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

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1

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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11

Carrillat, François Anthony, Alain d'Astous, François Bellavance, and François Eid. "On ‘being there’." European Journal of Marketing 49, no. 3/4 (April 13, 2015): 621–42. http://dx.doi.org/10.1108/ejm-03-2013-0156.

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Purpose – The purpose of this paper is to assess the effectiveness of field sponsorship through sponsor recall and recognition across two environments that differ on the degree of felt presence they trigger among viewers: on-site and television. A series of research hypotheses concerning the interaction effects of viewing environment, event – sponsor congruence and arousal intensity were developed. Design/methodology/approach – To test the effect of the viewing environment, a field experiment was conducted where 44 ice hockey fans attended a professional ice hockey game in the local team’s arena, whereas 44 others saw the same game, at the same time, on television. The participants were randomly assigned to one of the two game viewing conditions. Findings – A higher level of arousal was detrimental to sponsor identification in a manner consistent with the intensity of the processing principle according to which arousal polarizes attention resources on the arousing stimulus (the event) while diverting resources away from the peripheral stimuli (the sponsors). In addition, because the event congruent sponsors are more superficially processed in comparison with the incongruent ones, this negative impact was more pronounced in the former group. This was qualified by a three-way interaction with the type of environment; the on-site, direct, audience was less affected by the processing intensity principle and exhibited better recall and recognition than the television audience as arousal and congruency increased, whereas, at lower levels of arousal, higher event – sponsor congruence hampered on-site sponsor identification in comparison with television. Research limitations/implications – The findings were obtained in the context of a single sports event; additional studies need to be conducted using different sports. In addition, the comparison of on-site audience with other types of media audiences (e.g. on-line broadcasting) is warranted. Practical implications – Arousal intensity results from the game’s drama, which is a function of game importance and game outcome uncertainty. Hence, except for low-stakes games (e.g. pre-season matches, exhibitions), initiatives that promote a leveled playing field such as salary cap, financial fair play and open leagues are likely to jeopardize sponsor identification, particularly for congruent sponsors. With respect to the impact of the viewing environment, congruent sponsors should reap superior benefits from the television audience when the stakes are low. However, when the stakes are high, their benefits will accrue to a greater extent from on-site spectators. Originality/value – This is the first study to offer a rigorous comparison of sponsorship’s impact on direct (on-site) versus indirect (television) audiences through a field experiment. This is also the first research to provide a framework based on the processing intensity principle that encompasses predictions related to arousal and its interaction with event – sponsor congruence and the viewing environment. Within this perspective, the degree of sponsor integration in the viewing environment is instrumental in predicting sponsorship outcomes.
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Harmes, Marcus. "Education in the apocalypse: disaster and teaching on British television." History of Education Review 49, no. 2 (April 28, 2020): 165–79. http://dx.doi.org/10.1108/her-08-2019-0033.

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PurposeThe purpose of the study is to examine educational history through television's portrayal of educational activity in post-apocalyptic society. The paper examines how and why television drama set after a catastrophe is in dialogue with, but rejects, both contemporary government discourse of “protect and survive”.Design/methodology/approachThe paper treats television programmes as historical artefacts made during periods of heightened anxiety about nuclear and bacteriological war. This paper follows established methods for interpreting educational history by examining the representation of schooling and the discursive construction of teachers and their practices via television. This paper proceeds by tight selection of sections from two texts, examining them as documentary evidence of education in later-20th-century Britain and representations of specific types of schooling that were found in real-world Britain in the period, namely, the minor public school and educational television.FindingsTelevision drama showing education during and after an apocalyptic event was a reaction to and critique of official assurances that life would continue after a large-scale catastrophe. The representations of schooling reflect the preoccupations of the writers and depict the intersection of schooling, teachers and students with contemporary anxieties in a period where global war and large-scale catastrophe were prominent fears in popular consciousness. Representations of schooling enabled a twofold critique of education. One is critique of the industrial and civil society that had called formal schooling into existence, questioning the value of what in the 1970s and 1980s was being taught in schools. The second is the subversion of the assurances contained in “disaster” education, which promised that disaster would be a temporary setback and underlying social structures and institutions would survive. This paper suggests these sources of educational history present the need to unlearn old knowledge, urge the recourse to self-teaching and question the reliance on a television to teach.Originality/valueThis paper endorses educational, historical and popular cultural research that has found meaning and importance in popular television as a reflection of actual educational practice. Efforts to educate a civilian population about civil defence have received some scholarly attention; however, so far, the way educational practice is portrayed in television that shows the end of the world as we know it has received limited attention. These sources yield valuable insights regarding the interaction between education, disaster and popular consciousness.
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Karlsen, Faltin, and Trine Syvertsen. "You Can’t Smell Roses Online." Nordicom Review 37, s1 (July 7, 2020): 25–39. http://dx.doi.org/10.1515/nor-2016-0021.

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AbstractThere is an emerging range of self-help guides advising users on how to minimise their interaction with media. The aim is to create a lifestyle and identity that is less media-centred and more grounded in “real life”. This article discusses media self-help in the light of theories of media domestication, highlighting processes where the aim is to reduce the importance of, rather than to incorporate, media and communication technology into users’ lives. Based on a sample of 30 guides from the self-help site Wikihow dealing with how to handle television, games and social media respectively, the article discusses media self-help strategies in relation to key concepts of domestication theory: appropriation, objectification, incorporation and conversion. In conclusion, the article argues that strategies of withdrawal and resistance should receive more attention in media studies, and point to the concept of reverse domestication as one way of highlighting such strategies.
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Yanchenko, Т. V., О. S. Tretiak, and S. О. Chebonenko. "HISTORICAL-PEDAGOGICAL AND THEORETICAL DISCOURSES." Scientific Herald of Sivershchyna. Series: Education. Social and Behavioural Sciences 2022, no. 1 (June 22, 2022): 208–23. http://dx.doi.org/10.32755/sjeducation.2022.01.208.

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The peculiarities of distance learning and its technologies in historical perspective, pedagogical methods and techniques used in distance learning are considered in the article. The purpose of the article is to analyze the historical and pedagogical aspects and theoretical foundations of distance learning and its introduction by higher educational institutions of Ukraine in modern conditions. Methodology of the article. Consideration of the essence of the concepts of “distance education” and “distance learning”. It is found out that distance learning involves the interaction between teacher and students at a distance with the use of information and communication technologies that allow to provide it in individual and group forms. It is revealed that in historical retrospect the stages of distance learning development are identified with the use of one-way information transmission (radio, television, video), case studies, two-way communication (consultations, correspondence, etc.), broadcast learning (conferences, forums, computer technology and educational platforms, etc.). The advantages and disadvantages of synchronous and asynchronous learning are demonstrated. The theoretical basis of distance learning is presented with the help of didactic teaching methods, scientific and methodological support, principles of didactics. Results. Analysis of historical stages of distance learning allowed to identify the peculiarities of the use of didactic models, methods, computer technologies (online learning, online interactive learning, e-mail, Web, multimedia programs, games, studying platforms, etc.). It is proved that the effectiveness of distance learning depends on taking into account the individual characteristics of the subject of studying, adherence to the appropriate rate of presentation and control of student’s acquired knowledge and skills, professional orientation of studying, essence of studying, development of individual and group creativity and competencies declared in the academic program. Practical significance of the obtained results is in the fact that they allow a teacher to choose time-tested methods and technologies of distance learning, take into account their advantages and disadvantages in the educational process. Key words: didactic principles of distance learning, transmission of information by means of communication, online services, advantages and disadvantages of distance learning, stages of development of modern distance learning.
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Prušević-Sadović, Filduza. "Implementation of Digital Games in the Teaching Process." Društvene i humanističke studije (Online) 6, no. 4(17) (December 22, 2021): 325–34. http://dx.doi.org/10.51558/2490-3647.2021.6.4.325.

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We live in a time of intense social change. Technology is advancing every day and is leading to new ways of solving problems, ways of working, as well as the way of coming to knowledge. Digital games as part of modern technology, in addition to being fun, offer the possibility of a different learning concept. Playing digital games, if properly implemented in the teaching process, can have multiple positive effects. If we want to see the teaching of the future, we cannot do that by looking at the teaching of what it is now. We have to watch the children during they play video games. We will see that they are engaged, excited, active as they learn by crossing one level of the game after another. The digital environment has led to the phenomenon that today's children adopt information in a different way than their parents did. Instead of receiving information passively from beginning to end, which was made possible by previous learning technologies such as books, printed materials, television shows, today's children are in an interactive relationship with learning technologies. The application of digital games in teaching enables the encouragement of creativity in children, which is in contrast to the current way of working in schools in which students are mostly offered ready-made solutions. Learning through play is a controlled process of the personal activity of students through which solutions are found and answers to certain questions. The aim of this paper is to point out the influence of digital games on the effects of learning, on the motivation of students, as well as the ways in which they can be implemented in the teaching process. In this way, students' everyday experience in playing digital games, acquired outside of school, could be used for the purpose of transferring and acquiring new knowledge.
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Syazili, Ahmad, Fatoni Fatoni, and Ramadhan Sutejo. "Pemodelan dan Implementasi Perangkat Lunak Berbasis Mobile pada Bina Darma TV." JISKA (Jurnal Informatika Sunan Kalijaga) 3, no. 3 (August 30, 2019): 62. http://dx.doi.org/10.14421/jiska.2019.33-06.

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Bina Darma University as an educational institution in the city of Palembang. faithfully the activities carried out can be known by the community so that it has a broad impact value. For this reason, the media is one way to do this, because it has a broad reach. One type of effective media that should be used is television. However, the current television media must be accessible and witnessed on various devices in order to achieve the media's goal of disseminating information and ultimately having a wide impact on society. For this reason, in this research modeling and implementation of mobile-based applications is carried out as a step to expand the reach of information dissemination. The types of modeling used is visual modeling with a unified modeling language consisting of structure diagram, behavior diagram, and interaction diagram. The results of the modeling have been implemented in the form of the Bina Darma TV application with two types of users namely the Bina Darma TV as an administrator and the community. The main features of the Bina Darma TV application produced are live streaming, live broadcasting, and video on demand.Universitas Bina Darma sebagai sebuah lembaga pendidikan di Kota Palembang menginginkan apa yang dilakukan dan yang dikerjakan dapat diketahui oleh masyarakat agar memiliki nilai dampak yang luas. Untuk itu media menjadi salah satu cara untuk melakukan hal tersebut, karena memiliki jangkauan yang luas. Salah satu jenis media yang efektif yang patut digunakan yaitu media televisi. Namun media televisi saat ini harus dapat diakses dan disaksikan di berbagai perangkat agar tercapainya tujuan media yaitu penyebaran informasi dan pada akhirnya memiliki dampak yang luas di tengah masyarakat. Untuk itu di dalam penelitian ini dilakukan pemodelan dan implementasi aplikasi berbasis mobile sebagai langkah perluasan jangkauan penyebaran informasi. Dalam melakukan pemodelan digunakan pemodelan visual dengan unified modeling language yang terdiri dari structure diagram, behavior diagram, dan interaction diagram. Hasil pemodelan telah dilakukan implementasi ke dalam bentuk aplikasi Bina Darma TV dengan dua jenis pengguna yaitu pihak Bina Darma TV sebagai administrator dan masyarakat. Fitur utama dari aplikasi Bina Darma TV yang dihasilkan yaitu live streaming, live broadcasting, dan video on demand.
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Sun, Wanning. "Romancing the vulnerable in contemporary China: Love on the assembly line and the cultural politics of inequality." China Information 32, no. 1 (October 3, 2017): 69–87. http://dx.doi.org/10.1177/0920203x17733594.

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Several decades of economic reform have transformed China into one of the world’s most unequal countries. However, because this inequality has been studied primarily at the structural level, we know little about how it impacts on intimate relationships and affects individuals’ experiences of love and romance. This article engages with this question through a case study of ‘Love on the Assembly Line’, a series of ‘wedding photos’ featuring Chinese rural migrant workers, and the subsequent series of television reports of the same name, dating from 2012–13. It first examines the political-economic context of this minor cultural phenomenon, then examines current contestations over the meaning of love and romance, and finally documents the responses of rural migrant individuals themselves to the project. Combining ethnographic observation, in-depth interviews, and critical discourse analysis, this discussion goes some way towards demonstrating how inequality of emotion can be fruitfully studied, thereby advancing a new and alternative approach to researching inequality in China – one that views love/romance as a cluster of contested cultural narratives and discourses; as a social practice that involves a particular form of distributive injustice; as an integral part of class politics; and as the product of the interaction of these three realms.
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Shoa, Dame Dereba, and Gutema Imana Keno. "The Influences of Facebook on High School Students’ Pattern of Social Life: The Case of Harar City." Journal of Society and Media 4, no. 1 (April 20, 2020): 66. http://dx.doi.org/10.26740/jsm.v4n1.p66-90.

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In today’s world, it seems that social media and youngsters are destined for each other as both are young, fast paced and ever changing. It has become very challenging to cultivate and socialize youngsters with patterned social norms due to the influences of media like television and Facebook. Educators are challenged more seriously than ever before to teach youngster, as students are using Facebook at school and home. The aim of this study was to investigate the multifaceted influences of Facebook on youth's pattern of social life. Both quantitative and qualitative methods of data collection were employed to collect the data. Questionnaire, interview schedule and key informant interviews were data collection tools used to collect the quatitative and qualitative data respectively. The study founded that, Facebook is a social medium that discourages social bond in one way and encourages in the other way. By networking peers online, it enhances strong affiliation among Facebook friends while by letting them ignore people who are nearby, it debilitates face to face to face personal interactions. Anonymous Facebook users can meet in ‘chat rooms’ and discuss on topics of their choices with the person they do not know before and this type of electronic friendship and interaction may grow up and leads to virtual physical face-to-face contacts. Facebook is therefore, a platform for youths to discuss and interact on the issues of mutual curiosity which could enhance and promote synchronization of friends on the one side and inflammatory rhetoric conflicts on the other side, which implies the inevitable and multidimensional influences of Facebook on the youth’s social life
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Mbatha, Blessing T., Dennis N. Ocholla, and Jerry Le Roux. "Diffusion and adoption of ICTs in selected government departments in KwaZulu-Natal, South Africa." Information Development 27, no. 4 (November 2011): 251–63. http://dx.doi.org/10.1177/0266666911424864.

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This study reports on the use, types, and availability of information and communication technologies (ICTs) in four government departments in KwaZulu-Natal, South Africa, in the context of work productivity and creativity. Roger’s Diffusion of Innovations Theory was used to inform the study in an attempt to understand the diffusion and use of modern ICTs in the government departments under investigation. Through a survey, government departments that are considered to be central to service delivery were targeted. Due to the dispersed nature of the public sector in South Africa, the study was confined to government departments in KwaZulu-Natal. The study used multistage probability sampling to select the elements for the survey method. The sample size for the study was 260 managers. One hundred and fifty-two questionnaires were completed and returned. The data collected was analyzed using thematic categorization and tabulation and the findings presented descriptively. The results indicate that a variety of ICTs have been adopted in the sector for interaction and communication. The respondents' level of interaction with some of the ICTs was very high, while the use of ICTs such as video conferencing, television and radio was very poor. The most common obstacles to the effective use of ICTs in government departments were found to be lack of skills or competence, the lack of an ICT policy, and the lack of proper planning for the adoption and diffusion of ICTs in the sector. Recommendations for the way forward are provided.
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Sembiring, Evaliata Br, and Windy Afriya. "Netnographic Analysis of Public Behavior on Ms Glow Product Advertisement." Soshum: Jurnal Sosial dan Humaniora 12, no. 3 (November 30, 2022): 253–67. http://dx.doi.org/10.31940/soshum.v12i3.253-267.

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Ms. Glow is a Skincare and Cosmetic Product, which has expanded its wings in the digital realm. Some of the business strategies implemented: (1) keep interacting online with offline because not all targets can access only one channel; (2)cooperate with as many public figures as possible from micro, macro to mega public figures; (3)live broadcasting of talk show sessions through social media or partners because in this way it can reach a wider target; (4) present in every marketing channel, such as television, radio, print media, displaying billboards in the expansion area or even Videotron. Based on data from the sales inventory, new products and products that are rarely promoted through advertising, have lower sales turnover, when compared to products that are often advertised. This research creates an advertisement video for Ms. Glow's new product, Nail Polish. The research method applied is Research and Development, namely making video ads using the Four D model, and analyzing people's behaviour towards Ms. Glow products using a mixed method, namely through a netnography approach. The results showed that this 58-second video was able to have a positive influence on people's behaviour, namely being interested and even buying the advertised product.
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Lefstein, Adam. "Literacy Makeover: Educational Research and the Public Interest on Prime Time." Teachers College Record: The Voice of Scholarship in Education 110, no. 5 (May 2008): 1115–46. http://dx.doi.org/10.1177/016146810811000506.

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Background/Context Literacy education has always been hotly contested, and in England the debate has recently intensified in controversies over synthetic phonics teaching and the National Literacy Strategy. This article brings together four theoretical and policy contexts in studying this debate: (1) the long-standing and on-going “reading wars”; (2) theories of deliberative democracy, and the particular problems of how the mass media facilitate and/or suppress public discourse and the participation of academic experts in the public sphere; (3) the affordances and constraints of television news reporting, and in particular, the emergence of the makeover reality television genre as a model for current affairs reporting; and (4) the “evidence-based policy” movement in educational research. Purpose/Questions This article examines a prominent media event—the British Broadcasting Corporation (BBC) television program Newsnight's reports on synthetic phonics teaching—to reflect on the relationship between educational research, the media, and the treatment of educational problems in the public sphere. I ask: How are educational problems represented in the mass media? How do and should academic researchers participate in public debates about these problems? Research Design This interpretive study is based primarily on critical analysis of three news reports and was informed by rhetorical criticism, genre analysis, ethnographic research of the educational program represented, and theoretical concerns about the interaction of research, the mass media, and the public sphere. Key participants in the media event were also interviewed. Findings The prestigious news program has poorly served public debate by narrowing the problem of educational improvement to a question of teaching method; by promoting a “makeover” approach to school reform; and by casting the issue in the inherited yet inadequate terms of the traditional “reading wars” frame. The two educational researchers appearing on the program adopted different rhetorical strategies. One invoked his academic authority and acted as an epistemological gatekeeper. The second, who was deemed to be more successful, addressed viewers as consumers of educational goods and couched her academic concerns in everyday language. Conclusions The case study has implications for the way that educational researchers communicate their ideas to the general public. In particular, it raises questions about the desirability and likely effectiveness of the currently popular strategy to maximize research influence through the promotion of “evidence-based” policy.
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Trimastuti, Wahyu. "AN ANALYSIS OF SLANG WORDS USED IN SOCIAL MEDIA." Jurnal Dimensi Pendidikan dan Pembelajaran 5, no. 2 (July 28, 2017): 64–68. http://dx.doi.org/10.24269/dpp.v5i2.497.

