Geschichte(n) im Dialog

Rhetorik ◽  
2017 ◽  
Vol 36 (1) ◽  
Author(s):  
Imke Kaufmann

AbstractThe article discusses the tendency of contemporary museum exhibitions to increasingly focus on creative and entertaining production rather than on restricting their presentation to objects and information. The attempt to create a contemporary communicative environment leads to an extensive use of modern media and interactive systems in museums. As a result, offerings like media guides for example, often reveal structures which appear to be comparable to the persuasive aim inherent in the classical composition of speech. Aspects like narrative storytelling and emotional design inspire the visitor to identify himself with the presentation and support his commitment to the museum as economical institution. A rhetoric analysis of the mediating processes of exhibitions show that especially digital media and its mobility and subjective handling offers many opportunities to function as an instrument of persuasive communication. Dialogic interactivity on one hand and subjective feedback on the other cause the impression of autonomous reception and therefore support the visitor’s identification with the presentation. Therefore the persuasive process in digitally supported exhibitions utilizes the user’s illusion of oratorical autonomy whereas the communication is actually controlled by the system or the museum as the programming initiator itself.

2018 ◽  
Vol 2018 (1) ◽  
pp. 73-82
Author(s):  
Julia Genz

Digital media transform social options of access with regard to producers, recipients, and literary works of art themselves. New labels for new roles such as »prosumers « and »wreaders« attest to this. The »blogger« provides another interesting new social figure of literary authorship. Here, some old desiderata of Dadaism appear to find a belated realization. On the one hand, many web 2.0 formats of authorship amplify and widen the freedom of literary productivity while at the same time subjecting such production to a periodic schedule. In comparison to the received practices of authors and recipients many digital-cultural forms of narrating engender innovative metalepses (and also their sublation). Writing in the net for internet-publics enables the deliberate dissolution of the received autobiographical pact with the reader according to which the author’s genuine name authenticates the author’s writing. On the other hand, the digital-cultural potential of dissolving the autobiographical pact stimulates scandals of debunking and unmasking and makes questions of author-identity an issue of permanent contestation. Digital-cultural conditions of communication amplify both: the hideand- seek of authorship as well as the thwarting of this game by recipients who delight in playing detective. In effect, pace Foucault’s and Barthes’ postulates of the death of the author, the personality and biography of the author once again tend to become objects of high intrinsic value


2017 ◽  
Vol 2 (2) ◽  
Author(s):  
Marine Vekua

The main goal of this research is to determine whether the journalism education of the leading media schools inGeorgia is adequate to modern media market’s demands and challenges. The right answer to this main questionwas found after analyzing Georgian media market’s demands, on the one hand, and, on the other hand, differentaspects of journalism education in Georgia: the historical background, development trends, evaluation ofeducational programs and curricula designs, reflection of international standards in teaching methods, studyingand working conditions.


JURTEKSI ◽  
2021 ◽  
Vol 7 (2) ◽  
pp. 133-142
Author(s):  
Alwin Fau ◽  
Fince Tinus Waruwu

Abstract: In today's technological developments, digital images are a medium that is often used to store a person's identity. Digital images are currently widely used for data security needs. On the other hand, images can also be used as a medium for tapping data. Today's digital media provide many things in manipulating and changing the information contained in these images. In this study, the authors conducted a study to examine similarities in digital images so that it could be seen whether the information was authentic or not. detecting image similarities can help find out information whether the image is the same as the original object or not. The method used in this research is the Eigen Face method. The face eigen method is a method that can be used to check and match the similarities of an image. With the eigenface value, Figure 1, Figure 2, Figure 3, it can be determined that with other eigenface values can be determined based on the eigenface matrix values obtained from each image. Based on the values obtained from Figures 1, 2, and 3, it can be concluded that the eigenface method is able to present facial similarities with a presentation value of 80%.            Keywords: Eigenface; Face Recognation; Images; Images Processing  Abstrak: Dalam perkembangan teknologi saat ini, gambar digital merupakan media yang sering digunakan untuk menyimpan identitas seseorang. Gambar digital saat ini banyak digunakan untuk kebutuhan keamanan data. di sisi lain, gambar juga dapat digunakan sebagai media penyadapan data. Media digital saat ini menyediakan banyak hal dalam memanipulasi dan mengubah informasi yang terdapat pada gambar tersebut. Dalam penelitian ini penulis melakukan penelitian untuk menelaah kemiripan pada citra digital sehingga dapat diketahui apakah informasi tersebut otentik atau tidak. Mendeteksi kemiripan citra dapat membantu mengetahui informasi apakah citra tersebut sama dengan objek aslinya atau tidak. Metode yang digunakan dalam penelitian ini adalah metode Eigen Face. Metode eigen wajah merupakan metode yang dapat digunakan untuk mengecek dan mencocokkan kemiripan suatu citra. Dengan nilai eigenface, Gambar 1, Gambar 2, Gambar 3, dapat ditentukan bahwa dengan nilai eigenface lainnya dapat ditentukan berdasarkan nilai matriks eigenface yang diperoleh dari masing-masing citra. Berdasarkan nilai yang diperoleh dari Gambar 1, 2, dan 3, dapat disimpulkan bahwa metode eigenface mampu menghadirkan kemiripan wajah dengan nilai presentasi 80%.. Kata kunci: Citra; Eigenface; Pengolahan Citra Digital; Pengenalan Wajah


