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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.
161

The evolution of propaganda : investigating online electioneering in the UK General Election of 2010

Sparkes-Vian, Cassian January 2014 (has links)
This research project is an analysis of the use of digital propaganda by the three major parties in the UK 2010 General Election. In addition to this empirical aim, the study also employs the discipline of memetics to generate a theoretical and methodological approach with which to study digital propaganda. Memetics is an evolutionary theory of culture based around the concept of the ‘meme’ or cultural replicator. This study contends that propaganda can be understood as an evolutionary phenomenon, with the ethical implications of its use specifically addressed in each instance, rather than assumed as part of its definition. The memetic ‘methodological toolkit’ which is used to analyse the data on the 2010 election is a means by which key concepts from within the literature on memetics can be practically deployed. As part of the study this ‘toolkit’ is presented and the testing of it is continually evaluated in order to improve upon the initial design, something which also has implications for the use of memetic concepts within thematic textual analysis. The election itself was not an ‘Internet election’ in the way that the 2008 Presidential Election in the USA might be characterised. Such an election can be identified by a convergence of factors from within the party campaign structures and the wider political environment on a specific subject or individual – commonly a candidate for office – resulting in a high degree of spontaneous online participation and organisation amongst citizen supporters. This study argues that the UK 2010 election did not produce such a convergence due to low levels of voter enthusiasm, uneven social and financial resources and an inability by the major parties to capitalise on the potential opportunities for digital campaigning which arose.
162

Wege zu einer Software-Komponenten-Industrie -Erfolgsfaktoren für die Bildung von virtuellen Gemeinschaften in der Software-Entwicklung

Höß, Oliver, Weisbecker, Anette 03 August 2016 (has links) (PDF)
Software hat sich in den letzten Jahren zu einem der zentralen Faktoren innerhalb der industriellen Wertschöpfungskette entwickelt. Die Wertschöpfung der Primärbranche, d.h. der softwareentwickelnden Unternehmen in Deutschland, übersteigt mit ca. 25 Mrd. Euro (im Jahr 2000) die Wertschöpfung im Sektor Landwirtschaft, Forstwirtschaft und Fischerei um ca. 20 % [GfK+2000]. Außerdem hängt die Produktivität fast aller produzierenden Branchen sowie des Dienstleistungssektors weitestgehend von der Unterstützung durch geeignete Software ab. Aus dieser großen Bedeutung ergibt sich ein enormes Einsparpotenzial, das durch die effiziente Erstellung und durch den effizienten Einsatz von Software realisiert werden kann.
163

Protecting Online Privacy

Winkler, Stephanie D. 01 January 2016 (has links)
Online privacy has become one of the greatest concerns in the United States today. There are currently multiple stakeholders with interests in online privacy including the public, industry, and the United States government. This study examines the issues surrounding the protection of online privacy. Privacy laws in the United States are currently outdated and do little to protect online privacy. These laws are unlikely to be changed as both the government and industry have interests in keeping these privacy laws lax. To bridge the gap between the desired level of online privacy and what is provided legally users may turn to technological solutions.
164

Incidental exposure to news: limiting fragmentation in the new media environment

Lee, Jae Kook 05 November 2009 (has links)
Recent changes in the media environment have generated serious debates about whether these changes will foster or hamper the proper functioning of democracy. Along this line, the tendency toward audience fragmentation has arisen as one of the main concerns that might undermine a healthy democracy. People are not likely to discuss common social problems and understand each other in fragmented society, much less agree on methods to solve them. This dissertation investigates whether the environmental changes result in the audience fragmentation. This study first clarifies conceptual and operational definition of fragmentation. It is conceptualized as division of the general public into small groups not communicating with each other, and operationalized as existence of a common agenda by means of incidental news exposure facilitated by structural factors of online communication, an exemplar of the new information environment. Data from several different methods are employed to investigate effects of new media on fragmentation: a content analysis, a survey, and a laboratory experiment. The results provide evidence supporting that the public still can share experiences by learning a common agenda from the media on the Internet, the medium considered an icon of the new media environment. Findings of the content analysis found significant positive correlations between news agenda of different media outlets, indicating that there is a common agenda in the media. Environmental factors of the media environment rather than individual differences in political predispositions have strong influence on people’s incidental news exposure, a key route to acquire a common agenda. A series of analyses based on the survey found that overall frequency of Internet use significantly predicted individuals’ reports of incidental news exposure online, whereas there was no significant relationship between political predispositions and incidental exposure. It also appears that certain online activities such as getting entertainment/sports information significantly predicted the incidental news exposure. The incidental news exposure was found to have actual effects on people’s learning of a common agenda and recognition/recall of information carried by stimulus messages in the experiment. The implications of the findings are discussed in terms of communication research and media/democracy. / text
165

