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1 – 10 of over 2000Bridget Dalton and Blaine E. Smith
To describe the use of a Composer’s Cut video as a tool for reflecting on and celebrating one’s experience creating multimodal compositions for personal and social audiences.
Abstract
Purpose
To describe the use of a Composer’s Cut video as a tool for reflecting on and celebrating one’s experience creating multimodal compositions for personal and social audiences.
Methodology/approach
Two adolescents designed and produced digital video stories about their prior experience composing a webpage and a multimodal literary analysis hypertext in response to the Vietnam war novel, The Things They Carried.
Findings
Each student remixed Camtasia screen capture video, class video, and images, enhanced with text overlays and music, to showcase their unique vision as a multimodal designer and to highlight their composing processes. They viewed the Composer’s Cut video as a powerful vehicle for reflection and appreciated that their videos would have a public audience.
Practical implications
Reflection often tends to be oral or written. Digital video supports students in showing, as well as telling their experience through multiple modes. The Composer’s Cut video is one example of how video might be used for reflection that is both personal and social.
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Purpose – This chapter examines disputes produced by two young children during computer game playing and considers how the disputes were related to the children's ongoing…
Abstract
Purpose – This chapter examines disputes produced by two young children during computer game playing and considers how the disputes were related to the children's ongoing activity.
Methodology/approach – The study is framed by ethnomethodology and conversation analysis. Sequential analysis of recorded data details the mutual production of disputes during talk and interaction.
Findings – The analysis establishes how the children made each other accountable to the agreed-upon way of playing the game after one child offered to show the other how to play. Conflict developed during the game and disputes built upon previous disputes, especially in relation to claims made about knowing how to play.
Research implications – The disputes here are best understood in relation to how disagreement was avoided initially but then emerged as the gaming progressed. Examining disputes in the course of computer activity shows how the children turn agreement into disagreement over time.
Social implications – This study establishes some of the ways that disputes arise out of young children's social interactions during computer game playing and how disputes are related, or not, to shared understandings of what is going on moment by moment in the game.
Originality – Overall, this chapter provides a detailed sequential analysis across computer activity and establishes how the children's disputes challenge the order of game playing as the game progresses.
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Erin Klawitter and Eszter Hargittai
Purpose: Many Internet users search for health information but they struggle with assessing the quality of the information they find. By drawing on a multi-modal approach to data…
Abstract
Purpose: Many Internet users search for health information but they struggle with assessing the quality of the information they find. By drawing on a multi-modal approach to data collection, this study aims to understand further the nuanced cognitive processes that people utilize as they acquire and evaluate online health information.
Design: We used a mixed-methods approach that includes surveys, interviews, and observations of 76 diverse adults of all ages in the Chicago area completing various health information-seeking tasks.
Findings: Most participants begin their information-seeking process on search engines. We identified the most popular credibility-assessment strategies used on the search engine results’ pages (SERP) as well as on websites. We also explored how the process of executing such strategies reveals greater and lesser savvy among users.
Research Limitations: While the sample size and methods limit its generalizability, this study included a larger and more diverse group of participants than most observational work, which results in data about a wider range of behaviors than is typical of such research.
Social Implications: Our findings showed that most of our participants could use additional education regarding credibility assessment of online health information. Additionally, since a great deal of credibility assessment occurs on SERP, search companies bear a particular responsibility for ensuring the quality of the information their results highlight.
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Travis Doom, John Gallagher, Michael Raymer and Kathleen Timmerman
Purpose: Nigeria is the first African country to issue a central bank digital currency (CBDC) or fiat digital currency. The eNaira CBDC was issued as a money equivalent to be used…
Abstract
Purpose: Nigeria is the first African country to issue a central bank digital currency (CBDC) or fiat digital currency. The eNaira CBDC was issued as a money equivalent to be used along with paper Naira. This chapter identifies the features, opportunities and risks of the CBDC in Nigeria, also known as the eNaira.
Method: This chapter uses the discourse analysis method to assess the opportunities and risks of CBDC.
