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Isto não é só um jogo: videogames e construção de sentidos / This is not just a game: videogames and meaning makingLuiz Henrique Magnani 11 September 2014 (has links)
O trabalho propõe uma análise de relações possíveis entre videogames e construção de sentidos, buscando discutir diferentes abordagens e perspectivas teóricas que possam contribuir no entendimento do videogame enquanto objeto de estudo acadêmico. Indo além de uma perspectiva que possa restringi-lo a um exemplar contemporâneo de uma noção mais abstrata de jogo, abordo-o enquanto um objeto epistêmico (KNORR CETINA 2001) participante de constelações de saberes (SANTOS ET AL 2005) que podem entrar em conflito entre si. Isso, em uma sociedade em que a primazia do prestígio de práticas e conhecimentos científicos é marcante. Para tanto, busco enfatizar mais especificamente ao menos duas outras dimensões do videogame: sua materialidade enquanto mídia contemporânea e sua potencialidade, enquanto artefato cultural, em gerar efeitos sociais e discursivos específicos. Dentro disso, pontuo elementos que ajudam a problematizar como a especificidade técnica, cultural e de linguagem presente no que se entende atualmente como videogame pode dar formas a saberes e sentidos construídos na contingência do uso de tal artefato por seus jogadores. Essa questão mais ampla se efetivou em estudos exploratórios por meio de duas formas de análise: a observação de registros escritos em um fórum de fãs de futebol a respeito, basicamente, de um simulador do esporte (o Football Manager); entrevistas com quatro participantes desse fórum que tinham ou tiveram no uso do videogame em questão uma prática corrente. Isso, tendo como norte, principalmente, os seguintes pontos: i) de que modo a experiência situada e específica com o videogame pode se tornar pública ou manifesta em outros contextos; ii) que relações o jogador pode perceber, defender ou estabelecer contrapondo saberes e sentidos surgidos de uma interação com o videogame com saberes mais canônicos e esperados em contextos públicos e comunitários do qual participa iii) qual a função ou efeito essas experiências com videogames quando compartilhadas em situações concretas, socialmente inseridas, mas que não a de sua prática podem vir a exercer em comunidades mais amplas (ou seja, que envolvam sujeitos que não são jogadores de videogame). Tais estudos indicam que o videogame é percebido e utilizado por seus jogadores como um espaço diferenciado do futebol profissional, que seu uso enquanto fonte de saber na comunidade analisada é concreto embora não seja consensualmente validado e que essa falta de consenso não o impede de ser uma forma de conhecimento defendida e utilizada por diversos membros do grupo, influenciando as opiniões e perspectivas em debate no espaço em questão. Assim, deve-se considerar que videogames podem ter papel na construção das realidades que envolvem o sujeito, o que não resulta em confusão entre a prática de interagir com videogames e a prática social em outros contextos / The aim of this research is to analyze potential connections between videogames and meaningmaking through the discussion of different approaches and theoretical perspectives that might contribute to the understanding of the videogame as an object of academic study. Rather than considering a perspective that restricts the videogame as a contemporary sample of a more abstract notion of a game, I approach it as an epistemic object (KNORR CETINA 2001) participant of constellations of knowledge (SANTOS ET AL 2005) that may conflict with each other; especially in a society where the primacy of scientific practices and knowledge is remarkable. Therefore, I emphasize two dimensions of the videogame: its materiality as contemporary media and its potentiality as a cultural artifact that generates specific social and discursive effects. Within this framework, I point out elements that help to problematize how the specificity of technical, cultural, and linguistic issues regarding the current understanding of videogames can frame knowledges and meanings constructed in the contingency of interaction among players. Exploratory studies were carried out on two forms of analysis: the observation of written records in a forum of football fans mainly regarding a simulator called Football Manager; and interviews with four participants of this forum who used the simulator in a common practice. This research focused mainly on the following points: i) how the situated and specific experience with the videogame can be transformed and presented as a public or manifest knowledge in other contexts; ii) what kind of links a player may recognize, stand up for, or establish among knowledges and meanings when interacting with the videogame, and on the other hand, with those knowledges understood as canonical or expected in this second context; iii) what role (or effect) these experiences play when they are shared in socially embedded concrete situations by people who are not videogame players. The research results showed that: although players and non-players participants of this community share a common sense of separation between experiences from the professional football world and the interaction with Football Manager, and also the practice with the simulator is not consensual, regarding it as a valid source of knowledge, it does not exclude this experience as a form of knowledge held and used by different group members, which influenced opinions and perspectives under discussion in the forum. As a result, it must be considered that videogames play a significant role in the construction of realities that surround players. However, this construction does not represent confusion to the players\' perception between the practice of interacting with videogames and the different social practices in other contexts
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English in the digital era : Swedish grades 4-6 teachers’ use of pupil’s extramural English experience of new mediaHelgesson, Joy January 2018 (has links)
