902 resultados para Interactive Digital TV
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O uso das mídias sociais digitais como meio de divulgação de produtos, serviços e conteúdos organizacionais tem crescido nas últimas décadas e ganhou especial atenção nos planejamentos de comunicação organizacional e nos estudos acadêmicos sobre o tema. Nesse sentido, o segmento de empresas esportivas atua com destaque, despertando o interesse e a empatia do consumidor. Por meio de análise bibliográfica e estudo empírico, esta pesquisa teve como objetivo investigar as ações de comunicação mercadológica do segmento esportivo no ambiente digital conectado, através de um estudo de caso múltiplo das empresas Nike e Adidas. Para a obtenção dos dados, foram realizadas entrevistas em profundidade com profissionais do mercado e aplicado um protocolo de investigação de redes sociais digitais nos perfis das duas empresas. Após a coleta dos dados, estes foram analisados à luz das teorias estudadas nos capítulos iniciais (que abordaram temas como comunicação organizacional, comunicação digital, esporte e comunicação esportiva), e foi possível concluir, entre outros pontos, que, no universo do segmento esportivo, a comunicação digital conectada não prioriza o diálogo com seus públicos de interesse, sendo essencialmente baseada na divulgação unilateral de conteúdos, nem tampouco explora a potencialidade de cada uma das plataformas digitais disponíveis, replicando conteúdos em diferentes ambientes. Ficou evidente, também, o uso dos elementos constituintes do universo esportivo como argumentos estratégicos de comunicação das empresas, decorrente de sua capacidade de estreitar os laços relacionais com os públicos de interesse, por meio de seus apelos simbólicos de fácil identificação social
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O consumidor contemporâneo, inserido em um novo ambiente de comunicação, potencializa suas expressões, capaz de avaliar uma marca ou produto e transmitir sua opinião pelas redes sociais, ou seja, o consumidor expressa suas opiniões e desejos dialogando com seus pares de forma espontânea nas redes sociais on-line. É neste ambiente de participação e interação (ciberespaço) que está nosso objeto de estudo, o boca a boca on-line – a voz do consumidor contemporâneo, também conhecido como uma manifestação informativa pessoal ou uma conversa, a opinion sharing. Proporcionado pelos consumidores nas redes sociais on-line, o boca a boca se fortalece em função das possibilidades de interação, característica da sociedade em rede. Nesse cenário, oobjetivo desta pesquisa é caracterizar o boca a boca on-line como um novo fluxo comunicacional entre consumidores, hoje potencializado pelas novas tecnologias da comunicação, capazes de alterar a percepção da marca e demonstrar o uso, pelas marcas, das redes sociais on-line ainda como um ambiente de comunicação unidirecional. Mediante três casos selecionados por conveniência (dois casos nacionais e um internacional), o corpus de análise de nossa pesquisa se limitou aos 5.084 comentários disponibilizados após publicação de matérias jornalísticas no Portal G1 e nas fanpages (Facebook), ambos relativos aos casos selecionados. Com a Análise de Conteúdo dos posts, identificamos e categorizamos a fala do consumidor contemporâneo, sendo assim possível comprovar que as organizações/marcas se valem da cultura do massivo, não dialogando com seus consumidores, pois utilizam as redes sociais on-line ainda de forma unidirecional, além de não darem a devida atenção ao atual fluxo onde se evidencia a opinião compartilhada dos consumidores da sociedade em rede.
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This paper discusses how Bosnia and Herzegovina (BiH) can boost its stalled economy by generating jobs and increasing film-tourism, while simultaneously helping unite its culturally divided nation, by building a film/TV production industry looking to Northern Ireland's successful model following its similarly violent history. Evidence is presented substantiating that BiH has the infrastructure and workforce from which to grow a film/TV production industry, but it must be built through large-scale foreign productions like Northern Ireland did with Game of Thrones. Examining studies conducted by industry experts, strategies are offered for building a competitive and sustainable film/TV production industry in BiH. Results reveal more research is needed evidencing film/TV production can unify people from different ethno-religious/political groups in post-conflict societies.