Findings: The opportunities which CBDC present to Nigeria include improved monetary policy transmission, convenience, efficient payments and increased financial inclusion. Some identified risks include digital illiteracy, increased propensity for cyber-attacks, data theft and the changing role of banks in a full-fledged CBDC economy.
Originality: This chapter contributes to the literature by evaluating the pros and cons of fiat digital currency such as a CBDC.
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Urban scholars employ numerous sources to study early cities, including primary sources such as historical maps, literary accounts, tax records, and the like to help visualize…
Abstract
Urban scholars employ numerous sources to study early cities, including primary sources such as historical maps, literary accounts, tax records, and the like to help visualize cities in various periods. In recent years, a variety of artificial intelligence programs have been employed to not only create visual images of earlier cities, but also to allow audiences to negotiate city streets and enter buildings within the city. The Assassin's Creed series of video games created by Ubisoft place the game player in historical settings where the assassin (representing peace and free will) will battle against groups of foes (representing order and control). Assassin's Creed II is set in Florence at the end of the fifteenth century and has been praised for the visual reconstruction of the city. But how well can a computer game represent the Early Renaissance City?
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Looking at a series of recent large street protests in the city of São Paulo, Brazil, the chapter examines the relationship between political action, urban space, and media use…
Abstract
Looking at a series of recent large street protests in the city of São Paulo, Brazil, the chapter examines the relationship between political action, urban space, and media use. We specifically look at what we are calling media epiphanies, moments in which the public becomes aware of its existence as a mediated public, that is, as a public that is forged through the use of a particular media. We rely on extensive participant observation and interviews for the description of the June 2013 protests and the subsequent massive rallies. We examine the materiality of the employed media and the experience of participants to understand the meaning of the phenomenon, for which we used a combination of Frankfurt and Toronto Schools approach. The strength of the fluid June 2013 protests in São Paulo questioned the political status quo and served as a trampoline for subsequent media demonstrations whose political impact relied as well on traditional cultural forms. The 2016 impeachment House vote, as a true media event, reconstructed, in positive and negative terms, the fractured political dialogue of representation. The concept of media epiphany can be used to assess the strength of demonstrations and the meaning of collective action in general. Identifying these phenomena, we can give focus to empirical research and better examine the complex intersections between forms of communications, physical environments, and the experience of the individual in contemporary cities.
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This chapter investigates the recent surge of social media (mis)use in horror films including The Cabin in the Woods (2012), Unfriended (2015) and #Horror (2015) and how young…
Abstract
This chapter investigates the recent surge of social media (mis)use in horror films including The Cabin in the Woods (2012), Unfriended (2015) and #Horror (2015) and how young women’s relationship to social media in these films often pillories females for existing under, and delighting in, an anonymous, ubiquitous gaze. In these narratives, women are slut shamed both in the plot and through the threat of social media’s panoply of screens, sur- and selfveillance. In my discussion, I will utilize feminist film theory including the writings of Laura Mulvey, Linda Williams and Barbara Creed, while also including contemporary cultural criticism from writers and journalists like Nancy Jo Sales and Leora Tanenbaum to explore the horror genre from a more contemporary, multi-discourse perspective. The technology in these films serve as harbingers, intimating the figurative and literal dangers to come for their female protagonists, ultimately suggesting that the horror in these films is the medium itself and the patriarchal social media culture that these devices cultivate.
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This research was conducted to outline the capturing and analysis of composite texts. We contextualize this using selfies as image and textual data sourced from Instagram and…
Abstract
Purpose
This research was conducted to outline the capturing and analysis of composite texts. We contextualize this using selfies as image and textual data sourced from Instagram and analyzed using a three stage analysis approach from a genre perspective.
Methodology/approach
The capturing of composite texts is outlined for numerous services available to researchers to study social media contexts. The analysis applies a three-stage technique of (1) what is shown, (2) what is said, and (3) what is the central narrative to overcome interpretive limitations of privileging text over image or vice versa.
Findings
Based on their structural characteristics, seven genre types emerged from the coded sample set.
Research limitations/implications
Issues arise in capturing this data as social media platforms change their access and usage policies and as capturing services alter their capabilities.
Originality/value
The paper outlines a novel approach to capturing and understanding the mimesis and diegesis of selfies as composite texts.
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