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Revista Icono 14-Revista Cientifica de Comunicacion y Tecnologias最新文献

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The Paradigmatic Evolution of U.S. Television and the Emergence of Internet-Distributed Television 美国电视的范式演变与网络电视的出现
IF 1.3 Q3 COMMUNICATION Pub Date : 2016-07-01 DOI: 10.7195/RI14.V14I2.993
A. Lotz
espanolLas industrias de television de todo el mundo han resistido al profundo cambio que las tecnologias avanzadas y los servicios desarrollados que facilitan la distribucion de television por Internet suponen como competencia de la distribucion de television abierta y por cable. Este articulo, partiendo del contexto de los Estados Unidos, explora la aparicion de la television distribuida por internet como un mecanismo que habilita y ofrece la distribucion no lineal. Evalua la organizacion inicial de la television distribuida por internet a traves del analisis de portales y explora las similitudes y diferencias entre estos portales y las redes y canales, poniendo el foco en la conceptualizacion de las practicas y estrategias de negocio emergentes. EnglishTelevision industries around the world have weathered profound change as technologies advanced and services developed to allow internet-distributed television to compete alongside broadcast and cable-distributed television. This article, drawn from the context of the U.S., explores the emergence of internet-distributed television as a mechanism that provides the affordance of nonlinear distribution. It assesses the preliminary organization of internet-distributed television by portals and explores the similarities and differences between portals and networks/channels with an eye toward conceptualizing emerging business practices and strategies.
世界各地的西班牙电视行业一直抵制着促进互联网电视分销的先进技术和发达服务带来的深刻变化,这是开放电视和有线电视分销的竞争。本文从美国的背景出发,探讨了网络电视作为一种实现和提供非线性电视的机制的出现。本文通过对门户网站的分析,评估了互联网分销电视的初始组织,并探讨了这些门户网站与网络和渠道之间的异同,重点是新兴商业实践和战略的概念化。随着先进技术和服务的发展,互联网电视与广播和有线电视竞争,世界各地的英国电视行业发生了深刻的变化。本文以美国为背景,探讨互联网分布式电视作为一种提供非线性分布的机制的出现。它探讨了门户网站对互联网分布式电视的初步组织,并探讨了门户网站和网络/渠道之间的异同,着眼于概念化新兴的商业实践和战略。
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引用次数: 19
Integración de la realidad virtual inmersiva en los Grados de Comunicación 沉浸式虚拟现实在交流程度上的整合
IF 1.3 Q3 COMMUNICATION Pub Date : 2016-07-01 DOI: 10.7195/RI14.V14I2.953
Ubaldo Cuesta Cambra, Luis Mañas Viniegra
The European Higher Education Area promotes the integration of new technologies in didactic innovation and it aims to improve skills. It has been requested by students at the Complutense University of Madrid, who have a digital native profile or millennial. This article is a study about implementation of immersive virtual reality in the practical part of the subjects related to business communication. Specifically, it applied in the subject Crisis Communication. The methodology is a survey and three focus groups for professors and students. The conclusions say that the implementation of immersive virtual reality improves the expectations and interest of students. It also improves the skills acquired and the practical part of the subjects of communication improve employment of students of the Degree, which is one of their main causes of dissatisfaction. The full implementation of mobile telephony suggests using virtual reality devices adapted to them rather than “caves” (C.A.V.E.) or consoles.
欧洲高等教育区促进新技术在教学创新中的整合,旨在提高技能。这是马德里康普顿斯大学(Complutense University of Madrid)的学生提出的要求,他们拥有数字原住民或千禧一代的个人资料。本文是关于沉浸式虚拟现实在商务交际相关科目实践部分的实施研究。具体来说,它应用于危机传播这一主题。调查方法是一项调查和针对教授和学生的三个焦点小组。结论表明,沉浸式虚拟现实的实施提高了学生的期望和兴趣。它还提高了获得的技能和交流科目的实践部分,提高了学位学生的就业,这是他们不满的主要原因之一。移动电话的全面实施建议使用适合他们的虚拟现实设备,而不是“洞穴”(C.A.V.E.)或控制台。
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引用次数: 12
Realidad Virtual (HMD) e Interacción desde la Perspectiva de la Construcción Narrativa y la Comunicación: Propuesta Taxonómica 叙事建构与传播视角下的虚拟现实与互动:分类学建议
IF 1.3 Q3 COMMUNICATION Pub Date : 2016-07-01 DOI: 10.7195/RI14.V14I2.965
J. Tamayo, M. G. Barrio
Virtual reality is a term popularised by some authors since the eighties and the nineties, in order to define features for immersive environments generated artificially by digital means. Immersive processes in virtual environments have dramatically changed since early experiences in this area, such as Sensorama (1962), flight simulators (in the sixties) or Aspen Movie Map Experiment (1978). Those changes offer new possibilities in communication and storytelling domains. This work does a systematic literature review about those phenomena, approaching also the emergence of interdisciplinary fields such as interaction design or user experience. The study aims also to configure a taxonomic classification of components in the domain of storytelling for the use of virtual reality technologies, trying to generate models which help to complement the current ones. This taxonomy is a qualitative milestone for studying interactive dimensions between technology, person and environment.
