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  1. Vidding : A History
    Erschienen: 2022
    Verlag:  University of Michigan Press

    Vidding is a well-established remix practice where fans edit an existing film, music video, TV show, or other performance and set it to music of their choosing. Vids emerged forty years ago as a complicated technological feat involving capturing... mehr

     

    Vidding is a well-established remix practice where fans edit an existing film, music video, TV show, or other performance and set it to music of their choosing. Vids emerged forty years ago as a complicated technological feat involving capturing footage from TV with a VCR and syncing with music—and their makers and consumers were almost exclusively women, many of them queer women. The technological challenges of doing this kind of work in the 1970s and 1980s when vidding began gave rise to a rich culture of collective work, as well as conventions of creators who gathered to share new work and new techniques. While the rise of personal digital technology eventually democratized the tools vidders use, the collective aspect of the culture grew even stronger with the advent of YouTube, Vimeo, and other channels for sharing work. Vidding: A History emphasizes vidding as a critical, feminist form of fan practice. Working outward from interviews, VHS liner notes, convention programs, and mailing list archives, Coppa offers a rich history of vidding communities as they evolved from the 1970s through to the present. Built with the classroom in mind, the open-access electronic version of this book includes over one-hundred vids and an appendix that includes additional close readings of vids.

     

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    Quelle: OAPEN
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780472902590; 9780472038527
    Weitere Identifier:
    Schlagworte: Society & culture: general; Media studies; Popular culture; Social networking
    Weitere Schlagworte: Society and culture: general; Media studies; Popular culture; Social media / social networking
    Umfang: 1 electronic resource (276 p.)
  2. Evaluation and Credentialing in Digital Music Communities : Benefits and Challenges for Learning and Assessment
    Erschienen: 2014
    Verlag:  The MIT Press, Cambridge

    An examination of the use of digital badges as a reward for both casual online music evaluators and professional musicians.Professional and amateur musicians alike use social media as a platform for showcasing and promoting their music. Social media... mehr

     

    An examination of the use of digital badges as a reward for both casual online music evaluators and professional musicians.Professional and amateur musicians alike use social media as a platform for showcasing and promoting their music. Social media evaluation practices—rating, ranking, voting, “liking,” and “friending” by ordinary users, peers, and critics—have become essential promotional tools for musicians. In this report, H. Cecilia Suhr examines one recent development in online music evaluation: the use of digital badges to aid in assessment and evaluation. Digital badges have emerged in recent years as a potential credentialing method in informal learning environments. Suhr explores online music communities' use of digital badges as a reward for both casual music evaluators and musicians.Suhr examines the intersection of evaluation and gamification in Spotify's “Hit or Not” game, in which players assess a song's hit potential and receive digital badges as rewards, and considers the implications of turning music evaluation into a game. She then explores in detail the development of peer and professional critics on Indaba Music, a cloud-based collaboration platform where musicians earn badges through participating in contests. Suhr considers the emerging challenges and shortcomings of contest-based virtual communities and the value of badges, as perceived by Indaba musicians. She investigates to what extent digital badges can effectively represent and credit musicians' accomplishments and merits; describes the challenges, benefits, and shortcomings of digital badges as an evaluation mechanism; and compares the use of digital badges in assessing creativity to their use in learning and credentialing institutions.

     

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    Quelle: OAPEN
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9780262527149
    Schlagworte: Music; Educational equipment & technology, computer-aided learning (CAL); Social networking
    Weitere Schlagworte: music
    Umfang: 1 electronic resource (112 p.)
  3. Regulating Content on Social Media : Copyright, Terms of Service and Technological Features
    Autor*in: Tan, Corinne
    Erschienen: 2018
    Verlag:  UCL Press

    How are users influenced by social media platforms when they generate content, and does this influence affect users’ compliance with copyright laws? These are pressing questions in today’s internet age, and Regulating Content on Social Media answers... mehr

     

    How are users influenced by social media platforms when they generate content, and does this influence affect users’ compliance with copyright laws? These are pressing questions in today’s internet age, and Regulating Content on Social Media answers them by analysing how the behaviours of social media users are regulated from a copyright perspective. Corinne Tan, an internet governance specialist, compares copyright laws on selected social media platforms, namely Facebook, Pinterest, YouTube, Twitter and Wikipedia, with other regulatory factors such as the terms of service and the technological features of each platform. This comparison enables her to explore how each platform affects the role copyright laws play in securing compliance from their users. Through a case study detailing the content generative activities undertaken by a hypothetical user named Jane Doe, as well as drawing from empirical studies, the book argues that – in spite of copyright’s purported regulation of certain behaviours – users are 'nudged' by the social media platforms themselves to behave in ways that may be inconsistent with copyright laws.

