Search results for "0508 media and communications"

showing 10 items of 683 documents

The ethos of conviviality. From the table to the tablet

2012

Manifestée d’abord dans l’espace physique et symbolique de la table et associée au plaisir de partager de bons mets, la convivialité se déplace aujourd’hui dans de multiples espaces de la vie sociale : les relations quotidiennes, les conditions de travail, le rapport aux objets. À cet égard la convivialité prend une place tout à fait significative dans les usages des interfaces numériques. Ainsi s’opère le glissement sémiotique et pragmatique de la convivialité, de la table à la tablette, avec le maintien de propriétés substantielles de cette valeur de confiance et de bien-être et des conversions figuratives de sa manifestation dans de nouveaux espaces. C’est le cas, notamment, de la gare c…

media_common.quotation_subject[SHS.INFO]Humanities and Social Sciences/Library and information sciences050801 communication & media studiesUser friendlinesspleasureform of lifeuser‐friendlinessforme de vie.convivialité[SHS.INFO] Humanities and Social Sciences/Library and information scienceslcsh:Social Sciencesplaisir0508 media and communicationssensitive figure0502 economics and business[ SHS.INFO ] Humanities and Social Sciences/Library and information sciencesform of life.media_commonuser-friendliness05 social sciencesforme de vieethosArtfigure sensiblelcsh:Huser interfaceinterfaceHumanitiesconviviality050203 business & management
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La integración del videojuego educativo con el folklore. Una propuesta de aplicación en Educación Primaria

2016

El artículo se centra en una experiencia de innovación en Educación Primaria que forma parte del trabajo práctico de la asignatura Música y nuevas tecnologías del Grado en maestro de Educación Primaria impartida en la Escuela Universitaria de Educación y Turismo de Avila (Universidad de Salamanca), enmarcada en el programa Prácticas de campo. Modalidad II (2015/2016_OP4) del Campus de Excelencia Internacional Studii Salamantini. Consiste en la aplicación del videojuego La granja musical a 46 alumnos de primero y segundo de Educación Primaria del CEIP Santa Ana de Avila con la finalidad de recuperar la tradición popular del pasado, interpretarla en el presente y proyectarla hacia las nuevas …

media_common.quotation_subjectcultura popularVideogamePrimary educationetnologíaenseñanza primaria050801 communication & media studiesEducació primàriaMusicalVideojuegolcsh:Education (General)Educationjuego de ordenador0508 media and communicationsExcellenceEducación primariaSociologyuso didáctico del ordenadorFolkloreSchool educationmedia_commonFolkloreJocs educatius05 social sciences050301 educationFirst educationFolklortecnología de la educaciónvídeo interactivoinnovación pedagógicalcsh:L7-9910503 educationHumanitiesJocs per ordinador
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The Question of Creativity in the Finnish Elementary School Curriculum

2017

This article is intended to examine the role of creative education in the design of the national curriculum and the division of lesson hours during the period 2010-2014. During this process, pupils, private citizens and experts from different fields were given the opportunity to submit their contributions to the exercise. The article intends to examine whether the curriculum development exercise fulfilled the conditions for a wide democratic consultation process. Three professional groups, elementary school teachers, artists (writers, visual arts teachers, musicians) and academic engineers (n= 1163) were the main focus of this research project. Creativity related claims, which were posted o…

media_common.quotation_subjectcurriculum050801 communication & media studies0508 media and communicationsPedagogyComputingMilieux_COMPUTERSANDEDUCATIONluovuusMathematics educationCurriculum developmentta516Curriculumcreativitymedia_commonbusiness.industry05 social sciencesPerspective (graphical)050301 educationNational curriculumCreativityDemocracyeducational policyelementary schoolNew product developmentimproving schoolThe InternetbusinessPsychology0503 educationJournal of Studies in Education
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Sourcing practices in online journalism : an ethnographic study of the formation of trust in and the use of journalistic sources

