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Journal articles on the topic "One-way interactive televisioin"

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Yatchuk, Olha. "Live-TV and interactive broadcasting: genre features." Obraz 3, no. 32 (2019): 126–35. http://dx.doi.org/10.21272/obraz.2019.3(32)-126-135.

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Introduction. Research on live broadcasting television and interactive projects is an important contribution not only to the history and theory of social communications, but also a promising field for further research of this type of broadcasting that can be also applied to the investigation of the Internet. Generalization and distinguishing features of this type of broadcasting are less common in the scientific community. During the research the following methods were used: historical and historical-comparative to analyze and organize data concerning ways of live broadcasting and interactive programs formation; systematization, classification, and clustering methods were used to get generalizations. A comparative method was implemented to distinguish common and diverse features of different types of broadcasting which are used in broadcast journalism. The content analysis method was applied for the organization of data concerning the development of programs, which use the interaction with the viewer as a certain communicative technology. The purpose of our study is to formulate a certain concept of genre features that are typical for interactive and live television broadcasting. We set out the following tasks: to distinguish the features of interactive and live broadcasting; outline their particularities in the different types of broadcasting and offer promising directions for using that type of broadcasting. This allowed us to distinguish the difference between live and interactive broadcasting, to focus on time and duration of interaction, to trace the use of different genres in these types of programs, to distinguish their specific features, to generalize and classify them, to identify promising directions of research. Results and conclusions. Live interactive television is characterized by a genre-themed variety. Language-communication and an improvisational script are mainly used in live broadcasting that motivates the audience to engage, provides lasting interest, trust, and positive changes in the image of the channel. News uses live broadcasting as the main way of organization of information (using «live» or stream of momentous events broadcasting), the use of interactivity in this type of broadcasting is indirect and is more oriented to further communication using individual touchpoints. Analytical programs are represented by various conversations in-studio and telemarathon. Viewer interaction is limited to the «viewer as one of the audience» type. Entertainment broadcasting is presented in such formats as Life-Show, Reality-Show (one of its varieties is Talent-Show), and Intelligence-Show, where interaction with the viewer is one of the formative factors. We see the benefits of this type of television among other forms of broadcasting in economic, dramatic, ideological, and communication aspects. Keywords: interactive television, communication, media audience, live television, television content.
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VLADZYMYRSKYY, ANTON. "«MEDICAL TELEVISION»: HISTORICAL STAGE OF SCIENTIFIC AND TECHNICAL DEVELOPMENT OF THE TELECOMMUNICATIONS IN MEDICINE (1930-1960)." History and Modern Perspectives 4, no. 3 (September 28, 2022): 115–22. http://dx.doi.org/10.33693/2658-4654-2022-4-3-115-122.

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In the middle of the 20th century, television technologies found their application in various fields of medical science and practice, in particular in instrumental diagnostics and radiology. Interactive teleconferences have become the technical basis for distant consultations (medical videoconferencing). The emergence of two-way exchange of video and audio information in real time preceded by the period of one-way television communication (so-called «medical television»). Objective: to identify, systematize and comparatively study the patterns of development of scientific and practical knowledge related to the use of one-way television technologies in medicine. The «medical television» used in medicine in the period of 1930-1960s to organize closed (non-public) broadcasts for educational purposes. The use of «medical television» in European countries was discrete. In the United States, the use of «medical television» was purely applied, but it was very large-scale. Television broadcasts have become an indispensable component of professional conferences and congresses. In the USSR, the scientific and technical development of «medical television» followed the path of intrahospital broadcasts only. A distinctive feature was a number of development and research works in the 1950s-1960s for creation of specialized television equipment and the scientific substantiation of the requirements for the parameters of the broadcast image. Developed equipment was mass-produced. The technologies of «medical television» were introduce into the activities of medical educational institutions for the routine teaching of surgical disciplines in the USSR, USA, Great Britain, France, etc.
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Prain, Vaughan, and Tony Booth. "Using Interactive Television to Deliver Professional Development Programs in Rural Victoria." Australian and International Journal of Rural Education 3, no. 2 (July 1, 1993): 5–10. http://dx.doi.org/10.47381/aijre.v3i2.373.

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In 1991 the Regional Telematics Educatiou Consortium (RTEC) was established to promote and co-ordinate the telematic delivery of education and training programs in rural Victoria. 'Telematics' is defined as all electronically-delivered communication, including audio and audiographic conferencing, and one or two-way video transmission. Interactive television programs were first trialled in 1991 in the Loddon Campaspe Mallee Region, and expanded to over twenty programs in 1992. While many of these programs consisted of only one or two sessions, the Promoting Effective Teaching and Learning Program (PETL), a professional development course of six ITV sessions supported by one initial face-to-face session, provided more data on presenter and participant initial perceptions and responses. Eleven presenters delivered PETL to two hundred and forty-one teachers at twenty-three sites in the Loddon Campaspe Mallee Region during 1992.
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Burgoyne, Robert. "Super Mario Clouds and the John Ford Sky: Love and Loss in the Work of Douglas Gordon and Cory Arcangel." Txt: Leituras Transdisciplinares de Telas e Textos 4, no. 7 (June 30, 2015): 36. http://dx.doi.org/10.17851/1809-8150.4.7.36-44.