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Human needs a means of communication to fulfill their social needs. To support communication easier, electronic media is used, such as television, radio, telephone, and handphone. Electronic media provide information can be understood more easily and instanly. The development of era has been influence in communication and interaction way. In this case, language which be used also influenced. Nowadays, many of slang word used in communication. Slang is a language variety which are informal which used to communication more easily and instanly in social group.The objectives of research is to inform about slang word (in this case ‘alay language’) which complicated with standard of Indonesia language. Therefore, the use of alay language is worried because it has many errors in Indonesia language. And, it can damage the standard of Indonesia language. The method used in this research is qualitative method, writer select descriptive techniques to analyze the data. Data obtained came from BlacBerry messenger, twitter, instragram, path, line and facebook. To colect data, writer used the method of observation. The writer found that in Alay ‘Alay’ is one of slang language that used in talk between teenagers. It can be understood by certain group particularly group who use ‘alay’ language. ‘Alay’ language for communication has many errors in Bahasa Indonesia. Alay language in social media can be minimized in order to avoid misunderstanding in delivering message.Key Words: communication, ‘slang’ language, alay, social media
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Horyslavets, Yevhen. "Communication in Audiovisual Culture as a Separate Sign System." Studies in Media and Communication 10, no. 3 (December 17, 2022): 28. http://dx.doi.org/10.11114/smc.v10i3.5830.

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The relevance of the topic is that the development of the type of communication – sign and signal system, including based on the sensory characteristics of man as a whole organism – is an issue, at first glance, quite simple and obvious. But with the development of science, the rapid movement of scientific and technological progress, the emergence of theater, television– it turns out that the issue, in fact, is not fully disclosed, because it has its roots much deeper than it seems at first glance. The aim of the article is the direct cause-and-effect relationships between sign systems and communication in audiovisual culture. Methods such as analysis, synthesis, induction, deduction, abstraction, concretisation and structuring of the obtained data were used. The article identifies one of the approaches to understanding communication in audiovisual culture. The specific features of modern media space are studied, its key characteristics are described. The problematic approach to the interpretation of communication as a separate plane for human interaction is pointed out. The issue of semiotic analysis of media space at three levels is studied. It was found that semiotic analysis allows identifying in more detail the way of organising, structuring the story and how the content is transmitted through the general architecture of the text. The problems of behavioural analysis of the framing effect are identified. It is established that the paralinguistic system acquires special significance as a method of media coding. It is confirmed that each film is the embodiment of a universal form of history.
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Hnatyhena, Iryna, and Inna Khariuk. "DISTANT LEARNING ESL." BULLETIN OF CHERNIVTSI INSTITUTE OF TRADE AND ECONOMICS I, no. 81 (March 15, 2021): 144–54. http://dx.doi.org/10.34025/2310-8185-2021-1.81.10.

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Distance Learning is an online-based program that gives students additional practice outside the classroom and helps decrease the amount of time it takes inside the classroom to study for the HSE test or to improve English language skills. МЕТОДИКА ВИКЛАДАННЯ У ВИЩІЙ ШКОЛ І 146 Випуск І (81), 2021 Distance education, as a form of education that enables and promotes development of autonomous life-long learning skill, necessary to keep up with rapid changes and development in today’s society, is a concept definitely worth considering. Teaching a foreign language in a distance education system is very challenging, primarily in terms of overcoming the main gap – lack of direct contact between teachers and learners. This paper focuses on the aspect of teaching materials used for ESL in a distance learning system. To ensure the implementation of basic educational programs with high efficiency, the implementation of appropriate reforms in distance and innovative learning, which meet all modern requirements, is a very important process in the development of education. The development of distance learning courses will be useful to ensure equal access to educational opportunities for all students, especially for workers, or for those who study in parallel in other universities in Ukraine or abroad. Private educational organizations and government agencies around the world support the use and development of distance learning by accumulating pedagogical and methodological experience for further development. Distance learning technologies represent many new opportunities for teaching foreign languages, which allow further expanding the range of teaching methods, just as language laboratories, television and computers have increased the standard classroom. It is important to review these distance-learning options to distinguish their ability levels, as these systems have different limitations on the learning process. For example, one-way systems that use only presentations have been criticized for not providing anything other than a video distribution system that could be reproduced by sending 10 videos to students. The lack of direct bilateral interaction, which characterizes many distance education programs, is contrary to the goals of foreign language teaching. However, using this interaction, distance technologies can maintain the integrity of foreign language teaching. Learning strategies that encourage student-teacher dialogue and student autonomy in distance learning situations should be included in learning.
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NOSKO, M., O. PRONIKOV, and N. TERENTYEVA. "TEACHING TECHNOLOGIED AS PART OF TRAINING FOR FUTURE TEACHERS." ТHE SOURCES OF PEDAGOGICAL SKILLS, no. 21 (March 9, 2018): 138–42. http://dx.doi.org/10.33989/2075-146x.2018.21.206176.

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The article analyzes teaching technologies as part of training for future teachers in higher educational establishments. In particular, it is noted that technology is a certain mechanism that should lead to the transformation of pedagogical reality and the entire system of higher education. Teaching technologies problems are a result of the recognition of pedagogical science separation from the practice by the university teachers. The term "teaching technology" should be used when there is a clear algorithmic sequence and guaranteed final result. Analysis of any teaching technology involves disclosing the relevant algorithm and explaining the criteria of the guaranteed result. The essence of teaching technology is to build a training system and develop a future teachers’ actions algorithm. The notion "teaching technology" is considered as a way of interaction between subjects of educational activities and part of future teachers’ training on the example of the course "Pedagogy", section "Theory of Education."The study notes that personally-oriented education involves a differentiated approach to learning, taking into account the level of intellectual development of the student, as well as his training on the subject, abilities and skills. The future teacher should become the central figure of the educational process, his cognitive activity should the centric one for educators-researchers, developers of educational programs and means of education, of administrative employees.The consistent implementation of the personally oriented approach to the future teacher in the educational process is analyzed. It presupposes the integrity of his personality. It is emphasized that domestic universities should create conditions for the development of an individual who possesses the specified qualities. The solution to this problem will contribute not only to the content of education, but also to the innovative teaching technologies. Today there is need not only in the intramural, but also distance education. Electronic media (radio, television, and computers) are used as major source of information. Global telecommunication networks of the Internet are also important to get information.It has been determined that teaching and cognitive activity should be core in the tandem between teacher and student. The traditional paradigm of education teacher-textbook-student should be replaced by a new one: student-textbook-teacher.
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Zeroth, Julia A., Lynnda M. Dahlquist, and Emily C. Foxen-Craft. "The effects of auditory background noise and virtual reality technology on video game distraction analgesia." Scandinavian Journal of Pain 19, no. 1 (January 28, 2019): 207–17. http://dx.doi.org/10.1515/sjpain-2018-0123.

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Abstract Background and aims The present study was designed to evaluate the relative efficacy of two video game display modalities – virtual reality (VR) assisted video game distraction, in which the game is presented via a VR head-mounted display (HMD) helmet, versus standard video game distraction, in which the game is projected on a television – and to determine whether environmental context (quiet versus noisy) moderates the relative efficacy of the two display modalities in reducing cold pressor pain in healthy college students. Methods Undergraduate students (n=164) were stratified by sex and self-reported video game skill and were randomly assigned to a quiet or a noisy environment. Participants then underwent three cold pressor trials consisting of one baseline followed by two distraction trials differing in display modality (i.e. VR-assisted or standard distraction) in counter-balanced order. Results Participants experienced improvement in pain tolerance from baseline to distraction in both display modality conditions (p<0.001, partial η2=0.41), and there was a trend toward greater improvement in pain tolerance from baseline to distraction when using the VR HMD helmet than during standard video game distraction (p=0.057, partial η2=0.02). Participants rated pain as more intense when experienced with concurrent experimental background noise (p=0.047, partial η2=0.02). Pain tolerance was not influenced by the presence or absence of background noise, and there was not a significant interaction between display modality and noise condition. Though exploratory sex analyses demonstrated a significant three-way interaction between noise condition, sex, and display modality on pain intensity (p=0.040, partial η2=0.040), follow-up post-hoc analyses conducted for males and females separately did not reveal significant differences in pain intensity based on the interaction between noise condition and display modality. Conclusions As expected, video game distraction both with and without an HMD helmet increased pain tolerance; however, the two display modalities only marginally differed in efficacy within the population under study. The effect of auditory background noise on pain was mixed; while pain tolerance did not vary as a function of the presence or absence of background noise, the addition of noise increased pain intensity ratings. The interaction between participant sex, noise condition, and distraction modality on pain intensity trended toward significance but would require replication in future research. Implications Results suggest that video game distraction via HMD helmet may be superior to standard video game distraction for increasing pain tolerance, though further research is required to replicate the trending findings observed in this study. Though it does not appear that background noise significantly impacted the relative efficacy of the two different video game display modalities, the presence of noise does appear to alter the pain response through amplified pain intensity ratings. Further research utilizing more sophisticated VR technology and clinically relevant background auditory stimuli is necessary in order to better understand the impact of these findings in real-world settings and to test the clinical utility of VR technology for pain management relative to standard video game distraction.
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KARACA, ERDEM, and MUSTAFA BOSTANCI. "‘DİE WELT’ YAZARLARININ KALEMİNDEN (2007-2020) ALMANYA’DA ALEVİLİK VE ALEVİLER." Türk Kültürü ve HACI BEKTAŞ VELİ Araştırma Dergisi 104 (December 3, 2022): 241–63. http://dx.doi.org/10.34189/hbv.104.014.

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Used to express mass media that provides one-way communication such as television, newspaper, radio and magazine, digital media, which takes the place of traditional media and gives the opportunity to communicate interactively, has become one of the indispensables of humanity. In this context, the Internet news portal of Die Welt, which has a high impact in Germany, started its broadcasting life in 1995. Die Welt, which managed to reach the level of multimedia news centre in a short time, continues its activities by growing day by day and reaching more readers. In our study, based on selected news on the portal, Alevis, Alevism, Islam, religious practices (headscarf, alcohol, prayer, fasting, etc.), integration policies and articles published on Turkey, it was aimed to reach what information is given about Alevism and Alevis in Germany. While doing this, the articles written by A. Posener, F. Schindler, F. Peters, H. Hirsch, K. Eigendorf, Ö. Muzlu, T. Stoldt in Die Welt were used. It has been seen that the authors generally agree on the following points: Alawites accept the prophets and books in Judaism and Christianity as equal revelations, the idea of the principle of equal rights for all people, regardless of men and women, is an indispensable part of their beliefs, and life itself is the focal point of the Alevi belief; it is not important to perform purely religious rites such as going to the mosque, praying five times a day, prohibiting pork and alcohol, fasting or making a pilgrimage to Mecca. Many points have been reached such that Alevis not only preach the culture of tolerance and nonviolence at all times, they live it, therefore they are the natural ally of the West in Turkey, at least 500,000 Alevis live in Germany and they can be in harmony with the German society without any difficulties within the framework of the integration policy, Alawites have been mistreated at all times in Turkey, their existence has been ignored, and even they have been subjected to forced Islamization (Sunnization). In our research, the reality and validity of the issues stated by the authors were examined in the light of scientific data and tried to be understood and explained. Keywords: Alevis, Alevism, Sunni Islam, Alevism in Germany, Alevis and Turkey.
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Tupper, Angie Lea. "Afterglow." UnderCurrents: Journal of Critical Environmental Studies 21 (October 18, 2022): 8–10. http://dx.doi.org/10.25071/2292-4736/40283.

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You can see Afterglow in motion at https://tiny.cc/uc_afterglow or https://youtu.be/kjKQr38c7qA.This mixed media piece explores the relationship between memory and home videos. The chosen scene is an everyday glimpse of childhood recreation: my cousins and I swivel in the sand at the water’s edge. I have a distinct memory of the sunshine wicking water droplets from my skin with its radiant warmth, but when I return to re-watch the home video, the light projecting from the screen is an undeniably overcast grey. Even with this discrepancy between my body memory and the recording, I question how much my recollection is a testimony of the immediate sensory experience and how much it is an adaptation of the home video that I have seen replayed so many times. It is one of few recordings that capture my cousin Oliver and me together; 2022 marks the fourteen-year anniversary of his death. The light that bounced off of our forms, that summer afternoon, is re-animated with each replaying of the video. Memory is re-minded with each re-watching.My process developed as a response to this shifting palimpsest of recollection. After transferring twelve evenly-spaced video frames to canvas, I hand-painted and beaded the degraded stills to match the coloration of my mind’s image. In their final iteration, the canvases are presented in sequence as a lenticular print. Moving in tandem with the viewer, the effect mirrors the physicality of body memory. Each retouched frame can only be viewed in a fugitive moment. The sequence provokes the viewer to waltz around the scene, back and forth, through impressions of time. In contrast, the vertical plastic lenses of the lenticular print recall the striations of traditional televisions. Painterly textures and interactive motion compete with an impression of flatness and locked recording.It is false to say that the screen is incapable of putting us ‘in the presence of’ the actor. It does so in the same way as a mirror . . . but it is a mirror with a delayed reflection, the tin foil of which retains the image. (Bazin 97)
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Potapova, Natalia D. "Such a Different Truth: The Memory of World War II in the 1970s Documentaries." Vestnik Tomskogo gosudarstvennogo universiteta, no. 462 (2021): 148–60. http://dx.doi.org/10.17223/15617793/462/19.

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In memory studies carried out on the material of Germany, several basic strategies were noted for how society survived the war and dealt with the traumatic experiences; the post-war escape and forgetting were replaced by the glorification of the past. According to Aleida Assmann, the protests of 1968 showed that the heroic memorial project was not effective and the society was still ready for violence. The “ethical turn” in Germany was associated with the transition to a policy of repentance, with the idea of a “common catastrophe”, with a willingness to share responsibility for violence and solidarity based on compassion for a common sorrow. The aim of this article is to determine how relevant the patterns Assman sees analyzing the experience of Germany were for other countries. Can we say that the experience of trauma processing was universal? How do the social structure, cultural heritage, the peculiarities of military operations, the political situation influence the nature of commemoration? The article uses methods of narrative analysis in film studies and viewer reception analysis to analyze, based on the techniques of contextualization, how the film was entangled in changing the social structure and national political culture. The research is based on the case study approach. I examine the case of one documentary film: analyze the materials of public discussion, interviews with the creators, reviews of film critics, and published viewer reviews. I argue how the discussion of Marcel Ophuls’ film The Sorrow and the Pity: The Chronicle of a French City under the Occupation (Le Chagrin et la pitié: chronique d’une ville française sous l’occupation, 1969) changed the way we talk about war affecting professional historiography, public policy, public opinion. People discussed the traumatic experience of the war seen through the eyes of civilians, whose memory of the bombing of cities, the rape of women, forced deportation, hunger, speculation, and other wartime crimes became the object of public discussion, the borders between “us” and “them” lost their national identity, and resistance to fascism lost its features of a united frontier brotherhood. The film showed that the prejudices that split French society during the war did not lose their effect. It was prejudices, not propaganda, that possessed a powerful mobilizing force, pushing people to violence. The creative experiments of the left-wing documentary filmmakers aimed to show that film and television could turn from an instrument of domination and suppression into an instrument of research on social reality and a form of political interaction. France was supposed to see “public opinion” in realism (cinéma vérité), not in the format of elite-controlled news. Marcel Ophuls made the film about the inconsistency of the French Fifth Republic.
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Petit, Gilles. "From glutton to gourmet: is gourmandise still a deadly sin?" Hospitality Insights 4, no. 1 (May 13, 2020): 9–11. http://dx.doi.org/10.24135/hi.v4i1.70.

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Drawing from historical literary works and contemporary French literature, this study [1] explored the evolution of the meanings of ‘gourmandise’ as a concept, from its early characterisation as a cardinal sin to a contemporary notion merging with visual textualisation. Furthermore, it argues that the twentieth century paved the way for a transformation in the meaning of gourmandise: its definition now emphasises a visual refinement characteristic, while retaining the element of excess as part of its appeal, thus making ‘gourmandise’ symbolic, accessible and acceptable to the general public. Although the word ‘gourmandise’ appeared in written documents at the end of the Middle Ages, its history is much older since its use dates back to the early days of Christianity, to the first monastic communities of the third and fourth centuries. In addition, while the term still exists today, its significance has had many variations over the centuries. While contemporary lexicographers define it as “the aptitude to appreciate the quality and delicacy of dishes” and the “excessive taste for the pleasure of the table” [2], its meaning has varied over the centuries [3] and is still contested. Philosophical, spiritual and social debates exist over whether the word depicts excess or moderation. In Western society, gourmandise refers to three denotations roughly corresponding to three historical periods. The earliest meaning refers to the big eaters, the heavy drinkers, and all the excesses of the table. Strongly negative, the word ‘gourmandise’ qualifies a horrible vice, one of the seven deadly sins codified by the Christian Church. Gradually, gourmandise was enriched by a second, positive sense, which would triumph in France in the seventeenth and eighteenth centuries and introduce the word ‘gourmet’ into European languages. While still reprobated by the Christian Church and moralists, gourmandise became a respectable epithet characterising amateur appreciators of good food, good wines and good company. The eighteenth century brought about a redefinition of the notion of gourmandise, all the more so as the influence of the Christian Church declined considerably. The works of Grimod de la Reynière and, a few years later, Brillat-Savarin saw a semantic change in the meaning of gourmandise, which has been attributed to the transition of an economy of scarcity to one of abundance [4, 5]. The twentieth and twenty-first centuries brought a new era for gourmandise. With the advent of digital communication, people began to talk about their experiences more rapidly and to a wider audience. Eating out has become a social event, one which must be shared instantly. Gourmandise has become digital and focuses both on quality and quantity, retaining some of its original meaning but with a new visual dimension [5]. Gourmandise is now part of everyday and professional life. It still includes the implications of excess, sharing and exchange, but now denotes transference in an increasingly seductive and interactive way. This rediscovered gourmandise is now voyeuristic instead of the gourmandise of the stomach. The findings of this study suggest that, while the meaning of gourmandise has evolved over a period of two millennia, the aspect of excessive food consumption has been retained from its beginnings right through to the twenty-first century. Paralleling its growing prestige within popular culture and social media, the discourse on gourmandise is thriving. Amidst the ‘explosion’ of food-related blogs, vlogs, websites and television programmes, gourmandise has become an engaging form of entertainment, trying to satisfy the appetites of a contemporary ‘food-crazed’ culture. The original research on which this article is based is available here http://hdl.handle.net/10292/12964 Corresponding author Gilles Petit can be contacted at: gilles.petit@aut.ac.nz References (1) Petit, G. From Glutton to Gourmet: Is Gourmandise Still a Deadly Sin? Master’s Thesis, Auckland University of Technology, Jul 2019. http://hdl.handle.net/10292/12964 (accessed Apr 20, 2020). (2) Gourmandise. Dictionnaire de l'Académie Française [online], 9th ed. https://academie.atilf.fr/consulter/Gourmandise?page=1 (accessed May, 2018). (3) Bantreil-Voisin, N. Gourmandise: Histoire d'un péché capital [online]. La Cliothèque, Jan 3, 2011. http://clio-cr.clionautes.org/gourmandise-histoire-d-un-peche-capital.html (accessed May 1, 2016). (4) Meyzie, P., Ed. La gourmandise entre péché et plaisir. Lumières 2008, 11. https://www.fabula.org/actualites/lumieres-ndeg11-la-gourmandise-entre-peche-et-plaisir_28260.php (accessed April, 2018). (5) Greene, C. Gourmands & Gluttons: The Rhetoric of Food Excess; Peter Lang Publishing: New York, 2015.
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Bralic, Snježana. "DEVIATIONS FROM THE LANGUAGE NORM – THE ITALIAN LANGUAGE IN THE DIGITAL AGE." Folia linguistica et litteraria XII, no. 35 (2021): 235–57. http://dx.doi.org/10.31902/fll.35.2021.12.