Author(s):  
Christian Fuchs ◽  
Sebastian Sevignani

This paper deals with the questions: What is digital labour? What is digital work? Based on Marx’s theory, we distinguish between work and labour as anthropological and historical forms of human activity. The notion of alienated labour is grounded in a general model of the work process that is conceptualized based on a dialectic of subject and object in the economy that we present in the form of a model, the Hegelian-Marxist dialectical triangle of the work process. Various aspects of a Marxist theory of work and labour, such as the notions of abstract and concrete labour, double-free labour, productive labour, the collective worker and general work are presented. Labour is based on a fourfold alienation of the human being. After these concepts are introduced, they are used for discussing the notions of digital labour and digital work. The presentation is on the one hand general and on the other hand uses Facebook as a concrete case for explaining how digital labour functions. Digital work is the organisation of human experiences with the help of the human brain, digital media and speech in such a way that new products are created. Digital labour is the valorisation dimension of digital work. We conclude that we require the transformation of digital labour into digital work, a true social media revolution that makes “social media” truly and fully social. We also argue why in our view work is not the same as labour by discussing the concept of playful work and pointing out limits of concepts such as antiwork, postwork and zerowork.


2019 ◽  
Vol 5 (2) ◽  
pp. 44
Author(s):  
Nurdin Nurdin

Problems in today’s learning includes the low competence of teachers in the use of media for teaching and learning. Among the weaknesses of teachers is the lack of the ability in using the media in learning fiqih mawaris. Many teachers still use conventional media such as markers, board and paper. This affects on the low level of students’ ability on the subject of fiqih mawaris. This study aims to understand the competence of teachers in teaching and learning fiqih mawaris through the collaboration of conventional media and digital media (the application of At-Tashil) at the training center of Balai Diklat Keagamaan (BDK) Aceh. This study adopts qualitative approaches. Data were collected through interviews, the study of documents and observations, while collected data were analyzed through data reduction, presentation of data and the withdrawal of conclusion. The results show that teachers’ competence on subjects of the fiqih mawaris was improved through the process of collaboration between conventional media and modern media of At-Tashil application.


Author(s):  
Reinhard Bauer ◽  
Klaus Himpsl-Gutermann ◽  
Martin Sankofi ◽  
Petra Szucsich ◽  
Ruth Petz

Due to the rapid development of digital media, the work of researchers in all scientific disciplines has dramatically changed. The objective of this chapter is to give a brief overview of digital tools that can be used for action or practice research in the context of seamless learning. It is the intention of the authors to, on the one hand, provide some initial orientation and deeper insight into the complex subject matter of digital science. On the other hand, researchers shall be equipped with a user guide that encourages them to try out various digital tools for searching, collecting, annotating, analyzing, visualizing, interpreting as well as publishing information. Owing to the dynamic nature of the issue under review this chapter will undoubtedly only offer a snapshot.


Author(s):  
Goh Kok Min ◽  
Kelvin Tan Yuean Soo ◽  
Wang Geng

In recent years, many local telecommunication firms are selling their interactive digital media (IDM) services such as broadband and Pay Television in the form of a bundle to their customers. On the other hand, many IDM firms (e.g. Apple iTunes) have chosen to sell their IDM services to customers in an unbundled manner. This chapter studies the effect of bundling and unbundling of any type of information goods which can be digitized. We will discuss the four factors which encourage IDM firms to choose either bundling or unbundling strategy in their marketing of digital goods. The four factors are customer, environmental, firm, and product. This chapter concludes by emphasising that bundling or unbundling might not be necessarily good or bad. The choice boils down to the market segment – the value that customers perceive from the products. It is also important to take into account the overall marketing strategy that the firm is embarking on and to also consider the market situation at the point in time.


Author(s):  
M. Nur Erdem

Violence has been a part of daily life in both traditional and digital media. Consequently, neither the existence of violence in the media nor the debates on this subject are new. On the other hand, the presentation of violence in fictional content should be viewed from a different point of view, especially in the context of aesthetization. Within this context, in this chapter, the serial of Penny Dreadful is analyzed. As analyzing method, Tahsin Yücel's model of the “space/time coordinates of narrative” is used. And the subject of “aestheticization of violence” is analyzed through a serial with the elements of person, space, and time. Thus, the role of not only physical beauty but also different components in the aestheticization of violence is examined.


Author(s):  
Samuel Rivas ◽  
Miguel Barreiro ◽  
Víctor M. Gulías

Even though digital systems have many advantages over traditional analogue systems, end users expect that they will not loose any functionality in the transition. Concretely, capabilities of video cassette recorders (VCR) should be ported to stand alone digital media players (e.g., DVD players) and streaming services (e.g., digital TV and VoD services). Those capabilities are usually known as interactive playout or, simply, digital VCR functionality. Typical VCR features are random access, pause/resume, reverse play, fast forward/ backward, and slow motion. Random access and pause/resume functionalities are relatively easy to implement in digital systems. On the other hand, video coding techniques and bandwidth restrictions severely complicate the implementation of the other VCR operations. Usually, VCR capabilities apply only to video streams. In interactive playout mode, audio streams are commonly discarded. Also, the quality of video streams in interactive mode may be downgraded due to system limitations.


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