Mídia Out of Home, pós-massividade e convergência: reflexões sobre a democratização e da descolonização da comunicação no brasil do século XXI

Author(s):  
Lúcia Maria Pereira Bravo

This article will address the presence of digital Media Out of Home (DOOH) in the daily life of Brazilian society at the beginning of the 21st century, in order to reflect on possible alternatives to the use and management of these media that point to the democratization and decolonization of the communication system. As DOOH can be considered all media that are outside the home space. Also called outdoor media, this type of media has become a media phenomenon in informational cities of the 21st century, making itself noted in different circumstances in the daily life of Brazilian society, installing itself both in internal environments of more restricted public (indoor media), as in screens and external panels available to the general public (outdoor). However, despite the varied power of use of these media, it is in the field of advertising and marketing that its most significant results are currently verified.This type of media, therefore, ends up having its use very destined for market purposes, overshadowing other possibilities of use and management model, which will be raised in our study. To develop this work, we will have as main theoretical references the concepts of massive and post-massive function, André Lemos, convergence, Jenkins, and communication ecosystem, as understood in PPGCCOM/AM-BR.

2021 ◽  
Vol 5 ◽  
pp. 125-144
Author(s):  
Ērika Lanka

Pētījums par Rīgas Politehniskā institūta (RPI) Arhitektūras un celtniecības fakultātes absolventu (1986) Valeriju Bitenieku atklāj padomju studentu ikdienu 20. gadsimta 80. gados, jaunā inženiera darbību, izmēģinot dažādas iespējas darba tirgū un inženiera izaugsmi par veiksmīgu būvuzņēmēju neatkarīgajā Latvijā 21. gadsimtā. Tajā izsekots V. Bitenieka dzīvei no bērnības līdz mūsdienām, pievēršot uzmanību viņa profesionālajai darbībai. Veicot pētī¬jumu, gūts ieskats par studentu prakses un ārpusstudiju aktivitātēm padomju laikā, iegūti nepublicēti un plašākai sabiedrībai nezināmi fotomateriāli. A paper on Valerijs Bitenieks, a graduate (1986) of the Faculty of Architecture and Civil Engineering of Riga Polytechnic Institute (RPI), reflects on the daily life of the Soviet students in the 1980s, the work of a young engineer while he was trying various opportunities in the labour market and the engineer’s growth as a successful contractor in the independent Latvia in the 21st century. It traces the life of V. Bitenieks from his childhood to the present day, paying attention to his professional activities. The research provides an insight into students’ internships and extracurricular activities during the Soviet era. Unpublished photographic material unknown to the general public has been obtained.


Author(s):  
Ērika Lanka

A paper on Valerijs Bitenieks, a graduate (1986) of the Faculty of Architecture and Civil Engineering of Riga Polytechnic Institute (RPI), reflects on the daily life of the Soviet students in the 1980s, the work of a young engineer while he was trying various opportunities in the labour market and the engineer’s growth as a successful contractor in the independent Latvia in the 21st century. It traces the life of V. Bitenieks from his childhood to the present day, paying attention to his professional activities. The research provides an insight into students’ internships and extracurricular activities during the Soviet era. Unpublished photographic material unknown to the general public has been obtained.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Stephen Denning

Purpose The author posits that the management model of an organization determines what kind of business models can be pursued within that organization and that successful 21st century management models are very different from those that succeeded in the 20th century. Design/methodology/approach The author compares and contrasts successful 21st century management models with models that succeeded in the 20th century. Findings Success in the digital age requires a 21st century management model and mindset based on an obsession with delivering value to customers. Practical implications The management model incorporates the key ‘written and unwritten rules’ of the firm. The success of digital innovation can be threatened by 20th Century management assumptions that thwart Agile initiatives. Originality/value Article explains how Agile mindsets and practices are essential to the 21st century management model, and how they potentiate the firm’s focus on creating customers.


