scholarly journals What Characterizes the Polymodal Media of the Mobile Phone? The Multiple Media within the World’s Most Popular Medium

Author(s):  
Martin Hilbert ◽  
Ashwin Aravindakshan

While the mobile phone is the world’s most popular media device, it is actually not one single medium, but is effectively used as a different medium by different user groups. The article characterizes polymodal differences in mobile apps usage among different user groups, including gender, education, occupation, screen size, and price. We monitored the complete app usage of 10,725 smartphone users for one month each (56 million sessions, recording almost 1 million hours). Our key contribution consists in developing and analyzing a theoretical framework to classify the over 16,000 apps used into five categories. Exploring nine research questions we provide a broad characterization by asking who, with which characteristics, uses which kinds of apps in what extensity and intensity? For example, it is not the young and high occupational grades that use the mobile phone as a human-to-machine computer (including gaming and artificial intelligence tools). Large screen size is related to extensive long sessions, while a small screen size is related to intensive frequent usage. The results go beyond providing ample empirical evidence for the inherently polymodal nature of the mobile phone, but also proposes a framework on how to possibility deal with it analytically.

Author(s):  
Latifa Er-Rajy ◽  
M. Ahmed El Kiram

In the past, banking took place only inside bank rooms, which was a task for customers and bankers at the same time. But in our day, thanks to the high-speed development and growth of mobile technology, the mobile phone platform had the power to create great opportunities for customers of the physical bank due to its capabilities and coverage of the population; this can be proved by the number of mobile subscriptions that approximates the world population figures. In order to explore these opportunities, most banks have already launched their mobile apps or have redesigned the mobile version of their websites. Among the advantages of using mobile banking is that users have the ability to make banking transactions, online payments or transfers, anywhere and at any time. In this article, we investigated the danger of the permissions requested by mobile banking applications, their effects on sensitive user data and their relationship with the attack called “Man in the middle” and its different forms. We took Morocco as a case of study.


Author(s):  
Shankar Chaudhary

Despite being in nascent stage m-commerce is gaining momentum in India. The explosive growth of smart-phone users has made India much loved business destination for whole world. Indian internet user is becoming the second largest in the world next to China surpassing US, which throws open plenty of e-commerce opportunities, not only for Indian players, offshore players as well. Mobile commerce is likely to overtake e-commerce in the next few years, spurred by the continued uptrend in online shopping and increasing use of mobile apps.The optimism comes from the fact that people accessing the Internet through their mobiles had jumped 33 per cent in 2014 to 173 million and is expected to grow 21 per cent year-on-year till 2019 to touch 457 million. e-Commerce brands are eyeing on the mobile app segment by developing user-friendly and secure mobile apps offering a risk-free and easy shopping experience to its users. Budget 4G smart phones coupled with affordable plans, can very well drive 4G growth in India.


Metahumaniora ◽  
2017 ◽  
Vol 7 (3) ◽  
pp. 293
Author(s):  
Tania Intan

AbstrakSecara alamiah, manusia membutuhkan sarana untuk mengisi waktu luangnyasetelah bekerja keras. Satu media yang murah, mudah dijangkau, dan digemari oleh semuakalangan di seluruh dunia adalah cerita bergambar atau komik yang merupakan bagiandari budaya populer. Pada umumnya, karya paraliteratur-visual ini memang bersifat fiktifdan hanya merupakan peniruan dari kenyataan yang digambarkan secara berlebihan(grotesque). Namun demikian, di dalam komik, sering ditemukan nilai-nilai kehidupanyang bersifat universal dan abadi sehingga dianggap layak sebagai bahan kajian budaya.Naruto, salah satu manga Jepang, dan Astérix, bande dessinée dari Prancis, akan ditelitisebagai representasi dunia Timur dan Barat. Latar sebagai unsur struktural dalam karyakaryafiksi ini ternyata juga menunjukkan kesamaan mendasar, yaitu keberadaan desasebagai tempat hidup para tokohnya. Dalam tulisan ini, akan dibahas pemaknaan lainterhadap lingkungan rural tersebut, yang memiliki andil dalam pembentukan karakterpara tokoh dari kedua komik. Metode kajian komparasi budaya akan digunakan denganpenerapan teori-teori yang relevan. Penelitian singkat ini bertujuan untuk melengkapistudi mengenai komik yang belum banyak dilakukan di Indonesia.Kata kunci: Desa, komik, Naruto, Astérix, Komparasi BudayaAbstractNaturally, humans need a way to fill their spare time after working hard. Acheap, accessible and popular medium by all circles around the world is a picture or comicstory, which is part of popular culture. McCloud (1993:7) defines comics as drawings andembossed symbols in a particular order, aimed at providing information or achievingaesthetic responses from the reader. In general, this visual-paraliterature work isindeed fictitious and merely an imitation of grotesque reality. However, in the comics, itis often found that values of life that are universal and eternal so comics are consideredappropriate as a material of cultural studies. Naruto, one of the Japanese manga, andAstérix, the bande dessinée of France, are examined as a representation of the East andWest. The background as a structural element in these works of fiction also shows the basicsimilarity of the existence of the village as the place of life of the characters. According toKartohadikoesoemo (1984:16), the village is a legal entity, in which a ruling society livesits own government. In this paper, other meanings of the rural environment, which hascontributed in the character formation of the characters from both comics are discussed.The method of cultural comparative is used with the application of relevant theories. Thisbrief study aims to complete the study of comics which is still very limited in Indonesia.Keywords: Village, Comic, Naruto, Astérix, Cultural Comparison


2019 ◽  
pp. 81-88
Author(s):  
Ozoem Martha ◽  
Chibuike Victoria C. ◽  
Ugwunwoti Emeka P.