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<p><strong>Abstract</strong>: A shared culture of art practice has emerged around classical Hollywood films and interactive video games, an art practice that uses both of these dominant media as a type of “readymade." One critic has called contemporary video artists such as Cory Arcangel and Douglas Gordon the “ideal childrenof the children of Duchamp.” Reformulating well known films, video games, and television broadcasts, these artists provide a way of customizing industrially produced pleasures, reconfiguring in a personal and illuminating way the objects of audio-visual culture.</p><p> </p>
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Rodríguez, Arturo. "Progenitores del Vídeo. El Arte del Vídeo ante los Fantasmas de su Historia Familiar." Barcelona Investigación Arte Creación 8, no. 3 (October 3, 2020): 227. http://dx.doi.org/10.17583/brac.2020.3956.

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From the very beginning, museums and the audiovisual industry of television have nurtured the institutionalization process of video in the art domain.On the one hand, the influx of museums has been paramount when it comes to legitimating avant-garde discourses. However, they always showed misgivings in the face of certain practices supported on technology reproduction or “outlying” its coded space along the lines put forward by the video produced by artists.On the other hand, the domain of artistic creation, inasmuch as it belongs in the social sphere, has not been able to stay away of television’s influx and its powerful information, iconic and linguistic flow, just in the same way as contemporary creation has influenced the phenomenon of television.The paper “Coming to the terms with the frightful parent: video art and television” produced by John Wyver, historian and TV producer, as well as professor at the University of Westminster, provides the basis to study the way in which cultural criticism in the eighties exerted an influence in the development of the links between video art and television. This interaction in the form of some sort of domestic tension paved the way for the institutionalization of video production in the terms acknowledged nowadays.
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Xing, Hong Mei, Lei Sun, and Yan Zeng. "Functional Requirements in Video-on-Demand Transmission System." Advanced Materials Research 1044-1045 (October 2014): 1481–83. http://dx.doi.org/10.4028/www.scientific.net/amr.1044-1045.1481.

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Video-on-demand transmission system which is based on IP/DVB technology adopts C/S structure that is easy to operate and maintain for users to manage interactive commands and data transmission. Through interactive control on commands and media flow transmission by IP/DVB technology, it forms instant video-on-demand of transmission platform. The system is designed on the bases of multiple functions such as: response based on user command; analytical transmission of media stream; media stream receiving. Shaoxing radio is one of the digital cable TV pilots approved by the state, and has modified two-way radio and television network equipment. If large number of input network resources are idle, it will bring a lot of loss to radio companies.
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Nguyen, Phuong H. "Teaching Vietnamese Writing to Foreigners With Interactive Viewpoints." Theory and Practice in Language Studies 12, no. 10 (September 30, 2022): 1989–94. http://dx.doi.org/10.17507/tpls.1210.05.

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Interactive communication is a key feature of the information age. Forms of communication that were thought to be one-way, such as television and book, becoming interactive along with the growth of digital, mobile devices, Internet, computers. Developed technology and updated media have created more chances for interactive communication throughout social classes, media, disciplines, cultures, places and also times. Pedagogically, writing has been increasingly perceived as inherently social and interactive. It involves more than just creating, organizing, translating ideas into texts. Basically, each act of writing is an interactive phase, ideally manifesting as intertextuality, with a particular academic establishment or discipline represented by its specific foundations, problems, and precursors. For those motivations, we have researched the application of interactive viewpoints into teaching Vietnamese writing for foreign students. Within this, we clarify the concept of interactive writing, propose techniques for teaching, criteria for assessing the interactive Vietnamese writing skills of foreign students, to apply in the teaching process and in testing and assessing activities. The results also have the prospects for developing interactive Vietnamese writing textbooks for foreigners as well as criteria for assessing the interactive Vietnamese writing competency tests.
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Indriya Himawan, Abdurrahman Faris, and Riska Widiyanita Batubara. "DIGITAL COMMERCE BERBASIS REHABILITASI BERSUMBERDAYA MASYARAKAT BAGI DIFABEL SLB KEMALA BHAYANGKARI GRESIK." Jurnal Pengabdian Manajemen 1, no. 2 (March 24, 2022): 75. http://dx.doi.org/10.30587/jpmanajemen.v1i2.3748.

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The increasingly advanced technology gives rise to many new media that allow the development of marketing communications such as interactive television, the Internet, E-commerce, interactive telephone, and faxing. This led to changes in market segmentation, as well as the way to communicate with them. Then the cultural driving factor makes marketing communication more segmented but its reach is very broad. Certain cultures will receive communication that is appropriate to their culture. Each tool in the promotion mix has different characteristics and it is undeniable that there are still many companies that rely on one or two promotional tools to achieve their communication goals. This is in line with the marketing communication paradigm in the past which often used advertising as the "main weapon" to carry out a promotional activity, on the grounds that advertising media has a broad target audience, so that in a relatively short time the message to be conveyed by a company will be more effective. quickly reach the target audience.
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Tjernström, Sune. "Ownership Concentration in the TV Industry." Nordicom Review 28, no. 1 (May 1, 2007): 77–92. http://dx.doi.org/10.1515/nor-2017-0202.

