Search results for "Frame"

showing 10 items of 1767 documents

FRAME MODELIZATION OF DISCOURSE PRESSURES ON INFORMATION TRANSFER AND TEXTUAL ORGANIZATION OF A TEXT GENRE.

2023

The present article aims at investigating the discursive pressures at the phrasal and textual level for a text genre, here wine advertisements from Austrian supermarket leaflets. After having developed the theoretical framework of Germanic inspiration, a case study is conducted to highlight these discursive pressures.

sémantique du discourstext linguisticsdiscours du vinwine discoursesémantique des framesphrasal linearizationframe semanticslinéarisation phrastiquelinguistique textuellediscourse semantics[SHS.LANGUE] Humanities and Social Sciences/Linguistics
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Towards a scenario of virtual mental health environments for school-aged children

2017

This study explores student teachers’ future design scenarios focusing on promoting children’s mental health literacy through virtual reality (VR) environments. VR use is on the verge of many breakthroughs in several areas of lived experience. One such area pertains to educational contexts. Student teachers were chosen as the subjects of this study due to the likelihood that they will be the primary users and disseminators of these emerging technologies in educational contexts. The students created five types of future scenarios that contained different environments and activity modes, including those that are still not yet feasible to realize with current technological capabilities. The ai…

ta113Engineeringbusiness.industryEmerging technologiesschool-aged childrenStudent teacherVirtual realityMental healthscenarioCurriculum frameworkmielenterveysPedagogyMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONdigital literacySet (psychology)businessMental health literacystudent teachermental healthvirtual reality (VR)Digital literacy
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The Quest for Underpinning Theory of Enterprise Architecture - General Systems Theory

2017

Enterprise architecture originates from the 1980’s. It emerged among ICT practitioners to solve complex problems related to information systems. Currently EA is also utilised to solve business problems, although the focus is still in ICT and its alignment with business. EA can be defined as a description of the current and future states of the enterprise, and as a change between these states to meet stakeholder’s goals. Despite its popularity and 30 years of age, the literature review conducted on top information and management science journals revealed that EA is still lacking the sound theoretical foundation. In this conceptual paper, we propose General Systems Theory (GST) for underpinni…

ta113Enterprise architecture frameworkUnderpinningComputer science05 social sciencesEnterprise architecture02 engineering and technologygeneral systems theoryManagementEngineering managementSystems theoryEnterprise architecture management020204 information systemsenterprise architecture0502 economics and businessBusiness architecture0202 electrical engineering electronic engineering information engineeringkokonaisarkkitehtuuriView model050203 business & managementProceedings of the 19th International Conference on Enterprise Information Systems
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Consumer value of camera-based mobile interaction with the real world

2013

Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…

ta113MultimediaComputer Networks and CommunicationsComputer sciencemedia_common.quotation_subjectContext (language use)computer.software_genreComputer Science ApplicationsHardware and ArchitectureHuman–computer interactionExcellenceState (computer science)ta512computerCritical Incident TechniqueValue (mathematics)Mobile interactionSoftwareInformation SystemsValue frameworkActual usemedia_commonPervasive and Mobile Computing
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H.264 QoS and Application Performance with Different Streaming Protocols

2015

Streaming techniques, including the selected streaming protocol, have an effect on the streaming quality. In this study, the performance of three different streaming protocols in a disturbed communication channel is evaluated with a modified version of the FFPlay player. A H.264 encoded video is used as a test sequence. The number of displayed image frames, the frame rate and playout duration are used as objective metrics for QoS. The metrics brings out differences of streaming protocols in our test environment. They are measured at the application level and have a connection to the user experience. peerReviewed

ta113Protocol (science)HLSbusiness.industryComputer sciencecomputer.internet_protocolQuality of serviceReal-time computingstreaming protocolsQoSFrame rateRTSPTest sequenceUser experience designRTMPReal Time Streaming ProtocolQoEH.264businesscomputerComputer networkProceedings of the 8th International Conference on Mobile Multimedia Communications
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Career Transitions of eSports Athletes : A Proposal for a Research Framework