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This paper examines the use of Italian digital language, which is often evaluated in negative terms. Considering the fact that internet communication occupies an important place in the life of modern man, the study of the features of digital language has been the subject of much research. For those born in the digital age (it. nativi digitali), digital has become the norm to the extent that it is difficult to imagine life without multimedia interaction through modern means of communication (Bralić 145). Digital text is different from traditional written text and the rapid obsolescence of new media is changing the habits of digital language users. Italian, which has existed exclusively in the traditional written form for centuries, and has received full spoken use in the last seventy years (largely thanks to television), faces today a new revolutionary phase of development in which the majority of Italians in everyday life use written digital language. In this way, the digital age marked a return to the Italian written language. However, the language of forums and social networks is an informal language (e-Italian), quite different from the former, exceptionally formal, written Italian. The aim of this paper is to study and explain the linguistic features of the Italian language in Internet communication. The focus is on the language of blogs, forums, and social networks written in Italian over the last three years, from the beginning of 2018 to the end of 2020. The question is whether everything that deviates from the norm in the language is wrong or if, on the contrary, demonstrates the stability and ability of the language to adapt to new media and thus new conditions. The major changes on social networks are the result of the transition from the elite use of the network to the “mass network” (Gheno 2017, 103). The changes are also heading towards the direction that has yet to be identified. Thus, we notice that the use of certain language features on social networks such as abbreviations, acronyms and other similar phenomena was a way of distinction, but also a necessity dictated by technical limitations such as restricted space for writing messages and the high cost of network connection. Therefore, it comes to no surprise that in recent years we have witnessed a writing normalization directed towards approximating some kind of linguistic norm. Finally, after having removed the space and time limitations and as a result of the possibility of spell checking that is suggested by smart devices while writing, even the so-called “language play and use of creative forms of writing” has become practically a waste of time. The fact that we are in the normalization phase can also be seen thanks to other novelties on social networks. One of them is caused by the policy of some platforms that is aimed at using one’s own name and abandoning the nickname, leading to an interesting social effect demonstrating that haters do not necessarily hide behind nicknames. Moreover, there is a tendency to give more importance to the interlocutor who signs with his own name, as contrasted with those who use a nickname. It becomes normal again to introduce yourself by your real name and surname, without leaving the impression of a person that is hidden behind a mask or nickname. The use of language on social networks has changed thoroughly over time and continues to change even today, both in Italian and in other languages. It is highly probable that over time users will pay more attention to the impression they leave online and, thus, be more careful when it comes to the language, they use by respecting the prescribed language norms. In addition to dealing with language dilemmas, it is necessary to establish the right habits that will allow us to live a comfortable life online and accept the fact that we have become like mini public figures who are responsible for what they say. We should also keep in mind that, on social networks, the most emphasized part of our online personality is presented primarily by words.
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Šein, Hagi. "Filmipildi märksõnastamisest Eesti filmi andmebaasis. Rahvusfilmograafias / Meta-Description of Films in Estonian Film Database. National Filmography." Baltic Screen Media Review 1, no. 1 (October 1, 2013): 102–25. http://dx.doi.org/10.1515/bsmr-2015-0007.

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Summary 2012 was the year of film in Estonia, when the 100th anniversary of Estonian film was celebrated. One of the most significant undertakings planned for this occasion was the creation of the Estonian film database (electronic national filmography). Performing this large-scale task was undertaken by the NPO Estonian Film Database, launched in 2007. The main objective of the undertaking was to form a complete Estonian national filmography within ten years (2007-2018) and make it available in a web environment to everyone interested, both in Estonia and abroad. The access to the database was opened in late fall, 2012 (www.efis.ee). Together with newsreels, the number of produced items reaches over 12 000. Feature films, documentaries and popular films, anima, television, educational programmes, advertising films and newsreels form a rich collection of the life, history, culture and people of Estonia. Nearly 3 000 filmmakers and most Estonian actors and actresses have participated in creating the Estonian film heritage. Several thousand people, events, places, buildings, offices and institutions in Estonia participate in or are mentioned in the films. In addition, the films are adressing several thousand people shown or talking in films. The electronic database opens the film treasury in a summarised way, employing a variety of possibilities offered by modern electronic databases. A metadata system and coding instructions were prepared for each film, person and institution in the extensive space of attributes with search options, which combines the interactive features of a film directory and bibliographical, biographical databases. Each film is described as thoroughly as possible. The attributes of films contain data about the subject, genre, authors, cast, production team, locations, producers, copyrights and distributors of films and about the technical parameters of films, as well as the bibliography of films, references to the reviews, articles, books published about films and the makers of films, digitised frames and pictures from films, trailers and promotional clips, scripts, memories of the makers and other interesting details. The subject content of films is indexed in 12 categories and related sub-groups and enables the search of films by plot/subject content, physical items, themes of newsreels and feature films, people, time, events, locations, building sites and institutions. In addition, films are indexed by a film-adapted UDC. As a result, more than 50 000 keywords enable thorough multi-layered content and subject search. All filmmakers are given their personal websites, which provides an overview of their creative careers and filmographies. The electronic film database is interfaced with other similar databases at the Estonian Public Broadcasting, film archive of the National Archives, National Library and the Baltic Film and Media School of the Tallinn University. The web interface offers the possibility to enter with an ID-card and allows advance into several digital storages, where it is possible to view the films produced and purchase them for streaming. The filmography is interfaced with social networks (Facebook, Twitter) and is aiming the possibility to interlink it with the European Film Gateway in the future, thus offering access to a digitised film treasury through Europeana. The database is aimed at film professionals, teachers, students, researchers and the general public as the target audience. Among others, the key issues of cultural databases draw on the approaches and solutions for information retrieval and are relying in particular on the principles of conceptual (intellectual) subject indexing of audiovisual artefacts. Inspired by classical works of Panofsky, Shatford, Turner and others regarding image description, analysis and interpretation the article covers some main issues regarding options for a multifunctional film indexing metadata. The text tackles different aspects of the description of moving images for public needs in general and also describes the specific details of the system, developed for deep keywording of Estonian films. The rationale, limits and disputable issues as well as our experience and basic suggestions for professional indexers who are undertaking these kind of tasks are also revealed.
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Fernández-Falero, María-del-Rosario. "Adjustment of the electronic commerce to the digital television." Comunicar 13, no. 25 (October 1, 2005). http://dx.doi.org/10.3916/c25-2005-082.

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The challenge of the electronic commerce for the new century is going to be the step to the digital television, so that we go away to having to adapt at the rate of a television been founded on the diffusion, to a set of services of digital video based on the access. Of this form, the spectator of television is going to meet the possibility of interacting with the way, which supposes a change in the industry of the broadcast, so then though till now they were the distribution companies of information and entertainment the only ones with possibilities of controlling such events, the possibility of interaction the way on the part of the spectators of the digital television it will allow them intervening in the diffusion of information, which supposes a significant change for the hearing of the television. The companies must elaborate contents directed a users who are going to have access to will: it is necessary to offer them what want, when they want - this is VOD (video on demand) - Then the digital television not only is going to modify the way of doing television, but also the way of seeing television. The electronic market is guaranteeing positions in the commercial Spanish panorama, growth that becomes clear in the increase so much of the number of users as of the volume of business, of the number of economic operations by Internet and of the number of web pages of companies dedicated to the trade across the Net. This positive evolution of the market shows how a way technologically so new as it is Internet, has allowed that in only 15 years it could speak about a historical evolution of the same one. This makes foresee that the step and evolution of the electronic market from Internet to the digital television could have a similar evolution in acceptance and consolidation. Finally, the future of the electronic commerce not only is subject to the appearance of new commercial models, but also to the technology; this way, the following step, technologically speaking, it is that of the digital television, which interactive and to allow to the user a use similar to that of Internet, does to the being that the challenge of the electronic trade is to go on to this way and to evolve in agreement with the characteristics of the same one. The first problem to which one is going to face this market is that of the user's change: in Spain the Internet user (according to the AECE, Spanish Association of Electronic Trade) is for the most part a male, with an age understood between 25 and 34 years; the television, nevertheless, is a very spread way and within reach of all, which will suppose a change both in the content and in the way of presenting the information (definitively, the product that is wanted to sell). El reto del comercio electrónico para el nuevo siglo va a ser el paso a la televisión digital, de manera que nos vamos a tener que adaptar al cambio de una televisión fundada en la difusión, a un conjunto de servicios de video digital basados en el acceso. De esta forma, el espectador de televisión se va a encontrar con la posibilidad de interactuar con el medio, lo que supone un cambio en la industria de la teledifusión, pues si bien hasta ahora eran las empresas distribuidoras de información y entretenimiento las únicas con posibilidades de controlar tales eventos, la posibilidad de interacción con el medio por parte de los espectadores de la televisión digital permitirá a estos intervenir en la difusión de información, lo que supone un cambio significativo para la audiencia de la televisión. Las empresas deben elaborar contenidos dirigidos a un usuario que va a tener acceso a voluntad: hay que ofrecerle lo que quiera, cuando quiera -es decir VOD (video on demand)- Luego la televisión digital no sólo va a modificar la forma de hacer televisión, sino también la forma de ver televisión. El mercado electrónico está afianzando posiciones en el panorama comercial español, crecimiento que se hace patente en el aumento tanto del número de usuarios como del volumen de negocio, del número de operaciones económicas por Internet y del número de páginas web de empresas dedicadas al comercio a través de la Red. Esta evolución positiva del mercado muestra cómo un medio tecnológicamente tan joven como es Internet, ha permitido que en apenas 15 años se pueda hablar de una evolución histórica del mismo. Esto hace prever que el paso y evolución del mercado electrónico desde Internet a la televisión digital pueda tener una evolución parecida en aceptación y consolidación. Finalmente, el futuro del comercio electrónico no sólo está sujeto a la aparición de nuevos modelos comerciales, sino también a la tecnología; así, el siguiente paso, tecnológicamente hablando, es el de la televisión digital, la cual por ser interactiva y permitir al usuario un uso parecido al de Internet, hace que el reto del comercio electrónico sea pasar a este medio y evolucionar de acuerdo con las características del mismo. Uno de los primeros problemas a los que se va a enfrentar este mercado es el del cambio de usuario: en España el usuario de Internet (según la AECE, Asociación Española de Comercio Electrónico)es mayoritariamente varón, con una edad comprendida entre 25 y 34 años; la televisión, sin embargo, es un medio muy difundido y al alcance de todos, lo que supondrá un cambio tanto en el contenido como en la forma de presentar la información (en definitiva, el producto que se desea vender).
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34

McCaughey, Martha. "Can Unscrewed be unskewed? Television coverage of the Internet." First Monday, October 2, 2006. http://dx.doi.org/10.5210/fm.v11i10.1406.

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This paper documents one way the Internet is presented to the public by analyzing a late–night TV talk show about the Internet called Unscrewed on the TechTV cable network. I gained the opportunity to study Unscrewed, and attempt to influence its focus, when I was invited to appear as a guest on their show after having e–mailed them a criticism of their sexist coverage of the Internet — specifically their positioning of women as pretty objects to be ogled online rather than as creative participants in online culture and as authors of a diversity of Web sites. Though I liked the program’s potential to challenge some aspects of an increasingly market–driven Internet, I was unable to unskew the sexist focus of Unscrewed precisely because market forces demanded the show remain male–centered.
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Islam, Ameena, and Md Azalanshah Md Syed. "Regulation, control and digital transition of Ntv Online in Bangladesh television business." Journal of Applied Journalism & Media Studies, November 21, 2022. http://dx.doi.org/10.1386/ajms_00097_1.

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Audiences’ shifts to online and interactive engagement have posed numerous challenges to Bangladesh’s media ecology. This descriptive case study examines the current state of digital transition, complexities and competitions faced by the local television industry by putting Ntv Online, one of the first-generation television station’s online portals and convergence pioneers, at the centre of the discussion. It explains how Ntv Online is internalizing and responding to convergence practice from both media market dynamics and organizational perspectives. This study believes that issues other than those raised by media technology are equally important in comprehending the digital transition of Bangladesh’s television industry. The key findings indicate that the hybrid regime’s intervention in free media practices as well as complex market competition from massive tech platforms limit Bangladesh’s trajectory as a competitor in the global digital media arcade. This also implies that existing ownership and corporate structures may not support the required interoperability between management and journalists. However, the digital transitions of the private TV industry may pave the way for the creation of a democratic space for public deliberation, which is essentially demanded in the current hybrid regime’s intervention in actualizing this shift.
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36

On, Dylan. "Investigating Digital (Re)Mediation in the Performing Arts." Inquiry@Queen's Undergraduate Research Conference Proceedings, February 20, 2018. http://dx.doi.org/10.24908/iqurcp.9600.

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As digital technology progresses, it increasingly mediates human interaction. Simple discussion has shifted from occurring only in person to being mediated by telephone, texting, video calling, Twitter, Facebook and a myriad of other technologies and services. Likewise, theatre has been undergoing a similar shift from an art form that only occurs 'in person' to one in which technology often mediates presence. In his book Liveness, Philip Auslander traces the roots of digital mediation back to the advent of television and the resulting cycle of reinterpretation, or remediation as it is termed by Bolter and Grusin, of different art mediums within one another. Innovative Canadian artists Robert Lepage and Kim Collier are currently engaging in the remediation of traditional art mediums on the stage by taking a distinctly cinematic approach to theatre. This study intends to evaluate the remediation of these mediums both in the theatre and in live performances such as sporting events. It will then consider current trends in integrating interactive ‘new’ media into live and pre-recorded events, and how these ‘new’ media may already be manifesting themselves elsewhere via remediation. This discussion will give special consideration to immersive theatre, in which audiences are free to navigate theatrical space autonomously and observe as they wish. Key questions to be considered include: What are the tools of mediation, and what are their effects? How might digital (re)mediation be reinventing the way we tell and receive stories in the theatre? In what ways can the theatre further reinterpret ‘new’ interactive media?
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37

Kardaras, Konstantinos, George I. Lambrou, and Dimitrios Koutsouris. "Quantization Algorithms in Healthcare Information Telematics Using Wireless Interactive Services of Digital Video Broadcasting." Recent Advances in Computer Science and Communications 13 (August 21, 2020). http://dx.doi.org/10.2174/2666255813999200821145606.

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Background: In the new era of wireless communications new challenges emerge including the provision of various services over the digital television network. In particular, such services become more important when referring to the tele-medical applications through terrestrial Digital Video Broadcasting (DVB). Objective: One of the most significant aspects of video broadcasting is the quality and information content of data. Towards that end several algorithms have been proposed for image processing in order to achieve the most convenient data compression. Methods: Given that medical video and data are highly demanding in terms of resources it is imperative to find methods and algorithms that will facilitate medical data transmission with ordinary infrastructure such as DVB. Results: In the present work we have utilized a quantization algorithm for data compression and we have attempted to transform video signal in such a way that would transmit information and data with a minimum loss in quality and succeed a near maximum End-user approval. Conclusions: Such approaches are proven to be of great significance in emergency handling situations, which also include health care and emergency care applications.
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Bubel, Claudia M., and Alice Spitz. "“One of the last vestiges of gender bias”: The characterization of women through the telling of dirty jokes in Ally McBeal." Humor – International Journal of Humor Research 19, no. 1 (January 20, 2006). http://dx.doi.org/10.1515/humor.2006.004.

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AbstractBased on an audience-centered model of television discourse, we show that verbal interaction is one of the principal means of characterization in film. One of the linguistic phenomena screenwriters exploit and manipulate to develop their characters is verbal humor. For instance, the ways in which interactants on screen produce and respond to jokes is critical in their characterization. We look at an episode of the US American sitcom Ally McBeal, in which two women tell dirty jokes. We show that although the structure of both jokes as well as their respective performance equally meet the demands of good (tellings of) jokes, the screenplay is constructed in such a way that one of them fails to elicit laughter. This is achieved through creating expectations in the viewer prior to the telling of the jokes and through having the women frame their jokes dierently. This research has implications for the study of both gender and humor in conversation, for even though we look at constructed dialogue, it yields insight into underlying knowledge about real conversation.
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Condis, Megan. "Desert Bus: Abusive Game Design, The Martyrdom Effect, and Fan Activism on Twitch.tv." Games and Culture, January 17, 2023, 155541202211505. http://dx.doi.org/10.1177/15554120221150564.

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Desert Bus began as vaporware. A decade after it was initially shelved, it was rediscovered and became a way for gamers to show off their insider knowledge of rare and hard-to-find bits of gaming history. A few years later, its reputation for being one of the least fun video games ever made it the centerpiece of a long-running charity event. In this essay, I will conduct a textual analysis of Desert Bus and argue that the uniquely painful gaming experience that the game provides players makes it a perfect vehicle for charity streaming, providing both a sense of gamer authenticity and credibility to the Desert Bus for Hope event and an emotional incentive for viewers to give. This research stands to benefit scholars working on cult media, a field in which work on video games is relatively rare in comparison to work on television and film.
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Morris, Ieuan. "Interruption/Interaction/Collaboration: A Critical Appraisal of the Textual @traction Interactive Event." M/C Journal 9, no. 2 (May 1, 2006). http://dx.doi.org/10.5204/mcj.2622.

