Search results for " digital media"

showing 10 items of 18 documents

Pattern Recognition: The "Postcinema" Seen by William Gibson

2015

Attraverso la lettura di "Pattern Recognition" di William Gibson possiamo rintracciare i caratteri del Postcinema

Cognitive scienceSettore L-ART/06 - Cinema Fotografia E TelevisioneHistoryPattern recognition (psychology)Performance artPostmodernismPostcinema William Gibson digital cinema new media digital media
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Communication Design for the Dissemination of Scientific Knowledge. Languages, Tools, Technologies, Collaborative Processes for Museum Education

2019

Il testo propone l’analisi di un articolato processo di ricerca-azione, avviato in occasione di alcune sperimentazioni didattico-scientifiche nate dalla collaborazione tra le discipline del design, della rappresentazione multimediale, delle scienze botaniche nell’Università di Palermo. L’esperienza proposta è stata centrata sulla comunicazione scientifica e sull’elaborazione di prodotti comunicativi per la didattica museale e istituzionale dell’Orto Botanico di Palermo. In quest’occasione sono stati sperimentati strumenti progettuali, tecnologie e modalità di espressione successivamente rielaborati anche in un progetto di sviluppo territoriale, che ha portato alla realizzazione del “Micromu…

Communication designSociology of scientific knowledgeKnowledge managementdesign della comunicazione e dell'informazione didattica e tecnologie museali educazione tramite media digitali rappresentazione multimediale.business.industryProcess (engineering)Communication and Information design museum education and technologies education through digital media multimedia representation.Museum educationSettore ICAR/13 - Disegno IndustrialeBotanical gardenNarrativeSociologyDimension (data warehouse)businessScientific communication
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Educational policies in the production and distribution of digital didactic materials

2017

En este artículo abordamos el análisis de las políticas educativas de tres comunidades autónomas (CA) tan diversas geográfca, social y culturalmente como son Canarias, Galicia y Valencia. El trabajo se enmarca en el proyecto de investigación EDU-2015-64593-R, fnanciado por el Ministerio de Economía y Competitividad, titulado: «LLa escuela de la sociedad digital: análisis y propuestas para la producción y uso de los contenidos digitales educa - tivos», en el que participan las universidades de La Laguna, Santiago de Compostela y de Valencia. El objetivo fundamental es analizar la situación de los Materiales Didácticos Digitales (MDD) en las citadas CA. En la primera fase del estudio se han e…

Educational policyPolítica educativaMateriales educativos digitalesEducational administrationAdministración Educativalcsh:Education (General)Educació ExperiènciesIslas Canariaspolítica de la educaciónMateriales Educativos Digita - leslcsh:LC8-6691Tecnología educativalcsh:Special aspects of educationCurrículoEducational digital mediatecnología de la educaciónGaliciaTecnología EducativaEducational technologyAdministración educativamedios de enseñanzaPolítica EducativaValenciaCurriculumlcsh:Llcsh:L7-991lcsh:Education
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Subjective impressions do not mirror online reading effort: concurrent EEG-eyetracking evidence from the reading of books and digital media

2013

In the rapidly changing circumstances of our increasingly digital world, reading is also becoming an increasingly digital experience: electronic books (e-books) are now outselling print books in the United States and the United Kingdom. Nevertheless, many readers still view e-books as less readable than print books. The present study thus used combined EEG and eyetracking measures in order to test whether reading from digital media requires higher cognitive effort than reading conventional books. Young and elderly adults read short texts on three different reading devices: a paper page, an e-reader and a tablet computer and answered comprehension questions about them while their eye movemen…

MalecognitionEye Movementslcsh:MedicineSocial and Behavioral Sciences0302 clinical medicineCognitionMicrocomputersReading (process)Psychologylcsh:ScienceNeurolinguisticsmedia_commonMultidisciplinaryPsycholinguisticsluminance05 social sciencesInformation processingContrast (statistics)CognitionElectroencephalographyExperimental PsychologyMiddle AgedEEG-Eyetracking; Reading;Books; Digital MediaFemalePsychologyComprehensionconsumer electronicsNatural LanguageCognitive psychologyResearch ArticleAdultmedia_common.quotation_subjectCognitive NeuroscienceFixation Ocularelderly050105 experimental psychologyDigital mediaContrast Sensitivity03 medical and health sciencesYoung AdultMemoryHumans0501 psychology and cognitive sciencesWorking MemoryBiologyAgedInternetBehaviorlanguagebusiness.industryVerbal BehaviorBookslcsh:RCognitive PsychologyEye movementLinguisticseyesFixation (psychology)Comprehensioneye movementsReadinglcsh:Qbusiness030217 neurology & neurosurgeryNeuroscience
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Organizational Media Affordances : Operationalization and Associations with Media Use