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Abstract The wish to limit ownership concentration in the media industry has been common in the newspaper sector, but hardly very successful. As commercial television was more extensively introduced, governments saw possibilities of limiting ownership concentration in this sector. One such case is the Swedish TV4, owned at the start in 1991 by a consortium of financial and smaller publishing groups, but now controlled by the biggest player in the national media business. What happened on the way and what were the obstacles to media policy in this field? Some would argue that this is an area in which media policy failed. Alternatively, this development can be understood as a case in which the nature of corporate policy is revealed. A third option would be to observe the interaction between corporate interests and the government as an example of so-called political management. This article examines these scenarios in the context of commercial television in Sweden. The case study provides a deeper understanding of the nature of ‘institutional competitiveness’, politics vs. business, nationally based media firms vs. other Scandinavian players.
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Kitsa, Mariana, and Maria Kul. "CULTURAL AND ENTERTAINMENT PROGRAMS ON TELEVISION: PROBLEMS AND PROSPECTS OF FUNCTIONING." Bulletin of Lviv Polytechnic National University: journalism 1, no. 2 (2021): 17–23. http://dx.doi.org/10.23939/sjs2021.02.017.

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Today, cultural issues should be one of the most popular among the viewers of the Ukrainian channels, because such programs affect the level of their education and culture in general. Modern globalization has determined the specifics of socio-cultural dynamics, and media play an important role in this process, demonstrating a channel of translation of the values ​​and content of mass culture, whose stereotypes are widely disseminated in the socio-cultural space. Media in modern society have a significant impact on the formation of value orientations. Cultural and entertainment programs occupy an important niche on television. Most young people prefer this genre. Therefore, to interest the audience in such a program, you should make great efforts to create an entertaining story. As entertainment TV shows become popular, each show must be individual and different from each other. As for the recommendations we would like to make to improve cultural and entertainment programs, this is first and foremost a question. Television speech is seen as an important factor in the emotional interaction of the three elements - image, sound and word. But the word plays the most important role in modern television, it is the main "tool" of a journalist's skill. The desire for purity of speech, its intelligibility - one of the basic professional principles of television journalists. As the analysis of the talk show shows, a skilled presenter is the key to the success of a TV show. The presenter is a person who is first of all aware and constantly enriches his knowledge in a professional way. This is a person who has professional skills, namely: mastery of intonation and timbre of the voice, the manner of gesturing in front of the camera and the work with the camera. A presenter is a creative person who works as a journalist, director, cameraman and editor. The presenter must be smart, not boring, talented and energetic. After all, such people are required by the viewer in a TV show. Hosts should develop thinking, interpret events and conduct broadcasts in a natural manner and intonation. The presenter, of course, is a representative of a certain social group, and his interaction can be considered as "representative communication", meaning the common interests, values, ideals and guidelines of this social group. He must present himself to the viewer as a partner in communication. The establishment of interpersonal contacts in the process of television communication is due to the audiovisual nature of television communication. The viewer receives a message from a specific person, the host of a television program, which is why such a message is personalized. Nowadays we can talk about the tendencies of increasing their influence on the formation of general public flavors and needs, as a result of which research and systematization of mechanisms of interaction of mass media and culture in the process of the emergence of modern values ​​is an urgent problem.
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Dissertations / Theses on the topic "One-way interactive televisioin"

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(12862621), Alan Parr. "A study of instructional techniques used in the teaching of primary school students by means of interactive television: feedback, dialogue and interaction in a visual educational medium." Thesis, 1994. https://figshare.com/articles/thesis/A_study_of_instructional_techniques_used_in_the_teaching_of_primary_school_students_by_means_of_interactive_television_feedback_dialogue_and_interaction_in_a_visual_educational_medium/20921587.

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The expansion of the teaching of Languages Other Than English to smaller primary schools in country areas of Queensland has been hampered by the lack of suitably qualified teachers. Efforts to teach these languages using distance education technologies such as the teleconference phone have resulted in limited success. The use of live interactive television has been mooted as one possible solution to this problem.

This study investigates the nature and quality of teaching using one-way interactive television with two-way audio to two classes of Japanese in a small primary school in Central Queensland. It pays specific attention to the visual and interactive properties of the media used. The formative research methodology used is based on case study, ethnographic techniques relying on the collection of data through observation, videotape and interview. The analysis provides identification and detailed descriptions of instructional techniques within a theoretical framework encompassing learning theory, instructional design and distance teaching of Languages Other Than English. This study concludes with recommendations for action designed to build on the effective pedagogy identified here.

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Book chapters on the topic "One-way interactive televisioin"

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Robinson, James D., and Robert R. Agne. "Audience Replies to Character Blogs as Parasocial Relationships." In Social Computing, 1869–81. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-984-7.ch123.

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News anchors, talk show hosts, and soap opera characters often become objects of parasocial affection because of the nature of these program genres. This chapter explores the concept of parasocial interaction by focusing on audience replies to blog posts made on behalf of a TV character, Jessica Buchanan of ABC Television Network’s One Life to Live show. The authors employ communication accommodation theory to illuminate the concept and to identify specific communicative behaviors that occur during parasocial interaction. The chapter presents evidence of parasocial interaction within the blog replies and audience accommodation to the blog posts. Analysis suggests that parasocial interaction is the mediated manifestation of the relationship dimension inherent in television messages and used by audience members in much the same way it is used during face-to-face interaction.
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Miguel da Silva, Francisco, Francisco Milton Mendes Neto, Aquiles Medeiros Filgueira Burlamaqui, João Phellipe Freitas Pinto, Carlos Evandro de Medeiros Fernandes, and Rafael Castro de Souza. "T-SCORM." In Technology Platform Innovations and Forthcoming Trends in Ubiquitous Learning, 94–119. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4542-4.ch006.

