some moment believed false news. Since 2016, First Draft has promoted several collaborative verification projects that brought together newsrooms to fact-check false, misleading and confusing claims circulating online during presidential elections in several countries. The main objective of this article is to study the collaboration forged between newsrooms in Spain in order to debunk disinformation contents in 2019 under the name of Comprobado (Verified) and the impact of this initiative. Applying a methodological approach based on non-participant observation, interviews, content analysis of reports, scientific articles, books and media archives, we examine the internal uses of this platform, how journalists verified public discourse, the strategies and internal agreements implemented, and the degree of participation of the 16 media involved. Results show that only half of the initiatives begun were transformed into published reports, and the media impact achieved was limited. Finally, we note that the principal reasons for the frustration of the project were its improvised implementation, due to the date of the election being brought forward, and the scant culture of collaboration in the sector. In Spain at least, cross-media alliances are still an exception.
- Published
- 2021
- Full Text
- View/download PDF
7. Superdiversità a scuola. Testi e linguaggi per educare nelle classi ad alta complessità, Davide Zoletto, Brescia, Editrice Morcelliana Scholé, 2023
- Author
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Apolito, Nicoletta and Apolito, Nicoletta
- Published
- 2024
8. Media consumption in Ukraine in 2018-2020
- Author
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Victor V. Chebanenko
- Subjects
ukraine ,media consumption ,media market ,cross-media ,blogging ,internet ,ukrainization of media content ,Literature (General) ,PN1-6790 - Abstract
This article analyzes the media market of Ukraine during the period from 2018 to 2020. The study includes social and political phenomena that had an effect on media consumption in Ukraine. Firstly, at the end of 2018, the presidential election campaign contributed to the mass digitalization of the country. Then at the begging of 2020, news consumption was highly increased due to the situation with coronavirus pandemic. The article provides statistics on the Ukrainization of media content.
- Published
- 2020
- Full Text
- View/download PDF
9. Fiabe memetiche e fiabe mediatiche. Limiti e prospettive di un genere crossmediale.
- Author
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Nutricati, Alberto
- Subjects
FAIRY tales ,FOLK culture - Abstract
The transition from orality to writing and from analogue to digital has had deep consequences on the traditional oral heritage. Even though fairy tales have suffered from this impact much more than other genres, they have shown a high degree of adaptability to the most diverse media. This work aims to verify the repercussions digital and virtual systems have had on fairy tales in order to explore possible future scenarios. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
10. Cross-Media Intelligent Perception and Retrieval Analysis Application Technology Based on Deep Learning Education.
- Author
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Liu, Hean and Ko, Young Chun
- Subjects
- *
DEEP learning , *ARTIFICIAL intelligence , *FEATURE selection , *INFORMATION retrieval , *REFERENCE values , *STATISTICAL correlation - Abstract
This paper proposes a research on cross-media intelligent perception and retrieval analysis technology based on deep learning education in view of the complex learning knowledge environment of artificial intelligence of traditional cross-media retrieval technology, which is unable to obtain retrieval information timely and accurately. Based on the cross-media theory, this paper analyzes the pre-processing of cross-media data, transforms from a single media form such as text, voice, image, and video to a cross-media integration covering network space and physical space, and designs a cross-media intelligent perception platform system. With multi-core method of typical correlation analysis algorithm, this paper develops a new joint learning framework based on the joint feature selection and subspace learning cross-modal retrieval. What's more, the algorithm is tested experimentally. The results show that the retrieval analysis technology is significantly better than the traditional media retrieval technology, which can effectively identify text semantics and visual image classification, and can better maintains the relevance of data content and the consistency of semantic information, which has important reference value for cross-media applications. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
11. Scene Attribute Semantic Relational Regularization for Transport-Travel Scene Understanding
- Author
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Xin Lei Wei, Ruifen Cheng, Yingji Liu, Wei Zhou, and Daxin Tian
- Subjects
Homeomorphism ,scene recognition ,attribute learning ,cross-media ,semantic relation ,transport-travel scene ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Attribute learning has improved the performance in scene understanding and scene recognition. However, there are many attributes described by words or short texts in a static scene and traffic crowd scene. If there are two similar scenes, the semantic relationship topology structures of corresponding attribute groups of the two scenes are also homogeneity. But it is difficult to learn a semantic relation topology projection across semantic text data and visual data. To solve the problem, we construct approximate homeomorphism mapping based on the scene attributes semantic relational regularization. Hence, we propose a novel attribute semantic topological relationship regularization based scene attribute semantic learning(ARSL) method for scene semantic understanding. We establish a transport and travel scene recognition model based on attribute semantic features which are achieved by the proposed ARSL algorithm. In order to verify the proposed method, the experiments are implemented on the static transport-travel scene dataset and dynamic transport-travel crowds scene dataset respectively. The static transport-travel scene dataset is constructed by the SUN Attribute dataset including images and texts. However, the dynamic transport-travel crowds scene dataset is constructed through the WWW Crowd dataset including videos and texts, and the dynamic transport-travel crowd scene dataset is named as the WWW Crowd-Sub dataset. The performances of the proposed method are improved by 38.48% and 17.51% on the SUN Attribute dataset and WWW Crowd-Sub dataset respectively. The experimental results on the SUN Attribute dataset and WWW Crowd-Sub dataset demonstrate that the proposed approach has superior performance compared to state of the art. It can be demonstrated that the performance of the proposed ARSL method is effective against static transport-travel scene and dynamic transport-travel crowd scene.
- Published
- 2020
- Full Text
- View/download PDF
12. CROSSMEDIA AS AN INNOVATIVE TECHNOLOGY IN TRAINING THE HUMANITIES STUDENTS IN HIGHER SCHOOL
- Author
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Halyna P. Synorub, Iryna M. Nestayko, Inna V. Poplavska, Olesia Ya. Medynska, and Nataliia M. Poplavska
- Subjects
cross-media ,cross-media technologies ,cross-media cooperation ,cross-media product ,innovations ,didactic space ,innovative technologies in education ,modernization of education ,Theory and practice of education ,LB5-3640 - Abstract
This article is dedicated to one of the essential problems of improvement of the quality of education in the higher educational institutions in Ukraine nowadays that is the introduction of crossmedia into the educational process. In the article, based on the author's own experience, the essential characteristics of the cross-media, the importance of the formation of cross-media competencies in the Humanities graduates are disclosed and the effectiveness of the introduction of cross-media as an innovative technology in their training is analysed. The peculiarities of transformation and modernization of the modern didactic space are described, Ukrainian and foreign scientific and methodological works on the problem of the introduction of cross-media technologies into the educational process are reviewed, the theoretical aspects of this problem are studied, preferable sources of information and most popular platforms among students based on content analysis of ethnocentric questionnaire (hand delivered questionnaire) are revealed. An emphasis is made on the necessity to conduct media education in formal, informal and accidental ways, which lead to the formation of one’s own media product in the sphere of one’s personal interests. The author also paid special attention to the package of licensed programmes such as AdobeAudition, InDesign, Photoshop, AdobePremiere for the production of the multimedia content of high quality. On the basis of the new technological equipment the students who obtain higher education have an opportunity to realise their students’ media projects and create the journalist content in such forms as: printed production with the on-line version, video- and audio-podcasts, infographics, videoconnection, webinars etc. The effectiveness of the student-centered attitude in the educational process that motivates the future specialists to self-knowledge, self-development and self-education is substantiated. It is proved that the introduction of such technologies affects the modernization of the educational process in the higher education institution, provides the maximum approximation of education to the conditions of the future career.
- Published
- 2019
- Full Text
- View/download PDF
13. 动画的现代起点与动画艺术的媒介间性.
- Author
-
冯学勤
- Subjects
ANIMATION (Cinematography) ,INTERMEDIALITY - Abstract
Copyright of Theoretical Studies of Literature & Art / Wenyi Lilun Yanjiu is the property of Editorial Board of Theoretical Studies in Literature & Art and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
14. 深度学习驱动的跨模态数据检索.
