893 resultados para Online Media
Resumo:
Movies, pieces of music, books, or newspapers can all be expressed in the same binary code. Discrete forms of analogue media are just different dialects of the language of computerese. Content is becoming a very liquid asset. To take Marshall McLuhan's famed dictum a step further: The message is now independent of the medium
Resumo:
The two steps of nitrification, namely the oxidation of ammonia to nitrite and nitrite to nitrate, often need to be considered separately in process studies. For a detailed examination, it is desirable to monitor the two-step sequence using online measurements. In this paper, the use of online titrimetric and off-gas analysis (TOGA) methods for the examination of the process is presented. Using the known reaction stoichiometry, combination of the measured signals (rates of hydrogen ion production, oxygen uptake and carbon dioxide transfer) allows the determination of the three key process rates, namely the ammonia consumption rate, the nitrite accumulation rate and the nitrate production rate. Individual reaction rates determined with the TOGA sensor under a number of operation conditions are presented. The rates calculated directly from the measured signals are compared with those obtained from offline liquid sample analysis. Statistical analysis confirms that the results from the two approaches match well. This result could not have been guaranteed using alternative online methods. As a case study, the influences of pH and dissolved oxygen (DO) on nitrite accumulation are tested using the proposed method. It is shown that nitrite accumulation decreased with increasing DO and pH. Possible reasons for these observations are discussed. (C) 2003 Elsevier Science Ltd. All rights reserved.
Resumo:
The design of Internet Relay Chat (IRC) affords for, and itself produces, non-response situations that are not possible in FTF or telephone interaction. These system-occasioned nonresponses produce almost isomorphic stimuli to participant non-responses. Situations thus arise in which non-responses are interpersonally accountable despite agentive ambiguity. This study explores four intersections of participant-action and system-occasioned non-responses. An extension to Pomerantz's (1984b) 'pursuing a response' problems/solutions is proposed. The impact of IRC's design on its popularity is discussed in contrast to more recent chat systems. Suggestions are made for active and passive presence and non-response accounting features in future chat systems.
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This paper examines a particular form of online activity-weblogging, and how it has allowed for specific new forms of popular political communication in the context of the Second Gulf War. After describing the basics of weblogging, the paper discusses Western media coverage of the war and then shows how 'warbloggers' positioned themselves vis-à-vis media coverage and propaganda, creating commentaries that frequently combined media and political criticism. While bloggers of every political hue offered a range of perspectives and personal styles, some general tendencies are evident in warblogging discourse. The piece ends by questioning the significance of warblogging in terms of its potential contribution to democratic communication.
Resumo:
O contributo das redes sociais na luta contra o cancro tem sido conhecida, especialmente, pelo sucesso de movimentos de cidadãos com o objectivo de sensibilizar a sociedade portuguesa para a dádiva de medula óssea. Este tipo de campanhas solidárias, com o apoio dos Novos Media, foi um fenómeno iniciado em 2009 e tem vindo a desenvolver-se, sobretudo, no Facebook. Desde então, novos movimentos têm aparecido regularmente nesta rede social e ajudado a um aumento significativo do registo de dadores. Interessa-nos perceber como se desenvolvem este tipo de campanhas e que factores, contribuíram para o seu sucesso, procurando averiguar não só o poder da Web 2.0, mas também questões sobre a comunicação, a imagem e os media. O sucesso destes movimentos vai muito além da simples presença no Facebook. A análise global do sistema de comunicação é fundamental para compreender o diferente nível de sucesso atingido por cada movimento. No presente artigo, fazemos uma análise comparativa entre os principais movimentos de cidadãos, ocorridos entre 2009 e 2011, que comprova as supracitadas hipóteses.
Resumo:
Neste artigo procuramos averiguar a relevância que as marcas e identidades têm nas plataformas participativas no contexto da saúde, em particular na oncologia. Apesar de estas plataformas disponibilizarem aos cidadãos e instituições as mesmas ferramentas, a sua capacidade de mobilização não é a mesma. As instituições parecem ter maior facilidade, mas nem sempre tal acontece. Discutir o conceito de marca e de identidade contribuirá para responder a esta questão, bem como compreender porque é que as diferenças entre os cidadãos e as instituições se podem atenuar nos novos media. Baseamos a nossa análise na observação de páginas do Facebook, de instituições oncológicas e de grupos de apoio de cidadãos; num conjunto de entrevistas a doentes e familiares oncológicos; e em diferentes estudos na saúde. No fim, procura-se esclarecer a importância do estudo das marcas e da identidade, como possível directriz de novas soluções nos media participativos, que contribuam para atenuar o problema individual do cidadão que se relaciona com o cancro.
