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1

Scott, Tom. "Digital Telecommunications for Digital Audio/Visual Production". SMPTE Journal 102, nr 7 (lipiec 1993): 623–25. http://dx.doi.org/10.5594/j03771.

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Ningrum, Karina Pramita. "DIGITAL SIGNAGE : MAKNA, STRATEGI PEMBUATAN PESAN, DAN IMPLEMENTASI OLEH DENTSU AGENCY". Media Bahasa, Sastra, dan Budaya Wahana 28, nr 1 (1.05.2022): 624–32. http://dx.doi.org/10.33751/wahana.v28i1.5223.

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AbstractThis article discusses the digital signage: meaning, message creating strategy and implementation by Dentsu Agency. The success of an advertising message in capturing the audience's attention and create awareness of one set of capabilities includes an advertising content in the audio and visual elements of the use of the media, this study aims to determine the stage of making understand the message of the use of digital signage medium that has limitations on audio elements that able to highlight the visual elements that still give th eaudience an understanding in accordance with the audio function. This study used a qualitative research method with descriptive explorative design, to explain the results of the interview and observation data analysis techniques used thematic analysis. The results showed limitations in representing by the agency of visual elements on the digital signage medium in capturing the attention of the audience, persuasive, and increase awareness of the audience for a productor service through the medium. Production strategies under taken message includes three stages which includes the step of: 1) Pre-production, 2) production, and 3) Post- Production. Implementation of the medium is seen in the field of advertising (commercial) and some other fields related to the use of digital signage. Keywords:Digital Signage,Implementation of Digital Signage,Message Creating Strategy. AbstrakPenelitian ini membahas tentang digital signage: makna, strategi pembuatan pesan dan implementasi oleh Dentsu Agency. Keberhasilan sebuah pesan iklan dalam menangkap atensi dan menciptakan awareness audiens salah satunya ditentukan dari kemampuan sebuah konten iklan dalam menonjolkan unsur audio dan visual dari penggunaan media, penelitian ini bertujuan untuk mengetahui memahami tahapan pembuatan pesan dari penggunaan medium digital signage yang memiliki keterbatasan pada unsur audio agar mampu menonjolkan unsur visual yang tetap memberikan pemahaman pada audiens sesuai dengan fungsi audio. Penelitian ini menggunakan metode penelitian kualitatif dengan desain deskriptif ekploratif, untuk menjelaskan hasil wawancara dan observasi digunakan teknik analisis data dengan analisa tematik. Hasil penelitian menunjukkan keterbatasan agency dalam menunjukan unsur visual pada medium digital signage dalam menangkap atensi dari audiens, persuasif, dan meningkatkan awareness audiens terhadap sebuah produk atau jasa melalui medium tersebut. Strategi produksi pesan yang dilakukan meliputi tiga tahapan yang meliputi tahap : 1) Pra produksi, 2) Produksi, dan 3) Pasca Produksi. Implementasi penggunaan medium ini dilihat dalam bidang periklanan (komersial) dan beberapa bidang lainnya yang berkaitan dengan penggunaan digital signage. Kata kunci : Digital Signage,Implementasi,Strategi Pembuatan Pesan.
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Hagedoorn, Berber. "‘It’s like the space shuttle blows up every day’: Digital television heritage as memory of European crises in the age of information overload". Journal of European Studies 49, nr 3-4 (11.10.2019): 427–47. http://dx.doi.org/10.1177/0047244119859169.

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Television is a public mediator of what constitutes ‘crises’ in Europe. Audio-visual archives and researchers are facing new complexities and ‘information bubbles’ when telling stories and reusing televised materials. I reflect on these practices, among others, via a comparative case analysis of the EUscreen portal offering access to thousands of items of European audio-visual heritage. I question how practices of selection and curation can support comparative interpretations of such representations. This approach aims to understand and support (1) interpretations of digitized/digital audio-visual sources in the era of information overload; (2) user interaction with digital search technologies – especially researchers as platform users; and (3) contextualization for reuse of audio-visual texts. Support for cultural memory research is crucial as television’s audio-visual heritage can help us to recognize which cultural practices result in the production of specific texts in European societies, representing conditions of the multiple crises that European citizens are experiencing today.
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Reyna, Jorge, Jose Hanham i Peter Charles Meier. "A framework for digital media literacies for teaching and learning in higher education". E-Learning and Digital Media 15, nr 4 (18.06.2018): 176–90. http://dx.doi.org/10.1177/2042753018784952.

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Across a broad range of subjects in higher education institutions, students are required to complete assessment tasks that involve the production of digital artefacts. Examples include podcasts, digital stories, animations, video and blended media. To produce effective digital artefacts, one must be digitally literate. This requires a certain set of technical, audio-visual, behavioural, critical and social skills. In this article, the authors propose a framework that can be used to develop digital media literacies and train students in digital media creation. The framework considers three interdependent domains: conceptual, functional and audio-visual. A series of examples will be provided to illustrate the importance and interdependent nature of these domains. Implications of the framework on student training are discussed.
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Mutunga, Isaac Mutwiri, i Collins Wagumba. "Developing Broadcasting Industry Through Glocalisation and Hybridisation". Jurnal Komunikasi Islam 9, nr 1 (1.06.2019): 1–20. http://dx.doi.org/10.15642/jki.2019.9.1.1-20.

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This article is a qualitative descriptive study that examines South Korean and East Africa Audio-visual production and distribution policies and regulations. Through analysing the results of in-depth interviews with audio-visual (broadcast) policymakers, content producers, and audiovisual business owners, this study found that South Korea reviewed regulations and policies that were protectionist in nature to more open and collaborative policies that were in tune with the digital broadcast environment. It recommended that to create successful broadcast industries, developing countries should review their broadcast policies and regulations to be in tandem with digital and media convergence environment as well as give audio-visual industry prominence by establishing ministries that deals with broadcast-related issues to promote locally, to produce content internationally, and also to source for collaboration between local and international producers.
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Putra, I. Nyoman Agus Suarya, i I. Wayan Mudra. "Digital learning media for early children based on local wisdom of the “Jagat Kertih”". International journal of humanities, literature & arts 5, nr 1 (8.12.2022): 60–68. http://dx.doi.org/10.21744/ijhla.v5n1.2036.

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This study conveys how to learn with digital media so students can easily understand the material presented independently. The research aims to create new learning innovations through digital audio-visual media easily accessible via mobile phones. Teaching media is made as a barcode that can be scanned and then pasted into the teaching material book. Audio-visual material can then be displayed on the topics discussed in the textbook. Students can easily understand the material because digital media can be explained in detail and completely about the material in student textbooks. The approach is carried out through the local wisdom of Sad Kerti Loka Bali in the Jagat Kertih section, which means glorifying the human environment so that students can adapt the teaching materials. The method used in this research is the Qualitative Method. The design process is carried out in three stages: pre-production, production, and post-production. In testing, in the first stage, students were taught conventional face-to-face methods. Then in the second stage, learning was carried out by adding digital material and being observed. Tests were carried out on early childhood students, teachers as material experts, and visual communication designers as media experts.
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Md Alui, Siti Eryza Aziera, Mazlina Pati Khan, Nurul Asyiqin Shafei @ Safri i Nordiana Mohd Nordin. "Audio Visual Digital Preservation Strategies: A case study in National Broadcasting Agency". Environment-Behaviour Proceedings Journal 7, SI10 (30.11.2022): 47–51. http://dx.doi.org/10.21834/ebpj.v7isi10.4100.

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This study discusses the digital preservation practice and challenges of the media repository in the broadcasting industry. This study covers the digital preservation practices in Wisma TV, Radio Television Malaysia (RTM) where it functioning as information hubs for media resources and assisting in the preservation of cultural heritage. However, these broadcasting archives have mostly gone unnoticed and neglected by those working in the archive sector. Qualitative research methodology is used by implementing the case study design in order to explored the challenges while performing the digital preservation work. This broadcasting organization media collective was envisioned as a distributed network of organizations that supported media production, exhibition, and study, functioning as resource centers for media and supporting regional preservation efforts. Keywords: Audiovisual Archiving, Digital Preservation, Broadcasting Industry eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by E-International Publishing House, Ltd., UK. This is an open-access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer-review under the responsibility of AMER (Association of Malaysian Environment-Behavior Researchers), ABRA (Association of Behavioral Researchers on Asians), and cE-Bs (Centre for Environment-Behavior Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia.
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Hagedoorn, Berber, i Bas Agterberg. "The End of the Television Archive as We Know It? The National Archive as an Agent of Historical Knowledge in the Convergence Era". Media and Communication 4, nr 3 (14.07.2016): 162–75. http://dx.doi.org/10.17645/mac.v4i3.595.

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Professionals in the television industry are working towards a certain future—rather than end—for the medium based on multi-platform storytelling, as well as multiple screens, distribution channels and streaming platforms. They do so rooted in institutional frameworks where traditional conceptualizations of television still persist. In this context, we reflect on the role of the national television archive as an agent of historical knowledge in the convergence era. Contextualisation and infrastructure function as important preconditions for users of archives to find their way through the enormous amounts of audio-visual material. Specifically, we consider the case of the Netherlands Institute for Sound and Vision, taking a critical stance towards the archive’s practices of contextualisation and preservation of audio-visual footage in the convergence era. To do so, this article considers the impact of online circulation, contextualisation and preservation of audio-visual materials in relation to, first, how media policy complicates the re-use of material, and second, the archive’s use by television professionals and media researchers. This article reflects on the possibilities for and benefits of systematic archiving, developments in web archiving, and accessibility of production and contextual documentation of public broadcasters in the Netherlands. We do so based on an analysis of internal documentation, best practices of archive-based history programmes and their related cross-media practices, as well as media policy documentation. We consider how audio-visual archives should deal with the shift towards multi-platform productions, and argue for both a more systematic archiving of production and contextual documentation in the Netherlands, and for media researchers who draw upon archival resources to show a greater awareness of an archive’s history. In the digital age, even more people are part of the archive’s processes of selection and aggregation, affecting how the past is preserved through audio-visual images.
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Álvarez Rodríguez, Víctor. "The digital transmedia narrative composition of the storytelling of Lost". Doxa Comunicación. Revista interdisciplinar de estudios de comunicación y ciencias sociales, nr 29 (grudzień 2019): 97–111. http://dx.doi.org/10.31921/doxacom.n29a5.