- Author
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王宏志 and 燕钰
- Subjects
ARTIFICIAL neural networks ,CONVOLUTIONAL neural networks ,INFORMATION retrieval ,LEARNING ability ,COMPUTER programming education ,DEEP learning ,FEATURE extraction ,BIG data - Abstract
Copyright of Journal of Harbin University of Science & Technology is the property of Journal of Harbin University of Science & Technology and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2021
- Full Text
- View/download PDF
15. The Rise and Expansion of Research in Media Economics
- Author
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Robert G. Picard
- Subjects
media economics ,research methods ,economic crisis ,social media ,participation economics ,viability ,cross-media ,competition ,Communication. Mass media ,P87-96 ,Advertising ,HF5801-6182 - Abstract
Media economics is the study of choices, what incentives and disincentives influence them, and how to make better choices to inform company decisions, public understanding, and policymaking. The present paper reviews the development of the field since the beginning in the 1970s with scholars such as Alfonso Nieto at the University of Navarra, Nadine Toussaint Desmoulins at the University of Paris 2, and Karl Erik Gustafsson at the University of Gothenburg to the emerging of the field with more scholars from different countries. Nowadays the field of media economics research has matured and become multifaceted, encompassing a wide variety of theories and approaches necessary to explore multiple developments and issues in media structures and operations. It is particularly relevant because media and communications are amid a massive transformation created by technology, social changes, and changes in demand. Expansion of commercial media and personal communications, new means of production and distribution, and new economic arrangements are altering well established relationship and interactions in media. This situation requires clear mindedness and knowledge to comprehend the developments and to develop the best individual, firm, and social responses to the challenges arising from the changes.
- Published
- 2018
16. Principles of cross-media in political journalism
- Author
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Taras Polkovenko
- Subjects
political journalism ,cross-media ,journalistic material ,readership ,Journalism. The periodical press, etc. ,PN4699-5650 ,Communication. Mass media ,P87-96 - Abstract
The article examines the perspectives of cross-media in the field of political journalism and positioning of relevant publications in the modern media. It focuses on the psychological aspects of perception of materials of political journalism by the readership. The basic description of media tools for improving journalistic publications of political content is represented. In the sphere of political information the transition from traditional to the newest forms of information exchange, in which communications, based on technological mechanisms, become the priority. In different countries of the world, the information environment is modified in terms of new technologies, which are gradually moving into the Ukrainian information space. In journalism it is traced factually the transition into cross-media age. In the article, except the general definition of cross media as “the ability to distribute information in convincing, user-friendly and visually understandable form with various communication tools and platforms”, an alternative definition is proposed for a better understanding of this information phenomenon. The need for cross-media research in the field of political journalism is related to the general reformation of the Ukrainian information space into a cross-media version. The results of the study can be used in the form of addendum to journalist lectures in educational institutions, as well as as practical application in the work of young journalists, advertisers and publishers.
- Published
- 2018
- Full Text
- View/download PDF
17. Morde&Assopra – Zariguim e Naomi: o perigo da ausência de uma semiótica da face do robô humanoide / Morde&Assopra – Zariguim and Naomi: the danger of the absence of a semiotics of the face of the humanoid robot
- Author
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Vanda Maria Sousa
- Subjects
robô ,narrativa transmedia ,cross-media ,semiótica ,Morde&Assopra ,Technology ,Language and Literature - Abstract
RESUMO:A partir da narrativa, Morde&Assopra (REDE GLOBO, 2011), vamos considerar a representação do conceito de robô parceiro/amigo. A presente análise vai alavancar-se nas duas personagens robô amigáveis: Zariguim e Naomi. É nossa intenção clarificar que Morde&Assopra oferece representações de robôs humanoides, atualizando o mito de Pigmalião e, assim, fornecendo, na era digital, uma resposta à demanda arquetípica pela imortalidade. Recuperando para a discussão a relação homem/máquina ou homem/parceiro e considerando que tanto o robô Zariguim como a robô Naomi surgem como personagens humanizadas no texto em estudo, por esse fato, julgamos estar em condições de poder evidenciar a urgência e pertinência da análise semiótica da face dos robôs à semelhança da que se desenvolve para a face humana. PALAVRAS-CHAVE: robô; narrativa transmedia; cross-media; semiótica; Morde&Assopra. ABSTRACT:From the narrative, Morde&Assopra (REDE GLOBO, 2011), we will consider the representation of the robot concept partner / friend. The present analysis will leverage the two friendly robot characters: Zariguim and Naomi. It is our intention to clarify that Morde&Assopra offers representations of humanoid robots, updating the myth of Pygmalion and thus provide, in the digital age, a response to the archetypal demand for immortality. Recovering for the discussion the relationship man / machine or man / partner and considering that both the robot Zariguim and the robot Naomi appear as humanized characters in the study text, therefore, we believe we can show the urgency and relevance of the analysis semiotics of the face of robots, like that which has being developed for the human face. KEYWORDS: robot; transmedia narrative; cross-media; semiotic; Morde&Assopra.
- Published
- 2018
- Full Text
- View/download PDF
18. Cross-Media Alliances to Stop Disinformation: A Real Solution?
- Author
-
Palomo, Bella and Sedano, Jon
- Subjects
DISINFORMATION ,FAKE news ,INTERNET traffic ,PRESIDENTIAL elections ,SOCIAL networks - Abstract
Social networks have surpassed their intermediary role and become gatekeepers of online content and traffic. This transformation has favored the spread of information disorders. The situation is especially alarming in Spain, where 57% of Spaniards have at some moment believed false news. Since 2016, First Draft has promoted several collaborative verification projects that brought together newsrooms to fact-check false, misleading and confusing claims circulating online during presidential elections in several countries. The main objective of this article is to study the collaboration forged between newsrooms in Spain in order to debunk disinformation contents in 2019 under the name of Comprobado (Verified) and the impact of this initiative. Applying a methodological approach based on non-participant observation, interviews, content analysis of reports, scientific articles, books and media archives, we examine the internal uses of this platform, how journalists verified public discourse, the strategies and internal agreements implemented, and the degree of participation of the 16 media involved. Results show that only half of the initiatives begun were transformed into published reports, and the media impact achieved was limited. Finally, we note that the principal reasons for the frustration of the project were its improvised implementation, due to the date of the election being brought forward, and the scant culture of collaboration in the sector. In Spain at least, cross-media alliances are still an exception. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
19. ¿Transmedia o cross-media? Un análisis multidisciplinar de su uso terminológico en la literatura académica.
- Author
-
Villa-Montoya, María Isabel and Montoya-Bermúdez, Diego
- Subjects
SCIENCE publishing ,TELECOMMUNICATION systems ,INTERDISCIPLINARY education ,CONCEPTS ,TRANSVERSE reinforcements ,SPECTRAL imaging ,BIBLIOMETRICS - Abstract
Copyright of Co-herencia is the property of Universidad EAFIT and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2020
- Full Text
- View/download PDF
20. Numerical and Experimental Study of a Novel Additively Manufactured Metal-Polymer Composite Heat-Exchanger for Liquid Cooling Electronics
- Author
-
Gargi Kailkhura, Raphael Kahat Mandel, Amir Shooshtari, and Michael Ohadi
- Subjects
air-to-water HX ,cross-media ,additive manufacturing ,experiment ,3D CFD modeling ,ellipsoidal tube banks ,Technology - Abstract
In order to meet increasing power-dissipation requirements of the electronics industry, compact, low-cost, and lightweight heat exchangers (HXs) are desired. With proper design, materials, and manufacture, polymer composite heat exchangers could meet these requirements. This paper presents a novel crossflow air-to-water, low-cost, and lightweight metal-polymer composite HX. This HX, which is entirely additively manufactured, utilizes a novel cross-media approach that provides direct heat exchange between air and liquid sides by using connecting fins. A robust numerical model was developed, which includes the dimensional effects of additive manufacturing. The study consists of a simplified 3D CFD model based on ellipsoidal-shaped staggered tube banks for the laminar range. It then uses an analytical approach to compute entire HX performance. The model is validated experimentally within 8% for thermal performance, 12% for air-side impedance, and 18% for water-side impedance. Finally, HX is compared with a conventional CPU radiator and performs within 10% of the conventional unit for reasonable flow rates and pressure-drop ranges. Moreover, HX also provides added design and cost advantages over the conventional unit, which makes the HX a potential candidate for electronic cooling applications.