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Interactive Digital Television (iDTV) has facilitated and expanded the communication and interaction in activities of knowledge acquisitions, entertainment, and recreation in the distance learning field. This new way of teaching and learning has been called t-Learning. In this context, the Learning Objects (LOs) have an important role in assisting in the electronic courses' development. Due the fast progress of e-Learning, some efforts toward standardization have appeared in order to enable the reusability of educational contents and interoperability among systems, and one of these standards is the Sharable Content Object Reference Model (SCORM). Therefore, the main goal of this work is to present an extension of SCORM aiming to adapt it to improve the search and navigation of LOs with educational content for t-Learning. This is done through an authoring tool named T-SCORM ADAPTER, which is able to apply this extension in a fast and efficient way.
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Heim, Michael. "Interactive Design : Tunnel or Spiral." In Virtual Realism. Oxford University Press, 1998. http://dx.doi.org/10.1093/oso/9780195104264.003.0009.

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Interactivity pounds at the doors of all broadcast media. Newspapers publish daily reports about cyberspace, then invite readers to subscribe to their online news services. Television programs encourage on-air feedback via email. Movies and popular television shows maintain viewer newsgroups and offer World Wide Web sites with click-on audio and video. As the era of one-way messages fades, the tone of unilateral broadcasting sinks to the trashy low-end of media culture. Quality switches from the TV remote controls to the computer console. Programming ceases to be unilateral when interactivity arrives. Digital switching is, of course, under the hood of interactivity. The computer establishes a reciprocal relationship between sender and receiver, viewer and producer. Because computers handle high-speed transmission to-and-fro, the separating line between sender and receiver, viewer and producer, begins to blur. The digital switch converts text, sounds, and video to transmissible bits. And bits produce incoherent fragments that are hardly distinguishable from cultural noise. The blast of information shatters what remains of cultural coherence in the wobbling worlds of print and film distribution. The digital era splatters attention spans till the shared sensibility dribbles into fragmentary, disintegrative de-construction. Interactivity signals a process of reconstruction. The digital Humpty-Dumpty needs mending. Reconstruction is a process of designing wholes, virtual worlds, that are both received and actively assembled —full, rich experiential places fit for human habitation. From the bits of the digital era arises the holism of virtual design. Virtual design means building worlds from digital fragments, engineering usable software environments from disparate information sources. Worlds are not simply re-packaged fragments. Nor do virtual worlds re-present the primary physical world. What emerges are new functional wholes, habitats that emulate the engagement of real worlds. Software engineering and software architecture support these virtual worlds, but artists with traditional skills must play a pivotal role in their construction. Virtual architecture must go well beyond wire-frame models set in clean Cartesian coordinates. Polygons in Renaissance perspective are only the first steps of interactive design. Worlds require mood-tuned scenarios that draw on traditional artistic insights.
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Lin, Koong, Chad Lin, and Chyi-Lin Shen. "Evaluation of Interactive Digital TV Commerce Using the AHP Approach." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 489–95. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch066.

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The popularity of interactive digital television (IDTV) has been increasing rapidly over the last few years and is likely to be the growth star of the future. According to Forrester Research, more than 10% of Europeans are now using interactive digital television (IDTV) services (Jennings, 2004). Indeed, the introduction of IDTV in the diffusion of television has brought about many benefits to the customers (e.g., more TV channels) (Buhalis & Licata, 2002). The proliferation of IDTV has also given customers easier access to products and services. Nevertheless, according to Pagani (2003), this has a profound effect on the market outlook for the existing TV operators. Although IDTV contributes many benefits to the quality and the transmission of the TV channels for the customers, it has also resulted in fierce market competition and decreased profit margins for the TV industry as a whole. Therefore, the industry needs to look for new ways to utilize the technology to be competitive. However, organizations often encounter challenges and problems when implementing new information technology (IT) (Lin, Pervan, & McDermid, 2005). For instance, organizations are likely to face uncertainties when assessing the new adopted IT (Lin & Pervan, 2003) such as IDTV. Moreover, very few studies have carried out proper examination and evaluation of how the TV industry as a whole conducts its business using IDTV (i.e., IDTV commerce). Thus, the objective of this short article is to establish a decision analysis mechanism that can assist the TV operators in adopting IDTV as their commerce platform. A survey was employed to investigate and identify the key issues for adopting IDTV commerce by TV operators. The analytic hierarchy process (AHP) methodology was used to analyze the IDTV adoption decision processes of these TV operators. The AHP methodology was developed by Saaty (1980) to reflect the way people actually think, and it continues to be the most highly regarded and widely used decision-making theory (Lin et al., 2005). One contribution of the short article is that our results indicate that the three most important adoption drivers for implementation IDTV as a commerce platform are: (1) the operational capability for the IDTV services; (2) the innovation and strategy execution capabilities; and (3) the level of maturity in technological development. Finally, most respondents indicate that the adoption of IDTV commerce should be fully operated and managed in-house, rather than outsourced (partial or total outsourcing).
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Khuntia, Jiban, Vicki Lane, and Madhavan Parthasarathy. "The Impact of the Internet on Change in Consumer Values in India." In Advances in Library and Information Science, 209–29. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1786-4.ch008.