2017

Arguably one of the most important factors of journalistic quality is careful source selection. Studies on online journalism have revealed working conditions which may lead to poor sourcing practices. This article seeks to answer the following questions: What sources do online journalists use, and how do they rationalize their sourcing practices? A total of 17 Finnish online journalists in 7 newsrooms were observed and interviewed over their practices of source searching, evaluation, and use. The study revealed five distinctive rationales of source use, which I call trust discourses: the ideological, the pragmatic, the cynically pragmatic, the consensual, and the contextual trust. Different…

media_common.quotation_subjectlähdekritiikki050801 communication & media studiesEducationtrust discoursesnews sources0508 media and communicationsEthnographySelection (linguistics)Quality (business)Sociologyta518source credibilitymedia_commonverkkojournalismiOnline journalismbusiness.industryCommunicationSource credibility05 social sciencestrustPublic relationssourcing practicelähdeaineistotluottamusjournalismionline journalismIdeology0509 other social sciences050904 information & library sciencesbusinessluotettavuus
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We are the people and you are fake news: a social identity approach to populist citizens’ false consensus and hostile media perceptions

2018

This study aims to investigate the relationships between citizens’ populist attitudes, perceptions of public opinion, and perceptions of mainstream news media. Relying on social identity theory as an explanatory framework, this article argues that populist citizens assume that public opinion is congruent with their own opinion and that mainstream media reporting is hostile toward their own views. To date, only anecdotal evidence suggests that both assumptions are true. The relationships are investigated in a cross-sectional survey with samples drawn from four Western European countries ( N = 3,354). Multigroup regression analysis supports our hypotheses: False consensus and hostile media p…

media_common.quotation_subjectsocial identity theoryhostile media perceptions050801 communication & media studies050109 social psychologySocial identity approachPublic opinion0508 media and communications10240 Department of Communication and Media ResearchPerceptionlanguage and linguisticsMainstream0501 psychology and cognitive sciencesSociologySocial identity theorypopulist attitudesNews media070 News media journalism & publishing1203 Language and Linguisticsmedia_commonbusiness.industrycommunication05 social sciencesMedia studieslinguistics and languagepopulismPopulism3310 Linguistics and Languagefalse consensusFake newsbusiness3315 Communication
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The Issue Arena of a Corporate Social Responsibility Crisis : The Volkswagen Case in Twitter

2016

This paper explores the online debate in a corporate social responsibility crisis, where multiple actors communicate through social media, each representing different interests and views pertaining to the crisis. The study utilizes Twitter data relating to the recent case of the falsified Volkswagen diesel emissions that became public in 2015. To better understand the online interaction, use is made of issue arena theory and insights on CSR crises. The focus is on capturing the issue as it evolved over time, the actors and sentiments expressed, and the responses of the organization. The findings show that after the case became public, the emissions issue received massive attention in Twitte…

media_common.quotation_subjectsocial mediaTwittersosiaalinen media050801 communication & media studieskriisiviestintäVolkswagen0508 media and communications0502 economics and businessSocial mediaSociologyta518crisis communicationCrisis communicationmedia_commoncorporate social responsibilitybusiness.industryCompensation (psychology)05 social sciencesSentiment analysisStakeholderAdvertisingPublic relationsmaineenhallintasosiaalinen vastuuissue arenaCorporate social responsibilitybusiness050203 business & managementDiversity (business)ReputationStudies in Media and Communication
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Can Avatar Appearance Influence Physical Activity? User-Avatar Similarity and Proteus Effects on Cardiac Frequency and Step Counts