- Published
- 2022
- Full Text
- View/download PDF
21. Cross media audience of informational agency '112.UA'
- Author
-
Yana Lepka
- Subjects
cross-media ,convergence ,media platform ,cross-media audience ,Journalism. The periodical press, etc. ,PN4699-5650 ,Communication. Mass media ,P87-96 - Abstract
The relevance of research is caused by the fact that cross-medіa has become an integral feature of informational space functioning. The main feature of cross-media is based on functioning on several media platforms. Specifically, the informational agency “112.ua” has eight of such media platforms: the web portal “112.ua”, the TV channel “112 Ukraine”, the mobile application “News 112”, the interactive application “Witness 112”, the youtube channel and the profiles in three main social networks. The multi-media audience adopts the cross-media characteristics. This happens also with the assistance of top management “112.ua”: they use the special techniques to encourage the users to take information from different platforms. The main objective of the study is to identify the factors that encourage the audience to use the multiple platforms of cross-media “112.ua”. The audience ratings were revised and using the calculation method it was determined that the TV channel “112 Ukraine” was the main platform with the biggest audience. The survey methodology helped to identify the most significant factors of attracting the cross-media audience: advertisement, announcement, availability, convenience, access to the archive. Using the method of classification, the factors were combined into several groups. The theoretical part and trends of cross-media were processed by using comparative-historical method and analysis of scientific literature. As a phenomenon cross-media is closely related to such terms as multiplatform, trans-media, convergence. The scientific works of Ukrainian and world researchers distinguish often a somewhat philosophical aspect of crossmedia from a purely technical phenomenon of multiplatform and transmedia. The main feature of cross-media communication is coverage of various media platforms. Another important element is users’ interactivity. The audience of multiplatform editionss has certainly the feature of crossmedia. Cross-media management encourages it to use several multiple platforms through such key factors as advertising, promotion, accessibility, convenience, ability to go back to missed or somewhat outdated topics. And the consumers come quite easily under this influence, because the world is changing and multiplatform becomes an integral part of functioning of information environment. This was proved by the example of the audience of the information agency “112.ua”. Only 10% of respondents do not show their mobility and ability to use several platforms of one cross-media edition.The results and conclusions of the study may be of interest for top management of multi-platform media and for those ones, who explore cross-media audience.
- Published
- 2017
- Full Text
- View/download PDF
22. Peer&Media Education come approccio alla prevenzione
- Author
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Croce, Mauro, Mazzoli, Pier Giovanni, Marangi, Michele, Marangi, Michele (ORCID:0000-0003-2013-5079), Croce, Mauro, Mazzoli, Pier Giovanni, Marangi, Michele, and Marangi, Michele (ORCID:0000-0003-2013-5079)
- Abstract
La Peer e Media Education si configura fin dall’inizio in una prospettiva di prevenzione e di sensibilizzazione su differenti temi. Non va intesa in una logica di mero apprendimento cognitivo, né di esecuzione meccanica di pratiche comportamentali ritenute “sane” o “giuste” a fronte di situazioni di rischio personale o sociale. Il suo impatto è maggiore e duraturo se fin dalla progettazione degli interventi i peer sono coinvolti nei processi decisionali e nelle scelte strategiche e se nel corso delle azioni cresce la loro percezione di utilità e di protagonismo. Nel saggio, si affrontano le potenziaità dei media non tanto in una logica puramente strumentale, ma come dimensione significativa su tre aspetti: • ambiente naturale dei peer, a partire dai consumi e dalle pratiche quotidiane; • tema in sé, per sviluppare un uso più consapevole, creativo e responsabile; • canale che crea competenze condivise in modo non episodico ma continuativo., Peer and Media Education is configured from the beginning in a perspective of prevention and awareness on different topics. It should not be understood in a logic of mere cognitive learning, nor of the mechanical execution of behavioral practices deemed "healthy" or "right" in the face of situations of personal or social risk. Its impact is greater and lasting if the peers are involved in the decision-making processes and strategic choices right from the planning stage of the interventions and if their perception of usefulness and protagonism grows during the actions. In the essay, the potential of the media is addressed not so much in a purely instrumental logic, but as a significant dimension on three aspects: • natural environment of peers, starting from consumption and daily practices; • theme in itself, to develop a more aware, creative and responsible use; • channel that creates shared skills in a non-episodic but continuous way.
- Published
- 2023
23. Chapter 13. Cross-media and platformised journalism: ARD’s innovation attempts at becoming a multi-platform contributor to society
- Author
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Eichler, Henning and Eichler, Henning
- Abstract
This chapter presents results of a comprehensive research project which examined strategies with which ARD (a joint organisation of public service broadcasters in Germany) attempted to manage the challenges of digital media change related to future legitimation, journalistic offerings, and organisational change. The chapter shows that expectations concerning cross-media structures regarding product innovations are too high and that digitalisation questions the federal structure of ARD. I discuss basic strategic goals and focus on case studies that explore journalistic formats produced for social networks. A key finding is that journalists align these formats with the respective platforms used. The question arises, therefore, of how strong the influence of platformisation on journalistic work should be. ARD must enter an ethical discourse on how to guarantee and develop its values on commercial platforms. Also, there is a need for an innovation process in ARD regarding its paradigmatic orientation as a federally structured organisation in a digitalised media world.
- Published
- 2023
- Full Text
- View/download PDF
24. La Ciudad del Sol. El viaje transpositivo en el diseño de un videojuego utópico
- Author
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Chimondeguy, Javier and Chimondeguy, Javier
- Abstract
In recent years, many video games have been created from the transposition of other supports such as literature, cinema and series. In the following article we propose the design of a strategy video game based on the adaptation of the utopian novel The City of the Sun by Tommaso Campanella, a Dominican friar from Naples during the 17th century. We explore the limits and possibilities offered by the utopian narrative as we trans-pose it from the novel to the game., Nos últimos anos, muitos videojogos foram criados a partir da transposição de outros suportes como a literatura, o cinema e as séries. No artigo a seguir propomos o pro-jeto de um videogame de estratégia baseado na adaptação do romance utópico A Cidade do Sol de Tommaso Campanella, um frade dominicano de Nápoles durante o século XVII. Exploramos os limites e as possibilidades oferecidas pela narrativa utópica ao transpô-la do romance para o jogo., En los últimos años se han creado diversos títulos de videojuegos a partir de la transposición desde otros soportes como la literatura, el cine y las series. En el siguiente artículo proponemos el diseño de un videojuego de estrategia a partir de la adaptación de la novela utópica La Ciudad del Sol de Tommaso Campanella, un fraile dominico napolitano del siglo XVII. Exploramos los límites y posibilidades que ofrece el relato utópico a la hora de realizar su transposición de la novela al juego.
- Published
- 2023
25. Repertórios de media e conexão pública.
- Author
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Limão, João Paulo
- Abstract
Copyright of Estudos em Comunicação is the property of Labcom / Universidade da Beira Interior and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2020
- Full Text
- View/download PDF
26. Genealogía de las prácticas comunicativas de los otaku: evolución de la tecnología audiovisual y de la cultura fan en el consumo del anime.
- Author
-
Loriguillo-López, Antonio
- Abstract
Copyright of Arte, Individuo y Sociedad is the property of Universidad Complutense de Madrid and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2019
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27. 跨媒體購併指標建構與應用.
