84 resultados para Aggregating digital content
Resumo:
When we think of a transposition from a traditional culture industry to the new coherence of the creative industries, a number of new parallel discussions arises, encircled by the reconfiguration of the value chain of such industries and, not only, but also due to a change on creation coherence of a product whose most valuable input is creativity. Therefore, as a mechanism through which such creativity is valued, the intellectual property becomes one of the key elements of this debate, mainly in a world where the coherence of distribution transcends the physical copies towards the digitization of content. From this initial debate, the present article seeks to weave the main relations between the theme of creative industries and the intellectual property, describing the adversities of a deficient regulation and its consequences on the creative industries production, indicating the existing alternatives and questioning the balance between two forces: the collective and the individual rights.
Resumo:
Information and communication technology have contributed to the realization of the ideals of citizen participation in public decisions, as well as to help in fighting corruption and wrongdoing in government. After all, democracy entails the right to information. The government, in many spheres, has encouraged the responsible use of the internet. Conduct manuals and standards have been published for public segments to direct the responsible use of these tools by their agents. This article aims to determine whether the manuals comply with the principles of digital democracy. Conduct manuals were analyzed in digital media from four Brazilian public organizations: Embrapa; Department of Communication of the Federal Government; Judiciary and Health Department of the Federal District. As a methodology, content analysis, based on criteria focused on transparency and encouraging civic engagement was used.
Resumo:
The goal of this article is to describe the production of “Interactive Reality” program, prototype for interactive Digital TV newscast based on the concept of infotainment, defined as a genre hybrid television show between information and entertainment. Therefore, it is proposed a script with interactive content, a prototype of the newscast, its results and implications for future researches.
Resumo:
Virtual Studio is a system developed for the creation of virtual sets , as well as any three-dimensional virtual objects that can be digitally integrated to the scenes captured on a real television studio . Through techniques such as chroma-key , computer graphics , augmented reality and virtual reality is possible flexibility in producing content for digital TV , reduce cost and meet 12.485/2011 law , the Brazilian Law of Pay TV , which has among its objectives to increase the production and circulation of diverse and quality Brazilian audiovisual content, generating jobs, income , royalties, professionalism and strengthening of national culture (ANCINE , Brazilian Nacional Cinema Agency ). Based on this background , an overview of the benefits of using the technologies mentioned for the production of content for digital television is presented . This work involves the development of a system of Interactive Virtual Studio called ARSTUDIO per team of researchers from the Posgraduate Program in Digital Television: Information and Knowledge at UNESP , São Paulo State University in Bauru , State of São Paulo, Brazil .
Resumo:
With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
Resumo:
This article seeks to contribute to the debate on the importance of cultural collective producers of anti-capitalist content, ownership of digital ecology by subaltern segments, the creation of the opposition media to exclusionary globalization and the articulation of alternative and radical public sphere for the recent demonstrations policies in planetary scale. Data were collected in the first half of 2013, on a course completion project in vehicles with citizen journalism characteristics ["Portal Fórum", "Outras Palavras" and "Observatório da Imprensa"]. Partial these mapping results indicate that these manifestations inherited anti-capitalist demands of previous decades, and amplified in [by digitally pathways] in political demonstrations that swept those abrasive months in major cities worldwide.
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Educação para a Ciência - FC
Resumo:
Pós-graduação em Psicologia - FCLAS