The re-mediation of the archive : situating new media in moving image archives

Jannise, Stephen Tatum 01 November 2010 (has links)
This thesis outlines the changing landscape of moving image archives in light of the emergence of new media. Whereas, in the twentieth century, these archives were once responsible for the preservation of endangered films and television programs, I argue that, in the twenty-first century, moving image archives will redefine their value to society not through preservation but through the decisions they make, which will affect not simply the intellectual community but the culture at large. The ways in which moving image archives situate new media materials and extend cooperation between institutions will determine, in large part, the discourse surrounding moving images throughout the upcoming century. / text
166

THE IMPACT OF INTERACTIVE FUNCTIONALITY ON LEARNING OUTCOMES: AN APPLICATION OF OUTCOME INTERACTIVITY THEORY

Gleason, James P. 01 January 2009 (has links)
Scholars have examined a variety of dimensions and models of interactivity in an attempt to articulate a comprehensive definition. Outcome Interactivity Theory (OIT) considers interactivity to be the result of a communication event involving the successful integration of three predictive dimensions: the presence of actual interactive technological features, the presence of similarly reactive content elements, and relevant user experiences that empower the user to employ these interactive elements within the communication event toward a desirable outcome. This dissertation accomplishes three major objectives: clarify the literature relating to the interactivity construct; introduce Outcome Interactivity Theory as a new theory-based conceptualization of the interactivity construct; and test Outcome Interactivity Theory using a pre-test post-test control group full experimental design. The study tests the impact of interactivity on knowledge acquisition and satisfaction student learning outcomes. In addition, the OIT model itself is tested to measure the effect of interactivity on knowledge acquisition and satisfaction. Finally, this study presents a new set of highly reliable interactivity measurement scales to quantify the influence of specific individual dimensions and elements on interactivity as defined by the OIT model. Results are described, and limitations and practical implications are discussed.
167

Forming A Collaborative Model For Appropriating Youth Practices And Digital Tools For New Literacies Development With Latino High School Students And Teachers

Schwartz, Lisa January 2011 (has links)
Youth experiences with digital technologies demonstrate untapped potential for informing school-based learning responsive to adolescent identity and socialization practices (Ito et al., 2008). This study presents the formation of a collaborative model for appropriating youth and digital practices for developing new literacies with high school students in the U.S.-Mexico borderlands (New London Group, 1996). The research incorporates diversity in technology access and participation of predominately Latino students in English classrooms as a resource to engage literacy development across multiple discursive domains and challenge deficit discourses for Latino youth.The participatory approach combines interventionist research, in the cultural historical tradition of expansive learning (Engeström, 1987) with ethnographic methods for informing curricular practice (González, Moll,&Amanti, 2005; Lee, 2007) and new literacies pedagogy stressing collaborative, critical, and multimodal semiosis infused with Freirian praxis (Coiro et al., 2008; Freire, 1999; Lemke, 2003). Research involved co-developing, co-teaching and daily participant observation within the multiple online and offline spaces of a high school writing course, a weekly after school club begun with students from the class and several additional classrooms. A variety of data illustrates tensions and synergies of migrating practices across systems of activity represented by teacher, researcher and student standpoints. The research maps how socio-spatial relationships among academic and youth discourses, modalities, and participants' classroom positions were reconfigured through the use of digital tools joined with pedagogies responsive to adolescents' social and digital practices.An afterschool group's wiki participation extended students' oral and visual literacies into written expression and gave other participants a model of collaborative practice to guide classroom interaction. Engaging familiar and new tools for inquiries based on youth interests and complementary analytical concepts emphasized the primacy of the social and pedagogical aspects of technology. Students' agency in theorizing identity and developing representational spaces (Lefebvre, 1991) emerged as a key mediator for expanding their literacies across personal and academic contexts. In the collaborative process, participants forged new, hybrid genres, audiences and identities for distributing and developing their literacy practices across false dichotomies of home/school and online/offline spaces, and for reconfiguring normative school literacy regimes.
168

Reality Television and the Rhetoric of Play: What Happens When Old and New Media Converge