- Author
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曾國峰
- Subjects
- *
MERGERS & acquisitions , *MASS media industry , *CONSTRUCTION , *PRESS - Abstract
Under the development of digital convergence, more and more mergers and acquisitions are taking place across media industries. In the past few years, most studies on horizontal mergers and acquisitions examine the concentration ratios or on vertical cases concerning entry barriers that block new entrants. Few research papers have discussed the impact of cross-media merger and acquisition and how to calculate the index. Thus, this paper introduces the experiences of index construction and application from the U.S., Germany, and South Korea, in order to provide a better analysis and concentration measurement index across different media for Taiwan. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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28. Heading toward Artificial Intelligence 2.0
- Author
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Yunhe Pan
- Subjects
Artificial intelligence 2.0 ,Big data ,Crowd intelligence ,Cross-media ,Human-machine hybrid-augmented intelligence ,Autonomous-intelligent system ,Engineering (General). Civil engineering (General) ,TA1-2040 - Abstract
With the popularization of the Internet, permeation of sensor networks, emergence of big data, increase in size of the information community, and interlinking and fusion of data and information throughout human society, physical space, and cyberspace, the information environment related to the current development of artificial intelligence (AI) has profoundly changed. AI faces important adjustments, and scientific foundations are confronted with new breakthroughs, as AI enters a new stage: AI 2.0. This paper briefly reviews the 60-year developmental history of AI, analyzes the external environment promoting the formation of AI 2.0 along with changes in goals, and describes both the beginning of the technology and the core idea behind AI 2.0 development. Furthermore, based on combined social demands and the information environment that exists in relation to Chinese development, suggestions on the development of AI 2.0 are given.
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- 2016
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29. The End of the Television Archive as We Know It? The National Archive as an Agent of Historical Knowledge in the Convergence Era
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Berber Hagedoorn and Bas Agterberg
- Subjects
archival footage ,broadcasting ,convergence ,cross-media ,digital media ,history programming ,media policy ,online circulation ,preservation and contextualization practices ,production research documentation ,Communication. Mass media ,P87-96 - Abstract
Professionals in the television industry are working towards a certain future—rather than end—for the medium based on multi-platform storytelling, as well as multiple screens, distribution channels and streaming platforms. They do so rooted in institutional frameworks where traditional conceptualizations of television still persist. In this context, we reflect on the role of the national television archive as an agent of historical knowledge in the convergence era. Contextualisation and infrastructure function as important preconditions for users of archives to find their way through the enormous amounts of audio-visual material. Specifically, we consider the case of the Netherlands Institute for Sound and Vision, taking a critical stance towards the archive’s practices of contextualisation and preservation of audio-visual footage in the convergence era. To do so, this article considers the impact of online circulation, contextualisation and preservation of audio-visual materials in relation to, first, how media policy complicates the re-use of material, and second, the archive’s use by television professionals and media researchers. This article reflects on the possibilities for and benefits of systematic archiving, developments in web archiving, and accessibility of production and contextual documentation of public broadcasters in the Netherlands. We do so based on an analysis of internal documentation, best practices of archive-based history programmes and their related cross-media practices, as well as media policy documentation. We consider how audio-visual archives should deal with the shift towards multi-platform productions, and argue for both a more systematic archiving of production and contextual documentation in the Netherlands, and for media researchers who draw upon archival resources to show a greater awareness of an archive’s history. In the digital age, even more people are part of the archive’s processes of selection and aggregation, affecting how the past is preserved through audio-visual images.
- Published
- 2016
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30. Still ‘Watching’ TV? The Consumption of TV Fiction by Engaged Audiences
- Author
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Alexander Dhoest and Nele Simons
- Subjects
cross-media ,Flanders ,in-depth interviews ,TV fiction ,TV viewing ,Communication. Mass media ,P87-96 - Abstract
There is no denying that television, as a medium and an institution, has drastically changed in the age of digitization and convergence. For audiences, this has not only opened up multiple opportunities to watch television content at other times and on other devices, but also to interact with its cross-media extensions. However, while much has been written about the new opportunities for audience engagement, we do not know much about the actual adoption of new technologies nor the motivations underlying such uses. Therefore, this paper draws on empirical audience research to address the key question: how do viewers engage with contemporary TV fiction? Through empirical audience research, using various qualitative research methods, three different aspects of the reception of cross-media TV fiction will be discussed: (1) how do viewers watch the TV episodes of contemporary TV fiction?, (2) how do viewers engage with the cross-media extensions of TV fiction?, and (3) how do viewers experience the social dimensions of contemporary TV fiction? We focus on a particular group, that of 'engaged' viewers, who are actively involved by personalizing their viewing practices, by communicating about it, by consuming cross-media elements of TV fiction, or producing TV fiction-related content. Our findings suggest that even this group does not make full use of all the available technological opportunities to personalize TV viewing, and that the classical TV text, linear viewing, and the social aspect of viewing remain of key importance.
- Published
- 2016
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31. Чинники впливу на впізнаваність бренду у кросмедійній продукції
- Subjects
brand recognition ,бренд ,впізнаваність бренду ,cross-media product ,кросмедіа ,причинно-наслідкова діаграма ,кросмедійний продукт ,classification ,cause and effect diagram ,brand ,креативна реклама ,класифікація ,creative advertising ,cross-media - Abstract
This work presents the results of research into the current state of technology for creating cross-media advertising products and factors affecting brand recognition. A patent search was carried out in four thematic areas and trends in the development of cross-media technologies in the field of creative advertising were determined. The content and target audience of cross-media advertising products were analyzed. On the basis of the conducted analysis and patent search, trends in the development of technologies, software and hardware, as well as trends in the design of cross-media advertising products have been determined. Based on the results of the analysis, it can be said that cross-media advertising products are actively developing and brand recognition for these products is a relevant and promising topic. Patent analysis over the past ten years has revealed the constant development of modern technologies, methods and hardware and software tools for creating cross-media advertising products. In the dynamics of patenting, rapid growth was noted in 2018, which is confirmed by a large number of issued patents in the USA, Japan, Russia, Ukraine and Germany. The most common areas of patenting are the creation of cross-media products, creative advertising, advertising products in general and lost products for the creation of advertising products. The work presents the author's classification of advertising products by placement methods and distribution channels, as well as cross-media advertising products by target audience, cyclicality, time of information perception and distribution channels. The process of creating a design for cross-media advertising products has been analyzed and a cause-and-effect diagram has been developed that systematizes and separates the factors that affect the effectiveness of cross-media advertising products. Among the factors, the main ones affecting the effectiveness of product recognition were selected and their creation of the product was analyzed., В роботі наведено результати дослідження сучасного стану технології зі створення кросмедійної рекламної продукції та чинників, що впливають на впізнаваність бренду. Виконано патентний пошук за чотирма тематичними напрямами та визначено тенденції розвитку кросмедійних технологій у галузі креативної реклами. Проаналізовано наповнення та цільову аудиторію кросмедійної рекламної продукції. На основі проведеного аналізу та патентного пошуку визначено тенденції розвитку технологій, програмного і апаратного забезпечення та дизайну кросмедійних рекламних продуктів. За результатами аналізу можна сказати, що кросмедійна рекламна продукція активно розвивається і впізнаваність бренду для цієї продукції є актуальною та перспективною тематикою. Патентний аналіз за останні десять років виявив сталий розвиток сучасних технологій, методів та апаратно-програмних засобів для створення кросмедійної рекламної продукції. У динаміці патентування стрімке зростання відзначено у 2018 р., що підтверджується великою кількістю виданих патентів в США, Японії, Польщі, Україні та Німеччині. Найбільш поширеними напрямами патентування є створення кросмедійної продукції, креативної реклами, загалом рекламної продукції та програних продуктів для розробки рекламної продукції. В роботі представлено авторську класифікацію рекламної продукції за методами розміщеннями і каналами розповсюдження, а також кросмедійних рекламних продуктів за цільовою аудиторією, циклічністю, часом сприйняття інформації та каналами розповсюдження. Проаналізовано процес створення дизайну для кросмедійної рекламної продукції та розроблено причинно-наслідкову діаграму, що систематизує та виокремлює фактори, які впливають на ефективність кросмедійної рекламної продукції. Серед факторів відібрано основні, що впливають на ефективність впізнаваності продукції та при створенні продукту.
