Narrow your search
Listing 1 - 10 of 258 << page
of 26
>>
Sort by

Book
Deep Stories : Practicing, Teaching, and Learning Anthropology with Digital Storytelling
Authors: --- ---
ISBN: 3110539357 3110539322 Year: 2017 Publisher: Warsaw ; Berlin : De Gruyter Open Poland,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Have you ever wondered what makes storytelling and digital media a powerful combination? This edited volume examines the opportunities to think, do, and/or create jointly afforded by digital storytelling. The editors of this volume contend that digital storytelling and digital media can create spaces of empowerment and transformation by facilitating multiple kinds of border crossings and convergences involving groups of peoples, places, knowledge, methodologies, and teaching pedagogies.The book is unique in its inclusion of anthropologists and education practitioners and its emphasis on multiple subfields in anthropology.The contributors discuss digital storytelling in the context of educational programs, teaching anthropology, and ethnographic research involving a variety of populations and subjects that will appeal to researchers and practitioners engaged with qualitative methods and pedagogies that rely on media technology.


Book
Consuming Digital Disinformation : How Filipinos Engage with Racist and Historically Distorted Online Political Content.
Authors: ---
ISBN: 9815104535 Year: 2023 Publisher: Singapore : ISEAS - Yusof Ishak Institute,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Many current counter-disinformation initiatives focus on addressing the production or ""supply side"" of digital disinformation. Less attention tends to be paid to the consumption or the intended audiences of disinformation campaigns.A central concept in understanding people's consumption of and vulnerability to digital disinformation is its imaginative dimension as a communication act. Key to the power of disinformation campaigns is their ability to connect t.


Book
Indonesia's COVID-19 Infodemic : A Battle for Truth or Trust?.
Author:
ISBN: 9815104691 Year: 2023 Publisher: Singapore : ISEAS - Yusof Ishak Institute,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Besides being one of the countries most severely affected by the COVID-19 pandemic, Indonesia also experienced a severe "infodemic": an overabundance of contradictory information--including misinformation and disinformation--on COVID-19. This infodemic hampered pandemic mitigation efforts, resulting in non-compliance with public health measures and delays to the national vaccination programme in the first six months of the pandemic due to widespread vaccine hesitancy or vaccine refusal. Furthermore, it fomented public distrust of the government and other institutions.On Indonesian social media, this infodemic engendered a peculiar type of hybrid narrative, combining global conspiracy theories with local moral economies and religious sentiments. Religious micro-influencers were particularly influential in spreading the narrative that the government's COVID-19 policies could not be trusted, and that COVID-19 vaccines were dangerous and haram. Such posts were often removed in line with the social media platforms' policies to combat false information on COVID-19, and the individuals who created such content risked prosecution in line with the government's punitive approach to "hoaxes". However, this did not lessen the prevalence of anti-vaccine narratives, nor did it mitigate public distrust of the government.The government also contributed to the spiral of distrust through its inconsistent policies, lack of transparency, and mixed messages. Especially in the pandemic's early phases, government officials themselves were found spreading misleading information, first to downplay the severity and risk of COVID-19 in order to avoid social unrest, and subsequently to push for a quick reopening of the economy. In prioritizing the economy over public health, considerable resources were spent on influence campaigns to persuade the public to continue business as normal.The influence campaigns appeared to succeed in persuading people to return to work and to get vaccinated eventually. However, public distrust remained and was easily reactivated on social media in response to inconsistencies and double standards in the government's enforcement of COVID-19 restrictions.