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Has the Internet impacted the core values of consumers, particularly in developing nations? Unlike one-way mass media vehicles such as television, the internet's two-way, interactive nature allows individuals to communicate in a high-involvement, border-free world via social media, blogs, online forums, and the like. This will result in the trading of values and ideas, and especially in the erosion of traditional value systems in developing nations. This chapter highlights the changes in values in India between 2004 and 2014, with a marked increase in Western individualistic values such as power and achievement, eroding traditional collective values such as universalism among Indian youth during this period. Since consumers buy products that reflect their values, these findings have profound implications for business management and marketing. Further, the general notion that the core values of a society are slow to change is refuted.
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Rahman, Hakikur. "Interactive Multimedia Technologies for Distance Education Systems." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 742–48. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch100.

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Information is typically stored, manipulated, delivered, and retrieved using a plethora of existing and emerging technologies. Businesses and organizations must adopt these emerging technologies to remain competitive. However, the evolution and progress of the technology (object orientation, high-speed networking, Internet, and so on) has been so rapid, that organizations are constantly facing new challenges in end-user training programs. These new technologies are impacting the whole organization, creating a paradigm shift which, in turn, enables them to do business in ways never possible before (Chatterjee & Jin, 1997). Information systems based on hypertext can be extended to include a wide range of data types, resulting in hypermedia, providing a new approach to information access with data storage devices, such as magnetic media, video disk, and compact disk. Along with alphanumeric data, today’s computer systems can handle text, graphics, and images, thus bringing audio and video into everyday use. DETF Report (2000) refers that technology can be classified into noninteractive and time-delayed interactive systems, and interactive distance learning systems. Noninteractive and time-delayed interactive systems include printed materials, correspondence, one-way radio, and television broadcasting. Interactive distance learning systems can be termed as “live interactive” or “stored interactive,” and range from satellite and compressed videoconferencing, to standalone computer-assisted instruction with two or more participants linked together, but situated in locations that are separated by time and/or place. Different types of telecommunications technology are available for the delivery of educational programs to single and multiple sites throughout disunited areas and locations. Diaz (1999) indicated that there are numerous multimedia technologies that can facilitate self-directed, practice-centered learning and meet the challenges of educational delivery to the adult learner. Though, delivering content via the WWW has been tormented by unreliability and inconsistency of information transfer, resulting in unacceptable delays and the inability to effectively deliver complex multimedia elements, including audio, video, and graphics. A CD/Web hybrid, a Web site on a compact disc (CD), combining the strengths of the CD-ROM and the WWW, can facilitate the delivery of multimedia elements by preserving connectivity, even at constricted bandwidth. Compressing a Web site onto a CD-ROM can reduce the amount of time that students spend interacting with a given technology, and can increase the amount of time they spend learning. University teaching and learning experiences are being replicated independently of time and place via appropriate technology-mediated learning processes, like the Internet, the Web, CD-ROM, and so on. However, it is possible to increase the educational gains possible by using the Internet while continuing to optimize the integration of other learning media and resources through interactive multimedia communications. Among other conventional interactive teaching methods, Interactive Multimedia Methods (IMMs) seems to be adopted as another mainstream in the path of distance learning system.
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Çakmak, Veysel. "Social Media Use and Propaganda Techniques." In Advances in Digital Crime, Forensics, and Cyber Terrorism, 283–98. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-6741-1.ch016.

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Propaganda, which is used to spread an idea or a doctrine, is one of the most effective communication and persuasion tools used from the past to the present. Propaganda passed in the communication process. It was first done face-to-face, and then it took place in writing with the emergence of the printing press. It was made by using mass media such as newspapers, magazines, radio, and television, which were common in the 19th and 20th centuries. When it comes to the 21st century, it is mostly done virtually in an interactive way on social media or digital media, which are Web 2.0 tools. Therefore, a change and transformation are taking place in the techniques of using propaganda in communication with new technologies. With the converged communication technologies, propaganda has been made more effective in recent years. In this study, primarily propaganda and mass media are emphasized. Afterward, the photograph is evaluated as a visual propaganda tool. Finally, the Sputnik News Agency of Russia in the context of the Ukrainian-Russian War is evaluated.
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Yermish, Ira. "A Case for Case Studies via Video-Conferencing." In Distance Learning Technologies, 208–17. IGI Global, 2000. http://dx.doi.org/10.4018/978-1-878289-80-3.ch015.