- Published
- 2023
32. Célébrité de la téléréalité aux réseaux sociaux : le cas de Jessica Thivenin et les pratiques de self-branding
- Author
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Olano, Elsa and Pidduck, Julianne
- Subjects
self-branding ,micro-celebrity ,social media ,influenceurs ,présentation de soi ,téléréalité ,Jessica Thivenin ,influencers ,Les Marseillais ,micro-célébrité ,reality tv ,réseaux sociaux ,cross-media ,performance ,self-presentation - Abstract
Ce travail se penche sur les nouvelles formes de célébrité dites micro-célébrité, et plus particulièrement sur les pratiques de self-branding qui se développent dans un contexte néolibéral. Alors que les micro-célébrités, à l’instar des influenceurs, sont communément associées aux médias numériques et à la popularité croissante des réseaux sociaux, je considère que c’est en réalité les candidats de téléréalité qui sont les précurseurs de ces nouvelles pratiques et carrières basées sur la visibilité et l’image. De ce fait, je choisis d'étudier le cas particulier de Jessica Thivenin, candidate de téléréalité de l'émission Les Marseillais (2012–), et influenceuse française. À travers une analyse de contenu cross-média composée de quatre moments-clés, j’observe la manière dont Jessica Thivenin se met (et est mise) en scène afin de se rendre visible en tant que marque. En m’inscrivant dans les études culturelles et visuelles, je mobilise un cadre théorique lié aux travaux de Goffman (1959), avec des concepts tels que la performance, l’impression management et la présentation de soi. Enfin, cette recherche permet de discuter d’enjeux qui gravitent autour de la problématique, comme la représentation, l’image de la téléréalité auprès de l’audience et auprès des chercheurs, ainsi que les bad buzz., This study investigates new forms of celebrity known as micro-celebrity, and more specifically self-branding practices emerging in a neoliberal context. Even though micro-celebrities, like influencers, are usually linked to digital media and the increasing popularity of social media, I argue that reality television show contestants are, in fact, the pioneers of these new practices and among the first to develop careers based on visibility and image. For this reason, I choose to study the specific case of Jessica Thivenin, contestant from the French reality television show Les Marseillais (2012–), who has become an influencer. Through a cross-media content analysis of four key moments in Thivenin’s self-branding career, I observe how Jessica Thivenin staged herself, and is also staged, in order to make herself visible as a brand. In this analysis grounded in cultural and visual studies, I use a theoretical framework inspired by Goffman’s work (1959), with concepts like performance, impression management and self-presentation. Finally, this research opens a discussion on several concerns such as representation, the image of reality television as seen by the audience and by researchers, as well as bad buzz.
- Published
- 2023
33. Weighted Hashing-Based Capture Text Similarity Estimation with the Cross-Media Semantic Level
- Author
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Naibaho, Lamhot, Singh Kaswan, Kuldeep, Pankaja R., Patil, Shrishailappa, Mitkari, Santosh, and Nivruttirao Waghmare, Vivek
- Subjects
Semantic Level ,Cross-Media ,Similarity Value ,Web Mining ,Weighted Hashing ,Text - Abstract
Web Mining is an emerging trend for the drastic advancement of the different data mining techniques. The web mining process comprises the sequence of operations that are comprises of the different languages those need to be processed effectively. The estimation of the similarity between the ontologies words and the sequences are computed. This paper proposed a Weighted Hashing Similarity Estimation (WHSE). The proposed WHSE model comprises of the weighted values for the estimated semantics. The computed semantics are updated in the hashing table for the estimation of the features in the variables. The proposed WHSE computes the similarity score for the extracted sematic word features in the ontology and computes the key words. The proposed WHSE model performance is comparatively examined with the existing technique. The measured recall, precision and accuracy value expressed that proposed WHSE achieves the 0.98 accuracy value for the semantic ontology. The comparative analysis expressed that proposed WHSE achieves the ~3% - 7% improvement than the existing technique for the semantic level.
- Published
- 2022
34. "I PRODUCE FOR MYSELF": PUBLIC SERVICE MEDIA, CROSS-MEDIA AND PRODUCERS IN TODAY'S MEDIA ECO-SYSTEM.
- Author
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Nanì, Alessandro
- Subjects
CIVIL service ,PUBLIC broadcasting ,BROADCASTING industry - Abstract
Public service broadcasters are adapting to today's media eco-system and to the increasing fragmentation of audiences by shifting from a classical broadcasting approach to cross-media productions that exploit the synergy of different media and that, theoretically, invite different forms of audience inclusion. Such a shift is, however, far from unproblematic, as it often challenges old paradigms, one of which is the traditional, rather unidirectional relation that producers have with audiences. In this article, I build on Umberto Eco's concepts of meaning and interpretation to explore how cross-media is conceptualised in relation to audiences and how producers position themselves in their relationship with audiences. Working with three case studies from the public service media of Finland and Estonia, three sets of semi-structured interviews with key figures of the three production teams (twenty interviews in total), I attempt to demonstrate how the relation of cross-media producers with their audiences still faces the same challenges as in the past, often related to hegemonic positioning that producers tend to take towards audiences. [ABSTRACT FROM AUTHOR]
- Published
- 2018
35. Tuning Out the News. A Cross-Media Perspective on News Avoidance Practices of Young News Users in Flanders During the COVID-19 Pandemic
- Author
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Pauljan Truyens, Ruben Vandenplas, Ike Picone, Sarah Vis, Faculty of Economic and Social Sciences and Solvay Business School, Communication Sciences, and Studies in Media, Innovation and Technology
- Subjects
2019-20 coronavirus outbreak ,media repertoires ,History ,Coronavirus disease 2019 (COVID-19) ,news repertoires ,Communication ,Severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) ,digestive, oral, and skin physiology ,education ,Perspective (graphical) ,COVID-19 ,Cross media ,Advertising ,social sciences ,medicine.disease_cause ,Coronavirus ,Reconfiguration ,Pandemic ,behavior and behavior mechanisms ,medicine ,cross-media ,News avoidance ,news use ,health care economics and organizations - Abstract
The coronavirus pandemic sent tremors throughout the news landscape. While the onset of the pandemic appeared to significantly increase news hunger, soon after, studies reported an uptick in what they termed “coronablocking”: the conscious avoidance of coronavirus related news. Younger age groups in particular appeared more likely to engage in coronablocking. This article seeks to contribute to extant research by providing a textured account of how and why young news users avoid the news. To explore these questions, we conducted 25 in-depth interviews with Belgian news users under the age of 35. We propose that news avoidance practices are fluid, as news avoidance was often preceded by moments of increased news consumption, and inherently connected to the specific spatiotemporal context of users and enacted within their broader media repertoire. In our analysis, we discuss the user-identified characteristics which lead users to a ‘tipping point’, at which point they avoided the news to varying degrees by reconfiguring their media repertoire. Three types of reconfigurations are identified: tuning out news content, regulating the flow of information, and controlling the tone of voice, all of which underline users’ agency in shaping their repertoires to avoid the news.
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- 2021
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36. The Gallery as a Location for Research-Informed Practice and Critical Reflection
- Author
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Andrew Pepper
- Subjects
holography ,hologram ,drawing in space ,cross-media ,criticality ,critical frameworks ,projection ,installation ,sculpture ,ephemeral ,Arts in general ,NX1-820 - Abstract
Creative holography could still be considered a fringe medium or methodology, compared to mainstream art activities. Unsurprisingly, work using this technology continues to be shown together with other holographic works. This paper examines the merits of exhibiting such works alongside other media. It also explores how this can contribute to the development of a personal critical framework and a broader analytical discourse about creative holography. The perceived limitations of showing holograms in a “gallery ghetto” are explored using early critical art reviews about these group exhibitions. An international exhibition, which toured the United Kingdom (UK) and Australia, is used as a framework to expand the discussion. These exhibitions include examples of the author’s holographic work and those of artists working with other (non-holographic) media and approaches. The touring exhibition as a transient, research-informed process is investigated, as is its impact on the critical development of work using holography as a valid medium, approach, and methodology in the creative arts.
