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Handbook of Research on New Media, Training, and Skill Development for the Modern Workforce 《现代劳动力新媒体、培训和技能发展研究手册》
Pub Date : 2022-05-13 DOI: 10.4018/978-1-6684-3996-8
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引用次数: 2
Cross-Media Authentication and Verification 跨媒体身份验证和验证
Pub Date : 2018-07-13 DOI: 10.4018/978-1-5225-5592-6
Anastasia Katsaounidou, Charalampos A. Dimoulas, A. Veglis
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引用次数: 7
The Philip Seymour Hoffman Project 菲利普·西摩·霍夫曼项目
Pub Date : 1900-01-01 DOI: 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.
本章的目的,以及它所基于的课堂项目,是通过提供一个框架来展示严谨的学生研究和利用对突出的社会福利和政策问题的创造性反应,来展示社交媒体,特别是Facebook,在媒体素养中可以发挥的亲社会作用。具体来说,Facebook有可能提高人们对阿片类药物滥用的认识,这已经成为一种全球流行病,提供更广泛受众的叙述,从而填补实质性主流媒体对这一主题报道的空白。本章追溯了纽约一所公立大学媒体素养课上一个学生项目的演变和进展,并在历史背景下努力解决当前的阿片类药物危机。该项目的直接催化剂是2014年演员菲利普·西摩·霍夫曼(Philip Seymour Hoffman)因吸食海洛因而突然悲剧性死亡,但“更大的图景”是更广泛的社区。这项研究可能会引起媒体教育者、他们的教育机构、政府机构和处理卫生政策的卫生机构的兴趣。
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引用次数: 0
Augmented, Mixed, and Virtual Reality Applications in Cause-Related Marketing (CRM) 增强现实、混合现实和虚拟现实在原因相关营销(CRM)中的应用
Pub Date : 1900-01-01 DOI: 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.
本章涉及新兴的增强现实、混合现实和虚拟现实平台及其在事业相关营销(CRM)活动中的应用。本章提供了增强现实、混合现实和虚拟现实的定义和例子,并解释了它们对CRM专业人员的重要性。与传统营销平台相比,现实创造技术的特点是通过其地理位置的专一性、移动性和虚拟与现实的同步性,能够与营销内容进行互动。这些技术特征使得现实创造技术在许多与事业相关的营销(CRM)活动中非常有前景。本章调查了现有文献中当前的讨论,并以三个与事业相关的营销(CRM)活动结束。该研究总结了新兴问题、未来方向和专业最佳实践建议。
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引用次数: 18
Decision Making Process in Intercultural Communication 跨文化交际中的决策过程
Pub Date : 1900-01-01 DOI: 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.
我们所生活的社会和我们所处的文化都对我们的决策过程产生了影响,这就要求我们在早年就开始培养媒体素养技能。全球化消除了时间和空间的限制,改变了世界和社会的动态。因此,不同的文化和价值观相互碰撞,这就是为什么媒体素养和跨文化意识正在成为当今世界的关键技能。本章旨在分析不同文化背景的个体在跨文化交际环境中的决策过程的阶段,原因和选择,他们被赋予某些问题,他们被期望在有限的时间内找到解决方案。本章主要讨论了“宽容”和“判断”的概念:一个人如何在跨文化环境中定位自己,以及他/她如何在意识到文化差异的情况下处理问题。
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引用次数: 0
Building Virtual Driving Environments From Computer-Made Projects 从计算机制作的项目中构建虚拟驾驶环境
Pub Date : 1900-01-01 DOI: 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.
