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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
41

"Beyond the Clouds": Insider Perceptions on the Transmutation of Terrestrial Radio In Canada

Manchester, Geoffrey W January 2012 (has links)
The aim of this study is to understand how leaders in the Canadian radio industry perceive the nascent personalized music streaming service industry, and how those perceptions inform their current business decisions. Over the last few years, Internet-based music services like Deezer and Rdio have launched in Canada, providing listeners with the opportunity of an alternative music experience to conventional broadcast radio. Through five interviews with experts representing terrestrial radio, on-demand services and regulation, three scenarios are presented for the future of conventional radio. In addition, a conceptualized listener profile is created using Grounded Theory Method. This profile buttresses the central finding of this research: should key political, economic and social factors remain in place, conventional radio is likely to continue to dominate as the leading commercial audio platform for Canadians in the years to come.
42

On-line komunikácia a nové stratégie značky Rimmel / On-line comunication and new strategy of brand Rimmel

Jevičová, Katarína January 2011 (has links)
The theme of the diploma thesis is new media, namely, websites and social networks. The aim of this paper is to highlight the development of Rimmel on-line strategy, assess the strengths and weaknesses against other competitors and suggest solutions for the future, which would take advantage of the potential offered by new media, especially to better target the audience. Established knowledge related to online brand Rimmel activity were analyzed and compared with the competition. The main objective of this work is to recommend, what direction should the on-line activities of Rimmel brand move in the future.
43

Strategie vzdělávání a rozvoje zaměstnanců s využitím nových médií / Strategy in training and development of the company employees with the use of new media

Karasová, Martina January 2013 (has links)
Diploma thesis is focused on education and development of employees in company with regard to use of new media and social networks. Aim of the thesis is to assess current situation in selected company and outline possible enhancements. Assessment is based on analysis of survey results, which were obtained from chosen respondents. The theoretical part contains the characteristics related to different forms of educations and interpretation of the developments of employees inside enterprise. This part also explains key concepts from the field of new media and social networks. The practical part analyzes processes linked to education in selected company. Centre of the analysis is built upon data obtained from survey results carried out among respondents. The aim of the research is to identify generation Y's view on the issue of the use of new media and social networks in employee education.
44

U.S. Newspapers And The Adoption Of Technological Innovations

Kemp, Jacob 12 1900 (has links)
In order to survive in a hyper-competitive media marketplace, managers must constantly evaluate new technologies and their potential impact on the industry. Using theories on innovation management in organization, this study examined the processes used by managers at daily newspaper in the U.S. during the time period of 1992-2005 to plan for publishing content online. Fourteen subjects, all of whom held management positions during this time, were interviewed at length about their experiences. Their responses reveal that the processes were generally haphazard. This was a result of several factors, some of which were external to the newspaper industry, and others which were cultural, internal forces. Despite a general level of disorganization in the processes, the responses do identify some practices that can be used as blueprints for media organizations that wish to rethink their approach to potentially disruptive technologies.
45

Pixelated Domes: Cinematic Code Changes through a Frank Lloyd Wright Lens

Allen, William 01 January 2021 (has links) (PDF)
Panoramic 360-degree documentary videos continue to saturate the visual landscape. As practitioners' experiment with a new genre, understanding meaning and making awaits the academic and marketplace landscape. The new media journey of 360-degree documentary storytelling is ripe for media archaeologist to explore. New media scholar Lev Manovich (2016) believes "we are witnessing the new emergence of a cultural metalanguage, something that will be at least as significant as the printed word and cinema before it" (p. 49) Considering the meta- development of this new media genre, my dissertation seeks to discuss the historical roots of the panoramic image, define 360-degree Cinematic Virtual Reality (CVR) documentary video, establish production distinctions between 360-degree CVR and two-dimensional documentary video, and reveal the spatial cognitive abilities of 360-degree documentary video. The purpose of this dissertation study is to establish a media archaeological context of the 360-degree image and reveals the development of new cinematic code variations between 360 CVR modalities and two-dimensional documentary form. The theoretical framework developed within this study will inform current and future 360-degree documentary narrative engagement practices. Secondly, this project seeks to evaluate spatial cognition levels when viewing a Frank Lloyd Wright walking tour through 360 CVR modalities and examine the influence this has on narrative engagement comparative to traditional two-dimensional documentary form.
46

The Cognition and Enjoyment of Transmedia Journalism vs Print Journalism

Crittenden, Lea 01 May 2021 (has links) (PDF)
Transmedia journalism is a growing way to get news stories to readers with the new technology of social media platforms. This study, through surveys and a blog, measured information retention/cognition and preference of the interactive platform(s) and the print platform to see which type of transmedia journalism is preferred more to readers and easier for readers to retain more information. The sample was 31 Digital media undergraduate and graduate students concurrently enrolled in the University of Central Florida's Nicholson School of Communication and Media in the Games & Interactive Media program. All participants received at least one story platform consisting of a transmedia journalism story assigned as an interactive novel, interactive infographic or interactive game with questions measuring the enjoyment and information retention/cognition of these different immersive platforms. Participants completed a Qualtrics questionnaire with Likert and multiple-choice questions for preference, retention/cognition, and enjoyment, and an open-ended question describing their experience with the story platform. The primary data were transcribed and coded for analysis. Descriptive codes identified positive and negative comments. Pattern codes identified participant preference, content knowledge, and preference patterns. The Likert questions used in this study provided quantitative data for participant preference of the platform. The open-ended question used in this study provided insight into what the participants were thinking about their interactions with the platform and gave insight into the participant decision process reported in the Likert questions. Analyses of this study revealed most participants preferred interactive platforms. This study also resulted in an undeterminable data collection regarding information retention/cognition; however, the qualitative responses were quite revealing. This study suggested interactive infographics and interactive novels as a way to present news stories in transmedia journalism. While some aspects of the interactive game platform may be problematic- i.e. aesthetics- interactive platforms seems to be leading transmedia journalism in the right direction.
47