Technology advances at a fast rate and pupils encounter a larger amount of English outside school than they do in the EFL classroom. In addition, an update to the Swedish curriculum (LGR 11), that concerns digitalization takes effect in July this year (2018). That is why this thesis aims to explore Swedish EFL teachers’ use of pupils’ extramural (out-of-school) English experience of new media in the EFL classroom. New media is a means of mass communication, a product or service that provides entertainment or information through a computer or the Internet. New media is generally created by the users and for this thesis, relevant new media are social media, social networks sites, online streaming, fan sites and gaming. The results of this study show that about two-thirds of the 27 teachers surveyed in this study have used new media in their English teaching sometime in the last two years. Most of the teachers use it because they are interested in new media, to catch the attention of the pupils or because they find the content of new media useful for their teaching. One-third of the teachers did not use new media and reported that they did not have sufficient knowledge on how to use new media in their English teaching. The results also show that even though new media is used by many of these teachers, the use of it is basic and few reflections are made during the use of new media. Further research about why teachers lack knowledge and how the use of new media can be extended would arguably give a better understanding of teachers’ use of pupils’ extramural English experience of new media. / <p>Engelska</p>
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Agrese žáka zaměřená proti učiteli a její řešení na vybraných školách / Aggression of Pupils Against Teacher and its Solution in Chosen SchoolsSybr, Matěj January 2016 (has links)
The present thesis addresses the aggression of the pupil against the teacher, with the focus on the secondary school environment. In the first chapter focused on theory I aim to describe aggression, its related terms and the viewpoint of related literature. The second part studies the aggression in schoolchildren, its particularities and preconditions. The empirical part of the thesis starts in the third chapter: I analyse the sources of the society's information about youth aggression, i.e. media and police statistics. Finally, the fourth chapter describes my own research, a survey among secondary school teachers. This project aims to find out how teachers perceive the aggression of contemporary youth, and to compare the results with the findings of a similar research done in 2008. Key words: Aggression, Teacher, Pupil, Adolescence, Criminality, New Media
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Vybrané aspekty ochrany osobnosti se zaměřením na nová média / Selected aspects of protection of personality focused on new mediaNavrátilová, Pavlína January 2017 (has links)
The chosen aspects of protection of personality in the focus of the new media The main aim of this thesis is to demonstrate on a scale of a few chosen aspects in which way are the personal rights protected in the environment of the new media and to what extend is this protection really working. In this thesis I describe the traditional institutes of the protection of personality, as well as the new ones, which are applied in the very specific environment of the new media. I show and describe the advantages and the weak points of these institutes on the deliberately chosen aspects Firsty, I dedicate the opening chapters to the protection of personality in general and describe the traditional institutes of the protection of personality. Then I focus on the specificity of the new media as the phenomen a I describe the new media from the legal and sociological point of view. After that I think over the legitimity and need of the cyberspace regulation and the formation of a new legal area. In Chapter Two I describe the most common problems that confronts the protection of personality in the new media environment. On the chosen courts' decision I demonstrate the basic decision making principles of the Czech and European courts when the confrontation of two fundamental rights is needed (the most commonly...
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Designing Effective Messages to Promote Future Zika Vaccine UptakeGuidry, Jeanine 01 January 2017 (has links)
The Zika virus is associated with the devastating birth defect microcephaly, and while a vaccine was not yet available in early-2017, several were under development. It is imperative to identify effective communication strategies to promote uptake of a new vaccine, particularly among women of reproductive age. Moreover, though the Zika outbreak has received much social media attention, little is known about these conversations on Instagram. The purpose of this dissertation, therefore, was to understand current Zika-focused communication on Instagram and to inform effective communication strategies to promote future Zika vaccine uptake intent.
The study aims were: (1) explore Zika conversations on Instagram; (2) determine effective message characteristics to increase Zika vaccine uptake intent; and (3) explore salient demographic, healthcare, and psychosocial factors related to Zika vaccine uptake intent.
A content analysis of 1,000 Zika-focused Instagram posts, found that these messages primarily focus on perceived threat constructs, yet they elicited little engagement. In addition, 10% of all Instagram posts mentioned conspiracy theories, and these messages elicited high engagement.
A 2x2 online experiment tested the effect of message framing and visual type on Zika vaccine uptake intent. The 339 participants – all women of reproductive age – each were exposed to one of four messages (gain vs. loss-framed, and infographic vs. photo). There was no interaction effect of framing and visual type (p=.116), nor main effect of either framing (p=.185) or visual type (p=.724) on vaccine uptake intent. When testing the effect of these variables on those known to be predictors of behavioral intent, gain-framed messages were associated with higher subjective norms, perceived benefits, and self-efficacy.
Data from the same online survey was used to examine whether demographics, healthcare-related variables, and psychosocial variables predict Zika vaccine uptake intent. Attitude (p<.001), subjective norms (p=.002), perceived benefits (p=.001), self-efficacy (p=.031), perceived susceptibility (p=.030), and cues to action (p=.020) were predictive of higher Zika vaccine uptake intent, as was being African-American (p=.042).
