scholarly journals Media Me: Body and Personal Media Interaction

Author(s):  
Owen Noel Newton Fernando ◽  
Imiyage Janaka Prasad Wijesena ◽  
Adrian David Cheok ◽  
Ajith Parakum Madurapperuma ◽  
Lochandaka Ranathunga ◽  
...  
Author(s):  
Elise van den Hoven ◽  
Mendel Broekhuijsen ◽  
Ine Mols

With the increasing availability of technology, the number of digital media people create, such as digital photos, has exploded. At the same time, the number of media they organize has decreased. Many personal media are created for mnemonic reasons, but are often not used as intended or desired. We see this as a design opportunity for supporting new experiences using personal digital media. Our people-centered design perspectives start in the real world, in people’s everyday lives, in which remembering is often a social and collaborative activity. This social activity involves multiple people in different situations, and includes digital media that can serve as memory cues. In this chapter, we present six concept designs for interactive products, specifically conceived to support everyday remembering activities that vary in their degree of socialness. From these concepts, five design characteristics emerge: social situation; type of event; social effect; media process; and media interaction.


Author(s):  
Leonard Reinecke ◽  
Sabine Trepte

Abstract. This quasi-experimental study examined the effects of exposure to a computer game on arousal and subsequent task performance. After inducing a state of low arousal, participants were assigned to experimental or control conditions via self-selection. Members of the experimental group played a computer game for five minutes; subjects in the control group spent the same amount of time awaiting further instructions. Participants who were exposed to the computer game showed significantly higher levels of arousal and performed significantly better on a subsequent cognitive task. The pattern of results was not influenced by the participants' prior experience with the game. The findings indicate that mood-management processes associated with personal media use at the workplace go beyond the alteration of arousal and affect subsequent cognitive performance.


2020 ◽  
Vol 42 (8) ◽  
pp. 35-58
Author(s):  
Gayoung Lee ◽  
Songlee Han

PAMM ◽  
2014 ◽  
Vol 14 (1) ◽  
pp. 473-474 ◽  
Author(s):  
Seyedmohammad Zinatbakhsh ◽  
Wolfgang Ehlers

2021 ◽  
Vol 2 (1) ◽  
pp. 58
Author(s):  
Gisky Andria Putra

<p>Penelitian ini bertujuan untuk melihat keeratan hubungan antara frekuensi terpaan informasi melalui media komunikasi dengan perilaku masyarakat tentang bencana gempa dan tsunami. Media komunikasi dibedakan menjadi dua yaitu saluran komunikasi pribadi (personal Communication Channel) dan saluran komunikasi non pribadi (non personal communication channel). Sedangkan perilaku dibagi kepada 3 domain/ranah yaitu, ranah kognitif, ranah afektif, dan ranah psikomotor. Penelitian ini merupakan penelitian survei dengan pendekatan kuantitatif. Teknik analisis data menggunakan analisis korelasi Somers'd. Hasil penelitian menunjukkan, bahwa frekuensi masyarakat diterpa oleh media atau saluran komunikasi personal dan media atau saluran komunikasi non personal masuk dalam kategori jarang. Tingkat kognitif mayoritas masyarakat tentang gempa bumi dan tsunami masuk dalam kategori tinggi, tingkat afektif dan psikomotorik mayoritas masyarakat masuk dalam kategori sangat tinggi. Hasil analisis korelasi yang diperoleh adalah media atau saluran komunikasi non personal (media massa) berhubungan signifikan negatif dengan kognitif dan afektif masyarakat tentang gempa bumi dan tsunami. Artinya, semakin sering masyarakat memperoleh informasi tentang bencana gempa bumi dan tsunami melalui media komunikasi non personal (media massa) maka semakin rendah tingkat kognitif dan afektif masyarakat atau sebaliknya.</p><p><strong><em>Kata kunci</em></strong><em>: Media Komunikasi, Perilaku, Bencana, Gempa Bumi dan Tsunami</em></p>


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