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Интерактивные СМИ - инструмент формирования репутации предприятий социально-экономического пространства региона : магистерская диссертация / Interactive media - the instrument for forming reputation of enterprises of social and economic space of the regionБардин, Д. П., Bardin, D. P. January 2018 (has links)
Relevance of the research topic. In the modern world of the highest competition between companies in the struggle for the consumer, it is not enough for companies to produce and sell high-quality goods on the market at attractive prices, offer customers the most favorable logistics conditions and take care of the qualitative promotion of the goods. More and more, the consumer is influenced by intangible factors: brand strength, image and reputation of the company.
Reputation in the study of marketing communications can be defined as estimates of the company and its activities, formed on the basis of certain parameters that are relevant to the target audience. The reputation of the company is one of its main intangible assets. It is formed for a long time and brings various benefits to its subject. Enterprises with a good reputation with a high degree of probability will be selected among the competitors by consumers. The best employees try to work in them, it is easier for such enterprises to receive loans and attract investments. Enterprises with a bad reputation are drawing to lose potential employees, customers and, ultimately, to disappear from the market.
The formation of reputation is influenced by many factors. This is the actions of top management, and the quality of goods and services, and participation in charitable projects, and financial indicators, etc. However, one of the most important factors of reputation formation is interaction with the media.
Mass media form public opinion around the enterprise, which, in turn, changes the reputation of the company - it changes the company's relations with customers, suppliers, partners; has an impact on the value of the company. The strongest impact on the reputation is the impact of interactive media, because among other media, they have the most extensive audience, they have a higher degree of trust, they have a high degree of digitalization and interactivity, which increases the degree of their influence on people.
At the same time, the topic of media influence on the formation of company reputations has been studied very poorly. There is no single approach to assessing this impact, the toolkit is poorly described, due to which the reputation of companies is formed, mechanisms for protecting the reputation of the company from the influence of the media are not prescribed.
The relevance of this work is due to the prevailing situation in the economic space of the country. Recent economic crisis has shown, on the one hand, that in turbulence, reputation is becoming one of the main ways to preserve customers and suppliers. On the other hand, under the influence of media reports, the reputation of companies can suffer considerable damage. The company at the same time loses not only confidence, but also its value.
The purpose and objectives of the study: The purpose of this work is to analyze and evaluate the methods of the process of forming the reputation of companies by interactive media on the example of their interaction with the media of the region.
Achieving this goal involves setting and solving the following tasks:
study the notion of "reputation" in the marketing category system;
to consider methods and methods of forming a reputation by the mass media;
Analyze the degree of consumer confidence and their exposure to the impact of interactive media;
To conduct research on methods of forming a reputation by interactive media;
To test the author's method of forming a reputation by interactive media, investigating aspects of the formation of negative and positive reputation of the company;
Develop an algorithm for company interaction with interactive media to protect its reputation.
Methods of research. To solve the tasks in the course of the research, such general scientific methods as analysis, synthesis, comparison, classification were used, a special method of data collection was used - a poll using the questionnaire method. / Актуальность темы исследования. В современном мире высочайшей конкуренции между компаниями в борьбе за потребителя для компаний недостаточно только лишь производить и реализовывать на рынке высококачественный товар по привлекательным ценам, предлагать клиентам наиболее выгодные логистические условия и заботиться о качественном продвижении товара. Все больше на выбор того или иного продукта потребителем оказывают влияние нематериальные факторы: сила бренда, имидж и репутация компании.
Репутация в рамках исследования маркетинговых коммуникаций может быть определена как оценочные представления о компании и ее деятельности, сформировавшиеся на основании определенных параметров, являющихся значимыми для целевой аудитории. Репутация компании – один из ее основных нематериальных активов. Она формируется длительное время и приносит различные блага для своего субъекта. Предприятия с хорошей репутацией с большой долей вероятностью будут выбраны среди конкурентов потребителями. В них стремятся работать лучшие сотрудники, таким предприятиям проще получать кредиты и привлекать инвестиции. Предприятия же с плохой репутацией рисуют потерять потенциальных сотрудников, клиентов и, в конечном итоге, исчезнуть с рынка.
