Journal articles on the topic 'Digital audience research'

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1

Jensen, Klaus Bruhn. "The Double Hermeneutics of Audience Research." Television & New Media 20, no. 2 (November 14, 2018): 142–54. http://dx.doi.org/10.1177/1527476418811103.

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Audience research interprets a lived reality that has already been interpreted by the recipients of media, and which may be reinterpreted through the intervention of research. This article explores the interplay between changing media environments and changing conceptions of audiences. In the digital media environment, audiences are active users of media, and media actively use the bit trail that users leave behind. To account for the reconfigured roles of media and audiences, I propose a renewed emphasis on the diverse flows of communication on digital platforms, specifically the metacommunication that yields metadata. Metacommunication is key to reinterpreting what audiences do with digital media and what digital media, in turn, do to audiences.
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Khokhlov, D. A. "Research of actual characteristics for describing of the target audience for digital marketing." Vestnik Universiteta, no. 11 (January 5, 2022): 47–52. http://dx.doi.org/10.26425/1816-4277-2021-11-47-52.

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The article examines the current characteristics of the target audience in the digital marketing. The problem of the discrepancy between the classical ways of describing audiences and the advertising inventory of digital promotion channels has been actualised. Analysis of advertising campaigns and web analytics systems has identifed six main groups of characteristics that can be used to describe the target audience for any advertising service in the digital marketing. The new features complement existing audience description methods and allow target groups to be described in terms that are understandable to different specialists, and are available on any advertising channel in the digital marketing. The result of the study will increase the effectiveness of promotion in the digital space due to more precise settings of advertising messages.
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Drašković, Brankica, and Jelena Kleut. "Television audience in digital era: Research perspectives." Kultura, no. 135 (2012): 217–32. http://dx.doi.org/10.5937/kultura1235217d.

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Febriyanti, Syafrida Nurrachmi. "THE EXPLOITATION OF AUDIENCE AS DIGITAL LABOUR IN INDONESIAN YOUTUBE PLATFORM." Profetik: Jurnal Komunikasi 14, no. 1 (August 18, 2021): 21. http://dx.doi.org/10.14421/pjk.v14i1.1876.

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Abstract. In today's digital era, the internet is present in new media and has eliminated the boundaries between production and consumption space. Audiences are no longer just consumers but also actively participate in producing digital content that is uploaded and shared with other audiences. YouTube as one of the most consumed platforms by the audience has driven cultural change in the digital society. YouTube audiences are no longer simply enjoying content produced by the media as in the era of Television but they are watching content produced by other YouTube audiences. The YouTube audience is no longer the role of consumers but also as digital labours who are exploited above economic interests. This study aims to determine the role of the audience as digital labours in the YouTube industry in Indonesia. The research method used is digital discourse which will help researchers to uncover the motivations behind a text. The research results show that the YouTube audience is exploited in the accumulation of capital owners because their activities in producing culture and their attention to cultural content that generates data to attract advertisers' attention have resulted in profits for capital.
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Smolak-Lozano, Emilia. "Challenges and opportunities for digital convergence of TV: audience measurement in the digital era." Środkowoeuropejskie Studia Polityczne, no. 4 (December 15, 2019): 67–92. http://dx.doi.org/10.14746/ssp.2019.4.4.

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The research on television market and audience has been so far dominated by a telemetric system operating within a determined panel in the longitudinal manner. Nevertheless, the rise of digital era marked by the growing consumption of audiovisual content and TV in the Internet via VOD systems, subscription services, streaming etc. has changed the way the TV audience should be measured and tackled in order to deliver the significant data to advertisers. The digital services and therefore the online ads consumption are forcing the telemetric companies to re-design their methodology and measurement services. This thus requires not only new measurement methods and sample designs or research planning but also demonstrate new challenges and requirements starting from technical aspects and finishing on social and economic ones. Therefore, it is of great interests to find out how digital TV audience era is changing the way telemetric services are designed and conducted globally and at Polish market. The study attempts to find out how the TV audience measurement service is responding to the changes caused by digitalisation, which challenges and requirements have to be met in order to approach the issue of digitalisation of TV market in terms of the research planning and methodology. Finally, the present research pretend to determine and describe how the global market, and the Polish one in particular, perceives the services offered by Nielsen Audience Measurement. The research includes the series of individual semi-structured online individual interviews with managers and board of directors of the company as well as digital ads ratings department in Poland and headquarters in Switzerland. The results demonstrate the key changes, opportunities and challenges resulted from the digitalisation of TV consumption as perceived by management board, the company’s strategy towards digital convergence and the estimation of the needs of new markets and audiences on the course of the digital transformation.
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DOSENKO, Anzhelika. "DIGITAL ADVERTISEMENT: THE ORIGINAL AND ETHICAL POSITIONS." INNOVATIONS IN THE SCIENTIFIC, TECHNICAL AND SOCIAL ECOSYSTEMS 1, no. 1 (February 21, 2022): 4–13. http://dx.doi.org/10.56378/addr30122022.

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The purpose of the research is to study modern approaches to the functioning of digital advertising. The research methodology were: sociological survey, bibliographic and descriptive methods. The scientific novelty. The article deals with the problem of researching of modern Ukrainian society needs, new forms of implementation of advertising communication. There is rapid development of new genres and platform in social communications in the XXI century. One of these genres, which gave an impetus to the development of new platforms and ways of introducing product used digital advertising. The description of digital advertising as a modern Internet genre is made in this artice.. Also payd an attention to the ethical positions to the way of using Ukrainian digital advertisement. Conclusions: among the current existing approaches to the study of the mechanisms of digital advertising in the media space of Ukraine include: ethical postulates, modern figurative elements, updating existing traditional layouts, cooperation with target audiences, audience targeting. The paper presents the main results of the survey on the audience's knowledge of ethical concepts of advertising. It is proved that the Ukrainian audience is now well aware of the main mechanisms of digital advertising, its operating parameters and basic provisions.
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Grujić, Bojana. "Research of public libraries audience." Kultura, no. 170-171 (2021): 101–23. http://dx.doi.org/10.5937/kultura2171101g.

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This paper is a proposal for a methodologically based monitoring of the changes in habits and needs of library audiences, i.e. changes in access to library services, in the circumstances of the changed communication models caused by the wide use of information and communication technology. It presents audience research in the context of strategic planning in libraries, and points out terminological categories that could serve as a starting point for further research. Using the case study method of Novi Sad City Library, the paper categorizes the audience in two groups which proved to be right for quantitative and qualitative monitoring: according to the preference of the audience for certain content - permanent, occasional, potential and inaccessible audience types are defined, and according to the methods of addressing - users of funds and services, audiences in the narrow sense and online users are defined. Young people turned out to be a strategically relevant target group. The research has shown that the youth are the widest digital media consumers and that their primary goal is infotainment - a combination of a low percentage of information in highly entertaining packages. Members of young population do not recognize the library as a place of interest, so it is necessary to develop adequate channels of communication with them, in a way typical for this group. The paper shows how the model of the Novi Sad Library can be applied as a strategically based audience research in other public libraries, and gives an example of a user experience testing model (UX) and its final result - designed library services. Previous researches by Leo Appleton and Gina De Alwis were used in the paper. At the core of the designed service is participation, as a model of creating instead of consuming the prepared content.
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Sukmono, Filosa Gita, and Fajar Junaedi. "Manajemen Konten dan Adaptasi Suara Muhammadiyah di Era Digital." Jurnal Komunikasi Global 9, no. 2 (December 25, 2020): 248–65. http://dx.doi.org/10.24815/jkg.v9i2.17845.