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Analysing the transmedia narrative through the virtual environment means recognizing the communication model used by television fiction today and the behaviour of its audience. Thanks to the development of digital media, numerous audio-visual productions have addressed these platforms to transmit and expand their narrative. The pioneering production in this field is the fantasy genre series Lost (2004-2010). Therefore, this research proposes a methodology of analysis of the narrative discourse of three transmedia works in order to identify and study their repercussions in the final narrative of the work. In particular, the digital transmedia construction of the story is analysed in short films, ARGs and videogames. All of this in search of the recognition of a single common narrative formed thanks to different media and languages. Likewise, the connection and dedication of the community of followers of the series with these proposals will also be explored.
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Tyas, Danang Sandy. "Rosette Guitar Quartet : Proses Kreatif Melalui “Youtube” Sebagai Pasar Industri Musik Digital". JMD : Jurnal Riset Manajemen & Bisnis Dewantara 4, nr 1 (24.03.2021): 1–8. http://dx.doi.org/10.26533/jmd.v4i1.763.

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The existence of YouTube as a promotional medium is utilized by the Rosette guitar quartet in presenting a musical performance presented with the creation and production in the form of audio-visual uploaded via YouTube social media. With the growing need and dependence of the public on YouTube channels, YouTube's function has begun to grow no longer as a medium of entertainment alone, YouTube has also begun to function as a reference, promotion, and even existence for certain groups such as artists, musicians and indie artists who are not exposed to television media. and those that already exist in the entertainment world. The purpose of this study is to describe the creative process of the Rosette Guitar Quartet in facing the digital music market. This research uses a qualitative approach. Qualitative research focuses on data not numbers, and seeks to answer questions rather than test hypotheses. The result of this research is the creative process of the Rosette Guitar Quartet in utilizing YouTube as a digital music industry market through the presentation of music in audio-visual form.
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Karpodini, Christina. "Evaluating Haptic Technology in Accessibility of Digital Audio Workstations for Visually Impaired Creatives". ACM SIGACCESS Accessibility and Computing, nr 135 (styczeń 2023): 1. http://dx.doi.org/10.1145/3584732.3584738.

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This research suggests new ways of making interaction with Digital Audio Workstations more accessible for musicians with visual impairments. Accessible tools such as screen reader are often unable to support users within the music production environment. Haptic technologies have been proposed as solutions but are often generic and not address the needs of the individual. A series of experiments is being suggested to examine the possibilities of mapping haptic feedback to audio effects parameters. Sequentially, the use of machine learning is being suggested in order enable automated mapping and expand accessibility to the individual. The expected results will provide visually impaired musicians with a new way of producing music but also will provide academic research on material and technologies that can be used for future accessibility tools.
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Pedrero-Esteban, Luis Miguel, Andrés Barrios-Rubio i Virginia Medina-Ávila. "Teenagers, smartphones and digital audio consumption in the age of Spotify". Comunicar 27, nr 60 (1.07.2019): 103–12. http://dx.doi.org/10.3916/c60-2019-10.

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The consolidation of smartphones as dominant devices for access to digital information and entertainment has redefined the processes of production and commercialization of cultural communication industries. The nature of these screens, which prioritize the visual content over the sound, decisively influences distribution strategies in the audio market: radio operators, streaming music platforms and podcast creators need to adapt their value chains to the habits derived from this mediation, especially in the younger audience. This research identifies the practices of mobile use as an audio receiver among adolescents in Colombia, Spain and Mexico –the most representative countries of Spanish-speaking digital sound consumption– based on a descriptive study on a thousand subjects from 13 to 19 years of age. The results confirm the overwhelming dominance in this music menu in the face of low penetration of radio and podcast word content. The selection is based on personal criteria, with little margin for the prescription of family or friends. There is evidence of the roots of individual listening, linked to the brand and the visibility of audio providers, who are obliged to develop diffusion logics based not only on thematic or genre preferences, but also on the user experience.La consolidación de los smartphones como dispositivos dominantes de acceso a la información y el ocio digital ha redefinido los procesos de producción y comercialización de las industrias culturales de la comunicación. La naturaleza de estas pantallas, que priorizan el contenido visual sobre el sonoro, determina hoy las estrategias de distribución y comercialización en el mercado del audio: operadores de radio, servicios de música en streaming y creadores de podcasts necesitan adecuar sus cadenas de valor a los hábitos derivados de esta mediatización, sobre todo en la audiencia más joven. Esta investigación identifica las prácticas de uso del móvil como receptor de audio entre los adolescentes de Colombia, España y México –los países más representativos del consumo digital sonoro hispanohablante– a partir de un estudio descriptivo sobre 1.004 sujetos de 13 a 19 años. Los resultados revelan el abrumador dominio de la música en este menú frente a la baja aceptación de los contenidos de palabra de radio y podcast. Su selección se asienta sobre criterios personales, con poco margen para la prescripción de familiares o amigos. Se constata el arraigo de una escucha individual, ligada a la marca y la visibilidad de los oferentes de audio, obligados a desarrollar lógicas de difusión basadas no sólo en preferencias de temas o géneros, sino también en las asociadas a la experiencia de usuario en estos terminales.
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Weidenaar, Reynold. "Composing with the Soundscape of Jones Street". Organised Sound 7, nr 1 (kwiecień 2002): 65–72. http://dx.doi.org/10.1017/s1355771802001103.

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This article traces the audio production and soundscape composition for a multimedia work for any solo instrument, colour video, and digital sound. There is an account of earlier soundscape recordings of the Brooklyn Bridge. A description of the visual images of Jones Street is followed by a portrayal of the street life and consequent soundscape. There is a report on stereo recording techniques, the sounds that were gathered, and the sounds that were selected as source material. A discussion of philosophical and aesthetic considerations precedes a detailed explanation of the digital processing and composing methods.
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Wang, Xinyuan, i Laura Haapio-Kirk. "Emotion work via digital visual communication: A comparative study between China and Japan". Global Media and China 6, nr 3 (12.04.2021): 325–44. http://dx.doi.org/10.1177/20594364211008044.

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Through the smartphone, the production and circulation of digital visual media have become as costless and accessible as audio and text-based communication. It would be challenging to be a contemporary ethnographer without engaging with digital practices which in Japan and China at least, tend towards being highly visual. Digital visual communication is recognised in literature as an effective and accessible form of communication, with an increasing number of studies in the field of digital anthropology, media studies and Internet studies exploring the consequences of digital images on social media. There is a pressing need to understand local forms of visual communication in the digital age, where the visual has become an essential part of daily communication. This article deals particularly with the rise of visual digital communication among older adults in China and Japan. Drawing on 16-month ethnographies conducted simultaneously between 2018 and 2019 in China and Japan, this article contributes to the discussion of visual communication in light of this semiotic shift happening online, which is then contextualised within people’s offline lives. The ethnographies in both China and Japan find that, first of all, visual communication via digital media enables more effective and efficient phatic communication and emotion work. In addition, the ethnographies point to a question about ‘authenticity’ in interpersonal communication. The ethnographies show that in some cases, the deployment of visual communication via the smartphone is not so much about being able to express ‘authentic’ personal feelings but rather, in being able to effectively establish a digital public façade according to social norms.
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Ardiyan, Ardiyan. "Alur Kerja Tahap Produksi Karakter Animasi Serial 3D Menggunakan Perangkat Lunak Maxon Cinema 4D". Humaniora 2, nr 1 (30.04.2011): 511. http://dx.doi.org/10.21512/humaniora.v2i1.3062.

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3D Animation serial for television needs have been showed in the national television program, especially fantasy theme and educational program for children. There are so many and sequential needs which tricked by instant and high quality production so the work flow in creating 3D animation serial are facilitating the producers. The article will explain specifically how the software of Maxon Cinema 4D in process production in 3D animation serial. The article will also clarify and focus on how the work flow of Maxon Cinema 4D software in processing production and post-production stages. The writer does research including audio visual tutorial, end-result comparison and rendering time between some software, self-observation of work flow in creating 3D animation serial using Maxon Cinema 4D software and digital literature study (e-book).
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Barra, Luca. "Localization is now claiming its seat at the table: Interview with Saverio Perrino, BBC Studios". Journal of Popular Television 8, nr 3 (1.10.2020): 307–12. http://dx.doi.org/10.1386/jptv_00030_7.

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In an open conversation, Saverio Perrino, then localization executive at BBC Studios, highlights the role of dubbing/subtitling in the global circulation of television content and explains how a large production and distribution company is working to better coordinate the preparation of multiple localized versions. The examples of McMafia (2018‐present) and Good Omens (2019), analysed in detail, show the increasing complexity of localization operations for international content owners and distributors, the challenges provided by specific authors and texts, and the pressure for a global day-and-date release that has become the standard for digital audio-visual platforms.
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Febrian, Arsya, Hestiasari Rante, Sritrusta Sukaridhoto i Akhmad Alimudin. "Music Scoring for Film Using Fruity Loops Studio". E3S Web of Conferences 188 (2020): 00004. http://dx.doi.org/10.1051/e3sconf/202018800004.

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Making music for a film can be said to be quite challenging for some people with the necessity that music can evoke the atmosphere in the film. Determination and placement of audio aspects into visual form are things done in the music scoring process. Of course, it will be very inconvenient and inefficient when making music must be through recording instruments manually through the studio. As technology develops in the world of music production, making music for films can now be made using only a computer. This can happen thanks to the Digital Audio Workstation (DAW) software. Nowadays, various types of DAW are emerging, including one that is quite well known, Fruity Loops Studio or commonly called FL Studio. This study aims to find out how the music scoring process for a film using FL Studio, as a reference for making music for films.
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Vatreš, Amina. "Deepfake Phenomenon: An Advanced Form of Fake News and Its Implications on Reliable Journalism". Društvene i humanističke studije (Online) 6, nr 3(16) (27.07.2021): 561–76. http://dx.doi.org/10.51558/2490-3647.2021.6.3.561.

