Measuring and Comparing Immersion in Digital Media Multitasking

Author(s):  
Hao Wang ◽  
Chien-Wen Ou Yang ◽  
Chun-Tsai Sun

In terms of digital media usage, immersion refers to user involvement in and focus on a single activity. However, the commonality of multi-tasking raises questions regarding whether one could enjoy immersion when using more than one media at the same time. Self-report questionnaires and eye trackers were used to measure the immersive experiences while playing video games and watching a television program at the same time. While we found evidence of immersion across the two activities while multitasking, some immersion dimensions were significantly weaker. However, we also noted that immersion experiences from multiple media might be cumulative. A possible explanation for our results is that the act of switching between two media compensated for any down time, users could abandon a less attractive medium and switch to the other, resulting in an impression of continuous immersion in the overall multitasking experience. On the other hand, keeping active awareness of other media beyond the current focus might be a primary cause of immersion degradation.

JURTEKSI ◽  
2021 ◽  
Vol 7 (2) ◽  
pp. 133-142
Author(s):  
Alwin Fau ◽  
Fince Tinus Waruwu

Abstract: In today's technological developments, digital images are a medium that is often used to store a person's identity. Digital images are currently widely used for data security needs. On the other hand, images can also be used as a medium for tapping data. Today's digital media provide many things in manipulating and changing the information contained in these images. In this study, the authors conducted a study to examine similarities in digital images so that it could be seen whether the information was authentic or not. detecting image similarities can help find out information whether the image is the same as the original object or not. The method used in this research is the Eigen Face method. The face eigen method is a method that can be used to check and match the similarities of an image. With the eigenface value, Figure 1, Figure 2, Figure 3, it can be determined that with other eigenface values can be determined based on the eigenface matrix values obtained from each image. Based on the values obtained from Figures 1, 2, and 3, it can be concluded that the eigenface method is able to present facial similarities with a presentation value of 80%.            Keywords: Eigenface; Face Recognation; Images; Images Processing  Abstrak: Dalam perkembangan teknologi saat ini, gambar digital merupakan media yang sering digunakan untuk menyimpan identitas seseorang. Gambar digital saat ini banyak digunakan untuk kebutuhan keamanan data. di sisi lain, gambar juga dapat digunakan sebagai media penyadapan data. Media digital saat ini menyediakan banyak hal dalam memanipulasi dan mengubah informasi yang terdapat pada gambar tersebut. Dalam penelitian ini penulis melakukan penelitian untuk menelaah kemiripan pada citra digital sehingga dapat diketahui apakah informasi tersebut otentik atau tidak. Mendeteksi kemiripan citra dapat membantu mengetahui informasi apakah citra tersebut sama dengan objek aslinya atau tidak. Metode yang digunakan dalam penelitian ini adalah metode Eigen Face. Metode eigen wajah merupakan metode yang dapat digunakan untuk mengecek dan mencocokkan kemiripan suatu citra. Dengan nilai eigenface, Gambar 1, Gambar 2, Gambar 3, dapat ditentukan bahwa dengan nilai eigenface lainnya dapat ditentukan berdasarkan nilai matriks eigenface yang diperoleh dari masing-masing citra. Berdasarkan nilai yang diperoleh dari Gambar 1, 2, dan 3, dapat disimpulkan bahwa metode eigenface mampu menghadirkan kemiripan wajah dengan nilai presentasi 80%.. Kata kunci: Citra; Eigenface; Pengolahan Citra Digital; Pengenalan Wajah


Author(s):  
Anabel Vallejo

Mrs. Long’s integration of video games in the classroom is a work in progress. She has observed how video games are a great way to motivate and engage students. On the other hand, she has observed how video games can lead to behavior and academic problems.


Author(s):  
Goh Kok Min ◽  
Kelvin Tan Yuean Soo ◽  
Wang Geng

In recent years, many local telecommunication firms are selling their interactive digital media (IDM) services such as broadband and Pay Television in the form of a bundle to their customers. On the other hand, many IDM firms (e.g. Apple iTunes) have chosen to sell their IDM services to customers in an unbundled manner. This chapter studies the effect of bundling and unbundling of any type of information goods which can be digitized. We will discuss the four factors which encourage IDM firms to choose either bundling or unbundling strategy in their marketing of digital goods. The four factors are customer, environmental, firm, and product. This chapter concludes by emphasising that bundling or unbundling might not be necessarily good or bad. The choice boils down to the market segment – the value that customers perceive from the products. It is also important to take into account the overall marketing strategy that the firm is embarking on and to also consider the market situation at the point in time.


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.


Author(s):  
Francis L.F. Lee ◽  
Joseph M. Chan

Chapter 8 discusses the impact of digital media on collective memory. The chapter examines both the positive and negative impact of digital and social media. On the one hand, the analysis notes how digital media provided the channels for memory mobilization and the archives for memory transmission. On the other hand, the analysis examines the problematics of memory balkanization. It explicates how political forces have shaped the development of digital and social media in Hong Kong and how competing representations of the Tiananmen Incident and commemoration activities are articulated and reinforced within distinctive memory silos.