- Published
- 2019
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37. Numerical and Experimental Study of a Novel Additively Manufactured Metal-Polymer Composite Heat-Exchanger for Liquid Cooling Electronics
- Author
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Kalikhura, Gargi, Kalikhura, Gargi, Mandel, Raphael Kahat, Shooshtari, Amir, Ohadi, Michael, Kalikhura, Gargi, Kalikhura, Gargi, Mandel, Raphael Kahat, Shooshtari, Amir, and Ohadi, Michael
- Abstract
In order to meet increasing power-dissipation requirements of the electronics industry, compact, low-cost, and lightweight heat exchangers (HXs) are desired. With proper design, materials, and manufacture, polymer composite heat exchangers could meet these requirements. This paper presents a novel crossflow air-to-water, low-cost, and lightweight metal-polymer composite HX. This HX, which is entirely additively manufactured, utilizes a novel cross-media approach that provides direct heat exchange between air and liquid sides by using connecting fins. A robust numerical model was developed, which includes the dimensional effects of additive manufacturing. The study consists of a simplified 3D CFD model based on ellipsoidal-shaped staggered tube banks for the laminar range. It then uses an analytical approach to compute entire HX performance. The model is validated experimentally within 8% for thermal performance, 12% for air-side impedance, and 18% for water-side impedance. Finally, HX is compared with a conventional CPU radiator and performs within 10% of the conventional unit for reasonable flow rates and pressure-drop ranges. Moreover, HX also provides added design and cost advantages over the conventional unit, which makes the HX a potential candidate for electronic cooling applications.
- Published
- 2022
38. Adaptaciones en la industria Cross-media japonesa: El caso Berserk
- Author
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Lopez Muñoz, Guillermo, Revert Gomis, Jordi, and Universitat Jaume I. Departament de Ciències de la Comunicació
- Subjects
author ,Berserk ,Grau en Comunicació Audiovisual ,franquicia ,autor ,adaptaciones ,franchise ,cross-media ,adaptations ,transmedia ,Grado en Comunicación Audiovisual ,Bachelor's Degree in Audiovisual Communication - Abstract
Treball Final de Grau en Comunicació Audiovisual. Modalitat A. Codi: CA0932. Curs acadèmic 2021-2022 El presente trabajo de investigación pretende analizar las diferentes adaptaciones de la franquicia Berserk en la industria Cross-media japonesa, centrándonos principalmente en las adaptaciones audiovisuales (Anime TV, películas, Ovas) y las adaptaciones en videojuegos y, si estas, modifican la concepción original de la obra principal y de su autor o, si por el contrario, se crea una narrativa transmedia a través de los diferentes medios que la componen. Para ello, se han introducido algunos conceptos previos, una pequeña descripción de los principales medios a analizar junto con una pequeña introducción a la industria Cross-media japonesa y sus particularidades. A continuación, se ha investigado la intermedialidad como principal característica de la industria Cross-media y su capacidad para conectar los diferentes medios. Por otro lado, se ha llevado a cabo un análisis de las diferentes adaptaciones que se pueden llegar a dar dentro de la industria Cross-media y las características y particularidades de cada tipo de adaptación y, a su vez, cual es la figura del autor en la industria. A continuación, se han analizado las diferentes adaptaciones que encontramos en la franquicia Berserk (centrándonos en las adaptaciones audiovisuales y de videojuegos) y su papel transmedia dentro de la franquicia. Por último, se han establecido unas conclusiones sobre el análisis realizado previamente sobre las adaptaciones y clarificado cual es el papel de la franquicia con respecto a la obra original. The present research work aims to analyze the different adaptations of the Berserk franchise in the Japanese Cross-media industry, focusing mainly on audiovisual adaptations (Anime TV, movies, Ovas) and video game adaptations. I analize if these modify the original conception of the main work and its author or if, on the contrary, a transmedia narrative is created through the different media that compose it. For this purpose, some previous concepts have been introduced, a small description of the main media to be analyzed together with a small introduction to the Japanese Cross-media industry and its particularities. Then, we have investigated the intermediality as the main characteristic of the Cross-media industry and its ability to connect the different media. On the other hand, an analysis of the different adaptations that can be made within the Cross-media industry and the characteristics and peculiarities of each type of adaptation and, in turn, what is the figure of the author in the industry has been carried out. Then, we have analyzed the different adaptations found in the Berserk franchise (focusing on audiovisual and video game adaptations) and their transmedia role within the franchise. Finally, conclusions have been drawn on the analysis previously made on the adaptations and clarified, what is the role of the franchise with respect to the original work.
- Published
- 2022
39. Audiências e cross-media: estudo de padrões de consumo de notícias em Portugal.
- Author
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Torres da Silva, Marisa, Figueiras, Rita, Brites, Maria José, Amaral, Inês, Maropo, Lídia, Correia Santos, Sílvio, Jerónimo, Pedro, Espírito Santo, Paula, and Pacheco, Liliana
- Abstract
Copyright of Estudos em Comunicação is the property of Labcom / Universidade da Beira Interior and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2017
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- View/download PDF
40. Uncovering the Temporal Context for Video Question Answering.
- Author
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Zhu, Linchao, Xu, Zhongwen, Yang, Yi, and Hauptmann, Alexander
- Subjects
- *
QUESTION answering systems , *TRANSMEDIA storytelling , *VIDEO excerpts , *BIG data , *ANNOTATIONS - Abstract
In this work, we introduce Video Question Answering in the temporal domain to infer the past, describe the present and predict the future. We present an encoder-decoder approach using Recurrent Neural Networks to learn the temporal structures of videos and introduce a dual-channel ranking loss to answer multiple-choice questions. We explore approaches for finer understanding of video content using the question form of 'fill-in-the-blank', and collect our Video Context QA dataset consisting of 109,895 video clips with a total duration of more than 1000 h from existing TACoS, MPII-MD and MEDTest 14 datasets. In addition, 390,744 corresponding questions are generated from annotations. Extensive experiments demonstrate that our approach significantly outperforms the compared baselines. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
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41. Cross-Modal Retrieval With CNN Visual Features: A New Baseline.
- Author
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Wei, Yunchao, Zhao, Yao, Lu, Canyi, Wei, Shikui, Liu, Luoqi, Zhu, Zhenfeng, and Yan, Shuicheng
- Abstract
Recently, convolutional neural network (CNN) visual features have demonstrated their powerful ability as a universal representation for various recognition tasks. In this paper, cross-modal retrieval with CNN visual features is implemented with several classic methods. Specifically, off-the-shelf CNN visual features are extracted from the CNN model, which is pretrained on ImageNet with more than one million images from 1000 object categories, as a generic image representation to tackle cross-modal retrieval. To further enhance the representational ability of CNN visual features, based on the pretrained CNN model on ImageNet, a fine-tuning step is performed by using the open source Caffe CNN library for each target data set. Besides, we propose a deep semantic matching method to address the cross-modal retrieval problem with respect to samples which are annotated with one or multiple labels. Extensive experiments on five popular publicly available data sets well demonstrate the superiority of CNN visual features for cross-modal retrieval. [ABSTRACT FROM PUBLISHER]
- Published
- 2017
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42. Cartoons, publicidad y transmedialidad
- Author
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Anna Amorós Pons and Patricia Comesaña Comesaña
- Subjects
cartoons ,cine de animación ,estrategias publicitarias ,mensajes persuasivos ,cross-media ,transmedia ,Communication. Mass media ,P87-96 - Abstract
Este estudio histórico-diacrónicodescriptivo-analítico examina en los cartoons estrategias publicitarias indirectas consolidadas, encubiertas no regladas, emergentes, desconocidas y acciones cross-media y transmedia. La investigación evidencia que la modalidad indirecta es propia del cine europeo, mientras que la encubierta está en todas las filmografías, siendo el credit-roll la más abundante, aunque velada por su fugacidad; se encuentra gran presencia del product placement y brand placement, que apenas son perceptibles por su sutileza, apuntalada por el carácter animado de la imagen. Además de productos licenciados, se diseñan acciones de marketing interactivo (multiplataformas, Web 2.0) generando transferencias de consumo audiovisual en industrias adyacentes y circuitos anexos.