虚拟现实是一个自八九十年代以来由一些作者流行的术语,目的是定义通过数字手段人工生成的沉浸式环境的特征。自该领域的早期经验(如Sensorama(1962年)、飞行模拟器(60年代)或Aspen电影地图实验(1978年)以来,虚拟环境中的沉浸式过程发生了巨大变化。这些变化为交流和讲故事领域提供了新的可能性。这项工作对这些现象进行了系统的文献回顾,也接近了交互设计或用户体验等跨学科领域的出现。该研究还旨在为使用虚拟现实技术的讲故事领域的组件配置分类学分类,试图生成有助于补充当前模型的模型。该分类法对于研究技术、人与环境之间的交互维度具有质的里程碑意义。
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引用次数: 16
Television production, Funding Models and Exploitation of Content 电视制作,资金模式和内容开发
IF 1.3 Q3 COMMUNICATION Pub Date : 2016-07-01 DOI: 10.7195/RI14.V14I2.991
G. Doyle
The rise of digital platforms has transformative implications for strategies of financing media production and for exploitation of the economic value in creative content. In the television industry, changes in technologies for distribution and the emergence of SVOD services such as Netflix are gradually shifting audiences and financial power away from broadcasters while at the same time creating unprecedented opportunities for programme-makers.  Drawing on findings from recent RCUK-funded research, this article examines how these shifts are affecting production financing and the economics of supplying television content.  In particular, it focuses on how changes in the dynamics of rights markets and in strategic approaches towards the financing of television production might mean for markets, industries and for policies intended to support the economic sustainability of independent television content production businesses.
数字平台的兴起对媒体制作的融资策略和利用创意内容的经济价值产生了变革性的影响。在电视行业,发行技术的变化以及Netflix等SVOD服务的出现,正逐渐将观众和财力从广播公司手中转移出去,同时也为节目制作人创造了前所未有的机会。根据最近英国皇家大学资助的研究结果,本文探讨了这些转变如何影响制作融资和提供电视内容的经济学。它特别着重讨论版权市场的动态变化和电视制作筹资的战略方针的变化对市场、工业和旨在支持独立电视内容制作业务的经济可持续性的政策可能意味着什么。
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引用次数: 8
La simulación de la cultura a través de los mundos virtuales. El caso de Second Life: un acercamiento al potencial representacional, narrativo y retórico en las nuevas culturas mediáticas. 通过虚拟世界模拟文化。第二人生案例:新媒体文化中表征、叙事和修辞潜力的研究方法。
IF 1.3 Q3 COMMUNICATION Pub Date : 2016-01-01 DOI: 10.7195/RI14.V14I1.830
Leonardo Andrés Moreno Toledano, Erika Rogel Villalba
Digital technologies developed in the past decade, have consented the birth of a virtual culture, which has transformed the way we communicate and perceive our world. An example of this, are the social networks and the virtual worlds. Between those, in the years 2003-2007, we can mention a plattform known as Second Life, intended to create a virtual place (metaverse) where you could literally live another life. However, this didn’t happen as its creators had planned, from 2008 it waned, and the critics (as their creators) alluded its fall was purely related to technological issues. This essay suggests the probability that the reproduction of outside social structures in Second Life influenced in its fall, even more than technological issues.
在过去十年中,数字技术的发展促成了虚拟文化的诞生,它改变了我们交流和感知世界的方式。社交网络和虚拟世界就是一个例子。在2003-2007年间,我们可以提到一个名为“第二人生”的平台,它旨在创建一个虚拟的地方(虚拟世界),在那里你可以真正过上另一种生活。然而,这并没有像它的创造者所计划的那样发生,从2008年开始,它开始衰落,评论家(作为他们的创造者)暗示它的衰落纯粹与技术问题有关。这篇文章提出了一种可能性,即第二人生中外部社会结构的再生产对其衰落的影响,甚至超过了技术问题。
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引用次数: 1
La expresión de las emociones en la Comunicación Virtual: El Ciberhabla 虚拟交流中的情感表达:网络语言
IF 1.3 Q3 COMMUNICATION Pub Date : 2015-01-01 DOI: 10.7195/RI14.V13I1.716
Isabel Cuadrado Gordillo, Guadalupe Martín-Mora Parra, Inmaculada Fernández Antelo
La comunicacion mediada por ordenador se ha convertido en una de las principales herramientas de comunicacion de la sociedad. La proliferacion en Internet de foros y redes sociales, ha modificado  los intereses y usos del tiempo libre, especialmente entre adolescentes y jovenes. Este tipo de comunicacion comparte con la escritura y con la interaccion oral, algunas de sus caracteristicas, sin embargo, sus peculiaridades han dado lugar a la aparicion de otras nuevas. Entre estas ultimas, destacan los emoticonos. En los ultimos tiempos su numero y complejidad ha aumentado significativamente, al igual que sus funciones. El presente estudio pretende hacer un analisis extenso del uso y las funciones con las que personas de distintas edades emplean los emoticonos en el contexto de la Comunicacion Mediada por Ordenador. Para ello se ha analizado una muestra de mensajes extraidos al azar de seis foros de discusion asincronica distintos con una metodologia interpretativo-descriptiva.
