scholarly journals НОВІТНІ ТЕХНОЛОГІЇ МЕДІАІНДУСТРІЇ: МОЖЛИВОСТІ ТА ОСОБЛИВОСТІ ВИКОРИСТАННЯ В УКРАЇНІ

Author(s):  
A. Kondryko ◽  
A. Drachova

<div><p><em>In the article covered the features of implementing and using additional Internet functionality in the information space: in particular, audience analysis services, content research, fact-checking in real-time, automatic news generation, bots and mobile apps that are rapidly gaining popularity in modern journalism.</em></p></div><p> </p><p><em>Defined, some mobile apps: The Dragon Diction (speechy), Cogi, Imovie, Snapseed, Camscanner, Canva, Sweet Text: Story Maker &amp; GIF can help detect dictation and save it in text format; make notes, add some images, select certain parts; compose multiple videos, add audio effects and titles; edit images, backgrounds, colours, shades; scan documents and savе them in the required format; create any infographic, text and publication in different formats; make animated text stories accordingly.</em><em></em></p><p><em>The essence and purpose of IT capabilities such as virtual reality (enhancing user interest, stimulating brain activity while browsing content, etc.) and augmented reality (enhancing the effect of information through additional materials, graphics and visualisation) are detailed. It is emphasised that the introduction of the cyber tools in the media is due to the need to meet market trends, competition at local and global levels, the need to clarify data, the demanding potential audience.</em><em></em></p><p><em>Monitoring of using the latest IT in the Ukrainian media industry has revealed the presence its in the TV programs: «Siogodni», «Siogodni. Pidsymku z Olegom Panyutoyu» (TV channel «Ukrayina»), «TSN» («1+1»), programs of TV-channel «NASH», multimedia project «Ukrainer», magazine «Marie Claire», which confirmed the popularity of new formats for creating and implementing information product in Ukraine.</em><em></em></p><p><strong><em>Key words:</em></strong><em> visualisation, virtual reality, augmented reality, Internet functionality, cyber tools, media product, fact-checking.</em><em></em></p>

2018 ◽  
Vol 7 (12) ◽  
pp. 478 ◽  
Author(s):  
Pravesh Yagol ◽  
Francisco Ramos ◽  
Sergio Trilles ◽  
Joaquín Torres-Sospedra ◽  
Francisco Perales

The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus.


2021 ◽  
Vol 251 ◽  
pp. 01006
Author(s):  
Alexander Sharmazanashvili ◽  
Nikoloz Udzilauri ◽  
Shota Kobakhidze ◽  
Luka Todua ◽  
Nino Zurashvili ◽  
...  

Education & outreach is an important part of HEP experiments. With outreach & education, experiments can have an impact on the public, students and their teachers, as well as policymakers and the media. The tools and methods for visualization enable to represent the detectors’ facilities, explaining their purpose, functionalities, development histories, and participant institutes. In addition, they make it possible to visualize different physical events together with important parameters and plots for physics analyses. 3D visualization and advanced VR (Virtual Reality), AR (Augmented Reality) and MR (Mixed Reality) extensions are the keys for successful outreach & education. This paper describes requirements and methods for the creation of browser-based visualization applications for outreach & education. The visualization framework TRACER is considered as a case study.


2021 ◽  
Vol 58 (2) ◽  
pp. 92-112
Author(s):  
Marija Slijepčević ◽  
Mirela Holy ◽  
Nikolina Borčić

A creative economy is an economy where value is based on imaginative qualities‎ rather than on the resources of land, labour and capital, and one of the‎ most dynamic sectors of the global economy. The media industry is an important‎ part of the creative economy and faces the most dynamic media ecosystems‎ changes. One of the most interesting phenomena is the rising discipline‎ of fact-checking. The discipline, which in four years (2014-2018) had a global‎ growth of 239%, has developed to combat the adverse consequences of fake‎ news and misinformation. It has brought interesting changes in media ecosystems‎ and has enriched this part of the creative economy sector. This paper‎ brings an overview of fact-checking trends in the European Union and South‎ East Asia as these two regions show the fastest growth of the creative economy.‎ Analysis answers the following research questions: What is the status of‎ fact-checkers in those parts of the world? Which business models are dominant?‎ How popular are they on social media? Which methodologies are used‎ for fact-checking? What are their sources of financing? How often are the‎ fact-checking organisation bilingual? Results show a significant discrepancy‎ in trends in those two continents and emphasise fact-checking organisations’‎ contribution in the complex media ecosystems and further development. As‎ media ownership impacts media content, research regarding media owners’‎ impact on fact-checking trends in the European Union and South East Asia‎ is recommended.‎


