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Der Spielfilm - Leitmedium des 20. Jahrhunderts - hat sich in den vergangenen 100 Jahren immer wieder als Seismograph, Katalysator und Reflexionsmedium von als krisenhaft erlebten Ausnahmezuständen und Zuspitzungen erwiesen. Als audiovisuelles Massenmedium nimmt er eine Mittlerfunktion zwischen gesellschaftlichen Ereignissen einerseits und ihren symbolischen Ausdeutungen andererseits wahr, so dass seine Analyse im Sinne Michel Foucaults auch als Sichtbarmachung der »Positivität des Diskurses« verstanden werden kann. Fokussiert auf Ausnahmezustände und Dynamiken der deutschen Geschichte, betreiben die Beiträge dieses Bandes in produktiver Weise Filmanalyse als Kulturanalyse. »Viele Beiträge des Bandes bestechen als spannend zu lesende Einzelanalysen.« Jochen Strobel, literaturkritik.de, 11 (2011) »Das Buch bietet eine Fülle von Anregungen und Hinweisen, die für eine Sozialgeschichte des deutschen Films ebenso relevant sind, wie sie der Film- und Mediensoziologie wertvolles Anschauungsmaterial zur Verfügung stellen.« Prof. Dr. Michael Wedel, tv diskurs, 58 (2011) Besprochen in: Germanistik, 53/1-2 (2012)
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Since antiquity it has been known that without the freedom to speak, and later to publish, the road to fanaticism and totalitarianism lies wide open. This book focuses on how the 'press' reacted, when press freedom was under strain in number of cases in the 20th century and the beginning of the 21st century. Contemporary literature on the freedom of the press has its focus on the role of the press in relation to democracy; how media influences democracy, how the political and the ethical aspects are managed etc. This book is on the one hand part of this central discourse. On the other hand, it attempts to broaden views by focusing on the historical and contemporary experiences, when press freedom was under strain in significant periods since the 1930s. Also, its geographical scope is broader than most books, and it brings together experienced journalists and known academics adding to the dynamism of the discussion and challenging the reader to find his own position concerning censorship, self-censorship and press ethics.
Social Science / Media Studies --- Social sciences --- Behavioral sciences --- Human sciences --- Sciences, Social --- Social science --- Social studies --- Civilization
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A proposal to move the academic area of digital media and learning toward more coherence.
Media literacy. --- Digital media. --- Mass media in education. --- Education --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- Mass media literacy --- Information literacy --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies --- Media studies --- Educational equipment and technology, computer-aided learning (CAL)
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Ova knjiga je nastala tokom dramatičnih godina za srpsku politiku. U martu 2003. ubijen je premijer Đinđić – sve ukazuje na to da je ubica poticao iz „Crvenih beretki“ pod komandom Ministarstva unutrašnjih poslova, uključujući njihove kontaktie u beogradskoj mafiji – pri čemu su možda bili uključeni i veći delovi državnog aparata. Posle više predsedničkih izbora bez rezultata, zbog premalog odziva birača, parlamentarni izbori od 28. decembra 2003. bili su iznenađenje za one koji su mislili da je Srbija na putu normalizacije. Pobednici su bile stranke koje su podržavale ranijeg predsednika Miloševića i još radikalnijeg Vojislava Šešelja – iako su obojica sedeli na optuženičkoj klupi u Hagu. Šešeljeva radikalna stranka postala je najjača, sa 28% glasova – i jedino ju je koalicija četnika, monarhista, liberalnih reformskih ekonomista i prethodnog predsednika, levičarskog nacionaliste Koštunice, sprečila da preuzme vlast; Koštunica se, pak, isključivo zahvaljujući goroj alternativi, predstavljao kao umeren.
