Dissertations / Theses on the topic 'Digital media'

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1

Earnshaw, Rae A. "Digital media." IEEE, 2001. http://hdl.handle.net/10454/3507.

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Developments and advances in information and communications technology are boosting a convergence of computing, media, and telecommunications. This is dramatically affecting every aspect of society from technology designers and content creators to users. The design-to-product cycle time continues to decrease as new markets open up, and windows of opportunity exist for those who can move fast and make the right connections. Challenges and opportunities exist in each area of the convergence, but one thing is here to stay: being digital.
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Osman, Rafeeq. "Digital media exchange : a digital media school in Pretoria." Diss., Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-09172008-153805.

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3

Sadowski, Helga. "Digital Intimacies : Doing Digital Media Differently." Doctoral thesis, Linköpings universitet, Tema Genus, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132634.

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Digital media have become an integral part of many people’s everyday lives and constitute an intimate presence therein. Utilizing the concept of digital intimacy to focus on these recent developments, this doctoral dissertation takes the perspectives of feminist cultural studies and affect theory to analyze how digital media are becoming more intimate and how in turn intimacy is remediated within digital cultures. This research brings together three different strategic examples of digital intimacy. The first is chosen from the context of online hate and harassment, and works to counteract digital forms of intimidation. The second is from the world of software development training initiatives tailored for women and designed to make them digitally intimate. The third investigates the digital subculture around ASMR (‘autonomous sensory meridian response’), which is an intimate multi-sensory stimulation induced by such things as online video clips. It is argued that these three initiatives are good illustrations of contemporary gender relations in digital cultures, and also do digital media differently. This  means that they develop and apply sometimes straightforward, sometimes rather playful strategies to counteract gender-based inimicalities (such as forms of discrimination or exclusion, or objectification) within digital cultures. The thesis argues that such digitally intimate strategies can be utilized analytically in order to contribute to contemporary feminist internet politics.
Digitala medier har blivit en integrerad del av och en intim närvaro i många människors vardag. Med hjälp av begreppet digital intimitet, som tar dessa förändringar på allvar, analyserar denna avhandling hur digitala medier blir mer intima och hur intimitet remedieras i digitala kulturer. Detta görs utifrån perspektiv hämtade från feministiska kulturstudier och affektteori. Tre olika strategiska exempel på digital intimitet diskuteras. Det första exemplet hanterar näthat och trakasserier online och utgör ett slags  motståndsstrategier. Det andra handlar om utbildningsinitiativ inom programmering riktade till kvinnor, ämnade att ge kvinnor större digital tillgång, närhet och närvaro. Det tredje fallet undersöker den digitala subkulturen kring ASMR (’autonomous sensory meridian response’), en intim multi-sensorisk stimulering som ofta understöds av videoklipp online. Det hävdas här att dessa strategiska exempel, först och främst, synliggör samtida genusrelationer i digitala kulturer, men även visar hur digitala medier gör genus på nya sätt. Med detta menas att i medierna både bevaras genuskonventioner och tillämpas nya, ibland lekfulla strategier för att motverka könsrelaterad fientlighet inom digitala kulturer. Avhandlingen hävdar att de tre studerade strategierna för digital intimitet kan användas analytiskt för att bidra till en samtida feministisk internetpolitik.
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4

Klainbaum, Daniel. "Place and Digital Media." Thesis, Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/10554.

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As interactors we often allude to a sense of presence, of being there, when experiencing interactive artifacts. Digital technologies can create a sense of presence within a synthetic environment, that of being in a technologically mediated space. As a result, ideas of space and place are fundamental to the use of digital media. Related metaphors pervade our language and use of technology; we explore virtual worlds, surf online, and chat in rooms. The field of humanist geography can be used to examine digital media practice across several domains. Exploring the concept of place in relationship to a video game, website, or mixed reality environments question contemporary definitions of presence. As a result, a theoretical foundation for the design of artifacts may create a strong sense of place, and thus enhance our understanding of presence.
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Veld, Yolanda. "Locative Narratives with Digital Media." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15327.

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The technologies used to guide along and inform about historic places and buildings have proliferated quickly, but it seems the application of these technologies in order to facilitate a powerful experience falls behind. With this thesis, the aim was to gain insights into how digital media can be utilized to create a media-conscious locative narrative and an engaging experience for cultural heritage. In this thesis examples of locative narratives with digital media for cultural heritage and the testing of two applications with a qualitative approach are discussed. The gained insights could help sophisticate and strategize thinking about storytelling with mobile digital technologies in order to find medium specific ways of guiding an audience and facilitate meaningful visitor experiences for cultural heritage. Keywords: locative narrative, mobile storytelling, digital media, multimodal, cultural heritage
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Garanzha, Alyona Oleksandivna, and Альона Олександрівна Гаранжа. "Inclusivines in Ukrainian digital media." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/50073.

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1. The term “inclusion” - Dictionary. Portal of the Ukrainian language. [Electronic resource] - Access mode: https://slovnyk.ua 2. “Ukrainska Pravda”. Material: “Not” invalid “, but” person with disability “. The Rada supported the relevant draft law”. Mode of access: https://life.pravda. com.ua/society/2017/12/19/228047/ 3. “Zmina”. Material: “In Ukraine instead of” the invalid “there will be a person? Mode of access: https://zmina.info/news/v_ukrajini_zamist_invalida_ zjavitsja_ljudina-2/ 4. Centre for Democracy and the Rule of Law. Hate speech: statements cannot be disseminated in the media? [Electronic resource] - Mode of access: https:// cedem.org.ua/consultations/mova-vorozhnechi-yaki-vyslovlyuvannya-ne-mozhnaposhyryuvaty-v-zmi/
The development of modern digital media not only contributes to the expansion of human capabilities, but also deepens social inequality. The Ukrainian media community has no positive experience in covering the problems of vulnerable social groups. As the media actively shapes public opinion and ideas, exacerbating the problem of tolerant public perception of ‘special’ people, the introduction of an inclusive approach in the media should be a priority.
Розвиток сучасних цифрових медіа не лише сприяє розширенню людських можливостей, а й поглиблює соціальну нерівність. Українська медіа-спільнота не має позитивного досвіду у висвітленні проблем вразливих соціальних груп. Оскільки ЗМІ активно формують громадську думку та ідеї, загострюючи проблему толерантного сприйняття суспільством «особливих» людей, запровадження всеохоплюючого підходу в ЗМІ має бути пріоритетом.
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7

Appelgren, Ester. "Media Convergence and Digital News Services." Doctoral thesis, KTH, Medieteknik och grafisk produktion, Media (stängd 20111231), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4543.