Author(s):  
Yi Guo ◽  
◽  
Lixuan Min ◽  
Huize Yang ◽  
Lujian Yang ◽  
...  

Virtual Reality news (VR news) provides news reports relying on virtual reality technology, creating a strong sense of immersion and presence. It is a new format of news and a new application for immersive media. Previous researches studies on VR news mainly focus on the range of topics and the media effect, and point out the advantages and disadvantages of them. However, the content of VR news is usually neglected. This research aims to conduct a content analysis on the VR news from CCTV.com by applying the framing theory. The coding scheme is designed based on Zang Guoren’s three-level structures theory, analyzing 220 pieces of news in total. According to the objective data obtained through the analysis, the conclusion is drawn on significant features about VR news, including theme, source, tendency, narrative structure, multimodal presentation, and framework. This research has theoretical significance for it applies the framework theory to analyze the VR news, and also provides inspiration for the production of VR news and the media industry.


Author(s):  
Lyudmila Shesterkina ◽  
Lidiya Lobodenko ◽  
Anna Krasavina ◽  
Arina Marfitsyna

The article, being a part of a major study into fake news phenomenon, fact checking and information verification, analyzes the issues related to journalism education in the context of the increasing amount of fake news. The topicality of the study is determined by the fact that journalism education is failing to comply with the ever-changing requirements of the mass media market. Moreover, in the current era of information wars, post-truth, and social media regarded as sources of news, teaching future journalists to check facts and verify information is one of the primary demands of the mass media market. The study involved interviewing lecturers, students and specialists in media industry; the original results of the study add to its scientific novelty. The authors aimed at searching for cutting-edge practices to train skills of fact checking and verification. The results of the study indicate the necessity of introducing these practices into the academic process of training journalists, contribute to the research database in the field of journalism and the education, and provide for bridging the gap between universities and the media in terms of professional requirements for journalists.


2018 ◽  
Vol 10 (3) ◽  
pp. 144-151
Author(s):  
Svetlana L Urazova

The article validates the terms based on the notion of reality that have started to be used in the media due to the implementation of digital technologies. Emphasis is laid on Virtual Reality (VR) and its types: Augmented Reality (AG) and Mixed Reality (MR). Дєіг application updates the approaches to the creation of film and TV productions, alters the immanent bond with the audience. tte terms are correlated with the concepts of media reality and screen reality introduced into scientific use. As a result, there emerges a multireality which affects the individuals perception.


2018 ◽  
Vol 1 (2) ◽  
Author(s):  
Faizal Zuli

<p><em>The role of the media is quite important in providing information to the public about the University of Satya negara Indonesia. Delivery of information is usually done orally and in the form of a two-dimensional such as posters, brochures, as well as through the website. Media such information certainly has its advantages and disadvantages respectively. For it makes the author want to design a media campaign to complement the usual media used by the campus. The making of a media promotion of the technology to implement multimedia computer, namely a merger between Augmented Reality (AR) and Virtual Reality (VR). Augmented Reality and Virtual Reality was selected because of its advantages in describing a building object in 3 dimensions (3D) in real time, to facilitate the user in knowing the information about the campus of the University of Satya negara Indonesia, which can be used on a Smartphone. In the design of inimenerapkan algorithm of FAST Corner Detection as well as using methods of Multimedia Development Life Cycle (MDLC).</em></p><p><strong><em>Keyword </em></strong><em>: Augmented Reality, </em>Satya Negara Indonesia<em> University, Virtual Reality, 3D </em></p>


2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  

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