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This article reflects upon the process of the making and screening of an interactive short film called Textual @traction, which I wrote and directed. The film is 12 minutes long, 35mm film, and shows how a series of messages sent to a lost mobile phone inadvertently allows two gay men to declare their love for each other. In the form of a puzzle, the film denies sight of the crucial messages sent between the characters, messages which motivate their actions. However, through the simple use of SMS (Short Message System) text technology, the audience can receive each of these messages on their own mobile phones as they watch the film in the cinema. Billed as an interactive event with prior information for audience telephone registration, the film has been screened at cinemas, film festivals, and conferences as well as on broadcast television. To receive the text messages during the film, the phone owner is asked to send a message before the screening to a five-digit number that registers their telephone for the event. If audience members do not have a mobile phone, they must share with another audience member or try to solve the puzzle of the film without messages. Messages are sent to audience members’ mobile/cell phones from a laptop computer by a bulk SMS delivery programme, via an SMS gateway, directly to the appropriate national mobile telephone network provider, guaranteeing split-second accuracy. When appropriate and depending on the location of the screening, audience members can also choose the language of the messages when they register. Textual @traction was nominated for UK BAFTA Interactive Award 2005 and won the Best New Media: Interactive Award at the Celtic Film Festival 2005. It has been shown in a number of international film festivals, including the International Festival of New Film, in Split, Croatia 2004; the International Short Film Festival in Los Angeles 2005(Academy-listed); and the Atlantic Film Festival, Halifax, Nova Scotia, 2005. It had its broadcast premier, and world-first for an interactive film, on S4C (Sianel Pedwar Cymru), the Welsh Language Channel with its Welsh title, ‘Caru T x’, on 25 Jan. 2006. This article addresses the audience’s experience of this interactive event, speculating on the relative audience/user positions inherent in the two technologies (cinema and mobile telephone) and on whether or not their combination can be described as a collaboration. Underpinning this speculation is the assumption that modes of representation and communication construct the subject/user in specific ways and that the Textual @traction interactive event requires of the audience member to occupy both the position of cinema viewer and of phone user alternately during the event if they are to ‘complete’ the fiction. Following on from this assumption, I have set out a number of oppositions: Live/Dead, Social/Individual, Intimate/Anonymous, and Passive/Active, against which the differences between the two technologies and the ways they construct the viewer/user are posited. These polarities also allow exploration of the various aspects of the suspension of disbelief assumed by the viewer of the film and whether the interruption to the flow of images and sounds on the cinema screen by the actions required of the viewer to retrieve and read the telephone messages dismantles that suspension by spoiling the viewer’s identification with the characters, undermining their assumptions governing the world of the film, and shattering its temporal and spatial coherence. As writer and director of the film, my initial intention was not to set out to explore these questions at all. Once the story took shape and I saw the possibility that the only dialogue in the film was that delivered by text message, it was a short step (albeit, initially, a frivolous one!) to investigate the possibility of delivering those messages to the audience during the screening of the film. I dislike reading diegetic written text on the cinema screen, believing it to be a betrayal of cinema’s essential qualities: it is a medium of pictures and sounds, not words. Of course, once it became clear that it was going to be possible to send time-specific messages to the audience members, enabling them to simultaneously read the very same message the character on screen is reading, I soon became intrigued by the potential effect this would have on the audience. Would it ‘deepen’ the process of identification with the characters? None of the characters in the film are aware of each other’s identity when they communicate and thus the narrative unfolds with dramatic irony. Would the audience’s resulting privileged knowledge in relation to the characters be enhanced by the film’s interactive dimension, because the characters are ‘unaware’ that the audience members are reading ‘their messages’? The following explores these questions and is, to a large extent, a product of observation and analysis of the interactive event, post-event, and also includes reflection on comments from audience members that have attended the event. Live/Dead Textual @traction has been constructed according to the principles of classic continuity, with every shot contributing to the narrative chain. At the end of the film, there is closure, both the conventional culmination and the objective of the classic (Hollywood) narrative, the classic continuity approach. Textual @traction, like all forms of cinema—whether classic narrative, avant-garde, multi-screen, or home movie—is a record of past events. In this film we engage with re-animated past events at twenty-four still frames a second, willingly suppressing whatever knowledge and awareness of apparatus and artifice we possess. However, while knowledge of a process of construction and presentation are suppressed, there is no necessity for the viewer to believe that the events on screen are happening as we observe them. We know these events are in the past; rather, it is the knowledge of the active arrangement of these discreet, past events (shots, scenes, sequences…) into a natural flow that we necessarily suppress. This is achievable, of course, by our unconscious operation of a complex system that organises this flow into spatial, temporal, and narrative coherence. ‘Film language’ is the term given to this internalised vocabulary we bring to bear on a film to make sense of what we see and hear—modified in each film, some more than others. It allows us to understand spatial and temporal construction, to accept ellipses, parallel action and so on. It is a very complex system, which in classical continuity is mobilised in the service of the story and rendered invisible, so that a film unfolds as if conforming to natural laws (Bazin; Metz; Monaco). I made the decision at an early stage in the development process for Textual @traction that the film would do precisely this. While I wanted the film to be challenging and ‘experimental’, I believed its potential for breaking new ground resided in the realm of the juxtaposition/collaboration of the two technologies and its impact on the viewer’s engagement with the fictional world of the story. The messages would necessarily be disruptive of a mode of presentation that is sacrosanct (at least in mainstream cinema) and I thought the tighter the narrative chain, the more apparent the effects of this juxtaposition/collaboration would be. Disruption does occur when the viewer receives a message (there are eleven in all during the 12 minutes of the film) and it is at these points that the viewer becomes phone user and the recipient of a ‘live’ communication that is time-specific. Technically, each message is sent from the bulk-messaging programme to all the registered phones at the same time so that their arrival coincides with the arrival of the ‘same message’ in the on-screen character’s phone: audience member and on-screen character then read the same message simultaneously. To achieve this, the start time of the computer programme and the start time of the film projection in the cinema have to coincide exactly. One always presumes that text messages sent to our phones originate with a person, even those that are anonymous (news and sports alerts, etc.). The assumption underlying the use of the messages in Textual @traction is that, since according to the classic narrative cinema-effect we ‘become’ each character in order to understand what motivates their actions (identifying most energetically with the protagonist), receiving the same text messages they are receiving and reading them at the same time as they are is consistent with this process of identification, although stretching it to its limits. Crucial to the achievement of identification within the classic continuity approach is the point-of view shot, and it is this element that the messages ‘substitute’ or, perhaps, ‘literalise’ in the film (Bordwell 29-33; Branigan; Gaut 260-270). Conventionally in a film, when a character looks at something that is significant to the story, the look is followed on screen by the point-of-view shot, which shows the audience what is being seen by that character. In Textual @traction, point-of-view shots are deployed in this conventional manner. Moreover, as the main character in the film is a photographer whom we see taking photographs early in the film, the act of looking and the views he sees are, in fact, clearly foregrounded in a number of shot-reverse shot sequences. However, when we see characters looking at their phones and reading the messages they’ve been sent by other characters in the film, these shots are not followed by point-of-view shots that show the messages they are reading. Instead, the spectators in the cinema ‘enact’ their own point-of-view shot as they look at the same message on their phone screens in their hands. In a ‘literal’ sense, the audience members, at these points, ‘become’ the characters. Thus, in Textual @traction there is a two-fold process that reverses the live/dead polarity of cinema. Firstly, the arrival of the message in the audience-member’s phone transforms the past event on the screen to a live one. The suspension of disbelief in the viewer is heightened in order to accept the impossibility of acquiring the same knowledge the people on screen are acquiring, at the same time. Secondly, the viewer in the cinema, when reading the messages, ‘becomes’ the fictional character, performing a live enactment of the point-of view shot that is missing on screen. In both processes, phone technology bestows its live-ness to the dead world of the film—at least momentarily, until rational thought points out its absurdity. Social/Individual While going to the cinema is a social activity, the apparatus of cinema is organised in such a way as to individuate the cinema experience. The combination of the dimming of the auditorium lights to darkness and the seating arrangement encourages the viewer to suppress the awareness of others. The experience can then become intensely private. While there are physical and aural constraints on the viewer’s behaviour, imposed mainly to guarantee other viewers’ enjoyment (including, ordinarily, the prohibition of mobile phone use!), once seated and still, the viewer feels entitled to respond to the action on the screen in whatever way appropriate: they can smile, shudder, or weep with impunity. Additionally, the optics of the lens (the cinema projector reproducing the camera’s), in conjunction with the design of the auditorium itself, continues the tradition of Renaissance perspective in providing a single vanishing point that guarantees centrality to each viewer in relation to the scene depicted however many viewers there are in the cinema, wherever they are sitting. As far as the apparatus of cinema is concerned, there is no privileged view of the visual field displayed on the screen; each viewer in the auditorium see the same view, wherever they sit, centred and interpolated individually. Text-messaging is one-to-one communication par excellence. It takes speech telephone privacy one step further: even in a situation where both sender and receiver are in public spaces, surrounded by people, two-way communication can be completely private. When every member of the audience in a screening of Textual @traction receives text messages, they receive them at the same time as everyone else, and they assume they are receiving the same message. Emphasised by the cacophony of (individually-chosen) text alerts as each message reaches its destination within split seconds of each other, the simultaneity and the common address transforms what is usually an individual and private mode of communication into a collective, social one. At the same time, the individuating effect of the cinematic apparatus is undermined. Awareness of their counterparts’ presence returns, the light from individual phone screens illuminate the viewers’/phones users’ faces as they retrieve and read their messages and they look around the auditorium to compare their reactions with those of others. In those moments, the social/individual polarity as it relates to the two technologies is reversed: the phone’s from individual to social; cinema, from individuating to collectivising. Intimate/Anonymous While the apparatus of cinema individuates, the address of cinema is anonymous, making no adjustment for the individual (Baudry; Comolli; De Lauretis). Of course, there is specificity in the address of most cinema: the various genre of commercial film, as well as the varieties of independent and avant-garde films, presume certain audiences and address these audiences on the basis of a shared set of assumptions and expectations. These include individual films’ themes, the forms of narrative (or non-narrative), its variety of characters, the pleasures the films afford, and so on. However, cinema is not discursive. It cannot by ‘adjusted’ to suit the individual. The Intimate/Anonymous polarity is one that draws out the difference between a mode of representation, in this case cinema, and a mode of communication, text messaging. The former presents a completed artefact of some kind while the latter is a technology that allows for discursive activity between sender and receiver. Of course, various forms of interactive art are necessarily making this notion of the ‘artefact’ problematic, allowing the individual viewer to organise and re-organise narratives, modify environments, and create unique assemblages of images and sounds, often enabled by sophisticated computer programmes. During such interaction, individuals may create never-to-be repeated experiences brought about by complex, randomised interfaces. Nevertheless, these are examples of interaction with the artefact and while they may be unique, they are also anonymous. If discursive activity between users is achieved in these circumstances then the technology by definition becomes a mode of communication, however mediated by technology or programming. Telephone communication is all about individual address, both in spoken and text language. A text messages is either sent to elicit a response or it is the response. Unless it is an unsolicited, anonymous message, a text message is a specific and personal missive to the individual, its specificity arising from the sender’s knowledge of the receiver. Receiving such text messages during Textual @traction (and because of the sexual tenor of some of the messages, they are especially ‘personal’)—‘sent’ to the audience members ‘unwittingly’ by the individual fictional characters on screen—transforms the address of the film from anonymous to intimate, from general to individual. The intimacy associated with text messaging enhances our identification with the on-screen characters because we are given an insight into their motivations by being (voyeuristically) included what is generally a private discourse. For those who have experienced the Textual @traction interactive event and who have expressed an opinion about it, it does seem that it was this dimension of the experience that was a particular source of pleasure. Passive/Active In mainstream cinema we enter the auditorium and we sit down to face the screen, on which the film appears. While we watch and listen we may eat and drink, shout, weep, and laugh. We can also leave if we disapprove of the film or of the behaviour of others around us. While all these activities (and more) are possible, none will impact on what is happening on the screen, nor, crucially, on the flow of information that constructs our understanding of the characters’ actions and the narrative in general. In this respect, as an audience, we are effectively passive. The receiving of messages during Textual @traction invites the audience to collaborate actively in the final form of the narrative that is the interactive event, completing the fictional world constructed by film and text messages together. The information they receive by text message enhances their understanding of both character motivation and of the narrative in general. Without their activity, the film is a puzzle. Added to the conceptual activity that this involves, there is also the physical activity and the psychological adjustment: when the audience members’ message alert sounds, they have to undertake a number of keystrokes on their keypad in order to bring the message up on the phone screen, then they have to read the message and construe the message’s relevance to the characters on screen, before returning to the cinema-screen element of the event once more. Conclusion There is no doubt that the Textual @traction interactive event strains credulity, or, to put it another way, depends on an enhancement of the suspension of disbelief normally accustomed to by a cinema audience. The notion that on-screen characters are ‘unwittingly’ sending text messages to audience members and that they are reading them ‘at the same time’ is nothing short of absurd. Absurdity and its wilful disregard by the audience, however, is no stranger to cinema, as we know. What I have attempted to do in this paper is to account for the success of the Textual @traction interactive event, despite its absurdity, by identifying three forms of collaboration that it depends on: collaboration with the text in order to complete the fiction, a collaboration between cinema as a mode of representation and messaging as a mode of communication that the audience member enables, and a collaboration between cinema/subject and telephone/subject performed by each audience member. As I have indicated, when these collaborations take place, some of the habitual characteristics of both modes are transformed or modified: text messaging becomes a social rather than a private activity, while the apparatus of cinema transforms from one that individuates to one that collectivises. In addition, the address of cinema, normally anonymous, is bestowed with intimacy by the text messaging, and finally, a normally passive audience is active in their involvement to complete the fiction. References Baudry, Jean-Louis. “Ideological Effects of the Basic Cinematographic Apparatus.” Film Quarterly 28.2 (Winter 1974-5): 39-47. Bazin, André. “The Evolution of the Language of the Cinema.” What Is Cinema? Trans. Hugh Gray. Berkeley: U of California P, 1967. 23-40. Branigan, Edward. “Formal Permutations of the Point-of-View Shot”. Screen 16.3 (1975): 54-64. Bordwell, D., J. Staiger, and K. Thompson. The Classical Hollywood Cinema: Film Style and Mode of Production to 1960. London: Routledge, 1985. Comolli, Jean-Louis. “Technique and Ideology: Camera, Perspective, Depth of Field.” Movies and Methods Vol. II. Ed, Bill Nichols. Berkeley: U of California P, 1985. 40-57. De Lauretis, T., and S. Heath. The Cinematic Apparatus. London: Macmillan, 1980. Gaut, Berys. “Identification and Emotion in Narrative Film.” Philosophy of Film and Motion Pictures: An Anthology. Ed. Noel Carroll and Jinhee Choi. London: Blackwell, 2006. Metz, Christian. Film Language. Trans. Michael Taylor. Oxford: Oxford UP, 1975 [2004]. Monaco, James. How to Read a Film. 3rd ed. Oxford: Oxford UP, 2000. Citation reference for this article MLA Style Morris, Ieuan. "Interruption/Interaction/Collaboration: A Critical Appraisal of the Textual @traction Interactive Event." M/C Journal 9.2 (2006). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0605/15-morris.php>. APA Style Morris, I. (May 2006) "Interruption/Interaction/Collaboration: A Critical Appraisal of the Textual @traction Interactive Event," M/C Journal, 9(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0605/15-morris.php>.
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41

Barker, Tim. "Adapting a Model of Duration." M/C Journal 10, no. 2 (May 1, 2007). http://dx.doi.org/10.5204/mcj.2650.