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In this thesis, media convergence strategies and added value of digital news services are investigated, focusing on the newspaper industry and it’s audience. Convergence implies that previously unalike areas come together, approaching a common goal. A subordinate concept of convergence, i.e., media convergence, is a concept that has become common when denoting a range of processes within the production of media content, its distribution and consumption. Newspapers are one of many so-called publishing channels that provide information and entertainment. They have traditionally been printed on paper, but today’s digital technology makes it possible to provide newspapers through a number of different channels. The current strategy used by newspaper companies involves a process of convergence mainly regarding multiple publishing. A newspaper company interested in publishing content through multiple channels has to adapt its production workflow to produce content not only for the traditional printed edition, but also for the other channels. In this thesis, a generalized value chain involving four main stages illustrates the production workflow at a newspaper company in relation to the convergence processes. The four stages are creation, packaging, distribution and consumption of content. One of the aims of this thesis is to assess how the views and strategies of newspaper companies concerning media convergence correspond with the opinions and views concerning convergence of their audience. In order to discuss this, seven types of media convergence are suggested. Furthermore, the thesis explores how the newspaper industry is relating to the processes of convergence, using two examples: newspaper companies’ ventures into the use of moving images, and the newspaper companies’ strategies for a future epaper edition. Among the findings of this thesis are that digital news services can add value to a newspaper company, however that the digital news services investigated, in their current form, are not sophisticated enough to give added value as perceived by the audience. The findings of the thesis are based on studies of the newspaper industry in Sweden and reflect specific newspaper companies, their strategies, production workflow and ventures from 2002 to 2007. The methods used have mainly been case studies and surveys.
QC 20100622
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King, Brian J. "Commercial Media Viewing Habits: Digital Natives vs. Digital Immigrants." Bowling Green, Ohio : Bowling Green State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1249505318.

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9

Bornestav, Eric. "Digital detox – människans räddning i den digitala eran? : En etnografisk studie om digital detox." Thesis, Södertörns högskola, Institutionen för kultur och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-35726.

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Uppsatsens syfte är att få en djupare förståelse för fenomenet digital detox och hur problem knutna till det alltmer digitalt uppkopplade samhället framställs samt hur dessa är tänkta att lösas inom detox-trenden. Följande frågeställningar är utformade för att besvara syftet: 1. Hur framställs problem knutna till det alltmer digitalt uppkopplade samhället inom digital detoxtrenden? 2. Hur är dessa problem tänkta att lösas? Det vill säga, vad innebär det egentligen att göra en digital detox? Uppsatsens teoretiska ramverk kretsar runt det accelererande samhället samt de effekter som de digitala medierna har inneburit för människan. Däribland redogörs det för upplevelsen av tid, tidspress, medierad interaktion och digital bundenhet. Studien genomfördes med en deltagande observation på digital detox-lägret Villa Insikt i norra Sverige den 17-19 november 2017. Materialet består bland annat av en intervju med kursledaren, informella samtal med densamme och övriga deltagare, fältanteckningar samt analys av broschyrer och lägrets hemsida. Resultatet visar att digitala medier, enligt detox-lägret, har inneburit en rad olika problem för människor. Trots detta ges inga konstruktiva förslag för hur dessa problem ska lösas. Uppsatsens huvudsakliga slutsats är således att detoxen enbart fungerar som ett konstaterande över att människors bundenhet och förhållningssätt till de digitala medierna är problematisk samt att detoxen inte innebär någon större förändring för deltagarna som istället individuellt måste försöka att lösa de problem som detoxen påvisar genom insikt och digital strategi.
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Henderson, Glenn. "Triage visualization for digital media exploitation." Thesis, Monterey, California: Naval Postgraduate School, 2013. http://hdl.handle.net/10945/37636.

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Digital forensic examiners are overwhelmed by case loads and data volumes and must prioritize their work. This thesis hypothesis that digital forensic examiners can employ triage visualizations to prioritize work loads. This thesis presents a simple one page visualization of disk activity for Windows FAT and NTFS filesystems. The visualization is constructed from filesystem meta data carved by the open source bulk_extractor digital forensics application. The visualization does not require further examination or reconstruction of file system metadata. The visualization is able to detect minor obfuscation or modification and overwriting of file system timestamps.
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Sreenan, Cormac John. "Synchronisation services for digital continuous media." Thesis, University of Cambridge, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.260690.

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Watkins, Sean Edward. "Media Literacy and the Digital Age." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1242223666.

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Johnson, Gavin P. "Queer Possibilities in Digital Media Composing." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu158816717940897.

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Popescu, George A. "Digital materials for digital fabrication." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41754.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.
Includes bibliographical references (leaves 50-51).
This thesis introduces digital materials by analogy with digital computation and digital communications. Traditional fabrication techniques include pick-and-place, roll-to-roll, molding, patterning and more. Current research in fabrication includes algorithmic assembly [3], programmed assembly[9], self-assembly[1,2], assembly by folding [4] as well as guided self-assembly [2]. While these research areas are studying means of fabrication, here we introduce the study of the digital materials they assemble. Moreover we present a new type of three-dimensional digital printer for use with functional digital materials. Most importantly, the digital materials are shown to be tuneable; the code describing a digital material allows one to predict and adjust the properties of the material itself. In the same 'way digital communications and computation are discrete in the code space, digital fabrication is discrete in the physical space. Just as digital communications enabled cheap long-distance communications and digital computation enabled cheap,universal and efficient computers, digital fabrication enables cheap, efficient and universal fabrication. Building digitally will reduce the complexity of the assembler and can produce a wider variety of objects for a smaller cost.
by George A. Popescu.
S.M.
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15

Morani, Marina. "'New Italians' and digital media : an examination of intercultural media platforms." Thesis, Cardiff University, 2017. http://orca.cf.ac.uk/104335/.

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This thesis presents a critical investigation of ‘intercultural digital media’ in Italy from 2000 to 2016. In this, it focuses on the diverse digital media platforms (largely web-portals and collective blogs) that have offered alternatives to mainstream media discourses of immigration and cultural diversity in Italy, and which have involved people of immigrant background as media producers. Through a focused, in-depth study of website content mainly published in 2014, including mission statements, thematic structures and discursive strategies, as well as the contextual and organisational structures, processes and roles of content producers and editors, the thesis offers a critical insight into the discourse of intercultural digital media in practice. Combining Critical Discourse and Multimodal Analysis approaches with Cultural Studies and digital citizenship theories of identity, representation and belonging, the research aims to explore the possibilities for constructing alternative, ‘intercultural’ discourse through these platforms. In investigating how intercultural discourse can be variously articulated within different modes such as journalism, self-representation and citizenship advocacy, the analysis engages closely with the strategic, organising idea of the ‘new Italians’, and raises broader questions about the cultural politics of under-represented groups seeking inclusion and recognition as ‘citizens’ in increasingly diverse societies.
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Zoulek, Nick. "Analyzing the Intersections of Saxophone and Digital Media Through Media Theory." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1562771812450533.

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Quitmeyer, Andrew J. "Digital naturalism: Designing a digital media framework to support ethological exploration." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54327.