Politics --- History --- Social Sciences --- Media studies --- Communication studies --- Sociology --- Recent History (1900 till today) --- Special Historiographies: --- Nationalism Studies --- Transformation Period (1990 - 2010) --- Wars in Jugoslavia --- Bosnia and Herzegovina --- Serbia --- Politics and government --- Politics and government
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How traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites.Over the past two decades, the way we learn has changed dramatically. We have new sources of information and new ways to exchange and to interact with information. But our schools and the way we teach have remained largely the same for years, even centuries. What happens to traditional educational institutions when learning also takes place on a vast range of Internet sites, from Pokemon Web pages to Wikipedia? This report investigates how traditional learning institutions can become as innovative, flexible, robust, and collaborative as the best social networking sites. The authors propose an alternative definition of "institution" as a "mobilizing network"--emphasizing its flexibility, the permeability of its boundaries, its interactive productivity, and its potential as a catalyst for change--and explore the implications for higher education. The Future of Thinking reports on innovative, virtual institutions. It also uses the idea of a virtual institution both as part of its subject matter and as part of its process: the first draft of the book was hosted on a Web site for collaborative feedback and writing. The authors use this experiment in participatory writing as a test case for virtual institutions, learning institutions, and a new form of collaborative authorship. The finished version is still posted and open for comment. This book is the full-length report of the project, which was summarized in an earlier MacArthur volume, The Future of Learning Institutions in a Digital Age.
Educational technology. --- Internet in education. --- Education --- Educational change. --- Organizational change. --- Effect of technological innovations on. --- Change, Organizational --- Organization development --- Organizational development --- Organizational innovation --- Management --- Organization --- Manpower planning --- Change, Educational --- Education change --- Education reform --- Educational reform --- Reform, Education --- School reform --- Educational planning --- Educational innovations --- Technological innovations --- Internet (Computer network) in education --- Instructional technology --- Technology in education --- Technology --- Instructional systems --- Teaching --- Aids and devices --- EDUCATION/Digital Media & Learning --- SOCIAL SCIENCES/Media Studies --- DIGITAL HUMANITIES & NEW MEDIA/Social Media & Networking --- Media studies --- Educational equipment and technology, computer-aided learning (CAL)
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Dal Yong Jin examines the rapid growth of the Korean online game industry from the perspective of political economy, discussing it in social, cultural & economic contexts.
COMPUTERS --- Internet / General --- Internet games --- Video games industry --- Social Sciences --- Recreation & Sports --- Social aspects --- Economic aspects --- History --- History. --- Video game industry --- Electronic games industry --- Electronic games --- E-books --- GAME STUDIES/Online Games --- CULTURAL STUDIES/Global Studies --- SOCIAL SCIENCES/Media Studies --- K9397 --- Korea: Games --- Computer games industry --- Internet games industry --- Electronic industries --- Toy industry --- Computer games --- Television games --- Videogames --- Games --- Video games
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"Ever since horror leapt from popular fiction to the silver screen in the late 1890's, viewers have experienced fear and pleasure in exquisite combination. Wheeler Winston Dixon's A History of Horror is the only book to offer a comprehensive survey of this ever-popular film genre. Arranged by decades, with outliers and franchise films overlapping some years, this one-stop sourcebook unearths the historical origins of characters such as Dracula, Frankenstein, and the Wolfman and their various incarnations in film from the silent era to comedic sequels. A History of Horror explores how the horror film fits into the Hollywood studio system and how its enormous success in American and European culture expanded globally over time. Dixon examines key periods in the horror film-in which the basic precepts of the genre were established, then banished into conveniently reliable and malleable forms, and then, after collapsing into parody, rose again and again to create new levels of intensity and menace. A History of Horror, supported by rare stills from classic films, brings over fifty timeless horror films into frightfully clear focus, zooms in on today's top horror Web sites, and champions the stars, directors, and subgenres that make the horror film so exciting and popular with contemporary audiences." -- Publisher's description.
Horror films --- History and criticism. --- Motion pictures --- History. --- History and criticism --- horror, film studies, media studies, communications, american studies, performing arts, film, video, scary movie, horror movie, horror film, dracula, frankenstein, the wolfman, hollywood, silent film, classic film, fright, halloween, action horror, comedy horror, body horror, slasher, psychological horror, supernatural, gothic horror, zombies, cinema, silver screen.