计算机媒介传播已成为社会传播的主要工具之一。互联网论坛和社交网络的激增改变了人们对空闲时间的兴趣和使用,尤其是在青少年和年轻人中。这种交流方式与写作和口头交流有一些共同的特点,但它的特点也带来了新的特点。在后者中,最突出的是表情符号。近年来,它们的数量和复杂性显著增加,它们的功能也显著增加。本研究旨在广泛分析不同年龄层的人在计算机媒介交流中使用表情符号的用途和功能。本研究的目的是分析来自不同异步讨论论坛的随机信息样本,并采用解释-描述方法。
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引用次数: 5
A new challenge for advertising on mobile devices: Social TV 移动设备广告面临新的挑战:社交电视
IF 1.3 Q3 COMMUNICATION Pub Date : 2015-01-01 DOI: 10.7195/RI14.V13I1.755
N. Quintas-Froufe, A. González-Neira
Mobile device advertising is a rapidly growing market due to the penetration of mobile devices in Spanish society. Advertising communication in this digital ecosystem continually poses new challenges. One of these - the subject of this proposal - is the link-up between mobile advertising with social TV. It opens up new possibilities for the development of advertising strategies on mobile devices.The aim of this paper is to describe the challenges faced by the Spanish advertising industry with the recent introduction of Social TV. Spain has one of the most developed Social TV sectors in Europe. It will provide a global overview of this new reality and uncover the new possibilities and main challenges for the development of advertising strategies for mobile devices. To this end we propose an examination of the perception of two of Spain’s major broadcasting empires, Atresmedia and Mediaset Espana, of this phenomenon.
由于移动设备在西班牙社会的渗透,移动设备广告是一个快速增长的市场。在这个数字生态系统中,广告传播不断提出新的挑战。其中之一——也是本提案的主题——是移动广告与社交电视之间的联系。它为移动设备广告策略的发展开辟了新的可能性。本文的目的是描述西班牙广告业面临的挑战与最近推出的社交电视。西班牙是欧洲社交电视行业最发达的国家之一。它将提供这一新现实的全球概况,并揭示移动设备广告战略发展的新可能性和主要挑战。为此,我们建议对西班牙两个主要广播帝国,Atresmedia和Mediaset Espana,对这一现象的看法进行检查。
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引用次数: 2
On New Media Art, Its Development and Achievement in China 论新媒体艺术在中国的发展与成就
IF 1.3 Q3 COMMUNICATION Pub Date : 2014-07-01 DOI: 10.7195/RI14.V12I2.718
L. Guangyu
This essay is aimed to introduce the development status of the new media art in China; the author gave its definition based on his own understanding and observation, which included various forms. Moreover, the developing environment of the new media art in the world is presented systematically in the essay. The author combed the art history and technology history which are closely connected with the birth of the new media art. China has achieved many accomplishments in new media art forms, such as the successful hosting of 2008 World Olympic Games and 2010 World expo. In the opening ceremony of 2008 World Olympic Games, interactive art, installation art and virtual space are in perfect use. Especially, “scroll” has combined all the above technological methods into display, which brought about stunning sensory impact to the audiences. After two years, Shanghai was the focus of the world, 242 countries and international organizations that have attended 2010 Shanghai World expo. The new media art forms are bloomed and flourished, China pavilion’s Qingming Riverside was endowed with new vitality via these new art media forms.