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Demands are being placed on educational institutions to provide course content in new and complex forms to address the needs of an ever more mobile student body. This chapter explores the issues of delivering a normally highly interactive graduate level course using these new technologies within the demands of organizational missions and constraints. We will argue that a course covering topics of organizational technology assimilation is the ideal place to begin this process. It will describe the problems and issues that were faced in one typical course. We will also suggest that this is an ideal area to focus future research in organizational adoption of new technologies that address missions and strategies. The “passing of remoteness” is how one commentator described the phenomenon of the rise of the Internet and other distance-shrinking technologies. Ever since the advent of television, educators have wrestled with the viability of using this technology to reach wider audiences. Educational television facilitated the distribution of high-quality program content in a one-directional fashion. Yet for many educators, this approach lacked the interactive give-and-take so important to the educational process. Video-conferencing has been used heavily in industry to reduce the costs of travel within far-flung organizations. This technology made it possible to meet “face-to-face,” even if the faces were a little blurry and movements were jumpy at best. The visual cues so often considered important in determining if messages were being properly communicated were now available. Immediate visual feedback leads to more productive dialog. Educational institutions have always lagged behind industry in adopting these technologies for two critical reasons. First, there is the psychological barrier that faculty must cross adapting new technologies. One could argue that despite the popular view of “radical academia”, the reality is much more conservative. Changes in curriculum or program delivery can be glacial. Second, and perhaps more critically, the investment in the infrastructure to support these technologies was beyond the means of the organization. Yet these same constraints are tipping the balance toward the requirements to adopt these technologies. Resource constraints, particularly in the area of a scarce, high-quality faculty, competition among educational institutions for market share, and the declining technology costs and improvements in transmission quality are combining to drive experiments in this area. In graduate business education, there has always been an emphasis on the interactive approach to education. Universities pride themselves on, and like to print, glossy brochures about the interactive classrooms where the faculty and students conduct highly charged dialogues on topics of immediacy. One popular form of this dialogue is the case study approach. Similar to the kinds of activities one might find in a law school moot-court experience, potential managers must, with often limited and yet at the same time overwhelming data, process situations, explore options and develop recommendations. The instructor may provide a gentle push based upon the direction the class takes but shouldn’t, assuming good case study pedagogy, be dominating a one-sided presentation. Unlike a lecture in nuclear physics, there is no way to predict the exact direction of the class interests - a very dynamic approach is required. How can the video-conferencing technologies address the needs of this very complex form of the educational experience? This chapter will review our experiences and organizational issues surrounding this issue and raise some future research questions that should be addressed to improve the quality and efficiency of this specific form of education.
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Chochliouros, Ioannis, Anastasia S. Spiliopoulou, and Stergios P. Chochliouros. "Digital Video Broadcasting (DVB) Evolution." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 391–401. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch053.

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Achieving widespread access by all European citizens to new services and advanced applications of the information society is one of the crucial goals of the European Union’s (EU) strategic framework for the future. Towards realizing this primary target, multiple access platforms are expected to become available, using different access methods for delivery of services (and of related digital content) to a wide variety of end-user terminals, thus creating an “always-on” and properly “converged” technological and business environment, all able to support and to promote innovation and growth (Commission of the European Communities, 2005). The result will be a “complementarity” of services and markets in an increasingly sophisticated way. Economic and technology choices imply certain networks for certain service options. As these networks become more powerful, the temptation is to adapt certain characteristics of the network technology to make it suitable for modern services. The challenge is to build “bridges” or “links” between the different convergent technologies without undermining the business models on which they are built. In such a context, converging technology means that innovative systems and services are under development with inputs, contributions, and traditions from multiple industries, including telecommunications, broadcasting, Internet service provision, computer and software industries, and media and publishing industries, where the significance of standardization and interoperability can be fundamental. In any case, digital technology can offer the potential for realizing the future electronic information highways or integrated broadband communications. However, for the multiplatform environment to proliferate in liberalized markets and for the platforms themselves to complement each other, the related prerequisites and the governing regulatory environment must favor technologically neutral conditions for competition, without giving preference to one platform over others (Chochliouros & Spiliopoulou, 2005a). Among the latest European priorities for further development of the information society sector as described above were several efforts for extending the role of digital television based on a multiplatform approach (European Commission, 2002a). If widely implemented, digital (interactive) television may complement existing PC- and Internet-based access, thus offering a potential alternative for market evolution (Chochliouros, Spiliopoulou, Chochliouros, & Kaloxylos, 2006). In particular, following current market trends, digital television and third generation (3G) mobile systems driven by commonly adopted standards can open up significant possibilities for a variety of platform access to services, offering great features of substitution and complementarity. The same option holds for the supporting networks as well (European Commission, 2003a). Within the above fast developing and fully evolutionary context, the thematic objective of digital video broadcasting (DVB) applications (including both the underlying network infrastructures and corresponding services offered) can influence a great variety of areas (http://www.dvb.org). In particular, DVB stands as a suite of internationally accepted open standards, mainly related to digital television- and data-oriented applications. These standards (in most cases already tested and adopted in the global marketplace) are maintained by the so-called DVB Project, an industry-driven consortium with more than 300 distinct members, and they are officially published by a joint technical committee (JTC) of the European Telecommunications Standards Institute (ETSI), the European Committee for Electrotechnical Standardization (CENELEC), and the European Broadcasting Union (EBU). The existing DVB standards cover all aspects of digital television, that is, from transmission through interfacing, conditional access, and interactivity for digital video, audio, and data. In particular, DVB not only includes the transmission and distribution of television program material in digital format over various media, but also a choice of associated features (considered for exploiting capabilities of all underlying technologies). However, market benefits can be best achieved if a “harmonized” approach, based on a longterm perspective, is adopted since the beginning of all corresponding efforts, intending to facilitate a progressive development towards new (and more advanced) services in a smooth and compatible manner (Oxera, 2003). An essential precondition for this progress is the adoption, in the market sector, of common standards which, while providing necessary clarity for both producers and consumers in the short term for early introduction of digital television facilities, also supply the potential for subsequent smooth upgrading to new and higher grades of service. Thus, in the framework of competitive and liberalized environments DVB can support major efforts for the penetration (and the effective adoption) of enhanced multimedia-based services (Fenger & Elwood-Smith, 2000) independently of the type and/or format of the content offered while simultaneously promoting broadband opportunities. Furthermore, being fully conformant to the requirements imposed by convergence’s aspect, DVB can advance optimized solutions for different technical communications platforms. The European market has been widely developed in the area of (interactive) digital television (Chochliouros et al., 2006; European Commission, 2003b) and the EU is now leading further deployment through DVB procedures. The focus provided by a common set of technical standards and specifications has given a market advantage and spurred the appearance of innovation perspectives. Baseband: 1) In radio communications systems, the range of frequencies, starting at 0 Hz (DC) and extending up to an upper frequency as required to carry information in electronic form, such as a bitstream, before it is modulated onto a carrier in transmission or after it is demodulated from a carrier in reception. 2) In cable communications, such as those of a local area network (LAN), a method whereby signals are transmitted without prior frequency conversion.
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Venis, Linda. "E-Mentoring the Individual Writer within a Global Creative Community." In Cases on Online Tutoring, Mentoring, and Educational Services, 98–116. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-60566-876-5.ch008.

