The interaction between technologies and society: Lessons learned from 160 evolutionary years of online news services

First Monday ◽  
2007 ◽  
Author(s):  
An Nguyen

In mapping the evolutionary process of online news and the socio-cultural factors determining this development, this paper has a dual purpose. First, in reworking the definition of “online communication”, it argues that despite its seemingly sudden emergence in the 1990s, the history of online news started right in the early days of the telegraphs and spread throughout the development of the telephone and the fax machine before becoming computer-based in the 1980s and Web-based in the 1990s. Second, merging macro-perspectives on the dynamic of media evolution by DeFleur and Ball-Rokeach (1989) and Winston (1998), the paper consolidates a critical point for thinking about new media development: that something technically feasible does not always mean that it will be socially accepted and/or demanded. From a producer-centric perspective, the birth and development of pre-Web online news forms have been more or less generated by the traditional media’s sometimes excessive hype about the power of new technologies. However, placing such an emphasis on technological potentials at the expense of their social conditions not only can be misleading but also can be detrimental to the development of new media, including the potential of today’s online news.

Author(s):  
Oleksandr Petryk ◽  
Alexander Meleshchenko ◽  
Anastasiia Volobuieva

On 7 May 2015, the term “esports” was officially added to one of the most extensive online English dictionaries “Dictionary.com.” The dictionary gives the following definition of the term “esports”: “competitive tournaments of video games, especially among professional gamers” (IGN, 2015). The history of esports began in the late 20th century with the game Quake, which allowed users to play together through a LAN or internet network. Since then, a tremendous number of new esports leagues have emerged. Every year, game publishers promote esports disciplines; create a media space around them, and make competitively oriented games, creating an active audience. The popularity of computer-based esports grows each year at an increasing speed. Therefore, it is not surprising that the traditional for typical sports (football, basketball, volleyball, etc.) model of interaction between professional players (esports athletes) and sports clubs (esports organizations) emerged quite rapidly. This interaction aims to optimize the training process to increase athletic achievements and develop the media component for players and clubs. This article analyzes how esports clubs function in media spaces: their goals, tools, strategies, results, and development prospects on the examples and experience of professional esports organizations in Germany, Finland, and China.


2019 ◽  
pp. 549-563
Author(s):  
Robert Pritchard ◽  
Susan O'Hara ◽  
Jeff Zwiers

An emerging body of research is demonstrating the potential of new technologies such as iPad and phone apps, wikis, blogs, podcasts and web-based editing tools for significantly improving the academic language development of English language learners. The authors of this chapter present an expanded definition of academic language, explain why these new technologies are important, and discuss how they can be used to provide effective and innovative mathematics instruction to English language learners. Three classroom vignettes demonstrate specific ways in which a variety of technologies can be implemented across grade levels to meet the Common Core State Standards for Mathematical Practice and Content.


Author(s):  
Androniki Kavoura

Media pluralism that is associated with the presentation of different points of view and ideas in media content, consists of a recurrent issue of discussion because it is in close relation with the socio-economic, technological and political environment within which media operate. Major developments take place with the worldwide economic instability that exists but also with the advancement of new technologies and social media that enhance online communication. This paper aims (a) to present media pluralism's components and (b) to describe the reciprocal role between media pluralism's dimensions and communication technologies, socio-economic and political processes that take place. These processes are based on the technological advancements of new media platforms such as online video platforms and streaming services as media types for online media content. In doing so, this chapter adds to the literature by illustrating the role of the abovementioned processes on media pluralism. Media pluralism is under continuous negotiation. Current real-world scenarios are discussed.


Author(s):  
Morteza Arab-Zozani ◽  
Mobin Sokhanvar ◽  
Edris Kakemam ◽  
Tahereh Didehban ◽  
Soheil Hassanipour

This article describes the characteristics of the health system and reviews the history of health technology assessment (HTA) in Iran, including its inception, processes, challenges, and lessons learned. This study was conducted by analyzing existing documents, reports, and guidelines related to HTA and published articles in the field. HTA in Iran has been established since the late 2000s and was first introduced as a secretariat by the Deputy of Health at the Ministry of Health and Medical Education. The mission of the HTA office is to systematically assess technologies to improve evidence-informed decision making. Despite its 10 years of existence, HTA in Iran still faces some challenges. The most pressing problems currently facing HTA in Iran include conflicts of interest among researchers performing the HTAs, the absence of a systematic structure for identifying and introducing new technologies, the lack of interest in HTA results among high-level policy makers, and the lack of external oversight for HTA projects.


2011 ◽  
pp. 1931-1937
Author(s):  
Su-Ting Yong

This is a brief review of the history of usability and a discussion of usability in developing a computer-based learning program (CBLP). According to ISO 9241, usability is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (Bevan, 2001). The main focus of usability in this article is concerned with the user interface and interaction design. To create a usable computer-based learning program, one needs to understand the definition of usability and the goals of usability. Besides achieving usability goals, a usable CBLP should also be able to attain user experience goals. Design principles can be used to develop a CBLP featured with usability. Two design models will be discussed in this review.