2020

This study combined user-avatar similarity and Proteus effect predictions to incentivize physical activity. 305 participants ran while wearing accelerometers and a heart rate monitor. They were randomly assigned to onscreen motion-capturing avatars displaying either participant or stranger faces dressed in sports or formal clothes. Participants assigned to avatars displaying their own face showed increased cardiac frequency compared with those exposed to avatars with a stranger's face. Relative to the remaining conditions, participants assigned to avatars with their own face also wearing sports clothes showed increased cardiac frequency but participants assigned to avatars with a stranger's…

medicine.medical_specialtyHealth (social science)Physical activity050801 communication & media studiesAudiologyUser-Computer Interface03 medical and health sciences0508 media and communicationsSimilarity (network science)medicineHumansExerciseComputingMethodologies_COMPUTERGRAPHICSAvatar030505 public healthbiologyCommunication05 social sciencesHeart rate monitorComputingMilieux_PERSONALCOMPUTINGProteus effectProteusbiology.organism_classificationProteus0305 other medical scienceCardiac frequencyPsychologyhuman activitiesHealth Communication
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Disconnected Lives: Trends in Time Spent Alone in Finland

2020

AbstractDiscussions about social isolation have been extensive over the past few decades. A less sociable nature of social ties has been identified in Western societies. The phenomenon has been associated with demographic changes such as aging and living alone as well as changes in the use of new technologies. In this study we employ representative Finnish Time Use Surveys from three decades, 1987–1988 (n = 1887), 1999–2000 (n = 2673) and 2009–2010 (n = 1887) to examine the trends in social isolation, measured as time spent alone. Our results showed that between 1987 and 2010 the time spent alone increased by 124 min per day. The increase was linear and occurred in nearly all population gro…

medicine.medical_specialtySociology and Political Sciencesocial isolationEmerging technologiesPopulationtime spent alone050801 communication & media studies050105 experimental psychology0508 media and communicationsArts and Humanities (miscellaneous)sosiaalinen eristäytyminenajankäyttöHuman geographyDevelopmental and Educational Psychologymedicine0501 psychology and cognitive sciencesSocial isolationeducationFinlandQuality of Life Researcheducation.field_of_studyPublic healthyksineläjät05 social sciencesGeneral Social Sciencessosiaaliset suhteetInterpersonal tiesGeographytechnologyteknologiatime usemedicine.symptomDemographySocial Indicators Research
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An Extended Study on Training and Physical Exercise in Esports

2019

This chapter is an extended revision of the authors' earlier study (2016) on the training routines of professional and high-level esport players, with added focus on their physical exercise. The study is methodologically mixed with a quantitative survey sample (n=115) and a qualitative interview sample (n=7). Based on this data, high-level esport players train approximately 5.28 hours every day around the year, and professional esport players at least the same amount. Approximately 1.08 hours of that training is physical exercise. More than half (55.6%) of the professional and high-level esport players believe that integrating physical exercise into their training programs has a positive ef…

medicine.medical_specialtyelektroninen urheilueducation05 social sciencesTraining (meteorology)050301 educationPhysical exercise050801 communication & media studiesliikunta0508 media and communicationsphysical exercisePhysical therapymedicineesportsharjoitteluPsychology0503 educationfyysinen aktiivisuus
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A hidden type of internet addiction? Intense and addictive use of social networking sites in adolescents

2016

Internet Gaming Disorder has been included as a preliminary diagnosis in DSM-5. The question remains, if there are additional internet activities related to addictive use. Especially, use of social networking sites has been discussed to be related to excessive use, but only few empirical studies are available. We wanted to explore, if use of social networking sites is related to addiction symptoms and psychosocial distress and which variables (demography, personality) predict addictive use. A representative sample of n?=?9173 adolescents (12-19 years) was enrolled. Self-report questionnaires assessed demography, frequency of social networking sites use, internet addiction, personality, and …

medicine.medical_specialtymedia_common.quotation_subjectFrequency of use050801 communication & media studies0508 media and communicationsEmpirical researchArts and Humanities (miscellaneous)mental disordersmedicinePersonality0501 psychology and cognitive sciencesPsychiatryGeneral Psychologymedia_commonExtraversion and introversionbusiness.industryAddiction05 social sciencesHuman-Computer InteractionDistressThe InternetPsychologybusinessPsychosocial050104 developmental & child psychologyClinical psychologyComputers in Human Behavior
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