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This paper is concerned with time. Specifically, this paper is concerned with the way in which a human-centered model of time can be shifted, as a result of the digital encounter, toward a conception of a highly differentiated and thickening model of duration. I propose that this thickening of duration, or multitemporality, comes about through the intersection of the differentiated structures of narrative and database. My central concern is therefore to provide a description and explanation of the way in which an anthropocentric model of duration, in other words, a model of time that privileges the human experience, can be challenged by theorising the intersection of the non-linear temporality of the database and the linear temporality of narrative. My paper will work this proposed theory of multitemporality through a case study of the 2007 interactive work T_Visionarium II (see http://www.icinema.unsw.edu.au/projects/prj_tvis_II.html for images). This work was produced by the iCinema Centre for Interactive Cinema Research at the University of New South Wales. The project was co-directed by Dennis Del Favero, Jeffrey Shaw, Peter Weibel and Neil Brown. Through the investigation of the concept of multitemporality, I propose a concept of thickening duration within T_Visionarium II as actual duration comes into contact with virtual duration and as the linear structure of narrative comes into contact with the nonlinear structure of the database. Being concerned with time, I am also concerned with the processes of the aesthetic event of new media. Events, as they occur in time, link together in order to form a process. This process, following A. N. Whitehead, leads to various levels of adaptation that are primarily brought about through interconnections and concrescence. Through my extrapolation of Whitehead’s process philosophy, which I present in the later sections of this paper, I am able to grapple with questions of process. Specifically, I use Whitehead to present the ecology of occasions throughout the duration of the digital encounter and also to indicate the way in which we may begin to conceptualise the interconnection of the differentiated structures of narrative and database. T_Visionarium II has recordings taken from over thirty hours of Australian television, encoded by a content recognition algorithm, and stored in its database (Del Favero, 1). These media images are made visible on the machine’s substrate and are subject to the viewer-user’s navigation. Once the viewer-user selects a particular moving image from those displayed, the surrounding clips cluster around this image, due to the tag ascribed to them by the content recognition algorithm, in a hierarchy of relationality; those with the strongest relationship to the thematic and visual characteristics of the selected media clip cluster around the clip while those with weaker relationships shift away from this clip, behind the viewer. After the reassembly of the audio and visual information is completed, the clips either loop in a short repetitious duration, based on the temporal length of the specific shot, or can be played in a linear fashion. Also, windows may be dragged on top of one another, which causes the television clips from each window to be combined into one window and played back to back. This function allows the viewer-user to select and create a linear narrative. The viewer-user thus navigates through the moving images—in doing so, navigating through the time of the images, and forming lines of relations between images and times where perhaps none existed before. In this way, a type of ecology of the various media images and an ecology of temporality is produced in which the interrelationship between media images, temporalities and also that of the viewer-user to the environment is brought to the fore. T_Visionarium II presents a time that is out of joint. Its presentation of multiple durations of televisual information fractures the medium’s imaging of the world into multiple, largely incoherent, durations. The televisual images within each “window” are quite obviously from different historical periods in time. For instance, images from re-runs of soap operas may be actualised, as well as historical documentary footage, along with a near current news story or a relatively recent Hollywood blockbuster. These media images, from different time periods, when presented and recombined within the immersive environment—a purpose built structure that the iCinema artists and technicians call the Advanced Visualisation and Interaction Environment—allow the viewer to re-experience the actual time of these events as a simultaneity of out-of-joint durations. Here, I propose that the digital encounter within the immersive environment has prompted an adaptation to the way the viewer-user experiences time vis-à-vis the machine. This adaptation is brought about as the viewer-user experiences multitemporal actual durations through the multiple durations displayed in the windows of T_Visionarium II. The model of multitemporality presented here is a result of the viewer-user’s ability to access video streams from different time periods simultaneously. The time of T_Visionarium II also seems out of joint as the particular duration of a particular window tends toward rendering the episode incoherent. This is due to the way the television segments are edited. On average each television clip is four and a half seconds long. Each image is edited in terms of individual shots; any particular image has its start and end point when the original television image changes shot. This may occur in mid narrative stream, or may only capture a small movement, which is deprived of its link with the movement of the next shot. In this way the time of the duration of each shot seems to be flowing toward its extension in the next intended shot. However, the arrangement of the television images into discrete shots disallows this flow. The resulting temporal loop makes time seem trapped in the short four and a half second duration of each shot. In this way, linear television time has been adapted into an experience that is quite different. In order to think the connection between the narrative images of T_Visionarium II we must avoid thinking of these images as compartmentalised sets. If we think of each media image as an event within duration, rather than a compartmentalised image, we are able to see that each actual occasion of interaction contains a trace of the past and future media images. Moments are contemporaneous with those “just-past” and those which are “just-future”. Here, the traces of “just-past” and “just-future” are imbued within the conscious present so as to become meaningful. Also, these interrelationships are made visible on the substrate of T_Visionarium II. The past video clips linger upon the projection screen and affect the narrativity of every other clip. The television images become like a montage, with every clip transferring signification to the others. In this way, the television images of T_Visionarium II are to be read as pregnant with the trace of images past and future; the duration of a particular television image forms a nexus with the duration of the images “just-past” and “just-future”. Also, the television images contain a trace of the temporality of the database. Each television image is potentially linked to every other image archived within the database. Through this link to the potentiality of the database, each media image links to the virtual. The virtual realm that I am discussing here is not the perceived “virtuality” of “cyberspace” or “virtual reality”. I use the term “virtual” as Henri Bergson does and as Gilles Deleuze furthers this usage; that is, to signify the incorporeal structures of the potential of the future and the traces of the past that direct the actualisation of the present moment (Bergson, 196; Deleuze, 45). For the purposes of my argument, we may say that the virtual exists as an ontological but incorporeal structure that contains potential events. In this way, the virtual contains events that await actualisation. Deleuze’s virtual also contains past events that may be made actual as memory-images. As Dorothea Olkowski points out, the past and future can no longer be thought of as successive points on a time line; they rather exist as virtual structures that are contemporary with the actual present (Olkowski, 163). The virtual structures may be called upon by the actual present based on their usefulness, and, because of this, may direct the route of actualisation (Olkowski, 110). Each image of T_Visionarium II links to the virtual in that any selection may trigger various other narrative directions. If we think of each virtual narrative instance, that is each potential narrative instance and every past narrative instance, as existing on separate planes of potential, then we may say that each of T_Visionarium II’s television images contains traces of various planes of the virtual, of which one will be actualised. The duration of any one television image is thus made thick with the traces of the potential images that it may trigger. The duration of the narrative event of any television image is contemporaneous with the duration of the database. As a result, any particular narrative instance may be understood to contain sections of the duration of past and future television images. The moving image of the narrative links to the potential of the database and also links to the potential of the virtual. As a consequence, the experience of time that emerges from the narrative of the moving image is one which is imbued with the multiple levels of duration that may be triggered from the database and displayed on the substrate of T_Visionarium II. The duration of any moving image is thus imbued with those narrative instances that came before it, those that could potentially come after it, and those that are simultaneous with it. In addition to the model of multitemporality that is presented by the simultaneously distributed video streams of T_Visionarium II, a further model of duration may be cited when we consider the mesh of database and narrative. The highly differentiated durative passages of the digital encounter are constituted on one side by the temporality of T_Visionarium II’s database and on the other by the narrative image of the machine’s substrate. The latter opens itself to experience as anthropocentric lived time, while the former does not open itself to actual human experience, other than our imaginings. The database, as an actual entity, occupies a different section of duration, but it is also present in those narrative durations that it relates to; thus forming a concrescence between the narrative sections of duration and the database sections of duration. This constitutes a multitemporal duration between anthropocentric time and machine time; the duration of the actual occasion thickens so as to include both the lived time of the subject and the machine time of the database. The outcome of this is a differentiated duration that is experienced as the convergence of machine time and lived time. It is as if, following Manuel DeLanda’s work on manifolds and degrees of freedom, each level of duration exists on a different manifold of duration (DeLanda, 27). The particular direction that the passage of the narrative of interaction takes is directed by the degrees of freedom of each manifold. If we think of duration as thick, and, as argued above, each moment pregnant with instances “just-past” and potentialities of “just-future”, we can gain a picture of these different manifolds of duration. We can picture past actual occasions and future potential occasions, following on from Deleuze’s and Brian Massumi’s concepts of the virtual, existing as a cloud of the virtual that surrounds the present actual occasion (Deleuze and Parnet; Massumi). In other words, the manifold of any particular present actual occasion is surrounded on all sides by manifolds of virtual occasions. These structures can be understood to intermingle and adapt to one another in such a way that they provide the potential for new experiences within the digital encounter. Duration has thus thickened from a concept that only includes the manifold of actual occasions to one that includes the manifolds of the virtual. As well as the structures of the virtual, the duration of the non-linear database can be conceptualised as existing on separate manifolds of duration that surround the actual narrative event. Both narrative duration and database duration must be theorised as separate and, at the same time, in constant collision with one another. These two conceptions of duration are contemporaneous; they exist side by side without either one being wholly contained by the other. Turning from Bergson’s, Deleuze’s and Massumi’s concepts of the virtual and the actual to Whitehead’s notion of process, we can begin to think about the processes of adaptation that are brought about by this process of concrescence. Deleuze, Bergson and Massumi have provided a means to think about the virtual and the actual in duration, and here Whitehead provides a means to think about the process of adaptation as an interconnection of the enduring objects of the virtual and actual. We may think of database and narrative structures as similar to Whitehead’s concept of actual occasions. As Whitehead states, each actual occasion has its own distinct duration, but also each actual occasion lies in many durations (125). Following Whitehead, any one actual occasion may be present in several other actual occasions. For Whitehead, the essence of any actual entity is that each entity is a prehending thing; it has a definite connection with each item in the universe and that connection makes a positive contribution to the constitution of the event (109). In the case of narrative and database, both substances prehend the other, they form a definite bond, and this makes a positive contribution to the constitution of the narrative-database event. If we think of the material and machinic of the digital encounter as two distinct enduring objects, different in character but not contrary, it may then be said that both are able to qualify the same actual occasion. I use the term “enduring object” in the Whiteheadian sense as a characteristic or stable pattern that is inherited in the historic route of actual occasions (199). In other words, an enduring object can be said to be an object, which may be either an atomic material body or an incorporeal structure that, through its intersection with other enduring objects, gives satisfaction to the presiding situation. Thus, the enduring object of the database and the enduring object of the pattern of actual experience intersect to satisfy the presiding occasion of the digital encounter. The intermingling of the machinic duration and the actual narrative duration within T_Visionarium II is a fluid process that constitutes the particular nexus of actual occasions. The information from both enduring objects flows through their intersection. Whitehead, using a cup and saucer as metaphors for eternal objects, describes the way in which two enduring objects come together. He states, “it is as though the cup and saucer were at one instant identical and then, later on, resumed their distinct existence” (199). If we think of database and narrative in such a fashion, we can begin to conceptualise the multitemporality of T_Visionarium II. In T_Visionarium II, data flows mutually from the actualised narrative of interaction to the database structure and from the database to the narrative. The nexus of actual occasions is thus constituted by the intermingling of the two eternal objects; they, in essence, become, or adapt into, one enduring object. On the other hand, both structures remain separate. The narrativity of the work is able to exist solely in the particular narrative regime, as the database is able to exist solely in its coded regime. The nexus of actual occasions, that is the temporal passage of interaction within T_Visionarium II, is brought to satisfaction by this assemblage and de-assemblage of narrative and database. The narrativity of the work exists in its own realm of duration, as its own eternal object, which is able to form a nexus of narrative actual occasions. Also, the database structure inhabits its own machinic duration, which is able to form a nexus of information flows. In this way, the database can be thought of as in time, as affected by the changing nature of process through time. The time that has been described in this paper is a time of fibrous duration. In a culture of new media, time can no longer be thought of as a linear structure that houses human experience and memory. The structure of time has become thick and fibrous with the introduction of a machinic non-linear temporal logic. Deleuze has been used to show that each actual occasion of duration can be thought of as surrounded by virtual, potential occasions. In order to further this, Whitehead has been used to show that each of these occasions connects with every other event in duration. In this Whiteheadian and Deleuzian model, adaptation occurs as the events of duration, whether actual or virtual, interconnect, respond to one another and coalesce. The differentiated experiences of narrative duration and database duration mesh, in order that these two Whiteheadian enduring objects may adapt into another separate enduring object. This is the multitemporal experience of the digital encounter. If we view the digital encounter with new media, such as T_Visionarium II, through a multitemporal paradigm, we are then provided with a particular method with which to conceptualise other processes of adaptation. If we view differentiated sections of duration as existing upon separate manifolds, but also, at the same time, as containing traces of their surrounding durations, we can see that each section of duration imposes something of itself upon those that surround it. Each section of duration, whether virtual or actual, is morphogenic; in other words, it may adapt in various ways. The parameters of this morphogenesis are set by the degrees of freedom found within any particular duration. As each section of duration imposes itself on others, it transfers its degrees of freedom. Following on from this, the passage of evolution, or adaptation, is directed by the degrees of freedom of every level of duration, whether actual or virtual. The database duration that surrounds the narrative duration of T_Visionarium II directs the passage of narrative evolution as it imposes degrees of freedom in respect of the possible narrative images that it may trigger. Adaptation occurs as the dynamic mesh between the differentiated structures of narrative duration and database duration. References Bergson, Henri. Matter and Memory. London: George, Allen and Unwin, 1950. Del Favero, Dennis, Neil Brown, Jeffrey Shaw, and Peter Weibel. T_Visionarium II. Sydney: iCinema Centre for Interactive Cinema Research, UNSW, 2006. DeLanda, Manuel. Intensive Science and Virtual Philosophy. Transversals: New Directions in Philosophy. Ed. Keith Ansell Pearson. London: Continuum, 2002. Deleuze, Gilles. Cinema 2: The Time Image. Trans. Hugh Tomlinson and Robert Galeta. London: Continuum, 1985. ———, and Claire Parnet. “The Actual and the Virtual.” Dialogues 2. Ed. Eliot Ross Albert. London and New York: Continuum, 1987. Massumi, Brian. “Parables for the Virtual.” Post-Contemporary Interventions. Eds. Stanley Fish and Fredric Jameson. Durham and London: Duke University Press, 2002. Olkowski, Dorothea. Gilles Deleuze and the Ruin of Representation. Berkley: University of California Press, 1998. Whitehead, Alfred North. Process and Reality: An Essay in Cosmology. New York: The Free Press, 1978. Citation reference for this article MLA Style Barker, Tim. "Adapting a Model of Duration: The Multitemporality of T_Visionarium II." M/C Journal 10.2 (2007). echo date('d M. Y'); ?> <http://journal.media-culture.org.au/0705/14-barker.php>. APA Style Barker, T. (May 2007) "Adapting a Model of Duration: The Multitemporality of T_Visionarium II," M/C Journal, 10(2). Retrieved echo date('d M. Y'); ?> from <http://journal.media-culture.org.au/0705/14-barker.php>.
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42

BİLGİNER KUCUR, Ayse. "INFOBESITY: A RESEARCH FOR GENERATIONS X AND Y." Kafkas Üniversitesi Sosyal Bilimler Enstitüsü Dergisi, May 25, 2022. http://dx.doi.org/10.56597/kausbed.1079226.

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With the development of new communication technologies, a large amount of data is made available to access in an uncontrolled way in the unlimited internet environment. With mass media such as newspapers, magazines, television, radio, and through interactive platforms such as e-mail, WhatsApp, Facebook, YouTube, etc., information flow continues non-stop from almost anywhere globally. Thanks to interactivity, the flow of information is not one-way, but two-way, with the support of the producer-consumer. The ability of Internet users to share and produce content causes the content of the stream to be repeated, manipulated, and sometimes deliberately shared as false information. This situation makes individuals meet with unnecessary information or doubt the accuracy of the information they reach. The human brain's efforts to perceive this information, doubting whether its content is correct/true, being exposed to constant information bombardment causes various mental and physical disorders, and this situation is defined as infobesity. In this study, it has been tried to examine the situation of being exposed to the information load caused by the excess of information accessible in the internet age and the information reaching the individuals unwillingly. For the study, data were obtained by interviewing the X and Y generations, all of whom were academicians, and the data were analyzed with the qualitative content analysis method. The information density exposed was evaluated with the concept of infobesity. As a result of the interviews, it was detected that the participants turned to the internet to a great extent in accessing knowledge/information, they were suspicious of the knowledge/information they accessed, knowledge/information was conveyed to them even if they did not do any research, and this situation confused individuals, leaving feelings such as stress, pressure and time loss
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Cobis, Mikhael Yulius, and Iren Ayu Nindi. "Virtualization of E-Health Communication Media on E-Health Halodoc." Jurnal Mutakallimin : Jurnal Ilmu Komunikasi 5, no. 2 (November 29, 2022). http://dx.doi.org/10.31602/jm.v5i2.8806.

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Especially in times of pandemic, health is very important and irreplaceable. People often seek health information through health communications media. Various forms of health communication compete to spread their wings and evolve to provide the best information. Health magazines are one of the health communication media that provide information on health and healthy lifestyles, followed by various radio stations and television programs. With the development of technology, including the Internet, digital media providing health information has also become prevalent, from simple health information portals to virtual media in the form of applications that enable two-way interaction. This research literature review focuses on mass media and its development, the development of the Internet and its application to the Halodoc electronic health media platform. Globalization is also the reason behind the development of the Internet. The researcher also describes four eras with the best means of communicating time and technological determinism. There are pros and cons to using e-Health Halodoc as your e-Health media platform. The results of this research prove that Internet development and technology can not be separated. These two things play an important role in mutual development, especially in medical media.
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44

Peterson, Mark Allen. "Choosing the Wasteland." M/C Journal 5, no. 5 (October 1, 2002). http://dx.doi.org/10.5204/mcj.1985.

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To listen to them talk, you'd think most Americans hate television. Everyday discourse about television abounds with condemnation of television content. Television is a wasteland, a stream of idiotic material insulting to the intelligence of the viewer. When people deem a particular program worth watching, they often articulate it in contradistinction to the vast majority of awful stuff out there. This almost universal discourse of condemnation does not mean Americans do not watch television, of course. They do, and they watch a great deal of it. Thus we have a conundrum. If it is so awful, why do people watch television? When Americans construct stories about themselves, they construct themselves as choice--making individuals (Polanyi). Sane, mature Americans are expected to be able to make intelligent choices and to live with the consequences of their choices. How, then, can Americans articulate themselves as television viewers, as individuals who choose to view what is clearly awful stuff? In this paper, I want to discuss 'veging out' as an American category of media viewing that resolves this conundrum. In framing their discourse about watching television in terms of 'veging out,' Americans are able to construct themselves as sensible, choice--making persons, and yet explain why they watch large amounts of television. I want to use this example to explore ways that media scholars might supplement explorations of the self as mediated by texts with attention to the ways the viewing self is articulated in everyday discourses about television by viewers. An American Folk Category of Pleasure I said I'm sorry this is late. I just couldn't work on it over the weekend. I just veged out in front of the TV the whole weekend. I realise that's not much of an excuse…but…I had my Arabic test Thursday and I was too burned out afterward to do anything. I had to let my brain recharge. [text one] Let's just veg out tonight. We both had a big lunch, let's just make some popcorn and watch whatever stupid stuff is on TV. Unless you want to get a video. [text two] God, we didn't do anything this weekend. We just sat in front of the TV. (laughs) It was a total veg out weekend, we ordered out every night. John was on the rig for two weeks and then he's had to work late every night since he's been back, and I've had this activity and that activity with the kids, and girl scouts and soccer... We really needed the break. [text three] In the interest of brevity, I offer only three texts here.1 Anyone who has listened to Americans talk about television can probably multiply these examples many times; most Americans of my generation or later have almost certainly been producers of such discourse at one time or another. Each of these examples is drawn from a different context: a student's explanation for handing in a late paper [text one], a wife's suggestion for evening plans [text two], a friend sharing information about her family [text three]. And each is part of the language of experience – the language people use to describe emotions, sensations, and thoughts and, in so doing, articulate a self. 'Veging out' -- the 'veg--' prefix is borrowed from the word 'vegetable' and pronounced with a soft g -- is a nice example of a local taxonomic category of pleasure and the way it is embedded in more complex discursive formations, which it both replicates and refracts. In American society, where sitting in front of the television when there are other things to do is condemned as a waste of time that makes one a 'couch potato,' 'veging out' allows actors to reconstitute 'being a vegetable' as an empowering choice, an intentional and temporary vegetative state one escapes into as a means to relax, reduce stress and 'get away' from one's troubles. Veging out involves escape but specifies that one is escaping to nowhere, that an avoidance of critical mental activity is precisely what is sought. The claim to be veging out thus accepts the general American public discourse of television as a wasteland – the 'waste' in particular involving waste of time -- and simultaneously challenges it by claiming, in essence, that one has a right to do nothing if one has been working 'too hard'. There is nothing fanciful or even insightful in this analysis; discourses in which Americans talk about their television viewing activity tend to be both straightforward and redundant. Americans who say they spent an evening veging out are likely to follow the statement with an explanation of why they are entitled to veg out -- a litany of stresses or labours -- and sometimes also assertions to confirm that the world they escaped to was indeed a place that involved minimal mental activity. For example, the student in Text One quoted above followed it up with the comment, 'There was absolutely nothing on worth watching'. The woman who produced Text Three commented a few lines later, 'It was practically all commercials, nothing could hold my interest because it was always being interrupted. I hardly ever watch TV, I hadn't realised how many commercials there are'. This latter comment also positions the activity as a rare one for this person, emphasising the strategic nature of veging out as a life choice and hence acceptable within American understandings of choice.2 People's own modes of articulation may thus even deny their motivations involve pleasure.3 Choosing to enter the wasteland of television certainly can be, and often is, constructed as a bad choice. As Beeman demonstrates in his analysis of the language of choice in American advertising, making a choice is often constituted as not enough -- one must make the 'right' choice. Discourse about 'veging out' partly forecloses the possibility of the instance described being a bad choice by embedding the choice in the matrix of suffering. Yet as Carbaugh discovers in his sociolinguistic appraisal of TV talk shows, doing something 'wrong' can nonetheless be valorised in America by its formulation as a deliberate exercise of one's right to choose. The moral wrongness of the particular choice is redeemed by the articulation of a self exercising its right to make its own choices, and taking responsibility for those choices. The power of 'veging out' as a representation of social action thus lies in its ability to simultaneously embrace the widespread discourse that 'television is a wasteland' while at the same time subsuming it under the important American discourse of choice. In so doing, it allows Americans to construct themselves as hard--working individuals who choose to waste time as a strategy for resolving the stresses and discomforts of hard work. One articulates a viewing self, that is, which is consonant with the fundamental values of American culture. The Viewing Self The 'viewing self' is that self, or that aspect of the self, constructed through experiences of viewing events and activities in which the person is not a participant. In the contemporary world, such viewing has increased as an activity, accommodated and mediated by film, television, video and other technologies. These technologies offer, among other things, the opportunity for virtual experiences, events and activities that we do not experience with our bodies but which nonetheless offer us comparable fodder for our cognitive processes (Drummond). Studies of the self as viewer have long been dominated in media studies by attention to these virtual experiences as internal. From the early argument that the self is 'interpellated' by the culture industry (Adorno), to the argument that the self is socially and politically positioned in dominated, negotiating or resistant ways (Hall), to the idea of the self as simultaneously occupying multiple (and shifting) spectator positions (Modleski, Williams, Clover, Caton), emphasis has long been on how the viewer experiences structured sets of symbols, appropriates them at various levels of cohesion, cognitively and affectively orders them with regard to pre--existing understandings of and feelings about the world, and uses them in the ongoing construction of the self. I am suggesting here the utility of turning our attention from internal to external articulations of self as viewer. I want to argue that in addition to engaging with the content of the viewing experience, people usually engage with the meaning of the viewing experience as an activity. The viewing experience is never just about engagement with content about what one watches. It is also about the activities of 'watching TV,' 'renting a video,' and 'going to the movies.' Each of these is an experience that must be internally evaluated with regard to one's pre--existing sense of self, and which may have to be verbally articulated in interaction with others. In the latter case, it provides yet more fodder for the construction of the self, as we see versions of ourselves mirrored in the responses of the other to our own self--performance. Given the plethora of media, genres, places and events in which visual media are watched, speaking with others about one's television viewing maps one onto a complex terrain of distinctions about one's taste. One's 'taste' is never innocent, because it ties in to a complex social code that relates it to class, gender, ethnicity, education, and other social categories (Bourdieu). To represent ourselves to others as viewers of any particular kind of media is to position ourselves as particular kinds of persons in relation to others. One can use this code to articulate oneself as a particular kind of person vis--à--vis those with whom one is interacting: an equal who shares common tastes, a superior who enjoys more refined discernment, a populist who revels in his or her common tastes. To speak of our viewing allows us to generate social contact on grounds of shared experience. It allows us to confirm our tastes with regard to the social others who serve as mirrors to our selves. Of course, persons are never omnicompetent in their self--presentations, and efforts to present the self in particular ways can backfire, so that instead of appearing as a woman of discernment one appears pompous; and instead of appearing as a common Joe, one comes across as vulgar. Talking about viewing, in other words, always involves risk. In examining how people manage this risk in their social interactions, as through framing their experience as 'veging out,' we can learn much about how people construct themselves as viewers. Conclusion 'Veging out' is not the only verbal strategy by means of which Americans solve the conundrum of the viewing self. Nor is there anything unique in this American conundrum. Ethnographic accounts clearly demonstrate that many societies offer public condemnatory discourses about television that are at odds with actual viewing practices. The content of television in Belize is 'destroying a whole generation' (Wilk), in Egypt it's a flood of 'moral pollution' (Armbrust), in the Netherlands it's 'an embarrassment' (Alasuutaari). People's ways of speaking about themselves as viewers are clearly often a result of an ambivalence born of their pleasure, on the one hand, and their understanding that one should not be getting pleasure from such stuff, on the other. The result is often discourse that expresses guilt, or embarrassment, as summed up by Alasuutari's informant who said 'I'm ashamed to admit it, but I watch Dallas.' Alasuutari's reliance on interviewing, though, captures the conundrum but not the cultural solutions. An interview with a sociologist is a very different kind of speech act from the quotidian contexts in which people construct themselves as television viewers in interaction with friends, family, the person sitting next to you at the bar, and so forth (Briggs). My objective in this brief exercise is to draw our attention away from interviewing toward ethnography, and away from attention to internal subjectivities to the interactive contexts in which the self is constructed in everyday life. Notes 1 These three examples were all collected among American expatriates while I was teaching at the American University in Cairo. 2 Individual performances of this discourse are always strategic, of course; their articulation shaped by the speakers understanding of the speech event in which they take place. 3 The American discomfort with spending one's leisure pleasurably has been long chronicled. As early as the 1920s the Lynds found the people of Middletown uncomfortable with talking about reading for pleasure rather than instruction and profit. People did not want to articulate themselves as persons who wasted time (Lynd and Lynd 1929: 225) References Adorno, Theodor. 'The Culture Industry Reconsidered.' The Adorno Reader. Ed. Brian O'Connor. Oxford: Blackwell, 2000. 230-38. Alasuutari, Pertti. ''I'm Ashamed to Admit it, but I have Watched Dallas:' The Moral Hierarchy of Television Programmes.' Media, Culture and Society 14 (1992): 561-582. Armbrust, Walter. Mass Culture and Modernisation in Egypt. Cambridge: University Press, 1996. Beeman, William O. 'Freedom to Choose: Symbolic Values in American Advertising.' The Symbolisation of America. Ed. Herve Varenne. Omaha: University of Nebraska Press, 1986 Bourdieu, Pierre. Distinction: A Social Critique of the Judgment of Taste. Trans. Richard Nice. Harvard: Harvard University Press, 1984. Briggs, Charles. Learning How to Ask: A Sociolinguistic Appraisal of the Role of the Interview in Social Science Research. Cambridge: Cambridge University Press, 1986. Carbaugh, Donal. Talking American: Cultural Discourses on Donahue. Norwood, NJ: Ablex, 1989. Caton, Steven C. Lawrence of Arabia: a Film's Anthropology. Berkeley: University of California Press, 1999. Clover, Carol. Men, Women, and Chain Saws: Gender in the Modern Horror Film. Princeton, NJ: Princeton University Press, 1992. Drummond, Lee. American Dreamtime: A Cultural Analysis of Popular Movies and Their Implications for a Science of Humanity. Lanham, MD: Littlefield Adams, 1995. Hall, Stuart. 'Culture, the Media and the 'Ideological Effect.' ' Mass Communication and Society. Ed. James Curran, Michael Gurevitch and Janet Woolacott. London: Edward Arnold, 1977. - - - . 'The Rediscovery of 'Ideology:' The Return of the Repressed in Media Studies. Culture, Society and the Media. Ed. Michael Gurevitch, T. Bennett, James Curran and Janet Woolacott. London: Methuen, 1982. Modleski, Tania. The Women Who Knew Too Much: Hitchcock and Feminist Analysis. New York: Routledge, 1988 Polanyi, Livia. Telling the American Story. Cambridge, Mass: MIT Press, 1989 Wilk, Richard. ''It's Destroying a Whole Generation:' Television and Moral Discourse in Belize.' Visual Anthropology 5 (1995): 229-44. Williams, Linda. Hard Core: Power, Pleasure and the Frenzy of the Visible. Berkeley, CA: University of California Press, 1989. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Peterson, Mark Allen. "Choosing the Wasteland" M/C: A Journal of Media and Culture 5.5 (2002). [your date of access] < http://www.media-culture.org.au/mc/0210/Peterson.html &gt. Chicago Style Peterson, Mark Allen, "Choosing the Wasteland" M/C: A Journal of Media and Culture 5, no. 5 (2002), < http://www.media-culture.org.au/mc/0210/Peterson.html &gt ([your date of access]). APA Style Peterson, Mark Allen. (2002) Choosing the Wasteland. M/C: A Journal of Media and Culture 5(5). < http://www.media-culture.org.au/mc/0210/Peterson.html &gt ([your date of access]).
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45