2017

eSports has boomed, the number of eSport athletes has grown rapidly, and many teenagers aspire to a have career in eSports. However, eSports athletes' careers involve many problems, such as career-entry difficulties, straining life habits, burnout, premature retirement, and post-career dilemmas. Despite a growing research interest in eSports, a void of knowledge exists regarding eSports athletes' career aspects. To address the gap in research, this paper aims to take an initial step by proposing a framework for eSports athletes' career transitions. The framework combines two approaches from sport psychology and sport literature. The framework can help eSports athletes, coaches, and other st…

ta113biologyLife habitAthleteselektroninen urheilu05 social sciencesApplied psychology050301 education030229 sport sciencesBurnoutbiology.organism_classificationSport psychologyurakehitysComputer Science Applications03 medical and health sciences0302 clinical medicineathletesConceptual frameworkeSportscareerPedagogyPsychology0503 educationtransitionsInternational Journal of Gaming and Computer-Mediated Simulations
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Visibility without voice: Media witnessing irregular migrants in BBC online news journalism

2016

In the analysis of journalistic representation of irregular migration to Europe, rather little attention is given to the variation of modes and genres of journalism. Most studies focus on text in ‘old media’ and the news genre. This article analyses affordances of different modalities and genres of online journalism in framing irregular migrants. Media framing in BBC online news coverage of a mediatised conflict in Spain, defined as a ‘migration crisis’, is analysed with multimodal social semiotics. While mediation makes global audiences witness tragedies at Europe's borders and online journalism affords more voice and deliberation for migrant sources, the frames of threat and victim domina…

ta520media_common.quotation_subject050801 communication & media studiescomputer.software_genreOld media0508 media and communicationsmaahanmuuttomedia witnessingSociologyNews mediamedia_commonverkkojournalismi060201 languages & linguisticsMultimediamedia conflictCommunication05 social sciencesMedia studiesEurope–Africa border06 humanities and the artsDeliberationSocial semioticsWitnessnews imagesFraming (social sciences)0602 languages and literatureonline journalismnews frameJournalismTechnical JournalismcomputerimmigrationAfrican Journalism Studies
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E-BUSINESS MODEL: A CONTENT BASED TAXONOMY OF LITERATURE

2012

The rapid worldwide growth of e-commerce and the resulting great interest on the digital business, caused a proliferation of contributes by academics and practitioners, that identified by different points of view, the fundamental concepts, codes and functions of e-business models. The quantity and the variety of approaches adopted made the concept of e-business model fuzzy and vague, with little consensus about its ontology and definition. The relevance of the topic asserts a claim for the classification of contributions as a first step to a general definition of the concept of e-business model. This paper provides an integrated literature review of contemporary academic writings to ascerta…

taxonomye-business modelliterature reviewconceptual frameworkcontent analysiSettore SECS-P/08 - Economia E Gestione Delle Imprese
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Kryminalizowanie finansowania terroryzmu

2016

terrorist crimedirectivesregulationsterrorism financingconventionslegal frameworkOpolskie Studia Administracyjno-Prawne
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E-Sports y brecha de género: la percepción de las profesionales españolas

2019

The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspective, interest in videogames at the amateur level is quite similar. However, in its professional level, female participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictions, the data on the presence of women are elocuent: few women, with much lower wages than men to remunerate same skills, and a general complaint by the female profession…

the data on the presence of women are elocuent: few womenhas been focused on the technique of content analysis from a netnographic perspective. It has been spotlighted by the analysis of the testimonies made at the ?Womenfemale participation becomes very limited. The fact that physical effort is irrelevant (a requirement for ?traditional sports?) could be considered a variable that would negatively affect greater to equality in the conditions of access and participation of women in electronic sports. Against any predictionsorganized by the Movistar´s Riders club. In addition to content analysisVideojuegoRocío The present paper aims to identify the causes of under-representation of women in E-sports. According to a genre perspectiveE-sports and Unicorns? Conferenceinterest in videogames at the amateur level is quite similar. HoweverUNESCO::SOCIOLOGÍAfew women [the data on the presence of women are elocuent]in its professional leveldesigualdad de génerowith much lower wages than men to remunerate same skillsand a general complaint by the female professionals of frequent situations of ?suffocating pressure? during competitions. The methodologygender inequality 139 148La percepción de las profesionales españolas Moldes Farelo [1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género]1137-7038 8537 Arxius de sociologia 525290 2019 40 7038148 E-sports y brecha de género: La percepción de las profesionales españolas Moldes Farelothree in-depth interviews have been conducted industria videojuegosE-sportsVideo game industrysporting eventsMujeres:SOCIOLOGÍA [UNESCO]within the framework of the campaign ? MynameMygamedeporte espectáculoSociología del deporteEmpleo de las mujeresSociologíawith a qualitative nature
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