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Suara Muhammadiyah merupakan majalah tertua di Indonesia, di bawah pengelolaan Muhammadiyah yang merupakan salah satu organisasi masyarakat terbesar di Indonesia. Penelitian ini bertujuan mengetahui bagaimana Suara Muhammadiyah dapat beradaptasi dengan perubahan digital. Metode penelitian yang digunakan dalam penelitian ini adalah studi kasus. Teknik pengumpulan data dengan wawancara dan observasi. Penelitian ini menghasilkan temuan bahwa era digital adalah salah satu tantangan yang harus dilewati oleh majalah tertua di Indonesia ini. Artikel ini menunjukkan bagaimana adaptasi yang dilakukan oleh Suara Muhammadiyah di era digital beserta dengan permasalahan yang dihadapi, terutama perubahan perilaku audiens. Pada era digital Suara Muhammadiyah ada dua versi digital yaitu website dan majalah digital. Selain mengembangkan versi majalah digital dan website, Suara Muhammadiyah beradaptasi dengan selera audiens dengan membuat podcast serta secara aktif mengelola media sosial. Dengan manajemen media yang adaptif terhadap perubahan teknologi dan audiens, Suara Muhammadiyah bisa terus berkembang di masa yang akan datang.Suara Muhammadiyah is the oldest magazine in Indonesia, which is owned by one of the most prominent community organizations in Indonesia, Muhammadiyah. Suara Muhammadiyah always tries to develop and adapt to the transformation of the world. The research goal is to explore how Suara Muhammadicah adapts to the digital revolution. The research method was a case study. The research result showed that the digital era was a challenge that should be overcome by this Indonesian oldest magazine. This research showed how the adaptation performed by Suara Muhammadiyah in the digital era and the problems it faced, especially the change of audience behavior. In the digital era, Suara Muhammadiyah consisted of two versions, a website and digital magazine. In addition to those versions, Suara Muhammadiyah also created a podcast and actively managed social media to adapt to current audience preferences. By maximizing adaptive media management towards changes in technology and audiences, Suara Muhammadiyah can still exist in the future.
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Schrøder, Kim Christian. "Audience Reception Research in a Post-broadcasting Digital Age." Television & New Media 20, no. 2 (November 14, 2018): 155–69. http://dx.doi.org/10.1177/1527476418811114.

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Audience reception research was a child of the broadcasting age, emerging strongly as a subdiscipline in media and communication research in the 1980s. Many saw reception research as a cross-fertilizing force theoretically and methodologically, bringing together research traditions from the humanities and the social sciences, and adding a qualitative orientation to the near-hegemonic rule of quantitative methods in audience research. This article discusses the ways in which reception research is reinventing itself in a post-broadcasting age. With sense-making processes as the continued key concern, three transformations are affecting the trajectory of reception research: An empirical shift has occurred from analyzing viewers’ “decoding” encounters with media “texts” to mapping audience participation in the wider mediascapes of traditional, digital, and social media; a theoretical adoption of, and contributions to, theories of participation and mediatization; and a methodological shift from purely qualitative to a mixed-method research design.
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McCarthy, Elizabeth. "Developing digital audience frameworks for Oxford’s GLAM." Performance Measurement and Metrics 20, no. 3 (November 11, 2019): 179–85. http://dx.doi.org/10.1108/pmm-09-2019-0042.

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Purpose In order to develop a common framework for strategic planning and evaluation, the Gardens, Libraries and Museums (GLAM) of Oxford undertook a process for defining digital audiences, undertaking user research to inform a new audience framework, which, in turn, is feeding a new approach and the application of the research across the Libraries’ web redevelopment. The paper aims to discuss this issue. Design/methodology/approach GLAM used qualitative and quantitative techniques to understand how visitors engaged with GLAM digitally: visitor shadowing, exit interviews, diary studies, remote interviews, social media and data evaluation. From these, GLAM focussed on motivational archetypes that apply to visitors across the institutions as well as pen portraits to support those archetypes, and a template for creating new portraits. Findings The framework helped GLAM develop digital priorities and outline how digital output met the needs of all audiences from a bottom-up user perspective, rather than only through top-down institutional decision making. Most relevant here, learning from the user research hugely informed the Bodleian Libraries’ website redevelopment. The Bodleian Libraries’ work within that framework shows that such a body of research is not solely high level; it can be applied on an institutional and project level to great effect. Originality/value Focussing on motivations rather than demographics is a less common way to approach digital audiences. Developing such a cohesive framework for digital audiences before undertaking strategic planning and specific development projects proved a valuable piece of work from which other institutions can learn.
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Xin, Guo, and Deng Fang. "Analysis of Factors Influencing Communication Popularity Based on Short Video Information Sources: Audience Trust as a Mediated Research Review." Northeast Asian Business and Economics Association 3, no. 1 (May 30, 2022): 1–10. http://dx.doi.org/10.51156/jnabe.2022.3.1.1.

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Purpose – In the online environment, the group definition, marginal scope, and transmission methods of short video creators and audiences have all changed, but the centrality of the audiences’ essence will not change. Their thinking characteristics and behaviors ultimately determine the influence of digital products spread in the network. This paper attempts to explore the relationship between audience trust and communication mechanism from the source of information: the trust or suspicion generated by the creator’s identity type information, and explore its influence on the popularity of communication. Design/Methodology/Approach – We systematically reviews the connotation and extension of audience trust in online media, definition and characteristics of network identity, the disclosure of creator identity types, character setting, authentication and supervision of identity, and communication popularity. Findings – The interaction between short video media and audience includes: information dissemination, value judgment and emotional transmission. Audience trust plays a bridge and check position in the dissemination of short video media, which determines the survival and development of short video media. These contents can provide short video creators with basic information that can effectively affect user behavior, provide them with a basis for decisionmaking in the creation process, increase audience trust, and improve the popularity and effectiveness of media communication. Research Implications – It provides a new research perspective for influencing user identification, social recommendation and other fields.
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Lin, Carolyn A. "An Inspiring Year in Audience, Media, and Digital Technology Research." Journal of Broadcasting & Electronic Media 62, no. 4 (October 2, 2018): 547–53. http://dx.doi.org/10.1080/08838151.2018.1540292.

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Carter, Marcus, and Ben Egliston. "The work of watching Twitch: Audience labour in livestreaming and esports." Journal of Gaming & Virtual Worlds 13, no. 1 (March 1, 2021): 3–20. http://dx.doi.org/10.1386/jgvw_00025_1.

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This article focuses on the interactivity afforded to audiences by the video game livestreaming platform twitch.tv. Drawing on theories of audience labour, we explore what audience interactivity on Twitch might mean within the context of the contemporary digital economy. Specifically, and inspired by a range of existing work in media and cultural studies research on audiences, we argue that interactive audience practices on Twitch can be read as a site of ‘audience work’. Our contention is that the various kinds of interactive, audience practices on Twitch generate considerable economic value for the platform and its broadcasters. In the context of growing academic interest in livestreaming platforms like Twitch, this article contributes a new perspective towards the role that the interactivity of Twitch plays in creating commodified and commercially desirable experiences via the labour of audience activity.
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Carter, Marcus, and Ben Egliston. "The work of watching Twitch: Audience labour in livestreaming and esports." Journal of Gaming & Virtual Worlds 13, no. 1 (March 1, 2021): 3–20. http://dx.doi.org/10.1386/jgvw_00025_1.