Reesink, Maarten. "The Eternal Triangle of Love, Audiences and Emo-TV." M/C Journal 5, no. 6 (November 1, 2002). http://dx.doi.org/10.5204/mcj.2010.

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Looking back, the most striking development on the TV screen during the last decade, at least in the Netherlands, was without any doubt the explosive rise of what is usually called reality television. As reality TV almost always shows a profound interest in ‘real’ people’s emotions (hence the term ‘emotion television’ or ‘emo-TV’ as it is commonly shortened in Dutch), it has been heavily criticized for its apparently unscrupulous use, or rather abuse, of people’s feelings for the purpose of achieving higher ratings and profits. It has also been condemned for being television for large audiences at the expense of ordinary people. However, as time passes and the amount of ‘real’ emotions on the TV screen grows, more balanced assessments of the phenomenon are being offered. Now TV critics as well as scholars claim that, although there may be aspects of the genre that should be watched carefully, it has its own specific qualities as well (Glynn, Grindstaff). Thus, emo-TV raises intriguing questions, not only about the shifting social and cultural boundaries in love and other human relations, but also about the role of the media in these developments. I will explore these questions, using as specific examples of the sub-genre two originally Dutch emo-TV formats that became international successes during the 1990s. The first one is Love letters, a game show in which three participants propose to their lovers in a spectacular and especially emotional way, after which they have to compete to marry at the end of the show in front of the live audience as well as the viewers at home. First broadcast in 1990, it has been exported throughout Europe during the 1990s. Even more controversial (and successful) was All you need is love, a dating show in which participants are invited to record a love message on videotape for their lover, ex-lover or, most intriguing, their secret love. This show, which started in 1992, has by now been exported to fourteen countries worldwide, including the United States and Australia. The creator and producer of both shows is John de Mol, currently CEO of the rapidly expanding television production company Endemol, and better known as the devisor of that other infamous reality TV format: Big Brother. Postmodern romance Given the enormous success of the concepts of Love letters and All you need is love in so many different countries throughout the world, one might wonder why such huge numbers of viewers are attracted to images of people attracted to each other. To put the issue in more sociological terms, what does the interaction of the audiences with this kind of television tell us about the relation between communities in society in general, and about the relation between television and its audiences in particular? First of all, what does it mean for the (re/de)construction of love and romance in postmodern societies? Regarding the participants first and foremost, one of the critiques most often heard on All you need in this respect, is that by participating in the show, people actually prove to be unable to express their feelings for each other in a direct, interpersonal way. This, as the reasoning often continues, is a quite convincing sign of the state of alienation in which individuals in the anonymous, depersonalized western world today find themselves. In other words, television has to help out where life fails. In my view, such a critique is totally beside the point. Following Angela McRobbie’s argument on (post)modern romance in general, a point she made in an interview with Anil Ramdas on Dutch television, the way people express themselves in these shows is a sign of the playfulness with which many young people give expression to their feelings of love, a playfulness which combines their knowledge and experience with hopes and desires that are often at odds with each other. The result is a self-reflexive showing off of what John Caughie in another context called “ironic knowingness”: the (re)presentation of one’s real, deeply felt emotions in a way that at the same time shows the irony, construction and relativity of them (54). Participants in All you need often refer to, and make jokes about, the playfulness of the spectacle, while at the same time being shy and dead-serious about their feelings. Being self-reflexive in the way in which they ‘organize’ their proposal (i.e. the format of the program), they appear to be well aware of the construction, and to enjoy it. This is exactly what makes the show so different from traditional dating shows, even a sophisticated American example like Studs. These shows are about the game of seduction, with all its frivolous playfulness. The participants always have the excuse that they came for the game, not for a particular person. In All you need, there is no excuse: the stakes are extensively focused on from the start, and they are about a person, not the play. In fact, this is just a televisual form of Umberto Eco’s much-quoted example. He stated that if you love someone today, you can’t just say “I love you madly” anymore, as this would probably only produce a laugh as response. The only strategy left - not only to say the same thing but also to reach the same effect with it - is intertextuality. Thus, you show that you know that it has been said a million times before, “As Barbara Cartland would say: I love you madly”. Now, some ten years later, you go to Love letters or All you need, make a TV-performance out of your proposal and thus (implicitly) tell him or her: “As Eric Forrester would say ...”. In the above-mentioned interview McRobbie pointed to the liberating elements this irony in romance has, especially for young women. As the traditional concept of romance has always placed women in a passive and dependent position, this ironic playfulness opens up opportunities to change ways of behavior and (power) relations in romance. It does so not by ignoring or denying the old fantasies that we have come to know (and perhaps even love), as it would be impossible and (to some of us) undesirable to just simply forget them. But it does so by making fun of them while at the same time enjoying them. Using this irony, we can explore the ambiguity of romance, with all its historically and culturally determined creativities and constraints. And this is exactly what happens in shows like Love letters and All you need, where ‘real’ people playfully experiment with representations of ‘real’ romance, in front of our very eyes Emo-TV, gender and other relations Regarding the issue of gender relations and representations on TV, the fact that emotions are the central theme of prime time shows like these, is interesting in itself. After all, emotions are traditionally said to be the central focus of interest for women, in real life and (arguably as a consequence) on the screen. As arguments about the tastelessness or inappropriateness of real and fierce emotions on the screen most often come from male viewers/critics, is it really ‘natural’ to think of these kinds of emotions as private, and to reject their showing on TV as a degeneration of good taste or cultural value? And, why do so many people today feel an urgent need to reveal their emotions and watch these shows on television, against their ‘natural tendencies’? One of the issues obviously at stake here is the dichotomy of the public versus the private. In this context, it could be argued that shows like these take an important step in the feminist project of formulating the personal as political, by making the personal very public. From the first tentative qualitative research, we know that these shows generate conversation in the home, including that between men and women, making power structures in personal relationships an easier (or less easily avoidable) topic for discussion. Besides, as available statistics show that roughly 40% of the average viewing public of these programs consists of men, it would not be too optimistic to suppose that some of them like the shows too. If so, it is clear that this shift in values will affect our common, social understandings of the public and private spheres (Bondebjerg). This dichotomy of public versus private also has to do with yet another power relation that is shifting within, and being shifted by, emo-TV: the power over the medium as such. This relates to one of the quite generally shared criticisms of emo-TV, claiming that it exploits ordinary people by (ab)using their emotions to make highly successful, profitable TV programs. Of course it is true that the program producers do ‘use’ people’s emotions to ‘gratify’ their audiences, and that their experience with the medium gives them advantages in foreseeing its effects. But this, in itself, doesn’t mean that this process happens at the cost of the people involved. In fact, participants in emo-shows not only seem to be quite aware of the consequences of being on TV, they often actively speculate on its effects. In a recent interview on Dutch television, de Mol stated that he sees this as a crucial development in the television medium as well as its role in (however public) personal relations. Once being understood as a view on the public world presented to us by professional journalists and actors, for younger generations television has developed into just another tool that can be used in all sorts of private matters. In this sense, the above lament, that television has to assist where life has failed, seems quite irrelevant. Indeed, the participants actively and purposefully take television into their lives to accomplish very real goals. This comment also applies to the discussions about the in-authenticity of the emotions in these shows, endlessly restated by critics claiming these are provoked by the television cameras and therefore never real. It is hard to see why this medium is not at least as relevant for the emotions as the result of a love poem, a bunch of roses or any other love(ly) cliché. Which brings us to the last dichotomy: the shifting relation between television and its audiences. The growing role of emo-TV in the programming schedules means more stories from ordinary people on the TV screen. Television is thus developing from a medium filled with messages made (up) by professional television makers, to a medium (or better, a means) by which we, the people, tell each other our own intimate stories in more or less our own way. It turns out that people are not only quite willing and able to articulate their emotions, they enjoy watching other people tell or show or play out theirs as well (Ross). Television makers do indeed seem to have no other choice than giving love more space and time on TV. Therefore, emo-TV is the genre-par-excellence to raise the intriguing question of whose medium it is anyway, even more so in the light of recent developments on television like reality soaps. Works Cited Bondebjerg, Ib. “Public discourse/private fascination: Hybridization in ‘true-life-stories’ genres”. Media, Culture and Society, vol. 18. 1996: 27-45. Caughie, John. “Playing at being American: Games and tactics.” Ed. Patricia Mellencamp. Logics of television: Essays in cultural criticism. Bloomington: Indiana University Press, 1990. 54-55. de Mol, John. Interviewed on Netwerk (Network). November 22, 1999. Eco, Umberto. Postscript to The name of the rose. New York: Harcourt Brace Jovanovitch, 1984. Glynn, Kevin. Tabloid culture: Trash taste, popular culture and the transformation of American culture. Duke University Press, 2000. Grindstaff, Laura. The money shot: Trash, class and the making of TV talk shows. Chicago: University of Chicago Press, 2002. McRobbie, Angela. Meisjesstijlen: gesprek met Angela McRobbie en Ann Phoenix (Girls’ styles: discussion with Angela McRobbie and Ann Phoenix. Ed. Anil Ramdas In mijn vades house (In my father’s house). Amsterdam: Jan Mets, 1994. 61-78. Ross, Andrew. No respect: Intellectuals and popular culture. London: Routledge, 1989. 102-134. Citation reference for this article Substitute your date of access for Dn Month Year etc... MLA Style Reesink, Maarten. "The Eternal Triangle of Love, Audiences and Emo-TV" M/C: A Journal of Media and Culture 5.6 (2002). Dn Month Year < http://www.media-culture.org.au/0211/emo-TV.php>. APA Style Reesink, M., (2002, Nov 20). The Eternal Triangle of Love, Audiences and Emo-TV. M/C: A Journal of Media and Culture, 5,(6). Retrieved Month Dn, Year, from http://www.media-culture.org.au/0211/emo-TV.html
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46

Tye-Murray, Nancy, Brent Spehar, Elizabeth Mauze, and Christopher Cardinal. "Hearing Health Care Digital Therapeutics: Patient Satisfaction Evidence." American Journal of Audiology, August 29, 2022, 1–9. http://dx.doi.org/10.1044/2022_aja-21-00236.

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Purpose: A digital therapeutic is a software-based intervention for a disease and/or disorder and often includes a daily, interactive curriculum and exercises; online support from a professional versed in the treatment base; and an online support community, typically active as a social chat group. Recently, the Consumer Technology Association published revised standards for digital therapeutics (DTx) that stipulate that a DTx must be evidence based and founded in scientific evidence showing effectiveness and must be supported by evidence showing improved patient satisfaction and adherence to an intervention. The purpose of this study was to investigate whether a DTx could help older adults better adjust to their hearing loss and acclimate to new hearing aids. Method: Thirty older adults with mild or moderate hearing loss who had never used hearing aids participated. All hearing aids were fitted remotely. Participants used a hearing health care DTx (Amptify) for 4 weeks, either immediately following receipt of the hearing aids or 4 weeks after the fitting. A control condition was watching closed caption television. Participants completed a satisfaction questionnaire that queried about their impressions of the DTx, which had items that included both a rating scale of 1–7 and open-ended questions. Results: Ninety-six percent of the participants reported positive benefits, and one-half reported that the DTx helped them to adjust to their new hearing aids. They assigned a score of 5.8 to one of the questionnaire items that is similar to a Net Promoter Score Benefits, which included an enhanced ability to engage in conversation and increased listening confidence. Conclusion: This investigation provides scientific evidence to support the use of a hearing health care DTx, paving the way for audiologists to be able to more easily and efficiently incorporate follow-up aural rehabilitation into their routine clinical services and to be able to provide services remotely.
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47

Стрельникова, И. Ю. "Influence of the media sphere on modern education." Al`manah «Etnodialogi», no. 1(63) (April 1, 2021). http://dx.doi.org/10.37492/etno.2021.64.1.023.

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Статья посвящена анализу феномена медиаобразования в современном мире. Исходя из работ отечественных и зарубежных исследователей, автор полагает, что современная ситуация в мире делает медиаобразование необходимым атрибутом каждого человека, который использует интернет. Постулируется всепроникающий характер средств массовой коммуникации (СМК) в жизни современного человека и общества. Любая сфера человеческой деятельности (от труда до развлечения) в той или иной мере связана с медиапространством, будь то интернет или телевидение. Обучение потенциальных реципиентов грамотному взаимодействию с медиасредой — насущная педагогическая задача. В настоящее время особенно остро стоит проблема дифференциации реципиентом предлагаемого СМК контента на заслуживающий доверия или внимания и так называемый «информационный шум». В этом вопросе может помочь только целенаправленно воспитываемая медиаграмотность. The paper is devoted to the analysis of the phenomenon of media education in the modern world. Based on the work of domestic and foreign researchers, the author believes that the modern situation in the world makes media education a necessary attribute of every person who uses the Internet. The work proves the pervasive nature of the mass communication media (SMK) in the life of modern man and society. Any sphere of human activity (from labor to entertainment) is in one way or another connected with the media space, whether it is the Internet or television. Therefore, training potential recipients in competent interaction with the media medium is an urgent pedagogical task. Currently, the problem of the recipient differentiating the content offered by the QMS into trustworthy or noteworthy and the so-called «information noise» is especially acute. Only purposefully nurtured media literacy can help in this matter.
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48

Ellis, Katie M., Mike Kent, and Kathryn Locke. "Indefinitely beyond Our Reach: The Case for Elevating Audio Description to the Importance of Captions on Australian Television." M/C Journal 20, no. 3 (June 21, 2017). http://dx.doi.org/10.5204/mcj.1261.