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This research aims to develop and evaluate a design framework for creating digital devices that support the exploration of animal behaviors in the wild. In order to carry out this work, it both studies ethology’s foundational ideas through literature and also examines the contemporary principles at a rainforest field station through on-site ethnographies, workshops, design projects, and interactive performances. Based upon these personal and practical investigations, this research then synthesizes a framework to support digital-ethological practice. Finally, this framework is utilized to design additional ethological expeditions and activities in order to assess the framework itself. The resulting framework encourages digital technology that supports four key concepts. Technological Agency pushes for devices that promote understanding of their own internal functions. The tenet of Contextual Crafting leads designers and ethologists to create devices in close proximity to their intended use. Behavioral Immersion promotes visceral interactions between the digital and organismal agents involved. Finally, Open-Endedness challenges researchers to create adaptable tools which strive to generate questions rather than answering them. Overall, this research, referred to as Digital Naturalism, explores a developing design space for computers in the wild.
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Yencken, Daniel Egil Ferdinand. "Local uses of global media." Florianópolis, SC, 2008. http://repositorio.ufsc.br/xmlui/handle/123456789/91200.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão. Programa de Pós-Graduação em Letras/Inglês e Literatura Correspondente
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Against the backdrop of the increasing accessibility of media production technologies and the growth in the usage of Internet video websites, this thesis investigates the video work published on the activist media website Centro de Mídia Independente (CMI), in order to explore the uses being made of Internet video in a local context. The thesis looks at a number of new paradigms of the global in order to provide a theoretical context from which to consider the technology on which this use of video is based, the new social movements from which the videos are emerging, and how the videos are positioned in relation to the globalized networked environment of the Internet. The context for the textual analysis is provided by a discussion of narrative forms in journalistic texts, documentary and new media, and particularly, of documentary modes, tensions between journalism and documentary, the impact of digital media on documentary, and properties of digital and new media. The analysis takes the video production from Florianópolis posted to the CMI in 2005 as a case study, exploring the range of documentary modes suggested by the videos, additional styles and strategies that they make use of, and the integration of the videos with the hypertext environment in which they are posted. The thesis argues that a significant dimension of the videos is the diversity of styles and perspectives that they represent. It also argues that locality can be considered in the videos through the shared contexts of their subject matter and of the way in which they are posted to the CMI website. The thesis concludes that the multiplicity of forms of expression encountered in the videos and the multiplicity of perspectives that they provide on their subjects points to the democratic potential of websites such as the Centro de Mídia Independente. Tendo com pano de fundo o crescente acesso às tecnologias de produção de mídia e o crescimento no uso de websites relacionados ao uso de vídeo na Internet, esta dissertação investiga os trabalhos em vídeo publicados no website de mídia ativista, Centro de Mídia Independente (CMI), para explorar os usos de vídeo na Internet em um contexto local. A dissertação aborda novos paradigmas 'do global' para oferecer um contexto teórico onde são considerados a tecnologia usada por estes vídeos, os novos movimentos sociais de onde os vídeos estão surgindo e a forma como os vídeos são posicionados em relação ao ambiente globalizado e em rede da Internet. O contexto da análise textual é constituído por uma discussão do discurso jornalístico, do documentário e das novas mídias, e particularmente, de modos documentários, de tensões entre jornalismo e documentário, do impacto de mídia digital no documentário, e das propriedades de mídias novas e digitais. A análise traz como estudo de caso a produção de vídeos em Florianópolis de 2005, disponibilizada no website do CMI, e explora a variedade de modos documentários sugeridos pelos vídeos, estilos e estratégias utilizadas por estes e a integração dos vídeos com o ambiente onde estão disponibilizados. A dissertação argumenta que um aspecto significativo dos vídeos é a diversidade de estilos e perspectivas que eles representam. É argumentado ainda que a questão de localidade pode ser considerada nos vídeos a partir dos contextos compartilhados dos seus assuntos e da maneira que estes estão disponibilizados no website do CMI. Conclui-se que a multiplicidade das formas de expressão encontradas nos vídeos e a multiplicidade de perspectivas que oferecem em relação a seus sujeitos apontam o potencial democrático de websites como o Centro de Mídia Independente.
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(UPC), Universidad Peruana de Ciencias Aplicadas. "Social Media - SI378 201801." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/623263.

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Curso de especialidad de Social Media en la carrera de Ingeniería de Sistemas de Información de carácter práctico dirigido a los estudiantes del 5to ciclo, que busca desarrollar las competencias general de pensamiento innovador y la específica Analiza hechos del mundo contemporáneo identificando el impacto en el desempeño profesional de Ingeniería acorde al ABET-Student Outcome(j). El curso busca identificar las diferentes estrategias para promocionar y difundir una marca, producto y servicio a través de las redes sociales. También tiene un enfoque participativo porque permitirá emplear técnicas y herramientas web 2.0, marketing digital y métricas para así aumentar la visibilidad de los negocios y tomar decisiones acertadas, entendiendo los constantes cambios e implicancias de comunicación social
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Silva, Michelle Ramona. "Digital alchemy matter and metamorphosis in contemporary digital animation and interface design /." online access from Digital Dissertation Consortium, 2005. http://libweb.cityu.edu.hk/cgi-bin/er/db/ddcdiss.pl?3224047.

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Vogt, David Jeremias. "Distorted realities : The discursive construction of realities in digital news media." Thesis, Stockholms universitet, Institutionen för mediestudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-182813.

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This study is designed to gain an understanding of the reality creation process in digital news media. By looking into the case of the Trump-Ukraine scandal the way how the 2 major US online news platforms CNN and FoxNews discursively construct reality for their audiences is examined. Within this analysis a qualitative framework is used, by applying a multi-method approach, consisting of a multimodal-discourse analysis and a critical discourse analysis. In the increasingly polarized and fragmented US society, explanations are needed for why people are having fundamentally different understandings of the current political events. A quite reasonable amount of research has been conducted in this field. However, the media studies are currently lacking profound explanations in the field of digital news. This project offers relevant findings of how the analyzed publications construct the events around an important and controversial topic through their online news coverage.  Interestingly, this project shows that the news coverage about the Trump-Ukraine scandal in both channels differs decisively in terms of its journalistic style and contextual meaning. FoxNews uses direct quotations to hand over the narration to the political actors involved in the political process. In that way, FoxNews functions as the opinion creation machine for conservative worldviews and presents a Trump-favorable version of the events. On the other hand, CNN injects its news coverage with emotionalizing elements and creates through that a very Trump-critical and partly prejudiced news reporting, focusing more on the sensational value of the story rather than on sole information.  Important to mention is that this research offers limited explanations to the problematic nature of the issue since digital news embodies a decisive factor in the opinion creation process but is one factor out of many. Therefore, more research is needed to fully elaborate on the digital news environment and its impacts on society.
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Jarhult, William, and Tobias Köhler. "Corporate strategy in digital- and social media." Thesis, Linnéuniversitetet, Ekonomihögskolan, ELNU, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-20712.

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The purpose of this study was to investigate how companies have linked their corporatestrategy with their digital- and social media strategy. The authors believed that these strategieshad to be connected somehow and wanted to research it further.Qualitative research methodology was utilized in this study. The research data consisted oftwo semi-structured interviews with one employee at Hestra Gloves and one at Kronfönster.The interviews were made after the same protocol in form of questions and documentation.The result of the interviews revealed that both Hestra Gloves and Kronfönster had overallbusiness core values which were reflected in their strategies. Hestra Gloves had a generalbusiness idea which was used as a corporate strategy, they also had a social media strategyand they had working guidelines for their digital channels. Kronfönster followed their corevalues which permeate the whole organization and they had guidelines for both corporatelevel, digital level and social media level.The findings show that the companies which were investigated have linked their corporatestrategy with their digital strategy in a medium way. The findings also show that theinvestigated companies have linked their corporate strategy with their social media strategy ina medium way. The authors conclude that some strategy components are linked in a strongway and that some components are linked in a weak way.
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Benton, Sarah Kirstie, and sarahkirstie@gmail com. "The Architectural Designer and their Digital Media." RMIT University. Architecture and Design, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20081126.155609.