Resumo:
The goal of the present study is mapping the nature of possible contributions of participatory online platforms in citizen actions that may contribute in the fight against cancer and its associated consequences. These platforms are usually associated with entertainment: in that sense, we intent to test their validity in other domains such as health, as well as contribute to an expanded perception of their potential by their users. The research is based on the analysis of online solidarity networks, namely the ones residing on Facebook, Orkut and the blogosphere, that citizens have been gradually resorting to. The research is also based on the development of newer and more efficient solutions that provide the individual (directly or indirectly affected by issues of oncology) with the means to overcome feelings of impotence and fatality. In this article, we aim at summarizing the processes of usage of these decentralized, freer participatory platforms by citizens and institutions, while attempting to unravel existing hype and stigma; we also provide a first survey of the importance and the role of institutions in this kind of endeavor; lastly, we present a prototype, developed in the context of the present study, that is specifically dedicated to addressing oncology through social media. This prototype is already available online at www.talkingaboutcancer.org, however, still under development and testing. The main objective of this platform is to allow every citizen to freely build their network of contacts and information, according to their own individual and/ or collective needs and desires.
Resumo:
"Bruno Aleixo" is a viral animation character, created by the Portuguese collective GANA, that surfaced online in 2008. Their animation works have meanwhile crossed onto the most diverse media, and have been branching out in multiple webs of narratives, constantly referring to each other, as well as constantly quoting disparate references such as film classics, chatrooms and TV ads for detergents. This paper attempts a triple analysis of this object of study: the ways in which technology has been fostering non-linear narratives while widening the available aesthetic spectrum, the ways in which processes of cultural consumerism are being reinvented in light of the web 2.0, and the use of "pseudo-nonsense" as a process of oblique cultural psychoanalysis. We will further attempt to demonstrate how new media and web networks have been contributing to a fragmentation of audiences, as well as a blurring between dominant cultures and sub-cultural phenomena; and we will end by positing that the structural principles behind the "Bruno Aleixo" series can be applied in social and cultural contexts situated at the opposite end of the spectrum of traditional expectations regarding Animation.
Resumo:
Emotions play a central role in our daily lives, influencing the way we think and act, our health and sense of well-being, and films are by excellence the form of art that exploits our affective, perceptual and intellectual activity, holding the potential for a significant impact. Video is becoming a dominant and pervasive medium, and online video a growing entertainment activity on the web and iTV, mainly due to technological developments and the trends for media convergence. In addition, the improvement of new techniques for gathering emotional information about videos, both through content analysis or user implicit feedback through user physiological signals complemented in manual labeling from users, is revealing new ways for exploring emotional information in videos, films or TV series, and brings out new perspectives to enrich and personalize video access. In this work, we reflect on the power that emotions have in our lives, on the emotional impact of movies, and on how to address this emotional dimension in the way we classify and access movies, by exploring and evaluating the design of iFelt in its different ways to classify, access, browse and visualize movies based on their emotional impac
Resumo:
The increasing availability of mobility data and the awareness of its importance and value have been motivating many researchers to the development of models and tools for analyzing movement data. This paper presents a brief survey of significant research works about modeling, processing and visualization of data about moving objects. We identified some key research fields that will provide better features for online analysis of movement data. As result of the literature review, we suggest a generic multi-layer architecture for the development of an online analysis processing software tool, which will be used for the definition of the future work of our team.
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Present paper aims at surveying the relevance that brands and identities may have in participatory platforms in the context of oncology. Despite the fact that these platforms provide the same tools to citizens and institutions alike, their capacity for mobilization is distinct. In general, institutions seem to be more successful, although this is not always the case. Discussing the concept of brand and identity, as well as understanding how the differences between citizens and institutions may blur within the context of new media, may contribute to answering the above question. We anchor our analysis on the study of social network Facebook, oncological institutions and citizen support groups, and various health studies. The ultimate goal will be the clarification of the importance of brands and identity as a contributive factor towards new solutions in participatory media