Pub Date : 2022-05-13DOI: 10.4018/978-1-6684-3996-8
{"title":"Handbook of Research on New Media, Training, and Skill Development for the Modern Workforce","authors":"","doi":"10.4018/978-1-6684-3996-8","DOIUrl":"https://doi.org/10.4018/978-1-6684-3996-8","url":null,"abstract":"","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115161635","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2018-07-13DOI: 10.4018/978-1-5225-5592-6
Anastasia Katsaounidou, Charalampos A. Dimoulas, A. Veglis
{"title":"Cross-Media Authentication and Verification","authors":"Anastasia Katsaounidou, Charalampos A. Dimoulas, A. Veglis","doi":"10.4018/978-1-5225-5592-6","DOIUrl":"https://doi.org/10.4018/978-1-5225-5592-6","url":null,"abstract":"","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"69 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-07-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126119020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-9261-7.CH020
Rachel Kovacs
The purpose of this chapter, and the class project upon which it is based, has been to demonstrate the prosocial role social media, and in particular Facebook, can play in media literacy, by providing a framework for showcasing rigorous student research and harnessing creative responses to salient social welfare and policy issues. Specifically, Facebook can potentially raise awareness of opioid abuse, which has spiraled into a global epidemic, provide narratives that reach broader audiences, and thus fill a gap in substantive mainstream media coverage on the topic. The chapter traces the evolution and progress of a student project in a media literacy class at a New York public university and puts efforts to address the current opioid crisis in an historical context. The immediate catalyst for the project was the sudden, tragic, heroin-related death in 2014 of actor Philip Seymour Hoffman, but the “bigger picture” has been broader communities. This study may interest media educators, their educational institution, government agencies, and health institutions that deal with health policy.
{"title":"The Philip Seymour Hoffman Project","authors":"Rachel Kovacs","doi":"10.4018/978-1-5225-9261-7.CH020","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH020","url":null,"abstract":"The purpose of this chapter, and the class project upon which it is based, has been to demonstrate the prosocial role social media, and in particular Facebook, can play in media literacy, by providing a framework for showcasing rigorous student research and harnessing creative responses to salient social welfare and policy issues. Specifically, Facebook can potentially raise awareness of opioid abuse, which has spiraled into a global epidemic, provide narratives that reach broader audiences, and thus fill a gap in substantive mainstream media coverage on the topic. The chapter traces the evolution and progress of a student project in a media literacy class at a New York public university and puts efforts to address the current opioid crisis in an historical context. The immediate catalyst for the project was the sudden, tragic, heroin-related death in 2014 of actor Philip Seymour Hoffman, but the “bigger picture” has been broader communities. This study may interest media educators, their educational institution, government agencies, and health institutions that deal with health policy.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114965751","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-5912-2.CH010
KENNETH C.C. YANG, Yowei Kang
This chapter deals with emerging augmented, mixed, and virtual reality platforms and their applications in cause-related marketing (CRM) campaigns. This chapter provides definitions and examples of augmented, mixed, and virtual realities and explains their importance CRM professionals. Compared with traditional marketing platforms, reality-creating technologies are characterized with their capabilities to interact with marketing contents through their geolocation specificity, mobility, and synchronization of virtuality and reality. These technological characteristics have made reality-creating technologies very promising for many cause-related marketing (CRM) campaigns. This chapter surveys current discussions in the existing literature and ends with three cause-related marketing (CRM) campaigns. The study concludes with an overview of emerging issues, future directions, and professional best practice recommendations.
{"title":"Augmented, Mixed, and Virtual Reality Applications in Cause-Related Marketing (CRM)","authors":"KENNETH C.C. YANG, Yowei Kang","doi":"10.4018/978-1-5225-5912-2.CH010","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH010","url":null,"abstract":"This chapter deals with emerging augmented, mixed, and virtual reality platforms and their applications in cause-related marketing (CRM) campaigns. This chapter provides definitions and examples of augmented, mixed, and virtual realities and explains their importance CRM professionals. Compared with traditional marketing platforms, reality-creating technologies are characterized with their capabilities to interact with marketing contents through their geolocation specificity, mobility, and synchronization of virtuality and reality. These technological characteristics have made reality-creating technologies very promising for many cause-related marketing (CRM) campaigns. This chapter surveys current discussions in the existing literature and ends with three cause-related marketing (CRM) campaigns. The study concludes with an overview of emerging issues, future directions, and professional best practice recommendations.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124632497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-9261-7.CH019
Emıne Nılufer Pembecıoglu, Hatıce Irmaklı
The society we live in and the culture we're surrounded by all have an impact on our decision-making processes requiring that media literacy skills start flourishing during the early years. Globalization changed the dynamics of the world and society by removing any limitations of time and space. Thus, different cultures and values encounter one another, which is why media literacy and intercultural awareness are becoming the key skills in today's world. This chapter aims to analyze the stages, reasons, and the choices of the decision-making process of individuals from different cultural backgrounds in an intercultural communication setting where they were given certain problems for which they were expected to find solutions in a limited amount of time. The chapter mainly discusses the notion of “tolerance” and “judgement”: how one positions her/himself in an intercultural environment and how s/he approaches a problem with the awareness of cultural differences.