2021 ◽  
Vol 19 (3) ◽  
pp. 90-106
Author(s):  
Sultan Alyahya ◽  
Asma Aldausari

The National Center for Measurement (Qiyas) was established for the purpose of conducting standardized tests in Saudi Arabia. The center has developed multiple Qiyas tests such as the General Aptitude Test (GAT) and the Scholastic Achievement Admission Test (SAAT).  Qiyas tests are used as a pre-requisite requirement for applying to universities and to certain kinds of jobs in Saudi Arabia. Currently, students use traditional methods to prepare for these tests, e.g., studying from books and searching for available learning resources on the internet. These web-based resources are mostly static and only have general guidelines about the tests and a history of available test samples. This research proposes a computer-based collaborative learning (CL) environment that helps support learners during their preparation for the Qiyas tests. A four-stage approach is used in this research: (1) an intensive review of 30 CL platforms is carried out to investigate the available features, (2) two workshops are conducted to evaluate the appropriateness of the features identified in Stage 1 as well as to investigate what other features would be appropriate for Qiyas tests, (3) a CL platform is developed for Qiyas tests for a total of 21 features, (4) and, lastly, the platform is evaluated using two methods, in-depth interviews with experts and an empirical study with instructors and learners. The results show that the platform helps support learners in the participative, cognitive, interactive, and social dimensions of the learning processes. The results also help instructors promote the teaching experience.


2020 ◽  
Vol 1 (2) ◽  
pp. 64-71
Author(s):  
R. Smith

Commentary on the COVID-19 pandemic must necessarily consider the medical issues in social and political context. This paper discusses one important dimension of the context, the long-term history of human activity as intrinsically technological in its nature. The pandemic has accelerated the use of technology to mediate relations between people “at a distance”. This involves not only a change in the skills people have (though acquiring these skills has become the central project of work for many people), but changes the sort of person they are. Our notions of “closeness” and “distance”, or of “touching” and “being touched”, and so on, refer simultaneously to states that are spatial and emotional, factual and evaluative. Inquiry into the differences in human relations where there is physical presence and where there is not raises very significant questions. What are the differences and why are they thought, and felt, to matter? What are the differences when the relationship is supposed to be a therapeutic one? What are the financial and political interests at work in enforcing relations at a distance by new media, i.e., “mediated” relations? How is a person’s agency affected by a lack of freedom to move or a lack of face-to-face contact? What happens to all those human relations for which physical presence was previously the norm, relations such as those performed in the rituals of birth, marriage and death, or in activities like sport and the arts? Can it be said that new technologies involve a “loss of soul”? The present paper seeks to provide a reflective and open-ended framework for asking such questions.


2017 ◽  
Vol 5 (2) ◽  
pp. 1
Author(s):  
Ousmane Sall

West African countries especially Senegal, have a very rich history of written and oral communication based on their culture and traditions. Today, Senegal is inescapable about the adoption and use of new technologies in Africa. Senegal experienced a boom of cell phones users over the past 5 years in 2012 for example, we noticed “88% mobile subscriptions” compared with “46% mobile subscriptions in 2008” {world bank,2013}. That explains mobile phones are no more to make a call or to send a text message but also to interact with people around and entertain. In fact, digital communication is expanding in all Senegalese spheres like the workplace, school, universities... in the latter half of the 20th century before the explosion of social media, people only depended on old media like TV, Radio, Newspapers… to get informed. For this study, we are going to focus on how social media are impacting economically and politically on Senegalese society and how young people are managing the transition between traditional media and new media.


Author(s):  
Jawaharlal Mariappan ◽  
Angela Shih ◽  
Peter G. Schrader ◽  
Robert Elmore

Use of multimedia and new technologies has become very common in education and the corporate training industry. Unlike text-on-the-screen (page-turner) instructions, multimedia based interactions involve audio, video, animation and rich graphics. These attributes are very appealing to learners, and have become the predominant approach to deliver self-paced learning material. The use of multimedia and computer-based training has improved web-based as well as computer-based training and instructional delivery tremendously. However, providing an authentic learning experience requires much more than multimedia. It requires an active learning approach built on sound principles of instructional design. Scenario Based Learning (SBL) is an effective pedagogical approach which utilizes new technology and provides an excellent framework for active learning. This paper presents a SBL approach and its application to teach engineering. This approach will engage learners, increase their interest, improve knowledge retention, and facilitate understanding of the physical meaning behind abstract concepts.


Author(s):  
Hanne Westh Nicolajsen ◽  
Jorgen P. Bansler

This chapter examines how people in organizations appropriate new computer-based media, that is, how they adopt, reconfigure, and integrate advanced communication technologies such as groupware or desktop conferencing systems into their work practice. The chapter presents and analyzes findings from an in-depth field study of the adoption and use of a Web-based groupware application—a “virtual workspace”—in a large multinational firm. The analysis focuses, in particular, on the fact that people in modern organizations have plenty of media at their disposal and often combine old and new media to accomplish their work tasks. Furthermore, it highlights the crucial role of organizational communication genres in shaping how people adopt and use new media. The authors argue that understanding and facilitating the process of appropriation is the key to the successful introduction of new media in organizations.


Sign in / Sign up

Export Citation Format

Share Document