     

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  4. Praxishandbuch Videospiel- und Internetabhängigkeit
    Ätiologie, Diagnostik und Therapie
  5. Behandlungsmanual Videospiel- und Internetabhängigkeit
    verhaltenstherapeutisch-orientierte Gruppenbehandlung zur Teilabstinenz bei Adoleszenten : das "Git Gud in Real-Life"-Programm
    Erschienen: 2021
    Verlag:  Elsevier, München ; Urban & Fischer

    Hochschule Landshut, Hochschule für Angewandte Wissenschaften, Bibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Bayerische Staatsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek der LMU München
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Regensburg
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    ISBN: 9783437230561; 3437230565
    Weitere Identifier:
    9783437230561
    RVK Klassifikation: CU 3500 ; CW 6940
    Auflage/Ausgabe: 1. Auflage
    Schlagworte: Stoffungebundene Sucht; Gruppentherapie; Spielsucht; Jugend; Computerspiel; Online-Sucht
    Weitere Schlagworte: Gaming disorders; Spielsucht; Internetsucht; Internetabhängigkeit; Digital Junkies; Rollenspiele; pathologischer Mediengebrauch; Smartphoneabhängigkeit; Prokrastination; Killerspieldebatte; Gambling; Social networking; Emotionsregulation; Verhaltenssüchte; Gamer; Surfen; Videospiele; Internetkonsum
    Umfang: VIII, 150 Seiten, Illustrationen, Diagramme, 27 cm x 21 cm, 445 g
  6. Twitch
    Erschienen: 2024
    Verlag:  Polity, Cambridge

    Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly... mehr

     

    Twitch is the leading live streaming platform in most of the world and an integral part of contemporary digital gaming culture. Millions of people broadcast their game play (as well as other activities) to over a hundred million people who regularly visit the site. In this accessible book, Mark R. Johnson offers both a synthesis of existing Twitch research and a new way to understand Twitch as a public forum for gaming. Drawing on ideas of the ancient Greekagoraor public forum, Johnson demonstrates how Twitch has become the key location for game players looking to understand what is contemporary, relevant, and important in modern gaming culture. He argues that Twitch has constructed a particular kind of public forum for gaming, an understanding which emerges from analysing the platform through its technological infrastructure, its streamers and viewers, its broadcast content, and its tightly knit communities. While this forum helps shape gaming culture, it also exhibits many of gaming's existing problems with harassment and cultural exclusivity. Despite being the essential public space for contemporary gaming, Johnson shows that Twitch is far more complex than it first appears, and is currently expanding in ways that challenge this - until now - core focus. This book is essential readingfor students and scholars of game studies, media studies, and anyone with an interest in the rapidly changing nature of online communication.

     

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    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9781509558599
    RVK Klassifikation: AP 15963 ; LC 13000
    Schriftenreihe: Digital media and society
    Schlagworte: COM060140; COM087020; Digital lifestyle; Grafische und digitale Media-Anwendungen; Graphical & digital media applications; Media studies; Medienwissenschaften: Internet, digitale Medien und Gesellschaft; SOCIAL SCIENCE / Media Studies; Social networking; Soziale Medien / Soziale Netzwerke
    Umfang: vi, 228 Seiten, 21 cm
    Bemerkung(en):

    Enthält Literaturverzeichnis auf Seite 199-221

    Acknowledgements Introduction Chapter 1: The Platform Chapter 2: Twitch Users Chapter 3: Twitch Content Chapter 4: Community and Culture Conclusion Bibliography Index

  7. Behandlungsmanual Videospiel- und Internetabhängigkeit
    verhaltenstherapeutisch-orientierte Gruppenbehandlung zur Teilabstinenz bei Adoleszenten : das "Git Gud in Real-Life"-Programm
    Erschienen: 2021
    Verlag:  Elsevier, München ; Urban & Fischer

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    ISBN: 9783437230561; 3437230565
    Weitere Identifier:
    9783437230561
    RVK Klassifikation: CU 3500 ; CW 6940
    Auflage/Ausgabe: 1. Auflage
    Schlagworte: Stoffungebundene Sucht; Gruppentherapie; Spielsucht; Jugend; Computerspiel; Online-Sucht
    Weitere Schlagworte: Gaming disorders; Spielsucht; Internetsucht; Internetabhängigkeit; Digital Junkies; Rollenspiele; pathologischer Mediengebrauch; Smartphoneabhängigkeit; Prokrastination; Killerspieldebatte; Gambling; Social networking; Emotionsregulation; Verhaltenssüchte; Gamer; Surfen; Videospiele; Internetkonsum
    Umfang: VIII, 150 Seiten, Illustrationen, Diagramme, 27 cm x 21 cm, 445 g
  8. Influential machines
    the rhetoric of computational performance
    Erschienen: [2023]; © 2023
    Verlag:  The University of South Carolina Press, Columbia, South Carolina