News Credibility and Blogs: Exploring the Effect of Blog Use on Perceptions of News Credibility

Duerden, Daniel Spencer 02 December 2010 (has links) (PDF)
News credibility studies have been around since radio and television began competing with the newspaper industry for consumers' attention. However, at this time, the news industry is experiencing a shift in medium as the Internet is quickly becoming the predominant source by which many get their news. Due to the free and independent nature of the Internet and the rise of blogging as a source by which people get news and information, audience perception of what constitutes a credible source needed to be examined. This study took the dimensions of news credibility that have been set in previous studies and compared them against an individual's news blog use to see if there was any change in what was important in measuring credibility. Through these comparisons, the measure that was used in previous studies did not seem deep enough and did not produce the expected outcome. Barely touching on each dimension, this study calls for individual studies on each dimension that would provide a better look at how credibility is perceived by news blog users.
48

Emergent Narrative: Stories of Play, Playing with Stories

Murnane, Eric 01 January 2018 (has links)
Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game studies. Using a cluster sampling method, the posts were divided into categories based on theme. This work outlines the historical trajectory of the term emergent narrative and proposes that player created emergent narratives are novel as they capitalize on random events during play in order to create stories which are both contextual and surprising. Each chapter explores a different kind of storytelling in one hundred of the posts, showcasing the diverse subjects that players explore. This work demonstrates that upon reflection, players are not passive recipients of information from games. By participating in these online activities, players become cocreators of their own stories. This work expands our understanding of players, interactive systems, and narrative by arguing that the act of play is collaborative rather than receptive.
49

Unnatural History? Deconstructing the Walking with Dinosaurs Phenomenon.

Scott, K.D., White, Anne M. January 2003 (has links)
No / In their book, Remediation: Understanding New Media, Jay David Bolter and Richard Grusin argue that digital visual media can best be understood by examining the ways in which they relate to earlier technologies of representation, a relationship that is a complex mix of homage, critique and revision. They also suggest that this process, referred to as `remediation' takes two main forms: immediacy, in which the presence of the medium is downplayed in order to achieve an effect of transparency and realism, and hypermediacy, in which the medium is foregrounded and draws attention to its own artificiality. In this paper, we explore Bolter and Grusin's ideas using the BBC series Walking with Dinosaurs, the related documentary entitled The Making of `Walking with Dinosaurs' and the official supporting BBC Online web site. We have focused on the process of remediation, by analysing the various ways in which Walking with Dinosaurs, one of the first television series to fully exploit the potential of digital technology, utilized codes and conventions from earlier media forms and technologies. We examine whether the overall effect achieved in these programmes can best be described as immediacy or hypermediacy, and have contrasted this with the associated documentary and web site. We conclude by exploring some of the broader issues relating to media representation that are raised by this ground-breaking television concept.
50

The Role of Computer Mediated Technologies (CMTs) in Scientific Collaboration in Kuwait

Aldaihani, Abdalaziz 01 December 2011 (has links)
This study focuses on a component of computer-mediated communicated which is labeled computer mediated technologies (CMTs) and is composed of the latest group of internet technology and digital media including social networking, Web2.0, Smartphone and Videoconferencing. The computer mediated technologies (CMTs) have the potential to facilitate scientific collaboration between scientists from north and south. This dissertation is a quantitative study that investigates the relationship between CMT use and collaboration, CMT use and research productivity, scientific collaboration and research productivity in Kuwait and the digital divide between developing and developed countries. This study answers the following questions: (1) To what degree has the scientific community in Kuwait adopted CMTs? (2) Are there any differences in the use of CMTs between faculty members (at KU) and researchers (in KISR) for scientific collaboration? (3) To what extent is CMT use associated with scientific collaboration in Kuwait? (4) To what extent is CMT use associated with research productivity in Kuwait? (5) What is the relationship between scientific collaboration and research productivity in Kuwait? The results show that the scientific community in Kuwait is very connected to the internet and has adopted using CMT channels in their daily work. However, there is a difference between academia and research scientists in their educational and collaboration activities. The difference is more notable when Kuwaiti scientists collaborated with scientists in the U.S. and Canada and there is a relationship with the use of CMTs for collaboration. The findings further suggest that scientists who graduated from developed countries collaborate more than scientists who graduated from developing areas. Also there is a correlation between gaining a PhD from developed countries and increased publication in foreign journals. The results support the assumption that collaboration leads to research productivity. But there is a real problem facing the Kuwaiti scientists because they spend little time on their research activities.

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