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This article focuses on the interactivity afforded to audiences by the video game livestreaming platform twitch.tv. Drawing on theories of audience labour, we explore what audience interactivity on Twitch might mean within the context of the contemporary digital economy. Specifically, and inspired by a range of existing work in media and cultural studies research on audiences, we argue that interactive audience practices on Twitch can be read as a site of ‘audience work’. Our contention is that the various kinds of interactive, audience practices on Twitch generate considerable economic value for the platform and its broadcasters. In the context of growing academic interest in livestreaming platforms like Twitch, this article contributes a new perspective towards the role that the interactivity of Twitch plays in creating commodified and commercially desirable experiences via the labour of audience activity.
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Jia, Zhixiong, and Yingfa Yang. "Research on Promoting Visual Communication of Local Folk Culture by Using Digital Technology." Scientific Programming 2022 (January 20, 2022): 1–12. http://dx.doi.org/10.1155/2022/8058390.

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Through the visual analysis of local customs and cultures by using digital technology, the total index of digital artificial intelligence, the environmental support of artificial intelligence (AI), and the competitiveness of AI industry have developed well, while the creativity of AI knowledge has developed steadily. According to the survey of digital technology audience education, it can be seen that the respondents with high school to undergraduate education have a higher audience rate of digital technology, while those with other academic qualifications have a lower audience rate, so digital technology can be popularized through education. Through the investigation of audience jobs, it is known that most of the audience of digital technology are engaged in enterprise staff, but they are less exposed to digital technology in political party organs. It can be seen that the loading time of visual images after clustering processing will be reduced by about 200 compared with that without clustering processing, which greatly improves the efficiency of visual graphics loading. As well as the analysis of the development of visualization, we can see that from the sixteenth century to the present, the visualization efficiency has increased from about 50% to 98%, which greatly improves the efficiency. According to the survey of local folk customs, from 2013 to 2019, local residents’ awareness of local folk customs has been continuously improved, from 30% to about 48%, while the awareness of completely unclear folk customs has dropped from 10% to about 1%. Through the investigation of local folk culture, it can be seen that in the promotion of local folk culture, the governance system and measures are insufficient, and the governance effect cannot be effectively fed back.
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Lawrence, Joshua Fahey, Melissa Niiya, and March Warschauer. "Narrative Writing in Digital Formats: Interpreting the Impact of Audience." Psychology of Language and Communication 19, no. 3 (December 1, 2015): 201–21. http://dx.doi.org/10.1515/plc-2015-0012.

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Abstract Digital writing has enabled students to write for a variety of authentic audiences, both in and out of the classroom. As they consider audience, students shoulder a cognitive burden that they must juggle in addition to the task of composition. At the same time, writing provides students with opportunities to craft and express their identities. The ways that identity formation and cognitive load intersect may be particularly complex in digital, online writing environments, as students gain the ability to share and receive feedback from global and local audiences. In this counterbalanced experimental study, 86 seventh- and eighth-grade students responded to two narrative prompts. One prompt was written for the teacher and the other was written for the teacher and peers in an online forum. We examined student writing fluency, mechanical errors, academic word use, and setting. Students were found to be more likely to set narratives in private settings when writing for an audience that included peers. We discuss this finding from cognitive and sociocultural perspectives and how it might inform networked communication research.
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Aleshnikova, V. I. "Digital place marketing: interaction practices with target audiences." Vestnik Universiteta 1, no. 7 (August 31, 2022): 71–81. http://dx.doi.org/10.26425/1816-4277-2022-7-71-81.

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The article analyzes how the authorities and territorial administrations use marketing tools of interaction with various groups of the local population and tourists. The relevance of the research lies in the increasing role of regional government bodies in ensuring stable socio-economic territorial development in the conditions of the digital economy, external and internal threats, crises, sanctions limitations, as well as in the urgent need for a marketing approach in the management of the territories. The aim of the study is to identify the best practices for using tools for interaction between regional administrations and target audiences and the quality of response to their requests. A set of scientific representations and conceptual developments of Russian and foreign scientists in the field of territory marketing, methods of comparative expert analysis and marketing research formed the methodological basis of the study. The study formulated the main reasons for the use of digital marketing tools in the management of territories. The author raises the problem of formation of competencies among specialists of regional administrations on the use of marketing tools. The research identifies the main types of interactive tools for communication with an external and internal target audience. It assesses the practice of regional administration cooperation with the target audience. The practical value of the study lies in the possibility of using conclusions and recommendations to organize effective interaction of regional administrations with external and internal target audiences.
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유희주 and Ahn Byung Ju. "The Research on Communication Aspect of Dance Audience in Digital Era." Korean Journal of Dance Studies 24, no. 24 (August 2008): 113–35. http://dx.doi.org/10.16877/kjds.24.24.200808.113.

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Nehrbass, Kenneth. "Managing missionary identity in the digital age: How missionaries utilize digital media among multiple social groups." Missiology: An International Review 46, no. 2 (December 13, 2017): 183–95. http://dx.doi.org/10.1177/0091829617748939.

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The way that missionaries manage their identities has changed significantly since the days they mailed out several printed newsletters a year to a small audience “back home.” The space for this negotiation of identity has moved from private to public; and the interlocutors who access these blogs, emails, and posts are no longer homogenous. This original research study uses quantitative and qualitative methods to understand how missionaries avow the multiple layers of their identities in the digital age. I conclude that missionary updates are encoded along indexical “cultural scripts” that can be decoded idiosyncratically by various audiences.
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Peruško, Zrinjka, and Dina Vozab. "Mediatized participation in European media systems." Central European Journal of Communication 11, no. 2 (November 9, 2018): 151–65. http://dx.doi.org/10.19195/1899-5101.11.2(21).3.

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This article explores patterns of mediatized participation of European citizens and the way they differ across different media systems, in a multilevel, cross-national comparative research design. Mediatized participation is operationalized as audience practices on the Internet. The media system is conceptualized through the theoretical model of digital mediascapes, which applied to 22 European Union countries produced three clusters/media systems. The audience data are from representative online surveys in 8 eastern and western European countries N = 9532 collected by the authors and their research partners. Factor and cluster analyses were performed showing types and patterns of mediatized participation. Hierarchical multiple regression analysis and ANOVA were performed to relate the individual level variables to the macro-level clusters of digital media systems. The article shows audiences in the more mediatized, Western cluster are more engaged in participatory practices in comparison to audiences in the Eastern/Southern cluster of European countries which show more extensive information consumption practices.
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Råman, Tanja. "Systems of Co-Creation Artistic reflection." Nordic Journal of Dance 6, no. 2 (December 1, 2015): 32–39. http://dx.doi.org/10.2478/njd-2015-0014.

