Reach to Mobile Platforms and Availability

Author(s):  
Rex A Buddenberg

This chapter is practical system planning tutorial for internetworks that include radio-WANs. Author is retired USCG officer with both operational and program planning experience. In second career, author taught ‘plowshares into swords internetworking' at the graduate level. The coaching herein reflects operational, planning, and academic experiences. Considering mobile communications requires adjusting some assumptions and working knowledge from a wholly wired internetwork. The advent of radio – the necessary means to mobile – entails changes in topology, capacity and nature of the media (shared). Further, the extension of the internetwork to mobile usually means rather overt embracing of mission critical applications.

2016 ◽  
pp. 167-182
Author(s):  
Rex A Buddenberg

This chapter is practical system planning tutorial for internetworks that include radio-WANs. Author is retired USCG officer with both operational and program planning experience. In second career, author taught ‘plowshares into swords internetworking' at the graduate level. The coaching herein reflects operational, planning, and academic experiences. Considering mobile communications requires adjusting some assumptions and working knowledge from a wholly wired internetwork. The advent of radio – the necessary means to mobile – entails changes in topology, capacity and nature of the media (shared). Further, the extension of the internetwork to mobile usually means rather overt embracing of mission critical applications.


2019 ◽  
Vol 4 (2) ◽  
pp. 166-181 ◽  
Author(s):  
André Jansson

While the ‘media city’ has gained academic attention for over a decade, the role of the media in urban gentrification processes has been an overlooked issue. Due to the rapid expansion of geomedia technologies, for example, app-based social media and location-based services on mobile platforms, there is a growing need to address this area from a critical perspective. The article develops and tries out an analytical framework for studying the mutual shaping of geomedia technologies and gentrification processes, using alternative tourism apps as its illustration. The middle-class biased appearance of such mobile apps is hypothesized as an articulation of a broader trend, through which geomedia recognizes and gains affordances that fit the ambitions of certain social groups and their spatial norms, preferences and practices. The framework comprises two steps: (1) a media-technological unpacking exercise inspired by affordance theory and (2) a critical consideration of how geomedia play into the distribution of spatial capital in the city. The first step outlines how representational, logistical and communicational affordances of alternative tourism apps represent the broader shift from mass media to geomedia. The second step discusses the social logics whereby alternative tourism apps are adapted to middle-class spatial interests, and thus to gentrification, and how geomedia technologies in general affect the ability of different groups to access, appropriate and define different places and neighbourhoods in the city.


Author(s):  
Süphan NASIR

With the increasing growth and sophistication of mobile communications, companies integrate the mobile channel into their marketing communication and campaigns. Companies are able to execute very different and creative mobile marketing campaigns by using a wide range of mobile platforms such as Wireless Application Protocol (WAP), Short Message Service (SMS), and Multimedia Message Service (MMS). The purpose of this chapter is to review and exemplify the concepts, objectives, strategies and promotional tactics associated with mobile marketing campaigns; so that the review of relevant literature and exemplification of mobile marketing campaigns provide an insight into the nature of mobile marketing campaigns.


Author(s):  
Tatyana Parsadanova

It is no secret that COVID 19 and its consequences have affected almost all aspects of our life. We have become focused on life at home, the approach to work has changed, and the definition of remote work has taken root in our vocabulary. Despite all the negative aspects, the pandemic has accelerated the development of key technological trends, such as distance learning, telemedicine, remote work, online shopping, contactless payments, 3D printing, which leveled out supply disruptions, robotics, a new generation of 5G mobile communications with its capabilities, and of course, the online entertainment industry. Our consumer preferences have changed during this year; however, the need for entertainment has only increased. Many believe that nowadays, the Internet and television era is a thing of the past; nevertheless, statistics do not confirm this. In the third quarter of this year alone, global TV sales have increased by 12.9% over the same period in 2019, which is 38% more than in the previous quarter. Television viewing has increased, and television program views have skyrocketed. Streaming content has become even more popular; streaming services allow one to watch absolutely everything - movies, TV series, news at any time and from any device. All these processes are connected with the fact that, during the quarantine, cinemas were closed, the attendance of which has already decreased in recent years. They opened with restrictions on viewers’ seating; the premieres were postponed for a year, even two - until the spring of 2021 and 2022. This year, the world of the media and entertainment industry has become: remote, virtual, streaming and personalized. The driver is the consumer, so market players pay great attention to innovation, focusing on personalization. At the forefront of new technologies is the Disney company, which presents its films both in theatrical screenings and on its online platform. Television is also not left behind; on November 3, VGTRK launched its "Smotrim" media platform. The audience’s consumption habits have already changed, interest in media is increasing and moving towards digitalization. The pandemic has accelerated the process. How this is happening and what awaits the industry is covered in this article.