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Today's generation of Internet devices has changed how users are interacting with media, from passive and unidirectional users to proactive and interactive. Users can use these devices to comment or rate a TV show and search for related information regarding characters, facts or personalities. This phenomenon is known as second screen. This paper describes SAM, an EU-funded research project that focuses on developing an advanced digital media delivery platform based on second screen interaction and content syndication within a social media context, providing open and standardised ways of characterising, discovering and syndicating digital assets. This work provides an overview of the project and its main objectives, focusing on the NLP challenges to be faced and the technologies developed so far.
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La TV Digital ha tenido en estos últimos años una gran expansión en todo el mundo (en algunos países ya se está implementando el "apagón analógico", luego del cual toda transmisión televisiva será digital) y con una creciente cobertura en toda Latinoamérica debido a las políticas activas que en los últimos años han llevado a cabo los gobiernos (por ejemplo, el sistema de TDA – Televisión Digital Abierta de Argentina tiene una cobertura actual superior al 80% de la población). Esta expansión se debe a que esta tecnología permite no sólo una mejor calidad de imagen sino también una experiencia de usuario-televidente mucho más rica gracias a que el sistema puede transmitir y procesar datos, además del video y el sonido, y permite interacciones más complejas que la TV tradicional o analógica. Sin embargo, y a pesar de su alcance cada vez más masivo, las grandes ventajas de la TV Digital no están siendo aún explotadas en todo su potencial. Esto se debe, según los estudios realizados, a dos razones principales: (1) no se ha encontrado aún un modelo de negocios superador de la TV tradicional que aproveche la interacción del usuario-televidente (el cual, generalmente por desconocimiento, tampoco exige mayor complejidad y riqueza en su interacción con la TV) y (2) no hay suficientes recursos humanos adecuadamente formados que puedan desarrollar productos que exploten la compleja interacción entre el producto de TV (serie, unitario, película, documental) y el software (que permite el procesamiento de los datos y la interacción con el usuario-televidente) para generar producciones innovadoras en el campo televisivo. El Centro Tecnológico Comunitario de la Municipalidad de Nono (CTC Nono) nos ha solicitado ser recipiente de actividades de extensión que apunten a subsanar específicamente esta segunda causa, la falta de recursos humanos que puedan apropiarse de esta tecnología. A diferencia de muchos otros Centros Tecnológicos Comunitarios, el CTC Nono pudo continuar funcionando durante estos 14 años gracias a la capacidad de sus dirigentes de adaptar permanentemente sus objetivos y su forma de funcionamiento. EL CTC Nono, como tal, comenzó siendo un centro de alfabetización informática y de acceso popular a los servicios TIC básicos, para llegar a ser hoy un activo centro generador de programas de TV regional por un lado y de desarrollos de software por otro. Sin embargo, la característica principal que ha permanecido inmutable a lo largo de estos años es la de ser un centro de atracción, contención y aprendizaje abierto para todos los vecinos con inquietudes productivas y artísticas. Es por ello que, concientes de la enorme potencialidad y alcance de la TV Digital, es que el CTC Nono realiza esta demanda de transferencia que implica proveer conocimiento teórico y práctico para el desarrollo de programas interactivos de TV Digital a grupos multidisciplinarios (de programadores, artistas y productores de TV) de toda la zona de Traslasierra que les permita expandir su producción a esta nueva tecnología de difusión masiva. Es de esperarse que de los cursos, talleres y actividades de seguimiento de proyectos, se podrán obtener productos innovadores que aprovechen todos los beneficios que brinda la TV Digital, llevando el polo de desarrollo de TV generado gracias al CTC Nono a una nueva etapa, de expansión y uso de esta novedosa tecnología.
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This raster layer represents surface elevation and bathymetry data for the Boston Region, Massachusetts. It was created by merging portions of MassGIS Digital Elevation Model 1:5,000 (2005) data with NOAA Estuarine Bathymetric Digital Elevation Models (30 m.) (1998). DEM data was derived from the digital terrain models that were produced as part of the MassGIS 1:5,000 Black and White Digital Orthophoto imagery project. Cellsize is 5 meters by 5 meters. Each cell has a floating point value, in meters, which represents its elevation above or below sea level.
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Includes bibliographical references (p. 39-42).
