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"They are a scum community who have organized:" The Georgia Straight, freedom of expression, and Tom Campbell’s war on the counterculture, 1967 – 1972Sherman, Jake Noah 15 January 2019 (has links)
The 1960s have a special place in the cultural memory of the West Coast of Canada. They have informed its regional identity, the cityscape of Vancouver, and the social infrastructure of the modern state. But lost in the mythos that has surrounded Vancouver’s long sixties is the story of the Georgia Straight. Founded by a group of poets in 1967 to combat a campaign launched by the municipal government to discriminate against the counterculture, it is today, in 2018, the most prosecuted newspaper in Canadian history. Between 1967 and 1972, the municipal and provincial government deliberately took advantage of the legal justice system to censor an outlet for dissent, with the end goal of inhibiting it from publishing. This thesis challenges popular conceptions of the 1960s in British Columbia’s popular memory by demonstrating the extent to which the state deliberately censored freedom of expression by attempting to silence an outlet for dissent, and highlights how the municipal and provincial government infringed on the civil liberties of Vancouver’s counterculture community, in one instance in August 1971, threatening it with outright violence. / Graduate
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Le code et le territoire / The code and the territorySoudan, Franck 05 November 2015 (has links)
Sous quelles conditions un territoire est-il construit en regard de la programmation informatique? Comment reterritorialiser Internet à l'échelle du corps? Par où l'algorithme pénètre-t-il nos échanges symboliques? Avec la société i Matériel, puisqu'il s'agit de composer avec les flux d'informations, nous devons presque accepter de partir de nulle part et d'in-terminer notre développement. Aussi, loin de vouloir établir des catégories ou des principes prétendant établir un plan d'action, cette thèse se pose le problème de ce qui toujours, dans un programme, échappe aux codes; des nouvelles images telles qu'elles débordent les écrans et des milieux humains, profondément hybridés par les automates programmés. Pour penser les flux, il est indispensable de considérer un terrain, un fragment de milieu humain. Deux projets en rapport avec cette notion de territoire – une mission de service public visant à mettre en réseau un ensemble d'opérateurs culturels sur la ville de Bourg-en-Bresse, et une œuvre d'art numérique investissant, par le portrait social, la question d'une ré-appropriation individué des flux – nous permettront de faire progresser ce mi-lieu hyper-complexe entre le corps et le programme. En définitive, il s'agira de voir quels genres d'affect il nous est nécessaire de connaître afin que les réseaux numériques accompagnent une augmentation de notre puissance d'exister. / Under what conditions a territory is built in regard to computer programming? How to reterritorialize Internet to a body scale? By where the algorithm penetrates our symbolic exchanges? With the i-material society, since we have to compose with the flow of information, we almost have to accept to start from nowhere and un-finish our development. Also, far from wanting to establish categories or principles claiming to establish an action plan, this thesis asks itself the problem of what, in a program, always escapes the codes; new images as they go beyond the screens and human environments, deeply hybridized by programmed automatons. To think flows, it is essential to consider a ground, a human environment fragment. Two projects related to the notion of territory --- a public service mission aimed to develop a network of cultural operators all over the city of Bourg-en-Bresse, and a digital art work investing, with the social portrait, the question of a re-appropriation of individuated stream --- will allow us to progress throughout this hyper-complex halfway between the body and the program. Ultimately, it will be to see what kind of affect it is necessary for us to know so that digital networks accompany an increase in our power to exist.
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La evaluación de intersubjetividades en la carrera proyectual del diseñoRadulescu de Barrio de Mendoza, Mihaela 10 April 2018 (has links)
En la didáctica de las profesiones proyectuales, la evaluación del aprendiza je incluye el enfoque de la intersubjetividad como proceso, producto y resultado. Asociado a la evaluación del traba jo colaborativo en los grupos de aprendiza je, este enfoque implica el diseño de experiencias significativas en entornos de aprendiza je y de mecanismos de análisis interpretativo. Este artículo se centra en esta problemática con la finalidad de generar estrategias de programación y evaluación del proceso de la intersubjetividad para cursos que desarrollan proyectos de diseño.
