126 resultados para Reality TV


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The audiovisual market carefully observes a tendency in television consumption habit: viewers are increasingly watching television content while surfing the internet through mobile devices like tablets, smartphones and laptops. Known as second screen, viewers interact simultaneously across these devices, sharing information about the programming on social networks, seeking additional information about the contents well aired, in addition to being likely to purchase products and services on platforms of mobile-commerce persuaded by the scheduling of programming through commercials. Given this, the aim of this article is to propose and prototyping an application visually in second screen with emphasis on business model with possible application on TV Unesp, where the viewer to interact with the programming through the application is exposed to previously scheduled ads, links to mobile-commerce and posts indicating purchase suggestions.

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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.

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A quick setup of the digital environment that occurs in these first decades of the twentyfirst century has involved the use of electronic devices for consume content both at home, at work and on the go (ComScore, 2011). The emergence of this vast multiplatform digital landscape impels to know of individual and complementary use of these devices with ubiquitous nature or not. The widespread adoption of smartphones, tablets and other connected devices via internet makes users / consumers of these devices to feed a diet based on a constant flow of digital content across different platforms. The objective of this paper is to describe the role of television in the context of the Media Ecology which is established by the "digital omnivores" a new group of consumers whose name, according Canavilhas (2013, p.03), "is related with the platforms that consumers use to access the Internet, but also to the type of individual and multiplatform consumption they do.”

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Digital Television offers a resolution of highdefinition images and the possibility of interaction with the user. There is an estimate that by 2018 all municipalities in Brazil have digital signal availability and thus there will be a wide spread of Ginga. Ginga is a technology developed for digital television, which runs between the operating system and yours applications. However, the extensive use of Smart TVs would invalidate this technology? This article to cast a look on the topic, arousing reflection that effect and seeking bring issues that link the advantages and disadvantages of the two technologies, considering the current situation of Digital TV in Brazil.

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Esta tesis es resultado de un intenso trabajo de investigación realizado de agosto de 2014 a agosto de 2015, con financiación de la Fundação de Amparo à Pesquisa do Estado de São Paulo (Fapesp). El objetivo se centró en la realización de un análisis, aunque preliminar, del papel de la TV pública con tecnología digital, como también de las tendencias, desafíos y perspectivas para consolidarla, tanto en Brasil como en Argentina, países con diversas similitudes en contextos económicos, sociales, políticos y culturales. Para cumplir los objetivos, estudiamos los recientes proyectos gubernamentales de televisión pública en los dos países suramericanos. El gobierno argentino invirtió en modernización en Canal 7 (antiguo Argentina Televisora Color-ATC), una emisora de casi seis décadas de funcionamiento, que ha sido prácticamente refundada a partir de los investimentos públicos del gobierno nacional argentino, realizados para digitalizar los sistemas de transmisión y de recepción de televisión abierta. El nuevo Canal 7 pasó a servir de cabeza de red del sistema de televisión pública de Argentina. En Brasil, el gobierno creó a fines del 2007, la Empresa Brasil de Comunicación (EBC), estructura administrativa que opera la red de televisión pública de TV Brasil. Ambos proyectos prometen construir y gestionar sistemas nacionales abiertos, modernos y competitivos de TV Pública Digital Abierta (TVPDA). Esta tesis también describe y compara de modo sucinto el desarrollo histórico de la radiodifusión - evidenciando la televisión como una plataforma en permanente disputa comunicacional, política, ideológica, publicitaria, cultural y económica -, tal como los modelos de televisión pública y comercial en cada uno de los dos países analizados (no entiendo la expresión). La estudiante de periodismo pretende confrontar el desarrollo de una estructura nacional de televisión pública iniciada en el...

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)