科学驾驶模拟实验中使用的虚拟环境需要广泛的道路景观3D模型,正确建模并与现实世界中的模型相似。这些环境的建模任务,处理地形定义和目标应用程序所需的特定特征,可能会导致一个复杂且耗时的过程。本章介绍了一种程序性的方法来模拟大地形定义和调整路边景观,以产生良好的道路环境。提出的程序方法允许将外部建模的道路合并到地形定义中,从而提供集成的驾驶环境生成。通过应用最先进的技术,如细节选择水平和空间分层,道路和地形模型被优化为实时交互式可视化。所提出的方法允许建模大型道路环境,具有在驾驶模拟器中进行实验研究所需的真实感和质量。
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引用次数: 0
A Study on Visual Perturbations Effect on Balance in a VR Environment VR环境中视觉摄动对平衡的影响研究
Pub Date : 1900-01-01 DOI: 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.
用户在玩虚拟现实(VR)游戏或项目时有时会失去平衡,甚至摔倒。这可能归因于内容的程度、高延迟率、各种感觉输入的协调等。作者研究了VR环境中突发性视觉扰动对人体平衡的影响。这项研究使用了最新的VR头戴式显示器来呈现视觉扰动以扰乱平衡。为了量化平衡,通过双支撑和单支撑站立测量,作者使用测力板测量受试者的压力中心(COP)。结果表明,虚拟现实中的视觉扰动对单支撑条件下的平衡控制产生干扰,而对双支撑条件下的平衡控制没有影响。本研究结果可应用于平衡与VR环境设计的临床研究。
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引用次数: 0
Immersive Multimedia in Information Revolution 信息革命中的沉浸式多媒体
Pub Date : 1900-01-01 DOI: 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.
本章描述了沉浸式多媒体在我们的生活、教育活动和商业中的作用,以及社交媒体从这种新兴现实的增长中受益。因此,本章分析了沉浸式多媒体在不同背景下的影响和使用。在现代世界,技术的进步导致了多媒体的强大应用的发现。教育和学习系统对改善这一领域的研究做出了重大贡献。本章将帮助扩展关于多媒体的知识和信息,特别是沉浸式多媒体,以及它对教育的强大影响。外部利益相关者如何利用技术创新来指导和促进教育创新,教学如何从与技术的接近中受益,以及社交网络如何抓住沉浸式系统的优势,这些都是作者在本章中试图找到的一些答案。
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引用次数: 0
The Origins of Music and of Tonal Languages 音乐和调性语言的起源
Pub Date : 1900-01-01 DOI: 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.
这一章提供了作者关于一百万年前古代灵长类动物音乐起源的理论,以及音乐听起来是什么样的。讨论了鼻音语言和声调语言的起源以及喉的解剖结构,然后提出了一个假设,即这些生物会形成声调语言。他们有绝对的音高,这使他们能够识别其他的声音,从他们发出的声音中读出彼此的情绪,并在远距离传递有关策略、会议地点等特定信息。他们对音高有敏锐的感觉,他们会唱歌,基本上是为了审美和主观目的而使用音调语言。因此,他们可能发明了音乐。然后讨论了人类(或原始人)声音的物质性,以及获得绝对音高的方式,因为音乐性仍然存在于它所表达的声乐中。这是因为音乐实际上包含在大脑的工作方式中,而耳朵和声音是这个系统的一部分。最后,以围生期的音乐印记为例,探讨音乐情感的起源。
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引用次数: 0
A Discipline Approach 有纪律的方法
Pub Date : 1900-01-01 DOI: 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.
社会研究是媒介素养最相关的领域之一,如健康、语言、信息和传播计划。与普遍的看法相反,媒体素养不是在社会研究课程中使用媒体工具,如报纸。学生必须有能力在无数的信息中选择正确的一个,理解视觉图像,通过消除刻板印象和偏见,质疑文本的结构和背景来达到现实。通过这种方式,媒介素养和社会研究的目标是形成良好的、有疑问的和积极的公民。本章在前人研究的基础上,考察媒介素养教育与社会研究的关系。本文讨论了媒体素养对社会研究教学的重要性,并提出了教师和学生在社会研究课程中可以使用的具体示例活动。通过这种方式,本文旨在通过将社会研究与媒体素养技能(获取、分析、评估、创造和行动)联系起来,形成一个综合。
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引用次数: 0
期刊
Advances in Multimedia and Interactive Technologies
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