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Využití digitálních grafických technik v médiu malby / The painting utilization of the digital graphic techniquesBARTŮŠKOVÁ, Sally January 2018 (has links)
The thesis on the use of digital graphic techniques in the medium of painting consists of the theoretical and practical chapter. The theoretical chapter contains an overview of the new media problematics. It deals with the origin and evolution of post-internet art. The thesis is completed with basic topics of art trend, technique and display possibilities. The world's most famous artists and exhibitions are mentioned in the text. It also deals with hyperrealism and its common features with the post-Internet. As part of the practical chapter, there are three graphic designs created in Adobe Photoshop digital graphics software. Two of those designs were afterwards hyper realistically re-created with oil paints on canvas. The thesis contains pictorial material documenting the whole process of realization.
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Integrating Contemplative Learning into New Media Literacy: Heightening Self-Awareness and Critical Consciousness for Enriched Relationships with and within New Media EcologiesTatone, Jenny 27 October 2016 (has links)
This thesis explores the relationships and experiences that young adults have with and within complicated and always changing new media environments, such as those afforded by social media platforms and mobile media applications. By analyzing the ways in which digital realms are both open and interconnected and also marketized and restricted, this thesis explores how a contemplative approach to new media literacy pedagogy could help young adults to perceive new media from multiple, contradictory viewpoints at once, thereby supporting them in creating healthy, productive, creative, and imaginative relationships with the digital and public technologies mediating their lives, at the same time mitigating the challenges associated with commercialized, habituated new media experience. This thesis takes an auto-ethnographic approach, merging personal narratives with qualitative interpretations of where philosophies of technology, theories of media literacies, and the results of focus group studies intersect.
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CENA-CORPO-CÓDIGO: imagens e codificações do corpo e da cenaCosta, Paulo Henrique Dias January 2011 (has links)
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2011.MINTER.Paulo.Texto.Completo.Nov2011.Revisado.apos.qualificacao.pdf: 1062234 bytes, checksum: 9a0426abf5529cc3ee255ed5dd44c48b (MD5) / Esta pesquisa procurou refletir sobre o encontro entre as artes cênicas e as novas
tecnologias digitais, utilizando como eixo de discussão as imagens que aparecem
neste encontro. Apresentamos algumas teorias sobre o problema das imagens, para
depois buscar compreender como as tecnologias digitais permitem às artes cênicas
novas experimentações neste campo. Através do uso de programas computacionais,
as imagens podem preencher a cena interagindo com o corpo e com a arquitetura
do espaço. Os algoritmos e a digitalização da cena possibilitam uma identidade entre
os sistemas de coordenadas espaciais e de coordenadas simuladas dentro do
campo numérico. Isto torna possível a superposição de imagens codificadas em
consonância com a geografia da cena e do corpo. Através disto as artes cênicas são
capazes de absorver o universo das imagens-movimento em sua plenitude,
podendo, inclusive, interagir com estas imagens-máquinas produzidas por circuitos
algorítmicos aptos a ler o mundo e retornar sobre ele imagens sintetizadas.
Apresentamos uma série de experiências práticas com programas computacionais e
sensores digitais abordando a interatividade, a visão computacional e a codificação
do espaço. Estes programas são as vias que escolhemos para refletir sobre o
problema e construir um conhecimento prático que nos permita compreender como
estas tecnologias poderiam suportar a produção de uma cena digitalizada e
monitorada. / This research sought to reflect on the meeting between the arts and new digital
technologies, using as a point of discussing the images that appear at this meeting.