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My research investigates the relationship between the architectural designer and the use that he or she makes of digital media as part of the design process. My principal research question is: what is the advantage of including digital media as part of the designers' 'toolset' in the early stages of design? The context is a highly successful and high profile mid-sized Australian architectural practice. The study considers the nature of architectural designing as a creative activity and the extent to which advantages could be gained by including digital media as part of the designers' toolset in the early stages of design. Designers seem to be polarised between championing the role of digital media as part of their design processes and downright rejecting it. One such extreme position is a view that this media has either 'no place' (Martens et al. 2007:np; Sanders 1996:4-5) within architectural design and is thus seen as 'just another tool' filling at best an ancillary and service role in the design process (Kvan, Mark et al. 2004:np). This view suggests therefore that designing with digital media has hardly advanced (Corrigan 2003:86). An opposing view is that digital media can take a more fundamental place to advance design methods (Rahim 2006:1), even revolutionarily improve the design process beyond 'question and debate' (Winner 1986:6 in Steele 2001:13), resulting in a 'new architecture' (Lindsey 2001:12) and encouraging significant change in designing through semi-automated generation of design and interconnected ways of communicating (Lindsey 2001:12). Resulting from my study, I have found, however, that the more negative views (Winner 1986:6; Sanders 1996:4-5) regarding the integration of digital media into the architectural design process tend to distract from the more balanced investigation into how a designer masters an expanding architectural design practice. As a doctoral candidate I take a participant-observer position within Terroir where I have been employed for the past five years. My experiences in responding to my research question suggest that the advantage of digital media is not a question of whether or not to integrate the tools. The question is more an issue of how a designer masters an expanding design process through an approach that includes ideas, conventional media and digital media. My thesis demonstrates the changes that occurred through the integration of digital media and, conversely, possibilities to opportunistically further improve on conventional design practice. My research suggests that mutuality exists in the relationship between the designer and their digital media. Through their co-evolution, changes can occur where there is not only an integration of digital media with design, but also both media and design practice change through their integration. I also discuss how an uptake of digital media gives grounds for a new specialised ro le in practice. A new role emerged within the collaborative firm of architects, which I have called in this thesis the digital ideator. It is a role that I demonstrate as potentially being central to digital media integrated with design practice.
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McLaren, Sasha. "Material Synthesis: Negotiating experience with digital media." The University of Waikato, 2008. http://hdl.handle.net/10289/2761.

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Given the accessibility of media devices available to us today and utilising van Leeuwen's concept of inscription and synthesis as a guide, this thesis explores the practice of re-presenting a domestic material object, the Croxley Recipe Book, into digital media. Driven by a creative practice research method, but also utilising materiality, digital storytelling practices and modality as important conceptual frames, this project was fundamentally experimental in nature. A materiality-framed content analysis, interpreted through cultural analysis, initially unraveled some of the cookbook's significance and contextualised it within a particular time of New Zealand's cultural history. Through the expressive and anecdotal practice of digital storytelling the cookbook's significance was further negotiated, especially as the material book was engaged with through the affective and experiential digital medium of moving-image. A total of six digital film works were created on an accompanying DVD, each of which represents some of the cookbook's significance but approached through different representational strategies. The Croxley Recipe Book Archive Film and Pav. Bakin' with Mark are archival documentaries, while Pav is more expressive and aligned with the digital storytelling form. Spinning Yarns and Tall Tales, a film essay, engages and reflects with the multiple processes and trajectories of the project, while Extras and The Creative Process Journal demonstrate the emergent nature of the research. The written thesis discusses the emergent nature of the research process and justifies the conceptual underpinning of the research.
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Karrer, Thorsten [Verfasser]. "Semantic navigation in digital media / Thorsten Karrer." Aachen : Hochschulbibliothek der Rheinisch-Westfälischen Technischen Hochschule Aachen, 2013. http://d-nb.info/1037843886/34.

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Noyau, R. H. "Digital magnetic recording in thin film media." Thesis, Manchester Metropolitan University, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.233573.

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Dahlberg-Grundberg, Michael. "Digital media and the transnationalization of protests." Doctoral thesis, Umeå universitet, Sociologiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-114456.

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Recent developments in communications technology have transformed how social movements might mobilize, and how they can organize their activities. This thesis explores some of the geographical consequences of the use of digital media for political activism. It does this by focusing on the transnationalization of protests. The aim is to analyse how movements with different organizational structures and political scopes are affected by their use of digital media. This is done with a specific focus on how digital media use influences or enables transnational modes of organization and activism. The thesis comprises four different case studies where each study examines a social movement with a specific organizational structure. There are, however, also important similarities between the movements. In each study, somewhat different perspectives and methodological approaches are used. Some of the methods used are semi-structured interviews, content analysis of written data (retrieved from Facebook as well as Twitter), and social network analysis. The analysis indicates that digital media do have a role in the transnationalization of protest. This role, however, differs depending on what type of social movement one studies. The organizational structure of social movements, together with their specific forms of digital media use, influences how the transnationalization of protests and movements is articulated and formed. In cases where a social movement has a hierarchical organizational structure, there is less transnationalization, whereas in social movements with a more non-hierarchical organizational structure one sees more transnationalization. The thesis concludes that the transnationalization of protests is affected by social movements’ organizational structure. The more decentralized the social movement, the more vibrant the transnational public. In order to explain how transnational social movements, using digital media, can emerge in cases where geographical distances might make such coalitions unlikely, the thesis introduces the notion of affectual proximity. This concept helps us understand how transnational social movements, connecting actors from all over the world, can emerge through digital media.
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Coley, Toby F. "DIGITAL MEDIA ETHICS IN THE WRITING CLASSROOM." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1296093364.

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Zhao, MichaelPh D. Massachusetts Institute of Technology. "Essays on spillover effects in digital media." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/129362.

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Thesis: Ph. D., Massachusetts Institute of Technology, Sloan School of Management, September, 2020
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 123-127).
In this thesis, I address spillover effects in digital media across 3 different essays. In Chapter 1, I focus on estimating social spillovers in the consumption of online news. Exploiting regional rainfall as a natural experiment, I find strong statistical evidence of positive social spillovers in consumption of online New York Times content. Specifically, I find that a 1% increase in aggregate viewership outside of a focal region causes viewership in that region to increase by approximately 0.34%. Further analysis shows that these spillover effects are skewed toward the most popular content and are driven by social media sharing rather than search engines or news aggregators. In Chapter 2, I estimate the spillover effect of paid advertising on organic mobile app installations. I analyze a spend shutoff "experiment" conducted by GameSpace, a major US-based mobile game developer.
Using both difference-in-differences (DiD) and regression discontinuity in time (RDiT) approaches, I surprisingly find evidence that paid advertising is boosting organic installs. Moreover, a two-way fixed effects panel regression indicates that every $100 in spend is associated with approximately 4 organic installs and 34.4 paid installs --
estimates that are quantitatively consistent with our RDiT results. In Chapter 3, I investigate spillover effects of statewide social distancing policies and reopenings during the COVID-19 pandemic on mobility behavior. Specifically, I find that if all alter states implement a shelter-in-place order, an ego county's mobility decreases by 15- 20%. Alter state reopenings have similarly large but opposite effect: once all alter states reopen, ego county mobility increases by 19-32%. These statewide policies also have a major impact on interstate travel: when a destination county is subject to a shelter-in-place order, its out-of-state traffic decreases by 13-18% but only for distant counties. However, once reopened, traffic from both nearby and distant counties increases by 12-13%.
by Michael Zhao.
Ph. D.
Ph.D. Massachusetts Institute of Technology, Sloan School of Management
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Turnage, Shane Alexander. "Virtual Civics - Digital Media in the Classroom." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/712.