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Framväxten av sociala medier har kommit och få en viktig funktion i dagens medielandskap. Att sociala medier har gjort det möjligt för företag att vara tillgängliga där konsumenterna redan är har gjort sociala medier till en naturlig kanal för marknadskommunikation. För att driva en lyckad marknadskommunikation har företagen blivit alltmer personliga i sin kommunikation i syfte att bygga starka relationer med sina kunder. Vi har i denna uppsats valt att undersöka hur företag kan använda sociala medier för att skapa relationer med sin publik och stärka varumärket. Studien har avgränsats till att undersöka hur researrangören Ving använder de två största mediekanalerna Facebook och Instagram. Studien har baserats på en textanalys där innehåll på Vings sociala medier har studerats. Vidare har studien kompletterats med en expertintervju i syfte att redogöra för vad Ving säger att de gör på sociala medier i relation till vad som faktiskt publiceras. Med hjälp av teorier inom sociala medier, relationsmarknadsföring, asymmetrisk och symmetrisk kommunikation samt innehållsmarknadsföring är vårt intresse i denna studie att undersöka vilka strategier Ving använder för att lyckas med sin kommunikation på sociala medier. Resultatet av studien visade att innehållet präglades till största del av inspirerande och informativa inlägg. Med en personlig ton och en kombination av symmetrisk och asymmetrisk kommunikation uppvisar Ving att företaget lyckats skapa en dialog med sin publik.
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A sociedade digital nos abraça em todos os aspectos do cotidiano e uma parte significativa da população vive conectada em multiplataformas. Com a instantaneidade dos fluxos de comunicação, vivemos uma rotina onde muitos acessos estão a um clique ou toque. A televisão como mídia preponderante durante várias décadas, na sua transição digital comporta uma função além da TV que conhecíamos, como display interativo que se conecta e absorve conteúdos provenientes de várias fontes. Os consagrados modelos mundiais de distribuição de audiovisual, especialmente pelo Broadcast, sofrem as consequências da mudança do comportamento do seu público pelas novas oportunidades de acesso aos conteúdos, agora interativos e sob demanda. Neste contexto, os modelos das SmartTVs (TVs conectadas) em Broadband (Banda Larga) apresentam opções diferenciadas e requerem um espaço cada vez maior na conexão com todos os outros displays. Com este cenário, o presente estudo busca descrever e analisar as novas ofertas de conteúdos, aplicativos, possibilidades e tendências do hibridismo das fontes para a futura TV.
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The Securities and Exchange Commission (SEC) in the United States mandated a new digital reporting system for US companies in late 2008. The new generation of information provision has been dubbed by Chairman Cox, ‘interactive data’ (SEC, 2006a). Despite the promise of its name, we find that in the development of the project retail investors are invoked as calculative actors rather than engaged in dialogue. Similarly, the potential for the underlying technology to be applied in ways to encourage new forms of accountability appears to be forfeited in the interests of enrolling company filers. We theorise the activities of the SEC and in particular its chairman at the time, Christopher Cox, over a three year period, both prior to and following the ‘credit crisis’. We argue that individuals and institutions play a central role in advancing the socio-technical project that is constituted by interactive data. We adopt insights from ANT (Callon, 1986; Latour, 1987, 2005b) and governmentality (Miller, 2008; Miller and Rose, 2008) to show how regulators and the proponents of the technology have acted as spokespersons for the interactive data technology and the retail investor. We examine the way in which calculative accountability has been privileged in the SEC’s construction of the retail investor as concerned with atomised, quantitative data (Kamuf, 2007; Roberts, 2009; Tsoukas, 1997). We find that the possibilities for the democratising effects of digital information on the Internet has not been realised in the interactive data project and that it contains risks for the very investors the SEC claims to seek to protect.
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Image collections are ever growing and hence visual information is becoming more and more important. Moreover, the classical paradigm of taking pictures has changed, first with the spread of digital cameras and, more recently, with mobile devices equipped with integrated cameras. Clearly, these image repositories need to be managed, and tools for effectively and efficiently searching image databases are highly sought after, especially on mobile devices where more and more images are being stored. In this paper, we present an image browsing system for interactive exploration of image collections on mobile devices. Images are arranged so that visually similar images are grouped together while large image repositories become accessible through a hierarchical, browsable tree structure, arranged on a hexagonal lattice. The developed system provides an intuitive and fast interface for navigating through image databases using a variety of touch gestures. © 2012 Springer-Verlag.
