scholarly journals Radio via mobile phones: the intersecting logics of media technologies in Ghana

2020 ◽  
Vol 42 (5) ◽  
pp. 789-799
Author(s):  
Seyram Avle

This article argues that the material history of mobile phones as they took shape in Ghana reveals them to be essential parts of radio’s infrastructure; one that is social, informal, and transnational. Using the radio tuning feature on mobile phones as an emblematic device, this article unpacks the sociotechnical infrastructure underpinning radio’s continued dominance in Ghana, revealing the intersecting logics that help to sustain the media technology landscape in the country.

Author(s):  
Chris Forster

Modernist literature is inextricable from the history of obscenity. The trials of such figures as James Joyce, D. H. Lawrence, and Radclyffe Hall loom large in accounts of twentieth-century literature. Filthy Material: Modernism and the Media of Obscenity reveals the ways that debates about obscenity and literature were shaped by changes in the history of media. The emergence of film, photography, and new printing technologies shaped how “literary value” was understood, altering how obscenity was defined and which texts were considered obscene. Filthy Material rereads the history of modernist obscenity to discover the role played by technological media in debates about obscenity. The shift from the intense censorship of the early twentieth century to the effective “end of obscenity” for literature at the middle of the century was not simply a product of cultural liberalization but also of a changing media ecology. Filthy Material brings together media theory and archival research to offer a fresh account of modernist obscenity with novel readings of works of modernist literature. It sheds new light on figures at the center of modernism’s obscenity trials (such as Joyce and Lawrence), demonstrates the relevance of the discourse of obscenity to understanding figures not typically associated with obscenity debates (such as T. S. Eliot and Wyndham Lewis), and introduces new figures to our account of modernism (such as Norah James and Jack Kahane). It reveals how modernist obscenity reflected a contest over the literary in the face of new media technologies.


2015 ◽  
Vol 46 (2) ◽  
pp. 81
Author(s):  
Pavlo V. Savaryn

The paper poses a problem of lifelong learning. Brief analysis of paradigms of future specialists training for their professional work is done. There has been described in detail personality-oriented training system as well as done the analysis of recent researches and publications relating to this issue. The model of personality-oriented training system in higher technical educational institution is analyzed and stressed the importance of using a variety of sources of scientific information for each student. There has been exposed and given a brief description of the essence of the “media technology” concept. The important principles for using media technologies in teacher’s educational activity are considered. The basic requirements to didactic software development using media technology as supplement are presented. It is noted the important role of the teacher of higher technical educational institution in implementing the main components of personality-oriented training system using media technologies, as well as revealed the qualities that students of higher technical educational institution should develop.


2014 ◽  
Vol 1 (1) ◽  
pp. 13-27 ◽  
Author(s):  
Axel Bruns

As the Journal of Media Innovations comes into existence, this article reflects on the first and most obvious question: just what do we mean by “media innovations”? Drawing on the examples of a range of recent innovations in media technologies and practices, initiated by a variety of media audiences, users, professionals, and providers, it explores the interplay between the different drivers of innovation and the effects of such innovation on the complex frameworks of contemporary society and the media ecology which supports it. In doing so, this article makes a number of key observations: first, it notes that media innovation is an innovation in media practices at least as much as in media technologies, and that changes to the practices of media both reflect and promote societal changes as well – media innovations are never just media technology innovations. Second, it shows that the continuing mediatisation of society, and the shift towards a more widespread participation of ordinary users as active content creators and media innovators, make it all the more important to investigate in detail these interlinked, incremental, everyday processes of media and societal change – media innovations are almost always also user innovations. Finally, it suggests that a full understanding of these processes as they unfold across diverse interleaved media spaces and complex societal structures necessarily requires a holistic perspective on media innovations, which considers the contemporary media ecology as a crucial constitutive element of societal structures and seeks to trace the repercussions of innovations across both media and society – media innovations are inextricably interlinked with societal innovations (even if, at times, they may not be considered to be improvements to the status quo).