We present some theories about the problem of images, and then try to understand
how digital technologies enable new experiments in performing arts camp. Through
the use of computer programs, images can populate the scene and interact with the
body and the architecture of the space. The algorithms scan the scene and make a
possible identity between the coordinate systems and spatial coordinates in the
simulated numeric field. This makes possible the superposition of images coded in
accordance with the geography of the scene and the body. Thereby the performing
arts are able to absorb the universe of images-movement in its fullness, and may
also interact with these images-algorithmic produced by machinist circuits able to
read and return to the world as synthesized images. We present a series of practical
experiments with digital sensors and computer programs dealing with the interaction,
computer vision and codification of space. These programs are the way we choose to
think about the problem and build a practical knowledge that enables us to
understand how these technologies could support the production of a digitalized and
monitored scene.
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Nova mídia, socialização e adolescência : um estudo exploratório sobre o consumo das novas tecnologias de comunicação pelos jovensBarcelos, Renato Hübner January 2010 (has links)
O consumo das tecnologias da nova mídia – entre elas, a internet e suas aplicações, o telefone celular e os jogos online – possui um papel especialmente relevante para os jovens. Pode-se dizer que a geração adolescente atual não “adotou” a nova mídia, mas sim que ela sempre foi parte de suas vidas. Estas tecnologias oferecem amplas possibilidades de comunicação e expressão e são mais interativas e imersivas que a mídia “tradicional” – como a televisão, o rádio e o jornal, por exemplo. Além disso, os jovens têm se valido destas novas tecnologias em seus processos de aprendizagem e socialização. Eles se preocupam bastante em cultivar suas relações sociais e em construir sua identidade e, assim, a possibilidade de as novas tecnologias aprimorarem a sua socialização pode ser sua a grande atratividade. Frente a isso, este trabalho se propôs a investigar que papéis a nova mídia desempenha na socialização dos adolescentes. Esta investigação é realizada considerando o amplo domínio tecnológico da nova mídia, e não apenas uma tecnologia específica, a fim de explorar as relações gerais que existem entre elas e as motivações dos adolescentes. Estes, por sua vez, são considerados por seu papel ativo na apropriação da mídia, e não como figuras passivas sujeitas à ação determinista de influências externas. O consumo das tecnologias da nova mídia – entre elas, a internet e suas aplicações, o telefone celular e os jogos online – possui um papel especialmente relevante para os jovens. Pode-se dizer que a geração adolescente atual não “adotou” a nova mídia, mas sim que ela sempre foi parte de suas vidas. Estas tecnologias oferecem amplas possibilidades de comunicação e expressão e são mais interativas e imersivas que a mídia “tradicional” – como a televisão, o rádio e o jornal, por exemplo. Além disso, os jovens têm se valido destas novas tecnologias em seus processos de aprendizagem e socialização. Eles se preocupam bastante em cultivar suas relações sociais e em construir sua identidade e, assim, a possibilidade de as novas tecnologias aprimorarem a sua socialização pode ser sua a grande atratividade. Frente a isso, este trabalho se propôs a investigar que papéis a nova mídia desempenha na socialização dos adolescentes. Esta investigação é realizada considerando o amplo domínio tecnológico da nova mídia, e não apenas uma tecnologia específica, a fim de explorar as relações gerais que existem entre elas e as motivações dos adolescentes. Estes, por sua vez, são considerados por seu papel ativo na apropriação da mídia, e não como figuras passivas sujeitas à ação determinista de influências externas. Por outro lado, ela pode provocar um distanciamento em certos contextos e preocupações quanto à privacidade, além de uma possível dependência da mídia para a socialização. Estes resultados buscam contribuir com o conhecimento na área ao enfatizar o contexto social dos adolescentes e ao promover um entendimento mais holístico sobre o tema. / The consumption of new media technologies – including internet and its applications, mobile phones and online games – has an important role for young people. It is possible to say that the current teen generation has not “adopted” the new media, they were always part of their lives. The main features of these technologies are their wide possibilities of communication and expression, which are more interactive and immersive than “traditional” media’s – such as television, newspapers or radio. Moreover, young people have taken advantage of these new technologies in their learning and socialization processes. Teenagers are very concerned about their social relationships and the development of their self-identity, thus the possibilities offered by new media to achieve these purposes may be their greatest attractiveness. In face of these considerations, the