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Van Airbnb tot Uber, en van Nextdoor tot Facebook, een steeds groter deel van het maatschappelijk en economisch verkeer verloopt via online platformen. De opkomst van deze platformen leidt tot optimistische vertogen. Doordat ze bestaande praktijken en instituties - van taximarkt tot lokale democratie - letterlijk en figuurlijk 'ontregelen', zouden deze platforms leiden tot economische en maatschappelijke innovatie. Kort samengevat luidt hun belofte: minder overhead en minder overheid.Wat in deze discussie nog onderbelicht blijft, is de rol die platformen spelen bij de behartiging van publieke belangen. Hun interfaces, reputatiesystemen, en algoritmes waarmee ze vraag en aanbod koppelen sturen de inrichting van de samenleving. Met grote gevolgen voor publieke belangen, zoals de toegankelijkheid, veiligheid en betaalbaarheid van (openbaar) vervoer, de pluriformiteit in de journalistiek of de inrichting van het onderwijs.In dit boek verkennen de auteurs de werking van platformen in een drietal maatschappelijke domeinen. Met als inzet de vraag: hoe kunnen in de platformsamenleving publieke waarden worden geborgd?
Social sciences --- Social media --- beleid --- deeleconomie --- platformen --- sociale media --- Research.
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Social media (e.g., Facebook, LinkedIn, Groupon, Twitter) have changed the way consumers and advertisers behave. It is crucial to understand how consumers think, feel and act regarding social media, online advertising, and online shopping. Business practitioners, students and marketers are trying to understand online consumer experiences that help instill brand loyalty. This book is one of the first to present scholarly theory and research to help explain and predict online consumer behavior.
Consommateurs --- Achats sur Internet --- Commerce électronique --- Comportement --- Consumer behavior. --- Internet marketing. --- Electronic commerce --- Consumentengedrag --- Online marketing --- Marketing --- Psychological aspects. --- sociale media --- Consumentengedrag. --- Online marketing. --- sociale media. --- Sociale media. --- Achats sur Internet.
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Mass communications --- sociale media --- communicatie --- Information society. --- Public broadcasting --- Technological innovations.
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Politics --- Mass communications --- sociale media --- politiek --- Political science. --- Democracy. --- Digital media. --- Culture. --- Technology.
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This edited volume examines cultural criticism in the digital age. It provides new insights into how critical authority and expertise in a cultural context are being reconfigured in digital media and by means of digital media, as the boundaries of cultural criticism and who may perform as a cultural critic are redefined or even dissolved. The book applies cross-media and cross-disciplinary perspectives to advance cultural criticism as a wide-ranging and multi-facetted object of study in the 21st century. Presenting a broad collection of case studies, including global cases such as the Golden Globe, the Intellectual Dark Web, YouTube, Rotten Tomatoes and Artsy and particular national contexts such as Britain, the Czech Republic, Denmark and the Netherlands, the book showcases the many theoretical and methodological approaches that may serve as useful frameworks for studying new critical voices in the digital age. It will be of interest to media, communication and journalism scholars as well as scholars from a range of aesthetic disciplines. Nete Nørgaard Kristensen, PhD, is Professor of Media Studies at Department of Communication, University of Copenhagen, where she serves as Head of Section of Media Studies. She specializes in research about media and popular culture, cultural journalism and cultural criticism across platforms and political communication. Unni From, PhD, is Associate Professor of Media and Journalism at School of Communication and Culture, Aarhus University, where she serves as researcher and Deputy Head of the School. She specializes in research about cultural and lifestyle journalism and cultural criticism across media, and applies both quantitative and qualitative methods. Helle Kannik Haastrup, PhD, is Associate Professor at Department of Nordic Studies and Linguistics, University of Copenhagen. She specializes in research about film and television aesthetics and popular digital media culture, celebrity culture, intertextual storytelling and cross-media analysis.
Politics --- Mass communications --- sociale media --- politiek --- Political science. --- Democracy. --- Digital media. --- Culture. --- Technology.
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This book explores contemporary approaches to mobile storytelling, with contributions covering mobile education, news and screen storytelling, creative practice research, and the impact on vulnerable communities and social innovation. With 18 original chapters, Schleser and Xu bring together international media and communication scholars, digital storytellers, filmmakers, musicians, and educators to discuss the significant contributions made by mobile storytelling within academia, culture and society, resulting in a vibrant and interdisciplinary collection that will be a valuable resource to researchers across the arts, humanities and social sciences.
Journalism --- Mass communications --- Film --- TV (televisie) --- sociale media --- journalisten --- Digital media. --- Smartphones --- Digital storytelling. --- Social aspects.
