Social Interactive Media and Virtual Community Practices

Author(s):  
Demosthenes Akoumianakis

This chapter attempts to consolidate concepts, ideas and results reported in this volume in an effort to synthesize an agenda and sketch a roadmap for future research and development on virtual community practices facilitated by synergistic combination of social interactive media. In this endeavor, the author revisits the notions of new media, communities and social practice, in the light of the preceding chapters and with the intention to pickup seemingly heterogeneous concepts and sketch the puzzle of social interactive media and virtual community practice. The ultimate target is to make inroads towards a reference model for understanding and framing online social practice under the different regimes constituted by new media and social computing.

2011 ◽  
pp. 2660-2669
Author(s):  
Demosthenes Akoumianakis

This chapter attempts to consolidate concepts, ideas and results reported in this volume in an effort to synthesize an agenda and sketch a roadmap for future research and development on virtual community practices facilitated by synergistic combination of social interactive media. In this endeavor, the author revisits the notions of new media, communities and social practice, in the light of the preceding chapters and with the intention to pickup seemingly heterogeneous concepts and sketch the puzzle of social interactive media and virtual community practice. The ultimate target is to make inroads towards a reference model for understanding and framing online social practice under the different regimes constituted by new media and social computing.


Author(s):  
Demosthenes Akoumianakis

The chapter builds on recent efforts aiming to develop a conceptual frame of reference for gaining insight to and analyzing ‘practice’ in virtual communities. Following a thorough analysis of related works in new media, community-oriented thinking and practice-based approaches as well as reflections upon recent case studies, the chapter discusses what is it that differentiates offline from online practice, how these two are intertwined in virtual settings and what may be an appropriate methodological frame of reference for analyzing them. In this vein, instead of reproducing arguments for community management (i.e., discovering, forming and sustaining communities) and the underlying methodological challenges commonly encountered in Information Systems research, our effort is focused on understanding emergent social practices through a practice lens framed in technology constituting structures and cultural artifacts. Through a cross case design we formulate the argument that community results from the history of co-engagement of actors in a joint field, while in virtual settings, it is recurrent interactions that lead to an act of communication or the enactment of practice. Our main conclusions are (a) online social practices are shaped through cycles of ‘constructing – negotiating – reconstructing’ cultural artifacts in virtual settings, and (b) practice-oriented toolkits designed to support cycles of ‘constructing – negotiating – reconstructing’ cultural artifacts offer new grounds for understanding innovative engagement by virtual communities.


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


Author(s):  
Pankaj Musyuni ◽  
Geeta Aggarwal ◽  
Manju Nagpal ◽  
Ramesh K. Goyal

Background: Protecting intellectual property rights are important and particularly pertinent for inventions which are an outcome of rigorous research and development. While the grant of patents is subject to establishing novelty and inventive step, it further indicates the technological development and helpful for researchers working in the same technical domain. The aim of the present research work is to map the existing work through analysis of patent literature, in the field of Coronaviruses (CoV), particularly COVID-19 (2019-nCoV). CoV is a large family of viruses known to cause illness in human and animals, particularly known for causing respiratory infections as evidenced in earlier times such as in MERS i.e. Middle East Respiratory Syndrome; SRS i.e. Severe Acute Respiratory Syndrome. A recently identified novel-coronavirus has known as COVID-19 which has currently caused pandemic situation across the globe. Objective: To expand analysis of patents related to CoV and 2019-nCoV. Evaluation has been conducted by patenting trends of particular strains of identified CoV diseases by present legal status, main concerned countries via earliest priority years and its assignee types and inventors of identified relevant patents. We analyzed the global patent documents to check the scope of claims along with focuses and trends of the published patent documents for the entire CoV family including 2019- nCoV through the present landscape. Methods: To extract the results, Derwent Innovation database is used by a combination of different key-strings. Approximately 3800 patents were obtained and further scrutinized and analyzed. The present write-up also discusses the recent progress of patent applications in a period of the year 2010 to 2020 (present) along with the recent developments in India for the treatment options for CoV and 2019-nCoV. Results: Present analysis showed that key areas of the inventions have been focused on vaccines and diagnostic kits apart from the composition for treatment of CoV. We also observed that no specific vaccine treatments is available for treatment of 2019-nCov, however, developing novel chemical or biological drugs and kits for early diagnosis, prevention and disease management is the primarily governing topic among the patented inventions. The present study also indicates potential research opportunities for the future, particularly to combat 2019-nCoV. Conclusion: The present paper analyzes the existing patents in the field of Coronaviruses and 2019-nCoV and suggests a way forward for the effective contribution in this upcoming research area. From the trend analysis, it was observed an increase in filing of the overall trend of patent families for a period of 2010 to the current year. This multifaceted analysis of identified patent literature provides an understanding of the focuses on present ongoing research and grey area in terms of the trends of technological innovations in disease management in patients with CoV and 2019-nCoV. Further, the findings and outcome of the present study offer insights for the proposed research and innovation opportunities and provide actionable information in order to facilitate policymakers, academia, research driven institutes and also investors to make better decisions regarding programmed steps for research and development for the diagnosis, treatment and taking preventive measures for CoV and 2019-nCoV. The present article also emphasizes on the need for future development and the role of academia and collaboration with industry for speedy research with a rationale.