{"title":"Decision Making Process in Intercultural Communication","authors":"Emıne Nılufer Pembecıoglu, Hatıce Irmaklı","doi":"10.4018/978-1-5225-9261-7.CH019","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH019","url":null,"abstract":"The society we live in and the culture we're surrounded by all have an impact on our decision-making processes requiring that media literacy skills start flourishing during the early years. Globalization changed the dynamics of the world and society by removing any limitations of time and space. Thus, different cultures and values encounter one another, which is why media literacy and intercultural awareness are becoming the key skills in today's world. This chapter aims to analyze the stages, reasons, and the choices of the decision-making process of individuals from different cultural backgrounds in an intercultural communication setting where they were given certain problems for which they were expected to find solutions in a limited amount of time. The chapter mainly discusses the notion of “tolerance” and “judgement”: how one positions her/himself in an intercultural environment and how s/he approaches a problem with the awareness of cultural differences.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123841660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7371-5.CH015
Carlos Campos, H. F. Pinto, J. M. Leitão, J. Pereira, A. Coelho, C. Rodrigues
The virtual environments used in scientific driving simulation experiments require extensive 3D models of road landscapes, correctly modeled and similar to those found in the real world. The modeling task of these environments, addressing the terrain definition and the specific characteristics required by the target applications, may result in a complex and time-consuming process. This chapter presents a procedural method to model large terrain definitions and adjust the roadside landscape to produce well-constructed road environments. The proposed procedural method allows merging an externally modeled road into a terrain definition, providing an integrated generation of driving environments. The road and terrain models are optimized to interactive visualization in real time, by applying most state-of-art techniques like the level of detail selection and spatial hierarchization. The proposed method allows modeling large road environments, with the realism and quality required to perform experimental studies in driving simulators.
{"title":"Building Virtual Driving Environments From Computer-Made Projects","authors":"Carlos Campos, H. F. Pinto, J. M. Leitão, J. Pereira, A. Coelho, C. Rodrigues","doi":"10.4018/978-1-5225-7371-5.CH015","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH015","url":null,"abstract":"The virtual environments used in scientific driving simulation experiments require extensive 3D models of road landscapes, correctly modeled and similar to those found in the real world. The modeling task of these environments, addressing the terrain definition and the specific characteristics required by the target applications, may result in a complex and time-consuming process. This chapter presents a procedural method to model large terrain definitions and adjust the roadside landscape to produce well-constructed road environments. The proposed procedural method allows merging an externally modeled road into a terrain definition, providing an integrated generation of driving environments. The road and terrain models are optimized to interactive visualization in real time, by applying most state-of-art techniques like the level of detail selection and spatial hierarchization. The proposed method allows modeling large road environments, with the realism and quality required to perform experimental studies in driving simulators.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121216408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-5912-2.CH004
Markus Santoso, David Phillips
Users sometimes lost their balance or even fell down when they played virtual reality (VR) games or projects. This may be attributed to degree of content, high-rate of latency, coordination of various sensory inputs, and others. The authors investigated the effect of sudden visual perturbations on human balance in VR environment. This research used the latest VR head mounted display to present visual perturbations to disturb balance. To quantify balance, measured by double-support and single-support stance, the authors measured the subject's center of pressure (COP) using a force plate. The results indicated that visual perturbations presented in virtual reality disrupted balance control in the single support condition but not in the double support condition. Results from this study can be applied to clinical research on balance and VR environment design.
{"title":"A Study on Visual Perturbations Effect on Balance in a VR Environment","authors":"Markus Santoso, David Phillips","doi":"10.4018/978-1-5225-5912-2.CH004","DOIUrl":"https://doi.org/10.4018/978-1-5225-5912-2.CH004","url":null,"abstract":"Users sometimes lost their balance or even fell down when they played virtual reality (VR) games or projects. This may be attributed to degree of content, high-rate of latency, coordination of various sensory inputs, and others. The authors investigated the effect of sudden visual perturbations on human balance in VR environment. This research used the latest VR head mounted display to present visual perturbations to disturb balance. To quantify balance, measured by double-support and single-support stance, the authors measured the subject's center of pressure (COP) using a force plate. The results indicated that visual perturbations presented in virtual reality disrupted balance control in the single support condition but not in the double support condition. Results from this study can be applied to clinical research on balance and VR environment design.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127986041","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-5696-1.CH009
Célia Soares, Emília Simão
This chapter describes the immersive multimedia's role in our lives, educational activities, and business, and social media benefits from the growth of this emerging reality. Consequently, this chapter analyses the impact and the use for immersive multimedia in different contexts. In the modern world, technological advancement led to the discovery of the powerful application of multimedia. Education and learning systems have significant contribution to improve this field of research. This chapter is going to help expanded the knowledge and information about multimedia in general and immersive multimedia in particular, and its strong influences on education. How technological innovation can be used by external stakeholders to direct and promote innovation in education, how teaching can benefit from the proximity to technology, and how social networks can seize the advantages of an immersive system are some of the answers the authors try to find in this chapter.