- Published
- 2016
43. ¿Transmedia o cross-media? Un análisis multidisciplinar de su uso terminológico en la literatura académica
- Author
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Maria Isabel Villa-Montoya, Diego Montoya-Bermúdez, Universidad EAFIT, and Pontificia Universidad Javeriana
- Subjects
History ,Convergencia ,actividad investigativa ,Literature and Literary Theory ,Sociology and Political Science ,Visual Arts and Performing Arts ,050801 communication & media studies ,communication systems ,0508 media and communications ,0502 economics and business ,bases de datos académicas ,research activity ,medios ,media ,05 social sciences ,producción científica ,sistemas de comunicación ,transmedia ,academic database ,Philosophy ,bibliometry ,bibliometría ,050211 marketing ,crossmedia ,cross-media ,Convergence ,scientific production ,Music - Abstract
Resumen La distinción entre transmedia y cross-media con frecuencia resulta confusa en los estudios sobre la comunicación. Esta investigación tiene como obje-tivo revisar el uso de ambos conceptos en la literatura científica publicada en Web of Science y SciELO Citation Index. La investi-gación parte de una muestra de 895 artículos a los que se les apli-ca un análisis bibliométrico y un análisis de redes para descubrir las relaciones entre textos. Los resultados del estudio son útiles para conocer la configuración del campo de conocimiento desde una perspectiva que integra las diversas disciplinas implicadas y abren el espectro para entender la comunicación transmedia y cross-media como objetos de estudio afines que deben ser estu-diados de forma interdisciplinar. Abstract The difference between transmedia and crossmedia is frequently found to be confusing in the studies regarding communication. The purpose of this research work is to review the use of both concepts in the scientific literature published in Web of Science and SciELo Citation Index. The research starting point is a sample of 895 articles to which a bibliometric analysis and a network analysis are applied to discover the existing relationships among the texts. The results of the study are useful for knowing the configuration of the knowledge field from a perspective that integrates the diverse disciplines involved, and they open the spectrum to understand the transmedia and crossmedia communication as related objects of study that must be studied in an interdisciplinary manner.
- Published
- 2020
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- View/download PDF
44. Large Scale Cross-media Data Retrieval based on Hadoop
- Author
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Jiang Qian, Zhicheng Zhao, and Fei Su
- Subjects
cross-media ,image retrieval ,hadoop ,mapreudce ,Computer engineering. Computer hardware ,TK7885-7895 ,Electronic computers. Computer science ,QA75.5-76.95 - Abstract
With the rapid development of the Internet and speedy increase of the data size, there are more and more data intensive applications which often involve hundreds of megabytes of data. It is important and necessary to obtain the retrieval results from cross-media data quickly and accurately. Large scale cross-media data retrieval based on Hadoop is proposed to speed up the retrieval in this paper. We divide cross-media feature extraction and cross-media retrieval into paralleled pipeline, and implement with the combination of the HDFS, HBase and MapReduce framework. To verify the performance of the proposed method, comparisons with stand-alone mode on different sizes of the image dataset are conducted, and the experimental results demonstrate the good performances of proposed method, which sharply decreases time-consuming, and meanwhile keeps the same query precision.
- Published
- 2015
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45. Cartoons, advertising and transmediality.
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AMORÓS PONS, ANNA and COMESAÑA COMESAÑA,, PATRICIA
- Subjects
CARICATURES & cartoons ,ANIMATED films ,ADVERTISING media planning ,MARKETING strategy ,TRANSMEDIA storytelling - Abstract
Copyright of Cuadernos.info is the property of Pontificia Universidad Catolica de Chile, Facultad de Comunicaciones and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2016
- Full Text
- View/download PDF
46. GIANTS IN TRANSMEDIA.
- Author
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Kõiva, Mare and Kuperjanov, Andres
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FOLKLORISTS ,GIANTS in literature ,TRANSMEDIA storytelling - Abstract
The purpose of this article is to discuss transmedia narratives based on giant lore, which is described by means of examples from folkloristics and transmedia dissemination. Giant lore, particularly the epic Kalevipoeg, a core text of Estonian culture, has generated numerous transmedially circulating texts and various contemporary forms. Through their connections with media, texts about giants continue to participate in the national cultural space; in previous eras, they have been carriers of Estonian identity or, alternatively, have held an important place in the creation of local identities. The latter can be observed today in printed matter, advertisements, and products marketed to the homeland public. However, texts about giants can also be used as a self-characterising image directed beyond national space. The article provides a closer look at ways in which stories connected with Kalevipoeg and Suur Tõll are engaged in different levels of media, as well as necessary contextual cultural knowledge for understanding contemporary media clips. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
47. The Strategy and Implementation of the Rosetta Communication Campaign.
- Author
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Bauer, Markus, McCaughrean, Mark, and Landeau-Constantin, Jocelyne
- Subjects
- *
PHILAE (Space probe) , *ASTRONOMY , *SCIENTIFIC communication , *AWARENESS - Abstract
The communication campaign for Rosetta has been the biggest success in the history of European Space Agency outreach, resulting in global awareness for the agency. The mission itself is an extraordinary operational and scientific success, but communicating only the operational and scientific firsts would likely not have brought the Rosetta orbiter and Philae lander to the attention of so many people, and would not have made the mission part of people's lives across the globe. The additional impact brought to the mission through the communication campaign was based on a strategic approach focusing on: real-time release of information with maximum transparency; direct real-time access for media and social media; adding a human dimension to the story; and communicating the risks openly in order to manage expectations. In this article we describe our overall strategy, illustrate its implementation, and provide the framework for subsequent articles in this journal highlighting specific aspects of the campaign in more detail. [ABSTRACT FROM AUTHOR]
- Published
- 2016
48. Collaborative Music and Dance Improvisation Project: Investigating Perspectives.
- Author
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Riley, Patricia E.
- Subjects
MUSIC teachers ,STUDENT teachers ,TEACHER education - Abstract
The 2014 National Core Arts Standards identify creating as one of three primary artistic processes. Music educators have often reported the improvising content standard of the 1994 version of the national standards challenging to implement outside of the jazz setting. With the intent of increasing pre-service teachers' competence, confidence, and comfort level in implementing improvisation activities, this research explores participant (N=15) perceptions regarding these areas following a collaborative music and dance free-improvisation project. Research questions were: How does a collaborative music and dance free improvisation project impact pre-service music teachers' perceived competence, confidence, and comfort in their improvisation skills? How does a collaborative music and dance free improvisation project impact pre-service music teachers' perceived competence, confidence, and comfort in implementing improvisation activities? Themes that resulted from a simple content analysis of the data included apprehension, growth, time constraint challenges, creating in new ways, thinking about improvisation differently, and opening new cross-media collaboration possibilities. Positive participants' perceptions increased following the improvisation experience. [ABSTRACT FROM AUTHOR]
- Published
- 2016
49. Gamificación y redes sociales en China
- Author
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Ren, Xiaoli
- Subjects
Juegos en línea ,Online Games ,Social Networks ,Cultural Communication ,EXPRESION GRAFICA EN LA INGENIERIA ,Cross-Media ,Máster Universitario en Comunicación Transmedia-Màster Universitari en Comunicació Transmèdia ,Social Influence ,Comunicación cultural ,Redes sociales ,Transmedia - Abstract