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In the era of distinctly new media-marked social reality, the process of dissemination of disinformation is becoming an increasingly common phenomenon. As one of the technological innovations that stands out in this field is the deepfake phenomenon – a hyper-realistic digital falsification of video and audio formats. Since it is based on the most sophisticated technology, supported by achievements in the field of artificial intelligence, deepfake unequivocally represents a kind of turning point in the context of production and distribution of fake audio-visual content. To poly perspective point to the multiple repercussions of this phenomenon, the paper provides a deeper insight into the very definition and the specific factors that contribute to the acceptance of deepfake, with special emphasis on its implications on reliable journalism and its social function. The text articulates the role of deepfake in the process of creating and receiving media content, as well as the problem of the emergence of erosion of public trust within a hyperreal media environment.
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Yang, Xue Feng, i Li Gang Chen. "Intelligent Vision Tester Based on Embedded System". Advanced Materials Research 971-973 (czerwiec 2014): 1234–37. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1234.

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To solve the problem that artificial visual acuity measuring efficiency is low in hospital and school,and waste of resources,this design introduces an intelligent vision test instrument.The instrument is controlled by Embedded system [1,2], including the power supply circuit, a wireless remote control circuit module,LED display circuit,digital display circuit,a voice circuit etc.Beginning of vision test after audio prompt.This time the LED random light under every line in the standard visual acuity chart.The test selects the direction of wireless remote control rocker of "up", "down", "left", "right"through the "E" the opening direction on standard visual acuity chart.Data is transmitted to the Embedded system,after data processing,to judge whether he is right and wrong,and then displayed.Intelligent vision testing instrument can achieve the anticipated goal,finally complete the design and production, The overall structure of the circuit device is simple, stable performance, the test results meet the requirements.
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Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah, Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah. "The interaction between support patterns and visual design methods in an electronic training environment and its impact on developing skills for digital content production enhanced for the hearing-impaired and the trend towards digitalization among teache: التفاعل بين أنماط الدعم وأساليب التصميم البصري ببيئة تدريب إلكتروني وأثره في تنمية مهارات إنتاج المحتوى الرقمي المعزز للمعاقين سمعياً والاتجاه نحو الرقمنة لدى معلمي ذوي الاحتياجات الخاصة". مجلة العلوم التربوية و النفسية 5, nr 25 (28.07.2021): 169–30. http://dx.doi.org/10.26389/ajsrp.s020221.

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The aim of the current research is to measure the interaction between support patterns and visual design methods in an electronic training environment and its impact on developing the skills of digital content production enhanced for the hearing-impaired and the trend towards digitization. The hearing impaired) numbering 60 teachers and teachers, they were divided according to the visual design method, 30 teachers fixed visual design method, and then divided into two groups, according to the educational support pattern based on the support pattern (informational 15 teachers- the procedural 15 teachers), 30 teachers design style Visual animation, they were divided into two groups, according to the type of support based on support (informational 15 teachers- procedural 15 teachers), and the two researchers prepared the following research tools (achievement test related to the content presented- the trend towards digitalization scale- product evaluation card for digital content enhanced for the disabled. Audio), and one of the most important findings of the research is the positive impact of using support patterns and visual design methods with an electronic training environment and the integration between the high level of cognitive achievement and the high level of The techniques for producing enhanced digital content for the hearing-impaired, and the research recommends the importance of focusing on performance skills to train teachers with special needs and note their implementation because of their importance to them after that. In training the hearing-impaired students on the use of appropriate interaction tools in augmented reality-based learning to obtain electronic learning that is commensurate with their learning characteristics.
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Cox, Nigel, Amanda Clayson i Lucy Webb. "A safe place to reflect on the meaning of recovery: a recovery community co-productive approach using multimedia interviewing technology". Drugs and Alcohol Today 16, nr 1 (7.03.2016): 4–15. http://dx.doi.org/10.1108/dat-08-2015-0044.

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Purpose – The purpose of this paper is to develop further the understanding of co-productive methodological practice for substance use research by demonstrating the use of a mobile, multimedia interviewing aid by members of a UK recovery community. Design/methodology/approach – A co-productive approach to data collection was piloted using a bespoke, audio-visual booth located in a range of recovery and community-focused social events. Audio-visual data were collaboratively selected, curated and analysed by recovery community partners and researchers. Findings – Findings illustrate how a mobile audio-visual booth can be used successfully within co-productive research. This approach facilitated a better understanding of the experiences and practices of self-reflection within the recovery community as they worked together to create a meaningful recovery largely independent of conventional recovery services. Research limitations/implications – This research was performed with one cohort of co-production members. However, the co-productive nature of the enquiry and the rich data this provided invites the making of cautious but firmer claims with regard to the transferability of this approach to similar recovery contexts. Social implications – Co-productive approaches confer a meaningful impact upon members of the recovery community, and wider understanding of this approach will promote an impact upon others engaging in recovery, supporting growth of a practice-based and theoretically underpinned evidence base. Originality/value – This study highlights use of digital technologies within co-productive community-based methodologies, reducing reliance upon academic expertise, and facilitating participant leadership in research. The analysis also signposts new areas for scholarly discussion in the area of co-productive, community-driven research.
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Jamil Shahwan, Saed. "The Impact of Social Media on Literature". Arab World English Journal, nr 1 (20.01.2023): 226–45. http://dx.doi.org/10.24093/awej/comm1.18.

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Literature is one of society’s broad and significant elements because it shows how people interact and socialize. The objective of literature is education and entertainment through songs, poems, stories, and drama. However, a challenge that limits production and access to literary content is media. Traditionally, media used to convey literature material, such as books, television, radio, and theatres were limited to people who could afford or access venues. Consequently, the spread of literary content was limited to specific areas. However, media and information technology advancement has created a paradigm shift in the production and dissemination of literary content. This research evaluated the effects of media advancement in enhancing literature’s production, dissemination, and consumption. Importantly, this research will explain the types of media technology and how they affect literature. Literature has experienced changes because media provides advanced methods of producing and disseminating literary content. There is a significant difference between literature produced during the Elizabethan era and the industrialization period and those produced in the digital age. Writing technology was the earliest approach to generating literature, and this has evolved into digital technology that generates audio-visual content. Media has also influenced the globalization of literature by enabling access to literary works across countries and cultures. Media technology has simplified the production of literature and provided digital channels for showcasing literary work, making digital a significant contributor to social and economic development. Media development has supported advancement in literature.
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Nikolaidou, Afroditi, i Ifigeneia Mylona. "Promotional Greek screen industries: Branded entertainment in the digital age". Journal of Greek Media & Culture 6, nr 2 (1.10.2020): 241–59. http://dx.doi.org/10.1386/jgmc_00015_1.

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This article focuses on the specific field that merges advertising, screen entertainment, branding and promotion, namely branded entertainment, in an attempt to localize and contextualize the processes, texts, paratexts and discourses that lead to the building of branded worlds and communities, during the period of the Greek financial crisis, since 2009. It presents data from interviews with film and advertising professionals about the past of the synergy between cinema and the advertising industry. Additionally, a number of recent audio-visual campaigns by advertising agency Ogilvy Greece are analysed. Taking into consideration the long-standing proximity between Greek promotional industries and cinema, and its more recent framing as a product of media convergence, this article adopts a screen industries perspective on branded entertainment in Greece. As such, it demonstrates the ways in which the latter has been influenced by particular production cultures characterized by a merging between art cinema and television authorship, the inclusion of particular themes, especially prompted by the presence of creators who migrate from one medium to another.
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Xiong, Xuanzheng. "Research on Exploding Video Creation Strategy based on Visual Communication". Highlights in Science, Engineering and Technology 24 (27.12.2022): 252–56. http://dx.doi.org/10.54097/hset.v24i.3930.

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With the rapid development of digital media technology, the form of information dissemination is constantly updated, reflecting the development and progress of the times. Facing the new situation and task, the analysis of the new strategy of visual communication design of communication content is an extremely important link. As a new way of communication, short video has changed the way people get information and socialize. The rise of short video makes the audience gradually develop fragmented audio-visual habits, which in turn affects and changes the production and communication mode of traditional media. Using the theory of communication to analyze, it is not difficult to see the characteristics of communication methods. The era of big data enables communicators to grasp the needs of audiences more accurately and optimize communication methods. More and more mainstream news media have entered the field of short video creation. Creating explosions and detonating traffic is the only way to expand the media's influence, seize the right to speak online and guide public opinion. From the perspective of visual communication, this paper analyzes the audience's media choice and the change of visual center, and gives some suggestions on the creation strategy of explosive short videos.
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Mukherjee, Madhuja. "Little cinema culture: Networks of digital files and festival on the fringes". Studies in South Asian Film & Media 10, nr 1 (1.10.2019): 23–40. http://dx.doi.org/10.1386/safm_00003_1.

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Abstract This article reflects on the contemporary digital turn that has transformed our audio-visual experiences fundamentally, and has affected mainstream control over production and circulation of data. Clearly, such conditions have reinvented the problematical relation between producer and receiver. In relation to such circumstances, the article focuses on marginal film festivals, especially the TENT 'Little Cinema International Festival' for experimental films and new media-art, held in Kolkata, India, since 2014. 'Little Cinema International Festival', on one hand, showcases international packages such as those from Berlinale; on the other hand, it presents curated programmes comprising videos made by first-time filmmakers from India. The article deliberates on the broad and long drawn contexts of 'festivals' and artistic endeavours, as well as the formal contours of the videos, which generate spaces for dialogues, both within the filmic text, and in the milieus in which these are shown. The emphasis on the thriving 'amateur' practice also draws attention to 'Little Magazine', 'Little Theatre' and 'Little Film' practices in West Bengal, as well as contemporary new-media transactions, which has transmediated into newer modes of articulations.
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Cahyadi, Dede, Anita Bawaiqki Wandanaya i Virda Lillah. "Perancangan Video Iklan Sebagai Media Promosi Pada PT. Edensor Lazuardi Indonesia". CICES 8, nr 2 (8.08.2022): 191–203. http://dx.doi.org/10.33050/cices.v8i2.2357.