This study was carried out to determine the modern office technology competencies expected of office technology and management (OTM) graduate workers by supervisors in Delta State. The study was guided by two research questions and two hypotheses tested at 0.05 level of significance. The respondents consisted of 142 supervisors, made up of 74 heads of department and directors of government establishments, and 68 managers and directors of private establishments in the study area. Descriptive survey research design was used to conduct the study and 28 – items questionnaire were used to collect data from respondents. The instrument was validated by three experts and had a Cronbach Alpha reliability coefficient of 0.77. Means with standard deviations were used to answer the research questions, while t-test was used to test the null hypotheses. The extent of supervisor‟s expectations of information processing competencies did not differ significantly based on the mean ratings of male and female supervisors of OTM graduates in government and private establishments. The findings also revealed that supervisors expect much information processing and communication competencies from the OTM graduate workers. Based on the findings and the implications, it was recommended among others that, curriculum planners, business and OTM education lecturers should ensure that the competencies required for modern office technologies are entrenched and taught in the institutions to prepare the OTM graduates for the world of work.


Author(s):  
Yves Doz ◽  
Keeley Wilson

In less than three decades, Nokia emerged from Finland to lead the mobile phone revolution. It grew to have one of the most recognizable and valuable brands in the world and then fell into decline, leading to the sale of its mobile phone business to Microsoft. This book explores and analyzes that journey and distills observations and lessons for anyone keen to understand what drove Nokia’s amazing success and sudden downfall. It is tempting to lay the blame for Nokia’s demise at the doors of Apple, Google, and Samsung, but this would be to ignore one very important fact: Nokia had begun to collapse from within well before any of these companies entered the mobile communications market, and this makes Nokia’s story all the more interesting. Observing from the position of privileged outsiders (with access to Nokia’s senior managers over the last twenty years and a more recent, concerted research agenda), this book describes and analyzes the various stages in Nokia’s journey. This is an inside story: one of leaders making strategic and organizational decisions, of their behavior and interactions, and of how they succeeded and failed to inspire and engage their employees. Perhaps most intriguingly, it is a story that opens the proverbial “black box” of why and how things actually happen at the top of organizations. Why did things fall apart? To what extent were avoidable mistakes made? Did the world around Nokia change too fast for it to adapt? Did Nokia’s success contain the seeds of its failure?


2002 ◽  
Vol 10 (01) ◽  
pp. 67-86 ◽  
Author(s):  
LISA K. GUNDRY ◽  
BEN-YOSEPH MIRIAM ◽  
MARGARET POSIG

The study of women's entrepreneurship has grown steadily during the last two decades, as the number of women-owned businesses worldwide has increased dramatically. This article presents an examination of major research questions and highlights the most recent scholarship on women's entrepreneurship within several key domains. The findings integrate broad areas of inquiry, including the emergence of women-owned firms in the global economy, entrepreneurial and firm characteristics, financing patterns, the greatest challenges to enterprise growth, and the influence of culture and family on the entrepreneurial organization. Recommendations are provided to contribute to an increased understanding of the dynamics of women-headed entrepreneurial enterprises around the world.


Author(s):  
Dmitri A. Gusev

We present the results of our image analysis of portrait art from the Roman Empire’s Julio-Claudian dynastic period. Our novel approach involves processing pictures of ancient statues, cameos, altar friezes, bas-reliefs, frescoes, and coins using modern mobile apps, such as Reface and FaceApp, to improve identification of the historical subjects depicted. In particular, we have discovered that the Reface app has limited, but useful capability to restore the approximate appearance of damaged noses of the statues. We confirm many traditional identifications, propose a few identification corrections for items located in museums and private collections around the world, and discuss the advantages and limitations of our approach. For example, Reface may make aquiline noses appear wider or shorter than they should be. This deficiency can be partially corrected if multiple views are available. We demonstrate that our approach can be extended to analyze portraiture from other cultures and historical periods. The article is intended for a broad section of the readers interested in how the modern AI-based solutions for mobile imaging merge with humanities to help improve our understanding of the modern civilization’s ancient past and increase appreciation of our diverse cultural heritage.


Author(s):  
Kyle Hammonds

Superheroes are a global phenomenon. The superhero genre has been proliferated through modern industrial societies by way of movies, television, comics, and other forms of popular media. Although virtually every nation in the world has heroic myths, the modern superhero, as marked by the inception of recent American comics heroes in 1929, is a uniquely Western invention. Superheroes are “Western” insofar as they embody and exhibit Western civic values, such as democracy, humanism, and retributive justice. These characters have been communicatively incorporated into globalization processes by means of diffusion and thereby enact aspects of cultural imperialism. Even so, superhero figures have been in high demand across many populations for their entertainment value. As superheroes have diffused in non-Western cultures, they have not only been absorbed by new cultures but also refigured and adapted. These non-Western adaptations have had a recursive influence, such as the global popularity of Japanese manga. The recursive relationship between Western superheroes and their non-Western adaptations implies superheroes are an important aspect of cultural fusion in global popular culture.


2018 ◽  
Vol 176 ◽  
pp. 04006 ◽  
Author(s):  
Pei Xuesheng ◽  
Wang Yang

Modern electronic products are changing with each passing day, and the most prominent one is the smart phone. Screen is the key part for people to extract and exchange information through mobile phones, and its development is very rapid. This article summarize the development laws of screen size, screen occupation ratio, resolution and shape from the perspective of user experience, and analyze the reasons for its development law. According to the research, the optimal size of the mobile phone screen suitable for the users is summed up and verified through the questionnaire, which provides a reliable basis for the developer of mobile phone to design smart phone screen and improve the satisfaction of the user experience.


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