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IntroductionIn a 2013 press release issued by Blind Citizens Australia, the advocacy group announced they were lodging a human rights complaint against the Australian government and the ABC over the lack of audio description available on the public broadcaster. Audio description is a track of narration included between the lines of dialogue which describes important visual elements of a television show, movie or performance. Audio description is broadly recognised as an essential feature to make television accessible to audiences who are blind or vision impaired (Utray et al.). Indeed, Blind Citizens Australia maintained that audio description was as important as captioning on Australian television:people who are blind have waited too long and are frustrated that audio description on television remains indefinitely beyond our reach. Our Deaf or hearing impaired peers have always seen great commitment from the ABC, but we continue to feel like second class citizens.While audio description as a technology was developed in the 1960s—around the same time as captions (Ellis, “Netflix Closed Captions”)—it is not as widely available on television and access is therefore often considered to be out of reach for this group. As a further comparison, in Australia, while the provision of captions was mandated in the Broadcasting Services Act (BSA) 1992 and television sets had clear Australian standards regarding their capability to display captions, there is no legislation for audio description and no consistency regarding the ability of television sets sold in Australia to display them (Ellis, “Television’s Transition”). While as a technology, audio description is as old as captioning it is not as widely available on television. This is despite the promise of technological advancements to facilitate its availability. For example, Cronin and King predicted that technological change such as the introduction of stereo sound on television would facilitate a more widespread availability of audio description; however, this has not eventuated. Similarly, in the lead up to the transition from analogue to digital broadcasting in Australia, government policy documents predicted a more widespread availability of audio description as a result of increased bandwidth available via digital television (Ellis, “Television’s Transition”). While these predictions paved way for an audio description trial, there has been no amendment to the BSA to mandate its provision.Audio description has been experienced on Australian broadcast television in 2012, but only for a 14-week trial on ABC1. The trial report, and feedback from disability groups, identified several technical impediments and limitations which effected the experience of audio described content during this trial, including: the timing of the trial during a period in which the transition from analogue to digital television was still occurring (creating hardware compatibility issues for some consumers); the limitations of the “ad hoc” approach undertaken by the ABC and manual implementation of audio description; and the need for upgraded digital receivers (ABC “Trial of Audio Description”, 2). While advocacy groups acknowledged the technical complexities involved, the expected stakeholder discussions that were due to be held post-trial, in part to attempt to resolve the issues experienced, were never undertaken. As a result of the lack of subsequent commitments to providing audio description, in 2013 advocacy group Blind Citizens Australia lodged their formal complaints of disability discrimination against the ABC and the Federal Government. Since the 2012 trial on ABC1, the ABC’s catch-up portal iView instigated another audio description trial in 2015. Through the iView trial it was further confirmed that audio description held considerable benefits for people with a vision impairment. They also demonstrated that audio description was technically feasible, with far less ‘technical difficulties’ than the experience of the 2012 broadcast-based trial. Over the 15 month trial on ABC iView 1,305 hours of audio described content was provided and played 158, 277 times across multiple platforms, including iOS, Android, the Freeview app and desktop computers (ABC, “ABC iView Audio Description Trial”).Yet despite repeated audio description trials and the lodgement of discrimination complaints, there remains no audio description on Australian broadcast television. Similarly, whereas 55 per cent of DVDs released in Australia have captions, only 25 per cent include an audio description track (Media Access Australia). At the time of writing, the only audio description available on Australian television is on Netflix Australia, a subscription video on demand provider.This article seeks to highlight the importance of television access for people with disability, with a specific focus on the provision of audio description for people with vision impairments. Research consistently shows that despite being a visual medium, people with vision impairments watch television at least once a day (Cronin and King; Ellis, “Netflix Closed Captions”). However, while television access has been a priority for advocates for people who are Deaf and hard of hearing (Downey), audiences advocating audio description are only recently making gains (Ellis, “Netflix Closed Captions”; Ellis and Kent). These gains are frequently attributed to technological change, particularly the digitisation of television and the introduction of subscription video on demand where users access television content online and are not constrained by broadcast schedules. This transformation of how we access television is also considered in the article, again with a focus on the provision–or lack thereof—of audio description.This article also reports findings of research conducted with Australians with disabilities accessing the emerging video on demand environment in 2016. The survey was run online from January to February 2016. Survey respondents included people with disability, their families, and carers, and were sourced through disability organisations and community groups as well as via disability-focused social media. A total of 145 people completed the survey and 12 people participated in follow-up interviews. Insights were gained into both how people with disability are currently using video on demand and their anticipated usage of services. Of note is that most subscription video on demand services (Netflix Australia, Stan, and Presto) had only been introduced in Australia in the year before the survey being carried out, with only Foxtel Play and Quickflix having been in operation for some time prior to that.Finally, the article ends by looking at past and current advocacy in this area, including a discussion on existing—albeit, to date, limited—political will.Access to Television for People with DisabilitiesTelevision can be disabling in different ways for people with impairments, yet several accessibility features exist to translate information. For example, people who are D/deaf or hard of hearing may require captions, while people with vision impairments prefer to make use of audio description (Alper et al.). Similarly, people with mobility and dexterity impairments found the transition to digital broadcasting difficult, particularly with relation to set top box set up (Carmichael et al.). As Joshua Robare has highlighted, even legislation has generally favoured the inclusion of audiences with hearing impairments, while disregarding those with vision impairments. Similarly, much of the literature in this area focuses on the provision of captions—a vital accessibility feature for people who are D/deaf or hard of hearing. Consequently, research into accessibility to television for a diversity of impairments, going beyond hearing impairments, remains deficient.In a study of Australian audiences with disability conducted between September and November 2013—during the final months of the analogue to digital simulcast period of Australian broadcast television—closed captions, clean audio, and large/colour-coded remote control keys emerged as the most desired access features (see Ellis, “Digital Television Flexibility”). Audio description barely registered in the top five. In a different study conducted two years ago/later, when disabled Australian audiences of video on demand were asked the same question, captions continued to dominate at 63.4 per cent; however, audio description was also seen to be a necessary feature for almost one third of respondents (see Ellis et al., Accessing Subcription Video).Robert Kingett, founder of the Accessible Netflix Project, participated in our research and told us in an interview that video on demand providers treat accessibility as an “afterthought”, particularly for blind people whom most don’t think of as watching television. Yet research dating back to the 1990s shows almost 100 per cent of people with vision impairments watch television at least once a day (Cronin & King). Statistically, the number of Australians who identify as blind or vision impaired is not insignificant. Vision Australia estimates that over 357,000 Australians have a vision impairment, while one in five Australians have a disability of some form. With an ageing population, this number is expected to grow exponentially in the next ten years (Australian Network on Disability). Kingett therefore describes this lack of accessibility as evidence video on demand is “stuck in the dark ages”, and advocates that people with vision impairments do use video on demand and therefore continue to have unmet access needs.Video on Demand—Transforming TelevisionSubscription video on demand services have caused a major shift in the way television is used and consumed in Australia. Prior to 2015, there was a small subscription video on demand industry in this country. However, in 2015, following the launch of Netflix Australia, Stan, and Presto, Australia was described as having entered the “streaming wars” (Tucker) where consumers would benefit from the increased competition. As Netflix gained dominance in the video on demand market internationally, people with disability began to recognise the potential this service could have in transforming their access to television.For example, the growing availability of video on demand services continues to provide disruptive change to the way in which consumers enjoy information and entertainment. While traditional broadcast television has provided great opportunities for participation in news, events, and popular culture, both socially and in the workplace, the move towards video on demand services has seen a notable decline in traditional television viewing habits, with online continuing to increase at the expense of Australian free-to-air programming (C-Scott).For the general population, this always-on, always-available, and always-shareable nature of video on demand means that the experience is both convenient and instant. If a television show is of interest to friends and family, it can be quickly shared through popular social media with others, allowing everyone to join in the experience. For people with disability, the ability to both share and personalise the experience of television is critical to the popularity of video on demand services for this group. This gives them not only the same benefits as others but also ensures that people with disability are not unintentionally excluded from participation—it allows people with disability the choice as to whether or not to join in. However, exclusion from video on demand is a significant concern for people with disability due to the lack of accessibility features in popular subscription services. The lack of captions, audio description, and interfaces that do not comply with international Web accessibility standards are resulting in many people with disability being unable to fully participate in the preferred viewing platforms of family and friends.The impact of this expands beyond the consumption patterns of audiences, shifting the way the audience is defined and conceptualised. With an increasing distribution of audience attention to multiple channels, products, and services, the ability to, and strategies for, acquiring a large audience has changed (Napoli). As audience attention is distributed, it is broken up, into smaller, fragmented groups. The success, therefore, of a new provider may be to amass a large audience through the aggregation of smaller, niche audiences. This theory has significance for consumers who require audio description because they represent a viable target group. In this context, accessibility is reframed as a commercial opportunity rather than a cost (Ellis, “Netflix Closed Captions”).However, what this means for future provision of audio description in Australia is still unclear. Chris Mikul from Media Access Australia, author of Access on Demand, was interviewed as part of this research. He told us that the complete lack of audio description on local video on demand services can be attributed to the lack of Australian legislation requiring it. In an interview as part of this research he explained the central issue with audio description in this country as “the lack of audio description on broadcast TV, which is shocking in a world context”.International providers fare only slightly better. Robert Kingett established the Accessible Netflix Project in 2013 with the stated aim of advocating for the provision of audio description on Netflix. Netflix, despite a lack of a clear accessibility policy, are seen as being in front in terms of overall accessibility—captions are available for most content. However, the provision of audio description was initially not considered to be of such importance, and Netflix were initially against the idea, citing technical difficulties. Nevertheless, in 2015—shortly after their Australian launch—they did eventually introduce audio description on original programming, describing the access feature as an option customers could choose, “just like choosing the soundtrack in a different language” (Wright). However, despite such successful trials, the issue in the Australian market remains the absence of legislation mandating the provision of audio description in Australia and the other video on demand providers have not introduced audio description to compete with Netflix. As the Netflix example illustrates, both legislation and recognition of people with disability as a key audience demographic will result in a more accessible television environment for this group.Currently, it is debatable as to whether this increasingly competitive market, the shifting perception of audience attraction and retention, and the entry of multiple international video on demand providers, has influenced how accessibility is viewed, both for broadcast television and video on demand. Although there is some evidence for an increasing consideration of people with disability as “valid” consumers—take, for example, the iView audio description trial, or the inclusion of audio description by Netflix—our research indicates accessibility is still inconsistently considered, designed for, and applied by current providers.Survey Response: Key Issues Regarding AccessibilityRespondents were asked to provide an overall impression of video on demand services, and to tell us about their positive and negative experiences. Analysis of 68 extended responses, and the responses provided by the interview participants, identified a lack of availability of accessibility features such as audio description as a key problem. What our results indicate is that while customers with a disability are largely accommodating of the inaccessibility of providers—they use their own assistive technology to access content—they are keenly aware of the provisions that could be made. As one respondent put it:they could do a lot better: talking menus, spoken sub titles, and also spoken messages on screen.However, many expressed low expectations due to the continued absence of audio description on broadcast television:so, the other thing is, my expectations are quite low because of years of not having audio descriptions. I have slightly different expectations to other people.This reflection is important in considering both the shifting expectations regarding video on demand providers but also the need for a clear communication of what features are available so that providers can cater to—and therefore capture—niche markets.The survey identified captioning as the main accessibility problem of video on demand services. However, this may not accurately reflect the need for other accessibility features such as audio description. Rather, it may be indicative that this feature is often the only choice given to consumers. As, Chris Mikul identified, “the only disability being catered for to any great extent is deafness/hearing impairment”. Kingett agreed, noting:people who are deaf and hard of hearing are placed way before the rest because captions are beyond easy and cheap to create now. Please, there’s even companies that people use to crowd source captions so companies don’t have to do it anymore. This all came about because the deaf community has [banded] together … to achieve a cause. I know audio description isn’t as cheap to make as captions but, by these companies’ budgets that’s like dropping a penny.Advocacy and Political WillAs noted above, it has been argued by some that accessibility features that address vision impairments have been neglected. The reason behind this is twofold—the perception that this disability is experienced by a minority of the population and that, because blind people “don’t watch television”, it is not an important accessibility feature. This points towards a need for both disability advocacy and political will by politicians to introduce legislation. As one survey respondent identified, the reality is that, in Australia, neither politicians nor people with vision impairments have yet to address the issue on audio description in an organised or sustained way:we have very little audio described content available in Australia. We don’t have the population of blind people nor the political will by politicians to force providers to provide for us.However, Blind Citizens Australia—the coalition of television audiences with vision impairments who lodged the human rights complaint against the government and the ABC—suggest the tide is turning. Whereas advocates for people with vision impairments have traditionally focused on access to the workforce, the issue of television accessibility is increasingly gaining attention, particularly as a result of international activist efforts and the move towards video on demand (see Ellis and Kent).For example, Kingett’s Accessible Netflix Project in the US is considered one of the most successful accessibility movements towards the introduction of audio description. While its members are predominantly US-based, it does include several Australian members and continues to cover Netflix Australia’s stance on audio description, and be covered by Australian media and organisations (including Media Access Australia and Life Hacker). When Netflix launched in Australia, Kingett encouraged Australians to become more involved in the project (Ellis and Kent).However, despite the progress towards mandating of audio description in parliament and the resolution of efforts made by advocacy groups (including Vision Australia and Blind Citizens Australia), the status of audio description remains uncertain. Whilst some support has been gained—specifically through motions made by Senator Siewert and the ABC iView audio description trials—significant change has been slow. For example, conciliation discussions are still ongoing regarding the now four-year-old complaint brought against the ABC and the Federal Government by Blind Citizens Australia. Meanwhile, although the Senate supported Senator Siewert’s motion to change the Broadcasting Services Act to include audio description, the Act has yet to be amended.The results of multiple ABC trials of audio description remain in discussion. Whilst the recently released report on the findings of the April 2015—July 2016 iView trial states that the “trial has identified that those who utilised the audio description service found it a valuable enhancement to their media engagement and their social interactions” (ABC, “ABC iView Audio Description Trial” 18), it also cautioned that “any move to introduce AD services in Australia would have budgetary implications for the broadcasters in a constrained financial environment” and “broader legislative implications” (ABC, “ABC iView Audio Description Trial” 18). Indeed, although the trial was considered “successful”—in that experiences by users were generally positive and the benefits considerable (Media Access Australia, “New Report”)—the continuation of audio description on iView alone was clarified as representing “a systemic failure to provide people who are blind or have low vision with basic access to television now, given that iView is out of reach for many people in the blindness and low vision community” (Media Access Australia, “New Report”). Indeed, the relatively low numbers of plays of audio described content during the trial (158, 277 plays, representing 0.58% of total program plays on iView) were likely a result of a lack of access to smartphones or Internet technology, prohibitive data speeds and/or general Internet costs, all factors which affect the accessibility of video on demand significantly more for people with disability (Ellis et al., “Access for Everyone?”).On a more positive note, the culmination of advocacy pressure, the ABC iView trial, political attention, and increasing academic literature on the accessibility of Australian media has resulted in the establishment of an Audio Description Working Group by the government. This group consists of industry representatives, advocacy group representatives, academics, and “consumer representatives”. The aims of the group are to: identify options to sustainably increase access to audio description services; identify any impediments to the implementation of audio description; provide expert advice on audio description implementation options; and develop a report on the findings due at the end of 2017.ConclusionIn the absence of audio description, people who are blind or vision impaired report a less satisfying television experience (Cronin and King; Kingett). However, with each technological advancement in the delivery of television, from stereo sound to digital television, this group has held hopes for a more accessible experience. The reality, however, has been a continued lack of audio description, particularly in broadcast television.Several commentators have compared the provision of audio description with closed captioning. They find that audio description is not as widely available, and reflect this is likely a result of lack of legislation (Robare; Ellis, “Digital Television Flexibility”)—for example, in the Australian context, whereas the provision of captions is mandated in the Broadcasting Services Act 1992, audio description is not. As a result, there have been limited trials of audio description in this country and inconsistent standards in how to display it. As discussed throughout this paper, people with vision impairments and their allies therefore often draw on the example of the widespread “acceptance” of captions to make the case that audio description should also be more widely available.However, following the introduction of subscription video on demand in Australia, and particularly Netflix, the issue of audio description is receiving greater attention. It has been argued that video on demand has transformed television, particularly the ways in which television is accessed. Video on demand could also potentially transform the way we think about accessibility for audiences with disability. While captions are a well-established accessibility feature facilitating television access for people with a range of disabilities, video on demand is raising the profile of the importance of audio description for audiences with vision impairments.ReferencesABC. “Audio Description Trial on ABC Television: Report to the Minister for Broadband, Communications and the Digital Economy”. Dec. 2012. 8 Apr. 2017 <https://www.communications.gov.au/sites/g/files/net301/f/ABC-Audio-Description-Trial-Report2.pdf>.ABC. “ABC iView Audio Description Trial: Final Report to The Department of Communications and the Arts.” Oct. 2016. 6 Apr. 2017 <https://www.communications.gov.au/documents/final-report-trial-audio-description-abc-iview>.Alper, Meryl, et al. “Reimagining the Good Life with Disability: Communication, New Technology, and Humane Connections.” Communication and the Good Life. Ed. H. Wang. New York: Peter Lang, 2015.Australian Network on Disability. “Disability Statistics.” Mar. 2017. 30 Apr. 2017 <https://www.and.org.au/pages/disability-statistics.html>.Blind Citizens Australia. Government and ABC Fail to Deliver on Accessible TV for Australia’s Blind. Submission. 10 July 2013. 1 May 2017 <http://bca.org.au/submissions/>.C-Scott, Marc. “The Battle for Audiences as Free-TV Viewing Continues Its Decline.” Mumbrella 22 Apr. 2016. 24 May 2016 <https://mumbrella.com.au/the-battle-for-audiences-as-free-tv-viewing-continues-its-decline-362010>.Carmichael, Alex, et al. “Digital Switchover or Digital Divide: A Prognosis for Useable and Accessible Interactive Digital Television in the UK.” Universal Access in the Information Society 4 (2006): 400–16.Cronin, Barry J., and Sharon Robertson King. “The Development of the Descriptive Video Services.” National Center to Improve Practice in Special Education through Technology, Media and Materials. Sep. 1998. 8 May 2014 <https://www2.edc.org/NCIP/library/v&c/Cronin.htm>.Downey, G. “Constructing Closed-Captioning in the Public Interest: From Minority Media Accessibility to Mainstream Educational Technology.” Info 9.2–3 (2007): 69–82.Ellis, Katie. “Digital Television Flexibility: A Survey of Australians with Disability.” Media International Australia 150 (2014): 96.———. “Netflix Closed Captions Offer an Accessible Model for the Streaming Video Industry, But What about Audio Description?” Communication, Politics & Culture 47.3 (2015).———. “Television’s Transition to the Internet: Disability Accessibility and Broadband-Based TV in Australia.” Media International Australia 153 (2014): 53–63.Ellis, Katie, and Mike Kent. “Accessible Television: The New Frontier in Disability Media Studies Brings Together Industry Innovation, Government Legislation and Online Activism.” First Monday 20 (2015). <http://firstmonday.org/ojs/index.php/fm/article/view/6170>.Ellis, Katie, et al. Accessing Subscription Video on Demand: A Study of Disability and Streaming Television in Australia. Australian Communications Consumer Action Network. Aug. 2016. <https://accan.org.au/grants/current-grants/1066-accessing-video-on-demand-a-study-of-disability-and-streaming-television>.Ellis, Katie, et al. “Access for Everyone? Australia’s ‘Streaming Wars’ and Consumers with Disabilities.” Continuum (2017, publication pending).Kingett, Robert. “The Accessible Netflix Project Advocates Taking Steps to Ensure Netflix Accessibility for Everyone.” 2014. 30 Jan. 2014 <https://netflixproject.wordpress.com>.Media Access Australia. “Statistics on DVD Accessibility in Australia.” 2012. 21 Nov. 2014 <https://mediaaccess.org.au/dvds/Statistics%20on%20DVD%20accessibility%20in%20Australia>.———. “New Report on the Trial of A.D. on ABC iView.” 7 Mar. 2017. 30 Apr. 2017 <https://mediaaccess.org.au/latest_news/television/new-report-on-the-trial-of-ad-on-abc-iview>.Napoli, Philip M., ed. Audience Evolution: New Technologies and the Transformation of Media Audiences. New York: Columbia UP, 2011.Robare, Joshua S. “Television for All: Increasing Television Accessibility for the Visually Impaired through the FCC’s Ability to Regulate Video Description Technology.” Federal Communications Law Journal 63.2 (2011): 553–78.Tucker, Harry. “Netflix Leads the Streaming Wars, Followed by Foxtel’s Presto.” News.com.au 24 June 2016. 18 May 2016 <http://www.news.com.au/technology/home-entertainment/tv/netflix-leads-the-streaming-wars-followed-by-foxtels-presto/news-story/7adf45dcd7d9486ff47ec5ea5951287f>.Utray, Francisco, et al. “Monitoring Accessibility Services in Digital Television.” International Journal of Digital Multimedia Broadcasting (2012): 9.
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Gabellone, Francesco. "Digital Technologies and Communication: Prospects and Expectations." Open Archaeology 1, no. 1 (April 14, 2015). http://dx.doi.org/10.1515/opar-2015-0005.