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This chapter presents a case study of how the UCLA Extension Writers’ Program, which is America’s largest continuing education provider of online creative writing and screenwriting courses and services, offers individualized feedback and mentoring to 1,000’s of aspiring and practicing writers worldwide. Writing creatively is singularly private and can be isolating; the Writers’ Program’s 220 annually-offered online courses in fiction writing, memoir, personal essay, children’s literature, playwriting, poetry, publishing, feature film writing, and television writing provide access to in-depth instructor/student, student/student, and student/advisor relationships designed to help meet individual writing goals. Writing education is particularly well-suited for online delivery because writers write: students submit their work in writing; the teacher and fellow students give their feedback in writing. For students, the act of learning to write online reinforces their accountability to create in a disciplined way and allows time to absorb and respond to critiques with reflection. For teachers, e-mentoring requires unusual rigor and preciseness in order to give thoughtful feedback on each piece of creative work, and the 80 professional writers who teach the Writers’ Program online courses employ a range of pedagogical strategies to do so. In addition, the Writers’ Program provides personalized guidance and advice on writing online through its student advisors as well as an array of services, including one-on-one manuscript and script consultations; feature film mentorships for which students sign up monthly and receive “on demand” guidance on their projects; and a first-of-its-kind course limited to six advanced students in which they hold virtual internships at production companies and studios as script readers. The chapter begins with an overview of UCLA Extension and the Writers’ Program’s history, mission, products, services, and managerial structure, and then describes the origins and current status of the Writers’ Program’s online curriculum and educational services. The ways in which writing education comprises a near-perfect match for a virtual delivery system are explored, followed by a discussion of what makes Writers’ Program’s products and services uniquely suited to deliver e-mentoring for a global, mostly post-baccalaureate student body who puts a high premium on results and quality of interaction. The chapter next outlines how clear expectations, course design, lectures and critiquing guidelines ensure successful response to creative work (instructor/student and student/peers), and then focuses on “best practices” techniques and strategies that online Writers’ Program instructors use to shape and deliver critiques, including a common critiquing vocabulary and methodology, use of technological tools to provide sustained, personalized feedback, and ways to cultivate the individual writer’s sense of place in the global literary and entertainment communities. The chapter concludes by addressing technological, pedagogical, and economic challenges and future directions of e-mentoring aspiring creative writers and screenwriters.
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Conference papers on the topic "One-way interactive televisioin"

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Fritsche, Manuel, Philipp Epple, and Antonio Delgado. "Analytical and Numerical Investigation of the Fluid Structure Interaction of an Elastic Beam in a Water Channel." In ASME 2020 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/imece2020-23831.

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Abstract The interaction between fluids and solids is becoming increasingly important in the design and analysis of machines, buildings and systems. Due to the fluid-mechanical phenomenon of turbulence and the associated flow and vortex shedding, the fluid structure interaction must be considered, for example, in aircraft wings, civil engineering (e. g. television towers or bridges), the rotor blades of wind turbines or in the field of sensor technology. Due to the increasing computing power, increasingly complex tasks can be calculated with the help of numerical simulations. In this paper, an elastic beam has been defined as test case and has been analyzed in different ways with the methods of the fluid structure interaction (FSI), i.e. with analytical and numerical approaches. For this purpose, the plastic beam has been fixed on one side in a water channel and the flow around it and the beam deflection have been measured. The deformation of the beam due to the flow load around it has been analyzed for varied flow velocities. First, the beam deformation has been estimated based on the analytical equations from structural mechanics and an assumed stagnation pressure on the beam surface. Additionally, the drag coefficient from experimental data of the literature was used to estimate the force on and the bending of the beam. Then two numerical simulations with different FSI coupling methods have been performed with Ansys Workbench 2020 R1. On the one hand, a one-way coupling analysis has been performed in which the pressure field was calculated from the CFD simulation and then transferred to the mechanical analysis. On the other hand, a two-way coupling computation has been performed, which also takes transient effects into account. For this purpose, the flow field and the pressure field have been exchanged iteratively between the fluid and the mechanical solver. This coupling approach is general and corresponds to reality since large deformations and non-linearities are considered. However, this approach always requires a very computation intensive, non-stationary calculation. The results obtained from these parameter studies have then been evaluated and compared in order to determine the accuracy of each analysis methodology. The elaborated results have been discussed and analyzed in detail.
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Jedidi, Anis, Faiez Gargouri, Fahmi Bellalouna, and Mika Luimula. "VR-App for a Virtual Perception of Memory Impairment in Alzheimer’s Patients." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002088.