2021 ◽  
pp. 216747952199839
Author(s):  
Dustin Hahn

Evolving media landscapes toward increasingly diverse and competitive environments in both traditional and new media requires producers regularly examine the quality of their productions. One growing line of research identifies the increasing presence and significance of statistics in sports media programming. This experiment measures the effect of statistics on enjoyment and perceived credibility by sport consumers while considering level of fanship, media source, and variations in placement within Instagram posts. Results uncover evidence that validates previous observations about statistics in media while contradicting others. Specifically, findings reveal that statistics enhance enjoyment and improve perceived credibility. Observations were consistent across fanship level. However, additional findings also suggest media source and placement of statistics influences both enjoyment and credibility as well. For both dependent variables, statistics in both the Instagram caption and image yielded significantly greater enjoyment and credibility than some other conditions including posts without statistics at all. The impact of these and other findings on sports media industry and scholarship, along with limitations and directions for future research, are discussed.


2021 ◽  
Vol 7 (1) ◽  
pp. 104
Author(s):  
Wei-Hao Su ◽  
Kai-Ying Chen ◽  
Louis Y. Y. Lu ◽  
Ya-Chi Huang

This study collected literature on augmented reality (AR) from academic and patent databases to plot the historic development trajectory of AR and forecast its future research and development trends. A total of 3193 and 13,629 papers were collected from academic and patent databases, respectively. First, a network was established using references from the academic literature; main path analysis was conducted on this reference network to plot the overall development trajectory. Subsequent cluster and word cloud analyses revealed the following five major groups of AR research topics: AR surgical navigation applications, AR education applications, AR applications in manufacturing, AR applications in architecture, and AR applications in visual tracking. Subsequently, the relationships between the overall development trajectory and the five AR research topics were compared. Next, the title and abstract of AR-related academic and patent papers were subjected to text mining to identify keywords with a high frequency of occurrence. The results can provide a reference for industry, government, and academia when planning future development strategies for the AR field. This research adopted an integrated analysis procedure to plot the trajectory of AR technology development and applications successfully and effectively, predict future patent research and development directions and produce technological forecasts.


Author(s):  
Dylan On

As digital technology progresses, it increasingly mediates human interaction. Simple discussion has shifted from occurring only in person to being mediated by telephone, texting, video calling, Twitter, Facebook and a myriad of other technologies and services. Likewise, theatre has been undergoing a similar shift from an art form that only occurs 'in person' to one in which technology often mediates presence. In his book Liveness, Philip Auslander traces the roots of digital mediation back to the advent of television and the resulting cycle of reinterpretation, or remediation as it is termed by Bolter and Grusin, of different art mediums within one another. Innovative Canadian artists Robert Lepage and Kim Collier are currently engaging in the remediation of traditional art mediums on the stage by taking a distinctly cinematic approach to theatre. This study intends to evaluate the remediation of these mediums both in the theatre and in live performances such as sporting events. It will then consider current trends in integrating interactive ‘new’ media into live and pre-recorded events, and how these ‘new’ media may already be manifesting themselves elsewhere via remediation. This discussion will give special consideration to immersive theatre, in which audiences are free to navigate theatrical space autonomously and observe as they wish. Key questions to be considered include: What are the tools of mediation, and what are their effects? How might digital (re)mediation be reinventing the way we tell and receive stories in the theatre? In what ways can the theatre further reinterpret ‘new’ interactive media?


Author(s):  
Runmeng Qiao ◽  
Xin Wang ◽  
Guangjiong Qin ◽  
Jialei Liu ◽  
Aocheng Cao ◽  
...  

: The plastic film plays an important role in China's agricultural production. However, the large-scale use of plastic film has also produced a very serious problem of agricultural film pollution. Biodegradable polymers have attracted much attention because of the environmental pollution caused by traditional plastic mulching film. The most typical one is poly (butylene adipate co butylene terephthalate, PBAT). Poly (Butylene Adipate-co-Terephthalate) (PBAT) is a kind of aliphatic–aromatic polyesters with excellent biodegradability and mechanical processing properties. Therefore, it has been rapidly developed and widely used in the industry. However, there are clear requirements for the degradation period of agricultural film. At present, the degradable materials available on the market are difficult to meet the requirements of all crops for their degradation period. In this paper, the basic properties,degradation process and ways to delay the degradation of PBAT are reviewed to improve the degradation period of plastic film prepared by using this kind of material. Among them, the degradation process includes photodegradation, biodegradation and hydrolysis. The ways to delay the degradation include adding chain extender, light stabilizer, anti-hydrolysis agent and antibacterial agent. These can provide a theoretical basis for the research and development of biodegradable film with controllable degradation cycle. The future research and development of biodegradable polymers mainly focus on controllable degradation rate, stable degradation cycle, new materials and reducing research and development costs.


2019 ◽  
Author(s):  
R. Della N Kartika Sari Amirulloh ◽  
Muhammad Amir Zikri

The notion of Education 4.0 has directed to the utilization of various media platforms in teaching, which, in this context, is the adoption of Transmedia storytelling. Transmedia storytelling is the material presented to the students during the teaching and learning session that aims at fostering students transliterate reading. Through transmedia storytelling students are introduced to reading activities that enable them to read through multiple media platforms presented in class. A number of studies have been done in researching transmediality in the area of communication studies, however only little is known in ELT research. Therefore, this paper endeavors to explore the ways in which transmedia storytelling helps foster students’ transliterate reading. Adopting Transmedia Play and Storytelling theories grounded in transmediality, the paper utilizes a case study as the research design. Employing classroom observation and students’ response sheets, the findings reveal that transmedia storytelling promotes students transliterate reading through facilitating them in engaging with multiple types of visual, audio and interactive media activities. It helps them develop awareness in three areas: 1) awareness of the function of pictures for story comprehension and vocabulary acquisition; 2) awareness of the way sound helps for narrative elements interpretation; 3) awareness of the needs of text-reader transaction through new media for comprehension.


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