2019 ◽  
Vol 12 (2) ◽  
pp. 121-128
Author(s):  
Adika May Sari ◽  
Rina Lestari ◽  
Desri Yani ◽  
Rosmita Rosmita

Nowadays, technology has a big impact for lifes. It also makes children like to use technology to watch videos, play games and socialize through the media. In addition to that technology, they are more familiar with foreign culture compared to their own culture. The habit itself is very related to daily activities using smart phones via the internet. Likewise, the introduction of culture in Java for desktop-based elementary school children is still very rare today. The making of this application is a solution to provide knowledge about diverse cultures in Java. With this application it is hoped that children will get to know their own country's culture more than foreign cultures. Thus, it can create a feeling of love for the nation itself. The desktop application that is served is an application that supports a culture consisting of various menus to facilitate users who open this application with those connected to the internet, using a system development method called waterfall which is system planning, system design, code conversion, system testing and good assistance. In this research, an application in desktop platform was successfully created and from the evaluation it is useful for children and students in learning Java culture.


Jurnal Socius ◽  
2019 ◽  
Vol 8 (2) ◽  
Author(s):  
Eti Lindasari

AbstractEducation is an important important thing that can produce children who are smart and well behaved. Behave well related to aspects of attitudes and morality built through education to enhance the potential of self-educated learners the values, attitudes and morals to shape the characters. Independent character is necessary because the development of global society and various information requires the power of society, individuals, and learners to choose appropriately positive information. Independent character is required for students to equip themselves able to compete to face the media challenge seen as an indication of moral decline, independent character such as cheat action, search for exam answers, research aimed at analyzing independent character education implemented through Civic learning and character independent education through school culture. Research uses qualitative research methods. Research location at SMK Negeri 2 in Banjarmasin South Kalimantan. Techniques of collecting interview data, observation, documentation. Data analysis techniques qualitative data analysis that is data collection, summarize, select data, data presentation, conclusion, data verification. The results of the study for self-character education through learning Civics carried out necessary planning from the beginning, planned in an organized curriculum program according to Curriculum 2013. Implementation of learning Civic teachers conducted 83.48%. Self-learning activities of students reached 75%. The program planning of extracurricular activities of independent character education carried out the deputy head of student affairs, counselor of OSIS, extracurricular. Researchers suggest improving teacher management through IHT, workshops, technical guidance.Keywords: Education, Self  Character, Civic Learning, School Culture.AbstrakPendidikan merupakan hal penting yang penting yang dapat menghasilkan anak yang cerdas sekaligus berperilaku baik. Berperilaku baik berhubungan dengan aspek sikap dan moralitas dibangun melalui pendidikan untuk meningkatkan potensi diri peserta didik pendidikan nilai-nilai, sikap dan moral untuk membentuk karakter. Karakter mandiri diperlukan karena perkembangan masyarakat global dan berbagai informasi memerlukan kekuatan masyarakat, individu, dan peserta didik  untuk memilih dengan tepat informasi positif.  Karakter mandiri diperlukan peserta didik membekali diri mampu bersaing menghadapi tantangan media terlihat indikasi penurunan moral, karakter mandiri seperti tindakan menyontek, mencari jawaban ujian, penelitian bertujuan menganalisis pendidikan karakter mandiri yang dilaksanakan melalui pembelajaran PKn dan pendidikan karakter mandiri melalui budaya sekolah. Penelitian meggunakan metode penelitian kualitatif. Lokasi penelitian di SMK Negeri 2 di Banjarmasin Kalimantan Selatan. Teknik pengumpulan data wawancara, observasi, dokumentasi. Teknik analisis data analisis data kualitatif yaitu pengumpulan data, merangkum, memilih data, penyajian data, penarikan kesimpulan, verifikasi data. Hasil penelitian agar pendidikan karakter mandiri melalui pembelajaran PKn dilaksanakan diperlukan perencanaan sejak awal, direncanakan secara tertata program kurikulum sesuai Kurikulum 2013. Pelaksanaan pembelajaran PKn dilakukan guru hasil 83,48%. Aktifitas belajar peserta didik mandiri tercapai 75%. Perencanaan program kegiatan ekstrakurikuler pendidikan karakter mandiri dilaksanakan wakil kepala seko;ah urusan kepeserta didikan, Pembina OSIS, ekstrakurikuler. Peneliti menyarankan peningkatan pegelolaan pembelajaran guru melalui IHT, workshop, bimbingan teknis.Kata Kunci: Pendidikan, Karakter Mandiri, Pembelajaran PKn, Budaya Sekolah.


