999 resultados para tv-publik


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The ideal proposed by Decree No. 4901 of 26 November 2003 establishing the Brazilian System of Digital Television (SBTVD) still seems more remote from reality as possible in 2003, where it was believed more in digital inclusion (and social) through access Digital TV via internet than to the development of specifi c products for this media. The reality still shows up differently and it is possible to believe that there was an innocent vision and too optimistic a project that did not meet even the demands of society: SBTVD. The problem to be solved is to get Digital TV adds value to the needs of today’s consumers of content, space has been occupied quickly by computers and devices connected to the internet and even the informal trade of DVDs and video games.

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The aim of this paper is to describe and analyze the process of implementing the Digital Television in Argentina between November, 2011 and April, 2012, a period where this author has developed postdoctoral research entitled "Digital TV, T-Learning and Edutainment: An Assessment of the Argentine case" at the University of La Matanza in San Justo, City of Buenos Aires, Argentina.

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This article presents a study on the concept of social TV and the user’s experience. We made a literature review in search of the several meanings and features given to the subject. We have analyzed the aspects that express changes in the field, beginning with the TV set connected to the internet, which allows users to new experiences of socialization, previously available only in other devices. This new scenario provides a new platform called “TV everywhere”, the ubiquitous television that is everywhere, regardless of location, time or space. We have researched the origin of social TV and the process that altered the old television model. Finally, we propose a new term to express such changes regarding social television: “Social TV”, representing the user’s experience through the convergence between television and the Internet, shared locally and remotely through any technological means.

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This paper describes the Unesp University TV experience, in Bauru, reflecting on the goals of a university TV in the context of digitalization. The emphasis of the argument rests on the role of this segment in terms of audiovisual content research and production. By demonstrating the potential for innovation in the development of program formats on interactive digital environment, suggests that research is one of the ways to find solutions that ensure the sustainability of university TV stations.

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The deployment of Digital TV in Brazil opens up space for the development of educative content based on the concepts of t-learning and edutertainment. The study proposes the application of the gamification as a link of communication to encourage and modify the users’ behavior. However, bumps into itself on the conceptual problem, once the literature brings several definitions that vary according to the application context. The objective this study, exploratory, is to propose a conceptual approach, in order to build a delimited concept that substantiates the gamification system in Interactive Digital TV.

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The proposed paper aims to understand and analyze how the sporting television journalism has changed in Brazil, affecting the coverage of major events like the World Cup. The impact of these changes are reflected in the use of interactivity, entertainment and presentation of news, in pictures and on television news programs inserted in Brazilian TV News. The study proposes to analyze, through theories of journalism and content analysis, as two seemingly opposing concepts (journalism and entertainment) were put into perspective by the Central Cup television program, aired during the year 2010 by Globo television, on the occasion of the World Cup in South Africa.

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This paper presents proposals for the use of interactivity in the telejournalism in an open television broadcaster and the consequences of this use. The issues raised here go beyond technical issues and also addresses issues of theoretical field. The fundamental purpose of this paper is to present interactive possibilities in television journalism as a way of providing this television format tools to keep up with technological changes in the field of production and sharing news. However, by using these tools, the television news is enabling reversal of two important hypotheses that describe the analog television journalism: Scheduling Hypothesis and the Spiral of Silence. To reach your main goal we used a theoretical framework relevant to the issues addressed here and a survey of some interactive applications for digital television developed specifically for TV newscast. From this instrument, we selected two sets of interactive features that can be employed, in general, newscasts, and how these features relate to the hypotheses of Scheduling and Spiral of Silence.

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“Virtual Studio” is a system developed for the creation of virtual sets, as well as any threedimensional 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.

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From a conceptual and contextual review of the phenomenon of convergence between TV and internet, demonstrated by the increasing use of so-called social media as tools for audience participation in television programs, the article examines the incorporation of information from social media programs in TV Cultura, a public television station in the state of São Paulo in Brazil. The work tries to characterize a model of the interaction process, in order to describe how is the audience participation in three selected programs: Green Card, JC Debate and Roda Viva.

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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.

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This text reflects on the techniques and the process of image production and its artistic composition to digital television in high defini- tion, whereas the 4:3 and 16:9 formats will exist until shutdown of the analog signal. Within this period, consumers of television programming that have analog receivers will continue to see the images in 4:3 format. That fact determines that the productions in high definition, while capturing images with larger viewing area and have high contrast ratio (>1000:1) must be main- tain the elements of visual storytelling within the smallest area and with the contrast ratio of the analog tv (30:1), at the risk of distorting visually the messages produced by the directors.

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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 .

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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.