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In an age where technology is advancing rapidly, young people are often the technology "natives" who understand and utilize its capabilities better than any other group in our society. Along with changing interaction models, youth are learning to "socialize" differently than any other generation has, absent face-to-face contact via digital interface. These types of connections are affecting America's political and social landscape by changing the way youth are orientated into our culture. Many adults complain about the "distractions" of texting, Facebook, and computer games. Yet, these "distractions" might also be a means to engage young people in civic life. Current research shows the power of these technologies to encourage and foster civic activity outside the traditional venues of schools and civic associations. Technology is also being explored in the classroom for its impact on student interest and performance, both academically and civically. Thus, incorporation of technologies into the classroom may be part of the answer to the declining youth participation in our democracy. This study examines the relationship between in-class use of digital media and measures of civic and political engagement. It utilizes logistic regression to interpret data from an assessment given to the 2008 graduating class at Central City High School (pseudonym). Analysis of this data shows that digital media use in the classroom has a positive effect on overall political knowledge, but leaves questions about its ability to affect students' civic capacity or civic commitment.
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Kelly, Kristy. "Emergent Arguments: Digital Media and Social Argumentation." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22285.

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This dissertation proposes a new framework for understanding how argumentation and rhetorical action unfold in digital space. While studies in the field of rhetorical theory often address new discursive practices in spaces like Twitter and Facebook, they do not always assess the ways that the platforms themselves can influence the forms and conventions of argumentation. Similarly, the field of new media studies has attended to the structural and technical components of digital platforms, but rarely views these details through a rhetorical lens. Thus, this dissertation combines the two disciplines by approaching its thesis from two angles. First, it employs major scholarly and theoretical work from the field of rhetorical studies to determine the ways in which digital rhetorical practices align with or differ from previous ones. Second, it combines new media scholarship with close readings of digital texts, in order to examine how argumentation functions across different media platforms. This interdisciplinary approach provides unique insight into the ways that media platforms and rhetorical practices coevolve. The dissertation’s central term, “emergent arguments,” marks an epistemological shift away from the idea that an argument resides within a single text or narrative. Instead, arguments emerge from sustained and engaged interactions with digital communities, from explorations of hyperlinked trails of information, from patterns of images, words, and datasets. In digital space, knowledge is constructed communally, meaning that argumentation takes place in collaboration with a community. The project follows closely with the work of Aristotle and Perelman and Olbrechts-Tyteca, where argumentation is an inherently social act driven by cultural context and shared knowledge. The dissertation builds upon this premise by claiming that digital media make this sociality visible, traceable, and more dynamic than previous communicative platforms. It ultimately argues that in digital space, meaning itself is social, intertextual, and multimodal.
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Ferra, Ioanna. "Digital media in Greece : a cyberconflict approach." Thesis, University of Leicester, 2018. http://hdl.handle.net/2381/42164.

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This project examines the influence of digital media on the contentious politics in Greece, as well as, the political economic sphere’s impact on the formation of the digital mediascape. The research concentrated on the parallel evolution of the (debt) crisis and the digital communications in Greece, by examining four different online media platforms and covering a seven-years period (2008; 2011-12; 2015). The research employed cyberconflict theory to situate online mediated conflict (sociopolitical and ethnoreligious cyberconflict) in a geosociopolitical and historical context, indicating the dynamic relation between the online media and the offline world. This research suggests the use of online data for the examination of cyberconflict and updates the framework, so to efficiently support the study of social media platforms. The research reflected the evolution of the sociopolitical debates and the political transformations emerged in the Greek crisis context (anti-/pro- austerity debate to the euro-vs-drachma/or grexit discussion, the anti-/pro-governmental debate, and the anti-/pro-European discourse). The pre-crisis era and discourse online, had already indicate the debates, which later, shaped the crisis discourse online and offline. Then, the SYRIZA network rides the mobilization wave of Aganaktismenoi, offering a platform and promising representation of all the included actors. During the referendum. polarization helped to the formation of less fluid identities online and offline, which further developed focusing on the division between the political Us and Them. In the crisis context, the internet used as a magnifying glass, pointing out conflict, opposition and supporting polarization. The research concludes that, indeed, digital media use supported the development of collective action and alternative structures of mobilizations, as well as political discourse, challenging both the dominant media and the traditional political structures. However, online media discourse didn’t manage to dominate public sphere, but instead it resulted to fragmentation. Overall, online media reproduced existed polarization and historical discursive continuities and limitations.
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Nowik, Martyna. "Promoting Digital Transformation in Digitally Developing Industries : A case study on strategic action points driving digital transformation in the real estate industry." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232216.

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The digital transformation of businesses has come a long way; however, research and reports are showing how some industries has fallen behind in the progress. This research aimed at identifying driving factors that are essential in the progression of digitalization and use of digital capabilities. The central research question was as follows: What strategic action points should businesses within the real estate industry adopt individually and together in order to support a steady development towards becoming a digitally dextrous industry? The research was performed as a case study, using the real estate industry as an example. The case study consisted of 8 semi structured interviews, performed with representatives of various companies from the real estate value chain. Using Soule et. al.s (2016) M-PWR model as an analytical foundation, three action points, essential for businesses in digitally laggarding industries, were defined: 1. Reforming the organizational structure for better agility and empowerment of the workforce. 2. Create channels and methods encouraging collaborations between various actors. 3. Develop structured processes for identifying, extracting and managing available resources.
Den digitala transformationen har påverkat verksamheter stort, dock visar forskning och rapporter på hur somliga industrier har hamnat på efterkälke i utvecklingen. Den här studien syftar till att identifiera drivande faktorer som är nödvändiga i framskridandet av digitalisering och användandet av digitala resurser. Den centrala frågeställningen i studien var följande: Vilka strategiska åtgärder, så kallade ”action points”, borde verksamheter inom fastighetsbranschen införa, gemensamt och individuellt, för att främja utvecklingen mot digital dexteritet inom branschen? Utredningen utfördes som en fallstudie där fastighetsbranschen användes som ett exempel. Fallstudien bestod av 8 semistrukturerade intervjuer, utförda tillsammans med representanter från olika verksamheter inom värdekedjan. Genom att använda Soule et. al.s (2016) M-PWR-modell som analytiskt underlag identifierades tre strategiska åtgärder som ansågs nödvändiga för företag verksamma inom industrier som har en långsam digitaliseringstakt: 1. Omorganisera organisationsstrukturen för ökad agilitet och förstärkt arbetskraft. 2. Skapa kanaler och metoder som uppmuntrar samarbeten mellan olika aktörer. 3. Utveckla strukturerade processer för identifiering, extrahering och hantering av tillgängliga resurser.
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Onumah, Chido. "Digital migration: A comparative study of the digital transition of the print media in Nigeria and South Africa." Doctoral thesis, Universitat Autònoma de Barcelona, 2019. http://hdl.handle.net/10803/667970.