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Abstract This article is an artistic reflection of a research project called Please Switch On Your Mobile Phones (PSOYMP) that took place in three venues in Wales in 2014. The aim of PSOYMP was to develop new tools for audience interaction with on-stage dance, with the intention of developing new audiences. The project utilised an action research model to create a flexible choreographic and digital hybrid system that enabled the audience to collaborate in real time with the creative team–a choreographer, five dancers, a digital artist and a technologist–using mobile phones and tablets. The project resulted in the creation of an hour-long performance event. This was developed through three stages that included a week-long residency in each stage and a public performance event with a feedback session at the end of each residency. The final event was streamed live via YouTube and a web-based application, which allowed the online audience to participate in the event and to collaborate with the creative team in a similar way to the in-house audience. This article focusses on the creative process and discusses the nature and the development of the collaboration between the creative team and the audience.
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Novaković, Jelena. "Instagram and artistic platforms as revenue streams for artists in Serbia." INSAM Journal of Contemporary Music, Art and Technology, no. 6 (July 15, 2021): 103–13. http://dx.doi.org/10.51191/issn.2637-1898.2021.4.6.103.

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Digitalization and development of a digital marketing strategy as a way to attract the (particularly young) audience is a prerequisite for modern artists. The COVID-19 pandemic emphasized this need even more, but even without pandemics, it is very hard for an artist to reach its public and to present its work to a wider range of audiences without utilizing digital tools. In this article, the author will present some possibilities available for artists to improve their visibility and promote their work in a new global digital art market. The importance of understanding the digital world, the audience’s preferences, and digital marketing are crucial for modern artists. The aim of this paper is to analyze the importance of the digital art market for artists in Serbia. The research was conducted using a questionnaire survey focused on 88 artists actively creating and participating in the art world, mostly from Belgrade, Serbia. After a contextualization of data, it is evident that the majority of artists from fail to generate income in the digital art market.
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Diez-Gracia, Alba, and Pilar Sánchez-García. "The news gap in the «triple digital agenda»: The different interests of media, audience and networks." Communication & Society 35, no. 1 (January 10, 2022): 63–80. http://dx.doi.org/10.15581/003.35.1.63-80.

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Digital transformations entail continually reviewing the various Communication models and processes. The influence of the media themselves as agenda setters for an ever more active audience and social networks that select and make certain content they receive viral are also affected by such a convergent context. This current research analyses a model called here the ‘triple agenda’ within the media themselves, in which the journalistic criterion of relevance and their audience’s preferences in the web and the networks travel along different paths. The proposal includes the users and the viral effect as influencing agents in the shape and selection of news, generating a news gap of interests between the media and their audiences. In order to test this model, we study an exploratory case in ElPaís.es, applying a content analysis to the information (n=420) distributed among the online front page, what is most read by the audience in its webpage, and the most viral in its Twitter account. The main objective is to check whether or not these three spheres of relevance operate independently, showing different informative interests f rom the thematic selection that the medium establishes f rom its agenda, its audience and its social networks. The results confirm that there is a gap in the informative interests of the three spheres analysed, especially between the agenda marked by the medium and the interests that are reflected in their web audience, which is more attracted to soft news and the clickbait technique; while there is a greater coincidence of interests between the newspaper’s front page and the users’ selection in their social networks.
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Jennes, Iris, and Wendy Van den Broeck. "Digital TV innovations: industry and user perspective." info 16, no. 6 (September 2, 2014): 48–59. http://dx.doi.org/10.1108/info-06-2014-0027.

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Purpose – This paper aims to focus on how innovative strategies take users into account. On the one hand, it will look at how the different stakeholders in the TV value network implement user behaviour. On the other hand, it will focus on how users perceive traditional advertising and new advertising formats (e.g. personalised advertising, interactive advertising). Design/methodology/approach – The applied research method is a combination of expert interviews with different actors in the TV sector and qualitative user research on viewers’ expectations towards advertising and new advertising formats in a digital era. Findings – This paper looks at customer ownership, (inter-media) audience fragmentation and audience autonomy as important concepts in understanding innovation and strategies within the Flemish commercial TV sector and how user behaviour is implemented. Originality/value – More specifically, ad skipping (zipping) and second-screen applications are studied. To conclude, the findings of the research are linked to relevant policy questions and challenges for audience members and actors within the television industry.
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Iacovides, Ioanna, Anna Cox, Dominic Furniss, Katarzyna Stawarz, Charlene Jennett, and Anne Adams. "Supporting engagement in research through a game design competition." Research for All 3, no. 1 (February 21, 2019): 25–41. http://dx.doi.org/10.18546/rfa.03.1.04.

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Digital games are an engaging medium that have previously been used for communicating research to a variety of audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in health care, teams created four games to be disseminated online to a wider public audience. We outline the competition format and reflect on the extent to which it was successful.
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Kalinov, Kalin. "Dualistic Audience Model in Public Diplomacy." Postmodernism Problems 11, no. 3 (December 5, 2021): 187–98. http://dx.doi.org/10.46324/pmp2103187.

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This paper examines the theoretical frame regarding the audience with special focus on foreign diasporas as part of the potential stakeholders for initiatives in contemporary public diplomacy. Within the light of recent developments in digital communication and the widespread use of social media, we investigate the evolution of the concept for exclusively foreign audience in public diplomacy initiatives. The hypothesis of the author is that within the highly digitalized and globalized contemporary environment, it is impossible to completely separate domestic and foreign audiences. Thus, the dualistic Yin and Yang Model of the audience in public diplomacy is introduced. The concept can be useful for future theoretical and empirical research in the field, as well as a starting point for further academic debates and analysis.
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Putri, Andhita Vidya, and Eriyanto . "MARKETING AND ADVERTISING STRATEGY IN ACHIEVING THE TOP OF MIND (SAMSUNG BRAND CASE STUDY)." Profetik: Jurnal Komunikasi 13, no. 2 (December 31, 2020): 290. http://dx.doi.org/10.14421/pjk.v13i2.1935.

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Technological progress and competition between companies in the globalization era is increasing. New media plays an increasingly important role in advertising and marketing. In addition, the companies’ survival depends on the presence of audiences/consumers. Therefore, determining how to utilize this new media/technology and determining how effective and efficient digital advertising and marketing strategies so that advertising has an appeal to the audience and the products offered are acceptable to the audience and right on target, and in accordance with the specified target is important and interesting to study. To obtain a framework of important concepts and the best strategy of effective marketing and advertising, the author utilizes the literature review method with qualitative approach. In doing advertising and marketing, it is important to pay attention to the objectives, audience, and distribution / media of advertising and marketing. The use of various media such as social media, online advertising, digital signage, and also endorsers are also important factors in advertising and marketing success. Advertising and marketing strategies help to better understand consumers and see how best to engage and empower the audience / consumers to get what they want. Here technology has created a new environment, where power has shifted from advertisers to consumers. This research produced a variety of important strategies and the best media which can succeed advertising and marketing, attract audiences, obtain the AIDA (Attention Interest Desire Action) effect of the audience and finally reach the Top of Mind.
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Spry, Damien. "From Delhi to Dili: Facebook Diplomacy by Ministries of Foreign Affairs in the Asia-Pacific." Hague Journal of Diplomacy 15, no. 1-2 (September 18, 2019): 93–125. http://dx.doi.org/10.1163/1871191x-15101067.

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Summary This article uses digital research methods to explore the use of Facebook by ministries of foreign affairs (MFAs) in several Asian locations. It contextualises this analysis by considering four factors that contribute to the growing complexity confronting public diplomacy: environmental factors (digitalised, networked media); institutional factors (diplomatic norms and traditions, and MFAs’ policies and practices); algorithmic factors (the programming that organises social media content); audience factors (social media users). The analysis shows most Facebook content posted by MFAs is driven by institutional factors. Yet this content is not the most appealing to digital publics, who are more likely to engage with content they find relevant and useful, or emotionally resonant. The article concludes that Facebook, and digital media generally, can provide multiple small opportunities for outreach, if due consideration is given to audiences’ needs and motivations. These audience factors may be the most important, but least considered, by MFAs.
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Karlsen, Faltin, Vilde Schanke Sundet, Trine Syvertsen, and Espen Ytreberg. "Non-professional Activity on Television in a Time of Digitalisation." Nordicom Review 30, no. 1 (June 1, 2009): 19–36. http://dx.doi.org/10.1515/nor-2017-0136.