Book
The Labour Politics of App-Based Driving in Vietnam.
Author:
ISBN: 9815104861 Year: 2023 Publisher: Singapore : ISEAS - Yusof Ishak Institute,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Over the past decade, app-based driving services like ride-hailing and delivery have become an integral part of business, employment and daily life in Vietnam. This growth, however, has been accompanied by tensions and conflicts between ride-hailing platforms and traditional taxi companies, xe ôm (motorbike taxi drivers), the authorities and the drivers working for these platforms.Most drivers on these services are male and work long hours for low wages. Their working conditions are precarious because platforms classify them as partners rather than employees, denying them basic rights and benefits. Although platforms offer bonuses, organize events to celebrate drivers' contributions, and provide training courses, these do not address the fundamental exploitation in the employment relationship.The Ministry of Labour, Invalids and Social Affairs (MOLISA) has not taken sufficient action to protect drivers or taken a stance on whether they should be classified as contractors or employees. The Vietnam General Confederation of Labour (VGCL) is working towards securing social protection for drivers and increasing their representation in labour associations. While some members of the VGCL have argued that app-based drivers are actually workers and should be afforded the same rights and benefits as all workers, this is as yet not the formal position of the confederation.Drivers have taken to organizing strikes and protests to demand better treatment from the platforms. Their methods of activism are rooted in both traditional Vietnamese labour activism and global trends of platform protest.The emergence of the gig economy in Vietnam is a challenge to sustainable development. Policymakers and practitioners are called upon to ensure that platform work contributes to improved livelihoods and decent lifestyles for all.


Book
Depth Effects : Dimensionality from Camera to Computation.
Author:
ISBN: 0520393872 Year: 2023 Publisher: Berkeley : University of California Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

In this bold rewriting of visual culture, Brooke Belisle uses dimensionality to rethink the history and theory of media aesthetics. With Depth Effects, she traces A.I.-enabled techniques of computational imaging back to spatial strategies of early photography, analyzing everyday smartphone apps by way of almost-forgotten media forms. Drawing on the work of Maurice Merleau-Ponty, Belisle explores depth both as a problem of visual representation (how can flat images depict a voluminous world?) and as a philosophical paradox (how do things cohere beyond the limits of our view?). She explains how today's depth effects continue colonialist ambitions toward totalizing ways of seeing. But she also shows how artists stage dimensionality to articulate what remains invisible and irreducible.


Book
Cable Guys : Television and Masculinities in the 21st Century
Author:
ISBN: 1479800589 Year: 2014 Publisher: New York, NY : New York University Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

The emergence of "male-centered serials" such as The Shield, Rescue Me, and Sons Of Anarchy and the challenges these characters face in negotiating modern masculinities. Fromthe meth-dealing but devoted family man Walter White of AMC's Breaking Bad,to the part-time basketball coach, part-time gigolo Ray Drecker of HBO's Hung,depictions of male characters perplexed by societal expectations of men andanxious about changing American masculinity have become standard across thetelevision landscape. Engaging with a wide variety of shows, including TheLeague, Dexter, and Nip/Tuck, among many others, Amanda D. Lotzidentifies the gradual incorporation of second-wave feminism into prevailinggender norms as the catalyst for the contested masculinities on display incontemporary cable dramas.Examiningthe emergence of "male-centered serials" such as The Shield, Rescue Me, and Sons of Anarchy and the challenges these characters face in negotiatingmodern masculinities, Lotz analyzes how these shows combine feminist approachesto fatherhood and marriage with more traditional constructions of masculineidentity that emphasize men's role as providers. She explores the dynamics ofclose male friendships both in groups, as in Entourage and Men of aCertain Age, wherein characters test the boundaries between the homosocialand homosexual in their relationships with each other, and in the dyadicintimacy depicted in Boston Legal and Scrubs. Cable Guys provides amuch needed look into the under-considered subject of how constructions of masculinitycontinue to evolve on television.


Book
Playing War : Military Video Games After 9/11
Author:
Year: 2016 Publisher: New York, NY : New York University Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Explores the culture that made military shooter video games popular, and key in understanding the War on TerrorNo video game genre has been more popular or more lucrative in recent years than the "military shooter." Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy's name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America's military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.