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Internet está cambiando la forma en que las personas en África y en todo el mundo se comunican. También ha impactado enormemente la forma en que operan los medios de comunicación. En muchos países, las personas dependen cada vez menos de los medios tradicionales (periódicos, revistas, radio, televisión) para la información y la comunicación. Las organizaciones tradicionales de periódicos, al igual que los periodistas en África y en todo el mundo, están aprendiendo a adaptarse y aceptar la nueva realidad tecnológica. Si bien la revolución de Internet en África sigue evolucionando, ha creado oportunidades y desafíos que están redefiniendo la forma en que los periódicos, los periodistas y la audiencia acceden y difunden información. Esta investigación examina el impacto de la transición digital en los periodistas de los periódicos de África que utilizan Nigeria y Sudáfrica como estudios de caso. Revisa el efecto y la creciente importancia de Internet, los periódicos en línea y las redes sociales, en la configuración del futuro del periodismo impreso, el negocio de los periódicos y la interacción de la audiencia en ambos países. La investigación sostiene que los nuevos medios están redefiniendo el periodismo en Nigeria y Sudáfrica. No solo ha creado nuevos tipos de periodistas y público que ya no son receptores pasivos de las noticias, sino que también ha lanzado nuevos modelos de negocios para la industria de las noticias que se enfrentan a la saturación severa. La investigación concluye que este cambio ha sido claro y lejano. Alcanzar implicaciones para los periodistas, así como para los periódicos y su audiencia; que si los periodistas en Nigeria y Sudáfrica son conscientes de la importancia y las interrupciones causadas por la nueva fase en la evolución de los medios de comunicación, todavía falta una fórmula coherente para enfrentar los desafíos y hay muchos factores más allá del alcance de los periodistas que están configurando su reacción.
The Internet is changing how people in Africa and around the world communicate. It has also greatly impacted the way the media operates. In many countries, people are depending less and less on the traditional media (newspapers, magazines, radio, television) for information and communication. Traditional newspaper organisations as we l as journalists in Africa and around the world are learning to adapt and come to terms with the new technological reality. While the Internet revolution in Africa is still evolving, it has created opportunities and challenges that are redefining the way newspapers, journalists and the audience access and disseminate information. This research examines the impact of the digital transition on newspaper journalists in Africa using Nigeria and South Africa as case studies. It reviews the effect and growing importance of the Internet, online newspapers and social media, in shaping the future of print journalism, the newspaper business and audience interaction in both countries. The research argues hat new media is redefining journalism in Nigeria and South Africa. It has not only created new kinds of journalists and audience who are no longer passive receptors of news, it has thrown up new business models for the news industry facing severe glut. The research concludes that this change has clear and far - Reaching implications for journalists as well as newspapers and their audience; that if journalists in Nigeria and South Africa are aware of the importance and disruptions wrought by the new phase in the evolution of the media, there is still missing a coherent formula in dealing with the challenges and that there are a lot of factors some beyond the purview of journalists that are shaping their reaction.
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Hussein, Abdirisaq, and Benedicto Lundholm. "Digital Diaspora : En Studie om hur individer i diaspora upprätthåller sin identitet via digital media." Thesis, Mittuniversitetet, Institutionen för humaniora och samhällsvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-39659.

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I denna studie har vi undersökt hur individer i diaspora upprätthåller sin identitet via digital media. De teoretiska ramverk som vi har använt i denna studie är diaspora, digital diaspora, identitet, digitala medier, digital diaspora communities och hybriditet. Vi samlade vår data genom kvalitativa forskningsintervjuer och data analyserades med tematisk analys. Respondenterna som vi intervjuade var studenter från Mittuniversitet med utländsk härkomst. Vi höll intervjuerna i grupprummen på Mittuniversitetet. Inspelning av intervjuerna varierade mellan 20–40 minuter. Resultatet av vår studie visade att respondenterna i diaspora använder digitala medier för att bekräfta sin identitet, skapa hybrid identiteter och upprätthållning av sin identitet.
In this study, we examined how individuals in diaspora maintain their identity via digital media. The theoretical framework we have used in this study is diaspora, digital diaspora, identity, digital media, digital diaspora communities and hybridity. We collected our data through qualitative research interviews and analysed it with thematic analysis. The respondents we interviewed were students from Mid Sweden University with foreign background. We held the interviews in the group rooms that Mid Sweden University offer. Recordings of the interviews varied between 20-40 minutes. The study shows that in the diaspora they use digital media to confirm their identity, create hybrid identities and in maintaining their identity.

2020-07-06

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Bull, Justin G. "The paper to digital media transition : defining sustainability in media supply chains." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/51245.

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The phrase, “please consider the environment before printing this email” has entered the common vernacular. It suggests that when I consider the environment, paper media is of particular concern, and by inference, digital media is not. This thesis tackles the legitimacy of this claim by examining how media sustainability operates from three critical perspectives: industry, consumers, and academia. To measure the paper industry’s perspective, a series of interviews with business executives along a supply chain were conducted. I found that collaboration between supply chain actors is a prerequisite for improving environmental performance. To gain insight on the consumer’s perspective, I surveyed 1,400 individuals in North America, investigating media habits and environmental values. I found that consumers are shifting from paper to digital media, but that environmental values have no influence over this shift. This suggests that consumers could be detached from the environmental impacts of their media choices. Finally, the academic perspective was analyzed through a comprehensive review of life cycle assessment (LCA) research that compares paper and digital media from an environmental perspective. The studies found that digital media is almost always preferable to paper, requiring less energy and materials. However, they did not assess the assumptions required in order to compare such different products. More worryingly, the context of media consumption – the industrial systems that produce paper and digital products – was never taken into account. I conclude that since a significant media shift is underway new methods are required to consider sustainability. The new methods should be anchored in two concepts that could improve considerations of the environmental performance of industrial systems. First, industrial ecology, the idea that industry might mimic nature, can strengthen initial assessments of environmental performance. Second, capability maturity models can assist in gauging the ability of industrial systems to manage and improve environmental performance over time.
Forestry, Faculty of
Graduate
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Erchen, Shi. "Exploring Media Panic Discourses: News Media Attitudes toward Digital Games in China." Thesis, Uppsala universitet, Medier och kommunikation, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445893.

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Previous research demonstrated the phenomenon of moral panics on “dangerous” games mostly from Western perspectives, regarding media violence and deviant behaviour. With the development of media technology, the term “media panic” has evolved from moral panic, representing the debates and fearful emotion from the public when a new media technology has been created. Digital games as a form of media technology have been developed to be widely played on various platforms in recent decades, which have not only brought concerns to the Western but also to Chinese society. The present study will introduce media panic on digital games in China by analyzing news reports from three Chinese mainstream news media: People’s Daily, Xinhua Daily Telegraph and Wen Wei Po (Shanghai). Content analysis will be adopted as the main method to process the news data (N = 445) which are collected from five periods between 2002 and 2020 (2002-2004, 2007-2009, 2012-2014, 2017-2019, 2020). Different phases and features of the panic will be analyzed through the classical moral panic theories of Cohen, Goode and Ben-Yehuda, and the media panic theory of Drotner. Topics of game addiction, Internet cafes, policies on the game industry, cultural innovation, development of esports will be explored when investigating the changing media attitudes toward digital games in the Chinese context.
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Pumptow, Marina Isabel [Verfasser]. "Digital Media in Higher Education – The Use and Importance of Digital Media in Contemporary University Studies / Marina Isabel Pumptow." Tübingen : Universitätsbibliothek Tübingen, 2020. http://d-nb.info/122423281X/34.

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Johnson, Robin Scott. "The digital Illusio: gender, work and culture in digital game production." Diss., University of Iowa, 2010. https://ir.uiowa.edu/etd/524.