In summary, messages promoting the Zika vaccine should be designed to complement the high perceived threat of Zika while activating positive social norms and perceived benefits in order to allow the public to respond efficaciously.
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A comparative case study of the Maropeng Visitor Centre and the Origins Centre from the perspective of new media interactivityLeujes, Ingrid Hendrika 06 May 2013 (has links)
Postmodern museums challenge many of the more traditional concepts regarding what constitutes a museum. Concepts such as museums being places of contemplation or places that exhibit collected artefacts are no longer considered to be the primary attributes of museums. The idea of the museum as a collection of knowledge is beginning to take ground even though more traditional ideas are not necessarily rejected. As the focus has shifted towards the experience of the visitor in terms of education and entertainment, the display of artefacts supported by text is no longer considered to be essential to providing a meaningful experience for the visitor. Photography and film are now widely used to communicate information or ideas in museums. Less widely used, particularly in South Africa, are new media such as computer games and virtual reality. New media, because of its ability to engage people through its interactive nature provides a valuable communication tool for the museum environment. A comparison between two South African sites, The Maropeng Visitor Centre and The Origins Centre, reveals the value of new media for museums and the value of museums for education in the society at large. / Dissertation (MA)--University of Pretoria, 2013. / Visual Arts / unrestricted
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Practical Wired Digital Communications Link AnalysisSchmelzer, Raymond Matthew 10 August 2016 (has links)
This thesis deals with the analysis of a Wired High Speed Serial Data Link (PAM2) which is commonly used throughout the data-communications and tele-communications industry. The goal of this study is to build a scalable simulation tool using Matlab that ultimately uses Receiver Bit Error Ratio (BER) as the metric for data link health. This study is also designed to aid in link specification development.
The Matlab and theoretical development is broken up into three sections being Transmitter (TX), Channel (Hs) and Receiver (RX). Realistic noise impairments can be added to each section along the signal path creating signal stresses commonly seen in data center applications. The TX function is designed to create random and periodic timing jitter, voltage noise and deterministic pre-distortion filtering effects. For the channel response s-parameters are used as the model result for many commonly seen channel loss and reflection scenarios. The RX model uses signal to noise ratio and vertical eye margin to determine the equalized link BER.
The study results show many tradeoffs between noises, RX Equalizer, RX gain and RX BER. The simulation results also reveal that there is no closed form solution for converging the modern closed-eye PAM2 detector.
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Viral Marketing: A New Branding Strategy to Influence ConsumersYang, Xiaofang January 2012 (has links)
The rapid penetration of the Internet and the prevalence of various social media facilitated by new technologies provide new opportunities for how marketing techniques are developed and refined. The creation of viral marketing has been driven by technological innovations and cultural changes. Responding to marketing trends and catering to consumers’ psychological demands and behavioral changes, viral marketing represents the latest online customer-centric marketing (Shukla, 2010). Extending the advertising effects of word-of-mouth (WOM) communication and Internet marketing, viral marketing has demonstrated considerable success and utility in a promotional phase and development process of a product and/or service. This study intends to illustrate the benefits and challenges of viral marketing. The effects and concerns with the adoption of viral marketing are reinforced by previous research and findings from marketer and consumer focus groups. This thesis will contribute to building a theoretical and empirical foundation for viral marketing research and professional practice.
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Nová média jako nástroj komerčních komunikací v oblasti PR. / New media as a tool of commercial communication in the field of PRLosertová, Michaela January 2008 (has links)
The diploma thesis applies new media into the public relations field. First part of the thesis is dedicated to the concept of PR and it is allocating it in the frame of marketing and commercial communication. It also defines special PR channels of communication and PR tools. Second text presents new trends in marketing. It describes three important kinds of new media, which are digital marketing, viral marketing and special tactic of marketing called guerilla marketing. It brings up the importance of internet and on-line technics too. Third part shows the outline procedure of PR process. And it shortly mentions the main characteristics of PR manager. It is also a pattern for the practical part, which is considered a case study made up for company mBank. The target group is described as a studenty community. And the strategy uses a special new media and tactis to influence this target group. Pratical part is completed with a research, which was supposes to find out the possition opinion about advertisment and channels of communication. The PR campagne was also based on this research and it impeached a general research, which was about the public possition and estmation of advertisement in Czech republic.
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Hyperlokální média na případu Naše adresa / Hyperlokální média na případu naseadresa.czDiviš, Jan January 2010 (has links)
This work examines hyper-local media in relation to global economic recession and new media phenomenon. The definition of hyper-local media is suggested in the geographical and communities context. Practical part of the study describes Naše adresa project, whose aim is to fulfill the principles of hyper-local news in the Czech Republic. There is also a proposal of community integration of Naše adresa project web part with the existing social networks like Facebook.
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