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Video ads are audio visuals that aim to promote a product or service. Video advertising is one of the most efficient promotions in today's digital era, where people are following technological developments. Edensor Hills Villa & Resort is an upper-middle class inn that has a unique European interior design with a stunning natural panorama located on Jl. Waterfall No.11, Bojong Koneng, Sentul – Bogor. Edensor Hills Villa & Resort has promoted through brochures, websites, social media, has also been a shooting location for tv shows, and has been included in other people's YouTube vlogs. However, Edensor Hills Villa & Resort does not yet have its own advertising video or so-called official video. The purpose of this study is to produce information in the form of the first video advertisement and the benefits of this research are to improve a promotional media that is owned to be more effective. This study uses the following methods: problem analysis, data collection, SWOT analysis, the concept of media production. The design of this video is assisted with supporting software editors such as the following Adobe Premiere Pro & Adobe After Effects. This informational video will be implemented through social media owned by Edensor Hills Villa & Resort. Keywords—Audio Visual; Advertising Video; Promotional Video iklan merupakan audio visual yang bertujuan untuk mempromosikan sebuah produk atau pun jasa. Video iklan menjadi salah satu promosi yang efisien pada era digital saat ini, di mana masyarakat mengikuti perkembangan teknologi. Edensor Hills Villa & Resort adalah sebuah penginapan kelas menengah ke atas yang memiliki keunikan desain interior khas eropa dengan tempat panorama alam yang menakjubkan yang terletak di Jl. Air Terjun No.11, Bojong Koneng, Sentul – Bogor. Edensor Hills Villa & Resort pernah melakukan promosi melalui brosur, website, sosial media, juga pernah beberapa kali menjadi tempat shooting acara tv, dan masuk dalam vlog youtube orang lain. Namun Edensor Hills Villa & Resort belum memiliki video iklan tersendiri atau disebut video official. Tujuan penelitian ini untuk menghasilkan informasi berupa video iklan yang pertama dan manfaat penelitian ini untuk meningkatkan sebuah media promosi yang dimiliki menjadi lebih efektif. Penelitian ini menggunakan metode berupa : analisa permasalahan, pengumpulan data, analisis SWOT, konsep produksi media. Perancangan video ini di bantu dengan software editor sebagai penunjang seperti berikut Adobe Premiere Pro & Adobe After Effect . Video informasi ini akan diimplementasikan melalui media sosial yang dimiliki oleh Edensor Hills Villa & Resort.. Kata Kunci—Audio Visual; Video Iklan; Promosi
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Hsieh, Yung-Cheng, i Ssu-Yu Cheng. "The New Taipei City Artist Map Project: The Compilation and Promotion of the Greater Danshui Artist Map". International Journal of Humanities and Arts Computing 7, supplement (marzec 2013): 201–15. http://dx.doi.org/10.3366/ijhac.2013.0070.

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‘The Compilation and Promotion of the Greater Danshui Artist Map’ is the first-stage plan from the ‘New Taipei City Artist Map Project’ by Culture Affairs Bureau of New Taipei C ity. The goal of this project, named ‘One Year, One Village’, is to conduct field survey, in-depth interviews, artwork digitisation and promotional events on artists and art villages within Ney Taipei City. Information from the research and its resulting digitised visual and audio contents will become the foundation for future development and production of arts emerging from the growing cultural originality in New Taipei C ity. In addition to utilizing the traditional ‘direct observation’ approaches to obtain first-hand information and establish contacts with local artists, the research also takes on a field survey approach to conduct verbal interviews and complete digital photographs of artists’ artworks. The combination of these methods had achieved a complete and accessible artist archive for the Greater Danshui. Using the surveyed results and digital content, the Greater Danshui artists map website, ( http://artist-map.ntpc.gov.tw/sd_/ ) was completed and a pamphlet for arts of Greater Danshui was published.
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Hamilton, Annette. "Fragments in the Archive: The Khmer Rouge Years". Plaridel 15, nr 1 (czerwiec 2018): 1–14. http://dx.doi.org/10.52518/2018.15.1-01hmlton.

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Cambodia’s cinema history is strange and surprising. Popular films from France and the United States circulated through the Kingdom during the French colonial period. The 1950s and 60s saw extensive local production with the enthusiastic support of King Norodom Sihanouk, himself a passionate film-maker, but the Khmer Rouge regime (1975-1979) destroyed most of the existing material, including hundreds of feature films, raw footage and countless other ephemeral documents. In 2006, after representations by film-maker Rithy Panh and others, the Bophana Audio-Visual Research Centre was established in Phnom Penh to comb the world for every fragment of film and audio material relating to Cambodia’s history in order to reproduce it in an accessible digitized form. The archival preservation and duplication has continued apace. However the ethical use of these materials presents challenges. Contemporary documentary makers and digital enthusiasts frequently use fragmentary footage to support their political or historical interpretations without attribution or context. This paper discusses a propaganda film featuring the former King Norodom Sihanouk and his wife Monique shot in1973 in collaboration with the Communist Chinese, the North Vietnamese and the Khmer Rouge. Short scenes and extracts from this film circulate online and appear in many documentaries. The “archive effect” of this footage raises questions about the source and circulation of archival images with significant historical and political consequences.
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Nożyński, Szymon. "Akuzmatyczność filmowych efektów dźwiękowych. Medialna mistyfikacja foley w kontekście sound designu". Przegląd Kulturoznawczy, nr 4 (50) (30.12.2021): 715–28. http://dx.doi.org/10.4467/20843860pk.21.049.14966.

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Acousmaticity of Film Sound Effects: Media Mystification of Foley in the Context of Sound Design The text is about the foley profession, an important specialty performed as part of film sound design, at the post-production stage. What’s important here is both, the foley artist’s body, which becomes an instrument, and the ontology of created sounds, which are inserted into the finished film and synchronized with the picture. The author wonders if there is still a place for foley artists in the digital reality and common computerization of work. But the most important issue concerns the nature of sounds themselves, in the context of their production, acousmatics and the ubiquitous sound design. What is the sound implemented into the picture, does the picture give credence to the sound, even though the sound is “substituted” because it is produced in the studio? The situation is debatable, in the context of acousmatic listening (i.e. without the context of the source), because the picture provides a substitute context for the sound, and the viewer (listener) accepts this audio-visual relationship without reservation (as long as the sound is prepared well). Especially since by going to the cinema, the viewer agrees to a form of manipulation in the name of entertainment. Usually he or she is not aware of the mystification in the field of sound, which - within the oculocentric perception ‒ for him or her is only a complement to the picture, although, in fact, it plays a fundamental role in understanding what is happening on the screen. Other topics discussed in the text concern the communicativeness of sound and the historical background of the foley profession. Also important are the interrelations between foley and sound design and other areas of sound activity, as part of the preparation of all the audio layers of a film.
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Hagedoorn, Berber. "Collective Cultural Memory as a TV Guide: “Living” History and Nostalgia on the Digital Television Platform". Acta Universitatis Sapientiae, Film and Media Studies 14, nr 1 (1.12.2017): 71–94. http://dx.doi.org/10.1515/ausfm-2017-0004.

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Abstract Modern audiences engage with representations of the past in a particular way via the medium of television, negotiating a shared understanding of the past. This is evidenced by the increasing popularity of reboots, newly developed history and documentary programming, re-use of archival footage and nostalgia content. This article takes a closer look at television’s abilities to circulate and contextualize the past in the current era of convergence through narrowcasting or niche programming on digital television platforms, specifically via nostalgia programming. Such platforms exemplify the multifaceted way of looking at and gaining access to television programming through a variety of connected platforms and screens in the current multi-platform era. Since the way in which television professionals (producers, schedulers, commissioners, researchers) act as moderators in this process needs to be further analysed, the article places an emphasis on how meaningful connections via previously broadcast history and nostalgia programming are also curated, principally through scheduling and production practices for niche programming – key elements in television’s creative process that have received less academic attention. Furthermore, the article discusses to what extent media policy in the Netherlands is attuned to the (re-)circulation of previously broadcast content and programming about past events, and reflects on television’s possibilities for “re-screening” references to the past in the contemporary media landscape. The analysis is based on a combination of textual analysis of audio-visual archival content and a production studies approach of interviews with key professionals, to gain insight into the creators’ strategies in relation to nostalgia programming and scheduling. Subsequently, the article demonstrates how national collective memory, as understood by television professionals in the Netherlands, informs the scheduling and circulation of “living history” on the digital thematic channel – collective cultural memory hence functioning as a TV guide.
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Kartinawati, Erwin, Erna Indriastiningsih i Dahlan Susilo. "Pelatihan Produksi Program Berita dan Tayang Bincang untuk Televisi bagi Siswa-siswi di Madrasah Aliyah Negeri 1 Karanganyar". Abdihaz: Jurnal Ilmiah Pengabdian pada Masyarakat 2, nr 2 (31.12.2020): 46. http://dx.doi.org/10.32663/abdihaz.v2i2.1422.

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The Training for the Production of News Programs and Talk Show on Television for Students at Madrasah Aliyah Negeri 1 Karanganyar The digital era makes it easier for humans to get information. Information provision is now no longer dominated by the mainstream media. Ordinary people can now provide information to the public by utilizing social media and other internet-based channels, such as YouTubers, citizen journalists, and other content creators. Unfortunately, they have not fully mastered the ability to produce standard information to fulfill the public's right to obtain accurate, responsible information, referring to existing ethics of information. This training was expected to provide solutions to the above problems. The determination of students as training participants was due to their much more significant curiosity and energy to do creative things to provide more incredible benefits. The benefits are not only for the students but can also be picked by society. The training was conducted at Madrasah Aliyah Negeri 1 Karanganyar, Central Java. As a result, the students at Madrasah Aliyah Negeri 1 Karanganyar were able to produce audio-visual based works, especially in the form of television news programs and talk shows according to broadcasting standards.
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Triyani, Triyani, Maryam Mustika, Sakman Sakman i Herry B. Mantir. "Development of High Order Thinking Skills Based Assessment Tools in Pancasila Course: Critical Digital Citizenship Oriented". Jurnal Lingua Idea 12, nr 2 (31.12.2021): 136. http://dx.doi.org/10.20884/1.jli.2021.12.2.4942.

