A Study of the Satisfaction Level of User Experience in Digital Media Space Accordance with Differences in Flow Characteristic

Author(s):  
Youngtae Kim ◽  
Eui-Chul Jung
Author(s):  
Meghan Murray ◽  
Marian Chapman Moore

This case is used in Darden’s “Digital Marketing” course elective. It explores the experience of a niche search firm whose founder attributed her ability to open her recruiting firm to LinkedIn and the new model of recruiting it created. LinkedIn Corporation had been one of the most successful companies in the digital media space, with more than 4,000 employees and a market capitalization of over $25.5 billion in August 2013. But few people knew how LinkedIn had grown and how it had become profitable. LinkedIn had multiple unique aspects to explore: its focus on professional--not simply personal--social interaction, the company’s B2B components, and also its marketing positioning from user experience to targeting and growth strategy.


2021 ◽  
Author(s):  
Kristian Kletke

Virtual reality (VR) is an immersive technology that is increasingly considered for use in the sports media space. With the proliferation of digital media, stakeholders in the sports ecosystem are looking to leverage new technology as part of their distribution strategy. This paper will seek to investigate the potential for virtual reality as a sports broadcasting medium. Through an exploration of various points of view in the field, use cases, and theoretical frameworks, this research will attempt to understand the various barriers to mainstream adoption. This MRP concludes that virtual reality for sport viewing is still in its infancy, but will pervade the market as a complementary broadcasting offering in the future. It will furthermore seek to outline a business model for virtual reality sports to monetize content.


2021 ◽  
Vol 39 (4) ◽  
pp. 449-460
Author(s):  
da eun Jeong ◽  
sun jung Lee

2019 ◽  
Vol 24 (4) ◽  
pp. 744-755
Author(s):  
Olga A. Vazhenina ◽  
Lidiya K. Lobodenko

The authors investigate the process of humanization of society in relation to people with autism spectrum disorders and its relationship with the reception of problems of this category of population by society. The authors based on the descriptors of messages in social media published in the digital media space. The article reveals the relationship between the content of messages in social media, as well as the tools of this type of media and the overall degree of humanization of society at both social and political levels. The typological features of such a social media tool as a hashtag, when covering the problems of people with autism spectrum disorders, as well as the impact of these features on the reception of messages on this topic by both domestic and English-speaking users are noted.


2020 ◽  
Vol 8 (2) ◽  
pp. 206-212
Author(s):  
Benjamin Hanussek

OverviewThe introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-to-day living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.


2015 ◽  
Vol 77 (29) ◽  
Author(s):  
Abdul Syafiq Bahrin ◽  
Juliana A. Abubakar ◽  
Abdul Razak Yaakub

The purpose of this study is to determine visual aesthetic attributes for user experience. As interactive digital media and their associated content have diversified, there are difficulties in finding universal visual aesthetic guidelines. While previous studies look into each unique user experience, there is little focusing on meta-analysis of visual aesthetics in providing user experience. Thus, by means of content analysis, this study attempts to determine visual aesthetics attributes for sense-based user experience. As a result, a consolidated model which comprises of visual aesthetics attributes and its inter-connections with regard to human senses is developed. This model offers guidance for creative industry practitioners in designing and developing aesthetic interactive digital media and creative content. 


2021 ◽  
Author(s):  
Kristian Kletke

Virtual reality (VR) is an immersive technology that is increasingly considered for use in the sports media space. With the proliferation of digital media, stakeholders in the sports ecosystem are looking to leverage new technology as part of their distribution strategy. This paper will seek to investigate the potential for virtual reality as a sports broadcasting medium. Through an exploration of various points of view in the field, use cases, and theoretical frameworks, this research will attempt to understand the various barriers to mainstream adoption. This MRP concludes that virtual reality for sport viewing is still in its infancy, but will pervade the market as a complementary broadcasting offering in the future. It will furthermore seek to outline a business model for virtual reality sports to monetize content


2012 ◽  
Vol 3 (1) ◽  
Author(s):  
Alan Galey ◽  
Richard Cunningham ◽  
Brent Nelson ◽  
Ray Siemens ◽  
Paul Werstine

This article considers the role of textual studies in a digital world and reviews the work of a particular group of digital textual scholars. Specifically, the article examines the work of the Textual Studies team at the Implementing New Knowledge Environments project (INKE.ca), a group of digital textual scholars working on user experience, interface design, and information management with the goal of better understanding how reading is changing in the context of digital media.  INKE’s work rethinks what the book can become and aims to generate prototypes to be shared on an open-source basis with the public.


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