Book
Playing War : Military Video Games After 9/11
Author:
Year: 2016 Publisher: New York, NY : New York University Press,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Explores the culture that made military shooter video games popular, and key in understanding the War on TerrorNo video game genre has been more popular or more lucrative in recent years than the "military shooter." Franchises such as Call of Duty, Battlefield, and those bearing Tom Clancy's name turn over billions of dollars annually by promising to immerse players in historic and near-future battles, converting the reality of contemporary conflicts into playable, experiences. In the aftermath of 9/11, these games transformed a national crisis into fantastic and profitable adventures, where seemingly powerless spectators became solutions to these virtual Wars on Terror. Playing War provides a cultural framework for understanding the popularity of military-themed video games and their significance in the ongoing War on Terror. Matthew Payne examines post-9/11 shooter-style game design as well as gaming strategies to expose how these practices perpetuate and challenge reigning political beliefs about America's military prowess and combat policies. Far from offering simplistic escapist pleasures, these post-9/11 shooters draw on a range of nationalist mythologies, positioning the player as the virtual hero at every level. Through close readings of key games, analyses of marketing materials, and participant observations of the war gaming community, Playing War examines an industry mobilizing anxieties about terrorism and invasion to craft immersive titles that transform international strife into interactive fun.


Book
Das Mediensystem im Alten Reich der Frühen Neuzeit 1600-1750
Authors: ---
Year: 2009 Publisher: [s.l.] : Vandenhoeck & Ruprecht,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Dieser Band beschreibt das Mediensystem im Alten Reich nicht als eine Summe einzelner Mediengeschichten, weist auch nicht auf die Faszination der Anfänge (»Erfindung« der Zeitung u.ä.) hin, sondern stellt den Zusammenhang der Medien untereinander dar, aber auch ihre Abhängigkeit von Infrastrukturen wie Post und Buchgewerbe. Nicht zuletzt wird der Blick auch auf die bisher wenig beachtete Leserperspektive gelenkt. Das Mediensystem des Alten Reiches wird somit als ein System angesehen, dessen einzelne Elemente miteinander in Verbindung standen und einander wechselseitig beeinflussten. Die Aufsätze befassen sich mit den buchbezogenen Gewerben und den Beziehungen der entsprechenden Berufsgruppen untereinander sowie mit der besonderen Struktur der Reichspost, die als Voraussetzung und Teil der frühneuzeitlichen Medienrevolution aufgefasst wird. Sie beschäftigen sich mit einzelnen, auch selten untersuchten Medien - geschriebenen Zeitungen, Flugblättern und Flugschriften; Hof- und Staatskalendern, gedruckten Zeitungen, Festbeschreibungen - und stellen diese Medien zugleich in die Zusammenhänge mit ihrer Produktion, der Beschaffung und Verbreitung von Nachrichten und der Aufnahme bei den Lesern.


Book
Das Mediensystem im Alten Reich der Frühen Neuzeit 1600-1750
Authors: ---
Year: 2009 Publisher: [s.l.] : Vandenhoeck & Ruprecht,

Loading...
Export citation

Choose an application

Bookmark

Abstract

Dieser Band beschreibt das Mediensystem im Alten Reich nicht als eine Summe einzelner Mediengeschichten, weist auch nicht auf die Faszination der Anfänge (»Erfindung« der Zeitung u.ä.) hin, sondern stellt den Zusammenhang der Medien untereinander dar, aber auch ihre Abhängigkeit von Infrastrukturen wie Post und Buchgewerbe. Nicht zuletzt wird der Blick auch auf die bisher wenig beachtete Leserperspektive gelenkt. Das Mediensystem des Alten Reiches wird somit als ein System angesehen, dessen einzelne Elemente miteinander in Verbindung standen und einander wechselseitig beeinflussten. Die Aufsätze befassen sich mit den buchbezogenen Gewerben und den Beziehungen der entsprechenden Berufsgruppen untereinander sowie mit der besonderen Struktur der Reichspost, die als Voraussetzung und Teil der frühneuzeitlichen Medienrevolution aufgefasst wird. Sie beschäftigen sich mit einzelnen, auch selten untersuchten Medien - geschriebenen Zeitungen, Flugblättern und Flugschriften; Hof- und Staatskalendern, gedruckten Zeitungen, Festbeschreibungen - und stellen diese Medien zugleich in die Zusammenhänge mit ihrer Produktion, der Beschaffung und Verbreitung von Nachrichten und der Aufnahme bei den Lesern.

Listing 1 - 10 of 258 << page
of 26
>>
Sort by