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Abstract This article presents an empirically based examination of how the Norwegian television industry incorporates audience activity and audience-generated material, and of how audiences respond to the opportunities presented. It explores three main research questions: First, how extensive is audience activity on television? Second, to what degree do different television activities correspond to familiar patterns of social stratification? And third, is there any evidence for the view that digital feedback channels, such as SMS and the Web, provide access to television for new groups of people? To investigate these questions, a case study of the Norwegian media market has been carried out, based on two data sets. The extent of audience activity is examined through a representative audience survey conducted during a period of two weeks in 2004. The second data set is a one-week survey of Norwegian television output on the six Norwegian-language channels in 2005.
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Utami, Yenni Sri, and Nur Heri Cahyana. "PROMOTIONAL INNOVATION OF GIRILOYO BATIK THROUGH DIGITAL STORYTELLING." RSF Conference Series: Business, Management and Social Sciences 1, no. 4 (October 22, 2021): 104–8. http://dx.doi.org/10.31098/bmss.v1i4.313.

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This study aims to explore the use of the Giriloyo Batik promotion model by using the storytelling method in digital media. So far, Batik marketing has been carried out by direct selling, so that during the Covid-19 pandemic, batik sales fell very significantly. The basic assumption of this research is that narrative selling has persuasive power. The method used in this research is the exploratory method. The materials explored are various stories, myths and local wisdom of the Giriloyo community. This local wisdom is then transformed into a narrative associated with batik for marketing purposes. The results showed that (a) The audience who watched the promotional video was interested in the storyline which contained batik's connection with the legend of Giriloyo; (b) the audience is interested in the philosophical story of batik motifs; (c) Audience is interested in visiting Giriloyo.
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Nelson, Jacob L., and James G. Webster. "The Myth of Partisan Selective Exposure: A Portrait of the Online Political News Audience." Social Media + Society 3, no. 3 (July 2017): 205630511772931. http://dx.doi.org/10.1177/2056305117729314.

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Many assume that in a digital environment with a wide range of ideologically tinged news outlets, partisan selective exposure to like-minded speech is pervasive and a primary cause of political polarization. Yet, partisan selective exposure research tends to stem from experimental or self-reported data, which limits the applicability of their findings in a high-choice media environment. We explore observed online audience behavior data to present a portrait of the actual online political news audience. We find that this audience frequently navigates to news sites from Facebook, and that it congregates among a few popular, well-known political news sites. We also find that political news sites comprise ideologically diverse audiences, and that they share audiences with nearly all smaller, more ideologically extreme outlets. Our results call into question the strength of the so-called red/blue divide in actual web use.
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Sukendar, Markus Utomo, and Edy Susena. "User Interface Website as a Digital Personal Branding." International Journal of Computer and Information System (IJCIS) 3, no. 3 (September 30, 2022): 137–41. http://dx.doi.org/10.29040/ijcis.v3i3.88.

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The greater the support given by the audience, it will increase the image and popularity so as to form the audience's "belief" in the characters they follow. Political marketing, building the image of political figures is important. As one of the political actors currently Ganjar Pranowo is considered capable of playing social media to convey messages and information about the progress of development in Central Java. Efforts to build communication with the audience are also developed through the Website www.ganjarpranowo.com. The user interface is a means of interaction between humans and the system. A good user interface does not require many design elements, a consistent design makes users feel comfortable, considers the layout between items so that the placement of items can attract attention and help readability, colors that are not too contrasting to give more attention, the importance of typography to create a hierarchy and clarity. This study wants to examine how the Website User Interface becomes a part in creating a virtual space so that it becomes the main attraction of Ganjar Pranowo's character to strengthen Personal Branding. The research is descriptive qualitative by using User Interface analysis (Evina Johan, 2022) and Personal Branding Analysis (Montoya and Vandehey). The results of the study show that User Interface Design is an important thing in building personal branding. A lightweight, simple, interactive user interface, easily accessible information arrangement makes it easier for the audience to recognize Ganjar Pranowo's figure as a Political Figure, Governor and Human.
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Udovicich, Cristian, Veeru Kasivisvanathan, and Catherine L. Winchester. "Communicating your research (part 2): to the wider community." Journal of Clinical Urology 11, no. 3 (November 28, 2017): 208–14. http://dx.doi.org/10.1177/2051415817743125.

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Dissemination of research findings via digital tools and research engagement activities is rapidly becoming accepted practice for reaching a wider audience. In addition, they offer the opportunity for finding collaborative research partners, networking with peers, and informing funders, clinical practitioners and policy makers. However, exposure should extend beyond a scientific audience and should incorporate the general public, patients and their families, enabling them to be involved with research, facilitating the potential impacts of research to be realised. Level of evidence: Not applicable for an opinion piece.
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Yu, Eun Hye, and Jeongbae Park. "A Study on the Audience Perception of Liveness and Viewing Immersion in the performing arts video." Global Knowledge and Convergence Association 5, no. 2 (December 31, 2022): 85–107. http://dx.doi.org/10.47636/gkca.2022.5.2.85.

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This study examined the liveness of the digital theatre in the academic world by applying qualitative analysis techniques, focusing on the effect on the audience's viewing immersion based on previous studies. The conclusions are following: First, viewing immersion was analyzed from the general characteristics of the respondents. In addition, the research questions were derived by analyzing the qualitative contents of the relationship between the digital theatre and the liveness variable. It was confirmed that there is a certain relationship between liveness of the digital theatre and viewing immersion by analyzing watching experiences of the digital theatre in research question 1.2.3, the influencing relationship between liveness and audience's perception in research question 4.5, and the future assignments associated with viewing immersion in research question 6.7.8.9.10. For the future development of the performing arts industry, the following is suggested from the implications of the study. First, the paradigm of the performing arts industry is changing under the technological progress and the digital revolution made up of the development of technology. Audiences are no longer watching at the theater or concert hall only, but they are using various media such as smartphones, computers, TVs, movie theaters, and VR devices everywhere. Therefore, the communication method and interaction with the audiences in the digital era should be different from the previous performing arts. Next, the digital theatre that occurred in a pandemic situation is not a complete substitute for the existing on-site theatre, but a diversified into a new type of performing arts industry, which suggests setting up countermeasures. There are several limitations indicated in this study, therefore follow-up studies are needed. The reasons are not only that it has a limitation of generalization by setting respondents’ pool for in-depth interviewing in order to make a qualitative analysis but also that it was not able to be more intensive discussion due to the lack of previous studies directly related to the digital theatre·liveness·viewing immersion. In particular, there are limitations that there was not specific statistics or data set suggested which is able to indicate the difference between the audiences of a face-to-face performance (i.e., offline theatre) and the audiences of a non-face-to-faceperformance (i.e., online theatre).
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Koleva, Petya, and Milena Berbenkova. "Reconnect: Cultural Content and Audiences in the Digital Environment." Culture. Society. Economy. Politics 1, no. 2 (December 1, 2021): 12–31. http://dx.doi.org/10.2478/csep-2021-0008.