2019 ◽  
Author(s):  
Hasbi Thaufik Oktodila ◽  
Dhita Hapsarani

The interactivity element in video games allows the process of delivering narration through words and actions taken by the game player. The diversity of game design in delivering stories leads to a debate between ludology (game-centered) and narratology (narrative-centered). Ludology perceives game as ‘sets of rules’ because game itself is a medium that is made up of rules. On the other hand, narratology views game in terms of the narrative resulted from the rules. Narratology tends to reduce the peculiarity of the medium because it does not take game rules into account, while ludology ignores the narrative elements. However, in recent times, games combine aspects of gameplay and narration to form an interactive narrative. One video game that uses such combination is Bioshock (2007). The interactivity elements in this game are not only for conveying the story, but also for allowing players’ participation to determine the resolution of the story through the player’s interaction with the character named Little Sister. Gameplay-wise, Little Sister acts as one of the main resources that helps players complete the game. Narrative-wise, Little Sister who is a chimera (a combination between animal and human) is a representation of technological advancement. Positioned as resource both in the gameplay and the narration, the game player’s treatment toward Little Sister implies ethical and moral consequences. For these reasons, this article implements textual analysis to discuss the characterization of Little Sisters displayed in the gameplay and the narration that leads to the ethical and morality issues lies in biotechnology.


Author(s):  
Sonia Fizek

This paper examines the youngest video games genre, the so called idle (incremental) game, also referred to as the passive, self-playing or clicker game, which seems to challenge the current understanding of digital games as systems, based on a human-machine interaction where it is the human who actively engages with the system through meaningful choices. Idle games, on the other hand, tend to play themselves, making the player’s participation optional or, in some cases, entirely redundant. Interactivity and agency – qualities extensively theorised with reference to digital games – are questioned in the context of idling. In this paper the author will investigate the self-contradictory genre through the lens of interpassivity, a concept developed by Robert Pfaller and Slavoj Žižek to describe the aesthetics of delegated enjoyment. This contribution aims at introducing interpassivity to a wider Game Studies community, and offers an alternative perspective to reflect upon digital games in general and self-playing games in particular.


2020 ◽  
pp. 088626052092234
Author(s):  
Alison Jane Martingano

Responses to rape victims, although often helpful, can be hurtful and hinder victims’ health and recovery. Adopting a multidimensional approach to dispositional empathy, this research investigated how different subfacets of empathy predict responses to hypothetical rape victims. Before reading a sexual assault scenario, 282 participants completed measures of cognitive and emotional empathy. Participants’ subsequent emotional arousal was measured by self-report, as were their intentions to help, avoid, or blame the victim. A path model demonstrated that dispositional empathy predicted behavioral intentions toward hypothetical rape victims by altering their vulnerability to experience shame or anger. People who tended to feel personal distress were more likely to mirror rape victims’ assumed shame. Due to its antisocial nature, experiencing shame, in turn, led to hurtful behaviors such as blaming or distancing oneself from the victim. On the other hand, people who tended to feel empathic concern were more likely to feel anger on behalf of the victim following a rape disclosure. Anger is a motivating force for action and promotes helping behavior. A second study demonstrated that these results appear unique to rape disclosure, namely, participants reactions to nonsexual assault were unsuccessfully captured by this model. Understanding how empathetic arousal of shame can lead to hurtful intentions toward rape victims has important implications for future interventions: Programs that draw attention to the shame or humiliation experienced by rape victims may do more harm than good. For instance, some anti-rape campaigns portray pictures of women covering their faces. These campaigns, however well intentioned, may discourage people from helping victims because they may evoke feelings of shame in the perceiver. On the other hand, societal movements, such as the #Metoo movement, may be particularly effective by reducing the shame surrounding sexual assault and promote helpful behaviors.


Author(s):  
Mariateresa Garrido

To be a journalist in Venezuela is very dangerous. In the past decade, there has been an increase of attacks against media and their personnel. On the one hand, attacks against journalists include harassment (physical, digital, legal), illegal detentions, kidnapping, and assassination. On the other hand, digital media have experienced blockages (DNS), internet shutdowns and slow-downs, failures in the connection, and restrictions to access internet-based platforms and content. Since 2014, the situation is deteriorating and limitations to exercise the right to freedom of expression have increased. However, this issue remains understudied; hence, this chapter considers primary and secondary data to analyze the types of limitations experienced by Venezuelan digital journalists from 2014 to 2018, explains the effects of ambiguous regulations and the use of problematic interpretations, and describes the inadequacies of national policies to promote freedom of the press.


2020 ◽  
pp. 1-24
Author(s):  
Francesca Comunello ◽  
Andrea Rosales ◽  
Simone Mulargia ◽  
Francesca Ieracitano ◽  
Francesca Belotti ◽  
...  

Abstract In this paper, we explore ageist depictions of both young and older people as they emerge from discourses addressing ‘other people's’ digital media usage practices. We carried out eight focus groups (four with teenagers, four with people aged 65 or older) in two southern European cities (Rome and Barcelona). By negotiating the affordances and constraints of (digital) tools and platforms, people develop their own usage norms and strategies, which might – or might not – be intersubjectively shared. Discourses surrounding usage practices and norms tend to refer to what people understand as an appropriate way of using digital platforms: these discourses proved to be powerful triggers for expressing ageist stereotypes; ‘the others’ were depicted, by both teenage and older participants, as adopting inappropriate usage practices (with regard to content, form, skills and adherence to social norms). These reflections proved to have broader implications on how other age cohorts are perceived: participants tended to take discourses on digital media usage as an opportunity for making generalised judgements about ‘the others’, which address their manners, as well as their attitude towards communication and social life. Inter-group discrimination processes and ageist stereotypes play a major role in shaping the strong moralistic and patronising judgements expressed by older and younger participants towards ‘the other’ age cohort.


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