scholarly journals NEW MEDIA: FROM THE VIRTUAL REALITY IN THE SOCIAL AND POLITICAL ACTUALITY

Keyword(s):  

Remediation is the process whereby the new media (animation, virtual reality, video games, and the internet) define themselves by borrowing from and refashioning traditional media (print, film, video, and photography). This chapter explores how the remediation that is successfully deployed in forming new media contents and adds dynamics to media production can be applied to the understanding of academic fascism as a new field of research in contemporary social theory. Traditional fascism as the movement based on historic fascism (i.e., German, Italian, and Spanish) refashions academic fascism as a new manifestation of contemporary fascism; likewise, the academic fascism impacts the fascism as-we-know-it and contributes to many new devices and procedures that demand the attention of critical theory of society. The researcher as scapegoat Other, academic cleansing, privatization of knowledge, and smart technology (on the place of blood and soil) are the key concepts addressed and analyzed in this chapter.


Author(s):  
Christo Sims

In New York City in 2009, a new kind of public school opened its doors to its inaugural class of middle schoolers. Conceived by a team of game designers and progressive educational reformers and backed by prominent philanthropic foundations, it promised to reinvent the classroom for the digital age. This book documents the life of the school from its planning stages to the graduation of its first eighth-grade class. It is the account of how this “school for digital kids,” heralded as a model of tech-driven educational reform, reverted to a more conventional type of schooling with rote learning, an emphasis on discipline, and traditional hierarchies of authority. Troubling gender and racialized class divisions also emerged. The book shows how the philanthropic possibilities of new media technologies are repeatedly idealized even though actual interventions routinely fall short of the desired outcomes. It traces the complex processes by which idealistic tech-reform perennially takes root, unsettles the worlds into which it intervenes, and eventually stabilizes in ways that remake and extend many of the social predicaments reformers hope to fix. It offers a nuanced look at the roles that powerful elites, experts, the media, and the intended beneficiaries of reform—in this case, the students and their parents—play in perpetuating the cycle. The book offers a timely examination of techno-philanthropism and the yearnings and dilemmas it seeks to address, revealing what failed interventions do manage to accomplish—and for whom.


2020 ◽  
Vol 12 (17) ◽  
pp. 7081 ◽  
Author(s):  
Athapol Ruangkanjanases ◽  
Shu-Ling Hsu ◽  
Yenchun Jim Wu ◽  
Shih-Chih Chen ◽  
Jo-Yu Chang

With the growth of social media communities, people now use this new media to engage in many interrelated activities. As a result, social media communities have grown into popular and interactive platforms among users, consumers and enterprises. In the social media era of high competition, increasing continuance intention towards a specific social media platform could transfer extra benefits to such virtual groups. Based on the expectation-confirmation model (ECM), this research proposed a conceptual framework incorporating social influence and social identity as key determinants of social media continuous usage intention. The research findings of this study highlight that: (1) the social influence view of the group norms and image significantly affects social identity; (2) social identity significantly affects perceived usefulness and confirmation; (3) confirmation has a significant impact on perceived usefulness and satisfaction; (4) perceived usefulness and satisfaction have positive effects on usage continuance intention. The results of this study can serve as a guide to better understand the reasons for and implications of social media usage and adoption.


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


Author(s):  
David Philip Green ◽  
Mandy Rose ◽  
Chris Bevan ◽  
Harry Farmer ◽  
Kirsten Cater ◽  
...  

Consumer virtual reality (VR) headsets (e.g. Oculus Go) have brought VR non-fiction (VRNF) within reach of at-home audiences. However, despite increase in VR hardware sales and enthusiasm for the platform among niche audiences at festivals, mainstream audience interest in VRNF is not yet proven. This is despite a growing body of critically acclaimed VRNF, some of which is freely available. In seeking to understand a lack of engagement with VRNF by mainstream audiences, we need to be aware of challenges relating to the discovery of content and bear in mind the cost, inaccessibility and known limitations of consumer VR technology. However, we also need to set these issues within the context of the wider relationships between technology, society and the media, which have influenced the uptake of new media technologies in the past. To address this work, this article provides accounts by members of the public of their responses to VRNF as experienced within their households. We present an empirical study – one of the first of its kind – exploring these questions through qualitative research facilitating diverse households to experience VRNF at home, over several months. We find considerable enthusiasm for VR as a platform for non-fiction, but we also find this enthusiasm tempered by ethical concerns relating to both the platform and the content, and a pervasive tension between the platform and the home setting. Reflecting on our findings, we suggest that VRNF currently fails to meet any ‘supervening social necessity’ (Winston, 1996, Technologies of Seeing: Photography, Cinematography and Television. British: BFI.) that would pave the way for widespread domestic uptake, and we reflect on future directions for VR in the home.