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“This is a well-edited, a well-edited, coherent and rich collection of research essays about vulnerability and resilience of people trying to reach social and digital inclusion in six continents of the world.” - Jan van Dijk, Emeritus professor of Communication Science at the University of Twente and author of The Network Society, 4th Ed. (2020) and The Digital Divide (2020) Vulnerable People and Digital Inclusion is impressive in both its systematic analysis of technological and social inequalities, as well as its wide-ranging perspectives and global populations of interest. - Dr. Meryl Alper, Associate Professor, Department of Communication Studies, Northeastern University This edited collection explores the role of digital inclusion in the welfare and social inclusion of vulnerable people. With interdisciplinary contributors from six continents, working in diverse fields such as digital media studies, social computing, community informatics and cultural studies, the collection brings together theoretical and applied research evidence on three vulnerable population categories: ethnic minorities, older people and people with disabilities. Each section is accompanied by a critical commentary on the research insights presented, from third sector community and policy experts. The collection explores whether vulnerable populations face similar experiences and challenges in relation to their digital inclusion status, stressing the central presence of intersectionality, and arguing for the inclusion of the age, ethnicity/immigration status and disability aspects of one’s identity. At the same time, it argues for multi-directional action that tackles intersectional discrimination in the digital realm on behalf of more than one single population category or group. Challenging popular discourse on the overcoming of digital inequalities in the West, this essential book contends that accounts of non-western contexts do not focus on the parameter of vulnerability or on particular population groups. PanayiotaTsatsou is Associate Professor at the University of Leicester. Her research interests lie in the areas of digital inclusion and Internet studies. Panayiota has published widely on the role of vulnerable and ordinary people as digital media actors. Chapter 'Enhancing Older Adults’ Digital Inclusion Through Social Support: A Qualitative Interview Study.” is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Mass communications --- sociale media --- communicatie --- Communication. --- Digital media. --- Media and Communication. --- Digital and New Media.
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Automation serves as an essential component in business to achieve company goals with qualitatively and quantitatively better results. The use of automation is also in the field of desktop publishing (DTP) indispensable to achieve cost savings in the company and to improve the final results through standardization and error reduction, as well as to relieve employees with regard to laborious and monotonous tasks. This essential aims to summarize the many possibilities of automation in the field of DTP, focusing on repetitive artwork processes in prepress. The content Introduction to the topics of desktop publishing and automation Software-supported automation methods in desktop publishing with focus on Adobe applications Impulses for dealing with the structural change from manual to automated processes in the company The target groups Media designers, software developers, IT system administrators, IT decision-makers The author Ennis Gündoğan studied Business Information Systems and is an IHK-certified Media Designer for Digital and Print. In his job, he currently combines know-how from both fields of activity to realize software projects in the context of DTP automation.
Journalism --- Mass communications --- Computer science --- Computer. Automation --- sociale media --- computers --- landbouw --- media --- computerkunde --- Desktop publishing.
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This book takes a human-centred and concept-led journey through communication theory and is aimed primarily at those who are new to communication studies. Each chapter uses a single concept - actors, narrators, members, performers, influencers, and produsers - to explore key ideas, theories, and thinkers. The six core concepts offer unique, though related, ways of thinking about "flesh and blood" human communicators in a world that is now fundamentally intertwined with media. Each chapter includes a mix of early and recent studies to enable readers to historically locate concepts and trace their evolution. Overall, the book aims to foster an appreciation of theory in readers, cultivate their theoretical sensitivity, and provide them with lots of "real world" examples to help them better understand how theories apply to everyday life. Neil O'Boyle is Associate Professor at the School of Communications, Dublin City University, Ireland. He teaches across a range of subjects, including communication theory, psychology, and advertising, and his research examines the interrelationships between media, popular culture, and collective identities. His most recent book is Sport, the Media and Ireland: Interdisciplinary Perspectives (2020). .
Mathematical control systems --- Mass communications --- sociale media --- communicatie --- informatietheorie --- Communication. --- Mass media.
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"This is a book every game designer, publisher, and player needs to read. From calculating the footprint of shipping disks to itemizing every toxic metal inside a game console, Abraham paints a detailed portrait of the many ways in which creating and playing games is harmful to our global environment. You will never play a videogame the same way again." - Eric Zimmerman, Game designer & Arts Professor, NYU Game Center. "Abraham provides a sweeping and revealing examination of the material realities underpinning both the production and consumption of digital games. Digital Games After Climate Change is important, engaging, and unlike anything else being written about digital games. This is urgently required reading for anyone with an interest in digital games and saving the planet." - Brendan Keogh, Chief Investigator, Digital Media Research Centre (QUT) & President, Digital Games Research Association of Australia. This book presents the first sustained analysis of the digital game industry's carbon footprint and its role in exacerbating global climate change. Identifying the ways videogames can actually help combat the climate crisis, it argues for the urgency of transitioning to a fully carbon neutral games industry, exploring the challenges and opportunities inherent in this undertaking. Beginning with an analysis of debates around the persuasive power of games, the book argues that real impact can only be achieved by focusing on the material conditions of game production - by reducing greenhouse gas emissions from making, selling, and playing games, as well as the hardware used to play them. Abraham makes a compelling argument that a sustainable games industry is possible, and outlines the actions that everyone can take to reduce the harms that digital games cause to people and planet. Benjamin J. Abraham has spent the past decade researching digital media and videogames sustainability. He was previously a lecturer in digital and social media at the University of Technology Sydney, an affiliate of the Climate Justice Research Centre, and has recently moved on from academia.
Nature protection --- Mass communications --- sociale media --- natuurbescherming --- Canvis climàtics --- Videojocs --- Climatic changes. --- Aspectes ambientals
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