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This dissertation analyzes gender in the commercial production of digital games. The purpose is to develop a detailed understanding of gender as it plays out among individuals who develop creative content and in the ideological constitution of the workplace, and to examine the ways in which these individuals participate in and make sense of the production of digital cultural products. The broad line of questioning attempts to provide detail and depth to how gender is organized, symbolized, and identified during the production a commercial game. The digital game industry and culture have constructed a strong fortress of androcentric ideas, practices, and experiences, and excluding women from digital media production by making entry into the social space unattractive preserves men's dominance of the field. To research the practices at play in the design of digital games, I conducted a case study using participant observation of the production of a digital game at a U.S. game development studio combined with primary document collection and in-depth interviews of workers who produce the game play, technical and artistic elements used in the creation of games in a team-based organization of labor. My analysis of the game studio worksite and culture revealed entrenched rituals, practices, and discourses of masculinity that produce and are reproduced by digital game workers. The organization of work in terms of space, organizational function and teamwork form decentralized layers of a network that are tightly controlled by the commercial production cycle. Each layer creates boundaries of inclusion and exclusion along multiple lines, including gender. Additionally, I examined how family socialization, the sexual division of labor in computer work and education, and passion for games idealize masculinity in the habitus of game workers. The habitus also structures working practices that are infused with masculinity based on technical proficiency. These working practices reproduce the gender dynamic of the social and symbolic space of the field. The studio's culture also constitutes a masculine symbolic space through inter-related discourses of masculine aesthetics, hegemonic masculinity, and science and technology. Implications for making the field of digital games more diverse and open are discussed.
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Hodges, Steven. "The digital absurd." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/33950.

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I believe that the concept of the absurd, as described in philosophy and reflected in works of drama and literature, provides an unusual and helpful perspective from which to view the emerging field of digital media. In my opinion, absurd principles can help us understand the mixed feelings we may have when engaging with digital media: joy and frustration, play and despair, significance and nonsense. I intend to explore the concept of the absurd through a handful of authors and works, including the philosophy of Camus and the literature and drama of Pinter, Beckett, Roussel, and the Oulipo. I will use these works to analyze characteristics of absurdist works and then extend this analysis to characteristics and theory of digital media. I believe an absurdist analysis may bring a new vantage point to the study of digital media, from which we can see not only the advantages and liberation it offers but also the ever-present threat of nonsense it entails.
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O'Keeffe, Richard John. "Baby boomers and digital literacy| Their access to, and uses of, digital devices and digital media." Thesis, Pepperdine University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3644309.

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Digital literacy is fast becoming a necessary skill for mediating life in the 21st century. Digital technologies, digital media, and digital devices have become ubiquitous and intrinsic in modern society and using one to interact with the others requires specific skills—digital literacies—be learned. The purpose of this research was to understand the extent to which Baby Boomers are digitally literate, the digital devices they understand and use, and the purposes for which they are using them.

Residents living in a specific group of age-restricted communities comprised of people 55 years of age and older were e-mailed requests to participate in an online survey. More than 8,200 homes received the invitations and 659 people agreed to participate. The survey consisted of 17 three-part, forced-choice questions and five demographic identifiers. To analyze the data, the researcher used SPSS and ran chi-square tests on each response comparing Older Boomers to Younger Boomers regarding specific digital activities in which they engaged, the device(s) they used, and the frequencies with which they engaged in those activities.

The results of this study indicate that the Baby Boomers in the study possess basic functional digital literacies. They use the Internet daily to read news, check weather, and look up recipes, directions, and medical information. While participation in the various activities was fairly even between both Boomer groups, Younger Boomers tend to send and receive text messages, bank online, pay bills online, search for recipes, save online bookmarks, visit social networks, read blogs, and take online classes more than Older Boomers. The majority of respondents were women, college educated, with annual household incomes of $75,000.00 or more. The most popular digital devices used were laptops, desktops, tablets, and smartphones, respectively and respondents averaged using three different digital devices while engaging in their digital activities. The trend is toward decreasing use of desktop and laptop computers and a corresponding increase in the use of tablets and smartphones.

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Lashgari, Maryam. "Digital Marketing Strategy:B2B and Stakeholders Communication." Doctoral thesis, KTH, Skolan för industriell teknik och management (ITM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-220144.

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Since digital media entered the business domain, many different tools and platforms have transformed the nature of business communications. This transformation has not been easy, since the journey has been accompanied by challenges from the marketers’ side against the adoption of the new platforms into the firm’s communication channels. Business to business marketers have also been engaged in such challenges by maintaining a slow adoption, which has motivated the researchers to study the adoption of different means and tools of digital communication in a business context. Through this research, I contribute by exploring the adoption strategies of digital platforms in the B2B supply chain including B2B firms, retailers and end users. By digital media, I mainly refer to social media and beacon technology. First, I begin this thesis by identifying the adoption and integration strategies of social media and digital marketing into traditional marketing channels in a B2B context. In this part, I identify the B2B firms’ target audience and propose a model facilitating a B2B firm’s practical social media adoption strategies. Second, to explore the benefits of different social media content sharing approaches derived from information accessibility resulted in the prior study of this thesis, I introduce and examine Public and Gated-Content sharing approaches. Thereafter, assisted by Social Power Theory and Resource Dependence Theory, I examine the effect of Public and Gated-Content sharing approaches on the target audience’s willingness to interact with the firm. The findings of this study reveal that Gated-Content approach can help the firms build closer relationship with the target audience and engage them in a co-creation process. Third, by studying proximity marketing through the adoption of beacon technology in the retail context, I explore the current methods of usage, as well as the benefits and challenges of in-store proximity marketing adoption for content sharing purposes. I complete the thesis by presenting the different challenges of such adoption, which consist technical, human behavior, managerial perception, resource and privacy factors. Finally, I identify the need to integrate the physical aspect of place and location back again into the online digital communication channels within a retail context.

QC 20171219

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Ang, Chu Suan. "Continuous media in fast networks." Thesis, University of Cambridge, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.239753.

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Su, Chunmeizi. "Changing dynamics of digital entertainment media in China." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/130744/1/Chunmeizi_Su_Thesis.pdf.

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This study is about the rise of Chinese technology companies and their integrated power in screen production culture. It examines the dynamics between BAT - Baidu, Alibaba and Tencent, the Chinese equivalent of Google, Facebook and Amazon, and the streaming services in China. This study adopted case studies to explore Chinese online productions via genres of TV, variety shows and user-generated content. In doing so, BAT is identified as the new digital power, and that they are reconfiguring power distributions of media industries in the content professionalising process.
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Singh, Manas Sourava. "Interlinking related diverse media in a digital library." Thesis, Texas A&M University, 2006. http://hdl.handle.net/1969.1/3825.

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Digital libraries are widely used for organizing and presenting large collections of artifacts. However, as the digital libraries grow in size, it is becoming increasingly difficult for the user to find all the resources related to his topic of interest. It is labor intensive, time consuming and error prone to identify and link related materials manually. Thus it is important to develop automatic techniques to help the user discover and view the related resources that are available in the digital library. We have implemented an automatic interlinking mechanism for a music digital library system that spans across batch, online and on-demand phases. Since the task of generating the related links is resource and time intensive, distributing the whole process across these three phases significantly reduces the runtime overhead and improves the response time. This mechanism allows the system to display very large texts, with keywords identified and hyperlinked, with no perceivable delay to the user. Storing the artifacts in a structured manner and using the structural metadata to generate interlinkages allows us to create these links across diverse media like images, audio files, music scores, texts, etc. The implemented interlinking technique also scales well with a rapidly changing collection. The related links are displayed on demand, using AJAX technology. This allows the user to view these links without leaving the text, thus ensuring minimum disruption and continuity of action. We also have developed a generic interlinking framework which abstracts the domain independent logic for generating and displaying related links. This generic interlinking framework can be used by domain specific digital libraries to support interlinking of related resources.
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46

Saracoglu, Ahmet. "Localization And Recognition Of Text In Digital Media." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/2/12609028/index.pdf.