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The purpose of this research and development is to develop a HOTS-based assessment tool oriented to critical digital citizenship on Pancasila as an ethical system and Pancasila as the basis for developing science and technology, namely the production of an assessment tool that focuses on higher-order thinking skills (HOTS) in students. The method used in this research is the type of development research (R&D) with stages of market needs analysis, development, testing, and product revision. The form of the implementation of this research can be described as (1) workshop on analysis of Pancasila course curriculum (learning outcomes, material substance, assessment tools that have been developed; (2) workshop on development of HOTS-based assessment tools in Pancasila courses oriented towards critical digital citizenship ; (3) FGD expert validation; (4) trial of HOTS-based assessment tool in Pancasila course is oriented towards critical digital citizenship; and (5) preparation of the final research report. The results of this research and development that is based on expert assessment (expert) to the assessment tool were developed which got a mean score of 3.6 in both categories so that used for the assessment process. Based on the results of trials and reflections on the HOTS-based assessment tool oriented to critical digital citizenship, it was found that, First, students are happier when learning uses audio-visual. Second, the learning video assessment tool makes them better understand in analyzing phenomena that occur in society related to the actualization of Pancasila values ​​in their daily lives and environment. Third, the questions contained in the video make students think critically. Fourth, this learning video makes students understand and realize that there are still many students ignorant in their actions to be able to apply the values ​​of Pancasila.
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Muir, Stewart, i Jennifer Mason. "Capturing Christmas: The Sensory Potential of Data from Participant Produced Video". Sociological Research Online 17, nr 1 (29.01.2012): 47–65. http://dx.doi.org/10.5153/sro.2580.

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In this paper, we discuss our use of participant-produced digital footage of family Christmases, collected as part of a larger project exploring family backgrounds and family traditions. The audio-visual recording (and subsequent dissemination) of these otherwise difficult-to-access domestic celebrations provides important insights into the multi-dimensional, multisensory, physical and situational nature of such family traditions. With their blend of genre styles - from narrated documentary to home-movie style wobbly camera work - the ‘Christmas videos’ show both conscious ‘displays’ of family life and practice (performed for the camera, for the participants and for posterity) and largely unscripted, and sometimes noisily chaotic, interactions. Although videos cannot provide unmediated access into what such traditions are ‘really like’, in combination with our other data sources the footage has helped to push our thinking about family traditions as being at once intellectualised productions and a series of bodily engagements with a host of practices, understandings, knowledges, family histories, things and people. This form of ‘backstage’ analytical usage of the video data has been very productive for us. However, we argue that there are ethical issues in publicly presenting such data alongside other forms of data, eg interview data, in a deep sociological analysis of people's personal lives. There is the potential not only for the production of incisive knowledge and insight, but also for a prying and distinctively sociological intrusiveness, and sociologists need to think carefully about how to proceed.
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Chauhan, Dhrumil, i Dr Sandesh Mahajan Mahajan. "IMPACT OF INTERNATIONAL WEB SERIES –MONEY HEIST ON THE YOUTH OF GUJARAT REGION". ShodhKosh: Journal of Visual and Performing Arts 3, nr 1 (16.05.2022): 244–60. http://dx.doi.org/10.29121/shodhkosh.v3.i1.2022.102.

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In the era of digital cinema, web series is the revolutionary audio-visual format. They introduced us to Over-The-Top, Video-On-Demand binge-watching. Moreover, international OTT platforms like Netflix, Amazon prime video, HBO max, and Disney+ have started to produce their premium and original content with the aim to grow their reach in every possible country; it created lots of opportunities for new filmmakers and production houses. Money Heist is the best suitable example of a journey from flop to success. After the relaunch and distribution in the essential international without advertising catalogue by Netflix, it became a huge success. It got the third rank among the most-watched popular web series globally. This study focuses on the Money Heist’s audience behaviour pattern, the impact of the series, its characters, and retention power towards the young cohort of the Gujarat region. This research was conducted with the empirical quantitative method; the researcher used the convenience sampling technique for sample collection. The results solved all the research questions with an adequate positive approach. Distinctive characteristics of the Money heist web series made it a top-rated, addictive, and popular show that became local to global to again local.
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Lim, Bliss Cua. "Fragility, Perseverance, and Survival in State-Run Philippine Archives". Plaridel 15, nr 2 (grudzień 2018): 1–40. http://dx.doi.org/10.52518/2018.15.2-01bclim.

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This article considers the consequences of the 2004 dissolution of the Philippine Information Agency’s Motion Picture Division (PIA-MPD) on three key collections entrusted to it: films from the National Media Production Center; from the Movie and Television Review and Classification Board (themselves remnants of the previous archival collapse of the Film Archives of the Philippines in 1986); and lastly, a number of films produced by LVN Pictures, a studio founded in 1938. Using approaches from cultural policy, archival theory, feminist epistemology, and postcolonial historiography, the essay draws on an array of sources—archival films, legislative records, PIA documents, oral history interviews, and personal papers from members of the Society of Filipino Archivists for Film and the South East Asia Pacific Audio Visual Archives Association. The aftermath of the PIA-MPD’s abolition underscores the drawbacks of a narrowly profit-driven perspective on state film archiving that devalued analog cinema in relation to digital media while also ignoring the unique demands of audiovisual (AV) archiving by conflating it with paper-based librarianship. This study affirms the Filipino AV archive advocacy’s repeated calls for legislation to safeguard the institutional continuity and autonomy of Philippine film archives from the vagaries of political whim. Reflecting on the archivist-activists who endured the decline of various state-run film collections, the article concludes by conceptualizing archival survival as not only involving the material preservation of analog or digital AV carriers but as also entailing exhaustion and persistence on the part of archivists who persevere in institutional conditions they work to change.
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Borish, David, Ashlee Cunsolo, Ian Mauro, Cate Dewey i Sherilee L. Harper. "Moving images, Moving Methods: Advancing Documentary Film for Qualitative Research". International Journal of Qualitative Methods 20 (1.01.2021): 160940692110136. http://dx.doi.org/10.1177/16094069211013646.

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With the widespread use of digital media as a tool for documentation, creation, preservation, and sharing of audio-visual content, new strategies are required to deal with this type of “data” for research and analysis purposes. This article describes and advances the methodological process of using documentary film as a strategy for qualitative inquiry. Insights are drawn from a multimedia study that explored Inuit-caribou relationships in Labrador, Canada, through the co-production of community-based, research-oriented, participatory documentary film work. Specifically, we outline: 1) the influence of documentary film on supporting the project conceptualization and collaboration with diverse groups of people; 2) the strength of conducting filmed interviews for in-depth data collection, while recognizing how place and activities are intimately connected to participant perspectives; and 3) a new and innovative analytical approach that uses video software to examine qualitative data, keep participants connected to their knowledge, and simultaneously work toward creating high impact storytelling outputs. The flexibility and capacity of documentary film to mobilize knowledge and intentionally create research outputs for specific target audiences is also discussed. Continued and future integration of documentary film into qualitative research is recommended for creatively enhancing our abilities to not only produce strong, rich, and dynamic research outputs, but also simultaneously to explore and communicate diverse knowledges, experiences, and stories.
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Román-García, Sara, Ana Almansa-Martínez i María-del-Rocío Cruz-Díaz. "Adults and Elders and their use of ICTs. Media Competence of Digital Immigrants". Comunicar 24, nr 49 (1.10.2016): 101–10. http://dx.doi.org/10.3916/c49-2016-10.

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The undisputed presence of Information and Communication Technologies (ICTs) in our lives has led to the development of new forms of social, interactive and critical relationships. This study aims to compare the level of media competencies, in relation to six established categories, of two population groups: adults (aged 18-55) and elders (aged over 55). The sample was composed of 714 people from the eight provinces making up the Spanish region of Andalusia. The study conducted was based on the selection and comparison of results of specific items drawn from two separate questionnaires, directed to both population groups. The data were statistically processed in accordance with the distribution of the sample proportions. The objective was to identify and contrast the degree of digital literacy of these two groups, in terms of their use, productivity and interaction with technological tools. The results highlight the needs and demands of both groups in terms of technology, critical reading and audio-visual production. It is notable that adults aged 18 to 30 have a higher level of expertise in the interaction and language dimensions, while those aged 30 and above perform better in critical and participative dimensions offered by such media, such as reflection, analysis and creation. In the over-55 group, there is a direct correlation between income bracket and level of media skills, the latter significantly diminishing with age.La presencia indiscutible de las tecnologías de la información y la comunicación en nuestras vidas supone el desarrollo de nuevas formas de relaciones sociales, participativas y críticas. Este estudio tiene como objetivo comparar el nivel de competencia mediática, respecto a seis dimensiones establecidas, para dos grupos poblacionales, adultos (18-55 años) y mayores (+55 años). La muestra total asciende a 714 individuos de las ocho provincias de la Comunidad Autónoma de Andalucía (España). Se basa en la selección y comparación de resultados de determinados ítems de dos cuestionarios independientes, dirigidos a ambas poblaciones. Los datos han sido sometidos a tratamiento estadístico, según la distribución de proporciones muestrales, para identificar y contrastar el uso, producción e interacción de las herramientas tecnológicas en ambos colectivos. Los resultados destacan las necesidades y demandas de ambos grupos en tecnología, lectura crítica y producción audiovisual. Se advierte además que los adultos con rango de edad entre 18-30 años presentan mejor nivel de competencia mediática en habilidades técnicas relacionadas con el uso instrumental, interacción y lenguaje, mientras que a partir de los 30 aumentan las destrezas en dimensiones críticas y participativas, como reflexión, análisis y creación. En los mayores de 55, existe una relación directa entre el nivel de ingresos y de competencia mediática; esta última disminuye significativamente con la edad.
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Kress, Bernard C., i Ishan Chatterjee. "Waveguide combiners for mixed reality headsets: a nanophotonics design perspective". Nanophotonics 10, nr 1 (7.10.2020): 41–74. http://dx.doi.org/10.1515/nanoph-2020-0410.