2014 ◽  
Vol 5 (2) ◽  
Author(s):  
Basuki Heri Winarno

Abstrak. Penelitian ini secara umum difokuskan pada proses perancangan dan pengembangan media pembelajaran interaktif menggunakan Unreal Development Kit, yang dalam hal ini terdiri dari tiga bagian utama yaitu: mendesain objek 3D, mendesain objek 2D untuk dipakai sebagai UI, dan menyusun semuanya menjadi sebuah level dalam UDK. Tahap berikutnya adalah mengujikan media pembelajaran ini pada sejumlah subjek dan meminta mereka mengisi kuesioner untuk mengetahui minat dan tanggapan mereka terhadap media pembelajaran tersebut. Subjek penelitian terdiri dari 14 siswa kelas 9 yang dipilih secara acak dengan usia antara 14-15 tahun. Hasil penelitian menunjukkan bahwa: (1) Hampir semua subjek memberikan tanggapan positif terhadap media pembelajaran ini; (2) Media pembelajaran ini memperoleh nilai 76,9 dan 64,2 oleh ahli media dan ahli materi yang dalam hal ini berarti valid; dan (3) Semua subjek berminat menggunakan media pembelajaran ini di perangkat mobile.Kata Kunci: 3D Game Engine, UDK (Unreal Development Kit), media pembelajaran interaktif, sekolah menengah pertamaAbstract. This study mainly focuses on the process of designing and developing interactive learning media by using Unreal Development Kit, which basically consists of three main parts, i.e., designing 3D objects, designing 2D objects to be used as UI (User Interface), and arranging them into a level in UDK. The next stage is having subjects to test the level and fill out a questionnaire to find out their interest and response towards the use of this new type of learning media. The subjects are randomly-picked, they are 14 ninth-grade students from several junior high schools aged 14 to 15 years old. The results show that: (1) almost all subjects give positive response towards this type of learning media; (2) this new leaning media is rated 76.9 and 64,2 by media and material experts consecutively, meaning that the media is valid to be used; and (3) all subjects would like to use this media in mobile platforms. Keywords: 3D Game Engine, UDK (Unreal Development Kit), Interactive Learning Media, Junior High School


E-Marketing ◽  
2012 ◽  
pp. 1221-1239
Author(s):  
Süphan Nasir

With the increasing growth and sophistication of mobile communications, companies integrate the mobile channel into their marketing communication and campaigns. Companies are able to execute very different and creative mobile marketing campaigns by using a wide range of mobile platforms such as Wireless Application Protocol (WAP), Short Message Service (SMS), and Multimedia Message Service (MMS). The purpose of this chapter is to review and exemplify the concepts, objectives, strategies and promotional tactics associated with mobile marketing campaigns; so that the review of relevant literature and exemplification of mobile marketing campaigns provide an insight into the nature of mobile marketing campaigns.


Public Voices ◽  
2017 ◽  
Vol 3 (3) ◽  
pp. 29
Author(s):  
Samantha L. Durst ◽  
Charldean Newell

This account is a commentary on efforts to incorporate a "creative" project into a graduate-level public management course. Students must complete an "Images of the Public Sector" project for which they review, reflect on, and analyze the effect  of specific media images of the public sector on public perceptions. The students select the images from books, music, television, motion pictures, or other art or literary form.


Author(s):  
Kobkiat Saraubon

<span>This paper presents a learning media repository and delivery system (LMRD) for a smart classroom using IoT and mobile technologies. It was designed to support active learning pedagogy. Teachers are able to broadcast learning media or course materials directly to the student mobile devices, after that the students can interact to the media by drawing, editing, or adding comments using their mobile device then broadcast it back to present or reflect their thinking. The system includes 1) a server using a Raspberry Pi 3B+ and 2) mobile devices. The system supports full features involving two approaches in the form of an Internet model and a non-Internet model. The mobile applications were implemented using cross-platform approach to support major mobile platforms including iOS and Android. </span><span>The evaluation had three dimensions in terms of usability, functionality and security. The results revealed that all dimensions were evaluated highly. The teacher and students were highly satisfied with the system.</span>


Sign in / Sign up

Export Citation Format

Share Document