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Abstract Several studies have addressed the challenges faced by cultural and creative professionals and businesses since the emergence of the global COVID-19 pandemic. Some success stories have surfaced around larger organizations that managed to adapt quickly because they had been preparing for the digital era. The focus of the study presented here adds the much-needed viewpoint of those individuals who form the target audiences and are vital for the future of any CCI organization. These are the results of a public survey aimed at informing directly cultural organizations that experiment with new creative approaches and are adjusting to the transformations that have taken place. Findings are vital for organizations from smaller cultural markets while key conclusions shed light on the new disposition of the public towards existing and future formats of cultural offers online that are valid for contemporary audiences in general. These cover several key observations regarding the most popular type of cultural content and events online; the engagement rate of different audience groups; the most preferred duration of culture in video format; gender affinities influencing the engagement with cultural content online; the motivations and barriers for attending cultural events online, ways to keep the audiences informed, and finally, which new forms of cultural and creative offers would the public be willing to attend online in the recent future. The article demonstrates that knowing the target audience and using data analytics on public dispositions while creating new content can empower CCI organizations. This claim is also based on the successful experience of pilot offers created by CCIs that have benefited directly from the research results of Intercultura Consult’s 2021 project. Work continues in a new project empowering cultural organizations to incubate experimental offers (digital dimension including). The goal is to enhance their connection with key audiences.
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Nasucha, Muchammad, and Rizky Kertanegara. "The Audience’s Response to Gender Relation Campaign of Ketchup Brand on Youtube." Ultimacomm: Jurnal Ilmu Komunikasi 12, no. 1 (June 30, 2020): 144–66. http://dx.doi.org/10.31937/ultimacomm.v12i1.1323.

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Currently, the rapid usage of the Internet as a tool or medium of communication and information, including media campaign to society, is popular to spread the idea(s), thought, even ideology. YouTube, as one of the popular video-sharing social media, is vivacious and potential to get the audience’s attention and responses accordingly to the design(s) like ABC as one of the brands of complementary food (sauce/ketchup) has done. This research tries to find the audience’s responses to gendered-relations campaign through the new media, particularly through social media (YouTube). Based on reader-response theory and using [dominantly] qualitative text online analysis, this research attempts to find the variety of the audience’s response to the Campaign. Finally, this research finds that basically, the responses are implicit and explicit. The explicit means that the icon like and unlike identifies the audience’s positive and negative responses. The implicit response appears in the comment section, both verbal and nonverbal (such as emoticon). We can catch many comments about gender relations. Even between wife-husband (spousal relationship), the dichotomy still exists and shows a negative-positive pole. The diverse responses/comments presented by the audiences seem to be influenced by several factors, such as values of the culture, education, family, environment, society, and religion. It seems that the campaign as a digital marketing strategy has affected the audiences to involve in spreading the idea, called as the word-of-mouth effect. Keywords: audience response, Campaign, gender relation, social media, digital marketing
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Xiong, Xuanzheng. "Research on Exploding Video Creation Strategy based on Visual Communication." Highlights in Science, Engineering and Technology 24 (December 27, 2022): 252–56. http://dx.doi.org/10.54097/hset.v24i.3930.

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With the rapid development of digital media technology, the form of information dissemination is constantly updated, reflecting the development and progress of the times. Facing the new situation and task, the analysis of the new strategy of visual communication design of communication content is an extremely important link. As a new way of communication, short video has changed the way people get information and socialize. The rise of short video makes the audience gradually develop fragmented audio-visual habits, which in turn affects and changes the production and communication mode of traditional media. Using the theory of communication to analyze, it is not difficult to see the characteristics of communication methods. The era of big data enables communicators to grasp the needs of audiences more accurately and optimize communication methods. More and more mainstream news media have entered the field of short video creation. Creating explosions and detonating traffic is the only way to expand the media's influence, seize the right to speak online and guide public opinion. From the perspective of visual communication, this paper analyzes the audience's media choice and the change of visual center, and gives some suggestions on the creation strategy of explosive short videos.
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Lenihan, Rebecca. "The Public Good of Digital (Academic) History." Public History Review 29 (December 6, 2022): 185–94. http://dx.doi.org/10.5130/phrj.v29i0.8192.

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Is digital history public history? It does not have to be, but it probably should be. When we make our digital history products freely and publicly available, we not only make our scholarship more transparent, but also more accessible to a wider audience, in particular an audience who might usually be excluded from readership by paywalls. This article focuses on the author's experience in presenting research and data collected for the Soldiers of Empire project in a digital and public facing way, the reasons for doing so, and the challenges faced.
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Taher, Hassan, Giuseppina Addo, Pille Pruulmann Vengerfeldt, Maria Engberg, and Åsa Harvard Maare. "Reuse and Appropriation: Remediating Digital Museum Collections and Digital Tools for a Participatory Culture in Transition." Baltic Screen Media Review 10, no. 1 (April 1, 2022): 122–38. http://dx.doi.org/10.2478/bsmr-2022-0009.

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Abstract Museums have always used different media to communicate, widen perspectives and bring new knowledge, but in the era of digital media, their various offerings are increasingly part of the media ecosystem. Our research interventions explored the possibility of reusing existing digitised material in a participatory setting. The aim was to explore the object-centred audience participatory method in digital settings. We held a series of digital and in-person workshops that invited the participants to “imagine” narratives about the provenance of the museum’s objects and journeys to Sweden in a playful and creative exploration. We could observe how the virtual workshop setting supported focused discussions, and allowed zooming, drawing and remixing of digital photographs to facilitate conversation. The workshop participants on-site worked with the museum objects on display to remediate them through photos, drawings, clay modelling, and writing down thoughts and questions about the objects on discussion postcards. The participants’ contributions were included in the virtual collection database (Carlotta), under the same collection as the other museum objects, making the remediation process circular. We argue that object-centred methods enable audience participation in digital media ecosystems both in museums and with other media makers. The audience’s expectations and experiences from using other media bring them to the digital museum platforms with a willingness to explore, remix and integrate.
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Kim, Myungjin. "The Digital Convergence of Story and Media: Based on Universe Storytelling." Korean Society of Culture and Convergence 44, no. 9 (September 30, 2022): 87–100. http://dx.doi.org/10.33645/cnc.2022.9.44.9.87.

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Contemporary storytelling is evolving with digital media. As the communication process between producers and audiences forms part of storytelling, the boundaries between story and media, producer and audience, reality and virtuality, are collapsing. This paper examines the meaning, characteristics, and possibilities of ‘Universe Storytelling’, which is a research topic that intensively shows the changes of storytelling paradigm. First, it examines how universe storytelling has been involved in changes in terms of the relationships of producer and audience, and genre and media respectively, focusing on the subculture of Japanese animation, American Marvel film, and Korean webtoon industry. Second, it examines how traditional concepts such as story, character, and reality are changing in the universe storytelling as collective communication. Finally, it discusses how these characteristics are aggregated and emerging in the idol-based Korean entertainment industry and the possibility of how it will move forward on digital platforms of ‘Metaverse’. Through this, it is expected to understand the meaning and possibilities of contemporary storytelling newly defined in the changing relationship between story and media.
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Chen, Junhua, and Fan Yang. "Research on Audience Rating Statistics of Two-way Digital TV Based on OpenSSL." International Journal of Wireless and Microwave Technologies 2, no. 1 (February 15, 2012): 30–37. http://dx.doi.org/10.5815/ijwmt.2012.01.05.