На формирование репутации оказывает влияние множество факторов. Это и действия топ-менеджмента, и качество товаров и услуг, и участие в благотворительных проектах, и финансовые показатели, и т.д. Однако одним из наиболее важных факторов формирования репутации является взаимодействие со СМИ.
Средства массово информации формируют общественное мнение вокруг предприятия, что, в свою очередь, изменяет репутацию компании - меняет отношения компании с клиентами, поставщиками, партнерами; оказывает влияние на стоимость компании. Наиболее сильным на репутацию является воздействие интерактивных СМИ, так как у них среди прочих средств массовой информации, наиболее обширная аудитория, к ним выше степень доверия, они отличаются высокой степенью дигитализации и интерактивности, что увеличивает степень их влияния на людей.
При этом тема влияния СМИ на формирование репутаций компаний изучена крайне слабо. Отсутствует единый подход к оценке данного влияния, слабо описан инструментарий, за счет которого формируется репутация компаний, не прописаны механизмы защиты репутации компании от влияния СМИ.
Актуальность данной работы объясняется сложившейся ситуацией в экономическом пространстве страны. Недавние кризисные явления в экономике показали, с одной стороны, что в условиях турбулентности репутация становится одним из главных способов сохранения клиентов и поставщиков. С другой, что под влиянием сообщений СМИ репутация компаний может терпеть значительный ущерб. Компания при этом теряет не только доверие, но и свою стоимость.
Цель и задачи исследования: Целью настоящей работы является – анализ и оценка методов процесса формирования репутации компаний интерактивными СМИ на примере их взаимодействия со средствами массовой информации региона.
Достижение этой цели предполагает постановку и решение следующих задач:
изучить понятие «репутация» в системе категории маркетинга;
рассмотреть методы и приемы формирования репутации средствами массовой информации;
проанализировать степень доверия потребителей и их подверженность влиянию интерактивных СМИ;
провести исследование методов формирования репутации интерактивными СМИ;
апробировать авторский метод формирования репутации интерактивными СМИ, исследуя аспекты формирования негативной и позитивной репутации компании;
разработать алгоритм взаимодействия компании с интерактивными СМИ для защиты ее репутации.
Объектом исследования выступит практика формирования интерактивными СМИ репутации предприятий социально-экономического пространства региона. Предметом станут публикации РИА «URA.RU» и портала ZNAK.COM, формирующие репутацию компаний.
Методы исследования. Для решения поставленных задач в ходе исследования были использованы такие общенаучные методы как анализ, синтез, сравнение, классификация, применен специальный метод сбора данных – опрос методом анкетирования.
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O programa PEC/formação universitária : paradigma para qualificação docente na idade mídia /Faria, Elísio Vieira de. January 2005 (has links)
Orientador: Paschoal Quaglio / Banca: Aparecida Barco Soler Huet / Banca: Hélia Sonia Raphael / Banca: Maria Cecília Sanchez Teixeira / Banca: Maria de Lourdes Morales Horiguela / Resumo: O presente estudo, realizado sob a forma de pesquisa qualitativa, constitui-se um estudo de caso. Trata-se de investigar o programa especial de formação de professores em exercício nas séries iniciais do Ensino Fundamental, da rede estadual paulista - denominado PEC/Formação Universitária - oferecido pela Secretaria de Estado da Educação de São Paulo, entre junho de 2001 a dezembro de 2002, em parceria com a Universidade de São Paulo - USP, a Universidade Estadual Paulista - UNESP e Pontifícia Universidade Católica de São Paulo - PUC/SP. Esse programa de formação docente, presencial, se valeu do forte apoio das mídias interativas: teleconferências, videoconferências, trabalhos monitorados em ambiente de aprendizagem customizado especialmente ao programa - LearningSpace, dentre outros. Essa investigação teve como pressupostos metodológicos a análise de documentos pertinentes ao programa, a literatura específica sobre formação docente e aquela referente à aplicação de recursos das novas tecnologias de informação e comunicação em programas educativos, e, ainda, pela aplicação de entrevistas semiestruturadas aos participantes - 7 professores alunos e 2 tutores - e observação no ambiente de aprendizagem do PEC, em duas salas instaladas no CEFAM de São José do Rio Preto, contando com 67 participantes. O programa habilitou, em nível superior, 6.680 Professores de Educação Básica - PEB I, da SEE, que lecionavam na rede estadual paulista e portavam apenas a habilitação em nível médio, para a docência no ensino fundamental. Esse programa de formação de professores se insere no contexto das políticas públicas, princípios e diretrizes educacionais da SEE/SP, sustentado nos três eixos norte dessa política: racionalização educacional, mudanças nos padrões de gestão e a melhoria da qualidade de ensino... (Resumo completo, clicar acesso eletrônico abaixo). / Abstract: The present study, made under qualitative research, is made up of a study of case. It is about investigating a special program of teachersþ formation in activity at the beginning levels of the pimary education in the state of São Paulo called PEC/University graduation - offered by Secretaria de Estado da Educação de São Paulo from june 2001 to December 2002, along with University of São Paulo - USP, Universidade Estadual Paulista - UNESP and Pontifícia Universidade Católica de São Paulo - PUC/SP. This teacherþs program was worth due to the strong support of the interactive media: teleconferences, video-conferences monitored work in customized learning environment mainly to the program - LearningSpace, among others. This investigation brought as methodological pretext, the analysis of the pertinent documents to the program, specific literature about the teacherþs formation and that according to the application of the new technology resources and communication in educational programs and, in addition, to the semi-structured interviews for the participants - seven teachers students and two tutors - and the examination in the learning environment of PEC, in two installed classrooms at CEFAM in São José do Rio Preto, in a total of 67 participants. The program entered, according to high level degree, 6.680 Basic Education Teachers - PEB I, from SEE who tought in the system of the state of São Paulo and where they could only teach at secondary schools, for the teachers of primary schools. This program of teachersþ formation insert in the public politics, the first principals and the educational line of direction of SEE/SP, supported in the three north axes of this system: the educational rationalization, the changing of the management standart and the teaching quality ... (Complete abstract, click electronic address below) / Doutor
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Quizzerfid : Stimulating curiosity through RFID technology.Ebel, Mirte January 2019 (has links)
Computer technology is increasingly being implemented into objects other than the standard desktop computer, be it for keeping existing products current in our digital age or simply exploring the possibilities within the field of embodied interaction. The present paper investigates the emotional-motivational state of curiosity by discussing the design process and results from “Quizzerfid”, a design exploration on the use of RFID technology on a tangible puzzle. A short background on curiosity, embodied interaction, RFID technology, and other related projects will be given, to finally investigate the potentialities of the artefact in regards to stimulating student curiosity. A detailed description of the design of the Quizzerfid prototype will be presented, followed by an extensive process description and review of the performed user testing. The aim of this paper is to explore the design of the Quizzerfid puzzle framework in regards to its success in sparking curiosity and exploratory behaviour through embodied interaction, contributing to the design of future tangible interfaces and possibly even pedagogical aids.
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A limited study of mechanical intelligence as mediaMiddleton, Steven Anthony, smi81431@bigpond.net.au January 2008 (has links)
The project investigates mathematics, informatics, statistical analysis and their histories, the history of human engagement with machines, and illustrates some uses of artificial intelligence and robotic technologies as media. It is concerned with, amongst other issues, the sentient and not sentient binaries offered in discourses on machine intelligence. The term intelligence is used to distinguish between human and not human. However, a non-human, the intelligent machine, has become incorporated into the processes by which our culture defines intelligence. Those processes were explored in phases of the project that focused upon various kinds of interactions between people and machines, particularly the ways in which those interactions are mediated by knowledge. The discourses that underpin the field of mechanical intelligence spring from the same sources as the rhetoric that delineates human beings from all other things. We make intelligent machines because we have something to prove regarding our own intelligence. The devices expose attributes considered in our culture to be intelligent. The size and technical sophistication of modern robots result from the expenditure of considerable funds across several disciplines. Such machines signify wealth, power and excess, despite any other significance their makers intend.
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Character Development and its Utilization for Convergent Media FormatsHaglund, Vira January 2012 (has links)
The thesis caters to the demands of the creative industries for products and contents which can be utilized for convergent media usage and cross-marketing strategies. In this regard character design serves as an important element of entertainment franchises since it is a means to produce media content with high recognition value. However, numerous character adaptations in different media formats illustrate that characters who are successful in one medium are not necessarily as successful in another media format. The thesis takes a closer look at characters in the context of media convergence and discusses the main principles of character creation and development. By favoring a heuristic approach which analyzes the aesthetic phenomena of arts and entertainment by the means of theoretical research which is supported by practical examples, the thesis concludes that character development is based on three dimensions which have to be combined in order to create characters which can be utilized for different media formats. In this context the work discusses character creation in writing, visuals and interactive media by focusing on ways which secure the successful transfer of characters into different media formats without a loss of character depth and quality.