2015 ◽  
Vol 7 (4) ◽  
pp. 497-525 ◽  
Author(s):  
Donna L. Lybecker ◽  
Mark K. McBeth ◽  
Maria A. Husmann ◽  
Nicholas Pelikan

Author(s):  
Brenda Laskey ◽  
Lesley Stirling

This investigation of the discourse of Australian women in the ‘new media’ context of online special interest advice fora contributes to theory about the ways in which language encodes cultural practices and mediates the social construction of identity. The linguistic self-presentation of participants in 588 asynchronous written posts to wedding planning fora was analysed. Prevalent themes were identified inductively and the degree to which each identified theme was evident in the data was measured. The study uncovered ways in which group membership criteria were expressed and found that traditional ideals of feminine perfection were reinforced. A focus of the investigation was the ways in which the participants spoke about the wedding dress. At times, it was referred to using personification as though it were a proxy for a lover. On other occasions, it appeared to function as a representation of the writer’s idealized bridal self. It emerged as a highly significant cultural object which conferred a special but temporary identity.


2019 ◽  
pp. 0095327X1985930 ◽  
Author(s):  
Nehemia Stern ◽  
Uzi Ben Shalom

This article explores the social media postings of Israel Defense Forces (IDF) soldiers on two different and unofficial Facebook groups. While scholars of armed forces and society have noted the growing importance that militaries have placed on digital media, there is little data regarding the unofficial uses and meanings that regular soldiers themselves make of social networking sites. With an anthropological focus on everyday experiences, we argue that the social media activity of IDF personnel highlights the quotidian aspects of military life in ways that reverberate beyond the strictly ideological or political facets of their service. Here, soldiers can express their frustrations with military bureaucracy, while also presenting a lighthearted (and positive) commentary on a shared rite of passage. This research opens a window into the lives and dilemmas of the first generation of Israeli soldiers to employ new media as a taken for granted aspect of their service.


PERSPEKTIF ◽  
2019 ◽  
Vol 7 (1) ◽  
pp. 6
Author(s):  
Devita Rani ◽  
Effiati Juliana Hasibuan ◽  
Rehia K. Isabela Barus

<h1>Mobile   Legends   Online   Games:   Bang   Bang   is   one   manifestation   of   technological development in new media. The purpose of this study was to find out how the positive and negative impact of playing Mobile Legends: Bang Bang online games to FISIP UMA students who play games. The theory used in this study is communication, new media, positive and negative online games. The method used is a qualitative method. Where the informants fifth in FISIP UMA students. Data collection techniques are carried out by means of participatory observation, in-depth interviews and documentary evidence. The result of the study show that the impact of playing Mobile Legends is influenced by the attitude of the players, indifferent to the social environment, wasteful in terms of time and economy, can get new friends in cyberspace from other countries so as not to limit interaction, add insight and experience about technology.</h1><h1><strong> </strong></h1><h1> </h1>


Author(s):  
Luise Görges ◽  
Ulf Kadritzke

Luise Görges, Ulf Kadritzke: Corporate Social Responsibility – from Reputation Managementto the Strategic Advance of Corporate Power. This history of CSR exemplifies theadvancement of corporate power in the process of capitalist globalization. Initially started inresponse to reports on the violation of human rights, the transnational corporations (TNCs)managed to design the CSR concept as a voluntary and highly selective commitment to bridgethe gap between the rhetoric and the reality of corporate conduct. With the worldwide rise ofthe neoliberal paradigm in economic and social policy, these CSR-concepts were combinedinto a capital-dominated CSR-complex. The article tries to reconstruct the scientific, politicaland ideological roots of the concept and the steps transforming the corporate CSR-movementinto a successful ‘industry’. But the company-driven CSR is consistently confronted withactors and actions of a new social movement (including NGOs as well as unions). Theseorganizations of civil society steadily uncover the social consequences of corporate globalstrategies. The so far asymmetric balance of power may nevertheless give NGOs and theirallies– backed by the new media – a chance to lay open corporate misconduct and demonstratethe main ‘performance’ of global corporate power: the deepening of class polarization andecological instability.


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