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Smolskaya, E. P., and A. S. Barteneva. "Poetry and its Audience in the Digital Age." Concept: philosophy, religion, culture 5, no. 1 (April 1, 2021): 157–68. http://dx.doi.org/10.24833/2541-8831-2021-1-17-157-168.

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The study assesses the influence that new technologies, relative to the poetic content and poetry as art, have on the field of public relations. The main trends in the development of modern poetry as an object of online promotion, the ties connecting the digital format as such to this specific genre and the methods of modern media promotion are concerned as the key research areas. Digital technologies have produced profound changes in society and in the sphere of media. The impact of online tools and infrastructure both on poetry itself and for the methods on its promotion is also relevant. One should note, the digital reality does not necessarily require the flattening of style, the dominance of prose — poetry remains viable. Moreover, in the era of digital devices and the growing dominance of web technologies, poetry acquires new meaning and significance both as an art form and as a traditional need, which can be attributed to the domain of the spiritual. The adaptation to the digital reality shapes poetry in several aspects. This trend is reinforced by the development of traditional poetry as a type of multimedia content and the proliferation of poetry in social networks. The promotion of poetry has received little attention in both Russian and international academic contexts. PR in poetry is usually examined in broader or related frameworks, such as art marketing or publishing. This approach disregards the specificity of poetry as an art form. The available data lacks consistency, and the overwhelming majority of the relevant articles relate to popular science and journalism, not scientific literature. The analysis shows that in the modern age, poetry is pivoting on new platforms, online, while poetic content is actively integrating with the multimedia format. Poetry is able to address themes and ideas that resonate within new generations, thus remaining alive and proliferating. This finds proof in the context of online texts: they acquire the status of media which integrate traditional art patterns with the commercialized and blog-oriented digital art forms and industries (visual arts, music, etc.). This process manifests itself in the growing popularity of poetry among the youth, digitally. New methods of monetizing poetry are emerging, thus increasing the attractiveness of a poetic career.
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Bian, Jianying, and Ying Ji. "Research on the Teaching of Visual Communication Design Based on Digital Technology." Wireless Communications and Mobile Computing 2021 (November 3, 2021): 1–11. http://dx.doi.org/10.1155/2021/8304861.

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In the era of big data, the rapid development of information technology has made the sharing of data and information more free, bringing convenience to the public, but at the same time, the massive amount of data also brings “information anxiety.” In this paper, we use the knowledge of design discipline, combined with psychological cognitive science, statistics, and communication discipline, and analyze a large number of excellent cases to effectively combine “information visualization-visual representation-design.” The purpose of this study is to enable audiences to efficiently access information through visual symbols in a large amount of data and to increase their interest in reading and satisfaction in accessing information. As a carrier of communication between designers and audiences in the process of visual representation of information visualization, visual symbols can effectively convey information content and emotional concepts to audiences. Finally, based on the theoretical support of the previous paper, combined with our own practical experience, we conduct a systematic study on the application of design thinking and the construction of design methods for the design of visual representations of information visualization. A comparative study on the aesthetics of different categories of APP interface design is conducted, and it is believed that different categories of APP can create distinctive and different categories of APP interface aesthetics through the differentiated design of interface layout, content expression, and visual form, which is considered as the ultimate goal that APP interface design must pursue. Visual representation is a method and means to realize information visualization as a representation practice that expresses the meaning of information in the form of visual symbols. The visual representation of information visualization uses visual symbols as a medium, and the audience interprets the visual symbols based on cognitive experience to obtain information, which helps to maximize the dissemination of information.
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Meng, Lei, Yuan Liu, Kaiwen Li, and Ruimin Lyu. "Research on a User-Centered Evaluation Model for Audience Experience and Display Narrative of Digital Museums." Electronics 11, no. 9 (April 29, 2022): 1445. http://dx.doi.org/10.3390/electronics11091445.

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As culture becomes a value dimension of economic and social development worldwide, museums as a social medium are given more missions and expectations. Mobile Internet technology is empowering digital museums in the epidemic context, bringing new public cultural service content to the public. In this paper, we focus on the website quality of user experience in the current construction of digital museums. By analyzing the components of 20 digital museums, three models with different tendencies are abstracted. Then the three models are implemented as prototype websites, and their user experience was evaluated by experiment. Result shows that website content and user identity differences affect website quality, user attitudes, and user intentions. Rich contextual information contributes to the experience, and the “professional group” generally agrees less with the digital museum experience than the “non-professional group”. This research has implications for the study of digital museum user groups, experience analysis, and content construction.
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Ningrum, Karina Pramita. "DIGITAL SIGNAGE : MAKNA, STRATEGI PEMBUATAN PESAN, DAN IMPLEMENTASI OLEH DENTSU AGENCY." Media Bahasa, Sastra, dan Budaya Wahana 28, no. 1 (May 1, 2022): 624–32. http://dx.doi.org/10.33751/wahana.v28i1.5223.

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AbstractThis article discusses the digital signage: meaning, message creating strategy and implementation by Dentsu Agency. The success of an advertising message in capturing the audience's attention and create awareness of one set of capabilities includes an advertising content in the audio and visual elements of the use of the media, this study aims to determine the stage of making understand the message of the use of digital signage medium that has limitations on audio elements that able to highlight the visual elements that still give th eaudience an understanding in accordance with the audio function. This study used a qualitative research method with descriptive explorative design, to explain the results of the interview and observation data analysis techniques used thematic analysis. The results showed limitations in representing by the agency of visual elements on the digital signage medium in capturing the attention of the audience, persuasive, and increase awareness of the audience for a productor service through the medium. Production strategies under taken message includes three stages which includes the step of: 1) Pre-production, 2) production, and 3) Post- Production. Implementation of the medium is seen in the field of advertising (commercial) and some other fields related to the use of digital signage. Keywords:Digital Signage,Implementation of Digital Signage,Message Creating Strategy. AbstrakPenelitian ini membahas tentang digital signage: makna, strategi pembuatan pesan dan implementasi oleh Dentsu Agency. Keberhasilan sebuah pesan iklan dalam menangkap atensi dan menciptakan awareness audiens salah satunya ditentukan dari kemampuan sebuah konten iklan dalam menonjolkan unsur audio dan visual dari penggunaan media, penelitian ini bertujuan untuk mengetahui memahami tahapan pembuatan pesan dari penggunaan medium digital signage yang memiliki keterbatasan pada unsur audio agar mampu menonjolkan unsur visual yang tetap memberikan pemahaman pada audiens sesuai dengan fungsi audio. Penelitian ini menggunakan metode penelitian kualitatif dengan desain deskriptif ekploratif, untuk menjelaskan hasil wawancara dan observasi digunakan teknik analisis data dengan analisa tematik. Hasil penelitian menunjukkan keterbatasan agency dalam menunjukan unsur visual pada medium digital signage dalam menangkap atensi dari audiens, persuasif, dan meningkatkan awareness audiens terhadap sebuah produk atau jasa melalui medium tersebut. Strategi produksi pesan yang dilakukan meliputi tiga tahapan yang meliputi tahap : 1) Pra produksi, 2) Produksi, dan 3) Pasca Produksi. Implementasi penggunaan medium ini dilihat dalam bidang periklanan (komersial) dan beberapa bidang lainnya yang berkaitan dengan penggunaan digital signage. Kata kunci : Digital Signage,Implementasi,Strategi Pembuatan Pesan.
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Jennes, Iris, Jo Pierson, and Wendy Van den Broeck. "User Empowerment and Audience Commodification in a Commercial Television Context." Journal of Media Innovations 1, no. 1 (February 28, 2014): 70–85. http://dx.doi.org/10.5617/jmi.v1i1.723.