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AbstractThis paper is a review and analysis of the various implementation architectures of diffractive waveguide combiners for augmented reality (AR), mixed reality (MR) headsets, and smart glasses. Extended reality (XR) is another acronym frequently used to refer to all variants across the MR spectrum. Such devices have the potential to revolutionize how we work, communicate, travel, learn, teach, shop, and are entertained. Already, market analysts show very optimistic expectations on return on investment in MR, for both enterprise and consumer applications. Hardware architectures and technologies for AR and MR have made tremendous progress over the past five years, fueled by recent investment hype in start-ups and accelerated mergers and acquisitions by larger corporations. In order to meet such high market expectations, several challenges must be addressed: first, cementing primary use cases for each specific market segment and, second, achieving greater MR performance out of increasingly size-, weight-, cost- and power-constrained hardware. One such crucial component is the optical combiner. Combiners are often considered as critical optical elements in MR headsets, as they are the direct window to both the digital content and the real world for the user’s eyes.Two main pillars defining the MR experience are comfort and immersion. Comfort comes in various forms: –wearable comfort—reducing weight and size, pushing back the center of gravity, addressing thermal issues, and so on–visual comfort—providing accurate and natural 3-dimensional cues over a large field of view and a high angular resolution–vestibular comfort—providing stable and realistic virtual overlays that spatially agree with the user’s motion–social comfort—allowing for true eye contact, in a socially acceptable form factor.Immersion can be defined as the multisensory perceptual experience (including audio, display, gestures, haptics) that conveys to the user a sense of realism and envelopment. In order to effectively address both comfort and immersion challenges through improved hardware architectures and software developments, a deep understanding of the specific features and limitations of the human visual perception system is required. We emphasize the need for a human-centric optical design process, which would allow for the most comfortable headset design (wearable, visual, vestibular, and social comfort) without compromising the user’s sense of immersion (display, sensing, and interaction). Matching the specifics of the display architecture to the human visual perception system is key to bound the constraints of the hardware allowing for headset development and mass production at reasonable costs, while providing a delightful experience to the end user.
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Patel, Shreepali. "Drone Filming: Creativity versus Regulations in Autonomous Art Systems. A Case Study." Media-N 15, nr 1 (27.01.2019): 17–23. http://dx.doi.org/10.21900/j.median.v15i1.50.

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This article explores the impact of drone regulations on the narrative potential of drone filming. The central focus of this exploration is a Case Study analysis of the production of a multi-screen audio-visual digital installation, The Crossing (Patel, 2016). The Crossing [1], filmed in central London, utilized the use of a heavy weight Unmanned Aerial System (UAS) also known as a drone with a 5-kilo weight load capacity with the Alexa Mini WCU-4. Combined with the CForce Mini lens control system, the UAS gave unparalleled camera and lens control at extended ranges, providing complete pan, tilt and lens control and allowing dynamic moves in the air. The result was the ability to navigate through spaces to give intimate and playful shots that give the viewer ‘alternate’ versions of reality that only a ‘machine’ can provide. Artists, performers and filmmakers are finding new kinds of beauty through automated programming where the drones are not just capturing the story but the machines themselves become the story. However, the operational scope of drones is limited by legal and health and safety regulations, particularly within built up urban environments. These regulations govern the vertical and horizontal distance from objects and people, line of sight, time constraints, weather conditions as well as security implications. Further restrictions include requiring a trained and fully licensed crew with permission from the relevant aviation bodies. This article seeks to answer whether these restrictions limit the creativity of the artist or challenge the creator to consider alternate ways of using these Autonomous Art Systems to inform the aesthetic scope of the captured image. This article will draw on a combination of original filming and broadcast examples to examine how legal and security restrictions on UAS inform the narrative and aesthetic realization of the final art form and subsequent emotional and physical response of the spectator.
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Stezhko, Natalia G. "VR technologies in docudrama". Journal of Flm Arts and Film Studies 11, nr 1 (15.03.2019): 73–80. http://dx.doi.org/10.17816/vgik11173-80.

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The essay explores the implementation of VR technologies in film production, a development due to which audio-visual content, which is in high demand both in television and on the Internet, has taken a new direction, and which is a topical issue in contemporary film studies. VR technologies allow the viewer who sits on a swivel chair and wears a VR-helmet incorporating 360-degree rotating LCD monitors to watch different areas of action. A characteristic feature of VR content is a multi-sensory experience including sight, hearing, smell and touch. VR creates a digital reality with maximum sensory immersion. VR is different from cinema, theatre and 3D technologies: here the deception takes place not only at eye level but also at cerebral level. The essay argues that the use of VR technology is particularly successful in the genre of docudrama. A vivid confirmation of this argument is The Hermitage VR. An Immersion Into History (Russia,18 minutes). In this film, the dual nature of docudrama, which combines various elements of documentary and fiction cinema, allows to recreate historical eras, with the viewer becoming a witness to unique historic events. The films director Mikhail Antykov tells the history of the Hermitage Museum in a spectacular form, making the viewer empathize with the events they see through their VR glasses. The powerful artistic image is enhanced by the excellent acting of Konstantin Khabensky in the role of a mystical museum guide. Via facial expressions, gestures and gait, the actor conveys the emotions of a person walking through museum halls. Thoughtful re-enactment scenes representing various historical epochs, augmented by unusual camera angles, inventive lighting and music score, create a metaphor for time and give the viewer an illusion of participation in the unfolding events. Identifying the latest trends in film production, the essay demonstrates that VR technologies continue the evolution of screen arts which possess the potential to transform into an independent and profitable industry similar to traditional cinema. The author concludes that an increased interest in a national culture, little-known facts of history and the general historical heritage of a nation is a fertile source of content for the producers of VR-docudramas.
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Mohammed Akram Abd Uljalil, Mohammed Akram Abd Uljalil. "Employing the mediator elements in the aesthetics of the television image through the children's drama: توظيف عناصر الوسيط في جماليات الصورة التلفزيونية عبر دراما الأطفال". مجلة العلوم الإنسانية و الإجتماعية 5, nr 11 (29.09.2021): 50–33. http://dx.doi.org/10.26389/ajsrp.k090221.

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Given the importance of the subject of aesthetics of the television image in children's drama and its great impact in raising the level of artistic production of children's drama, and the interest of most satellite channels in this type of production that simulates different age groups for children, this research comes as a scientific attempt through which the researcher seeks to become familiar with the topic of the aesthetic of the television image in Children's drama, and its functions and all its parts in children's dramas, including dramas, cartoons, dolls, and children's cinema films, by analyzing scenes from different samples in order to reveal the aesthetics of the television picture and its parts and all its functions. Where the research in the first chapter reviewed the methodological framework indicating the introduction and problem of the research with an indication of the importance of the research and the extent of the need for it and its objectives, as well as identifying the definition of the search terms. Elements of cinematic language and its expressiveness and aesthetic connotations in children's drama, while the title of the second topic was the dramatic forms directed at children, through which the research reviewed the role of digital technologies and forms of drama, and the last topic represented the aesthetic of the artistic elements in children's drama, which was addressed through it to the directing artistic treatment and its aesthetics in Children’s drama, and the researcher came up with a set of indicators that were a tool for analyzing the research sample. Then the research reviewed the third chapter, which included the research procedures. The final chapter represented in the analysis of the research sample, through which he reached results, among which the works were distinguished by the simplicity of their events and the characters embodied in them that make the child He interacts with it being close to his reality. Among the conclusions that the aesthetic of the television picture is a means of conveying and expressing various contents through children's drama. Based on the foregoing, the research deals with an important aspect of the creative process in producing television drama for children, through the audio-visual medium, by identifying the aesthetics of the television image in children's drama.
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Hagedoorn, Berber, i Sabrina Sauer. "The Researcher as Storyteller". Audiovisual Data in Digital Humanities 7, nr 14 (31.12.2018): 150. http://dx.doi.org/10.18146/2213-0969.2018.jethc159.

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This article offers a first exploratory critique of digital tools' socio-technical affordances in terms of support for narrative creation by media researchers. More specifically, we reflect on narrative creation processes of research, writing and story composition by Media Studies and Humanities scholars, as well as media professionals, working with crossmedia and audio-visual sources, and the pivotal ways in which digital tools inform these processes of search and storytelling. Our study proposes to add to the existing body of user-centred Digital Humanities research by presenting the insights of a cross-disciplinary user study. This involves, broadly speaking, researchers studying audio-visual materials in a co-creative design process, set to fine-tune and further develop a digital tool (technically based on linked open data) that supports audio-visual research through exploratory search. This article focuses on how 89 researchers – in both academic and professional research settings – use digital search technologies in their daily work practices to discover and explore (crossmedia, digital) audio-visual archival sources, especially when studying mediated and historical events. We focus on three user types, (1) Media Studies researchers; (2) Humanities researchers that use digitized audio-visual materials as a source for research, and (3) media professionals who need to retrieve materials for audio-visual text productions, including journalists, television/image researchers, documentalists, documentary filmmakers, digital storytellers, and media innovation experts. Our study primarily provides insights into the search, retrieval and narrative creation practices of these user groups. A user study such as this which combines different qualitative methods (focus groups with co-creative design sessions, research diaries, questionnaires), first, affords fine-grained insights. Second, it demonstrates the relevance of closely considering practices and mechanisms conditioning narrative creation, including self-reflexive approaches. Third and finally, it informs conclusions about the role of digital tools in meaning-creation processes when working with audio-visual sources, and where interaction is pivotal.
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Vicente e Lopes, Juliane, i Fani Averbuh Tesseler. "Da literatura ao audiovisual: as práticas do fandom de Once upon a time na cultura da convergência". Revista Eletrônica Científica da UERGS 7, nr 3 (29.12.2021): 303–9. http://dx.doi.org/10.21674/2448-0479.73.303-309.