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AbstractThe birth of virtual reality marked a new path forward and also gave a fresh view of reality, allowing alternative ‘readings’ of cultural heritage. This new way of representation and simulation was soon associated with the term virtual environment, used to indicate those interactive three-dimensional models that could be navigated and that simulated a place, building, or synthetic representation scheme in real time. A virtual environment is like a “microscope for the mind” that allows you to elaborate amplified projections of the material world, to “look beyond” simple appearances and to make logical connections between elements grouped together. In recent years, virtual environments have been greeted positively by the public and scholars, testified by the quantity of thematic conferences on the subject of Virtual Archaeology. Despite this, there are still many contradictions found in the varying terms and the diverse aims of the developing disciplines that gravitate around the field of virtual reality such as Cultural Virtual Environment, Virtual Restoration, Virtual Archaeology, Enhanced Reality, and Mixed Reality. The spread of new media has upset the traditional systems of communication such as books, television, radio and even the roles of some cultural stakeholder. With this in mind, the role of virtual heritage also consists in transmitting information using the language and cognitive metaphors used in video-games, considering these as cultural paradigms for a form of communication that is freed from the classic rules of elite culture. It is quite frequent to find projects of digital promotion for monuments that are characterised by difficulty of access, or for objects that have been taken from their original context. One solution to enhance the accessibility of those sites is certainly the use of some visual computing technologies which without presuming to be the ultimate answer to the problems posed, try to offer communications tools that permit an effective support to the visit.
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50

Cover, Rob. "Reading the Remix: Methods for Researching and Analysing the Interactive Textuality of Remix." M/C Journal 16, no. 4 (August 12, 2013). http://dx.doi.org/10.5204/mcj.686.

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IntroductionWith the proliferation of remixed (audio-visual) texts such as fan music videos, slash video, mash-ups and digital stories utilising existing and new visual and audio material on sites such as YouTube, questions are opened as to the efficacy of current forms of media textual analysis. Remixed texts have been positioned as a new and transformative form of art that, despite industry copyright concerns, do not compete with existing texts but makes use of them as ‘found material’ in order to produce an ostensibly intertextual experience (Lessig). Intertexts include pastiche, parody and/or allusion to extant texts and, at the same time, acknowledge that no text is purely original but is built on its ostensible or tacit relationality with a broad range of other texts—relationalities which may be activated in reading or be coded into the text. Remixes are often the work of fan audiences who seek to engage in a participatory manner—a particular reading position that shifts into the act of writing—with texts, television, film and music of which one is a member of an avid audience or a community audience that engage with each other through collaborative production of new texts based on old. The remix is a substantial outcome of such readerly, writerly and collaborative engagement whereby meanings drawn intertextually from the original text are re-produced, expanded upon, critiqued or re-framed through several different activities which may include: re-ordering existing audio-visual material in a way which, according to Constance Penley, was once done by Star Trek fans using magnetic tape and two video recorders to produce new narratives and interpretative frames by cutting and suturing material in an order different from that broadcast (Penley);presenting new meanings to texts, stories or narratives by taking visual material either in short cuts or long scenes and layering over popular music audio tracks, which is commonly done by television fans, such as fans of Buffy the Vampire Slayer in the early 2000s, who produce new meanings or re-emphasise old ones around relationships by bringing together (sometimes cheesy) songs with televised footage (Cover, More Than a Watcher). In both cases, the texts are both new and old—they are a remix of existing material, but the act of remixing produces new frames for the activations of meanings or new narratives, that sit between the interactive and the intertextual. The fact that these forms can be traced back to pre-digital technologies of the 1970s (in the case of Penley’s Star Trek fan videos) or the pre-YouTube and Web 2.0 participatory sharing (in the case of Cover’s Buffy the Vampire Slayer fan videos, distributed through newslists, email and private website) indicates the deep-seated cultural desire or demand for participatory engagement and co-creative forms of encountering texts (Cover, Interactivity). In light of this new form of participatory communication experience, there has emerged a methodological gap requiring new frameworks for researching and analysing the remix text as a text, and within the context of its interactivity, intertextuality, layering and the ways in which these together reconfigure existing narratives and produce new narrative. This paper outlines some approaches used in teaching students about contemporary interactive and convergent digital texts by undertaking practical textual analyses of sample remix audio-video texts. I will discuss some of the more important theoretical issues concerning the analysis of remix texts, with particular attention to notions of interactivity, intertextuality and layering. I will then outline some practical steps for undertaking this kind of analysis in the classroom. By understanding the remix text through a metaphor of layering (drawn from Photoshopping and digital manipulation terminology), a method for ‘remix analysis’ can be put forward that presents innovative ways of engaging with textuality and narrative. Such analyses incorporate narrative sourcing, identification of user-generated content, sequencing, digital manipulation, framing and audio/visual juxtaposition as starting points for reading the remix text. Remix analyses, in this framework, optimise a reflective engagement with contemporary issues of copyright and intellectual property, textual genealogy, intertextuality, co-creative production and emergent forms of interactivity. Interactivity and Intertextuality For Lawrence Lessig, remix is a form of creativity that puts in question the separation between reader and writer. It emphasises instead the participatory form in which read-write creativity (or co-creativity) becomes the normative standard of high-level engagement with extant texts through both selection and arrangement (56). Remix culture, for Lessig, makes use of digital technologies that have been developed for other purposes and practices and delivers forms of collage, complexity, and co-creativity directed towards a broader audience. The role played by YouTube as a sharing site which makes available the massive number of remixed texts is testament to the form’s significance as an interactive, intertextual creation or co-creation. As Burgess and Green have argued, consumer co-creation is fundamental to YouTube’s mission and role in the distribution of texts (4-5). It is more than a peripheral site for re-distribution of either existing texts or private video-logs but, today, operates as a mainstream component in a broader media matrix. In this matrix, the experience of textual audiencehood is re-coded as participatory engagement with prior texts, in order both to reflect on those texts and to produce new ones in a co-creative capacity. This is not to suggest that YouTube is not complicit in copyright regimes that actively seek to restrict participatory and co-creative artistic practice in favour of older models of textual ownership and control over distribution (Cover, Audience Inter/Active). Its digital capacity to police remixed texts that have been marked by corporate copyright holders as unavailable for further use or manipulation has been a substantial development on the side of traditional copyright in the push-pull struggle between free co-creativity and limiting regimes (Cover, Interactivity), although this does not altogether stem the production of the remix as a substantial experience of artistic practice and of user participatory engagement with media matrices. Central to understanding and analysing the remix as a text in its own right is the fact that it is interactive, a point which leads to the assertion that analytic tools suited to traditional, non-interactive texts are not always going to be adequate to the task of unpacking and drawing out thematic and conceptual material from a remix’s narrative. Although interactivity has been difficult to define, the form of interactivity in which we see the remix is that which involves an element of co-creativity between the author of a source text and the user of the text who interacts with the source to transform it into something new. Spiro Kiousis has argued that while definitions of interactivity are amorphous, there is value in the concept “as long as we all accept that the term implies some degree of receiver feedback and is usually linked to new technologies” (357). For Lelia Green, however, interactivity implies the capacity of a communication medium to have its products altered by the actions of a user or audience (xx). In the case of the latter, interactivity covers not only the sorts of texts in which audience or user engagement is required as a built-in part of the process, such as in digital games, but those texts, forms, mediums and experiences in which existing texts are manipulated, revised, re-used or brought together, such as in the remix. Drawing on Bordewijk and van Kaam, Sally McMillan delineated the concept of interactivity into a typology of four intersecting levels or uses: Allocution, in which interactive engagement is minimal, and is set within the context of a single, central broadcaster and multiple receivers on the periphery (273). This would ordinarily include most traditional mass media forms such as television and the selection of channels.Consultation, which occurs in the use of a database, such as a website, where a user actively searches for pre-provided information but does not seek to alter that information (273). Access here does not alter the content, source, narrative or information that has been requested. Drawing information from Wikipedia without the intent of editing information may alter the metadata or framework through providing the site with tracking information, but in this case the textuality of the text as accessed is not transformed through this level of interactivity.Registration, which does record access patterns and accumulates information from the periphery in a central registry which alters the information, significance or context of the material (273). McMillan’s early Web 1.0 example of registrational interactivity was the internet ‘cookie’, which tracks and customises content of internet sites visited by the user. However, as a category of interactivity in which the narrative or form of the text itself is altered in its reading or use, it might also be said to include the electronic game as well as forms of communications engagement which access a source text, manipulate, customise or re-form it using commonly-available or sophisticated software, and re-distribute it through digital means. Here, the narrative is knowingly acted upon in ways which alter it for other uses. Conversational, which occurs when individuals interact directly with each other, usually in real-time in ways which mimic face-to-face engagement without physical presence at a locale (273). An online written chat using a relay platform provided by a social networking site that does not record the text is an example; likewise using a video skype account is also conversational interactivity. While McMillan’s ‘registrational’ definition of interactivity, as the one which gives greater capacity to an audience to change, alter and manipulate a text or a textual narrative, allows considerable redefinition of the traditional author-text-audience relationship, none of the four-scale definitions adequately allow for the ways in which remix texts are at once interactive, intertextual, intermedial and built through participatory re-layering and re-organising of a broader corpus of material in ways typically not invited by the original texts or their original distributional mediums—hence the concerns around copyright and distributional control (Cover, Audience Inter/Active). As an outcome of registrational interactivity, the remix presents itself not merely in terms of how the relationship is structured in the context of new digital media, but also shifts how the audience has been conceived historically in terms of its ability to control the text and its internal structure and coherence. In light of both new developments in interactivity with the text as found in the increasing popularity of new media forms such as electronic gaming, and the ‘backlash’ development of new technologies, software and legal methods that actively seek to prevent alteration and re-distribution of texts, the historical and contemporary conception of the author-text-audience affinity can be characterised as a tactical war of contention for control over the text. This is a struggle set across a number of different contexts, media forms, sites and author/audience capacities but is embodied in the legal, cultural and economic skirmishes over the form and use of remix texts. More significantly, however, the remix is an interactivity that is conscious of the intertextuality that produces the various juxtapositions to create new narratives. All texts are intertextual, and the concept of intertextuality takes into account the network of other, similar texts to which any new text contributes and by which it is influenced. This similarity can be produced by several factors, including genre, allusion, trace, pastiche and aesthetics. Intertextuality can include the fact that a text is related to and permeated by the discourse of its sources (Bignell 92), but in all cases it shapes the meanings, significations and potential readings of a text in a way attuned to the polysemy of contemporary cultural production. In the context of interactivity, however, it is through co-creative engagement that intertextuality of both the source and the new text are drawn out as a deliberate act of creation. Layering As an interactive and deliberately intertextual text, the remix or mash-up is best understood as layered intermedia, that is, as a narrative comprised of—or fused between—moving image and sound, audio which includes dialogue, effects, incidental and narrative-related music. In that context, no individual component of the text can be understood or analysed away from the elements into which it has been remixed. New meanings emerge in intermedia remixes not simply because originary or new intertextualities are produced by user-creators relying on existing sources, but because those sources themselves no longer operate with the same set of meanings and significations, allowing the productive activation of new meanings (Bennett). While it is important to pay attention to the fact that the narrative of a remix text works only through the reconfiguration of the intermedia of audio and visual in order to create a new text with subsequent new potential meanings, the analysis must pay attention to the various forms of layering that constitute all audio-visual texts. For Lessig, such layering is a digital form of collage (70). However it is also the means by which, on the one hand, new intertextualities are developed through juxtaposition of different sources in order to give them all new significations and to activate new meanings and, on the other hand, to draw attention to the existing potential intertextuality of the sources and the polysemy of meaning. Understanding layering of texts involves understanding a text in a three-dimensional capacity. This is where some basic awareness of digital image manipulation through application software such as Photoshop and Gimp can be instructive in providing frameworks through which to understand contemporary digital media forms and analyse the ways in which they, as potential, productively activate sets or ranges of meanings. Such digital manipulation programs require the user to think about, say, an image as being built upon and manipulated across different layers, whereby a core image is ‘drawn out’ into its third dimension through adding, shifting, changing, re-figuring and re-framing—layer over layer. The core remains, but is radically altered by what occurs at the different layers. Likewise, the remix is produced through interacting with a number of different source texts together within a conceptual framework that is three-dimension and operates across layers. These include the two primary layers of the visual and the audio—for remixes are typically audio-visual—but also through interacting with a range of intertextual meanings that, likewise, can be understood in three-dimensional layers across the temporality of an audio-visual moving text. Method of Analysis A simple typology for analysing remix texts—focusing particularly on fan videos on YouTube, including same-sexualised fan fiction known as slash and those texts which re-order television and film material juxtaposed against popular music tracks—emerged from a first-year undergraduate digital media cultures course I taught at The University of Adelaide in 2010. With a broad range of meanings, views, interpretations and engagements emerging in large-group teaching, we workshopped possible scenarios with the aim of establishing some steps that can be used to consider the place of the remix in the context of its narrative interactivity and intertextual groundings. A typological method for analysis is not necessarily the most sophisticated way in which to draw out narrative threads and strands from a remix text and, indeed, there may be value in exploring remixed texts from other perspectives such as the YouTube-enabled participatory reflectiveness that emerges from community and commentary perspectives. However, to understand the narrative elements that emerge from a remix there is also great value in beginning with an unstitching of its constituent components in order to understand the interactive, intertextual, intermedial formation of the remix through its structuration and selectivity and assembling of extant texts. To best describe a typology for analysing the remix as a text and an interactive intertext, we might use an example. Let us say, hypothetically, a YouTube remix video of three- minutes-and-fifty-seconds in length that takes various scenes from the television series Arrested Development, perhaps the two characters of adult brothers GOB and Michael Bluth, from across its four years and sets them against a single audio track, Belle & Sebastian’s Seeing Other People. Such an example would not be an uncommon remix, which may be an expression of fandom for Arrested Development or perhaps an expression of critical engagement that actively draws attention to the range of reading positions, formations and potential productive activation of meanings (Bennett) around sibling relationships in the original. That is, by juxtaposing a popular audio track about the awkwardness of romantic relationships against images of the closeness, distance and competitiveness of the two brothers is to give it a ‘slash’ element, thereby presenting a narrative which either implies a pseudo-sexual or romantic component to the brotherly relationship (an activity not uncommon in the production of slash) or makes a critical statement about the way in which the theatrics of touch, familial hugging, looking and seeing or positioning in visual frames is utilised in the series in ways which are open to alternative readings. Now that it is determined such a remix might actively and self-consciously play with the juxtaposition across two layers to create additional meanings, the real work of analysis can be undertaken. This, of course, could include thematic, discursive or narrative analysis of the text alone. However, if one is to work with the notion that a remix is always produced in both interactivity and intertextuality, then a number of steps must be taken at the level of individual layers and, subsequently, together. This aids in understanding the sourcing, collocation, positioning, re-ordering in order to come to a depth of interpretation as to a possible meaning of the remix among the many available in a polysemic cultural product. Step One: Determine the Video Narrative Source. This involves establishing if the remix’s video material is from a singular source (such as a single film or television episode), multiple sources (many films) and, if multiple, if these are from the same genre, with the same actors, same director or different in each case. It also involves ascertaining if there is user-generated visual content such as additional material, animation or captioning. Exploring the possible arrangements of the visual source, while assuming that the audio track remains singular and identifiable, provides opportunities to consider the thematic, genre and story elements and their significations for the resulting new, co-creative narrative of the remix. This step invites the scholar to consider how the remix’s discernible narrative differs from the scholar’s reading of the source video texts, how the visual material signifies without its original audio component (for example, the dialogue in a television episode) and the ways in which the separation of the source visual from audio presents new interpretative frames. Step Two: Understand the Narrative Sequence. Has the video material been cut (pieces extracted and re-joined? Has the temporal order of the video material been re-sequenced. How do these shifts and changes impact on the narrative or story told? In our example here, we might find a series of scenes of two characters hugging or touching, with the narrative elements from the original episode that occur between—that is, that give a context to those hugs—removed. Asking how the removal of that contextual material presents the source clips as a new narrative and a new interactively-derived creation is central to this step. Step Three: Visual Manipulation. What additional visual manipulation features have been added—fade-ins, fade-outs, framing, changes to the speed or playback time of the source video? Accounting for these enables the viewer to position the remix narrative at a point of distance from the source, shifting from derivative to intertextual. Naturally, these must be understood in the context of the earlier steps while foregrounding the interactive form of the remix as a co-created piece that is more than just an intervention into an original text but the utilisation through manipulation of a range of texts to produce a new one. Step Four: Narrative Engagement and Collocation. Here, the scholar must assess the extent to which the audio source has a ‘fit’ with the visual. Thematic and discourse analysis (among others) can be applied to determine the way in which audio track, in addition to the above four steps and manipulations, productively activate new meanings, contexts and frames in the narrative. Importantly, however, this step requires not only asking what the audio does to the video, but the reverse. Using the Arrested Development example, one must ask what the visual material does for the meanings that are denoted within the audio, its musical elements and its lyrics: to what extent does the video source ‘fit’ with or re-position the significance of the audio dialogue and present it with meanings it would not otherwise have in an audio-online context (or, of course, in the context of its use in an ‘authorised’ music video). Together, these four steps present one possible means of ‘coming at’ the interactive and intertextual roots of the remix as a co-creative text. It is not merely to analyse how the source has been used or how the remix allows the sources to be presented or distributed differently, but to understand how new narratives emerge in the context of the various ‘mixings’ that come out of interactive engagement with the text to produce intertextual activation of meanings. Analysing remix texts through this method opens the possibility not only of being able to articulate readings of the text that are built on interactivity and layering, but a critique of the contemporary conditions of textual production. By demonstrating the ways in which a text can be understood to be located not just within intertextuality but within intertextual layers, it is possible to reflect more broadly on all textuality as being produced, disseminated and having its meanings productively activated in the context of ‘degrees’ of layers and ‘degrees’ of of interactivity. References Bennett, T. “Texts, Readers, Reading Formations.” Literature and History 9.2 (1983): 214-227. Bignell, J. Media Semiotics: An Introduction. Manchester: Manchester University Press, 1997. Bordewijk, J.L., and B. van Kaam. “Towards a New Classification of Tele-Information Services.” InterMedia 14.1 (1986): 16-21. Burgess, J., and J. Green. YouTube: Online Video and Participatory Culture. Cambridge: Polity, 2009. Cover, R. “Interactivity: Reconceiving the Audience in the Struggle for Textual ‘Control’.” Australian Journal of Communication, 31.1 (2004): 107-120. — — —. “Audience Inter/Active: Interactive Media, Narrative Control & Reconceiving Audience History.” New Media & Society 8.1 (2006): 213-232. — — —. “More than a Watcher: Buffy Fans, Amateur Music Videos, Romantic Slash and Intermedia.” Music, Sound and Silence in Buffy the Vampire Slayer. Ed. P. Attinello, J. K. Halfyard & V. Knights, London: Ashgate, 2010. 131-148. Green, L. Communication, Technology and Society. St. Leonards, NSW: Allen & Unwin, 2002. Jenkins, H. “What Happened before YouTube.” YouTube: Online Video and Participatory Culture. Ed. J. Burgess and J. Green. Cambridge: Polity, 2009. 109-125. Kiousis, S. “Interactivity: A Concept Explication.” New Media & Society 4.3 (2002): 355-383. Lessig, L. Remix: Making Art and Commerce Thrive in the Hybrid Economy. London: Bloomsbury Academic, 2008. McMillan, S. “A Four-Part Model of Cyber-Interactivity: Some Cyber-Places are More Interactive than Others.” New Media & Society 4.2 (2002): 271-291. Penley, C. Nasa/Trek: Popular Science and Sex in America. London & New York: Verso, 1997.
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