Author(s):  
Tetiana Rusevych ◽  
Hanna Zavadska

The article substantiates the problem of synthesis of media art in the modern synthesis of arts in architecture, provides a definition of the term " Media Art" as a higher form of artistic development. Attention is paid to the analysis of recent research and publications devoted to the study of the artistic component of interactive design in the synthesis of the arts of architectural space, the influence of media technologies on the formation of the architectural image of art centers, describing trends in media technology in architecture. The purpose of the article is to consider the forms of media art, their role in the synthesis of arts in architecture. The article emphasizes the objects created and embodied in Ukraine, describes the synthesis of arts from the angle of influence of media art on human perception and outlines the prospects for development. The history of the synthesis of arts in architecture from ancient times, the development of the synthesis of arts in the Art Nouveau style, the preconditions for the emergence of media art are briefly described. The synthesis of media art and architecture, interaction with other arts, namely painting, sculpture, music and others is considered on the example of the multimedia center Atelier des Lumières – "Workshop of the World" in Paris, which specializes in digital art exhibitions; Ukraine WOW exhibition in Kyiv, which is equipped with various forms of media art; media facades in Kyiv; media cube on the facade of Chicago Central House, which is the first media sculpture in Europe. The definition of "media facades" is also given and the influence of media technologies on the emotional and psychological state of a person is considered. Examples of interaction of various forms of media art with architecture are given. The conclusions determine the role of media art in architecture, the impact of media technology on human psychology, outline the prospects for the development of media art in the modern synthesis of arts in architecture.


2012 ◽  
Vol 18 (2) ◽  
pp. 189-203 ◽  
Author(s):  
Francis Khek Gee Lim

This article aims to provide a broad survey of the intimate relations between media and Christianity in contemporary Asia by taking into account two overlapping strands of scholarship, one of technology and society, the other of religion and the media. Particular attention is given to how the invention of new media technologies causes important shifts in the ways people practice their faith and how Christian communities are formed in Asia. With the trend towards media convergence resulting in the blurring of the distinction between the ‘old’ and ‘new’ media and with people's differential access to forms of media in Asia, the article argues that an effort to achieve a more nuanced understanding of the interaction between media and Christianity in Asia has to examine how people's particular social, economic and political locations crucially influence their interpretations of various mediated Christian texts and their experiences of Christianity. Furthermore, the theological positions that Christian communities in Asia have toward diverse forms of media technology and the extent to which new media technologies are integrated into people's daily life shape the ways Christianity is practiced in different parts of Asia and the ways in which the actual contours of Christian religious boundaries are drawn.


Author(s):  
You-Suk Kim Et.al

Recently, there have been many forest park theme parks for night tours. Various media technologies are installed in these forest park theme parks. A case study was conducted to find out the purpose and use of various media technologies used in forest park theme parks at night. We divided media technology into three major types of forest park theme parks currently in operation at home and abroad. The case was analyzed by dividing the media technology into forms that used special effects for stage performances, forms with interactive technology, and forms of lighting used for the atmosphere of the theme park. The analysis of the cases with three factors has resulted in the pros and cons of the cases in each part. The advantage is that special effects, interactive technology, and theme lighting are pioneering the media market by bringing out a new type of attraction called the Forest Park Theme Park. The first solution to this was to overcome the difficulties caused by outdoor installation in nature. It was a method to maintain temperature, humidity, dust, etc. in factors such as housing of electronic electrical equipment elements and covers of lighting. Second, we found elements that do not fit in nature. Most of the factors that were not aesthetic to the use of content were artificially installed. To compensate for this, elements such as electroplate ng tubes and camouflage control boxes should be applied from the content design and spatial design stages. By optimizing the essential elements for operation and harmonizing with nature, visitors can minimize visual fatigue and maximize aesthetics. The needs and complements of the design of the forest park theme park studied in this paper deal with the areas that need to be improved for users who have come to the night tour. This is meaningful for the development of a more enjoyable and pleasant forest park theme park.