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Resumo Este artigo objetiva investigar as práticas de fãs brasileiros do seriado norte-americano Once upon a time ao analisar os posicionamentos destes em favor do cancelamento da série por meio da hashtag #cancelouat e a continuidade de produção de fãs através da ficção nas plataformas de fanfic Spirit fanfiction e wattpad. Procura-se considerar, no universo de fãs, o ambiente virtual como um espaço de produção, colaboração e criação. Busca, com a observação dos ambientes virtuais, investigar como as práticas de participação se relacionam com as tecnologias do imaginário aqui exemplificadas pela Literatura e o campo Audiovisual. Tem como arcabouço teórico os estudos culturais com base na bibliografia de Canclini (1997) e os estudos de recepção de Jacks e Toaldo (2017), discutindo a cultura da convergência de Jenkins, (2009). Assim, tal estudo parte da percepção das práticas enquanto processo de resistências, compartilhamento e produção de conteúdos e objetos de mídia, considerando o estudo de culturas de fãs um esforço interdisciplinar que tem como conclusão primária as práticas do fandom cada vez mais pautadas no ambiente digital e ressignificadas pela participação dos sujeitos na constituição das narrativas. Palavras-chave: Once upon a time; estudos de recepção; estudos culturais; fandom; cultura da convergência. Abstract This article aims to investigate the north american series Once upon a time brazilian fans practices from a case study, up to analise their positions about the serie cancellation through a hashtag #cancelouat and the continuity of the fans production through out fiction at the Spirit Fanfiction e Wattpad platforms.. It searches to consider the virtual environment at the fans universe as a production, colaboration and creation space. It aimed to investigate how the participation practices are related to imaginary tecnologies samples here as Literature and Audio visual field. This work has as a theoritic framework the cultural studies based on Canclini´s (1997) bibliography and the reception studies from Jackins and Toaldo (2017), discussing the Jenkins convergency culture (2009). So, the study comes from the practices perceptions while a resistance, sharing and contents production and objects process from mídia, considering the fans cultural studies a interdisciplinar effort which has as a primary conclusion the fandon practices more and more done at a digital environment and re-meaningly itself through the people participation at the narratives constitution. Key words: Once upon a Time; reception studies; cultural studies; fandom; convergency culture; Resumen Este artículo tiene como objetivo investigar las prácticas de los fans brasileños de la serie norteamericana Once upon a time a partir de un caso de estudio, hasta analizar sus posiciones sobre la cancelación de la serie a través de hashtag #cancelouat y sobre la continuidad de la producción de a través de la ficción en el Spirit Fanfiction y plataformas Wattpad. Busca considerar el entorno virtual del universo de fans como un espacio de producción, colaboración y creación. Tuvo como objetivo investigar cómo las prácticas de participación se relacionan con muestras de tecnologías imaginarias como el campo de la literatura y el audiovisual. Este trabajo tiene como marco teórico los estudios culturales basados ​​en la bibliografía de Canclini (1997) y los estudios de recepción de Jackins y Toaldo (2017), discutiendo la cultura de la convergencia de Jenkins (2009). Así, el estudio parte de las percepciones de las prácticas mientras un proceso de resistencia, intercambio y producción de contenidos y objetos de mídia, considerando a los aficionados de los estudios culturales como un esfuerzo interdisciplinar que tiene como conclusión primaria las prácticas fandon cada vez más realizadas en un entorno digital y re -en sentido propio a través de la participación del pueblo en la constitución de las narrativas. Palabras clave: Éra se una vez; estudios de acogida; estudios culturales; fandom; cultura de convergencia.
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Sułkowski, Bogusław. "„Społeczne ramy kultury” czterdzieści lat później. Pięć modeli komunikacji kulturowej". Kultura i Społeczeństwo 55, nr 2-3 (10.05.2011): 5–35. http://dx.doi.org/10.35757/kis.2011.55.2-3.1.

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Forty years ago Antonina Kłoskowska built up a universal paradigm of three social frames of culture. They included: frame one, i.e. local production of symbolic processes, close to folk culture; frame two — understood as a network of local institutions of culture; frame three — involving a radiation of pan-local centers, in particular a reception of contents transmitted by mass media. A basic sociological criterion of differentiating between these categories includes a type of contact, and adjacency of sender and recipient of symbolic communication. Currently, following years of development of digital means of communication, computer networks and fiber optic technologies, audio-visual systems, mobile telephones, etc. a proposal of frames of culture must be examined again. New media shape new vehicles of expression (e.g. hypertext), but most importantly they inspire specific social relations. Discussion over cultural framework is also triggered by accelerated processes of economic and social transformation, advanced globalization, increase of living standards and dissemination of consumption attitudes, changes in leisure activities of the middle class. In more narrowly understood domain of institutional and professional culture one witnessed the processes of European deregulation and release of culture from state, which in Eastern Europe was accompanied by abolition of censorship and a different model of culture distribution, which is controlled by market and cultural (creative) industry rather than by central government. As a result, the nature of direct communication among people is subject to ongoing transformation. We witness more and more indirect cultural communication (off-line and on-line). Modified and broadened proposal of social frames of culture includes five rather than three paradigms, namely: the culture of indirect communication, the culture of associations and volunteers; the culture of local institutions (public and private), mass culture versus pop culture, cyber-culture, culture of network community. One has to underline that in the new reality of our civilization we can still use analytic principles of Kłoskowska’s typology. First, we can treat spiritual culture as a phenomenon of autotelic semiosis with pragmatic definition of sign; second, while describing social functioning of culture we can use a sociological criterion of contact and adjacency.
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Oleksandr, Lishafai. "TECHNOLOGICAL PROCESSES OF SOUND MAKING IN AUDIOVISUAL WORK". Problems of Interaction Between Arts, Pedagogy and the Theory and Practice of Education 60, nr 60 (3.10.2021): 75–95. http://dx.doi.org/10.34064/khnum1-60.04.

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The relevance of the article. The article explores technological processes of creating sound accompaniment in audiovisual works and points out main categories that expose a panoramic picture of these processes. The soundtrack in relation to a motion picture is a flexible, modern structure with a large number of components. There is a number of technical means for reproducing sound accompaniment in audiovisual work. More than a hundred years ago, when it was necessary to make works of fine art more affecting and impressive with the help of sound, they used to fall back on acoustic musical instruments, which were part of various types of orchestras. Noise sounds were also widely used. At the same time, the development of audio–visual interaction in motion picture took place. Eventually, this process began to include technologies based on the use of vinyl records, discs, films and tape recordings. Today, they are replaced by the latest, rapidly updated digital equipment that enhances and expands the possibilities of sound in audiovisual work The purpose of the article is to reveal and systematize the main components of the technological process of reproducing sound accompaniment in a motion picture, as well as, generalize results in graphical form, showing a panoramic view of this process. Research methods of studying technological processes of sound production in audiovisual work are: system-analytical (investigating sources that reveal these prosesses, their comparative analysis and systematization) and generalizing (investigating origins of the main categories and exposing a panoramic picture of these processes). Conclusions. The work summarizes information on the technology of sound field creation, main categories that make up this process (sound as a unit of musical information and a core of the background composition; engineering equipment and a group of specialists responsible for sound recording), principles of sound sources processing (methods of working with sounds and effects), structural categories (holistic background compositions) and methods of implementation, the effectiveness of technological processes in creating sound design. The article outlines the author’s concept of creating soundtrack in audiovisual work as a scientific and practical process and gives prospects for its development.
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Harditya, Arya, i Tombak Matahari. "Virtual Reality And Ambisonics As Effective Combination Of Immersive Media In Raising Awareness For Indonesia’s Birds Conservation Organization". Lekesan: Interdisciplinary Journal of Asia Pacific Arts 4, nr 2 (31.10.2021): 95–101. http://dx.doi.org/10.31091/lekesan.v4i2.1802.

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Virtual Reality arguably has been one of the most popular immersion media for many years, especially 360 Video Camera, but its utilization is only limited to entertainment purposes, thus this research would like to test wider potentials outside its evident field of interest. On the other hand, audio has always been the forgotten elements in many audio-visual productions because its intangibility, this research will explore one of many emerging audio sciences, which is Ambisonics / 3D Spatial Audio. By combining the two powerful elements, this research is trying to prove the user engagement and communication strategy’s effectivity especially in raising awareness for Indonesia’s bird’s conservation NGO called Burung Indonesia, where the 360 Video Camera captures the environment and 3D Spatial Audio captures the sound of Indonesia’s birdlife. Therefore, the output of this research is to discover new communication infrastructure through digital fabrication.
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Zvozdetska, Oksana, i Stepan Kuvik. "The Islamic State’s Media Content: Nature, Types, Formats". Mediaforum : Analytics, Forecasts, Information Management, nr 11 (14.12.2022): 250–78. http://dx.doi.org/10.31861/mediaforum.2022.11.250-278.

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Recent theoretical developments have revealed that IS’ social media strate-gies and practices of filling the social network content rise deep awareness of social media to become a push-pull factor of the certain groups’ mindset radicalization and the terrorist discourse legitimation. Furthermore, the authors’ focus revolves around the problem that articulates the fact that social media fast spread and its accessibility facilitated IS and other terrorist, extre-mist and radical movements expand their reach to a wide range of audiences around the world. Together, the present findings confirm that the Islamic State militant group’s widespread activity on social media is being powerfully weaponized and, consequently, the IS’ impact throughout the world and its successful self-marketing as a global brand is being witnessed. A further novel finding is that the Islamic State militant group’s use of social media, while presenting radical Muslim voices and exposing the atrocities of the Islamic State, targets the spread of terrorist propaganda, self-promoting, financial funding, recruiting and training TO advocates from around the world. The body of the article goes on to discuss the problem of social media use in cutting-edge technologies and novel ways to advance its full-spectrum propaganda. It is worth emphasizing that tech-savvy IS media content covers a wide range of tools with a predominance of visual forms of communication: making live broadcasts, audio and video recordings of leaders’ speeches, running educational propaganda campaigns and various instructing films, designing virtual games, etc. Noteworthy, the Islamic State group has been using social media to promote their terrorist agenda and attract a wide audience, mainly young ardent followers. The research results cast a new light on the embracement of the IS skyrocketing technological advancement in both online and social media to develop their sophisticated media strategy has led to informational and technological outreach and evolution of IS itself. In short with concluding remarks, it has been reported that the unprecedented use of social media (innovative use of advanced and easily accessed technologies, their own production quality media content, wide use of online platforms, a number of social networks and messengers, etc.), until its recent demise (in 2015 and 2017), has made Islamic State militant group at the forefront of technological advancement among contemporary terrorist groups. The crux of the problem is its media content, its nature, types and formats remain one of the most effective and efficient weapons for IS. The Terrorist Organization has developed an innovative digital communication strategy (with its hierarchy elements), which enhanced its goals-achieving in terms of radicalization, violence and the Caliphate establishment.
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Marques, Gustavo Souza. "Fighting for Attention Through Rap Music: Shock-Value, Racial Play and Web Culture in the Persona of Tyler, The Creator". INSAM Journal of Contemporary Music, Art and Technology, nr 8 (15.07.2022): 104–23. http://dx.doi.org/10.51191/issn.2637-1898.2022.5.8.104.