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Augmented, Virtual and Mixed Reality Technology (AR / VR / MR) - also known as xR technology - is one of the key technologies of digital transformation. Thanks to the existing powerful immersive hardware systems, complex technical and natural systems can be digitally represented in a realistic virtual environment. This enables users to completely immerse in the virtual environment and to observe and interact with the systems and objects contained therein without major restrictions, or to augment real products and systems with digital data in runtime. This creates new opportunities to present the behaviour and functionalities of complex systems in a tangible and understandable way. Therefore, the xR technology can revolutionize learning and training methods, especially in the qualification of specialists and experts. This paper will introduce the international project “International Cooperation on VR/AR Projects” (IC xR-P). The target of “IC xR-P” is the implementation of a practice-oriented xR training applications in the areas of medical training, rescue and Knowledge transfer in schools and universities and their testing and evaluation with selected experts. “IC xR-P” is an international cooperation between the University of Applied Sciences Karlsruhe from Germany, University of Applied Sciences Turku from Finland and the Higher Institute of Computer Science and Multimedia Sfax from Tunisia. Among the learning projects in the ICxRP, we focus in this paper on the implementation of VR training apps for medical training in this paper, we centred on the Perception of Memory Impairment in Alzheimer’s Patients. Patients with early Alzheimer’s disease may have spatial and time-oriented disorders. The objective is to use immersion in a virtual environment. This allows the user to experience a multisensory experience during which the user can feel and interact naturally and intuitively in real time via sensory interfaces. VR offers different levels of interaction, from the minimum level where the subject remains passive, looking at the environment, to more interactive levels where the subject is active, controlling its movement to the first person in the virtual environment via various interaction tools immersive.Within this project a VR-Training App will be designed and implemented, which fulfill the following functions with different virtual games facilitating the communication of the patient with the virtual environment. This application can develop the creating immersion and feeling of presence in patients. Also, we propose Family/Entourage Show service, it’s a memory stimulation exercise by integrating the family photos. We propose in addition a VR creation of patients’ usual living environment (home, hallway, bedroom…). We improve the valuing specific objects and places in the house to facilitate the orientation and the exploration of the environment. Finally, we propose à musical Training service: it offers a question-answer game that aims to stimulate the patient’s memory. From here, player can choose which exercise they want to play or focused on. We propose the orientation exercise, the memory exercise with the card-game, the recognizing game, and the exercise of leisure activities. These last exercises will also stimulate their memory by singing along to some songs, guessing animals, and making a tasty hamburger following the right steps. For most of the game, there will always be an evaluation of the player’s performance at the end. It will either displays on the television screen or a screen will pop out to show the results.
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Velinova, Neli, Lora Metanova, Mariyan Tomov, and Lilia Raycheva. "Fuzzy Choice – The Facebook Facade of The Triple Parliamentary Election Campaign 2021 In Bulgaria." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002522.

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The rapid advancement of ICTs has outstripped the theoretical rationalization, regulatory framework, business models, professional practices and audiences’ participation in contemporary democratic processes (Kaid L., Mazoleni G., Blumler JG, Esser F.). This new ‘mosaic culture’ is characterized by demassification of media and of society itself. A virtual online culture has been created which, due to its interactive nature, acts as integrating while having an alienating and restrictive impact on people, destroying ‘live’ communication. Nevertheless, media still stays among the main factors of the deliberative democracy, which should ensure fair and reasonable debate among citizens. Compared to traditional media, internet platforms and especially social networks are becoming increasingly popular channels for politicians to communicate with the electorate. The aim of the study undertaken by an academic team of the Faculty of Journalism and Mass Communication at the St. Kliment Ohridsky Sofia University of Bulgaria and supported by the National Scientific Fund (research project KP-06-M35/4-18.12.2019) focuses on the deficits of media literacy in pre-election online communication. The object is the dynamics of the online campaign for the three parliamentary elections in Bulgaria in 2021: one regular (April 4) and two preliminary (July 11 and November 14). They have been held under the shadow of social distance and strict observance of the anti-epidemic measures against COVID-19 and in conditions of political confrontation, hostile public speech, and neglected professional standards. The subject is related to the Facebook messages in the profiles of the political leaders within the one-month period of the three campaigns. The methodology is an empirical study and comparative analysis. The scope of the survey includes those political forces that have passed the 4% electoral threshold. The main research question of the study is how Facebook messages affect voter choiceThe results showed that during all the three election campaigns, Bulgarians preferred to be informed first by television, then by online platforms and most of all - by Facebook. However, the number of posts, the frequency of Facebook use, and the funds invested did not turn out to be directly proportional to the success achieved by the politicians. Relying on populism in various dimensions was a more profitable strategy. Thus, for some of the new political formations, aggressive rhetoric was winning. Online communication replaced politicians' live contact with the public, but numerous likes, comments and shares expanded the audience's reach. In the long run few of the Facebook profiles of political leaders who were elected MPs clearly presented their intentions in such a way that voters could have the opportunity to make informed choices. The results are indicative of the extent to which insufficient information, media and digital literacy as part of the civic education of electoral actors - regulators, politicians, media, analysts and audiences - affect informed voter choice. For successful participation of citizens in public debates on protecting, sustaining and developing of civic rights and democracy, a serious awareness of the risks and opportunities of the deliberative communication process needs to be studied.
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