2018 ◽  
Vol 6 (3) ◽  
pp. 259-266
Author(s):  
Colin P. Amundsen ◽  
Cristina Belmonte

ABSTRACTThe problem for archaeologists doing public outreach could be that we do not know who our audience is. Marketing to just the public at large is an extremely broad approach filled with the pitfalls of not engaging enough of the public, so it might be necessary to first find out who within the general public would have the most interest in your discovery and then tailor your presentation to that audience. At the podcastCooking with Archaeologistswe are using digital media, social media marketing, and our experience from the business world to do just that. Podcasting has been a trial-and-error project filled with uncertainty and doubt, and for archaeologists engaged in public archaeology it might be a practical approach to reaching the public and a medium to build an engaged and interested audience. In this “how-to” article, we will reveal what we have learned from this exciting and somewhat demanding venture and suggest how podcasting is a democratizing venture that connects the public to archaeology and the archaeologist.


Author(s):  
Cynthia Mishel Gudiño Flores

Intellectual Property is continuously present in different manifestations of daily life. However, not all people fully understand what this means, especially for authors of artistic or scientific creations, or for inventors. Given this scenario, it is essential to claim the role of the creator and its economic impact on society; in order to increase the incentives to materialize creative ideas of the human intellect that, inevitably, contribute to the production of science and culture.


2020 ◽  
Vol 59 (1) ◽  
pp. 583-600
Author(s):  
Vinícius Vargas Vieira dos Santos

ABSTRACT With the increasing incorporation of digital media in 21st century societies, a paradigmatic phenomenon is occurring on the language issue: communicative practices have started being widely mediated by technology. Besides incorporating earlier technologies, such as radio and television, computers have enabled users, who were mere passive recipients, to become information emitters as well. Starting from the principle pointed out by Marshall McLuhan (1964) that the medium controls the scales and actions configured in language, this paper seeks to understand the scalar levels of new technologies contexts and how they reverberate on meditated linguistic practices. Digital media are considered here as their own computational designs, communication channels that, far from being neutral, are previously set by large computational companies and, therefore, present ideologies and already configured forms of interaction, stimulating semiotic and pragmatic dimensions of language, reflecting on aspects of culture and, consequently, on political life.


2021 ◽  
Vol 13 (1) ◽  
pp. 307-316
Author(s):  
Mandra Saragih ◽  
Habib Syukri Nst ◽  
Rita Harisma ◽  
Ismail Hanif Batubara

This research aims to develop digital literacy model through a school culture-based. Digital literacy was chosen considering the development of information through digital media. This study used Research and Development (RD). The research step was to collect data and design a product in a literacy model design based on school culture. The components of developing a school culture-based digital literacy model consist of participants, select participants, a digital literacy program in the form of training, the content of digital literacy programs in the form of exercise, media, teaching materials, assessment, program socialization, implementation, evaluation and mentoring. This research is the design of a guideline for implementing a school culture-based digital literacy model that can be used in digital literacy activities in schools.


Author(s):  
Li pan ◽  
Qing Zhou

The first 20 years of the 21st century have witnessed an explosion of audiovisual translation (AVT) products. Unlimited as to time, space and economic status, the widespread use of online streaming media has made AVT entertainment a feature of daily life. Among the various genres, comedy – with the laughter, happiness, and social commentary it brings – continues to enjoy popular appeal. Humour is indeed a universal phenomenon; its presentation in audiovisual products understandably attracts wide scholarly attention, and Margherita Dore’s monograph, Humour in audiovisual translation: Theories and applications, is one of the latest works to explore it.


Author(s):  
Hasan Turgut ◽  
Neslihan Yayla

Extreme-right populist tendencies are getting stronger day by day. Although there are various factors that make the extreme-right populist tendencies stronger, the fact that cannot be ignored is that these tendencies must be reproduced discursively (history, culture, etc.) by the ruling power structures. Today, digital media and especially games are the primary areas where this reproduction process is most visible. Mobile games, in particular, turn into dominant cultural phenomena related to daily life beyond leisure, entertainment, and mind refreshing functions. Within this view, it is claimed that the mobile games based on the historical narratives in Turkey work as technology of self to contribute to the discourse of neo-Ottomanism. In order to test this claim, the three most downloaded mobile games (Game of Sultans, Magnificent Ottoman, and Age of Ottomans) in the Appstore and Android markets are selected as examples, and the aesthetic production realized through the structural elements of the game will be analyzed.


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.


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