2017

The concept of affordances has been increasingly applied to the study of information and communication technologies (ICTs) in organizational contexts. However, almost no research operationalizes affordances, limiting comparisons and programmatic research. This article briefly reviews conceptualizations and possibilities of affordances in general and for media, then introduces the concept of organizational media affordances as organizational resources. Analysis of survey data from a large Nordic media organization identified six reliable and valid organizational media affordances: pervasiveness, editability, self-presentation, searchability, visibility, and awareness. Eight media scales base…

Media UseCommunication and Media StudiesorganizationsTelevision and Digital MediaJournalism and Professional WritingmediankäyttöaffordancesICTsmediaCommunication & Media StudiesoperationalizationFilm
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Effects of video games : English language learning of girls

2014

Erilaiset kannettavat laitteet ovat lisääntyneet viimeisen muutaman vuoden aikana ja levinneet yleiseen käyttöön. Tämä levinneisyys on johtanut myös siihen, että videopelejä on saatavilla enemmän ja pelaaminen on yleistynyt. Samalla pelaamisen tutkimus on lisääntynyt ja videopelit on havaittu hyödyllisiksi. Toisaalta globaalisaatio ja teknologian kehitys on johtanut siihen, että englanti on tullut osaksi arkea entistä enemmän. Videopelit tarjoavat hauskan ja laajan oppimisympäristön, mutta videopelien vaikutuksia kielenoppimiseen ei kuitenkaan ole tutkittu vielä kovinkaan paljoa. Etenkin tyttöjen pelaamisen tutkiminen on vielä vähäistä, koska perinteisesti ajatellaan, että vain pojat pelaav…

New digital mediayouth culturemotivationflowvideo gamessecond language acquisition
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The relationship between body and screen in Studio Azzurro’s performances since the 1980s until today

2018

Studio Azzurro is an Italian group that has been working with different performative languages since the 1980s: video installations, theater, video art, cinema, interactive installations, interactive museums. In all these artistic experiences Studio Azzurro has never worked using the languages handed down by tradition, but has always experimented by mixing them with new technologies. The work they have conducted in theater is particular, because the use of new technologies has transformed the concept of theater and has opened the way for the development of new performative forms such as digital or technological theater. In what follows, we will study the relationship between body and screen…

New technologieSettore L-ART/06 - Cinema Fotografia E TelevisioneSettore L-ART/05 - Discipline Dello Spettacolonew digital mediabodieperforming arts audiovisual media
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I media digitali nell'attività di ricerca della semiotica italiana

2022

This chapter reconstructs the history of the Italian research in Semiotics on Digital Media, starting from "before" the Internet and the Digital itself up to the latest publications,

Semiotics digital media Italian SemioticsSettore M-FIL/05 - Filosofia E Teoria Dei Linguaggi
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La vita dopo la rivoluzione

2020

After what we can call "Digital Revolution" we need to redefine our approach to technologies and science. We need a new cultural approach to technologies.

Settore L-ART/06 - Cinema Fotografia E TelevisioneDigital digital culture digital humanities new media digital media
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Pratiche di disgiunzione ana-societarie: il vuoto nel dominio info-sferico

2016

A partire dall'intervista di Toni Negri a Gilles Deleuze del 1990 (Deleuze G., Le devenir révolutionnaire et les créations politiques, intervista con Antonio Negri, “Futur Antérieur journal”, n. 1, 1990) e rileggendo Chaosmose di Félix Guattari, il contributo intende mostrare come una nozione di vuoto — nell‟accezione deleuziana di “créer des vacuoles de non communication” — debba essere oggi rilanciata per resistere alla retorica dominante e poliziesca del dover comunicare-dover enunciare-dover partecipare, ecc. (si pensi al web sociale e al controllo normalizzante sotto la minaccia della dataveillance). Un‟idea di vuoto fecondo in grado di secernere una negazione non sussumibile, una a-pr…

Settore L-ART/06 - Cinema Fotografia E TelevisioneInfosfera digital media sorveglianza vuoto
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