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This paper aims to provide insights into the concept of ‘user empowerment’ in current –digital and connected- media industries. We start by defining empowerment as a concept rooted in certain research traditions that focus on user behaviour and capabilities in dealing with digital and connected technologies and the production, aggregation, distribution and consumption of content. We then oppose ‘user empowerment’ to ‘audience commodification’, a concept that highlights how the audience and its members are exploited by the media industry through their usage of digital and connected technologies. This research tradition typically looks at the meso-level of media usage and how it is embedded in the media industries. In light of this paper on media innovations, we then argue that the concepts of ‘empowerment’ and ‘commodification’ are strongly embedded in the underlying social imaginaries. This helps us to redefine ‘user empowerment’ and ‘audience commodification’ as interactive processes underlying innovation within the (commercial) media industry. We use the case of Flemish commercial television to demonstrate this hypothesis.
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Peña-Fernández, Simón, Jesús Ángel Pérez-Dasilva, Koldobika Meso-Ayerdi, and Ainara Larrondo-Ureta. "Social participation in the media: The dialogue of digital journalists with audiences." European Public & Social Innovation Review 6, no. 1 (July 30, 2021): 16–28. http://dx.doi.org/10.31637/epsir.21-1.2.

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The emergence of social media altered the relation between journalism and the public in digital media and bequeathed the relationship a more active and collaborative role. As such, the general objective of this research is to characterise the dialogue between digital journalists and their audiences through social media and to describe how they perceive the consequences of this relationship. To this end, a survey was conducted with 73 digital journalists. The results display an ambivalent attitude on the part of the professionals regarding the use of social media as a tool for dialogue with their audiences. On one hand, they believe that using them is a priority need to maintain a fluid relationship with readers, although they mainly lean toward a majority one-way and limited use of them and believe that media managers have mainly perceived participation as a channel to garner audience loyalty and increase audiences.
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Fauzi, Rifqi, and Irfan Ahmad Harfan. "Implikasi Podcast di Era New Media." Communicative : Jurnal Komunikasi dan Dakwah 1, no. 2 (December 28, 2020): 72. http://dx.doi.org/10.47453/communicative.v1i2.407.

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The emergence of podcasts in the digital era has become a new alternative for audiences who are getting bored with existing audio content. In today's digital era, technology is being consumed massively, podcasts play a role in shaping people's thinking, behavior and culture. This study aims to determine the implications of podcasts in changing audience thinking and behavior. This study uses a qualitative method with a case study approach. The data collection techniques used were through observation, in-depth interviews, and documentation study. The data analysis technique used in this study is a qualitative descriptive analysis technique. Meanwhile, the data validity test was checked using the source triangulation technique. The results of the research show that the existence of Podcasts in the digital era cannot be separated from its very flexible accessibility. Podcasts are the only media that includes a variety of interesting information content that can be consumed or enjoyed through applications connected via the internet network. In addition, listening to podcasts can have a very influential impact on the audience, from cognitive, behavioral, to cultural aspects in society.
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Oktavianti, Roswita, and Budi Utami. "Strategi Mempertahankan Brand Knowledge Program Televisi Seputar Indonesia di RCTI." Jurnal Komunikasi 11, no. 1 (July 12, 2019): 81. http://dx.doi.org/10.24912/jk.v10i1.3045.

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Brand of television programs has positive equity. It marks by the strength of audience awareness and familiarity with the name of the program. Marketer of television station are considered can create brand knowledge of the program in the audience memory. Nevertheless, as a business, television industries supposed to dynamically follow market need and wants. The brand of the television program which has strength awareness as well as the image on the audience memory will gradually change as much as a media business. This study using a qualitative method and case study as a research strategy to reveals the research problem about how the newsroom team arranged their strategies to maintain brand knowledge to the popularity program. The case study was conducted on RCTI news program “Seputar Indonesia” which has top of mind in audience memory then changed into “Seputar iNews”. This study aiming to enquire how television broadcasting journalist strategies to maintain brand knowledge of their news program. The result is newsroom team have adapted and innovated their process to maintain brand knowledge. They were using main strategic such as maintain their replacement news program typically, maintain brand element whose have audiences top of mind, also using the digital platform. Merek sebuah program televisi seringkali memiliki ekuitas yang positif. Hal ini ditandai dengan kesadaran dan keakraban yang kuat antara audiens dengan nama program televisi tersebut. Pemasar pada stasiun televisi telah mampu menciptakan pengetahuan terhadap merek (brand knowledge) dalam hal ini nama program acara, di dalam memori audiens. Namun, sebagai sebuah bisnis, industri televisi juga harus tetap bergerak dinamis mengikuti keinginan dan kebutuhan pasar. Merek program yang telah memiliki kesadaran dan citra (brand awareness dan brand image) yang kuat di dalam memori audiens, berubah mengikuti kepentingan bisnis media. Dengan menggunakan pendekatan kualitatif dan metode studi kasus, peneliti mengangkat permasalahan bagaimana tim redaksi pemberitaan, menyusun strategi guna mempertahankan brand knowledge sebuah program yang sudah populer di mata penonton. Studi kasus dilakukan terhadap program “Seputar Indonesia” di stasiun televisi RCTI yang sudah melekat di benak konsumen, namun kemudian berubah nama menjadi “Seputar iNews”. Penelitian ini bertujuan untuk mengetahui strategi yang dilakukan oleh pelaku industri media penyiaran televisi dalam mempertahankan brand knowledge sebuah program berita. Hasilnya, tim redaksi pemberitaan sudah melakukan proses adaptasi dan inovasi untuk mempertahankan brand knowledge. Redaksi menggunakan strategi utama yakni mempertahankan ciri khas program berita pengganti, mempertahankan elemen merek yang sudah menjadi top of mind penonton, serta memanfaatkan media digital dan platform lain dalam satu grup perusahaan.
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Darlis, Tiara Saputri, Fairuz Fairuz, Ninuk Lustiyantie, and Uwes Anis Chaeruman. "Multicultural Aspects of 21st Century Learning Using Digital Posters." JETL (Journal of Education, Teaching and Learning) 6, no. 2 (September 30, 2021): 169. http://dx.doi.org/10.26737/jetl.v6i2.2548.

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Abstract:
21st century learning is learning that has the characteristics of being accessible, digital oriented, big data science and this learning is not limited to the distance of space and time. Poster presentation is a general form of educational information that is easily accessible, can be spread quickly with the presence of television, gadgets and the internet. This research method is descriptive qualitative method. While the research data in the form of educational posters. The results of this study are in the form of poster media requirements that are used as educational media, namely; 1) The content shall not contents that may offend the community/learning participants. The presented content shall be accepted by audience even with language and cultural differences. 2) The information shall be clear thus the message of the poster is well conveyed to audience with different cultural aspect. 3) The contents should be attractive, contains illustration images, and explanatory writings that make audience interested in the poster. 4) The development of digital poster with various version of local language may increase acceptabability among local language speaker.
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