aim of this study is to investigate the roles of new media in the socialization of adolescents. This research is undertaken over the wide technological dominium of new media, not only over a specific isolated technology in order to explore the generic relationships between them and teenagers’ motivations. Young people are considered for their active role in media appropriation, not just as passive individuals under deterministic external influences. This study proposed an exploratory qualitative research under interpretative approach. In first place, it was conducted a review of the literature about adolescents’ consumption behavior and the uses of new media. In second place, it was undertaken a combination of focus groups and depth interviews with 45 adolescents of both genders, between 13-17 years old. As results, the research has indicated connectedness, entertainment, self-expression and image construction as the main motivations involved in new media appropriation. Peers appear to be the most important sources of consumption influences, so as the family, in certain situations. The research has also identified a number of factors guiding teenagers’ selection of specific new media technologies, such as the desired or required immediacy, the use of the medium by interest groups, the communication costs, the presence of aggregated features and the intimacy level of the relationship. Finally, this study also evaluated the advantages and disadvantages of teenagers’ communication through new media and the meanings of this communication in their socialization. More specifically, the new technologies are essential to relationships’ maintenance and intensification and useful for networking expansion and interaction with the opposite gender. In the other hand, communication through new media may induce detachment between young people and concerns about privacy in certain cases, besides the possibility of media dependency for their socialization. The results of this study aim to contribute with the knowledge in the field by the emphasis in the social context of young people and the advancement in a more holistic understanding about this subject.
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The ever-evolving landscape in sports communication: gaining insights from collegiate athleticsMeier, Anthony Alexander January 1900 (has links)
Master of Science / Department of Journalism and Mass Communications / Angela M. Powers / Communication in sports continues to rapidly evolve, redefining roles of not only the fan, but the traditional media and the organization’s sports public relations professionals as well. The latter in particular has seen their role grow tremendously as new media continues to break down barriers between fan and organizations, giving them considerable influence on the slew of new content available to fans as well as how traditional media will cover sports in general. Utilizing Bey-Ling Sha’s Dimensions of Public Relations, this study employs in-depth interviews with the top communications professionals in the Big 12 to gain further perspective on the roles played by the fans and traditional media in the communication process, while also further gaining insight into the sports PR field.
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Analýza fanouškovského obsahu - modování ve videohrách a jeho komunita / Fan content analysis - modding in videogames and its communityOpekar, Tomáš January 2018 (has links)
This thesis explores a specific form of fan-content creation namely videogame modding. The goal is to explore and compare these forms of content and its communities which are present around selected videogames: The Elder Scrolls V: Skyrim and Cities: Skylines. The theoretical part of this thesis firstly describes media audiences and their functions in contemporary new media environment. Concern is then shifted to problematic of fandom and fan-content production. Theme of the next part is mainly modding itself, its essence is then described, various aspects of modding research are presented and modding communities and aspects of their functions are introduced. The analytic part firstly describes selected videogames and their mechanics. Later, thesis explores the forms of modifications and corresponding communities, for both games, while also concerned with feedback of other players presented in discussions. It has come to light, that this particular type of fan-content is in general very diverse and very popullar among other players, while, for both games, approach to modifications by gamers and developers is in some aspects slightly different.
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E-Kompetenzen in der öffentlichen VerwaltungGilge, Steffen 23 March 2018 (has links) (PDF)
Auf Einladung der Veranstalter wurde im Eröffnungsvortrag zur GeNeMe 2017 der Frage nachgegangen, unter welchen Rahmenbedingungen der Einsatz neuer Medien in der öffentlichen Verwaltung im Freistaat Sachsen gestaltet wird und wie die aktuelle Fachdiskussion zum Thema E-Kompetenz damit zu verbinden ist. Der Beitrag zeichnet die wesentlichen Argumente des Vortrags nach.
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