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Textual information within digital media can be used in many areas such as, indexing and structuring of media databases, in the aid of visually impaired, translation of foreign signs and many more. This said, mainly text can be separated into two categories in digital media as, overlay-text and scene-text. In this thesis localization and recognition of video text regardless of its category in digital media is investigated. As a necessary first step, framework of a complete system is discussed. Next, a comparative analysis of feature vector and classification method pairs is presented. Furthermore, multi-part nature of text is exploited by proposing a novel Markov Random Field approach for the classification of text/non-text regions. Additionally, better localization of text is achieved by introducing bounding-box extraction method. And for the recognition of text regions, a handprint based Optical Character Recognition system is thoroughly investigated. During the investigation of text recognition, multi-hypothesis approach for the segmentation of background is proposed by incorporating k-Means clustering. Furthermore, a novel dictionary-based ranking mechanism is proposed for recognition spelling correction. And overall system is simulated on a challenging data set. Also, a through survey on scene-text localization and recognition is presented. Furthermore, challenges are identified and discussed by providing related work on them. Scene-text localization simulations on a public competition data set are also provided. Lastly, in order to improve recognition performance of scene-text on signs that are affected from perspective projection distortion, a rectification method is proposed and simulated.
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47

Azimi, Hashemi Maryam. "Perceptually based compression of emerging digital media content." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/50860.

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Digital video has become ubiquitous in our everyday lives; everywhere we look, there are devices that can display, capture, and transmit video. The recent advances in technology have made it possible to capture and display HD stereoscopic (3D) and High Dynamic Range (HDR) videos. However, the current broadcasting networks do not even have sufficient capacity to transmit large amounts of HD content, let alone 3D and High Dynamic Range. The limitations of the current compression technologies are the motivations behind this thesis, which proposes novel methods for further improving the efficiency of the compression techniques when used on emerging digital media formats. As a first step, we participated in the standardization efforts of High Efficiency Video Coding (HEVC), the latest video compression standard. The knowledge gained from this study became the foundation for the research that followed. We first propose a new method for encoding stereoscopic videos asymmetrically. In traditional asymmetric stereoscopic video coding, the quality of one of the views is reduced while the other view is of original quality. However, this approach is not fair for people with one dominant eye. We address this problem by reducing the quality of horizontal slices in both views. Subjective tests show that the quality, sharpness and depth of the videos encoded by our method are close to those of the original one and that the proposed method is an effective technique for stereoscopic videos coding. In this Thesis we also focus on HDR video technology and we modify the HEVC standards to better characterize HDR content. We first identify a quality metric whose performance on compressed HDR content is highly correlated with subjective results. We then propose a new Lagrangian multiplier that uses this quality metric to strike the best balance between the bit-rate and distortion of the HDR video inside the Rate-Distortion process of the encoder. The updated Lagrange multiplier is implemented on the HEVC reference software. Our experiment results show that, for the same bitrate, the subjective quality scores of the videos encoded by the HDR-accustomed encoder are higher than the ones encoded with the reference encoder.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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48

Ulrich, Philip. "Engage to success : Consumer engagement in digital media." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170449.

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This thesis has been conducted as a case study for the brand Milda. It aims to investigate what Milda can do in order to increase the engagement and co-creation among their consumers at their website. Milda has a user-generated recipe section inside their website they want the consumers to interact with and contribute with content to. The study was conducted using a mixed methodology containing interviews with consumers, usability tests, a survey distributed on Milda’s Facebook page, a review of Milda’s current website, and a short benchmark. Furthermore, the study was based on a thoroughly made literature review over previous studies made regarding the subject. The findings from the study showed that consumers tend to be more willing to co-create with companies they can identify with and are passionate about. Engaged consumers also advocates the brand and connects new consumers to its products. Presence from the company in co-creation processes is highly important to engage and satisfy the consumers. Social aspects in form of communication and interaction with other users are main driving factors for engagement in digital media. For Milda to increase the amount of content at their website shared by their consumers, they have to make some improvements with the site in order to provide a better user experience. Since the social aspect is important to gain engaged consumers, Milda also has to increase the traffic to the site.
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49

Vines, John Charles. "Ageing futures : towards cognitively inclusive digital media products." Thesis, University of Plymouth, 2011. http://hdl.handle.net/10026.1/541.

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This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.
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50

MARTINS, TATIANE MARQUES DE OLIVEIRA. "THE DIGITAL MEDIA IN AND BEYOND THE CLASSROOM." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=17545@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Este trabalho teve como objetivo investigar as atuações e representações de um grupo de professores, que, em sua prática docente, leva para a sala de aula o uso das mídias digitais, principalmente a Internet, com seus novos recursos. Para tanto, o desenho de pesquisa considerado mais adequado para que a empiria e a teoria estivessem afinadas foi a pesquisa exploratória enriquecida com a netnografia. Num primeiro momento, foi realizado um debate em duas listas de discussão na Web voltadas para educadores, na maioria, blogueiros. Em seguida, aplicou-se a todos os membros dessas duas listas um questionário, que tomou como base o que foi utilizado na pesquisa Mestres na Web. De posse das respostas de ambos os questionários, foram feitas comparações entre os resultados. Simultaneamente à leitura e à análise dos dados do questionário e do debate, realizou-se a pesquisa no material disponível online produzido pelos professores blogueiros e seus alunos. No decorrer da análise, puderam-se distinguir professores pioneiros de praticantes, segundo categoria do projeto europeu ULearn. Constatou-se que há professores, principalmente da rede pública de ensino e, na maioria, acima dos 36 anos de idade, bastante entrosados com as mídias digitais e com projetos acessíveis e concretos para a renovação do processo ensino-aprendizagem. Porém, ainda há resistência de docentes e de instituições que, muitas vezes, investem em equipamentos tecnológicos, mas não estimulam os professores a fazerem um real uso deles. Percebeu-se também que embora os jovens sejam da era digital, ainda sentem dificuldade em lidar com projetos inovadores na escola.
This study aims at investigating the performances/actions and representations of a group of teachers that make use of digital media in their classroom teaching practices, especially the Internet with its new features. The design most suitable for keeping the balance between the empirical and theoretical work was netnography, that enriched the exploratory research. At first, there had been a debate in two mailing lists of educators in the web, most of whom were bloggers. After that, a questionnaire was applied to all members of those two lists. This questionnaire was based on the one used in Teachers on Web Research. The analysis allowed the comparison of the results of the two researches. Simultaneously with the reading of the questionnaire answers and their discussions, both the teachers’ and their students’ online productions have also been analyzed. Throughout the analysis, the teachers have been classified either as Pioneers or Users, according to the categories by the European Project ULearn. The research has shown that there are teachers very well acquainted with the digital media, particularly the ones over 36 years old and working in the federal/state/municipal school system. Such teachers have been developing accessible practical projects and ideas for the renewal of the teaching-learning process. Regardless of that, there is still much resistance to innovations both by teachers and institutions, most of which frequently look for technical infrastructure without encouraging teachers to really use it. The research has also shown that even though the young learners were born in the digital age, they still have difficulty in coping with innovative projects in the school.
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