本文旨在介绍新媒体艺术在中国的发展现状;作者根据自己的理解和观察给出了它的定义,它包括多种形式。此外,本文还系统地介绍了新媒体艺术在世界范围内的发展环境。笔者梳理了与新媒体艺术诞生密切相关的艺术史和技术史。中国在新媒体艺术形式方面取得了许多成就,如2008年世界奥运会和2010年世博会的成功举办。在2008年世界奥运会开幕式上,互动艺术、装置艺术和虚拟空间得到了完美的运用。尤其是“卷轴”将以上所有的技术手段结合到展示中,给观众带来了震撼的感官冲击。两年后,上海成为世界关注的焦点,有242个国家和国际组织参加了2010年上海世博会。新媒体艺术形式蓬勃发展,中国馆的《清明上河图》通过这些新媒体艺术形式被赋予了新的活力。
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引用次数: 0
El neuromarketing: Una nueva disciplina para la investigación de audiencias y de la opinión pública 神经营销学:受众与舆论研究的新学科
IF 1.3 Q3 COMMUNICATION Pub Date : 2014-07-01 DOI: 10.7195/RI14.V12I2.666
M. C. G. Patiño, Elena Bandrés Goldáraz
Las neurociencias pueden crear una ciudadania distinta y una nueva disciplina: Neuromarketing capaz de modificar la Opinion Publica: audiencias y votantes. Se describen las tecnicas utilizadas en la investigacion comercial, utilizable en el ambito social y politico, que permiten conocer los impulsos, emociones y  reacciones de la ciudadania ante ciertos estimulos cuyo conocimiento puede ser tan beneficioso como perverso. Por ello, es necesario reflexionar sobre el neuroescepticismo, y algunos aspectos eticos. Se presentan para la discusion final algunos aspectos relativos a la privacidad y al anonimato de los participantes-usuarios, y a un comportamiento deontologicamente correcto por parte de los investigadores.
神经可以创建一个新的不同ciudadania和纪律:Neuromarketing能够修改发表意见:听证会和选民。说明了tecnicas中用于商业调查,可用的社会和政治,因而能够了解冲动,情绪和反应面前ciudadania某些estimulos其知识可以是恶人一样有益。因此,有必要反思eticos neuroescepticismo,有些方面。最终讨论某些方面出现隐私和匿名participantes-usuarios和正确deontologicamente行为研究者的一部分。
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引用次数: 7
Modelos de negocio emergentes en la industria del videojuego 电子游戏行业的新兴商业模式
IF 1.3 Q3 COMMUNICATION Pub Date : 2013-10-24 DOI: 10.7195/RI14.V12I1.565
M. Trenta
Sylvia Zavala-Trias 12.00 La industria del videojuego esta viviendo un proceso de transformacion en su manera de crear valor, debido al exito de los juegos casuales y a la consolidacion de nuevas plataformas de juego, cuales las redes sociales, los telefonos inteligentes, las tabletas y los sitios de juego on line . A consecuencia de estos fenomenos, surgen nuevos modelos de negocio. Posteriormente al estudio del volumen de ingresos generados por los videojuegos distribuidos por canales digitales y de los habitos de consumo de los usuarios, este trabajo aporta una descripcion de los modelos de negocio emergentes en la industria del videojuego. Finalmente, se observa que, frente a la actual situacion, las principales companias del sector diversifican su negocio y las pequenas empresas aprovechan la multiplicacion de los canales de distribucion. Mientras que, los usuarios se inclinan por los videojuegos comercializados mediante modelos de negocio que permiten personalizar el consumo y establecer relaciones sociales. Normal 0 21 false false false ES X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Tabla normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-qformat:yes; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-fareast-language:EN-US;}
西尔维娅Zavala-Trias 12时视频游戏行业工作的生活transformacion进程的创造价值的方法,由于成功休闲运动会和consolidacion新的游戏平台、社交网络、智能telefonos平板电脑和游戏网站on line。由于这些现象,新的商业模式出现了。在研究了电子游戏通过数字渠道和用户消费习惯所产生的收入后,本文描述了电子游戏行业的新兴商业模式。最后,我们观察到,面对目前的情况,该行业的主要公司使其业务多样化,小企业利用分销渠道的增加。然而,用户倾向于通过允许个性化消费和建立社会关系的商业模式来营销电子游戏。Normal 0 21 false false false is X-NONE X-NONE /*样式定义*/表。MsoNormalTable {mso-style-name:" normal table ";mso-tstyle-rowband-size: 0;mso-tstyle-colband-size: 0;mso-style-noshow: yes;mso-style-priority: 99;mso-style-qformat: yes;mso-style-parent:“”;mso-padding-alt:0cm 5.4pt 0cm 5.4pt;mso-para-margin-top: 0cm;mso-para-margin-right: 0cm;mso-para-margin-bottom: 10.0pt;mso-para-margin-left: 0cm;line-height: 115%;mso-pagination: widow-orphan;font-size: 11.0pt;font-family:“Calibri sans-serif”;mso-ascii-font-family: Calibri;mso-ascii-theme-font: minor-latin;mso-hansi-font-family: Calibri;mso-hansi-theme-font: minor-latin;mso-fareast-language: EN-US;}
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引用次数: 3
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