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The Securities and Exchange Commission (SEC) in the United States and in particular its immediately past chairman, Christopher Cox, has been actively promoting an upgrade of the EDGAR system of disseminating filings. The new generation of information provision has been dubbed by Chairman Cox, "Interactive Data" (SEC, 2006). In October this year the Office of Interactive Disclosure was created(http://www.sec.gov/news/press/2007/2007-213.htm). The focus of this paper is to examine the way in which the non-professional investor has been constructed by various actors. We examine the manner in which Interactive Data has been sold as the panacea for financial market 'irregularities' by the SEC and others. The academic literature shows almost no evidence of researching non-professional investors in any real sense (Young, 2006). Both this literature and the behaviour of representatives of institutions such as the SEC and FSA appears to find it convenient to construct this class of investor in a particular form and to speak for them. We theorise the activities of the SEC and its chairman in particular over a period of about three years, both following and prior to the 'credit crunch'. Our approach is to examine a selection of the policy documents released by the SEC and other interested parties and the statements made by some of the policy makers and regulators central to the programme to advance the socio-technical project that is constituted by Interactive Data. We adopt insights from ANT and more particularly the sociology of translation (Callon, 1986; Latour, 1987, 2005; Law, 1996, 2002; Law & Singleton, 2005) to show how individuals and regulators have acted as spokespersons for this malleable class of investor. We theorise the processes of accountability to investors and others and in so doing reveal the regulatory bodies taking the regulated for granted. The possible implications of technological developments in digital reporting have been identified also by the CEO's of the six biggest audit firms in a discussion document on the role of accounting information and audit in the future of global capital markets (DiPiazza et al., 2006). The potential for digital reporting enabled through XBRL to "revolutionize the entire company reporting model" (p.16) is discussed and they conclude that the new model "should be driven by the wants of investors and other users of company information,..." (p.17; emphasis in the original). Here rather than examine the somewhat illusive and vexing question of whether adding interactive functionality to 'traditional' reports can achieve the benefits claimed for nonprofessional investors we wish to consider the rhetorical and discursive moves in which the SEC and others have engaged to present such developments as providing clearer reporting and accountability standards and serving the interests of this constructed and largely unknown group - the non-professional investor.
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The aim of this paper is to review some of the standards, connected with multimedia and their metadata. We start with MPEG family. MPEG-21 provides an open framework for multimedia delivery and consumption. MPEG- 7 is a multimedia content description standard. With the Internet grow several format were proposed for media scenes description. Some of them are open standards such as: VRML1, X3D2, SMIL3, SVG4, MPEG-4 BIFS, MPEG-4, XMT, MPEG-4, LaSER, COLLADA5, published by ISO, W3C, etc. Television has become the most important mass medium. Standards such as MHEG, DAVIC, Java TV, MHP, GEM, OCAP and ACAP have been developed. Efficient video-streaming is presented. There exist a large number of standards for representing audiovisual metadata. We cover the Material Exchange Format (MXF), the Digital Picture Exchange (DPX), and the Digital Cinema Package (DCP).
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The key to prosperity in today's world is access to digital content and skills to create new content. Investigations of folklore artifacts is the topic of this article, presenting research related to the national program „Knowledge Technologies for Creation of Digital Presentation and Significant Repositories of Folklore Heritage” (FolkKnow). FolkKnow aims to build a digital multimedia archive "Bulgarian Folklore Heritage” (BFH) and virtual information portal with folk media library of digitized multimedia objects from a selected collection of the fund of Institute of Ethnology and Folklore Studies with Ethnographic Museum (IEFSEM) of the Bulgarian Academy of Science (BAS). The realization of the project FolkKnow gives opportunity for wide social applications of the multimedia collections, for the purposes of Interactive distance learning/self-learning, research activities in the field of Bulgarian traditional culture and for the cultural and ethno-tourism. We study, analyze and implement techniques and methods for digitization of multimedia objects and their annotation. In the paper are discussed specifics approaches used to building and protect a digital archive with multimedia content. Tasks can be systematized in the following guidelines: * Digitization of the selected samples * Analysis of the objects in order to determine the metadata of selected artifacts from selected collections and problem areas * Digital multimedia archive * Socially-oriented applications and virtual exhibitions artery * Frequency dictionary tool for texts with folklore themes * A method of modern technologies of protecting intellectual property and copyrights on digital content developed for use in digital exposures.