{"title":"Immersive Multimedia in Information Revolution","authors":"Célia Soares, Emília Simão","doi":"10.4018/978-1-5225-5696-1.CH009","DOIUrl":"https://doi.org/10.4018/978-1-5225-5696-1.CH009","url":null,"abstract":"This chapter describes the immersive multimedia's role in our lives, educational activities, and business, and social media benefits from the growth of this emerging reality. Consequently, this chapter analyses the impact and the use for immersive multimedia in different contexts. In the modern world, technological advancement led to the discovery of the powerful application of multimedia. Education and learning systems have significant contribution to improve this field of research. This chapter is going to help expanded the knowledge and information about multimedia in general and immersive multimedia in particular, and its strong influences on education. How technological innovation can be used by external stakeholders to direct and promote innovation in education, how teaching can benefit from the proximity to technology, and how social networks can seize the advantages of an immersive system are some of the answers the authors try to find in this chapter.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134209997","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-7371-5.CH011
R. Ehle
This chapter offers the author's theory of the origins of music in ancient primates a million years ago, and what music would have sounded like. Origins of nasal and tone languages and the anatomy of larynx is discussed, and then a hypothesis is presented that these creatures would fashioned a tone language. They had absolute pitch that allowed them to recognize other voices, to read each other's emotions from the sounds they made with their voices, and to convey over long distances specific information about strategies, meeting places, etc. Having an acute sense of pitch, they would have sung, essentially using tonal language for aesthetic and subjective purposes. Thus, they would have invented music. Then the physicality of the human (or hominid) voice is discussed and the way an absolute pitch can be acquired, as the musicality still lies in the vocalisms it expresses. The reason for this is that music is actually contained in the way the brain works, and the ear and the voice are parts of this system. The final part discusses the origins of musical emotion as the case for imprinting in the perinatal period.
{"title":"The Origins of Music and of Tonal Languages","authors":"R. Ehle","doi":"10.4018/978-1-5225-7371-5.CH011","DOIUrl":"https://doi.org/10.4018/978-1-5225-7371-5.CH011","url":null,"abstract":"This chapter offers the author's theory of the origins of music in ancient primates a million years ago, and what music would have sounded like. Origins of nasal and tone languages and the anatomy of larynx is discussed, and then a hypothesis is presented that these creatures would fashioned a tone language. They had absolute pitch that allowed them to recognize other voices, to read each other's emotions from the sounds they made with their voices, and to convey over long distances specific information about strategies, meeting places, etc. Having an acute sense of pitch, they would have sung, essentially using tonal language for aesthetic and subjective purposes. Thus, they would have invented music. Then the physicality of the human (or hominid) voice is discussed and the way an absolute pitch can be acquired, as the musicality still lies in the vocalisms it expresses. The reason for this is that music is actually contained in the way the brain works, and the ear and the voice are parts of this system. The final part discusses the origins of musical emotion as the case for imprinting in the perinatal period.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133993817","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.4018/978-1-5225-9261-7.CH004
Hacer Dolanbay
Social studies is one of the most related fields of media literacy, such as health, language, information, and communication program. Contrary to popular belief, media literacy is not the use of media tools such as newspaper in the social studies courses. Students must have the ability to choose the right one among myriad of information, to understand visual images, to reach reality through eliminating stereotypes and prejudices, questioning the construction and context of a text. In this way, media literacy and social studies aim the formation of good, questioning, and active citizens. In this chapter, the relationship between media literacy education and social studies is examined based upon previous researches. The importance of media literacy for teaching social studies is discussed and concrete sample activities that can be used by teachers and students in social studies lessons are presented In this way it is aimed to make a synthesis by associating social studies with media literacy skills that is access, analyze, evaluation, create, and act.
{"title":"A Discipline Approach","authors":"Hacer Dolanbay","doi":"10.4018/978-1-5225-9261-7.CH004","DOIUrl":"https://doi.org/10.4018/978-1-5225-9261-7.CH004","url":null,"abstract":"Social studies is one of the most related fields of media literacy, such as health, language, information, and communication program. Contrary to popular belief, media literacy is not the use of media tools such as newspaper in the social studies courses. Students must have the ability to choose the right one among myriad of information, to understand visual images, to reach reality through eliminating stereotypes and prejudices, questioning the construction and context of a text. In this way, media literacy and social studies aim the formation of good, questioning, and active citizens. In this chapter, the relationship between media literacy education and social studies is examined based upon previous researches. The importance of media literacy for teaching social studies is discussed and concrete sample activities that can be used by teachers and students in social studies lessons are presented In this way it is aimed to make a synthesis by associating social studies with media literacy skills that is access, analyze, evaluation, create, and act.","PeriodicalId":251793,"journal":{"name":"Advances in Multimedia and Interactive Technologies","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130934800","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}