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Tyler, The Creator (Tyler Gregory Okonma), is a Grammy-awarded African American rapper, music producer and entrepreneur who has been vigorously challenging tropes of black American masculinity; mainly through his internet savvy and smart use of audio-visual digital platforms such as YouTube. From chattel slavery to blackface minstrelsy, the African diasporic experience in the West is marked by a series of stigmas, contradictions and dichotomies evidenced in the challenge of being black in a white world. This duplicity denounced by seminal scholars such as W.E.B. DuBois and Frantz Fanon informs the theoretical framework of this article but also reflects most of Tyler’s investments in subverting American whiteness and blackness in his audio-visual performances. Not by chance, identity is central in our current digital era and so it is prominent in web culture which is marked by the constant exposition of one’s persona and its ephemerality in the vast ocean of data. Tyler, as one of the first YouTube music phenomena, knew how to expose and at the same time rework his own contradictions as an African American artist by constantly juxtaposing, shifting and remodeling his own discourses and persona in the digital environment. In this article, I discuss his strategies by inquiring into why his early shock-value ethos and persistent racial play are relevant to connect with fans and expose his artistic productions in our current postmodern times.
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Bown, Oliver, i Sam Britton. "An Album in 1,000 Variations: Notes on the Composition and Distribution of a Parametric Musical Work". Leonardo 47, nr 5 (październik 2014): 437–41. http://dx.doi.org/10.1162/leon_a_00866.

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The authors discuss the making and distribution of an audio album that was created using parametric techniques and released in 1,000 distinct variations, as a kind of limited edition for the age of digital distribution. After describing the project, they discuss how the project has affected their thinking about the production of electronic music, the process of musical distribution and the concepts of tracks, musical works and uniqueness.
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Iwan pranoto, Iwan Pranoto, Zuly Daima Ulfa, Juli Natalia Silalahi, Isna Herlina i Sagarli Sagarli. "PENGEMBANGAN VIDEO MEDIA PEMBELAJARAN SENI RUPA TRADISIONAL DAYAK KALIMANTAN TENGAH BERBASIS VIRTUAL REALITY SMPN 2 PALANGKA RAYA". Gorga : Jurnal Seni Rupa 10, nr 2 (24.12.2021): 454. http://dx.doi.org/10.24114/gr.v10i2.28544.

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The development of the industrial revolution 4.0 has a profound impact on the development of the world education which is a place to develop and create innovations with insight and character by the use of art and technology, the development of virtual reality based traditional arts. This is done in order to enrich information on art and culture learning, as well as to foster the cultivation of local culture as a nation's identity. Learning by using virtual reality is very supportive in art learning that has been developed in the video. The formulation of the problem in this study is how to develop video learning media on traditional Dayak art works in Kalimantan Tengah based on virtual reality at SMPN 2 Palangkaraya?. Research and Development (R&D) research methods are research methods used to produce certain products and test the effectiveness of these products. The research stages are potential and problems, data collection process, product design, design validation, design revision, product testing, product revision, product production, data analysis. In the development of video learning media for traditional Dayak art in Kalimantan Tengah based on virtual reality, that learning media products are developed based on the needs of an educational curriculum that is contained in teaching tools for appreciation of local arts, with content in arts crafts, sculpture, architecture, ceramics, traditional weapons. . The developed video will be uploaded in 10-15 minutes based on the number of learning meetings at SMPN 02 Palangka Raya, especially for class VII students. The development of this visual art learning media video is packaged in combining the capabilities of virtual reality technology, so that the learning process is more interesting, with the achievement of educational aspects, namely attitudes, knowledge and skills. Keywords: video, art, virtual, reality, education. AbstrakPerkembangnya revolusi industri 4.0 memberikan dampak dalam pada perkembangan dunia pendidikan yang merupakan suatu tempat untuk mengembangkan serta menciptakan inovasi dalam berwawasan serta berkarakter dengan pemanfaatan seni dan teknologi, yaitu pengembangan pada karya seni tradisi berbasis virtual reality. Hal ini dilakukan guna pengayaan informasi pembelajaran seni budaya, serta menumbuhkan penanaman budaya lokal sebagai identitas bangsa. Pembelajaran dengan mengunakan virtual reality sangat mendukung dalam pembelajaran seni yang telah di kembangkan dalam video. Adapun rumusan masalah dalam penelitian ini yaitu bagaiman mengembangkan video media pembelajaran pada karya seni rupa tradisional suku Dayak di Kalimantan Tengah berbasis virtual reality di SMPN 2 Palangkaraya? Metode penelitian Research and Development (R&D) adalah metode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji keefektifan produk tersebut. Tahapan penelitian yaitu potensi dan masalah, proses pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, produksi produk, analisis data. Dalam pengembangan video media pembelajaran seni rupa tradisional Dayak di Kalimantan Tengah berbasis virtual reality, bahwa produk media belajar dikembangkan berdasarkan kebutuhan kurikulum pendidikan yang di muat dalam perangkat mengajar apresiasi seni rupa daerah setempat, dengan muatan seni kerajinan, patung, arsitektur, keramik, senjata tradisional. Video yang dikembangkan akan di muat dalam durasi 10-15 menit berdasarkan jumlah pertemuan pembelajaran di SMPN 02 Palangka Raya, khsusnya pada siswa kelas VII. Pengembangan video media pembelajaran seni rupa ini di kemas dalam memadukan kemampuan teknologi virtual reality, sehingga proses belajar lebih menarik, dengan capaian aspek pendidikan yaitu sikap, pengetahuan dan keterampilan.Kata Kunci:video, seni, virtual, reality, pendidikan. Authors: Iwan Pranoto : Universitas Palangka RayaZuly Daima Ufla : Universitas Palangka RayaJuli Natalia Silalahi : Universitas Palangka RayaIsna Herlina : Universitas Palangka RayaSagarli : Universitas Palangka Raya References:Ardipal, A. (2012). Kurikulum Pendidikan Seni Budaya yang Ideal bagi Peserta Didik di Masa Depan. Komposisi: Jurnal Pendidikan Bahasa, Sastra, dan Seni, 11(1), 1-12.Dewi, D. K. (2016). Pengaruh Tingkat Pendidikan dan Motivasi Kerja Terhadap Kinerja Karyawan. Journal Bisma, 4(1), 1-15.Domingo, J. R., & Bradley, E. G. (2018). Education student perceptions of virtual reality as a learning tool. Journal of Educational Technology Systems, 46(3), 329-342.Fujiawati, F. S. (2016). Pemahaman konsep kurikulum dan pembelajaran dengan peta konsep bagi mahasiswa pendidikan seni. JPKS (Jurnal Pendidikan dan Kajian Seni), 1(1), 16-29.Harianto, W. E. (2014). Penerapan Media Pembelajaran Seni Rupa Berbasis Audio Visual Pada materi Batik Siswa Kelas VIII-B dan VIII-C SMP Negeri 1 Turi Lamongan. Jurnal Pendidikan Seni Rupa, 2(3), 34-44.Lase, D. (2019). Pendidikan di Era Revolusi Industri 4.0. Jurnal Sundermann, 1(2), 28-43.Nurseto, T. (2011). Membuat Media Pembelajaran yang Menarik. Jurnal Ekonomi & Pendidikan, 8(1), 20-31.Nusantara, T. (2018). Desain Pembelajaran 4.0. Prosiding Lembaga Penelitian Pendidikan (LPP) Mandala NTB. 1-16.Pranoto, Iwan. (2020). “Media Pembelajaran Seni Rupa”. Hasil Dokumentasi Pribadi: 01 Juni 2020, SMPN 2 Palangka Raya.Ratnanigsih, K. (2020). Pengembangan Media Pembelajaran Seni Budaya Berbasis Digital Eksotisme Lukisan Pada Caping. Jurnal Ilmiah Kependidikan, 3(2), 62-74.Retnanigsih, D. (2019). Tantangan Dan Strategi Guru Di Era Revolusi Industri 4.0 Dalam Meningkatkan Kualitas Pendidikan. Prosiding Seminar Nasional. 25-38.Setiaji, R. S. (2020). Smartphone Media Berkarya Seni Masa Kini. Jurnal Imaji, 18(1), 14-26.Sofa, T. M. (2020). Pembelajaran Seni Tari Dalam Menghadapi Tantangan Revolusi Industri 4.0. Jurnal Imaji, 18(1), 1-16.Suhaya. (2016). Pendidikan Seni Sebagai Penunjang Kreatifitas”.Jurnal Pendidikan dan Kajian Seni, 1(1), 1-14.Sugiyono. (2011). Metode Penelitian Kuantitatif, Kualitatif dan R&D. Bandung: Afabeta.Suryani, L. (2021). Penerapan Media Audio Visual untuk Meningkatan Perilaku Cinta Lingkungan pada Golden Age. Jurnal Obsesi, 5(1), 902-917.Trinawindu, I K. (2016). Multimedia Interaktif untuk Proses Pembelajaran. Jurnal Parabangkara, 19(23). 37-48.Zunaidah. F. N. (2016). Pengembangan Bahan Ajar Mata Kuliah Bioteknologi Berdasarkan Kebutuhan Dan Karakter Kebutuhan dan Karakter Mahasiswa Universitas Nusantara PGRI Kediri. Jurnal Pendidikan Biologi Indonesia, 2(1), 19-30.
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