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TV interativa baseada na inclusão de informações hipermidia em videos no padrão MPEG / Interactive television based on insertion of hypermedia information on MPEG standard videoGradvohl, André Leon Sampaio, 1973- 18 March 2005 (has links)
Orientador : Yuzo Iano / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-04T02:42:44Z (GMT). No. of bitstreams: 1
Gradvohl_AndreLeonSampaio_D.pdf: 1191476 bytes, checksum: 1ef2c770091e9d75fbe8dba3361aaa1d (MD5)
Previous issue date: 2005 / Resumo: TV interativa é uma das grandes promessas no campo dos aparelhos eletrônicos para o consumidor. Entretanto, ainda não há um padrão definitivo para implementar esse novo tipo de dispositivo. Por isso, pesquisas são conduzidas para desenvolver um padrão barato, simples e, ao mesmo tempo, o mais funcional possível. Seguindo essa linha de raciocínio, este trabalho propõe um modelo para a inserção de informações hipermídia em vídeos em um padrão amplamente conhecido e já implementado nos televisores digitais atuais: o padrão MPEG. O modelo proposto é baseado na elaboração de um conceito próprio de hipervídeo, no qual são embutidas referências a informações complementares ao conteúdo sendo exibido. Tais referências e as coordenadas dos objetos em cena, que atuam como âncoras para as informações complementares, formam o que se define como informações hipermídia. Além da concepção do modelo, este trabalho também apresenta uma prova de conceito para demonstrar a viabilidade das ideias aqui descritas / Abstract: The interactive TV is one of the great promises on Consumer Electronics field. However, there is no definitive standard to implement this new kind of device. For this reason, researches are conducted to develop a standard cheap, simple, and also the most functional as possible. Tracing this reasoning, this work proposes a model to insert hypermedia information on videos in a widely known and already implemented standard in current digital television sets: the MPEG standard. The proposed model is based on the creation of a particular concept of hypervideo, which references to complementary information are embedded on the content being presented. Such references and the coordinates of the objects in scene, which act as anchors to complementary information, both form what is defined as hypermedia information. Beyond the conception of the model, this work also presents a concept proof to demonstrate the viability of the ideas here depicted. / Doutorado / Telecomunicações e Telemática / Doutor em Engenharia Elétrica
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La interrelación de youtubers peruanos con sus seguidores en Youtube: Caso del vlogger Kenrovlogs / The interaction of Peruvian youtubers with their followers on YouTube : Case of vlogger KenroVlogsAlbornoz Arbieto, Claudia Samanta 01 July 2020 (has links)
El presente trabajo analiza al youtuber e influencer Kenrovlogs con la finalidad de explicar las interacciones con sus seguidores en Youtube e Instagram. Se describirán las características narrativas de sus videos que funcionan como detonante de las interacciones con sus fans, se explicarán las formas de interacción digital que surgen entre él y sus seguidores a partir de la publicación de estos vlogs; finalmente se identificará el perfil de los usuarios peruanos que consumen y se fidelizan a sus vlogs. La investigación sigue un diseño cualitativo, se empleará la técnica de entrevista semiestructurada al youtuber Kenrovlogs, realizando preguntas abiertas sobre su canal, sus vlogs, su personaje y la interacción que tiene con sus seguidores. Asimismo, se realizará un análisis de contenido de los vlogs del mencionado youtuber, estableciendo categorías por temática, tales como “familia”, “amigos” y “k-pop”. El contenido ha sido seleccionado en base a la cantidad de visualizaciones, revisándose los 5 videos más vistos respecto a cada temática, en total 15 videos serán analizados. Por último, se empleará la técnica del focus group aplicada en fans, seleccionadas por su medio a alto nivel de interacción con el youtuber y su participación en el club de fans. / This paper analyzes the youtuber and influencer Kenrovlogs in order to explain the interactions with his followers on YouTube and Instagram. The narrative characteristics of his videos that act as a trigger for interactions with his fans will be described, the forms of digital interaction that arise between him and his followers from the publication of these vlogs will be explained and the profile of the Peruvian users who consume his vlogs will be identified. The research follows a qualitative design, a semi-structured interview technique will be used with Kenrovlogs, asking open-ended questions about his channel, his vlogs, his character and the interaction he has with his followers. Also a content analysis of the vlogs of the mentioned youtuber will be carried out, establishing categories by theme, such as "family", "friends" and "k-pop". The content has been selected based on the number of views, reviewing the 5 most viewed videos on each theme, in total 15 videos will be analyzed. Finally, a focus group technique applied to fans will be used, selected for their high level of interaction with the youtuber and their participation in the fan club. / Trabajo de investigación