[ES] Con el rápido desarrollo de la tecnología electrónica y la inteligencia artificial, las personas de hoy se están convirtiendo cada vez más en ciudadanos digitales. Los juegos en línea se han convertido en un método diario de ocio y entretenimiento para cada vez más jóvenes en el uso cada vez mayor de Internet móvil y terminales inteligentes, liberándolos de la presión de la vida material. Los juegos en línea integran varios medios nuevos y plataformas sociales para lograr un desarrollo social profundo¿de modo que la socialización virtual ha comenzado a expandirse hacia una socialización interpersonal real. La formación espiritual de los ciudadanos modernos mediante la cultura del juego también se ha realizado y profundizado en esta socialización¿y el "juego círculo + círculo social "es ahora mismo una forma de mezcla cultural. En este contexto, este artículo toma a Tencent Games como ejemplo para discutir las manifestaciones específicas, los elementos internos y los medios externos de socialización de los juegos en línea. Partimos de teorías y modelos relevantes, utilizando juegos móviles online como productos culturales para construir un modelo interactivo que pueda expresar plenamente las características de cada vínculo, y proponer los elementos centrales para promover el sano desarrollo de la socialización, con el fin de cumplir con el nivel más alto de valor emocional en el contexto de las actualizaciones de consumo de jugadores de acuerdo con la demanda, explorar el camino del desarrollo innovador de los juegos móviles en línea y realizar una interacción profunda con los jugadores y la conversión de valor. Combinando la historia del desarrollo de los juegos en línea, este documento se centra en la investigación social de los juegos en línea para móviles, combinando el `status quo¿ de la operación del mercado de juegos en línea para móviles de China y la descripción general del desarrollo de la industria. A partir de la definición de socialización y comportamiento social en los juegos en línea móviles, analiza cómo la socialización de los juegos en línea puede mejorar la motivación del juego, proporcionar una experiencia de flujo feliz y transmitir el desempeño específico de los tres aspectos de la energía de red positiva. De acuerdo con las características de la comunidad virtual presentada en la sociedad online durante la socialización de los juegos online, la perspectiva de investigación de las comunidades virtuales se utiliza como referencia para analizar los elementos internos de influencia y obstáculos de la socialización de los juegos móviles online. Este documento abstrae el mecanismo social de los juegos en línea en modelos concretos bajo el marco de la semiótica de la comunicación, y aboga por guiar la interacción de las emociones de los jugadores hacia la verdad y la bondad, proporcionando a los jugadores una experiencia emocional rica y positiva y una producción de valor positivo. Finalmente, en el contexto de la industria del juego, el desarrollo saludable de los juegos en línea en el proceso de socialización se guía a través de caminos de desarrollo específicos y benignos. Los juegos móviles en línea son un nuevo tipo de medio de comunicación de símbolos espirituales, que ha creado un gran valor económico en el desarrollo de la industria. En el proceso de desarrollo social, tiene la misión de un mantenimiento emocional y una comunicación cultural más rica y hermosa. Este trabajo guía su desarrollo saludable para construir un hermoso puente entre el patrimonio cultural y la estética artística entre los jugadores y entre éstos y la sociedad, y forma una ciudadanía saludable y activa en la era digital., [EN] With the rapid development of electronic technology and artificial intelligence, and people nowadays are increasingly becoming digital citizens. In the innovative iteration of mobile Internet and smart terminals, online games have become more and more young people's daily leisure and entertainment methods, freeing them from the pressure of material life. Online games integrate various new media and social platforms to achieve in-depth social development. Virtual socialization has begun to expand to real interpersonal socialization. The spiritual shaping of modern citizens by game culture is also further realized and deepened in socialization. Its influence is unprecedented and new The "game circle + social circle" cultural blending form. In this context, this article takes Tencent Games as an example to discuss the specific manifestations, internal elements and external means of socialization of online games. At the same time, drawing on relevant theories and models, using mobile online games as cultural products to build an interactive model that can fully express the characteristics of each link, and propose the core elements to promote the healthy development of socialization, in order to meet the higher level of emotional value in the context of player consumption upgrades According to the demand, explore the innovative development path of mobile online games, and realize in-depth interaction with players and value conversion. Combining the development history of online games, this paper focuses on the social research of mobile online games, combing the status quo of China's mobile online game market operation and industry development overview. From the definition of social interaction and social behavior in mobile online games, it analyzes the specific performance of mobile game socialization in three aspects: how to enhance game motivation, provide a happy flow experience, and transmit positive network energy. At the same time, according to the characteristics of the virtual community presented in the online society during the socialization of mobile games, the research perspective of virtual communities is used to analyze the internal elements of the influence and obstacles of the socialization of mobile online games. Secondly, this article abstracts the mobile game social mechanism into a concrete model under the framework of communication semiotics, advocates guiding the player's emotional interaction to the truth and the good to the beauty, and provides the player with a positive and rich emotional experience and positive value output. Finally, in the context of the game industry, a specific and healthy development path guides the healthy development of mobile games in the process of socialization. Mobile online games are a new type of spiritual symbol communication medium, which has created huge economic value in the development of the industry. In the process of social development, it bears the social mission of richer and more beautiful emotional maintenance and cultural communication. Guiding its healthy development is enough to build a beautiful bridge between the cultural heritage and artistic aesthetics between the players, between the players and the society, and to shape a healthy and positive citizenship in the digital age.
- Published
- 2021
50. Investigación audiovisual transmedia basada en la influencia social
- Author
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Zeng, Defang
- Subjects
EXPRESION GRAFICA EN LA INGENIERIA ,Cross-Media ,Information dissemination ,Máster Universitario en Comunicación Transmedia-Màster Universitari en Comunicació Transmèdia ,Difusión de información ,SocialInfluence ,Audio-visual Technology ,Influencia social ,Audiovisualización ,Transmedia - Abstract
[ES] El rápido desarrollo de Internet y la tecnología de interacción de la información ha promovido la rápida innovación de los medios de comunicación y también ha creado un aumento de su influencia social. Todo tipo de medios emergentes brotan para brindar comodidad a la sociedad humana, y están constantemente remodelando las ideas de las personas, optimizando, reconstruyendo e incluso subvirtiendo el comportamiento de información de las personas. En comparación con los medios tradicionales, la transmedia tiene las características de madurez, estabilidad y mayor facilidad de implementación, y amplía aún más su influencia social. El diseño de visualización científica bajo el trasfondo de la integración de la tecnología y el arte se ha convertido en una forma efectiva de exhibir ciencia de vanguardia debido a su connotación científica racional y su estética perceptiva visual y auditiva. La información social se difunde a través de varios medios en línea y fuera de línea, lo que ayuda eficazmente al público a reconocer y comprender problemas sociales complejos. Por lo tanto, la comunicación entre medios de visualización científica se ha convertido en una tendencia característica y especial de ejercer influencia social. Al mismo tiempo, esto también brinda nuevas oportunidades y nuevos medios para la actual creación de publicidad de servicio público, y también propone nuevas tareas y nuevos desafíos. Este artículo primero elabora el concepto, el desarrollo y los campos de aplicación de la audiovisualización transmedia y la tecnología de presentación transmedia, y describe brevemente las características de la influencia social de la audiovisualización cross-media contemporánea mediante el análisis de casos de diseño de integración transfronteriza de la ciencia y el arte. Brevemente resumido como: "verdadero", "bueno", "belleza". En tercer lugar, este artículo analiza cómo se produce la influencia social de la audiovisualización cross-media y realiza investigaciones basadas en tres aspectos: diferentes perspectivas, mecanismos de ocurrencia y métodos de comunicación, y propone las ventajas y canales de la audio-visualización transmedia para mejorar la influencia social. Finalmente, este artículo inicia una nueva visión de la innovación tecnológica transmedia para mejorar la influencia social., [EN] The rapid development of the Internet and information interaction technology has promoted the rapid innovation of the media, and has also created an increase in its social influence. In addition to providing convenience for human society, all kinds of emerging media are constantly reshaping people's ideas, optimizing, reconstructing and even subverting people's information behavior. Compared with traditional media, cross-media has the characteristics of maturity, stability and higher degree of ease of implementation, and further broadens its social influence. The scientific visualization design under the background of the integration of technology and art has become an effective way to display cutting-edge science because of its rational scientific connotation and perceptual visual and auditory aesthetics. Social information is spread through online and offline cross-media, effectively helping the public to recognize and understand complex social issues. therefore. The cross-media communication of scientific visualization has become a characteristic and special trend of exerting social influence. At the same time, this also provides new opportunities and new means for the current public service advertisement creation,and also proposes new tasks and new challenges. This article first elaborates the concept, development and application fields of cross-media Audio-visual technology, and cross-media presentation technology, and briefly describes the characteristics of contemporary cross-media Audio-visual technology social influence by analyzing design cases of cross-border integration of science and art. Briefly summarized as: "true", "good", "beauty". Thirdly, this article analyzes how the social influence of cross-media audio-visualization occurs, and conducts research based on three aspects: different perspectives, occurrence mechanisms, and communication methods, and proposes the advantages and channels of cross-media audio-visualization to enhance social influence. Finally, this article initiates a new vision of cross-media technological innovation to enhance social influence. It is hoped that the visual design strategy and process studied in this article can play a role in attracting new ideas and help relevant people to carry out such research.
- Published
- 2021
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