    Introduction: Locating the energies of computational performance -- Manufactured processing, ritual, and expert systems -- Processual magnitude, the sublime, and computational poiesis -- Processual signaling, compulsion, and neural networks --... mehr

    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Potsdamer Straße
    10 A 183719
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Braunschweig
    2973-4917
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Technische Informationsbibliothek (TIB) / Leibniz-Informationszentrum Technik und Naturwissenschaften und Universitätsbibliothek
    T 24 B 423
    uneingeschränkte Fernleihe, Kopie und Ausleihe
    Universitätsbibliothek Stuttgart
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    Introduction: Locating the energies of computational performance -- Manufactured processing, ritual, and expert systems -- Processual magnitude, the sublime, and computational poiesis -- Processual signaling, compulsion, and neural networks -- Designing computational performances to actively contribute positive energies -- Leveraging the rhetorical energies of machines. "A new framework for understanding how algorithms influence Web applications offer us conclusions about science. Twitter bots generate art. Machine-learning systems satirize politicians. We live in an era where a substantial share of our private and public communication is machinic. Modern computing machines cannot yet speak for themselves-although the capacities of AI are rapidly expanding-but they generate rhetorical energies as they give advice, entertain, and proffer insight, speaking to human concerns in more-than-human ways and guiding human action. In Influential Machines Miles C. Coleman looks beyond human communication to interrogate the ways in which the machines and algorithms in our lives make meaning and the implications of their special modes of communication. Using the varied examples of an anti-vax "vaccine calculator," two Twitterbots, and the computational performances of virtual assistants, Coleman asks what machines mean to us as social agents and whether humans are the appropriate reference for designing machine communication. Coleman goes beyond the front and back ends of computing to describe the "deep end" of computing, a site of ambient rhetoric that is essential for understanding how machines move in today's digital world"--

     

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  9. Praxishandbuch Videospiel- und Internetabhängigkeit
  10. Writing on the social network
    digital literacy practices in social media's first decade
    Autor*in: Buck, Amber M.
    Erschienen: 2023; ©2023
    Verlag:  Utah State University Press, Logan

    "Writing on the Social Network builds upon traditions in longitudinal writing research to present a view of the impact of social media technologies on literacy practices. Buck considers user experiences and digital literacy practices on these... mehr

    Universitätsbibliothek Braunschweig
    2973-5958
    uneingeschränkte Fernleihe, Kopie und Ausleihe

     

    "Writing on the Social Network builds upon traditions in longitudinal writing research to present a view of the impact of social media technologies on literacy practices. Buck considers user experiences and digital literacy practices on these platforms and calls for a larger acknowledgement of social networks as locations of sophisticated and literate activity"--

     

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  11. Behandlungsmanual Videospiel- und Internetabhängigkeit
    verhaltenstherapeutisch-orientierte Gruppenbehandlung zur Teilabstinenz bei Adoleszenten : das "Git Gud in Real-Life"-Programm
    Erschienen: 2021
    Verlag:  Elsevier, München

    Bibliothek der Frankfurt University of Applied Sciences
    PSY 214 Flo
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    Universitätsbibliothek J. C. Senckenberg, BSP, Bibliothek für Klinische Psychologie und Psychotherapie
    04/CU 3500 I29 B4
    keine Fernleihe
    Universitätsbibliothek Gießen
    000 CU 3500 I29
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    Universitätsbibliothek Kassel, Standort Holländischer Platz
    25 Psy LL 4266
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    Universität Mainz, Bereichsbibliothek Universitätsmedizin
    PSYCH 880
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    Hochschul- und Landesbibliothek RheinMain, Kurt-Schumacher-Ring
    10 MI 100 103
    uneingeschränkte Fernleihe, Kopie und Ausleihe
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    Quelle: Verbundkataloge
    Beteiligt: Brüschke, Clara (Mitwirkender)
    Sprache: Deutsch
    Medientyp: Buch (Monographie)
    Format: Druck
    ISBN: 9783437230561; 3437230565
    Weitere Identifier:
    9783437230561
    RVK Klassifikation: CU 3500
    DDC Klassifikation: Medizin und Gesundheit (610); Psychologie (150)
    Auflage/Ausgabe: 1. Auflage
    Schlagworte: Jugend; Online-Sucht; Computerspiel; Spielsucht; Gruppentherapie
    Weitere Schlagworte: Gaming disorders; Spielsucht; Internetsucht; Internetabhängigkeit; Digital Junkies; Rollenspiele; pathologischer Mediengebrauch; Smartphoneabhängigkeit; Prokrastination; Killerspieldebatte; Gambling; Social networking; Emotionsregulation; Verhaltenssüchte; Gamer; Surfen; Videospiele; Internetkonsum
    Umfang: VIII, 150 Seiten, Illustrationen
    Bemerkung(en):

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