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Nuevas narrativas utilizadas para la representación de la mujer en videoclips de reggaetón de artistas latinoamericanas / New narratives used in the representation of women in reggaeton video clips of Latin American artistsMuñoz Pazo, Fernando Enrique 06 July 2020 (has links)
El presente trabajo analiza las nuevas narrativas empleadas en los videoclips de reggaetón con la finalidad de explicar la representación y visibilización de la mujer en dichos productos audiovisuales producidos por artistas de habla hispana desde un enfoque de género. Se describirá cómo se están construyendo el perfil de los personajes femeninos en los videoclips de reggaetón; asimismo, se analizará la visibilización de los personajes femeninos a partir de sus acciones en las historias contadas en los videoclips de reggaetón. Finalmente, se busca explicar cómo son las historias en las cuales se visibiliza a los personajes femeninos en los videoclips de reggaetón. La investigación tiene un enfoque cualitativo y se empleará una técnica de análisis de contenido, analizando distintos videos de reggaetón de los últimos cinco años. El contenido ha sido seleccionado en base al rol protagónico y popularidad que han tenido las artistas femeninas de habla hispana en diversos videos de reggaetón. / This paper analyzes the new narratives used in reggaeton video clips in order to explain the representation and visibility of women in these audiovisual products produced by Spanish-speaking artists from a gender perspective. The profile of the female characters in the reggaetón video clips will be described; Likewise, the visibility of the female characters will be analyzed based on their actions in the stories told in the reggaetón video clips. Finally, it seeks to explain how the stories in which the female characters are visible in reggaetón video clips are. The research has a qualitative focus and a content analysis technique will be used, analyzing different reggaeton videos from the last five years. The content has been selected based on the leading role and popularity that Spanish-speaking female artists have had in various reggaeton videos. / Trabajo de investigación
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HERMENEUTICS IN SIMULATED ENVIRONMENTS: THE LITERARY QUALITY OF DIGITAL ARTIFACTSSteven James Koontz (9764045) 16 December 2020 (has links)
The topic of video games is expansive, encompassing numerous domains that have yet to be thoroughly examined within a scholarly context. Modern games, especially those in the adventure and role-playing genres, are oftentimes heavily laden with text, and therefore serve as excellent subjects when formulating hermeneutical models for simulated virtual contexts. Furthermore, many games belong under the umbrella of literary studies due to their reliance upon text to forge interactive, fictional narratives. While this means many games possess qualities that render them germane to academics within the sphere of English studies, they remain neglected outliers due to manifold factors, ranging from outmoded biases against the medium, to a lack of established evaluative methodologies. As a result, the field is largely bereft of consensus strategies for engaging digital works featuring literary exposition and dialogue in the form of on-screen text; however, existing theories, including more abstruse ones relating to ergodic literature, hypertext and cybertext, provide a foundation on which to construct new modalities for assessing texts that exist within virtual environs. Research indicates that audience experiences in text-driven games are markedly different than those offered by analog texts due to their interactivity and non-linearity, thus reinforcing the need for the expansion of existing models. Of additional concern, analyses of modern text-oriented games prefigure some important implications for the areas of pedagogy and textual information conveyance in general. These considerations all coalesce to illustrate the exigency for a new or updated theory for understanding and interpreting text in digital substrates, ultimately allowing for inchoate and emergent art facilitated by technology to be recognized as academically relevant.
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My Role as a Technical Communicator in an Interactive Media OrganizationLa Foret, Annmarie 19 November 2002 (has links)
No description available.
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