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Review: "How do pervasive digital devices - smartphones, iPods, GPS navigation systems, and cameras, among others - influence the way we use spaces? In The Tuning of Place, Richard Coyne argues that these ubiquitous devices and the networks that support them become the means of making incremental adjustments within spaces - of tuning place. Pervasive media help us formulate a sense of place, writes Coyne, through their capacity to introduce small changes, in the same way that tuning a musical instrument invokes the subtle process of recalibration. Places are inhabited spaces, populated by people, their concerns, memories, stories, conversations, encounters, and artifacts. The tuning of place - whereby people use their devices in their interactions with one another - is also a tuning of social relations." "The range of ubiquity is vast - from the familiar phones and handheld devices through RFID tags, smart badges, dynamic signage, microprocessors in cars and kitchen appliances, wearable computing, and prosthetics, to devices still in development. Rather than catalog achievements and predictions, Coyne offers a theoretical framework for discussing pervasive media that can inform developers, designers, and users as they contemplate interventions into the environment. Processes of tuning can lead to consideration of themes highly relevant to pervasive computing: intervention, calibration, wedges, habits, rhythm, tags, taps, tactics, thresholds, aggregation, noise, and interference."--Jacket.
Ubiquitous computing. --- Mobile computing. --- Online social networks. --- Pervasive computing --- UbiComp (Computer science) --- Electronic social networks --- Social networking Web sites --- Electronic data processing --- Embedded computer systems --- Social media --- Social networks --- Sociotechnical systems --- Web sites --- Context-aware computing --- Portable computers --- Distributed processing --- Virtual communities --- COMPUTER SCIENCE/Human Computer Interaction --- SOCIAL SCIENCES/Media Studies --- DIGITAL HUMANITIES & NEW MEDIA/General --- Sociology of environment --- Mass communications --- Communities, Online (Online social networks) --- Communities, Virtual (Online social networks) --- Online communities (Online social networks)
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An examination of young people's everyday new media practices--including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings--at home, in after-school programs, and in online spaces. Integrating twenty-three case studies--which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups--in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.
Computer. Automation --- Age group sociology --- United States --- Mass media and youth --- Digital media --- Technology and youth --- Learning --- Social aspects --- Social aspects. --- Learning process --- Comprehension --- Education --- Youth and technology --- Youth --- Electronic media --- New media (Digital media) --- Mass media --- Digital communications --- Online journalism --- EDUCATION/Digital Media & Learning --- DIGITAL HUMANITIES & NEW MEDIA/General --- SOCIAL SCIENCES/Media Studies --- social media --- youth media --- children's media --- podcast --- video-games --- videogame --- text message --- ethnography --- Digital Youth Project --- media literacymedia ecology --- Médias numériques --- Médias et jeunesse --- Formation en ligne --- Geeks --- Aspect social --- États-Unis --- Enquêtes
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Journalism has embraced digital media in its struggle to survive. But most online journalism just translates existing practices to the Web: stories are written and edited as they are for print; video and audio features are produced as they would be for television and radio. The authors of Newsgames propose a new way of doing good journalism: videogames. Videogames are native to computers rather than a digitized form of prior media. Games simulate how things work by constructing interactive models; journalism as game involves more than just revisiting old forms of news production. The book describes newsgames that can persuade, inform, and titillate; make information interactive; re-create a historical event; put news content into a puzzle; teach journalism; and build a community. Wired magazine's game Cutthroat Capitalism, for example, explains the economics of Somali piracy by putting the player in command of a pirate ship, offering choices for hostage negotiation strategies. And Powerful Robot's game September 12th offers a model for a short, quickly produced, and widely distributed editorial newsgame. Videogames do not offer a panacea for the ills of contemporary news organizations. But if the industry embraces them as a viable method of doing journalism--not just an occasional treat for online readers--newsgames can make a valuable contribution.
Video games. --- Online journalism. --- Interactive multimedia. --- Hypermedia systems --- Interactive media --- Electronic journalism --- Internet journalism --- Television games --- Videogames --- Computer software --- Journalism --- Digital media --- Electronic games --- INFORMATION SCIENCE/Communications & Telecommunications --- GAME STUDIES/Games & Culture --- SOCIAL SCIENCES/Media Studies --- Jeux vidéo --- Journalisme en ligne --- Multimédias interactifs --- Interactive multimedia --- Online journalism --- Video games --- #SBIB:309H1010 --- #SBIB:309H1713 --- #SBIB:309H17 --- Organisatorische aspecten van de media: algemene werken (incl. journalistiek) --- Mediatechnologie: nieuwe toepassingen (abonnee-televisie, electronic mail, desk top publishing, virtuele realiteit...) --- Computer- en videogames --- Computer games --- Internet games --- Games
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