Author(s):  
Paolo Magaudda ◽  
Sergio Minniti

The article aims at investigating the persistence and comeback of old media technologies (phenomena we define, in short, ‘retromedia’) by developing a distinctive theoretical approach named retromedia-in-practice and based on practice theory. Far from being abandoned and forgotten, many old media devices and artefacts (such as vinyl records, cassette tapes, analogue photographic cameras, early videogames and brick mobile phones, to mention just a few notable examples) are nowadays readopted by young generations and niche media subcultures. However, most of the existing literature focusing on these cases has limits and shortfalls, resulting in a partial and misleading understanding of these phenomena: scholars and theorists often put at the centre the cultural fascination for vintage objects and the nostalgia effect; other studies rely on a taken-for-granted distinction between old and new media; the relational and processual nature of media change is rarely addressed; and in general, research lacks a framework capable of adequately integrating symbolic processes with material and technological features. In order to cope with these shortfalls, the article adopts the approach of practice theory, which enables to focus not on the media themselves, but on the practices associated with them. After presenting the distinctive framework of analysis, we exemplify our approach by analysing three different cases coming from music (vinyl records), photography (Polaroid-like instant photography) and videogaming (the ‘consolization’ of old arcade games). These case studies rely on original empirical data coming from authors’ qualitative research. The article concludes by arguing that a shift from considering retromedia as objects or discourses to retromedia-in-practice allows to both address the processual nature of retromedia and propose an interpretation that keeps together media materiality, their meanings and also the embodied activities and behaviours that are attached to them.


2009 ◽  
Vol 12 (3) ◽  
pp. 269-284 ◽  
Author(s):  
Ann Werner

During the past decades media technologies for producing and consuming popular music have gone through major changes. The digitalization of older media and so-called new media has transformed the landscape for music use. Technological developments in radio, television, the internet, computers, mobile phones and mp3 players shape the ways in which popular music is consumed today. This article examines two intersecting aspects of how today's media landscapes are interwoven into and shape teenage girls' uses of popular music. First, it argues that media technologies shape the girls' uses of music in the context of their everyday lives and the spaces they inhabit. Second, media technologies take part in the girls' practices of gender. For example, through their relations with their brothers and new media technology in the home, the girls are negotiating how to be 'girls', 'daughters' and 'sisters'.


2021 ◽  
Vol 2 (25) ◽  
pp. 48-54
Author(s):  
Egor S. Kuznetsov ◽  

The article examines the technology of click-bait headlines, which have become one of the main tools to attract the attention of the media audience, but the public opinion continues to regard them as an unacceptable tabloid technique. Most of the definitions of clickbait contain negative connotations and are not exactly what modern clickbait is. It has evolved significantly: it has become less formulaic, primitive and annoying to the audience, but it has retained its unique advantage of attracting clicks. It is a necessary technology for the media in today's unprecedentedly competitive information market. Throughout the history of the media there has been a competition for audiences and for the best way to attract attention: for example, in the 19th century, the press used the means of sensation, in the 20th century – expressive means on television. But never before has the manner of presenting material played such an important role as it does now. This can be explained by the transition of all traditional media to one competitive platform – the Internet. They all have to compete for audience's time with online media that only exist in e-format, as well as with professional bloggers and ordinary users who also produce content. Creative and appropriate clickbait is designed to help draw the consumer's attention to the information product. This is an effective method in a situation where the competition for consumers' time has reached an unprecedented level. The chances to get a large audience with a headline that does not stand out among others and does not arouse emotion are small. Thus, clickbait has become an integral part of the functioning of most media market participants.


Author(s):  
Norm Friesen

The lecture has been much maligned as a pedagogical form. It has been denigrated as a «hot ‎medium» that has long been «superseded» by the cooler dialogical and televisual forms. Yet the lecture ‎persists and even flourishes today in the form of the podcast, the TED Talk, Kahn Academy and the «smart» ‎lecture hall (outfitted with audio, video and student feedback technologies). This persistence ‎should lead us to re-evaluate both the lecture and the role of the media that have been related to it over time. This paper examines the lecture as a site of intersecting media, as «a site where differences between media are negotiated» as these media ‎evolve (Franzel 2010). This study shows the lecture as bridging oral ‎communication with writing and newer media technologies, rather than as being superseded ‎by newer electronic and digital forms. The result is a remarkably adaptable and robust form ‎that combines textual record and ephemeral event. It is that is capable of addressing a range of ‎different demands and circumstances, both in terms of classroom pragmatics and more abstractly, of the circulation of knowledge itself. The Web, which ‎brings multiple media together with new and established forms and genres, presents fertile ‎grounds for the continuation and revitalization of the lecture as a dominant pedagogical form.


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