Luedtke, Dalyn January 2012 (has links)
Little attention has been paid to the rhetorical practices and implications of reality television within the field of rhetoric and composition. In fact, it is easy to argue that television as a whole has been largely ignored, leaving the research to scholars in media, communication, and cultural studies. However, the convergence of media has raised questions about the nature of the viewing practices of contemporary television audiences--specifically regarding how to reconcile the complex texts audiences produce in response to television with the passive model of consumption that has defined it. Game scholars, as well as scholars of computers and composition, have theorized the powerful rhetorical potential of play with regard to video games, but they have yet to consider the way play has been invoked in other more traditional media. Therefore, this dissertation seeks to connect old media and new by considering how television, specifically reality TV, engages audiences across platforms, how audiences extend their own experience with reality programs, and what this might mean to rhetoric and composition scholars about contemporary literacy practices. In this dissertation, I argue that reality television has successfully used rhetorics of play and new media technologies to engage audiences within, across, and between programs and their digital environments. Using Survivor as a case study, I analyze the strategies that producers use to invite audiences into the program, specifically focusing on the generic characteristics that instigate play, the program's online presence, and the ways in which viewers respond by producing their own texts such as fantasy Survivor games, blogs, discussion forums, and video mash-ups. By doing so, I demonstrate how reality TV and new media technology have renegotiated the relationship among producers, audiences, and texts. Significantly, viewers become active participants with, as well as producers of, texts. Additionally, I use this research to study how play encourages self-motivated writing, community building, and the possible uses for "serious play" within the composition classroom.
169

The relationship between content providers and users in mobile television / Liesl-Dana van Schalkwyk

Van Schalkwyk, Liesl-Dana January 2006 (has links)
Mobile television ( TV ) is a relatively new and unknown field of communication. Thus, role players in this field of communication find themselves in a new context for relationship. This raises the question as to what the key challenges in the relationship between content providers and users in mobile TV involve. More specifically, the following questions should be answered. Does mobile TV display particular characteristics of new media? If so, then how could content providers meet the challenge of understanding the user profile in mobile TV as a new medium? Also, how could content providers meet the challenge of adapting content provision according to the user experience of mobile TV as a new medium? This research paper explores these questions through means of an explorative literature study of relevant sources. Firstly, it provides a conceptual framework of mobile TV as well as an understanding of mobile TV within the greater context of new media. Secondly, it presents a means to understand the user profile in mobile N as a new medium. Lastly, it presents practical aspects that need to be considered when providing content for mobile TV as a new medium. The findings of the study can be summarised as follows: (a) Mobile TV portrays particular new media characteristics, such as, digitalisation, interactivity, hypertext, dispersal and virtuality. (b) A market-led approach should be employed in order to understand the user profile. (c) Mobile N content production should be integrated into the production process with the requirement that it is of a high quality and meets the technical and feasible limitations of the medium. / Thesis (M.A. (Communication Studies))--North-West University, Potchefstroom Campus, 2007.
170

Investigating the potential for new media and new technologies in design and technology undergraduate education

Hepburn, Marian January 2012 (has links)
Investigating Potential for New Media & New Technologies in Design & Technology Undergraduate Education This research explores potential for New Media and New Technology (NM & NT) in the Design School at Loughborough University. Using action research to investigate potential, this research develops a new way of managing inquiry based on Susman and Evered s five cycles of action research (Susman and Evered, 1978). In particular, it extends the double- helix metaphor (Dick, 2000) for action research. This new way of conducting action research looks at educational and IT- based aspects; in particular, developing strategies, guidelines and materials for implementing video podcasting (Vodcasting) and Really Simple Syndication (RSS) into Design School undergraduate modules. In looking at potential, the research involved 6 lecturer s interviews and thematic analysis. Findings suggest that limitations to the current uses of NM & NT related to lecturers lack of skills in NM & NT and scepticism about what the benefits might be. Some recognised potential for NM & NT to manage module administration. One lecturer wanted to stop students using dubious sources from the Internet for assessment on a Sustainable Design module. This led to using RSS to resolve this problem in a mobile learning scenario. In this research, 98 D and T students were surveyed to identify current uses of mobile technology. Results suggested that students would like module content streamed to their mobile device. Lecturers too could see benefits for NM & NT, if they stopped lecturers from having to repeat themselves to students. This led to using Vodcasting to resolve this problem in a mobile learning scenario. Video observational data was collected from 6 students using RSS to perform mobile learning tasks for a Sustainable Design module. The findings suggested that the technology at the time of study was not quite up to the task, although some NM & NT learning resources relating to Sustainable Design were found by students using RSS. Similarly, video observation data was collected from 4 students using Vodcasts to design electronic circuits. Findings showed more technological competence with this technology and students suggested future modules where this type of NM & NT would have further educational potential. Through exploring potential, this research develops new strategies, guidelines and materials for design and technology educators. This research reveals the educational benefits of Vodcasting and RSS in labs and workshops, and concludes that there is potential for NM & NT in D and T education.

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